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IRC log for #minetest-dev, 2017-01-23

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All times shown according to UTC.

Time Nick Message
00:00 VanessaE servers are fully updated, still happens.  I don't know if it's a mod issue or not.
00:03 red-001 if they are using mt-dev tell them to update their clients
00:03 * VanessaE updates hers..
00:04 VanessaE [01-22 19:03] <longerstaff13@VBld> test
00:04 VanessaE [01-22 19:03] <longerstaff13@VBld> Not doubled on a phone, VanessaE.
00:04 red-001 if it still happens after you update then it's a mod issue
00:07 VanessaE red-001: not if longerstaff isn't seeing it on his client.
00:08 VanessaE that immediately rules out mods (but not necessarily server)
00:08 VanessaE it's client-side.   updating my client solved it.
00:13 red-001 if both the server and client are protocol version 29 but client doesn't have the commit that removes the chat prediction this happens
00:13 VanessaE red-001: that's what I thought.
00:14 VanessaE what protocol version is 0.4.15?
00:14 red-001 iirc 28
00:14 VanessaE ok, good.
00:15 VanessaE so long as it won't affect users of the stable version, I see no need to worry about it then.
00:15 red-001 iirc the protocol only got bumped to 29 a few days before my pr
00:20 Fixer VanessaE: doubles
00:20 VanessaE Fixer: update your client.
00:22 Fixer does not happen on newest git client, case closed
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01:38 paramat sorry but i feel tenplus1 is not suitable for a MTG dev. no offense, i really like him, he's a valued contributor and has helpful suggestions. i suspect he may not want to, he seems fed up with MTG dev
01:38 paramat i would consider krock first
01:39 paramat we have more need for new devs in engine
02:05 paramat ^ sofar thoughts on tenplus1 as mtg dev?
02:41 paramat #5070
02:41 ShadowBot https://github.com/minetest/minetest/issues/5070 -- Plantlike: Fix visual_scale being applied squared by paramat
02:49 paramat i will merge #5079 #5095 later tonight
02:49 ShadowBot https://github.com/minetest/minetest/issues/5079 -- Dungeons: Make >=2 wide stairs possible by paramat
02:49 ShadowBot https://github.com/minetest/minetest/issues/5095 -- Zoom FOV: Reduce minimum zoom FOV to 7 degrees by paramat
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03:24 sofar https://forum.minetest.net/viewtopic.ph​p?f=11&amp;t=12379&amp;start=25#p243447
03:24 sofar this is why I don't think tenplus1 is right for being mtg dev
03:31 paramat also our bad experience dealing with his PRs
03:33 sofar anyone can do anything with any code they want, it's all open source, I don't mind people maintaining their own versions
03:33 sofar I'm much happier making slow and long term contributions to mtg myself
03:34 sofar I don't think he would be OK with that
03:34 sofar does he actually want to be one?
03:37 paramat we don't know yet
03:37 paramat i doubt it :]
03:47 Zeno` maybe not
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06:21 sofar why would my inventory show black cubes for nodes? custom game - no minetest_game
06:21 sofar the wielded node looks OK
06:21 sofar it's just the inventory that shows them as black inventory cubes
06:23 sofar how quaint, if I drop them the ones that have textures are larger than the ones without
06:29 nore pushing https://github.com/Ekdohibs/minetest/commi​t/d04d8aba7029a2501854a2838fd282b81358a54e (squashed #4986) in 15 minutes if nobody disagrees
06:29 ShadowBot https://github.com/minetest/minetest/issues/4986 -- Hardware node coloring by juhdanad
06:29 sofar please go ahead :)
06:33 nore sofar: black cubes in inventory looks like an old bug
06:33 nore I thought it has been fixed
06:34 sofar I've got an almost empty subgame, I don't see it with minimal
06:34 nore hm, quite strange
06:34 sofar I wonder if it's the formspec
06:35 nore what happens if you take the nodes and use them in mtg?
06:35 nore (could be the texture)
06:35 sofar oh the nodes are fine, I can place them and the world mapgen has them showing up OK
06:35 sofar there's a fake mapgen that places one of them as flat surface below 0
06:36 nore I mean, take the definitions out of your subgame and looking at your inventory in mtg with them
06:36 sofar I'm sure that will work
06:37 sofar oh I don't define `default`, that could be it
06:37 sofar (I don't want to)
06:37 nore hmm
06:38 nore could it be related to the texture name?
06:38 sofar it's not even used by my subgame btw
06:38 nore (IIRC the code uses inventorycube to create the inventory texture, if the texture name is weird it could fail)
06:39 sofar I have rotating inventory stuff enabled
06:39 sofar that doesn't make use of inventorycube
06:40 nore hmmm
06:40 sofar besides, inventorycube is in builtin
06:40 sofar and I do have that, of course
06:40 sofar btw it's both the HUD inventory bar, and the default inventory
06:40 nore yes, what my idea was was that if the texture name had strange characters, the engine couldn't parse the inventorycube modifier
06:41 nore but it's probably not that then
06:41 sofar it's just alphanum stuff
06:41 sofar e.g. default_stone.png
06:41 nore looks like missing lighting on the nodes when doing the rendering
06:41 nore which was an old bug I thought was fixed
06:41 sofar I don't get why that wouldn't break minetest_game then
06:42 sofar or minimal
06:42 nore yeah, that's quite strange
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06:44 nore #4986 merged!
06:44 ShadowBot https://github.com/minetest/minetest/issues/4986 -- Hardware node coloring by juhdanad
06:44 nrzkt ty nore
06:47 sofar I think it's the hud...
07:02 sofar so many ugly problems, if I export without linking textures, my model is all messed up
07:02 sofar but if I do link textures, irrlicht complains because minetest can't find them since `PWD` is different
07:03 sofar even though in game they show just fine
07:03 sofar (figures)
07:03 sofar so my choices are: thousands of warnings
07:03 sofar or, broken textures
07:04 sofar also, I get thousands of these:
07:04 sofar [pid 15677] stat("/home/sofar/.minetest/​worlds/atwt/map.sqlite-wal", 0x7fd742ffc450) = -1 ENOENT (No such file or directory)
07:04 sofar [pid 15677] stat("/home/sofar/.minetest/wo​rlds/atwt/map.sqlite-journal", 0x7fd742ffc450) = -1 ENOENT (No such file or directory)
07:04 sofar thousands of sqlite stat() calls
07:04 sofar that doesn't seem optimal either
07:14 VanessaE nore: and that commit is now on my servers.
07:14 nore VanessaE: nice ;)
07:14 nore (that was a quick update)
07:15 VanessaE cheapie's been waiting on it ;)
07:15 VanessaE (and there's dozens of other mods that could benefit from it too)
07:20 thePalindrome Is there still no way to have the same node with a different texture?
07:21 VanessaE no.
07:21 VanessaE that was something meta_set_nodedef was for
07:22 nore meta_set_nodedef was too heavy on client
07:22 nore waaaay too heavy
07:22 thePalindrome mm
07:22 thePalindrome curses
07:22 thePalindrome I'd love to have an animated node
07:22 thePalindrome textures or meshes, but :shrug:
07:23 sofar nore: if I do singleplayer the problem is gone
07:23 sofar nore: o_O
07:23 nore at some point in time, it started using > 1s to produce the mesh for each mapblock
07:23 nore sofar: wtf
07:24 nore at least it's not a quantum bug
07:24 sofar yeah, switch to local server, black boxes
07:24 sofar ohhh, weird
07:24 sofar run a second time as singleplayer: black boxes again
07:24 sofar wtf
07:24 nore sofar: out of memory perhaps?
07:24 nore missing memory could explain that sort of things
07:25 sofar removed player data: singleplayer ok
07:26 sofar any new player it works OK
07:26 sofar when the player logs in again, the inventory of that player has black nodes
07:27 nore waaaaat
07:27 nore what about other games?
07:27 sofar and if I shutdown minetest entirely, then load an old player, black boxes
07:27 nore *subgames
07:27 sofar they're all fine
07:28 nore hmm... could you construct a minimal subgame example with the bug, then?
07:29 sofar meh, I'll try
07:30 nore sofar: else, do you have the code so that I can try?
07:30 sofar unpublished, not publishing yet
07:30 sofar sorry :)
07:30 sofar but, I'll do a PoC
07:33 sofar so, easy enough to reproduce
07:33 sofar filing bug...
07:34 paramat will merge #5027 #5079 #5095 in a moment
07:34 ShadowBot https://github.com/minetest/minetest/issues/5027 -- Add several helper functions for angles/vectors. by sofar
07:34 ShadowBot https://github.com/minetest/minetest/issues/5079 -- Dungeons: Support nodebox stairs wider than 1 node by paramat
07:34 ShadowBot https://github.com/minetest/minetest/issues/5095 -- Zoom FOV: Reduce minimum zoom FOV to 7 degrees by paramat
07:36 sofar rebuilding minetest master to be sure it's not some local patch
07:38 sofar aw crap
07:38 sofar that was the issue :/
07:39 VanessaE about 4986:  can I suggest that someone include a couple of standardized palettes?  the CGA color set, the VGA 8-bit set, etc.
07:40 VanessaE (so that mods don't have to duplicate that effort)
07:40 nore sofar: do you know what patch it is?
07:41 sofar well, I was on 15122e015
07:41 sofar but I must have had something local
07:43 paramat merging
07:44 thePalindrome In terms of the client-side api, do we have plans for a custom data packet?
07:45 nore thePalindrome: well, there is much to be done before that
07:45 VanessaE also, the format of the palette image needs to be documented.
07:45 thePalindrome I figured, I was mainly wondering for future reference :P
07:45 sofar nore: I was on 51746ca9 with an earlier version of #4806 applied
07:45 ShadowBot https://github.com/minetest/minetest/issues/4806 -- Add search to advanced settings by rubenwardy
07:46 nore sofar: strange then
07:47 sofar it'll come haunt me again I'm sure
07:48 nore unfortunately I guess it will :/
07:48 paramat merged
07:48 sofar aight, back to what I wanted to do then
07:48 sofar lol
07:49 * thePalindrome is still hoping for animated textures
07:49 thePalindrome Giant machines aren't as cool if they don't move :P
07:51 paramat but we have animated textures?
07:51 thePalindrome s/animated/dynamic
07:51 red-001 aren't they already possible
07:51 paramat ok
07:51 red-001 tnt uses them
07:51 VanessaE guys...
07:51 thePalindrome Think a furnace that changes textures when it starts burning
07:51 thePalindrome But yeah, that's very intensive :P
07:52 VanessaE see my comments above re: node coloring, please
07:52 thePalindrome Ah, I mean something different
07:53 nore VanessaE: it would be a good idea, could you perhaps make a pr about it please?
07:53 paramat Vanessa, seen, but to not be forgotten an issue is needed
07:53 VanessaE nore: I can't make a PR for something I don't understand :)
07:54 nore VanessaE: well, that would just be adding a few textures
07:54 paramat now at last i can add stairs to sandstone dungeons
07:54 VanessaE nore: right.  but what's the desired pixel color layout?  must the image (for 256 colors) be 16x16, or would say 32x8 also work? etc.
07:55 cheapie 32x8 and 16x16 seem to both work.
07:55 nore hm, I think any would work
07:55 VanessaE ok.
07:55 cheapie I haven't tested others.
07:55 nore as long as the image has exactly 256 pixels
07:55 VanessaE maybe cheapie could supply "standard" palettes then?
07:56 cheapie I have a 3 green, 3 red, 2 blue palette here...
07:56 VanessaE just want to nip this in the bud before every mod author out there starts making his or her own palettes.
07:56 thePalindrome ooh, good point
07:56 VanessaE (of course, I'll make the unified dyes palette too, but you get my point)
07:56 cheapie Here: https://cheapiesystems.com/media/​images/rgblightstone_palette.png
07:57 cheapie That one is as follows: pixel number = 32*green + 4 * red + blue
07:57 cheapie Green and red have 8 values, blue 4.
07:58 cheapie It's based on public domain content here: https://commons.wikimedia.o​rg/wiki/File:256colour.png and I agree to release my modifications (just downscaled it) under that as well.
07:59 cheapie (or any license you want, really)
07:59 sofar for the purpose that I indend to use them I'll make custome palettes per node
08:00 cheapie That's fine, but shipping standard palette(s) is probably not a bad idea. They are selectable, after all.
08:01 thePalindrome hmm
08:01 thePalindrome I kindof want to make a dance floor mod now :P
08:01 VanessaE thePalindrome: already been done.
08:01 cheapie rgblightstone :P
08:01 VanessaE (though primitive compared to what this feature could allow)
08:01 cheapie + a LuaC, I suppose.
08:02 thePalindrome oh lol
08:02 cheapie VanessaE: rgblightstone is done.
08:03 VanessaE that was fast.
08:03 cheapie It wasn't too hard. I was able to reuse most of the code.
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08:20 red-001 could someone review #5094?
08:20 ShadowBot https://github.com/minetest/minetest/issues/5094 -- CSM: Add method to display a formspec and callbacks by red-001
08:21 paramat #5102 is trivial and tested, can be merged anytime
08:21 ShadowBot https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to sandstone dungeons by paramat
08:27 nrzkt red-001: i will look at it
08:28 sofar nrzkt: I'm starting to build something that uses lsqlite3... because we don't have proper player metadata and because entites can get erased
08:28 nrzkt sofar: what do you mean by something that use lsqite3 ?
08:28 sofar nrzkt: I suppose it would be too hard to make a minetest-specific sqlite API?
08:29 nrzkt sqlite api for LUA ?
08:29 sofar remember the `datastorage` mod?
08:29 nrzkt sofar: why not re-use my previously non merged PR ?
08:29 sofar which is?
08:29 nrzkt i have two PR to fix those meta data problems which only need time or second maintainer
08:30 sofar well the player attribute stuff only solves half the problem
08:30 sofar but really, I just want to have a sqlite db
08:30 nrzkt #4155
08:30 ShadowBot https://github.com/minetest/minetest/issues/4155 -- Implement player attribute backend by nerzhul
08:30 nrzkt yes i want pg + sqlite
08:31 sofar I'll settle for sqlite :)
08:31 sofar but pg, maybe, no objections to that :)
08:31 nrzkt it should support pg
08:31 sofar gonna file a issue for it
08:31 nrzkt https://gitlab.com/epixelgame/epixel/blob/​master/src/server/database-postgresql.cpp
08:32 VanessaE One more thing:  minetest_game will need some kind of "standard" colorizing tool e.g. a paintbrush or something.
08:32 sofar VanessaE: only if colors are used by nodes
08:32 sofar and even then, I'm not even sure
08:32 VanessaE sofar: which you can be sure they will be.
08:32 sofar you can do colored nodes without intending them to be colored by players
08:33 VanessaE maybe a chatcommand.  /setcolor <something> and then "paint" a bunch of nodes with it?
08:33 VanessaE s/it/with a paintbrush/
08:33 sofar sounds like a worldedit thing
08:33 * nore agrees with sofar
08:33 VanessaE nono I'm thinking more like a user building something, say with the wool mod
08:33 nrzkt sofar: => https://gitlab.com/epixelgame/epixel/blo​b/master/src/client/database-sqlite3.cpp
08:33 VanessaE why have 16 nodes instead of just one + paintbrush?
08:33 nore if I make e.g. different colors of grass, I don't want the player to be able to change their color
08:33 nrzkt you have all you need to move players to database
08:33 nore VanessaE: for wool it's different
08:34 sofar nrzkt: no, I don't want the world map in sqlite
08:34 nrzkt it's not the world map only
08:34 nrzkt you have the player
08:34 nore (but for that, maybe clicking the nodes with dye would change their color)
08:34 sofar nrzkt: I want my own custom sqlite db for my mod's usage
08:34 VanessaE nore: that's not a bad idea.
08:34 nrzkt sofar: multiple micro sqlite per mod ? could be ... consuming
08:35 sofar I only intend to make one
08:35 sofar and then share it between my mods
08:35 nrzkt it's for MT or just you ?
08:35 sofar for my custom subgame
08:35 nrzkt okay
08:35 nrzkt if you backport postgresql backend is mandatory
08:35 nrzkt could be nice to have https://github.com/minetest/minetest/pull/4155 merged no ?
08:36 nrzkt and after that merge, add database backend to replace the whole player
08:36 nrzkt (using relational DB)
08:36 VanessaE as for changing the color of grass, seems to me the "tool" that would be used (whether it's a dye item or a paintbrush) should just check if the node has some proper group that allows the color to be changed, along the same lines as what the screwdriver does.
08:38 VanessaE (or a group that, if present, expressly forbids it)
08:40 sofar nrzkt: I still want something like 4155, but it doesn't solve all the problems I have
08:40 sofar I would still need an extra DB :)
08:40 sofar I also need to go to bed, lol
08:40 VanessaE the point I'm trying to make, guys, is a standard is needed, same reason for a standard palette, otherwise we'll have a hundred different ways to "paint" blocks, depending on the mod
08:41 nrzkt sofar: i agree this should not be map db
08:41 VanessaE this should be sorted out now, before this feature has a chance to gain traction.
08:41 nrzkt it's not a problem sofar, just have two connectors and use the proper connector :)
08:41 sofar VanessaE: as long as minetest_game doesn't add it's own meschugga palettes, I'm fine with that
08:42 nore VanessaE: I think using dyes is a good solution
08:42 sofar nrzkt: #5103 if you want to comment
08:42 ShadowBot https://github.com/minetest/minetest/issues/5103 -- Mod API: database
08:42 paramat many different palettes is the idea of the feature, it varies according to the node
08:42 VanessaE sofar: I was thinking more along the lines of a standard palette image that gets included with the engine, since it's not a game thing really.  the paint-with-dye thing would be minetest_game territory
08:42 * paramat likes meshuggah
08:42 VanessaE paramat: yes, but color coordination is also desirable.
08:42 sofar but you can't have painted wool nodes that way
08:43 sofar since breaking a blue wool block will drop you a white wool block
08:43 sofar so it's useless for painted nodes, now
08:43 VanessaE so have it drop both the wool and the dye that was used to make it
08:43 VanessaE or save the color in same way you do for a written-in book
08:43 sofar BWAHAHAHAHHAA
08:44 sofar sorry, nah, that's what I meant with meshugga
08:44 VanessaE well something is going to be needed.
08:44 sofar not in minetest_game
08:44 sofar you need it in homedecor
08:44 sofar or mypaint
08:45 sofar as is, minetest_game can do fine without it
08:45 VanessaE some kind of standard is going to be needed or we're gonna end up with a hundred ways to do this.
08:45 sofar eh, most likely tenplus1 already has made 3 standards just now
08:45 sofar shrug
08:46 VanessaE heh
08:47 * sofar gotta get some sleep - later
08:47 VanessaE bye
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09:35 juhdanad Hi all! Thanks for merging my PR! Don't worry, I think it won't be used widely in the near future, as the current stable version does not render colors.
09:47 nore hm, what
09:47 nore I thought I had tested it and it worked fine
09:47 * nore tests again
09:49 nore doesn't work, I must have tested the wrong commit :/
09:49 nore did you change anything lately?
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09:51 juhdanad nore: no. In the PR description I pointed it out that old clients are colorblind.
09:51 nore juhdanad: ah, that
09:51 nore still, I don't get any colors with a newly built client
09:51 VanessaE nore: try VE-C
09:51 VanessaE there's already a number of uses of it
09:51 nore VanessaE: lol
09:52 nore however, I think UDP ports are blocked here, I'll try anyway
09:52 VanessaE (cheapie spared no time in getting RGBlightstone to use it)
09:54 nore ok, that was just me testing with a node too dark to see the color change
09:55 nore yup, ports blocked
09:55 nore well, anyway, it works
09:55 nore my bad
10:17 juhdanad I have an idea what causes black inventory cubes! Punching a lot of kinds of blocks!
10:17 juhdanad Punching a block generates five textures (with crack overlays) and I don't know if these get deleted.
10:18 juhdanad So if you punch all kinds of blocks, your graphics card will store six times as many textures.
10:19 juhdanad This could explain why this occurs randomly.
10:19 juhdanad Anyone wants to test my theory? :)
10:26 Zeno` I dunno if we can delete textures (due to irrlicht)
10:28 juhdanad I think they just should be dropped.
10:29 Zeno` how?
10:31 juhdanad I mean "texture->drop();"
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10:34 Zeno` perhaps yeah
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16:45 red-001 !seen sapier
16:45 ShadowBot red-001: I saw sapier in #minetest-dev 17 hours, 58 minutes, and 54 seconds ago saying "but I haven't tested so not sure if this does work. For what I've read it should work"
16:49 nrzkt red-001: let us time to review we are not bots :p
16:51 * sofar wakes up
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17:43 sapier red-001 I'd be here now
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17:45 red-001 I was wondering why your test doesn't check the io functions
17:46 red-001 the lua security one
17:46 sapier because I haven't finished that part by now
17:47 red-001 btw could you review #5100 when you have some time?
17:47 ShadowBot https://github.com/minetest/minetest/issues/5100 -- [CSM] Improve security by red-001
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18:02 nrzkt hey
18:03 red-001 hi nrzkt
18:30 red-001 so only the death formspec should be moved to the lua right? not the mainmenu or anything like that?
18:31 nrzkt mainmenu has its own lua stack already
18:32 nrzkt we are ingame in client
18:32 nrzkt i don't know if some chat parts can be ported to builtin
18:32 sofar client-side death formspec seems weird
18:33 red-001 sofar whats strange about it?
18:33 red-001 nrzkt, I meant the esc menu
18:34 red-001 the one with exit game and change keys
18:36 red-001 sofar does it break anything, could you post a screenshot?
18:36 sofar if it's client-side, how does the server know the client has clicked respawn?
18:36 nrzkt sofar, death formspec is client side only
18:36 nrzkt it's in cpp side in master branch
18:36 sofar ok, then we have a terminology mismatch
18:37 red-001 the client runs a command that sends the respawn packet to the server
18:37 nrzkt he knows because there is a trigger on this special formspec which send TOSERVER_RESPAWN
18:37 sofar you're just moving it from cpp to lua on the client then?
18:37 nrzkt exact
18:37 red-001 yes
18:37 sofar does that involve a new API function?
18:37 red-001 yes the new function and callback are used
18:38 sofar to order send the packet to the server?
18:38 nrzkt exact
18:38 nrzkt there is a function in client side api to trigger respawn packet
18:38 nrzkt but sofar better, checkout the official branch and test it please :)
18:39 nrzkt if you add your keyboard with us could be good
18:39 nrzkt sofar, #5094 needs to be merged to continue the devel
18:39 ShadowBot https://github.com/minetest/minetest/issues/5094 -- CSM: Add method to display a formspec and callbacks by red-001
18:39 nrzkt especially on formspecs
18:40 nrzkt and red-001 i don't think main menu should be in lua itself, but if a coredev wants, then open a pr
18:40 sofar nrzkt: spent all weekend in blender, no time to test ;)
18:40 nrzkt heh
18:44 red-001 so I assume adding server to client code transfer should wait for improved security?
18:45 sofar I'd argue not
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18:46 red-001 It might be a good idea then to work on porting the server to client mod transfer from the old PR
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18:55 est31 going forward, I don't want to maintain this any more: https://github.com/est31/minetest-flatpak
18:55 est31 seems there is interest by contributors to improve it
18:55 est31 maybe the minetest org can adopt it?
18:55 est31 celeron55, ^
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19:00 Nymeven hi
19:01 red-001 hi Nymeven
19:02 celeron55 est31: is it used by any considerable amount of users?
19:02 Nymeven how can i learn c++ in order to create a game like minetest (or other) or help you?
19:03 est31 celeron55, I've got one person doing PRs to the repo
19:03 sfan5 Nymeven: try googling
19:03 est31 maybe it could alternatively be integrated into the main minetest repo as well
19:03 est31 into util/ or sth
19:03 Nymeven ok..
19:04 sfan5 Nymeven: no but seriously, try searching something like "c++ for game development" or "learning c++"
19:04 Nymeven ok
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19:05 est31 or maybe build/flatpak
19:06 sfan5 please don't put more stuff into the build/ dir
19:06 sfan5 its naming sucks
19:06 red-001 Nymeven,  once you learn the basics you can start working on projects allowing you to get better and learn more complex concepts
19:07 Nymeven ok, thx
19:07 celeron55 pick a project that you want to make that is slightly out of reach, then learn what you need for it while making it
19:07 celeron55 then repeat for infinite times
19:07 kaeza see also: http://abstrusegoose.com/249 </offtopic>
19:08 celeron55 that's how i learn things anyway
19:08 est31 me too
19:08 est31 doing audio decoders was like black magic for me
19:08 est31 then I sat down and wrote one :)
19:10 est31 celeron55, the overall goal is to one day provide an flatpak repo for minetest. Once that's the case it would be best to have it in the minetest namespace. Before that its mostly an unofficial thing, but I guess the flatpak fans like it
19:10 est31 also, I'm not sure whether endless os uses it
19:11 est31 most likely not
19:13 celeron55 est31: can you ask your contributor to adopt the repo?
19:14 est31 that's an idea as well
19:14 est31 gonna do it
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22:27 red-001 for  #5100 it's not really possible to work on making the io library more secure, unless a modding subsystem gets added as that will likely add some sort of virtual filesystem
22:27 ShadowBot https://github.com/minetest/minetest/issues/5100 -- [CSM] Improve security by red-001
22:30 sapier I'm astonished how simple you can do a quest support for mobs :)
22:31 sapier it's less then 700 lines including gui code :-) funny if I did know that befor I'd have done it long ago
22:31 sapier well I guess documentation will be about same again :)
23:00 red-001 so does #5094 need another review?
23:01 ShadowBot https://github.com/minetest/minetest/issues/5094 -- CSM: Add method to display a formspec and callbacks by red-001
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23:01 nrzkt if  sapier or sofar could look, i will merge it tomorrow evening after timeout if not, as the PR is good and not in master
23:01 nrzkt and rubenwardy look at some interesting thigns too

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