Time Nick Message 00:31 Wayward_One I experienced that too today, newest engine as well 01:06 benrob0329 Video posted earlier today is now unlisted 01:06 benrob0329 currently working on remaking it in Kdenlive 01:10 benrob0329 oops, wrong channel 01:11 paramat ok 01:40 paramat sofar #3497 could be merged with a small fix or 2 01:40 ShadowBot https://github.com/minetest/minetest/issues/3497 -- Allow mesh and nodeboxes to wave like plants or leaves. by sofar 01:42 paramat i'll +1 if L660 is fixed 01:45 paramat also see if there's anything usable from #3515 01:45 ShadowBot https://github.com/minetest/minetest/issues/3515 -- Improve waving definitions by BlockMen 02:47 sofar too tired to tend to prs, need food and espresso first 04:52 sofar rebased and fixed up game#793 (chests) 04:52 ShadowBot https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar 04:54 benrob0329 +1 05:13 destt_ Is there any problem with merging #5645? 05:13 ShadowBot https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim 06:11 Zeno` destt_, no problem 06:11 Zeno` will merge in 10 mins 06:12 Zeno` I actually meant to do it about 24 hours ago but... well got distracted :) 06:14 nerzhul which PR Zeno` ? 06:16 Zeno` #5645 06:16 ShadowBot https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim 06:16 nerzhul ty 06:38 nerzhul i will merge trivial #5656 after travis pass, in ~1h 06:38 ShadowBot https://github.com/minetest/minetest/issues/5656 -- Fix various points reported by cppcheck by nerzhul 06:46 destt_ Zeno` thanks 07:17 destt_ PR #5646 updated zeno` nerzhul 07:17 ShadowBot https://github.com/minetest/minetest/issues/5646 -- Fix digging torches by clicking by HybridDog 07:20 sofar it's closed 07:32 destt_ Oh wait, wrong number 07:32 destt_ #5645 07:32 ShadowBot https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim 08:17 nerzhul merging #5656 08:17 ShadowBot https://github.com/minetest/minetest/issues/5656 -- Fix various points reported by cppcheck by nerzhul 08:19 sfan5 nerzhul: i think you have misunderstood what trivial means 08:19 sfan5 >If you have a small patch, fixing some compiler error or other trivial mistake, notify about fixing it on #minetest-dev, wait for 5...15 minutes and push it. 08:19 sfan5 "small" 08:22 nerzhul i notified 1 h ago 08:23 sfan5 i was referencing the patch size, +27 -39 is not a small patch imo 08:42 nerzhul maybe i should do more and more commits then :), but it's not useful to polute commit history for changing iterator increment heh 08:49 kilbith PM'd hmmmm to get him back 08:51 nerzhul kilbith the troll :p 09:00 kilbith could there been a new rule enforcing 3 approvals to merge new features made out of >1000 lines? 11:07 Zeno` merging #5645 11:07 ShadowBot https://github.com/minetest/minetest/issues/5645 -- Footsteps without view bobbing by desttinghim 11:13 Zeno` done 11:18 est31 hi, just closed all the issues and PRs by me that were still open 11:19 est31 half of the issues and PRs were outdated, and no longer relevant 11:19 est31 other half was controversial 11:19 est31 and many of the PRs were just good drafts, nothing more 11:19 nerzhul est31, okay, thanks you 12:48 DS-minetest could we make an alias from moreores tin to default tin? 15:07 red-001 nerzhul, could you add app image or something simlar to gitlab? 15:08 sfan5 why do you want everything built by gitlab 15:08 red-001 it's easy? 15:08 sfan5 there's already user-provided builds tho 15:14 ShadowNinja Regarding #2275: Adding this to everything already there won't be fun, but I think it's reasonable to request it for any newly added APIs. 15:14 ShadowBot https://github.com/minetest/minetest/issues/2275 -- lua_api.txt should have a since field for every function 16:15 destt_ I made another simple pull request #5657 16:15 ShadowBot https://github.com/minetest/minetest/issues/5657 -- Search user path for sounds by desttinghim 17:21 ShadowNinja I'll push a commit renaming the serverscripting/clientscripting files to scripting_* soonish to make them consistent with scripting_mainmenu. 17:39 Krock Yes, sounds good. 17:40 TeTpaAka What is still needed to make #2738 acceptable? 17:40 ShadowBot https://github.com/minetest/minetest/issues/2738 -- Make the player collisionbox settable by TeTpaAka 18:31 Fixer crash again, hmmmmm 18:31 Fixer time to build debug 19:17 Fixer will try to catch a backtrace 19:21 paramat please could devs consider #2738 ? it has a hack but it's necessary and there seems to be no alternative 19:21 ShadowBot https://github.com/minetest/minetest/issues/2738 -- Make the player collisionbox settable by TeTpaAka 19:55 paramat game#793 is fixed and rebased nore sfan5 and all 19:55 ShadowBot https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar 20:18 VanessaE :-1: paramat sofar 20:18 VanessaE you need to UV-map those images as separate tiles 20:19 sofar what do you mean? 20:19 sofar there's 8 tiles 20:19 sofar anything more than 6 ... does that even work? 20:19 VanessaE yeah I know and honestly, you're doing it wrong :) 20:19 VanessaE remove one of the two black-with-border images, make the two side images identical 20:20 VanessaE then you can split it into six images and use tiles={} to texture it like any other node 20:20 sofar that would force symmetry 20:20 VanessaE one material per side 20:20 sofar forcing symmetry is a loss of freedom 20:20 VanessaE so? 99.999% of chest imagery is like that 20:20 VanessaE as are real chests 20:20 sofar it wouldn't be like any other node 20:20 sofar since now some arbitrary element in the array is "the inside" 20:21 VanessaE well you know what I meant :P 20:21 sofar and the inside of the lid would have your pile of gold as well, magically stuck up the lid? 20:21 VanessaE mmmh 20:21 VanessaE ok, then do this?" 20:21 VanessaE ok, then do this: 20:21 VanessaE make one image that contains the two inside faces 20:22 VanessaE one that contains the two siders 20:22 VanessaE sides* 20:22 VanessaE then UV map the rest 20:22 VanessaE so you have four separate images for top/bottom/front/back, one image with two parts for the sides, one with two parts for the inside 20:22 sofar I hear your points 20:22 VanessaE as long as you supply no more than 6 distinct PNG images, you can UV map freely 20:22 sofar and I understand them 20:23 sofar but I chose not to, for exactly the same reasons almost a year ago 20:23 sofar and today I'm still not convinced, sorry 20:23 VanessaE very well, just consider that HDX would need a 2048px-wide image for that chest. 20:23 VanessaE that would be above the tile size limit for some GPUs 20:24 VanessaE (older ones) 20:24 sofar 512px textures and older GPU's 20:24 sofar say it out loud 20:24 sofar record it 20:24 VanessaE heh yeah I know it sounds counter-intuitive :) 20:24 sofar upload it to google drive 20:24 sofar share the link with me, please 20:25 VanessaE all right all right 20:25 sofar I want to hear you say that with a straight face, lol 20:25 VanessaE wiseass :) 20:25 sofar sorry, I totally get what you're saying 20:25 GreenDimond what is considered an 'old' GPU? 20:25 sofar the one issue I have with reusing left/right textures is that I think we're forcing symmetry too much 20:25 VanessaE at the very least you should split it into two images to keep them both power-of-2 sized. 20:26 sofar they are power of 2 20:26 VanessaE square* 20:26 sofar and gpu's are very efficient at 2x1 rations 20:26 sofar ratios 20:26 VanessaE I guess some GPUs gets especially stupid at non-square images don't they? 20:26 sofar as long as the texture is wider more than deeper it's good 20:26 VanessaE ok. 20:26 GreenDimond o-0 what is considered an "old" GPU? 20:26 sofar no, they work better sometimes as landscape 20:26 VanessaE then I guess I have no objection 20:26 VanessaE GreenDimond: I was thinking 5 to 10 years old. 20:27 VanessaE (mine for example is about 3 1/2 years old already) 20:28 GreenDimond checking mine... 20:28 VanessaE the one in my husband's machine, an HD6870, is 6 1/2 years old and definitely is no slouch 20:28 GreenDimond mine is 11 years old :) 20:28 VanessaE however, neither of those would have a problem with a 2k-wide texture 20:28 VanessaE so the point is moot 20:28 VanessaE sofar: ok ok just merge it before you have to rebase it for the 47th time :P 20:29 GreenDimond I have a GeForce 84 (8600) which is 11 years old, and it is failing. So I have a GeForce 710 in the mail :) 20:29 GreenDimond but even that is 5 years old 20:30 GreenDimond but hey, it's like 3 times better than the one I have now. 20:36 benrob0329 GreenDiamond: if it works for what you do, go for it :-) 20:36 GreenDimond It has CUDA so Blender should work better now :D (if you want to talk more about this, do so on #minetest, not here :P) 20:37 VanessaE ok guys, getting offtopic now 20:37 GreenDimond So, the chest textures are being merged into one texture? Or did I miss something. @VanessaE: that is what I just said 20:37 VanessaE GreenDimond: that's basically it, since they'll be wrapped around a mesh node. 20:38 VanessaE I just get a little antsy about such merged textures is all. 20:38 sofar understandable 20:38 sofar there's a conflict in there anyway 20:38 sofar we don't want to do too many complex UV maps since they cost more work 20:39 GreenDimond isn't an opening chest gonna look weird if it is under a node? 20:39 sofar but UV maps like these offer more freedom in the end 20:39 sofar GreenDimond: it checks if it can open 20:39 GreenDimond Will it show the formspec if there is a node above? 20:39 sofar if obstructed, you can interact as usual but lid stays closed 20:39 VanessaE sofar: I saw a comment in there about sound playing even when a chest can't visibly open. was that already addressed? 20:39 GreenDimond ah you answered as I asked 20:40 sofar sound plays when opened irregardless 20:40 GreenDimond makes sense 20:40 sofar the sound is an immersive thing, removing sounds makes no sense imho 20:40 VanessaE imho it should only play a sound if it can visibly open 20:40 GreenDimond maybe I am opening it a smidge to reach my arm in to feel around so it makes a sound when it creaks open :) 20:40 VanessaE it's an A-V sync issue 20:40 VanessaE one naturally goes with the other 20:40 sofar there's already little sounds in minetest 20:41 VanessaE maybe a different sound if the chest can't visibly open? 20:41 GreenDimond That would make it more complicated 20:41 VanessaE nah 20:41 GreenDimond no? 20:41 GreenDimond well tru 20:42 GreenDimond does it use the same sound for opening and closing? 20:42 paramat if a chest is under another node i would assume it is a front-openng chest (even if it doesn't look like one) so a sound is ok 20:42 paramat 2 sounds 20:42 GreenDimond ah ok :D 20:42 VanessaE paramat: don't assume 20:43 GreenDimond Assumptions are a huge part of minetest! 20:43 VanessaE if you walked up to a creaky old chest in real life and tried to open it, couldn't, but heard the hinges creak open, wouldn't that send you a sort of "mixed signal"? 20:43 paramat well it would have to be a front-opener 20:43 VanessaE sure, IF it were front-opening chest, but MT's chests aren't :P 20:43 GreenDimond How do you know? They haven't visibly opened til now 20:44 VanessaE GreenDimond: the textures clearly show a top-opening chest :P 20:44 GreenDimond and even then it hasnt been merged so they still havent opened :) 20:44 VanessaE always have. 20:44 GreenDimond It could be tricking you. Mydoors has a hidden chest door. It opens out. 20:44 sofar guys it's always a balancing act 20:45 sofar nobody is every going to like everything 100% 20:45 sofar it's a compromise 20:45 GreenDimond true. just like the sneak ladder. 20:45 VanessaE sofar: so just make it play a different sound if the chest is obstructed. address the notion of opens-forward/opens-sideways in some other PR (if at all) 20:46 sofar making the sounds that are in the current PR cost me a long ... long time 20:46 sofar how about we do all that in a next pr? 20:46 GreenDimond I wouldn't bother with the orientation. thats just me. 20:46 paramat a different sound if obstructed makes no more sense 20:46 sofar I wouldn't mind making the API even more generic either 20:47 sofar there's plenty work that could be done 20:47 VanessaE I haven't tried the code so I don't know what sound it makes, but if it were up to me, opening a chest would make a "clunk-click" sort of sound of the chest un-latching followed by a "RRrreeee...." creak as it actually opens. you could use just the "clunk-click" sound for the obstructed sound. 20:47 sofar it's a creaking sound when opening, and a slamming sound when closing 20:47 VanessaE paramat: it makes perfect sense if the sound is something like unlatching the chest *withouth opening the lid* 20:48 VanessaE -h 20:48 GreenDimond that would be annoying to some people if opened over and over :) 20:48 sofar the hearing radius isn't large 20:48 GreenDimond *clunk-click-clunk-click-clunk-click-* 20:48 sofar and it's attenuated 20:48 sofar so, hardly a nuisance 20:48 GreenDimond oh good 20:49 paramat nope, what would the sound be of? 20:49 VanessaE paramat: of? 20:49 GreenDimond Will an in-game settings menu ever be added? 20:49 paramat makes no more sense than playing the normal sound 20:50 VanessaE paramat: opening an obstructed chest could just be the sound of a latch unbolting. opening an un-obstructed chest would be single, longer file of that latch + the creaking. 20:50 GreenDimond the chest's ghost is still opening through the node so it makes the noise. there. myth busted. 20:50 VanessaE you HAVE to match the audio cue to the visuals or it's just plain wrong 20:51 VanessaE come on guys 20:51 VanessaE this isn't rocket science. 20:51 sofar please 20:51 sofar let's work on merging what we have 20:51 sofar it's been a year 20:51 sofar we can improve later easily 20:52 sofar adding a second opening sound is a lot of work 20:52 Fixer is minetest getting increasingly slower when running under gdb? 20:52 sofar finding the right licensed sounds, editing them and making them sound coherent 20:52 GreenDimond Well, you could just use a really short creak. Use the one already there and cut it. 20:52 VanessaE fine. merge it as-is and maybe I'll make a PR or something later./ 20:52 VanessaE (WAY later) 20:52 GreenDimond ^agreed 20:52 sofar Fixer: well it's slower from the start, shouldn't get slower over time though 20:53 paramat if obstructed an audio-visual match would be no sound, which would make more sense than your suggestion, anyway it's fine as it is, the discussion was had in the thread and the author is certain 20:53 VanessaE paramat: um, lock unbolting? 20:54 GreenDimond who said the lock was bolted? 20:54 VanessaE that's an audible cue that the chest was interacted with, without the "squeeee" of the lid opening 20:54 VanessaE GreenDimond: I did, 7 mins ago.... 20:54 GreenDimond wait you did? 20:54 VanessaE s/lock/latch/ 20:55 paramat the sound of unlocking and then not being able to open the lid? then swearing? the argument is getting ridiculous 20:55 GreenDimond I thought it was done? :) 20:55 GreenDimond "merge it as-is and maybe I'll make a PR or something later" 20:56 paramat accessing a top-opener which can't open is already highly unrealistic already, we can't be perfectionist in this situation 20:56 sofar it's a compromise 20:56 sofar the more important parts are that chests are functional 20:56 sofar and remain so :) 20:56 GreenDimond let's leave it at that. 20:56 GreenDimond (for now) 20:57 sofar afk 20:57 GreenDimond gtg 20:57 * VanessaE shrugs 20:58 VanessaE the irony of all this is I never play with sound turned on anyway 21:03 paramat closed #4791 21:03 ShadowBot https://github.com/minetest/minetest/issues/4791 -- Crack animation visible to other players 21:05 sfan5 wut 21:05 sfan5 paramat: that would be very nice as an optional feature 21:12 paramat seems obviously unacceptable 21:13 paramat lots or work and code for a large increase in mesh updates, for no good reason 21:15 celeron55 i think that's a valid issue 21:16 paramat cracks are ugly and unsuitable on most nodes anyway, we don't need to see others' too. but, ok reopen 21:16 celeron55 maybe not going to happen very soon but a valid issue nevertheless 21:17 celeron55 maybe that user is only playing with 1 friend, likes cracks and only uses cubic stone nodes 21:17 celeron55 8) 21:17 paramat hehe 21:18 Fixer https://github.com/minetest/minetest_game/issues/1712 now this is kek: true and sad 21:19 paramat first we need to address the problem of rapid crack frames causing mesh update load, such as linking number of crack frames to dig time 21:19 paramat reopened issue 21:19 Fixer spawn particles that indicate mining instead? 21:22 paramat already happens 21:22 paramat doesn't indicate progress though 21:23 paramat #3497 any more support? might merge later 21:23 ShadowBot https://github.com/minetest/minetest/issues/3497 -- Allow mesh and nodeboxes to wave like plants or leaves. by sofar 21:24 VanessaE I proposed a long while back, when this subject first came up, that if one wants to get rid of cracks, one should temporarily convert the node being dug into a separate mesh, randomly subdivide the mesh into and distort it, repeating distortion (and occasionally subdividing again) as digging progresses 21:24 VanessaE until finally you're left with a random pile of "something", at which point the node disappears. 21:24 VanessaE s/into// 21:25 benrob0329 or perhaps digging away the pixels randomly? 21:25 paramat still does mesh updates though, and would be much more complex 21:25 VanessaE yeah I know 21:25 Fixer just spawn particles of digged block and be done with it 21:25 VanessaE but when this subject came up, the problem was that cracks were just ugly 21:25 red-001 Fixer, so just remove it? 21:25 VanessaE i.e. get rid of them in favor of something nicer 21:26 paramat excessively over-fancy too 21:26 VanessaE (I disagreed then as well, my proposal was a best-case replacement. RBA wanted to change the color of the highlight halo. others wanted lots more digging particles) 21:29 celeron55 personally i think it's hard to come up with anything better than the cracks altough the implementation could be improved 21:30 benrob0329 Well what does Pickaxing a chunk of stone do in real life? 21:30 benrob0329 A shovel to the dirt? 21:30 benrob0329 Axe to a tree, etc etc 21:30 benrob0329 (they all do different things) 21:33 kilbith_ the cracks are like my stepmother: painful but unavoidable 21:35 kilbith_ *mother-in-law 21:36 paramat we have a better crack texture suggestion. i would prefer something abstract like countdown numbers or a progress bar or something similar 21:37 VanessaE paramat: oh fuck no 21:37 paramat as cracks look wrong many nodes 21:37 VanessaE numbers/progress bar would look wrong on everything 21:37 paramat but i don't expect my idea to be accepted 21:37 sfan5 please nothing abstract -1 21:37 paramat ^ see 21:37 paramat :] 21:39 paramat abstract would be suitable for everything, whereas a crack is not, but abstract would be unpopular no doubt 21:39 sfan5 you have a weird definition of suitable 21:40 benrob0329 SurvivalCraft uses a circular progress bar, works well enough 21:40 kilbith_ nobody cares of SurvivalCraft 21:40 benrob0329 heh, it works better than Minetest on mobile 21:41 benrob0329 so yes, people do care 21:41 kilbith_ nobody cares 21:41 kilbith_ who are you actually? a developer? 21:41 benrob0329 Do you have statistics to prove your claim? 21:42 red-001 a progress bar would be nice 21:42 sfan5 how does the game itself working nicer relate to some insignificant visual being changed 21:42 benrob0329 kilbith_: Who am I? A player, creator, and idea maker. 21:42 sfan5 red-001: use a texture pack 21:43 red-001 since when can texture packs replace cracks with a progress bar? 21:43 benrob0329 it would be ugly, on every face of the node 21:43 sfan5 texpacks can't replace crack_anylength.png? 21:44 sfan5 would surprise me if they couldn't 21:44 VanessaE sure they can. 21:44 sfan5 red-001: the answer is: they can since texture packs exists for mt 21:44 red-001 why would you even implement it like that? 21:44 sfan5 what 21:45 celeron55 maybe the progress bar people don't want the progress bar to show up on the node though but somewhere in HUD? 21:45 celeron55 dunno 21:46 paramat ^ solving mesh updates? 21:46 benrob0329 ^ idc if its crack or bar, but a bar should be done right 21:46 kilbith_ plus it's rather trivial to do 21:46 VanessaE it's too bad you can't just put an actual animated cracking texture on the node, let irrlicht handle animating it, set the speed according to the dig time of the node with the tool in use 21:46 sfan5 how is a bar "done right"? 21:46 benrob0329 the bar should be over the node, but on the hud 21:46 VanessaE I guess right now you blit the crack on frame by frame? 21:46 sfan5 VanessaE: yup 21:46 VanessaE right, so see above. can't that be done somehow? 21:47 benrob0329 having the crack actually spread with each swing would be nice 21:47 VanessaE that would surely solve the mesh update problem without losing the cracks 21:47 VanessaE (or for that matter, requiring any new textures) 21:47 celeron55 well you can render a mesh after everything else that is slightly in front of the node being mined and update it as cheaply as any small mesh 21:47 paramat #4524 is updated, very excited for this, will test tonight 21:47 ShadowBot https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch 22:00 paramat this is the submitted crack texture game#1705 22:00 ShadowBot https://github.com/minetest/minetest_game/issues/1705 -- new crack anylength 22:01 VanessaE if the one on the left is the new one, I hate it. uuuuuugly 22:02 sfan5 i have an innovative idea: no crack texture at all 22:02 sfan5 people will like that 22:02 VanessaE crack needs more frames and fix the issue with mesh updates - use the animation idea I just proposed, see if that works. 22:08 kilbith_ or you place an entity that display the crack textures at node position 22:09 kilbith_ the entity would be a cube of 1.0001^3 of size 22:09 VanessaE oh and for the record, I was complaining about these mesh updates years ago. 22:09 kilbith_ you see the hack? 22:09 VanessaE (they show up more easily under HDX) 22:09 VanessaE kilbith_: a single client-side particle displaying the animation might work too 22:10 kilbith_ ok but you see what I meant or no? 22:10 VanessaE yeah, you aim to separate the cracks themselves from the underlying node texture/mesh 22:10 VanessaE something like c55 was suggesting 22:11 kilbith_ yes 22:13 VanessaE the problem though is that the crack would then take up the whole node space and be offset from the object if you're digging something small like a fencepost 22:14 kilbith_ indeed, haven't thought to the nodeboxes 22:38 sofar you could duplicate the mesh to an entity mesh 22:39 sofar that's fairly trivial 22:41 Fixer i like current cracking for first person, for 3rd person view just add some particles 22:42 Fixer hold on 22:42 Fixer there are particles... at least in 3rd person view, i'm confused 22:42 GreenDimond There are no particles if you have them disabled :P 22:42 Fixer cracks are essential imo, removing it will be baaaaaaaaad 22:42 GreenDimond ^true 22:44 Fixer ah, it is client side, ok 22:44 GreenDimond :O Can't wait for #4524! that looks so cool! when do you think it will be merged? 22:44 Fixer to show it to other players - just spawn few particles and don't show the cracks for them to now slow down with shitty mesh updating 22:44 ShadowBot https://github.com/minetest/minetest/issues/4524 -- Clouds api by bendeutsch 22:45 Fixer to show it to other players - just spawn few particles and don't show the cracks for them to avoid shitty mesh updating* (corrected) 22:45 Fixer my typing is so bad 23:16 rubenwardy game#1713 23:16 ShadowBot https://github.com/minetest/minetest_game/issues/1713 -- Fix owner not being checked on write to book by rubenwardy 23:26 Fixer https://pastebin.com/raw/HKz7nHLJ wonder if this makes any senc(s)e... good night 23:28 rubenwardy ...that's not good 23:28 VanessaE weird