Time Nick Message 01:12 paramat lhofhansl #6483 tested, see my comment 01:12 ShadowBot https://github.com/minetest/minetest/issues/6483 -- Retrieve extra speed-directed, narrow view cone to load blocks the player will encounter soon. by lhofhansl 01:18 lhofhansl Thanks. Let's leave some of the layout fixes (in unchanged code) to another PR (caching all those setting soon in a different PR anyway). 01:26 paramat ok 01:26 paramat go ahead then 01:34 lhofhansl shortening the if-statement really harms readability. I do want the short-circuit of the if, though. I can break it up no problem at all, but are you sure that's what you're asking for. 01:34 paramat don't change the logic, obviously 01:35 paramat but split the long lines, unfortunately it will split in the list of arguements, but 90 is a hard rule 01:36 paramat *arguments 01:36 lhofhansl Will. Just making sure it's a hard rule :) 01:38 paramat "Try to keep lines under 80 characters. It's okay if it goes over by a few, but 90 character lines or larger are definitely unacceptable. (note: this column count assumes 4-space indents)" 01:38 paramat however you will notice much code goes over 90, but this is stuff we are slowly fixing 01:38 lhofhansl I should change my tab width to 4. 01:48 paramat looking 01:50 paramat ok nice but because 'continue' is indented by 1 tab the condition above must be indented by 2 tabs to distinguish 01:50 paramat but the splitting is done very well 01:51 paramat lines 274 275 one more indent 01:52 paramat oh that was something i missed in earlier commits 02:10 paramat i have to go eat, back in an hour 03:11 CalebDavis where can i fins the builtin code for the pause menu? 03:12 CalebDavis find^ 03:15 CalebDavis nvmd found it 03:23 paramat lhofhansl looks fine now 03:31 lhofhansl Thanks :) 03:43 lhofhansl First push. Yeah. 03:44 paramat good, thanks 03:47 paramat lhofhansl when you merge a PR, copy the commit SHA by clicking the clipborad icon in the commit history, and paste it into a new comment in the PR thread 03:47 paramat *clipboard 03:49 paramat and you can close issue 1442 by commenting '6483 merged' or something 05:12 lhofhansl should we reduce some of the unnecessarily wide u32/s32 in the network protocol for 0.5? (see client.cpp:writePlayerPos, where we send s32 for pitch and yaw and u32 for keyPressed, just a single bit). Won't save much, but it came up in some discussion on PRs. 05:15 paramat nerzhul would be the dev to talk to about this, he *might* be around soon as it's 7am in france 14:55 deltasquared Krock: right, so I'm not sure if there exists another PR as suggested in the one you linked for documentation, but would it be safe to consider that function stable yet? 14:56 deltasquared me and VanessaE were considering using it in pipeworks. 14:56 Krock so stable like getpos() which is deprecated for a long time but still available 14:57 deltasquared Krock: we just didn't want it to vanish because it's not documented yet 14:58 deltasquared granted, if something newer does come along pipeworks can be transferred to that, we just wanted to be sure it wouldn't vanish quitely without there being a replacement 14:58 Krock just by the amount of attention it got till now may indicate that changes happen rarely to never there 14:58 deltasquared hmm, so I guess we'd just have to come along and whine loudly if someone decides to take it out in future because it's "obscure" :P 15:00 deltasquared Krock: would it help to open an issue on minetest on this then? to indicate we're at least intending to use it, possibly also request the relevant documentation being added 15:00 deltasquared if there isn't already, going to have a look 15:07 deltasquared Krock: right, there is a PR involving it, but it's quietly tucked into https://github.com/minetest/minetest/issues/6372 . would it be worth putting a comment there perhaps 15:08 Krock yes, with a patch or PR it would be even better 15:09 deltasquared Krock: I thought a PR would sweeten the deal ;) I'll have to catch w_laenger later, if he's the one who came up with it 15:09 deltasquared patch though, can I file an issue with a patch attached? I'd prefer doing that to say forking the repository 15:11 Krock why not fork it? That would open the possibility to help minetest more in the future. 15:11 deltasquared Krock: I dunno, it feels like a commitment (I know it's not *actually*) 15:11 deltasquared baby steps. 17:15 rubenwardy #6531 17:15 ShadowBot https://github.com/minetest/minetest/issues/6531 -- Profiler: Fix multiple parameters not being passed to callback regist… by rubenwardy 17:25 rubenwardy I'll merge in ~5 mins 17:30 rubenwardy done 18:59 exio4 is there anybody working #6511? I might try to tackle it if nobody minds :) 18:59 ShadowBot https://github.com/minetest/minetest/issues/6511 -- Unknown items may be crafted 19:01 red-001 feel free to 19:03 red-001 it shouldn't be too hard to implement 19:04 exio4 yeah, looking for small issues, on an intel atom n2600 right now, heh 19:04 paramat i don't know of anyone working on that 19:15 sfan5 paramat: is it planned to add biome-specific grass colors to mtg at some point? 19:18 paramat we can easily have a different surface node per biome, and almost do already, new surface nodes for temperate coniferous forest and deciduous forest are intended. but hardware colouring, no i'm strongly opposed, there's no advantage for just a few colours 19:19 paramat so hopefully soon every biome will have a unique surface node 19:20 paramat there's an issue somewhere for MC type smooth colouring 19:20 paramat #6441 19:20 ShadowBot https://github.com/minetest/minetest/issues/6441 -- Per-biome grass and foliage colors, using hardware coloring 19:21 paramat that explains my thoughts 19:22 paramat something for a separate new biome system written by someone else, i won't work on it or maintain it 19:23 paramat and probably best used in a new fancier subgame, which we need anyway 19:30 sfan5 oh right I should have looked on the issue tracker first 19:30 lisac hey paramat, what program is that in the screenshot? 19:30 sfan5 also i was asking about hardware coloring, not actual different nodes 19:32 red-001 yeah what program is that 19:33 sfan5 lisac: looks like GeoGebra to me (the geometry version) 19:40 paramat correct 19:41 paramat i inverted the colours to save my eyes 19:42 paramat realtime voronoi cell adjustment, essential for choosing biome points 20:01 lisac oh, nice 20:16 red-001 strings in settings are utf-8 encoded right? 21:14 lhofhansl going to merge #6530 in a few. 21:14 ShadowBot https://github.com/minetest/minetest/issues/6530 -- Cache server config settings. by lhofhansl 21:17 red-001 lhofhansl, could you rename the commit/pr to indicate it also includes unrelated code style fixes? 21:26 nerzhul lhofhansl, i don't like the approach where settings are dup in each remoteclient object :( 21:28 Krock ^ but it's already an improvement 21:58 lhofhansl I will not merge then. 22:01 lhofhansl Well... on the other hand I cannot think of anything better 22:03 lhofhansl So I'd like to merge anyway. 22:06 sfan5 maybe nrz does have a better idea since he's the one not liking the approach 22:38 paramat thanks for the floats stuff 22:41 paramat is there any advantage in caching in a constructor as opposed to using 'const static setting = g_settings->get..' ? 22:41 paramat sometimes i wonder which to use 22:42 red-001 not really just looks cleaner 22:42 sfan5 the latter will cache when the function is first called AFAIK 22:42 red-001 there is an advantage for more complex data 22:42 red-001 of being faster 22:45 lhofhansl can't do statics. These settings can be changed without restarting the executable (Singleplay or Local Game). That static would not be reloaded. 22:58 paramat oops of course 22:59 paramat actually no 23:00 paramat these settings are ones that don't need to be changed during a game session 23:00 paramat we have many settings that need a program restart to alter, they are made static for performance reasons 23:01 paramat and we can always use 'thread_local' to be able to change them in main menu 23:01 paramat but still, no problem as either method is ok 23:08 Hijiri what format are floating points transmitted in? 23:09 Hijiri it's no longer number / 1000 integers right? 23:09 sfan5 it still is 23:11 lhofhansl yes, they do not need to change. I can start MT, play a SinglePlayer game, now these are all cached. Then I go to settings (not leaving MT) change the setting and do another SinglePlayer game, that would still see the old settings. (same for Local Game) 23:12 lhofhansl Somebody who has since left MT (forgot the name) has "yelled" about not doing this. And I agree. 23:15 rubenwardy hmmmm 23:38 lhofhansl yes ;)