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IRC log for #minetest-dev, 2019-03-18

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All times shown according to UTC.

Time Nick Message
00:01 ssieb joined #minetest-dev
00:02 paramat i'll attend to #8394
00:02 ShadowBot https://github.com/minetest/minetest/issues/8394 -- Undefined value of num_emerge_threads when syntax error in config file
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01:41 ANAND p_gimeno: #7895
01:41 ShadowBot https://github.com/minetest/minetest/issues/7895 -- [WIP] Add luacheck to check builtin by rubenwardy
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01:45 p_gimeno ah thanks ANAND
01:46 ANAND :)
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10:19 nerzhul merging #8396
10:19 ShadowBot https://github.com/minetest/minetest/issues/8396 -- num_emerge_threads: Initialise value to cope with setting syntax error by paramat
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12:28 ANAND Would someone be able to take a look at #7557 and #7587? Maybe even dish out an approval, if possible :)
12:28 ShadowBot https://github.com/minetest/minetest/issues/7557 -- Expose player FOV to Lua API by ClobberXD
12:28 ShadowBot https://github.com/minetest/minetest/issues/7587 -- Implement on_wielditem_change callback registration by ClobberXD
12:29 ANAND I just realized ShadowBot communicates via channel notices. Neat way to say someone's name without pinging them
14:06 nerzhul sfan5: approved #8399, now merging
14:06 ShadowBot https://github.com/minetest/minetest/issues/8399 -- httpfetch: Disable IPv6 here too if requested by settings by sfan5
14:11 p_gimeno nerzhul: could you cherry-pick #8396 into backport-5 too?
14:11 ShadowBot https://github.com/minetest/minetest/issues/8396 -- num_emerge_threads: Initialise value to cope with setting syntax error by paramat
14:13 nerzhul i let rubenwardy manage this as he is the branch owner currently
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14:53 sfan5 thanks nerzhul
14:53 nerzhul np
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18:22 rubenwardy https://forum.minetest.net/viewtopic.php?f=47&t=22363
18:25 p_gimeno there seem to be two bugs, one for texture and one for scale
18:27 p_gimeno the one for texture rotation is probably the same as #8358
18:27 ShadowBot https://github.com/minetest/minetest/issues/8358 -- Nodebox facedir no longer rotates textures to follow it.
18:27 p_gimeno indeed he's using nodebox
18:29 p_gimeno the scale thing *might* be a consequence of #8019
18:29 ShadowBot https://github.com/minetest/minetest/issues/8019 -- Use true pitch/yaw/roll rotations without loss of precision by pgimeno by pauloue
18:29 p_gimeno I'd have to investigate
18:34 p_gimeno trying to make a minimal mod that reproduces the issue
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19:24 sfan5 p_gimeno: https://github.com/minetest/minetest/issues/8358#issuecomment-474063944
19:24 sfan5 any idea here?
19:25 p_gimeno sfan5: currently bisecting the size issue, I'll take a look when I finish
19:26 p_gimeno the selection box looks wrong in 0.4.17, so it's most likely a bugfix commit
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19:47 p_gimeno sfan5: on first sight, that's not code I've ever touched and I have no idea whether it's good or bad. I will take a deeper look but I hope numberZero can take a look at it at some point.
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19:59 p_gimeno the size issue appears to have been introduced here: https://github.com/minetest/minetest/commit/75320e7e88ab5088a46c9e42c1e789cbdacb13b0 but I can't look further now, RL calls
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20:31 sfan5 p_gimeno: "hope numberZero can take a look" at some point definitely, but it would be nice if this fix could go into 5.0.1
20:31 sfan5 and for that sufficiently understanding the fix would be nice
20:32 paramat hm more serious bugs suddenly appearing, i think a fix for these is needed for 5.0.1
20:32 rubenwardy I emailed him a few days ago
20:32 rubenwardy I think this should delay 5.0.1
20:34 * VanessaE looks at paramat...  told you so :P
20:47 paramat well now yes :) as it seems to happen without overlay textures, and there is a visual scale bug too
20:49 paramat global textures was merged oct 2017 and these 2 bugs weren't noticed until now, amazing
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20:55 sfan5 paramat: https://github.com/minetest/minetest/issues/8358#issuecomment-474097220
20:55 sfan5 I guess it's worth testing if both of those fixes break the global textures feature and whether they can just be merged like this
20:59 paramat nice thanks
21:00 paramat do you need someone else to make the PRs for these patchs?
21:01 sfan5 I can do it myself, will do some more testing first
21:02 sfan5 by the way, do you agree with having #8261 for 5.0.1?
21:02 ShadowBot https://github.com/minetest/minetest/issues/8261 -- Use player as starting point instead of camera when pointing node by srifqi
21:03 paramat https://github.com/minetest/minetest/commit/c0fb5dd3179a0cf70457f5948c0aaca69cbf4c0c needs merging to backport-5
21:06 paramat 8261 doesn't seem essential, placing nodes in 3rd person is a pain anyway
21:08 paramat i prefer we don't merge low priority bugfixes for 5.0.1
21:09 sfan5 I agree with that
21:13 nerzhul +1
21:21 p_gimeno back now
21:21 p_gimeno the visual scale issue is no doubt a change of behaviour, but I'm not sure whether to call it a bug
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21:22 sfan5 so after looking at the code a bit more I begin to understand why a few things were done
21:22 p_gimeno as blachner says in the forum post: > OK I read in the documentation that visual_scale is for the wielded image. So this may be a bug in Minetest 0.4.17 and is corrected now?
21:23 sfan5 the nodebox -> mesh conversion is likely gone to make world-aligned textures work on nodeboxes
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21:23 sfan5 since meshes are handled differently, this also explains how the texture rotation bug happened
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21:27 paramat hm in docs it says visual scale is 'Supported for drawtypes "plantlike", "signlike", "torchlike", "firelike", "mesh".' only
21:27 sfan5 internally, nodeboxes used to be meshes
21:27 paramat but if nodeboxes were converted to meashes ...
21:27 paramat yeah
21:27 paramat *meshes
21:27 sfan5 I'd say we should support this feature, even if it wasn't intentional
21:28 sfan5 well, s/intentional/documented/
21:28 sfan5 the code intentionally applied scaling
21:28 paramat any nodebox should really be scaled in it's dimensions, not by visual scale
21:29 paramat but yes, long term use makes it a feature
21:29 p_gimeno are there any references on someone else impacted by the size issue?
21:31 p_gimeno I mean, it doesn't seem to be in wide enough use as to have broken anything major, and blachner has already found a workaround
21:31 paramat i'm ok with visial scale scaling nodeboxes if it can be done simply, otherwise, it was never documented as supported
21:32 paramat we're free to do either
21:33 sfan5 right
21:34 sfan5 so the rotation fix I have appears to be side-effect free
21:34 sfan5 the scale fix is in conflict with other parts of the code and will cause world-aligned nodeboxes to break
21:35 paramat so for 5.0.1 i think fix rotation only
21:37 p_gimeno if anyone interested, here's the repro mod I've used: https://notabug.org/pgimeno/Gists/src/minetest--scale-and-texture-issue
21:37 paramat and maybe never scale nodeboxes, call it a necessary mod update for 5.0.0
21:42 p_gimeno the selection box looks wrong when visual scale is working
21:43 sfan5 it was always like that IIRC
21:43 sfan5 paramat: fixing will not necessarily break stuff
21:43 sfan5 that's just for the "fix" I quickly came up with after looking at the changes
21:43 paramat oh ok
21:43 paramat edited
21:50 sfan5 #8401 created
21:50 ShadowBot https://github.com/minetest/minetest/issues/8401 -- Fix texture rotation for wallmounted nodeboxes by sfan5
21:53 p_gimeno sweet! sfan5++
21:53 sfan5 fixing the scale issue should also be pretty easy but I can't find the method that turns nodeboxes into meshes
21:56 paramat i'd prefer to not risk trying to 'fix' that for 5.0.1. i'm not sure it should ever be 'fixed'
21:56 p_gimeno let's see what tenplus1 answers, it will help assessing the impact
21:58 paramat +1 for 8401, simple
21:59 sfan5 paramat: you know what MT caves are missing? random places where there's just one water or lava source
21:59 sfan5 makes exploring them much more interesting
21:59 paramat MTG could add single source nodes as ore
21:59 sfan5 are those guaranteed to be placed next to air?
22:00 paramat hmm problem is, massive floods in caverns
22:01 paramat no, ore can't be placed according to nearby air
22:02 sfan5 hm
22:02 sfan5 having it enclosed in a wall would suck
22:02 paramat unless we add a new ore type that checks neighbours
22:03 sfan5 also, focus on ambience & sounds would be nice
22:03 sfan5 after playing minecraft, minetest feels like your sound is broken
22:03 paramat yeah. i have a water ambience PR ready in MTG
22:04 sfan5 do chests make sounds yet? lava?
22:04 paramat but to do lava too efficiently needs a new engine feature
22:04 paramat chests yes
22:04 paramat lava no
22:07 sfan5 chest sounds don't work
22:07 Shara paramat: use my little trick to stop flodding.
22:07 Shara flooding*
22:07 paramat oh of course
22:08 Shara As I've done with marsh water in HW
22:08 paramat we can use underground decorations to place liquid nodes
22:08 paramat yeah
22:08 paramat although i think sfan wants flooding in caves?
22:09 Shara Normal underground liquids can already flood, but it would be weird to have single node sources generating huge floods
22:09 paramat if only MT liquids didn't spread out so much ...
22:10 Shara But to be honest, I think MTG underground needs much more than a little extra liquid to make interesting
22:10 paramat lol yes
22:10 Shara Different stone types already, please
22:10 sfan5 sounds appears to be broken on my installation
22:10 sfan5 ?.?
22:13 p_gimeno marble and granite?
22:13 sfan5 >mute_sound = true
22:14 sfan5 how exactly did this happen
22:14 p_gimeno you know the song... don't diorise, anderise, polarise, chance, dance, dismiss, apologise
22:17 benrob0329 Shara: underground lakes with glowing mushrooms and stalactites :D
22:18 paramat merging game#2337
22:18 ShadowBot https://github.com/minetest/minetest_game/issues/2337 -- Update init.lua by Niwla23
22:18 Shara Underground anything other than rock, liquid and ore would be nice :)
22:20 benrob0329 Heck, having the rare underground temple/village on an island in the lake would make it all the more interesting
22:24 p_gimeno or having any kind of buildings other than dungeons underground, for the matter. First few times I saw a dungeon I was awed because it looked like some Aztec ruins or something.
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22:42 sfan5 paramat: here's a few https://imgur.com/a/cFMJqMi
22:42 sfan5 not huge floods, just a few here and there that makes it less trivial to just walk through caves
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22:48 paramat ah MC
22:48 paramat seems to use a smaller liquid range, our 8 is huge
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22:49 paramat but altering that in MTG would break stuff =/
22:50 rubenwardy not even that
22:50 rubenwardy it looks like flow prioritises the gradient of the landscape
22:50 paramat yes
22:50 rubenwardy maybe not
22:50 rubenwardy I see at least 7 in one of the pictures
22:51 paramat well, MC liquid heads for the nearest drop if one is within a certain range
22:52 paramat so spreads out on a large flat area, flows without spreading on steep slopes
22:53 paramat as far as i know, saw a video a few years ago
22:53 sfan5 it still does that
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23:03 paramat liquid source node decorations can be placed in cave ceilings, a big problem is, even if rare, a massive cavern would then have far too many in the ceiling and too much flooding
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23:56 Shara I don't really see adding single water sources, ones that spill or otherwise, making any meaningful difference to the game. It's not like a liquid source is new content. And one source node that spreads ridiculously far is just weird. So is the ability to then stop a whole flood by removing one node.

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