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IRC log for #minetest-dev, 2020-02-15

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All times shown according to UTC.

Time Nick Message
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15:15 rubenwardy merging #9258 when CI completes
15:15 ShadowBot https://github.com/minetest/minetest/issues/9258 -- GUIFormspecMenu: Add animated_image[] element by Df458
15:32 sfan5 >[GitHub] Minetest has approved a third-party application that you use
15:32 sfan5 >"Travis CI for Open Source" from Travis CI
15:32 sfan5 🤔
15:33 rubenwardy 🤔
15:35 Krock seems about right
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17:12 R3KoN hi, I've been adding in-inventory manipulation keys, like 1-8 for swapping items from inventories into the player's first 1-8 slots, and dropping straight from the inventory when an item is hovered. I was wondering if such a thing would be wanted in the minetest core?
17:18 Krock better than shift + click?
17:18 R3KoN The implementation is a lil intrusive because I needed to make a 'swap' operation call both on_*_inventory_take/put
17:19 R3KoN Krock: definitely. It allows you to put an item in slot 1/2/3 with just a single keypress when hovering the item
17:20 Krock oh I see. that sounds good
17:21 R3KoN It's a Minecraft feature I was really missing in MT, so... why not add it.
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17:24 R3KoN Also, I was wondering if a swap should call on_*_inventory_take/put to see if it's allowed (it doesn't actually care about returned ItemStack sizes, it just wants to know if it's non-zero), or would it make more sense to add some sort of callback like on_*_inventory_swap
17:24 kilbith normally this is my code: https://github.com/minetest/minetest/commit/7ce21788f86d489d6dc08d9b2d3f6e3f8495b64e#diff-a5f388b70e87ab0b0fe8c91bede30944R67-R82
17:24 kilbith not Df548's
17:24 kilbith but anyway...
17:28 rubenwardy Apparently squashing in GitHub takes the pr author rather than the first commit
17:29 kilbith yes but you can amend to two authors
17:30 kilbith I don't really mind it though
17:30 rubenwardy The files are also missing the LGPL header
17:32 sfan5 that code you linked looks like it reimplements what src/tileanimation.cpp does
17:34 rubenwardy It is similar, but it is a GUI element to which draws as a flat scaled image
17:35 rubenwardy The code there is a mixture of kilbith and df458, due to review requests
17:35 kilbith hmmm I can't find the similarities honestly
17:35 kilbith doesn't matter
17:35 kilbith so next is scroll_container
17:35 rubenwardy Yes
17:35 rubenwardy I can't remember if they updated that
17:36 kilbith DS-Minetest said they haven't the time for it
17:36 rubenwardy Ah
17:37 kilbith Krock: I don't have the energy to open a separate just for reintroducing the old coordinates system on hypertext
17:37 kilbith and that's easy as pie, you can do it
17:38 kilbith * a separate PR
17:39 Krock what do you want?
17:39 Krock like.. which calculations?
17:42 kilbith Krock: you just have to copy-paste this part of code: https://github.com/minetest/minetest/blob/master/src/gui/guiFormSpecMenu.cpp#L1545-L1566
17:42 Krock ok
17:43 kilbith you only remove the code after `else`
17:43 kilbith and you change `textarea` to `hypertext` ofc
17:44 kilbith that function handles the field[] too
17:46 Krock done
17:46 Krock kilbith: thanks. I rewrote that code a while ago
17:48 kilbith ohhh
17:48 kilbith I didn't realize it could handle the old system already
17:48 kilbith it was just miscalculating it
17:49 Krock Hypertext merged on 3 Nov 2019
17:50 Krock changing that code would still be okay because it's not yet included in any release
17:50 kilbith yes and it wasn't working at all
17:51 Krock #9392 ready for review again
17:51 kilbith ok so the only downside of stacked frames in animated_image[] is that it doesn't allow to play a fake "video" extracted with ffmpeg
17:51 ShadowBot https://github.com/minetest/minetest/issues/9392 -- guiHyperText: Fix blinky cursor on link hover by SmallJoker
17:53 Krock native video support would be a wiser decision. such media does not need to be pre-loaded at all and is best streamed directly from the source on demand
17:53 kilbith this would need a separate thread
17:53 Krock same goes for sounds, but changing the media fetching code to get this to work is quite tricky
17:54 kilbith video[1,2;5,10;star_wars.mp4]
17:55 Krock telnet to blinkenlights.nl
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17:57 kilbith but I'm pretty sure you can stack images with imagemagick
17:58 kilbith https://superuser.com/questions/1163549/stack-images-vertically-and-center
17:58 kilbith so ffmpeg + imagemagick is the way to go
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18:09 kilbith_ the 9-sliced button in /formspec is really nice btw
18:14 rubenwardy 9 slice all the things
18:14 rubenwardy Having a nice pixel elements makes it look so much better than ugly gradients
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18:15 kilbith_ why not slicing a given texture into the code directly?
18:16 kilbith_ the modder would just have to specify the border width
18:18 Krock that already happens?
18:19 kilbith_ no, 9 textures must me provided to a separate element
18:19 kilbith_ one texture should be provided and the engine cuts it
18:20 kilbith_ oh wait
18:20 kilbith_ nevermind
18:20 Krock my question was a statement
18:20 An0n3m0us Hello there; I have a question. Why doesn't mtg have doors made out of different woods, like fences and (soon) mese posts?
18:20 kilbith_ that already happend yes
18:20 Krock An0n3m0us: because just changing the color doesn't make a door unique
18:21 An0n3m0us How do you mean? The fences are made out of different woods.
18:21 Krock wooden doors should IMO also look different to the steel one. Save designs look boring
18:21 An0n3m0us I agree there.
18:22 Krock s/Save/Same/
18:22 An0n3m0us The wooden door should look more 'rough' compared to steel.
18:22 An0n3m0us The ts_doors mod has really nice textures for doors; and they have it for the other woods too.
18:23 Krock kilbith_: 9-slice buttons are definitely a go-to for well designed games now
18:23 An0n3m0us I was thinking that maybe it could be implemented into mtg.
18:23 Krock putting styles into prepends to change all button styles. yeah that would be amazing
18:24 Krock An0n3m0us: if the license fits it's only a question whether the players like it
18:24 An0n3m0us Yeah, but how would one determine that?
18:24 An0n3m0us Yeah; but how would one determine that?
18:24 Krock former by the README and license notices, latter by creating a PR
18:25 An0n3m0us Oops, edit doesn't work like I expected xD
18:25 Krock or issue..
18:28 An0n3m0us And why do the door items look flat? Shouldn't they be like this: https://i.paste.pics/84382311f94fbf73e66349f1ecb5cfd5.png
18:35 An0n3m0us Also, when one looks at a steel door or locked chest; it shows the infotext to the left. Wouldn't it look better positioned just below the top of the screen, but centered on the x-axis? Example: https://i.paste.pics/cc52562f6d0c79cf6eaed85ede41b34f.png
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18:46 An0n3m0us Actually, a second thing about that; I think it should have a rectangle beneath it with a low opacity; kinda like this (the opacity is a little too high): https://i.paste.pics/fa8960d60b10556ad7d99846a7d10e42.png
18:50 Krock why not right below the cursor?
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18:51 Krock it's probably there to not disturb players who know what they want
18:52 Krock mainly for unlocked property where it's quite redundant
18:52 An0n3m0us I think below the cursor wouldn't look good; it will get in the way.
18:54 An0n3m0us Whereas at the top; how many times do ones eyes need to look at the top edge of the screen? I haven't counted, but I bet it's lower than on the sides or in the middle of the screen. That means it will cause less obstruction to the players view.
18:55 An0n3m0us Above the HUD bar might work too; but I think that won't work well since other mods use stuff there like sprint bar and stuff.
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