Time Nick Message 01:09 paramat merging #9205 and #9415 01:09 ShadowBot https://github.com/minetest/minetest/issues/9205 -- Falling nodes: Add support for facedir, colorfacedirr, wallmounted, colorwallmounted, color, airlike, signlike, torchlike and glow by Wuzzy2 01:09 ShadowBot https://github.com/minetest/minetest/issues/9415 -- Lua_api.txt: Add documentation of VoxelArea 'ystride', 'zstride' by paramat 13:01 p_gimeno About this post: https://github.com/minetest/minetest/pull/9327#issuecomment-576680220 13:01 p_gimeno "I'm gonna try to modify the algo so the problem becomes 13:01 p_gimeno (position+distance)-distance == position 13:01 p_gimeno which I hope always resolves to true for position value range possible in MT" 13:01 p_gimeno no, that's not the case, there are many cases where A + B - B != A independently of the range 13:41 Krock floating point strikes back 14:34 sfan5 also #9399 could use a review 14:34 ShadowBot https://github.com/minetest/minetest/issues/9399 -- More SAO related changes (revised) by sfan5 14:36 Krock that PR looks good (didn't test yet) - but how long are the entity references now valid? 14:36 Krock are they valid in the same callback? 14:37 sfan5 until someone marks them for deletion (the PR doesn't change how long they are valid) 14:38 sfan5 within the same callback an ObjectRef will definitely stay valid 14:38 Krock +1 on that comment from lhofhansl, but I'd prefer to not revert the PR but rather to improve it 14:39 Krock I mean. if obj:remove() is called, the reference should be sort of "garbage collected" when the callback is done 14:39 sfan5 it is and has always been 14:39 sfan5 the only thing that has changed is that calling obj:remove() instantly makes obj unusable 14:40 Krock so the only difference is that functions will stop working after remove() 14:40 sfan5 yeah 19:03 sfan5 Krock: "There were already warnings when invalid/deleted objects were accessed" really? 19:04 Krock yess_base.cpp 19:04 Krock *yes s_base.cpp L405 19:05 sfan5 that's to catch bugs where the engine makes an invalid object accessible to lua 19:36 Krock rather trivial #9423 19:36 ShadowBot https://github.com/minetest/minetest/issues/9423 -- GUIFormSpecMenu: Add basic element highlighing debug feature by SmallJoker 19:42 Krock paramat: "aux1" is a more unique name, and also matches the current code 19:42 Krock "aux" is also a setting in the sound system - something entirely else. 19:43 Krock not in Minetest, though. but it's safer to give a special key a special name 19:56 paramat yes, aux1 is ok for me 19:59 paramat please clarify in the thread whether you mean 'aux1' internally or everywhere 20:28 rubenwardy I've closed #3949 20:28 ShadowBot https://github.com/minetest/minetest/issues/3949 -- Add games that should be bundled with Minetest 20:30 paramat good. that does not really belong in issues 20:47 paramat i agree with closing #3778 anyone else? 20:47 ShadowBot https://github.com/minetest/minetest/issues/3778 -- Include Tutorial subgame with Minetest 20:53 p_gimeno I agree too. When I first went to try Minetest, I didn't get it, and looked for a tutorial. I found that world, it was obviously showcasing the engine's capabilities, but that didn't really get me started on how to play. Only when I found a certain series of videos, I got how survival mode works and how you're supposed to play it (even if it allows making other games). 20:55 p_gimeno IOW, it's not a tutorial on how minetest_game works, but on the possibilities of the engine. :-1: 21:03 rubenwardy I need feedback on my main menu changes 21:03 rubenwardy my plans are in 3 steps: 21:04 rubenwardy - move layout code from tab view, to make it much easier to change the style 21:04 rubenwardy - add a new game selection menu which is shown when MT is first open. Game bar is removed, and game selection applies to all the main menu 21:04 rubenwardy - a new mainmenu layout 21:05 rubenwardy oh, and step 0: get user feedback for a new design 21:49 paramat input on 'aux' or 'aux1' appreciated #9417 21:49 ShadowBot https://github.com/minetest/minetest/issues/9417 -- Use "Aux" key name consistently by Wuzzy2 22:04 rubenwardy https://rwdy.uk/IAx6K.png 22:19 kilbith rubenwardy: lovely 22:19 kilbith congrats 22:20 rubenwardy it's a mockup 22:20 rubenwardy https://rwdy.uk/ZxRWL.png 22:21 rubenwardy I worry that partitioning games may confuse users. The hierarchy of this launch screen also isn't so clear 22:21 kilbith something missing is the possibility to add an image next to the text inside the buttons 22:21 rubenwardy should more important content be left or right? 22:22 rubenwardy that button is made using multiple fs elements 22:22 rubenwardy problem is that you can't click through the button 22:22 rubenwardy you also can't click through the text area 22:22 rubenwardy which means I have an invisible button on top of the whole composite button 22:23 kilbith I think games should be put left as it's "hierarchically" upper to mods 22:23 rubenwardy yeah, ok 22:23 rubenwardy I was reading that people see right-most stuff first 22:24 rubenwardy but that doesn't feel right to me 22:24 kilbith they read in diagonal top-left to bottom-right, more or less 22:25 kilbith and which button are you talking about? 22:25 kilbith and which textarea? 22:25 kilbith btw both contents should use scroll_container obviously 22:26 rubenwardy the game buttons to the right is screenshot of an actual formspec, which uses - a text area for the text, an image, a background button, and a foreground invisible button to be clickable 22:26 rubenwardy yes 22:26 rubenwardy well, I may limit the left to a number so that it almost never needs to be scrolled 22:26 rubenwardy and only load those 3 from CDB 22:27 kilbith hmm 22:28 kilbith here's an idea: remove the borders on buttons on right, apply a subtle background by default, and clearer one when hovering -- BONUS (needs engine change): show the game's description when hovering 22:29 kilbith * a subtle background with rounded corners 22:32 rubenwardy https://rwdy.uk/Ksl9E.png 22:32 rubenwardy it's a pain to restyle things as the buttons is a screenshot 22:32 rubenwardy but I'll make a note of that 22:33 rubenwardy https://rwdy.uk/Ksl9E.png 22:33 rubenwardy it's a pain to restyle things as the buttons is a screenshot 22:33 rubenwardy but I'll make a note of that 22:33 rubenwardy the mock up is here: https://www.figma.com/proto/sXoPmpoSl7RzBQcbMJbUFn/MinetestMainMenu?node-id=0%3A1&scaling=min-zoom 22:33 rubenwardy still WIP 23:13 rubenwardy https://github.com/minetest/minetest/issues/6733#issuecomment-590007032 23:13 rubenwardy https://www.figma.com/proto/sXoPmpoSl7RzBQcbMJbUFn/MinetestMainMenu?node-id=0%3A1&scaling=min-zoom now works