Time |
Nick |
Message |
00:03 |
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M13 joined #minetest-dev |
01:11 |
* M13 |
says Bye to all |
03:54 |
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M13 joined #minetest-dev |
04:28 |
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sstrandberg joined #minetest-dev |
06:52 |
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Calinou joined #minetest-dev |
08:16 |
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celeron55 joined #minetest-dev |
08:23 |
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09:11 |
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RealBadAngel joined #minetest-dev |
09:11 |
RealBadAngel |
hi |
09:12 |
RealBadAngel |
just posted a patch to read keyboard from LUA |
09:12 |
RealBadAngel |
first pretty serious made by me |
09:12 |
RealBadAngel |
can somebody take a look on it? |
09:23 |
Calinou |
what if a mod wants to override a key that is already used? |
09:23 |
RealBadAngel |
im reading keybindings |
09:23 |
RealBadAngel |
and mouse buttons |
09:24 |
RealBadAngel |
the patch is on Taoki's request to allow 3d player animations |
09:24 |
Calinou |
i seen the 3D player thread, looks nice |
09:24 |
Calinou |
the animation looks weird :p |
09:24 |
RealBadAngel |
but can be used for more stuff |
09:25 |
RealBadAngel |
you can detect now if shift was pressed |
09:25 |
RealBadAngel |
and take another action then |
09:25 |
Calinou |
you didn't answer my first question ;) |
09:25 |
RealBadAngel |
i did |
09:25 |
RealBadAngel |
keybindings |
09:25 |
Calinou |
does this allow mods to make custom keybindings? |
09:26 |
RealBadAngel |
it returns state of game defined keys |
09:26 |
Calinou |
ah |
09:26 |
RealBadAngel |
not whole keyboard |
09:26 |
RealBadAngel |
for each player |
09:27 |
RealBadAngel |
data is being sent together with player pos to the server |
09:27 |
RealBadAngel |
ive added just 2 extra bytes to it |
09:29 |
Calinou |
[suggestion] why not add this too: https://github.com/celeron55/minetest/issues/258 |
09:29 |
RealBadAngel |
have to be added imho |
09:30 |
RealBadAngel |
i will add this when start working on Portals |
09:30 |
Calinou |
the mese is a lie |
09:30 |
RealBadAngel |
why? |
10:47 |
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celeron55 joined #minetest-dev |
10:49 |
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PilzAdam joined #minetest-dev |
10:55 |
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PilzAdam joined #minetest-dev |
11:54 |
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SpeedProg joined #minetest-dev |
12:18 |
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celeron55 joined #minetest-dev |
12:39 |
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doserj joined #minetest-dev |
14:49 |
RealBadAngel |
celeron55, got a question, why set_nodedef branch wasnt merged? im testing it heavily now and it seems to be functional |
14:51 |
celeron55 |
there might be some problems with future compatibility |
14:53 |
celeron55 |
the way it stores the data that was originally only intended for network transfer isn't too robust |
14:53 |
celeron55 |
it'd need more testing |
14:54 |
celeron55 |
and thinking |
14:54 |
RealBadAngel |
the bandwith isnt the problem for most of us |
14:54 |
celeron55 |
i said nothing about bandwidth |
14:55 |
RealBadAngel |
well, you didnt |
14:55 |
RealBadAngel |
but this change can improve lots of other things |
14:55 |
RealBadAngel |
cut the mods size, reduce nodes definitions |
14:56 |
RealBadAngel |
and allow many other things, like animated nodes |
15:04 |
RealBadAngel |
so, youre planning to change the way node data is stored? |
15:11 |
celeron55 |
i'm planning to do nothing |
15:15 |
RealBadAngel |
i will play with the branch some more, if i can improve something there |
15:16 |
RealBadAngel |
have you seen my latest patch ive submitted? |
15:17 |
celeron55 |
haven't had time to look at it |
15:19 |
RealBadAngel |
please do, when you will have some time. Taoki is waiting for it, its needed for her to finish the work on 3d players |
15:20 |
RealBadAngel |
i made it on her request |
15:20 |
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Calinou joined #minetest-dev |
15:22 |
RealBadAngel |
hi Calinou, there was an issue with lights and nodeboxes from your stairs+ mod |
15:22 |
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hmmmm joined #minetest-dev |
15:22 |
RealBadAngel |
what have you done exactly to fix it? |
15:22 |
Calinou |
what issue? |
15:22 |
Calinou |
they let light pass through, intended |
15:22 |
Calinou |
it is currently impossible to define lighting "patterns" (eg. letting light pass vertically but not horizontally) |
15:23 |
RealBadAngel |
so you just let them pass light, yes? |
15:23 |
hmmmm |
of course not |
15:24 |
hmmmm |
but i know what you'd need to do in order to make that a reality |
15:24 |
Calinou |
RealBadAngel: yes, else the texture of the nodebox is darkened |
15:24 |
Calinou |
looks ugly |
15:26 |
RealBadAngel |
same issue is with c55 branch set_nodedef |
15:26 |
RealBadAngel |
nodeboxes are darker |
15:34 |
Calinou |
they always were |
15:51 |
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sstrandberg joined #minetest-dev |
15:55 |
RealBadAngel |
anybody thought about moving to IrrLicht 1.8? |
15:57 |
PilzAdam |
Jeija had worked on this IIRC |
15:57 |
RealBadAngel |
yes, i have his patches needed for minetest to run with 1.8 |
15:58 |
RealBadAngel |
cosmetic changes to edit boxes |
15:59 |
RealBadAngel |
wonder if he tried to measure the game speed with it |
15:59 |
RealBadAngel |
dev log says its faster |
16:00 |
PilzAdam |
any other benefits? |
16:02 |
RealBadAngel |
http://irrlicht.sourceforge.net/2012/11/irrlicht-1-8-is-released/ |
16:04 |
RealBadAngel |
list of changes is pretty long |
16:09 |
hmmmm |
is graphical rendering speed really the issue, though? |
16:09 |
hmmmm |
i mean i gues it can be done |
16:10 |
hmmmm |
ooh, occlusion culling, a feature i thought was already in irrlicht... apparently not.. |
16:11 |
RealBadAngel |
not the issue, but if it is really faster maybe folks could play with full range view and at a higher framerate |
16:11 |
hmmmm |
there is no full range view in minetest though, unless you mean a node distance of 31000 |
16:11 |
RealBadAngel |
for me FPS with full range drops to about 20-30fps |
16:11 |
hmmmm |
62000 actually |
16:11 |
RealBadAngel |
i mean pressing R |
16:11 |
hmmmm |
i see |
16:12 |
RealBadAngel |
lets just call it this way |
16:12 |
hmmmm |
no fog enabled |
16:12 |
PilzAdam |
full range view looks ugly |
16:12 |
PilzAdam |
there should be fog when mapblocks are not loaded |
16:12 |
RealBadAngel |
its an option, i do like playing with it |
16:12 |
hmmmm |
isn't that because of the lack of filtering? |
16:12 |
hmmmm |
oh |
16:12 |
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sstrandberg joined #minetest-dev |
16:13 |
hmmmm |
well fog on the boundaries where there isn't a loaded block |
16:13 |
PilzAdam |
that would be nice |
16:15 |
hmmmm |
- Fix a bunch of off-by one errors in irr::core::string in functions equals_substring_ignore_case, findFirst, findFirstChar, findNext, findLast, findLastChar, replace, remove and removeChars. |
16:16 |
hmmmm |
wait, irrlicht has its own string functions? |
16:16 |
hmmmm |
AND something as simple as that was apparently defective? |
16:17 |
celeron55 |
irrlicht doesn't depend on the STL so... yes? |
16:17 |
celeron55 |
nice bunch of errors though 8) |
16:17 |
hmmmm |
this must've been embarassing for them |
16:18 |
hmmmm |
also notice the inconsistent function naming (unix_style and camelCase) - it's like PHP |
16:20 |
PilzAdam |
anything against this? https://github.com/celeron55/minetest_game/pull/37 |
16:21 |
hmmmm |
papyrus is misspelled...? |
16:22 |
hmmmm |
you're missing a ' in Don't? |
16:22 |
PilzAdam |
something that is not about the grammar/spelling of the commit message? |
16:23 |
hmmmm |
it works |
16:26 |
Calinou |
"PilzAdam authored just now" |
16:26 |
Calinou |
:OP |
16:26 |
Calinou |
:O* |
16:39 |
RealBadAngel |
Calinou, could you add copper block to moreores? |
16:48 |
PilzAdam |
what do you think about this? https://github.com/PilzAdam/minetest_game/commit/165da9348a8061e952d70e1e8c1da944dd00ac44 |
16:52 |
Calinou |
maybe |
16:56 |
RealBadAngel |
useful, so now other kind of trees can be used |
17:40 |
celeron55 |
PilzAdam: yes |
17:41 |
celeron55 |
throw it in 8) |
17:41 |
PilzAdam |
ok |
17:43 |
RealBadAngel |
celeron55, what about mine? :) |
17:44 |
Calinou |
https://github.com/celeron55/minetest/pull/248 < this? |
17:48 |
PilzAdam |
Calinou, this should be fixed: https://github.com/celeron55/minetest/pull/248#issuecomment-8440992 |
18:10 |
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19:03 |
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doserj joined #minetest-dev |
19:31 |
VanessaE |
looking at this commit for crafting stuff from groups such as wood or stone, as we certain this won't interfere with any existing mods? |
19:32 |
VanessaE |
s/as/are/ |
19:33 |
VanessaE |
(doesn't appear to be any real risk, but it doesn't hurt to be sure) |
20:56 |
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