Time Nick Message 01:12 hmmmm a date!? 01:12 VanessaE who? where? :) 01:13 hmmmm well, i'll be temporarily free from school-related stuff on the weekends, so I guess the HUD stuff should be done at the latest by the 22nd 01:13 hmmmm it's usable as-is 01:13 VanessaE nice 01:13 hmmmm but i'd like to get everything working perfectly 03:04 hmmmm hmm 03:04 hmmmm hey guys, just curious 03:05 hmmmm why do people have pointers to things in the ClientEvent struct? does it need to be a POD data structure or something? 03:06 hmmmm i don't know if this is a subtilety i'm missing or just crappy code 04:04 hmmmm this is bad 04:04 hmmmm with the api, i bet we'll start seeing ad supported minetest servers 04:04 hmmmm (of course, people would be able to hide the banners by hiding the HUD) 04:06 ShadowNinja hmmmm: interesting idea, although I am not sure if the advertizers would like that 05:46 celeron55 hmmmm: well, it's because it uses an union 05:46 celeron55 and people ended up just using POD in it rather than making it not an union 05:46 celeron55 a* 05:47 hmmmm i can understand that for std::string, but what about the vector types 05:48 celeron55 it probably should be changed to just contain all the things flatly; there are really no concern about performance or memory consumption in there... 05:49 celeron55 (and non-POD types are quite light anyway if they aren't actually used) 05:52 hmmmm i'm not in the business of changing things that don't really need to be fixed 05:52 hmmmm it's just not clean looking because of all the additional copying/deleting/allocating/etc. 05:53 hmmmm !_! https://github.com/kwolekr/minetest/commit/20e5e9194cd3b2c3775aaec0e0f99e94671ddb43 05:55 hmmmm christ, 800 additions and 800 deletions for what's really not that huge of a feature 05:56 hmmmm any objections before i commit this bunch of crap 09:43 Taoki Yay for Lua HUD! 09:43 Taoki Maybe health can be fully moved to Lua as well now, and any reference to it in the code removed 09:52 Exio Taoki: client-side prediction, that can't be done 09:52 Taoki Cl;ient-side prediction? 09:53 Taoki What does that have to do with health? 09:53 Exio when you fall you see the "red-screen" localy, that is not sent by the server 09:54 Taoki Ahh, correct. Though that should be solved by allowing screen effects to be sent by lua too 09:54 Taoki eg: A flash color specified as RGB and a camera bump amount. Many circumstances this could be used in 09:54 Taoki By custom mods I mean 09:55 Taoki Like if someone needs to create plasma damage for a plasma gun, they can send a green flash + bump to the client. Should note the feature somewhere 09:55 Exio hm, k 09:56 Exio i need to rebase the crosshair-image-stuff, other time 09:56 Exio Taoki: ? that can't be solved with that 09:56 Taoki hmm? 09:56 Exio try falling without blocked damaged, with 5s of lag, or so 09:57 Exio the red screen and the damage will be predicted 09:57 Exio with adding lua layers to that the player'll need to "wait" for the server sending that 09:58 Exio even singleplayer has lag 10:00 Taoki Not sure I understand fully. I mean what would keep the server from detecting speed at fall time and just sending the effect via a Lua function? It would be a bit laggier if that's what you mean though, but a bit better on the modding side 10:00 Taoki Yes, I think I see what you mean actually. Predicting it client-side reduces lag. That is true 10:01 Exio yes, the stuff can be done in lua and would make it moddable 10:01 Exio but that, without client-side prediction, will work like doors when you get lag 10:01 Exio or buckets, for saying examples 10:01 Exio you rightclick/leftclick them, and wait a.. bit, depending of your network + latency for the result 10:02 Taoki Still tempted to choose "more moddable" over "less laggy" 10:02 Exio you never played quake3 10:02 VanessaE choose "more moddable", for one reason: "less laggy" can be tacked on later in the form of better networking code. 10:03 Exio client-side prediction is the only thing what MT still doesn't have 10:03 Exio it lacks what makes a networked game feel smoother 10:03 VanessaE Exio: it has some client-side prediction, just not as much as maybe it should 10:05 Exio VanessaE: in any case, that seems you never used a network with 300 ms of latency 10:05 VanessaE heh 10:05 VanessaE no, quite the opposite. 10:05 Exio i'll say you would be moving stuff to "People with low-end cpu and 'high-end' networks" ;) 10:05 Exio just saying, bbl now, school 10:05 Exio i'll be back in a bit 10:06 VanessaE well either way it is an unsolvable problem until we have some kind of client-side modding or at least the ability for the client to execute parts of the code the server also executes. 10:07 VanessaE e.g. in the aforementioned door example, the server would need to send a copy of the hypothetical door code to the client so that the client knows what to actually *do* about that door. 10:08 VanessaE both ends execute their respective copies, and the server informs the client of the official result. 10:14 Exio yep 10:14 Exio add that and then move the HP system to lua 10:28 kahrl about the lua hud client side prediction 10:28 kahrl maybe the server should be able to set the "speed" of a bar? 10:29 kahrl say if a player is in water, a mod could set the speed of air bubbles to -0.5/s 10:30 kahrl otherwise with lag the bar might deplete in a choppy way 10:31 VanessaE morning, kahrl. 10:31 kahrl lunchtime :P 10:31 VanessaE ok, afternoon then :) 10:32 VanessaE think I'll head off to bed myself (6:31 am and I have not slept yet) 10:32 VanessaE night 10:32 kahrl good night 11:28 celeron55 kahrl: well, being limited to "half things", it's so rough that i guess it's not really noticeable 11:32 celeron55 kahrl: there are more serious problems with the thing 11:32 celeron55 kahrl: see discussion on #minetest earlier today 11:33 celeron55 for example the current HUD cannot be moved to Lua because of current limitations 11:33 celeron55 with placement 12:20 kahrl I'm currently trying to make the F10 crash reproducible but not having luck 12:21 kahrl (or has that been fixed at some point?) 12:23 kahrl Made the client send a dozen chat messages a second, debug.txt is 3.4M after 20 minutes of playing ;) 15:45 sfan5[Mac] any progress on a VoxelMeshManipulator(not sure if it was called so) interface for lua? 15:46 PilzAdam its added to the TODO list in the dev wiki :-) 15:48 sfan5[Mac] :/ 15:48 hmmmm voxel mesh manipulator? 15:49 hmmmm if that's what you called it, then you clearly don't know what the feature actually is and you're probably mistaken in looking forward to it 15:49 sfan5[Mac] i know what it does and what it is used for, i just forgot the name 15:51 hmmmm you implied that it builds meshes instead of editing things on the map 15:51 * sfan5[Mac] blames his brain 17:17 PilzAdam thexyz, I think we can merge this as it is because there is no dutch in weblate yet: https://github.com/minetest/minetest/pull/668 17:49 thexyz PilzAdam: okay, do that 17:59 PilzAdam thexyz, done 18:01 thexyz well 18:01 thexyz now go learn about language codes ^^ 18:01 thexyz apparently, Dutch is nl 18:01 thexyz PilzAdam: rename plz 18:01 PilzAdam oops 18:02 PilzAdam I thought the guy who pull requested it acutally knows his language code 18:03 PilzAdam done 19:44 jojoa1997|Tablet how is mapgen7 coming along. hmmmm are realms like aether and nether anywhere close to being started? 20:25 PilzAdam hmmmm, you frogot to close Lua HUD pull request 20:26 VanessaE hmmmm: can you look into that texture size issue too please? 20:26 VanessaE I just need to know if we want to declare it a bug or not, so i can adjust HDX to compensate, if necessary. 20:26 hmmmm no, no, and no. 20:27 hmmmm it's not important enough for me to halt my schoolwork 20:27 VanessaE very well, just look at this screenshot. 20:27 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_468476054.png 20:28 hmmmm and it didn't do that before I changed the hud stuff? 20:28 VanessaE nope, impossible - I took that screenshot *after* the HUD stuff went in. 20:28 hmmmm mmmmmmmmm.... 20:28 VanessaE oh, yeah no. It worked fine before. 20:28 hmmmm later 20:29 VanessaE do you consider that a bug? 20:29 hmmmm yes 20:29 VanessaE ok. 20:29 VanessaE thank you. 20:29 hmmmm it seems like a minor oversight caused from when i moved hud code around 20:29 * VanessaE puts her image editor away. 20:35 Taoki hmmmm: I was wondering. Would you consider adding a feature to your v7 mapgen to allow in-between nodes when creating hills? So one can define slabs and allow this to happen: http://forum.minetest.net/viewtopic.php?pid=84880 20:35 Taoki Optionally and off by default of course 20:36 VanessaE PilzAdam would throw up :D 20:37 PilzAdam http://youtu.be/NZkStSdlh3c?t=5s 20:38 VanessaE I said throw up, but blow up :) 20:38 VanessaE not* 20:39 proller why paramat make it on lua, its too slow to use 20:41 Taoki proller: It's a good start. But yes in Lua it can be slow... plus it won't work at ground level 20:41 Taoki Would rock if a mapgen would optionally allow smoothness nodes 20:41 Taoki Or an automatic way to detect slab versions of any material and properly use them as part of hills. Off by default, just for custom games and mods 20:41 proller start for total rewrite in c++ after 20:44 hmmmm i don't know how your mod currently does it, but i wouldn't even bother looking at it.. clearly, you'd just need to add half slabs for every odd coordinate where dirt is placed 20:44 hmmmm and it doesn't need to be tied to a specific mapgen either 20:46 hmmmm sure, i'd add that feature after all of what i originally planned to do is done 22:19 ShadowNinja Any comments? https://github.com/minetest/minetest/pull/594 22:21 jojoa1997|AWAY i dont like it 22:21 jojoa1997|AWAY that means there is no more privacy 22:24 ShadowNinja You are giving away your IP anyway, I would like to set my log level to something lower, the debug.txt is for larger than my map and is slowing down the server