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IRC log for #minetest-dev, 2013-05-11

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01:02 xubuntu hi
01:02 Guest98355 wut? im xubuntu? lmao
01:03 RealBadAngel sup?
01:04 kaeza sky
01:04 kaeza :D
01:06 kaeza actually, skydome
01:06 kaeza *SOON*
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03:46 hmmmmm ahhhhhh!
03:46 hmmmmm done with classes!
03:46 hmmmmm ...that is... until grad school happens.
03:47 hmmmmm just one more large paper to go, all my finals, and three other assignments, and then i'm totally finished.  i can't wait to dive back into minetest, there's so much that needs to be done
03:47 hmmmmm also, realbadangel, that is pretty epic
05:29 celeron55 sapier's branch doesn't seem to rebase on upstream nicely at all
05:30 celeron55 i don't even undestand what the hell these conflicts are; it's like what they contain isn't even contained in the branch
05:31 celeron55 is this some kind of merge shit once again
05:46 celeron55 it is
05:46 * celeron55 cries
05:48 celeron55 okay, i am not going to do this
05:48 celeron55 this is fucked up
05:48 * VanessaE patiently waits for sapier to pull a cornernote. ;)
05:49 celeron55 why do people fuck up their branches to the point of being completely unusable
05:50 celeron55 it isn't very, i mean, useful
05:50 * ShadowNinja has trouble visualizing celeron55 crying
05:53 celeron55 here's an answer to a question:
05:53 celeron55 "do i use merge or rebase?" - REBASE
05:54 celeron55 ▌ ▌▞▀▖▌ ▌ ▌ ▌▞▀▖▛▀▘ ▛▀▖▛▀▘▛▀▖▞▀▖▞▀▖▛▀▘
05:54 celeron55 ▝▞ â–Œ ▌▌ â–Œ â–Œ ▌▚▄ ▙▄  â–™â–„▘▙▄ ▙▄▘▙▄▌▚▄ ▙▄
05:54 celeron55 â–Œ â–Œ ▌▌ â–Œ â–Œ ▌▖ ▌▌   ▌▚ â–Œ  â–Œ ▌▌ ▌▖ ▌▌
05:54 celeron55 â–˜ ▝▀ ▝▀  â–â–€ ▝▀ ▀▀▘ â–˜ ▘▀▀▘▀▀ â–˜ ▘▝▀ ▀▀▘
05:54 VanessaE heh
05:54 celeron55 now i hope it's clear
05:54 VanessaE ShadowNinja: I dunno, do you think he wants people to rebase..?
05:56 ShadowNinja Well I don't understand those messages, but I would say yes.
05:57 VanessaE celeron55: now, send a nastygram to github and tell them to remove their automerge function and replace it with something that does an auto-rebase.
05:57 celeron55 i don't think it's because of anything github does; or at least i hope they don't have a button that merges upstream into a fork automatically
05:57 celeron55 ...i seriously hope
05:58 VanessaE they have the reverse.
05:58 VanessaE pull request -> "this can be automatically merged" -> click the button.  and people seem to rather hate all the merge commits that get added to the history because of it
05:58 celeron55 well it's the only thing merge is useful for, if one wants to manage contributions in such way
05:59 celeron55 for anything else, merge is useful only for breaking everything horribly
06:00 VanessaE to be fair, I'm also guilty of occasionally merging master into some other branch - but only on my own repositories.  But then, in such cases I don't care too much how messy the commit history is
06:01 VanessaE (of course, I'm still learning the subtleties of git)
06:01 celeron55 it *may* work if you have zero conflicts in the merge
06:02 celeron55 if you do have any conflicts, stop the merge and _rebase_ your stuff on upstream instead (which you should be doing in the first place anyway; please don't consider merge an option)
06:04 celeron55 there's no reason for doing it other than being a noob and thinking git will do stuff right automatically for you based on the vague word "merge" you have in your mind
06:04 VanessaE this is what I usually do actually.
06:04 VanessaE rebase + cherry pick whenever I get some kind of weird conflict.
06:04 VanessaE or I just go "fuck it" and re-clone first.
06:05 VanessaE (or when I expect a potential conflict)
06:08 celeron55 actually wtf
06:08 VanessaE ?
06:09 celeron55 hell, i have two versions of this branch in here, i think i may have attempted to use the old one
06:09 VanessaE oops
06:09 VanessaE celeron55: care to retract your previous statements? ;)
06:09 celeron55 omg, this actually works
06:10 VanessaE heh
06:10 celeron55 well that was unexpected
06:10 celeron55 the stuff about rebase vs .merge is still valid, the applicability to this branch may be not true
06:10 celeron55 -.
06:10 VanessaE you suck :D
06:11 celeron55 of course i suck; who doesn't?
06:12 VanessaE that could be taken multiple ways :)
06:12 sfan5 *cough*
06:14 celeron55 whaaat
06:14 celeron55 sapier has included some cmake build files into here
06:16 celeron55 https://github.com/sapier/minetest/blob/087873490a9c74fb49a4cf08b47a4baa9f84125e/src/script/CMakeFiles/CMakeDirectoryInformation.cmake
06:16 celeron55 looks legit
06:16 celeron55 >SET(CMAKE_RELATIVE_PATH_TOP_SOURCE "/home/sapier/minetest.folder/minetest_core_contributions/minetest")
06:47 celeron55 i made appropriate updates (and some clean-up) to lua_api.txt
06:48 celeron55 so... i guess i don't have much to ask about this
06:49 celeron55 i have seen quite little discussion about the minetest.env: -> minetest. transition, but as it still is completely compatible, i guess that's not to be worried about
06:49 celeron55 but what i think needs comments is how to represent that in lua_api.txt
06:51 celeron55 my modified lua_api.txt now says minetest.env and EnvRef are deprecated with a long support period and makes the listing of EnvRef members just list the names of the functiones there and points to the global function reference for descriptions
06:51 celeron55 -e
06:52 kahrl_ does it even have to list the functions? I thought you could do minetest.env:register_node(...) now
06:53 celeron55 how will one know what functions are also found in minetest.env otherwise?
06:53 ShadowNinja kahrl_: The oposite.
06:53 VanessaE use that features list thing you recently added.
06:53 celeron55 we can't really point them to an old version of the .txt for that info
06:53 celeron55 VanessaE: that's not usable nor meaningful at all here
06:53 VanessaE damn.
06:55 kahrl_ ah, I thought minetest.env was now defined in builtin with a metatable with __index defined to create any function automatically
06:55 celeron55 kahrl_: sapier implemented this in such a way that the EnvRef functions are specifically registered in the C++ code
06:55 celeron55 well that's what i suggesteed too
06:56 celeron55 -e
06:56 celeron55 (what's with this e key?!)
06:56 kahrl_ it doesn't feel loved enough. e wants to be the most common letter
06:57 celeron55 kahrl_: do you want to implement that if i push this branch to somewhere for you to get?
06:57 kahrl_ sure
06:57 kahrl_ did sapier say why he didn't it that way?
06:58 kahrl_ *do it
06:58 celeron55 https://github.com/celeron55/minetest/tree/scriptapi_separation
06:58 celeron55 no
06:59 celeron55 or umm... hmm
06:59 kahrl_ I see one problem with the metatable approach
06:59 celeron55 i'm not actually sure what this does
06:59 kahrl_ some mods check 'if minetest.env.somefunction then' to see if some feature is supported
07:00 kahrl_ that would always return true with the metatable thingy, which I guess is fine
07:01 kahrl_ new mods would have to check 'if minetest.somefunction' instead
07:01 celeron55 well, that's reasonable, altough a bit confusing
07:02 celeron55 does it always have to return true with the metatable thing though? can't it return nil if it's not found?
07:02 kahrl_ ah, I'll make it do that
07:03 celeron55 s/true/a value that isn't false/
07:04 celeron55 i guess you could implement all of it in C++ at l_env.cpp:710
07:05 kahrl_ mmh, I fear I'll mess something up then
07:06 kahrl_ I prefer to do stuff like that in lua
07:07 celeron55 i wonder if it'll be considerably slower that way
07:07 celeron55 probably not
07:09 kahrl_ I'll make __index set the field in minetest.env so that it won't be regenerated on each call
07:10 celeron55 you have plenty of lines to remove from l_env.{h,cpp}, which is good 8)
07:13 kahrl_ I can't build that branch, irrlichttypes.h: No such file or directory
07:14 ShadowNinja Why does it need to do that? This version will support all env functions up to this point.
07:15 kahrl_ ShadowNinja: simplifying the code, making sure less things have to get adjusted if something changes in the server interface
07:15 celeron55 ShadowNinja: to make less code and make documentation trivial
07:16 kahrl_ is there any particular reason to have CMakeLists.txt in the new subdirectories?
07:16 celeron55 it's a pain to describe what functions specifically are in minetest.env, and that has to be done because some people want to support older versions with their new mods too
07:16 ShadowNinja Hmmm, I thought it would be more code.
07:16 celeron55 ShadowNinja: it's like 10 lines compared to 100
07:17 celeron55 kahrl_: not anything that i know of
07:18 kahrl_ it isn't done with util/ and I think it is what causes my build errors
07:19 celeron55 maybe you need to add an -I flag for the scriptapi build to point to the src/ directory
07:19 celeron55 i wonder why it works for me; do you use a separate build directory?
07:19 celeron55 or something else that might cause that
07:20 kahrl_ yeah, I build in ~/minetest/build
07:20 celeron55 that's probably the cause; fix it somehow :P
07:20 celeron55 (or ask sapier to fix it)
07:24 kahrl_ hmm, moving the subdirectory CMakeLists.txt to src/CMakeLists.txt didn't fix it
07:26 kahrl_ I added ${PROJECT_SOURCE_DIR} to include_directories and now it seems to work
07:32 kahrl_ got it built now but it segfaults on exit
07:33 kahrl_ main.cpp:2066: delete font; <-- seems to be the culprit
07:35 kahrl_ well this is unrelated to the branch
07:38 kahrl_ anyway the font should only deleted (via ->drop()) when created by gui::CGUITTFont::createTTFont
07:38 VanessaE *** Error in `minetest': corrupted double-linked list: 0x000000000a0c4840 ***
07:38 VanessaE there's the error I get, if it's helpful.
07:38 VanessaE (I just reproduced the crash on exit)
07:39 kahrl_ VanessaE: am I right that you are not using freetype?
07:39 VanessaE correct.
07:40 kahrl_ why does the font have to be deleted? the program is about to exit
07:41 kahrl_ I'd say get rid of the delete font; anything else is too complicated
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08:14 kahrl_ this seems to work http://paste.dy.fi/4gK
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09:40 kahrl_ celeron55: https://github.com/kahrl/minetest/commits/scriptapi_separation
09:40 kahrl_ this was tough to test because the client kept crashing due to font issues
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13:20 PilzAdam any objections? https://github.com/minetest/minetest/pull/701
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14:10 PilzAdam what about this: https://github.com/PilzAdam/minetest/commits/gamefilter ?
14:11 VanessaE seems fair to me
14:11 * VanessaE checks it out
14:14 VanessaE PilzAdam: yeah, that seems good.
14:14 VanessaE what do we do about theming the rest of the UI though?
14:16 PilzAdam clouds?
14:16 VanessaE well for example, if someone wants to place a generic overlay over the clouds
14:17 VanessaE like what we had before the per-game-filter themes
14:17 VanessaE I might want, for example, to display this:  http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2005052013%20-%2009:51:55%20PM.png
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14:18 VanessaE but switch to something more specific to minetest_game when that one is selected on the singleplayer tab (or the theme for my game, etc)
14:20 hmmmm kahrl, the font (amongst other things) is deleted in order to satisfy valgrind
14:20 hmmmm although i agree, it's in bad taste that applications do resource cleanup right before exit
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14:22 sapier http://ompldr.org/vaWRkcA/initial_menu.png
14:23 VanessaE :P
14:23 sapier that's new startup screen
14:23 PilzAdam sapier, 3 and 4 are same
14:24 sapier once you've selected who you are .. you probably get here: http://ompldr.org/vaWRkcw/singleplayer.png
14:24 sapier http://ompldr.org/vaWRkdA/client.png
14:24 sapier http://ompldr.org/vaWRkdQ/server.png
14:25 sapier http://ompldr.org/vaWRkdg/settings.png
14:25 sapier what do you think about it?
14:25 PilzAdam where is the advanced tab?
14:25 sapier it's now server
14:26 VanessaE aside from that silly "startup" screen, I like the idea.
14:27 sapier if you dislike the startup screen just change the formspec provided in mainmenu.lua
14:27 VanessaE formspec?  lua?  in the menu?  o.O
14:28 rubenwardy wow
14:28 rubenwardy cool
14:28 sapier did I forget to mention everything you see is renderd throug formspec? and of course fully operational ... except of configure button not doing anything usefull before
14:28 rubenwardy double wow
14:28 rubenwardy I thought about doing this ages ago, but I did not see the point
14:29 sapier if it's not possible to create one menu to fit for everyone you have to drop the old design
14:29 rubenwardy yeah
14:30 sapier I still have to do some cleanup and maybe some special features of old mainmenu aren't completely implemented ... e.g. missing version string topleft
14:31 Zeg9 What about the tabs
14:31 sapier have been replaced by buttons
14:31 Zeg9 IMHO the tabs look a lot better, even if it would need a new formspec element...
14:32 sapier as you can see it's not a big difference
14:32 sapier if you want to create it you can do it but there's not even a piece of container support within current formspec
14:32 sapier without containers you can't do tabs
14:33 Zeg9 Maybe it would be possible to have "fake tabs", e.g. a skin for buttons
14:33 Zeg9 Doubt this is possible with irrlicht though...
14:33 sapier build your own menu with imagebuttons ;-) it's formspec
14:33 Zeg9 Imagebuttons have the button background :/
14:34 Zeg9 But well, that could be implemented later anyway
14:34 sapier I think 3 new formspec elements are enough for one commit
14:35 sapier still they won't work for in game usage by now that's to be done later too
14:36 Zeg9 Is the "even handling" of the menu done in lua or in cpp ?
14:36 Zeg9 event*
14:36 sapier lua
14:36 sapier it's completely based uppon formspec and lua
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14:50 PilzAdam VanessaE, https://github.com/PilzAdam/minetest/commit/57b2bbb53cb28573f8ec623105c2409a295d595d
14:51 sapier convert it to formspec ;-)
14:51 VanessaE checking..
14:52 PilzAdam put menu_background.png in textures/all and it will be used in all tabs except singleplayer
14:53 VanessaE right, lemme try it out
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14:53 PilzAdam sapier, except for the filter buttons everything is behind your formspecs
14:54 sapier no
14:54 sapier you didn't understand what those screenshots mean
14:54 sapier there's no guiMainMenu any longer
14:55 PilzAdam yes
14:55 PilzAdam but the clouds and possible overlaying textures are still drawn by the engine
14:55 PilzAdam I doubt you can render clouds in Lua formspecs ;-)
14:55 VanessaE hm...
14:55 sapier overlay is one of the parts not completely done
14:56 sapier and main.cpp looses about 500 lines
14:56 VanessaE PilzAdam: doesn't seem to work here.
14:56 sapier might be some more I'm still cleaning dead code
14:56 PilzAdam VanessaE, hm?
14:57 VanessaE wait...
14:57 VanessaE nope.
14:57 VanessaE the alternate background isn't being displayed in the other tabs.
14:57 PilzAdam where did you placed it?
14:58 VanessaE minetest_engine/textures/all/menu_background.png
14:58 VanessaE (I use run-in-place builds for local testing)
14:58 VanessaE matter of fact, the clouds aren't being shown on the other pages either.
14:59 PilzAdam is your texture completly transparent?
14:59 VanessaE part of it is.
14:59 PilzAdam try a different texture
14:59 VanessaE it's similar the others I use - part of it is opaque, part is transparent, however all I am seeing on the other tabs is a flat, blue field.
15:00 PilzAdam I use the bucket from your 512px TP
15:00 PilzAdam and everything works fine
15:01 VanessaE wait a sec, maybe I need to revert that other commit first?
15:01 PilzAdam yes
15:01 PilzAdam my new one includes the old one
15:01 PilzAdam and the old ones disables drawing of the new textures
15:01 VanessaE ok, let's give that a try
15:02 VanessaE ah yes
15:02 VanessaE that's got it
15:04 VanessaE yes, I think we could go with this/.
15:05 VanessaE maybe this is a good time to revive those "example" images that were tossed around when this was first being added?
15:05 VanessaE (you know, the white, blocky "MINETEST" logo)
15:06 VanessaE (unless those are being used in some places and I just never see 'em :) )
15:06 PilzAdam should menu_background.png be used if game_menu_background.png is not found?
15:06 VanessaE hmm..
15:07 VanessaE no, I think now
15:07 VanessaE not*
15:07 sapier https://github.com/sapier/minetest/tree/next_gen_main_menu
15:07 PilzAdam sapier, can you wait until my thing is finished?
15:07 sapier no
15:08 sapier it's just completely unrelated
15:08 rubenwardy sapier, does that delete the mod manager?
15:10 VanessaE ok, menu_overlay.png also works as expected in the other tabs, use that filename and clouds show through.
15:10 VanessaE PilzAdam: I think this is good to merge
15:10 PilzAdam cleaned up the code a bit
15:10 PilzAdam now I need a core dev to agree too
15:10 sapier no it add whatever you can imagine to do with formspecs and lua
15:12 PilzAdam crafting in the main menu? oO
15:12 sapier currently there may be some bugs and things I forgot to add that's wjy it's no pull request ... if you test it it's going to be way faster
15:12 PilzAdam good for tutorials
15:12 sapier no crafting api isn't supported within mainmenu
15:12 PilzAdam but you can set lists of inventories and do the crafting manually
15:12 sapier main menu lua has nothing in common with scripting api except of beeing lua too
15:13 PilzAdam does the client even compile Lua?
15:13 sapier seams to
15:13 sapier -a+e
15:13 rubenwardy it is the same program
15:13 sapier if not that's an easy task
15:14 PilzAdam well, its rather not good if you force clients to compile Lua just for the main menu
15:15 sapier keep on talking pilzadam ... if you want to have a menu fitting for all your needs you need to add a scripting language
15:15 VanessaE PilzAdam: for those games without proper image overlays, how difficult would it be to "fake it"?  You know, like display the game name in big text above the menu or something
15:15 PilzAdam celeron55, what do you think about using game filter only in singleplayer tab and use different overlay textures for the other tabs?
15:15 PilzAdam https://github.com/PilzAdam/minetest/commit/6d72f1870617ca0b9330030c77a40f64f42588e3
15:15 PilzAdam ^ basically this
15:17 PilzAdam VanessaE, wut?
15:17 VanessaE PilzAdam: you asked if the "default" menu overlay/bg/etc should be shown in the singleplayer game filter for games that don't have their own overlays.
15:18 sapier adding overlay support to formspec menu will give lua part freedom do do whatever it wants for whatever "tab" it wants
15:18 VanessaE I was reconsidering it.
15:18 PilzAdam VanessaE, not every game wants it name to be displayed like this
15:19 VanessaE PilzAdam: I was thinking, in the absence of proper menu overlay/bg/etc graphics for some game or another, display the clouds like now, but print the game name at the top in big letters
15:20 VanessaE ok
15:20 VanessaE fair enough
15:20 VanessaE just thinking of a way to "fill in" the missing data with something reasonable
15:20 PilzAdam something reasonable == clouds :-)
15:20 VanessaE heh
15:20 VanessaE well yeah
15:21 PilzAdam its not like that system in my commit is illogical or something
15:21 VanessaE nono
15:21 VanessaE what you've got is good
15:21 VanessaE I'm just talking about your specific "what if" from earlier.
15:22 VanessaE but if we leave it the way you have it now, that's perfectly workable
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15:27 VanessaE afternoon, kahrl
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22:33 sapier did anyone have a look at formspec based main menu?
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23:28 arsdragonfly http://imgur.com/mkdkq5K
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