Time Nick Message 00:25 sapier1 https://github.com/minetest/minetest/pull/724 now including world config 00:28 PilzAdam sapier1, https://gist.github.com/PilzAdam/5609715 00:29 PilzAdam first loading screen with black background and then a grey screen 00:31 sapier1 I wonder what you're doing ;-) ... I'll try a clean build to figure out 00:39 Exio i just compiled 00:39 Exio and got the same error 00:39 PilzAdam maybe because the settings in minetest.conf are not present? 00:39 sapier1 strange my clean build gives an error to but not same as yours (I can't create a world) 00:40 Exio what do you have in your minetest.conf? 00:40 sapier1 ok after starting second time I get same error 01:05 sapier1 ok it's working for me on a fresh cloned minetest tree now 01:06 sapier1 no curl included so plz give feedback about this setup 01:19 RealBadAngel http://imgur.com/a/Eq09o#0 01:19 RealBadAngel i played a bit more with shaders 01:20 RealBadAngel theres compare from left to right: normal+some specular, only normal, then no shaders at all 01:25 sapier1 looks interesting ... imho the leftmost blocks (up to chest) look a little bit to plastic 01:31 hmmmm well they look about just as plasticy without the normal map.. it's not a really good sand texture i guess 01:32 hmmmm is there no diffuse lighting in minetest? 01:34 iqualfragile sapier1: they will continue looking like plastic untill real lightningsources are defined in minetest 01:35 sapier1 hmm :-/ 01:37 RealBadAngel vec3 lVec = normalize(vec3(0.0, -0.4, 0.5)); 01:37 RealBadAngel this is my lightsource atm ;) 01:38 iqualfragile i think that i should be possible to hack something… 01:38 RealBadAngel like what? 01:38 iqualfragile a) calculate where the sun/moon should be using the daytime and use that to generate the vector 01:38 hmmmm i think we should start the move to real lighting 01:39 hmmmm the imagined problems really aren't that bad 01:39 RealBadAngel its definitely needed 01:39 hmmmm hmm.. https://github.com/minetest/minetest/pull/608 this pull request isn't being merged 01:39 hmmmm https://github.com/minetest/minetest/pull/611 no idea what this even does 01:39 iqualfragile b) put a litle test into the blockload/unload code wich checks if the node emits light (i think there is a group for it), put them into a list and use these as lightsources 01:40 hmmmm https://github.com/minetest/minetest/pull/640 this wasn't added yet? hmm .. 01:41 hmmmm still wondering about this https://github.com/minetest/minetest/pull/670 celeron doesn't seem to like it but i don't see any problem, never got his final word 01:41 iqualfragile it seems to me that 611 enables the use of two different animations on one model at the same time 01:41 iqualfragile (like shaking the head an d walking or whatever) 01:42 hmmmm ah... forgive me about the whole animation thing, i'm completely unknowledgable about that 01:42 hmmmm i'd rather leave it to somebody who does know 01:43 iqualfragile but i think it good that you take a look at the pull requests 01:43 hmmmm https://github.com/minetest/minetest/pull/729 this was going to be included with my world creation parameter interface, but i won't add it because i know it'll screw up what sapier's working on 01:43 iqualfragile i think that its important to give those more attention as a successful pullrequest motivates the programmer to do more work 01:44 iqualfragile successfull& quick 01:44 hmmmm true... there are lots of reasons to not like outside code though 01:45 RealBadAngel imho 611 does exactly nothing 01:45 iqualfragile nope 01:45 RealBadAngel this commit just copies 3 lines and pastes them in different order 01:45 iqualfragile it moves two lines around! 01:46 iqualfragile maybee order is important for animations, i dont know, i am not realy knowledagble either 01:46 hmmmm i guess outside code isn't as bad as it otherwise would be, because we don't exactly have a set development timeline and nobody's being put on the spotlight if there's a problem 01:48 hmmmm what do you guys think about this https://github.com/minetest/minetest/pull/675 ? 01:48 hmmmm pilzadam seems to be taking care of it maybe, or he forgot about it 01:50 RealBadAngel from what i can see khonk have fixed everythinh 01:50 RealBadAngel and rain looks good 01:50 hmmmm with all the memory leaks and warnings fixed, along with those other miscellaneous problems, i'm going back to work on the decoration things, and when i'm done with that, i'll do the world parameter configuration hopefully by the time sapier is done with his thing 02:06 ShadowNinja Hmmmm: I noticed one warning (repeated a few times) http://pastebin.ubuntu.com/5682388/ Is this fixable? 02:07 hmmmm i guess so, but i'd rather not 02:07 hmmmm why is it that every time i think i fix all the warnings for everybody's setup, here's another one 02:08 RealBadAngel http://imgur.com/a/Eq09o#3 02:08 hmmmm wow nice 02:08 sapier1 guiConfigureWorld won't exist anymore if formspec menu is added so most likely fixing is wasted work 02:08 RealBadAngel added another pictures to comapre (another pack) 02:09 hmmmm i feel like it looks a bit nicer than the other one with normal + specular, what is that 02:11 RealBadAngel 3 is specular+normal, 4 shaders off, 5 only normal 02:44 RealBadAngel ive changed a few normal maps 02:44 RealBadAngel to get right effects all kind of surfaces need different made ones 02:45 RealBadAngel http://imgur.com/a/Eq09o#6 02:49 VanessaE those are looking goodf 02:49 VanessaE good* 02:50 VanessaE still too dark without proper bumpmap-aware lighting though 02:59 RealBadAngel http://imgur.com/a/Eq09o#7 02:59 RealBadAngel imho caves are lookin good now 03:01 VanessaE not bad. 03:03 RealBadAngel good enough for a start ;) 03:03 RealBadAngel im off to work, cya laters 03:03 VanessaE ok, seeya 06:20 celeron55 hmm, so the scriptapi split wasn't merged yet? i'd be super happy if somebody would do that (this version is ready-to-go https://github.com/kahrl/minetest/commits/scriptapi_separation) as i'm quite busy with other stuff 06:20 celeron55 i could merge it but wouldn't have time to fix any problems found later to be caused by it, so it doesn' feel right to merge it 06:22 celeron55 i recommend considering the scriptapi freeze to continue until that is merged 11:31 PilzAdam sapier, https://github.com/minetest/minetest/pull/696/files#L1R1054 what if there are 2 exact same craft recipes? 11:32 sapier the first one will be removed ... as far as I know this is already an error case not handled correctly 11:33 PilzAdam why not remove all? 11:34 sapier would be another option I don't have any preference which one to implement 11:34 sapier but I'd recommend not to merge this until scriptapi separation is merged 11:34 kahrl does it happen often that there are duplicate crafting recipes? 11:35 sapier there's some duplicated code in this function that can be moved to a separate function to be used by both luaapi fcts 11:35 sapier imho this shouldn't happen at all kahrl 11:35 sapier I guess first one to be found will be only one to work either 11:35 sapier but I haven't checked this 11:35 kahrl if there aren't, removing all would add 100% to the runtime of remove_craft on average 11:35 kahrl sapier, yes 11:36 kahrl well, the first from the back since it checks them in reverse order 11:36 PilzAdam just checked, it can happen that 2 exactly same recipes are registered 11:36 PilzAdam so calling remove_craft() once doesnt help at all 11:36 sapier and what does minetest do in this case? 11:36 sapier it would work pilzadam as you could check in lua if there's another one 11:37 kahrl if you registered it n times it would then be registered n-1 times 11:37 sapier it's a minot change but imho multiple identical recieps are a very rare case 11:38 PilzAdam I would prefer to be sure that all recipes are removed 11:38 sapier current behaviour is symetric to register_craft function 11:38 sapier we could stop register_craft from registering a second time 11:38 sapier giving an error message in this case 11:39 sapier are there any legit cases for multiple recieps? 11:39 kahrl the way it is implemented now that would make register_craft take quadratic time if counting all crafting recipes in all mods 11:40 PilzAdam just dont break in removeCraft() is the easiest way I guess 11:40 kahrl I mean O(n) if n recipes are registered, total O(n^2) 11:40 sapier hmm comment of function is wrong too 11:41 PilzAdam sapier, rebase and fix these things after scriptapi split is merged 11:43 sapier yes ... still decision of how it should behave has to be made ;-) remove all or symetric to regsiter remove only one 11:43 kahrl I wonder if the CraftDefManager should keep indexes to make searching of recipes faster? 11:43 sapier imho performance isn't that critical for an initialization function 11:43 kahrl it crafting too slow if many recipes are registered? 11:43 kahrl is* 11:44 PilzAdam I wonder if all the crafting stuff can be moved completly to Lua 11:44 PilzAdam bbl 11:44 sapier hmm could be done as far as I know list operations aren't that slow within lua 11:44 sapier at least with jit 11:45 sapier without ... maybe not a good idea 11:45 kahrl but when crafting, checking each single crafting recipe in lua would be slow I imagine 11:46 sapier I think there is lots of optimization possible there but I don't have heared anyone complaining about crafting performance ;-) 11:46 sapier ok very bad english sentence :-) 11:47 kahrl they might not realize the bad performance and assume it is just lag 11:47 sapier do we have any counters in place to validate our assumption? 11:48 kahrl I don't think so but it would be useful 11:49 sapier yes :-) but this is a task for someone else :) I've already got plenty of work with scriptapi and mainmenu ;) 11:49 kahrl a simple TimeTaker in getCraftResult and similar functions would be enough 11:50 sapier another topic i18n for lua ... sfan5 has some code in place doing things like that, I'd need i18n for mainmenu 11:50 kahrl is sfan5's code for serverside lua? 11:50 sapier I'd prefere to add a single solution for mainmenu and scriptapi 11:51 kahrl you mean single solution on the interface side? 11:51 sapier it's for scriptapi so it should work serverside too with (some) changes 11:51 kahrl because I think internally they would have to work very differently 11:51 sapier I guess it wouldn't be that different 11:52 kahrl where can I find sfan5's code? 11:52 sapier it's just replacing text by text ;-) don't know why there should be any difference for mainmenu and scriptapi, but both are servers side of course just different lua interpreters 11:53 kahrl well on the server side you have many different clients that may want different languages 11:53 sapier http://forum.minetest.net/viewtopic.php?id=5989 11:54 kahrl "This is only useful when you play in Singleplayer or when you run e.g. a Spanish Minetest Server" 11:54 sapier hmm you're right kahrl didn't think about this issue by now 11:55 sapier ok that's not a problem for mainmenu as this is client side ... maybe a single solution isn't as easy as I thought first time 11:56 kahrl I still would say the interface for mainmenu and scriptapi should be the same or at least similar 11:56 kahrl so modders don't have to learn a whole new thing just to make a menu 11:57 sapier yes ... maybe if client tells it's settings to server server can use this information for sending data e.g. in formspecs 11:57 sfan5 are you talking about i18n for lua? 11:57 sapier yes 11:58 sapier e.g. L.getText("text to translate",localization(optional)) 11:58 sapier if localization is not passed client/server setting is used if passed it tries to use the given one 11:58 kahrl yes that's a start, but then there are things like itemdefs that are registered before any client is connected 11:59 sapier true this only works for client specific generated content 12:00 sapier maybe we can't fix everything with a single mechanism 12:01 Zeg9 Why not sending the .po's and using gettext client side ? (warning: didn't read everything up there) 12:02 sapier interesting idea but what to do if text contains dynamic data? 12:04 Zeg9 Maybe server could somehow tell which parts to translate 12:04 sapier this is a lot of work to do ;-) 12:04 Zeg9 Like, "_(Current time is: )"..time 12:05 Zeg9 Parts inside _(...) would be translated. 12:05 Zeg9 Of course, parsing this is a bit annoying... 12:05 sapier you need to add a parser on any sting usage within client ... quite a few changes ;-) 12:05 kahrl Zeg9: different languages have different grammar rules, this might limit the languages you can translate to 12:06 Zeg9 It is the same thing when you call gettext, afaik. 12:09 kahrl I think the common solution is to use sprintf. Which has security implications 12:10 sapier kahrl that's an issue I've never seen a generic solution for 12:11 sapier different grammar rules ;-) 12:11 Zeg9 Is it possible to have gettext looking in multiple locale directories? 12:12 sapier no matter what we do we need to fix formspecs 12:13 sapier there's missing escape support ... I guess I need to add this first 12:33 PilzAdam anyone against this? https://github.com/minetest/minetest/pull/656 12:34 drizz not I 12:35 PilzAdam should saplings grow on dirt_with_snow? 12:35 VanessaE no. 12:35 drizz also, who the hell is creating clones on my server 12:35 drizz http://servers.minetest.net/ 12:36 VanessaE drizz: looks like mine and jpappsvr01.dyndns.org have also been attacked recently 12:37 VanessaE maybe also that 198.211.125.161 one. 12:37 drizz heh, someone's been busy :p 12:39 drizz 02:49:29: ACTION[ServerThread]: Server: A mismatched client tried to connect from 71.164.76.159 12:39 drizz 02:49:33: ACTION[ServerThread]: Server: A mismatched client tried to connect from 71.164.76.159 12:39 drizz 02:49:37: ACTION[ServerThread]: Server: A mismatched client tried to connect from 71.164.76.159 12:39 drizz etc. 12:39 Exio iptables! 12:40 drizz any forum moderator here mind looking up the ip? 12:41 PilzAdam echo "71.164.76.159" >> ipban.txt 12:41 VanessaE that IP also tried my server. 12:41 VanessaE 21:46:49: INFO[ServerThread]: Server: New connection: "kRs9IkyfXesZke2D8Fg" from 71.164.76.159 12:42 VanessaE good thing I don't give interact by default 12:44 drizz I'm surprised it actually manages to do a DoS on the server O.o 13:30 celeron55 kahrl, sapier: i have a branch somewhere (apparently not public) that implements item description translations by allowing lua to pass them as {lang="foo", lang2="bar"} 13:31 celeron55 it works by sending them all to the client, which is wrong though; the right thing would be making the client send the language at initialization and let the server choose one 13:31 Exio i'd prefer that 13:32 Exio so the client would be able to change the language "in-runtime" in a long-term future 13:32 sapier me to and of course I don't want to write a table at any place where text is used 13:34 celeron55 sapier: a small lua library can be used to make it easier 13:35 celeron55 as far as the api of MT itself is concerned, that's how it would see it work 13:35 celeron55 implement eg. a function T() that will work like T("english text") and will return a table with all the translations 13:36 celeron55 Exio: it's not good because there can be tons of items and tons of languages 13:36 sapier hmm but this only works if you don't need to concatenate basic text and dynamic text 13:38 celeron55 afaik item descriptions don't have dynamic text 13:38 Exio celeron55: well, that is true 13:38 celeron55 and actually, maybe sending all the descriptions at once would work; they're dwarfed by all the other stuff anyway i guess... but it's really up to if anyone *actually* needs instantaneous language switching 13:38 sapier traditionaly they don't true, but once you do menu in formspec you need to create a single textline to describe the formspec 13:39 sapier ok this is true for any formspec not only menu 13:39 celeron55 sapier: true; that applies to formspecs 13:39 celeron55 so they need something more fancy 13:40 sapier I see two possible options, 1) make formspec plain prior creating formspec string 13:40 sapier 2) completely redefine formspec string to support spacers 13:41 sapier later one most likely will break compatibility 13:42 celeron55 some translation syntax inside formspec could work... 13:43 sapier maybe but it'd be quite crazy to do this in a compatible way ... I already needed to add some metadata to add e.g. color support 13:43 sapier using 4/5 different delimiters doesn't ease formspec parsing too ;-) 13:44 sapier and I somehow don't want to use xml for formspecs ;-) 13:44 celeron55 well the formspec format was designed basically for implementing a chest and a furnace using a single thing; it's not really a surprise it doesn't scale well to the extent required these days 13:45 sapier true ... I'm surprised I was able to improove it to an extent where it is possible to almost identical recreate mainmenu 13:45 sapier almost because I'm still missing treeview support and I'd prefere not to add it :-) 13:53 drizz mk@pyre ~ % ls ~minetest/worlds/world/players -1 | awk "length==19" | wc -l 13:53 drizz 20861 13:54 drizz apparently having loads of user files makes the server run poorly, even after a restart 13:54 Zeg9 Nice, now you have to find a way to delete the bad ones. Shouldn't be too hard. 13:55 celeron55 drizz: that is a known bug and it's still waiting for someone to care enough to fix it 13:55 drizz oic 13:55 drizz Zeg9: I just did :p 13:56 drizz they're all 19 characters, ranging from a-z, A-Z and 0-9 13:56 Zeg9 Quite stupid imo, they could have used a random length 13:57 drizz agreed 13:57 Zeg9 (in the hope the responsible for this isn't in this room...) 13:57 iqualfragile ^^ 14:01 drizz find . -name "???????????????????" -exec rm {} \; 14:01 drizz ezpz :p 14:01 iqualfragile i have once fuzzed a email-subscription field with random input… got the owner on a lot of blacklists as it seems that there are a lot of domains consisting of 6 alphanumeric characters 14:01 sapier http://imgur.com/a/DZ7HO#0 14:02 PilzAdam anything against this? https://github.com/minetest/minetest/pull/463 14:03 iqualfragile sapier: nice 14:03 iqualfragile but we should dissalow VanessaE to use colours 14:03 Zeg9 sapier: so you finally made the tabs?? 14:04 sapier somehow ;-) ... it's not exactly tabs but abuse the tab header as butonlist 14:04 Zeg9 Oh so they act as buttons, right? 14:04 sapier similar but not exactly 14:05 Zeg9 okay, and what about using the new elements on servers? 14:05 sapier a tabheader only has a single name and submits clicked tabnumber as value 14:05 sapier if this is added you most likely will be able to use every element from within scriptapi too 14:06 Zeg9 Great work :p 14:06 sapier but I haven't tested right now you should expect minor glitches that need to be fixed 14:07 Zeg9 About #12: is this multiple formspecs? 14:08 sapier no just new formspec element box ... a plain box that can be drawn everywhere 14:09 sapier color is configurable 14:10 sapier "(16:04:30) PilzAdam: anything against this? https://github.com/minetest/minetest/pull/463" ... he can't stop adding things to make rebase more difficult ;-P 14:11 PilzAdam nobody said something about a menu freeze 14:12 sapier :-) maybe I should proclaim a menu freeze ? ;-P ... don't know if someone supports this 14:13 Exio the menustuff where sapier is working on 14:13 Exio is too damn big, i think he should get the "freeze" for that 14:13 sapier btw PilzAdam differences between old and new have droppen even more as I have added support for [] in formspec text elements 14:13 Exio unless anyone wants to rewrite the menu and write other 4000 or 5000 lines 14:15 sapier most of the changes done to menu the last days already have been included in formspec ... some bugs have been fixed "by accident" ;-) 14:15 sapier still there's one big problem .. localization 14:15 Zeg9 Just gettext every buttons and tabs, it should do it... 14:16 Zeg9 also checkboxes and labels, everything static 14:16 sapier zeg9 it's lua ;-P 14:16 Zeg9 I know, do this when parsing the formspec 14:16 Zeg9 For the menu it should be enough I think 14:16 sapier won't fix all the problems 14:17 sapier and will have sideeffects to ALL formspecs within game 14:18 sapier so unless at least some core developers agree with it I won't do a change that big 14:26 sapier how do I enable gettext support? 14:26 PilzAdam -DENABLE_GETTEXT=1 14:27 Zeg9 The only problem still there is dynamic content... Especially screenshot #1 "World: " 14:29 sapier this can be fixed by two labels ... ugly but working 14:29 sapier does anyone know name of gettext development package on debian? 14:29 Zeg9 sapier: what about alignment of text inside labels? 14:30 sapier no chance with current formspec 14:30 sapier -DENABLE_GETTEXT=1 is just ignored 14:30 PilzAdam sapier, on ubuntu its just gettext 14:31 sapier I guess this is same for debian and its installed... any idea why it's ignored 14:31 PilzAdam I also have libgettextpo0, but I dont know if its needed 14:31 sapier me too 14:32 sapier I wonder if I should get an error message on missing libs if -DENABLE_GETTEST=1 is specified 14:35 sapier argh ... gettext-base != gettext :-/ 14:49 sfan5 may I merge this? https://github.com/minetest/minetest/pull/729 14:50 PilzAdam sapier, ^ 14:51 hmmmm sfan5, please don't.... sapier is reworking all of that and that merge will just cause more trouble 14:51 hmmmm a world creation config was pretty much the next thing on my list too 14:51 sfan5 but.. but.. world seeds.. 14:52 PilzAdam anyone against using the header from minetest.net in the menu? (this does not conflict with sapier's changes) 14:54 Exio sfan5: you can use fixed_map_seed for now 14:54 Exio :P 14:54 sfan5 Exio: thats not user friendly 14:55 Exio the idea is merging sapier's menu and then add a webrow.. err, i mean, user-friendly-menu later, isn't it? 14:58 RealBadAngel you mean "menu start"? ;) 14:58 RealBadAngel every os shall have it ;) 15:00 PilzAdam also, should I enable the old menufooter.png? 15:01 PilzAdam https://www.dropbox.com/s/eiw2a2tnqv9329q/Menu.png 15:02 Calinou not really needed 15:02 PilzAdam this would apply to all tabs except Singleplayer 15:02 PilzAdam so, the header is enough? 15:03 Zeg9 With menufooter there are 2 "minetest" logos 15:04 PilzAdam https://github.com/PilzAdam/minetest/commit/c67f72890c3f9154dd9124310c61ba55bc2806bd 15:04 PilzAdam is this ok? 15:11 sapier no no the idea is adding my menu and after that everyone can customize menu to her/his needs 15:11 PilzAdam not everyone can do this 15:11 PilzAdam we need a proper default menu 15:13 sapier that's requirement for "adding my menu" ... but "proper" won't be perfect as this might be different for everyone ;-) 15:17 Zeg9 Maybe, we could make a setting where you can choose between 3 (more or less) predefined layouts. But that's not the current problem 16:06 sapier https://github.com/minetest/minetest/pull/724 added gettext i18n to formspecs (thx to zeg9 for the idea) 16:06 sapier it's disabled for in game formspecs to avoid undesired sideeffects but enabling is quite easy if decision is made 16:07 sapier wooh I broke the 10k lines changed barrier 16:11 Zeg9 sapier: is it possible yet to change the in-game menu? 16:12 sapier no I haven't touched in game 16:13 sapier only main menu 16:13 sapier but if you meant this menu yes it's fully customizable and there's a config option which menu to load 16:34 celeron55 sapier, kahrl: here's the stuff i played around with (the newest commit does nothing useful): https://github.com/celeron55/minetest/tree/modtranslate 16:36 sapier celeron for the time beeing I added gettext support to guiFormSpec menu ... this works bur rewuires manual po-file creation as parser obviously can't catch any strings 16:37 sapier and it's working only as long as client has po files 16:54 PilzAdam here is some info about the farming mod Im working on currently: https://gist.github.com/PilzAdam/5613541 16:56 sapier any difference to current farming mod? 16:56 PilzAdam yea, you dont need water to make bread 16:56 sapier ohhhhh quite important ;-P 16:56 PilzAdam also the code is competly rewritten and should be faster 16:57 sapier believe me it's quite difficult to bake bread without water ... I know what I'm talking about 16:58 PilzAdam the only thing that I need is the textures for the 8 wheat growing steps; the on RealBadAngel gave me are copied from MC 16:58 sapier hmm I think I need to add fixed size formspecs to in game mode too 16:58 PilzAdam and the current farming mod has only 5 or so 16:58 sapier not for menu but to make some of the elements usefull e.g. tabheader 17:09 FourFire Hello 17:09 FourFire I daresay it's about time someone rewrote Minecraft in C++ 17:09 FourFire Good on you guys! 17:10 PilzAdam FourFire, please no chit-chat here 17:10 FourFire Does Minetest integrate cubic chunks (or similar) functionality, or is that planned? 17:12 sapier FourFire -->#minetest 17:13 FourFire I note that the URL http://celeron.55.lt/~celeron55/minetest/ "has been reported as an attack page and has been blocked based on your security preferences." according to My version of firefox 17:15 rubenwardy ooh nice PilzAdam. Any item name changes relevant to me? 17:15 rubenwardy brb 17:23 kahrl if you look at the diagnostic page for 55.lt google basically says "we found nothing but let's mark the domain as suspicious for the hell of it" 17:38 VanessaE iqualfragile: disallow colors? *insert completely confused look here* 18:05 VanessaE minor glitch: don't bob the hand when switching between two empty slots in the hotbar 18:26 sfan5 VanessaE: s/glitch/annoyance/ 18:28 VanessaE that too 18:31 PilzAdam fixed 18:32 VanessaE that was easy :D 19:23 iqualfragile VanessaE: your window decorations look horrible :P 19:23 PilzAdam ^ true 19:26 VanessaE window decora....you mean for my window manager? 19:26 VanessaE :P 19:26 VanessaE I *like* purple thank you. 19:27 iqualfragile ironicaly your username is purple in pidgin 19:31 VanessaE and in xchat, in fact 19:32 PilzAdam you are blue in xchat 19:32 VanessaE PilzAdam: as are you 19:33 VanessaE I am purple, everyone else is blue, nick highlights are yellow 19:37 iqualfragile -.- 19:44 VanessaE (why are we discussing this in -dev anyway?) 19:45 iqualfragile (i dont know) 21:27 ShadowNinja How do I set the rectangle for GUIStaticText? setMaxSize() forces word wrapping. 21:27 ShadowNinja (and setMinSize() is ignored) 21:29 ShadowNinja I am trying to add resizing to this. But I think it looks best using the full width. https://github.com/minetest/minetest/pull/608 21:31 ShadowNinja Hmmm, I think I got it but still wrapping... 21:32 kahrl does it still wrap if you do setWordWrap(false)? 21:34 ShadowNinja kahrl: It probably wouldn't but I want it to if it reaches the end of the screen. 21:35 kahrl hmm not sure I understand, when do you want it to wrap and when not? 21:36 ShadowNinja kahrl: I want it to wrap at the end of the screen. It is wrapping at the first space. 21:36 kahrl huh, I haven't seen it do that 21:38 ShadowNinja kahrl: This is what I am doing: http://pastebin.ubuntu.com/5685128/ 21:40 ShadowNinja Before it was screensize.X - 10 21:47 kahrl I think I know why 21:48 kahrl if word wrap is enabled getTextWidth returns the width of the longest *broken* line 21:48 kahrl so at maximum the current width of the gui element 21:48 ShadowNinja ^ I just thought that. 21:48 kahrl which starts out at zero 21:48 kahrl well actually max(width of the gui element, width of a single word) 21:49 kahrl so disable word wrap before calling getTextWidth 21:49 PilzAdam the background could also be a bit darker 21:50 ShadowNinja Is there a function that will get the line length without accounting for that or one I can pass getText() to? 21:50 PilzAdam 80 seems good 21:50 ShadowNinja kahrl: I whould have to disable and re-enable it. Very hacky. 21:51 kahrl without word wrap getTextWidth does this: return font->getDimension(Text.c_str()).Width 21:52 sapier irrlicht gui is quite limited some important features are simply missing 21:53 PilzAdam could it happen that the box gets bigger than the screen? 21:53 kahrl PilzAdam: yep, there would need to be a min(..., screensize.X - 10) 21:56 ShadowNinja PilzAdam: Already thought of that. 21:57 ShadowNinja min not declared in this scope. What file has it? 21:57 PilzAdam https://github.com/PilzAdam/minetest/commit/05286f2ca766adec82614860be9a3c0cdd69f5ad 21:57 PilzAdam ^ this seems to work 21:57 kahrl oops, I mean MYMIN 21:58 ShadowNinja Right, caps. 21:59 PilzAdam everyone agrees to push that? 22:00 PilzAdam (also fixed comment and positioning of ,) 22:03 kahrl should the alpha be configurable? 22:03 kahrl btw I tested the commit and it seems to work fine 22:03 PilzAdam the alpha of other things isnt configureable too 22:04 kahrl hmm 22:04 kahrl that's true 22:05 kahrl still I think there's people who don't care about the chat and who might be annoyed that it obstructs the screen more 22:05 kahrl but who don't want to disable the chat entirely in case there's something important 22:06 PilzAdam we need some kind of highlight when a server messages is printed or when someone pings the player 22:08 kahrl we'd need to move away from IGUIStaticText and draw the chat ourselves (which wouldn't be too tough admittedly) 22:10 PilzAdam maybe 3 steps when pressing F2: "Chat shown" -> "Chat filtered" -> "Chat hidden" 22:10 PilzAdam where in filtered mode only server/error messages and messages containing the player name are shown 22:10 PilzAdam so people can talk to each other in a server with 100 people on 22:11 kahrl I like that idea 22:13 kahrl and actual highlights could be added in the console (the backend kind of supports adding highlights to text fragments actually) 22:18 kahrl suggestion: make the nick inside the <> bold if it's a line you said. otherwise, if the line mentions your name, make it red 22:18 kahrl actually red might not be a good color on a black background, suggestions? 22:25 ShadowNinja Anything to add before I push? 22:30 ShadowNinja https://github.com/ShadowNinja/minetest/tree/chat_background 22:33 PilzAdam I already have that ready push 22:34 ShadowNinja PilzAdam: You wrote the same thing? 22:34 PilzAdam like half an hour ago or so 22:35 ShadowNinja Well you could have told me... 22:35 PilzAdam https://github.com/PilzAdam/minetest/commit/05286f2ca766adec82614860be9a3c0cdd69f5ad 22:35 PilzAdam everyone agrees to push that? 22:38 ShadowNinja Oh, only saw the second one. And no, the comment has to be fixed and I didn't know the font was available in that scope. 22:39 ShadowNinja It also looks like that line is too long. 22:39 PilzAdam (also fixed comment and positioning of ,) 22:40 ShadowNinja Well that is what my commit has. ;-) 22:44 ShadowNinja Also, this can be closed. What do you think of the set_node_as idea? https://github.com/minetest/minetest/issues/726 22:51 PilzAdam why do I get a loop if I run WStrfnd().next() on the result of a WStrfnd.next()? 22:51 PilzAdam +infinite 22:52 PilzAdam oh, and that whole thing is in while (!fnd.atend()) (where fnd is of the first wstring) 22:53 kahrl are you modifying ChatBackend::addMessage? 22:53 PilzAdam yea 22:53 kahrl me too :P 22:53 ShadowNinja khonkhortisan: If I read this correctly it is an irrlichit issue. You should open it there. https://github.com/minetest/minetest/issues/678 22:53 PilzAdam https://gist.github.com/PilzAdam/5616239 22:54 kahrl haha I'm also doing the filtered chat thing 22:54 kahrl sorry 22:54 PilzAdam I got everything else ready 22:54 PilzAdam just this stupid thing wont work 22:57 ShadowNinja PilzAdam: Well first you need to pass it playername... 22:57 PilzAdam playername given to ChatBackend at when its created 22:58 PilzAdam I should call it m_playername 22:59 kahrl use line.find(narrow_to_wide(playername)) != std::wstring::npos 22:59 kahrl I think that would work 23:00 ShadowNinja fndname is syntax-hilighted. You might be overriding something that it needs. 23:06 PilzAdam seems like addMessage is called in an infinte loop... 23:07 PilzAdam oooops 23:07 * PilzAdam better doesnt say what he had done wrong 23:07 sapier hehe don't bother happend to each of us ;-P 23:12 sapier btw plz test formspec menu it's as complete as possible now so it needs some testing to find the remaining glitches 23:20 PilzAdam kahrl, are you ok with these 2 commits? https://github.com/PilzAdam/minetest/commits/master 23:21 kahrl well I just coded the same thing as your second commit so let's compare ;) 23:23 ShadowNinja Can someone merge IPv6 support? It seems to work and rebased easily last I checked. 23:25 ShadowNinja As long as you don't include the menu checkbox or have sapier rebase his menu it shouldn't add issues for anything else. 23:26 PilzAdam ShadowNinja, the problem is that I have no way to test this, so I dont feel very secure when merging it 23:26 kahrl PilzAdam: https://github.com/kahrl/minetest/commit/a330a9c1dd901cd3e3822dc1d01b519a6324c914 23:27 ShadowNinja Well it didn't seem to break anything so no harm. If there is an issue you can fix it. 23:27 kahrl (I borrowed your commit message :D) 23:28 PilzAdam kahrl, I store the playername in wstring so I dont have to call narrow_to_wide() everytime 23:28 PilzAdam oh, you have colors 23:28 PilzAdam I guess you won 23:29 kahrl heh 23:29 Exio what game are we playing? 23:29 PilzAdam c++ 23:30 kahrl the best move is to play 23:32 PilzAdam hmm.. the colors are only in the chat console 23:33 PilzAdam any chance to get the normal chat colored? 23:33 kahrl I figured it might be too in-your-face in the HUD chat 23:33 kahrl also laziness ;) 23:34 kahrl IGUIStaticText only supports one color afaik 23:34 PilzAdam are you sure you want color.setRed(0); instead of color.setBlue(0); & color.setGreen(0)? 23:34 kahrl nah those were just test colors 23:35 kahrl the solution for the normal chat would be to draw it ourselves, but that would mean we'd also have to handle word wrapping ourselves 23:35 PilzAdam I would be fine with having the colors in the normal chat; its sometimes unreadable without colors 23:36 kahrl are those colors readable against sky/cave/landscape background? 23:37 PilzAdam if not then we can make the background darker 23:37 PilzAdam is it possible to use bold instead of colors in the normal chat? 23:37 khonkhortisan ShadowNinja, I opened a short one 23:38 kahrl I looked into that (I originally wanted to draw the name bold on CHATLINE_SELF) 23:38 kahrl it is possible by loading a bold font 23:51 kahrl I think I'll go ahead and use irrlicht's breakText() to draw the recent chat without using CGUIStaticText 23:52 kahrl "use" as in write a similar function that doesn't do as much stuff (breakText is over 200 lines long) but is sufficient 23:55 kahrl I'll do that tomorrow