Time |
Nick |
Message |
00:00 |
RealBadAngel |
PilzAdam, btw it reminds me of one thing... torches under water? do something bout it |
00:01 |
* RealBadAngel |
is off to sleep a bit |
00:01 |
kahrl |
you mean make the water wash them away like minecraft? |
00:05 |
PilzAdam |
kahrl, better? https://github.com/PilzAdam/minetest/commit/66bc626a57cdc49a93f3afa14b9d668d8964daf0 |
00:06 |
kahrl |
looks good |
00:06 |
PilzAdam |
Im not sure about the param2 <= 5 check |
00:07 |
PilzAdam |
I guess it can be removed, since there is no way in the code above that it makes greater than 5 |
00:08 |
kahrl |
yeah |
00:08 |
kahrl |
maybe make it an assert(param2 >= 0 && param2 <= 5); |
00:08 |
kahrl |
in case somebody screws the part above it up later |
00:09 |
PilzAdam |
ok |
00:11 |
PilzAdam |
pushed |
00:13 |
PilzAdam |
going to sleep now; bye |
00:45 |
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16:02 |
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16:43 |
kahrl |
my personal networking todo list: http://paste.dy.fi/CrA |
16:43 |
kahrl |
Fun fact: I had partial code for #2-#4 a year ago, but unfortunately seem to have lost it :( |
16:44 |
Calinou |
there was a patch about ipv6 support already |
16:44 |
kahrl |
yeah I mention that |
16:46 |
PilzAdam |
I could do a win build of the IPv6 pull request |
16:46 |
kahrl |
I actually currently have access to a network of windows 7 machines, I might do some tests |
16:51 |
kahrl |
what I might do is extract socket.cpp/h into a bundled library, write some test programs based on this library |
16:51 |
kahrl |
which makes it easier to test this stuff on headless machines (which most of my multi-interface machines are) |
16:53 |
kahrl |
brb |
17:01 |
RealBadAngel |
kahrl, why we should take care of ipv6 when we are still stuck in stone age? i mean udp |
17:01 |
RealBadAngel |
bring there tcp/ip for christ sake |
17:02 |
RealBadAngel |
tricks with curl are just insane |
17:03 |
celeron55 |
eh what |
17:03 |
RealBadAngel |
hi c55 |
17:03 |
celeron55 |
udp is not stone age, it is just one technology (arguably wrong one, but "stone age" is as wrong as you can possibly get it) |
17:04 |
RealBadAngel |
maybe |
17:04 |
RealBadAngel |
its just the wrong one |
17:04 |
RealBadAngel |
mt is suffering because of it |
17:05 |
celeron55 |
i know and everyone (hopefully) knows |
17:05 |
PilzAdam |
if anyone is interested: rebased IPv6 branch: https://github.com/PilzAdam/minetest/commits/ipv6 |
17:05 |
PilzAdam |
with all the menu stuff removed |
17:08 |
RealBadAngel |
i tested today motion blur btw |
17:08 |
RealBadAngel |
works quite nice |
17:09 |
RealBadAngel |
i really liked work with shaders |
17:11 |
PilzAdam |
ok, the IPv6 branch at least doesnt break IPv4 |
17:12 |
RealBadAngel |
PilzAdam, what about my request for moon flower? |
17:12 |
PilzAdam |
why add exactly this mod? it seems really random to me |
17:13 |
RealBadAngel |
it adds the flower |
17:13 |
|
sapier joined #minetest-dev |
17:13 |
RealBadAngel |
that opens only at night |
17:13 |
PilzAdam |
and how does that benefit the gameplay? we already have flowers |
17:13 |
RealBadAngel |
this is original and really nice addon |
17:14 |
RealBadAngel |
shall i mention that mc doesnt have such flowers? ;) |
17:14 |
PilzAdam |
I see no reason to not keep it as an external mod |
17:15 |
RealBadAngel |
oh, cmon, its just a small flower |
17:15 |
RealBadAngel |
but you can explore the idea further |
17:16 |
RealBadAngel |
if it opens only at night, it could give a resource at digging time |
17:16 |
PilzAdam |
we simply dont add everey random mod into minetest_game |
17:16 |
RealBadAngel |
its not random, its original |
17:16 |
sapier |
sapier did not disagree with kahrls changes but only express concerns so everyone is aware of the sideeffects of kahrls changes ;-P |
17:17 |
RealBadAngel |
enough original to allow it to be a content and open with it a new branch of possibilities |
17:18 |
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17:18 |
RealBadAngel |
so player will have to wait for night to collect those flowers to get unique item |
17:18 |
RealBadAngel |
dye or something |
17:19 |
RealBadAngel |
like glowing dye maybe |
17:19 |
sapier |
PilzAdam did you find additional issues with formspec mainmenu? |
17:19 |
PilzAdam |
havent tested since the gist |
17:20 |
RealBadAngel |
then glowing dye applied to wool or glass nodes could give nodes that produce light |
17:21 |
* sfan5 |
likes RealBadAngel idea |
17:21 |
sapier |
did you read my comments? |
17:24 |
RealBadAngel |
imho such tiny flower open lotsa new possibilities |
17:25 |
RealBadAngel |
and im not afraid to repeat it once again: is original concept |
17:27 |
RealBadAngel |
see: atm night is not usefull at all |
17:27 |
RealBadAngel |
its just dark around |
17:28 |
RealBadAngel |
with hunt for rare glowing flowers, we can make night more interesting |
17:28 |
RealBadAngel |
and useful |
17:29 |
RealBadAngel |
propably in the future with mobs, players will have to think twice |
17:29 |
RealBadAngel |
am i armoured enough to hunt for flowers? :0 |
17:33 |
RealBadAngel |
PilzAdam, please do something for the whole mankind... merge those cute flowers please :) |
17:38 |
sapier |
you can kill vombies at night ;-) |
17:38 |
PilzAdam |
or dirt_monsters |
17:38 |
sapier |
or just sleep |
17:39 |
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17:44 |
RealBadAngel |
but lamps are so sweet lookin |
17:45 |
RealBadAngel |
and glowing dye is so precious |
17:45 |
RealBadAngel |
not to mention plant some moon flowers around your home |
17:46 |
sapier |
as I don't have any idea what you're talking about I most likely wouldn't miss it ;-) ... but of course not everyone likes same things |
17:47 |
RealBadAngel |
hehe |
17:47 |
* RealBadAngel |
is lookin for a link |
17:47 |
* kahrl |
throws a vile look at hmmmm |
17:47 |
hmmmm |
hello |
17:47 |
RealBadAngel |
http://forum.minetest.net/viewtopic.php?id=5479 |
17:47 |
hmmmm |
what are we talking about now? |
17:48 |
kahrl |
I'm getting rebase errors in scriptapi_separation because of d00e8bd31a |
17:48 |
RealBadAngel |
about a flower |
17:48 |
kahrl |
well I think I can fix them, no worries :) |
17:48 |
hmmmm |
ohh =/ |
17:48 |
RealBadAngel |
that opens only at night, glows then |
17:48 |
hmmmm |
sorry |
17:48 |
RealBadAngel |
and can be possibly source of glowing dye |
17:48 |
RealBadAngel |
only to be collected night time |
17:49 |
hmmmm |
yeah i think it's about time to do the scriptapi separation |
17:49 |
hmmmm |
once you're done rebasing it we're merging |
17:49 |
RealBadAngel |
hmmmm, how do you like the idea of this little bit of content? |
17:50 |
hmmmm |
the moon flower? |
17:50 |
RealBadAngel |
yeah |
17:50 |
hmmmm |
it looks nice, but i'm not sure if it belongs in the default game.. |
17:50 |
hmmmm |
i'm not the person to ask about that though |
17:50 |
RealBadAngel |
me and sfan are for |
17:50 |
RealBadAngel |
im lookin for more votes :) |
17:51 |
hmmmm |
i don't really have much of an opinion on it to be honest |
17:51 |
sapier |
<< doesn't have any voting right .... but wouldn't help you either I' neither support nor deny it |
17:51 |
hmmmm |
sure you do |
17:51 |
RealBadAngel |
express yourself just |
17:51 |
hmmmm |
okay |
17:52 |
hmmmm |
what if you were to add it, but only certain maps have them |
17:52 |
RealBadAngel |
or certain biomes? |
17:52 |
RealBadAngel |
highlands? |
17:52 |
hmmmm |
eh. |
17:53 |
hmmmm |
biomes are still a way off |
17:53 |
RealBadAngel |
oh cmon, we are at doorstep |
17:53 |
hmmmm |
just something simple like if (mapseed % 4 == 0) placeMoonFlowers(); |
17:53 |
hmmmm |
er w/e that is in lua |
17:54 |
RealBadAngel |
by now we could allow it to spawn depending only on height for example |
17:54 |
RealBadAngel |
later on it could become an element of decorationsdef |
17:54 |
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17:55 |
RealBadAngel |
for certain biome |
17:55 |
hmmmm |
sure |
17:55 |
BlockMen |
The mods should be enabled by default |
17:56 |
RealBadAngel |
so only highlands biome, only at night |
17:56 |
RealBadAngel |
mobs around |
17:56 |
ShadowNinja |
BlockMen: Can you remove the globe next to links in the minetest.net theme? |
17:56 |
RealBadAngel |
VErY precious flower to catch |
17:56 |
BlockMen |
ShadowNinja, why? celeron wanted them to show what are external links and what not |
17:57 |
RealBadAngel |
then player gets glowing dye |
17:57 |
kahrl |
ugh what did I or git do now http://paste.dy.fi/Ccb |
17:57 |
kahrl |
src/mapgen.h:148:10: error: ‘virtual Ore::~Ore()’ cannot be overloaded |
17:57 |
RealBadAngel |
and is able to combine glowing dye with antother nodes to produce lamps |
17:57 |
ShadowNinja |
BlockMen: It looks ugly to me. |
17:58 |
BlockMen |
well, you should ask celeron to change. he doesnt like my suggests to improve the current site, so he wont like a suggest for that too iguess |
17:58 |
RealBadAngel |
or whatever the ideas to use the glowing dye |
18:05 |
BlockMen |
but back to the mods thing. it kinda sucks to enable all mods each to when i create a new world. and it is btw kinda sensless to disable them by default |
18:05 |
PilzAdam |
BlockMen, they are disabled to not screw up existing worlds |
18:05 |
PilzAdam |
and its not really hard to click "Enable all" |
18:05 |
sapier |
can someone explain to me what "frame blend" parameter means for animation? |
18:06 |
sapier |
blockman if they were not disabled by default you'd have to delete your worlds once started a game with a new world |
18:08 |
RealBadAngel |
sapier, http://www.irrlicht3d.org/wiki/index.php?n=Main.HowToUseTheNewAnimationSystem |
18:08 |
BlockMen |
sapier, whys that? how do new worlds touch old worlds? |
18:10 |
sapier |
if you "forget" to disable unwanted mods your new world is useless ... if you forget them for old worlds you can still enable them |
18:11 |
kahrl |
oh the ~Ore thing is actually in sapier's commit |
18:11 |
kahrl |
why? what does it have to do with it? |
18:12 |
BlockMen |
sapier, i dont see there a problem. because it is a new world you can delete it and create a new (if you have forgotten) |
18:12 |
sapier |
most likely I've been anoyed about all those errors ;-) |
18:12 |
BlockMen |
and who does install mods when not using ?? |
18:13 |
sapier |
maybe I'm biased because I often create new worlds for testing so at least for my usecase default enabled isn't suited very well |
18:14 |
sapier |
ok setting frame_blend to 2 gives really strange results |
18:15 |
PilzAdam |
animation blending in Minetest is broken |
18:15 |
BlockMen |
ya, for developing its something different. but for playing it would make much more sense to enable all for new worlds. the "enable all" button is a help, but not the solution. |
18:16 |
sapier |
ok so I'm not the only one having that problem |
18:16 |
sapier |
Blockmen still depends on your usage if you use full featured games you most likely don't want default mods to be enabled |
18:17 |
BlockMen |
sapier, most are using the default game. so the mods they have installed are mostly used. else they wont install them IMO |
18:18 |
BlockMen |
*installed themself |
18:18 |
kahrl |
okay, I think I got the scriptapi_separation rebased |
18:18 |
sapier |
talk to vanessa she's representing "game centric" minetest fraction |
18:19 |
sapier |
those differen't oppinions have been reason for creating formspec main menu ;-) |
18:19 |
kahrl |
what I did was "git diff origin/scriptapi_separation~5 origin/scriptapi_separation > blah.patch" and then remove all the things that cause conflicts from blah.patch |
18:19 |
kahrl |
git apply blah.patch and then do everything left over by hand |
18:20 |
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18:20 |
sapier |
I guess we'll find out if something got lost kahrl |
18:20 |
kahrl |
Holzhammermethode, as we say here |
18:20 |
kahrl |
okay, one final thing before I push this to my github |
18:20 |
sapier |
what part of germany are you from kahrl? |
18:21 |
BlockMen |
i bet bavaria |
18:21 |
sapier |
me too |
18:21 |
kahrl |
BaWue |
18:21 |
sapier |
almost |
18:21 |
BlockMen |
damn, nearly |
18:21 |
kahrl |
there's some inconsistency as to how subdirectories are handled in CMakeLists.txt |
18:22 |
BlockMen |
sapier, but vanessa is no core dev |
18:22 |
kahrl |
src/script/ and its subdirectories have their own CMakeLists.txt |
18:22 |
sapier |
I guess she is blockmen ;-) |
18:22 |
kahrl |
whereas src/util/ doesn't and the source files are added directly in src/CMakeLists.txt |
18:22 |
BlockMen |
huh? -> https://github.com/minetest?tab=members |
18:23 |
sapier |
hmm did something change there? I was sure she is |
18:23 |
BlockMen |
yes, but only kahrl and sfan joined |
18:24 |
kahrl |
what I heard last was that she had no push access but can support and veto pull requests like a core dev |
18:25 |
BlockMen |
hmm, ic. but doesnt matter anyway. PilzAdams decides anyway eveything so... |
18:25 |
BlockMen |
*-s |
18:25 |
kahrl |
huh? |
18:25 |
sapier |
no matter whats official state I guess the game perspective shouldn't be forgotton its as legit as mod perspecive |
18:26 |
sapier |
at least that's my oppinion |
18:27 |
sapier |
I guess we need some changes in animation processing ... changing animation speed by setting a new animation doesn't really give good results |
18:27 |
BlockMen |
sapier, thats right i guess. maybe it could be differed between default games and costum games |
18:28 |
kahrl |
BlockMen: two or more core devs can outvote PilzAdam |
18:28 |
sapier |
may I note that behaviour can be easyly changed once formspec main menu is added? ;-) |
18:28 |
kahrl |
BlockMen: of course PilzAdam is the most active in merging pull requests so it might not look that way |
18:29 |
sapier |
you could even create different menus for those wanting game centric play and others having mod centric view ;-) |
18:29 |
BlockMen |
sapier, that would be nice. then this could be solved in best way! |
18:30 |
BlockMen |
kahrl, actually it seems the rest of the core devs only care what Pilz decides about engine, not _game |
18:30 |
sapier |
that's why I created the formspec main menu changeset ... it's just impossible to create a single main menu suitable for everyone |
18:30 |
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18:31 |
BlockMen |
sapier, lets say harder :P |
18:31 |
kahrl |
BlockMen: true to some extent because most devs only work on the engine (or some part of it) |
18:31 |
sapier |
no it's not possible |
18:31 |
sapier |
you can't place game and mod view on front same time ;-) |
18:32 |
sapier |
<<< mod and engine ;-) |
18:32 |
sapier |
ok main focus to lua related parts :-) |
18:32 |
BlockMen |
kahrl, then this should be changed. its cant be that its said" core dev decide" and then only PilzAdam decides |
18:33 |
kahrl |
this is a hobby. you can't force people to care about things they don't want to care about |
18:33 |
BlockMen |
sapier, nothing is impossible. toyota ;) |
18:34 |
BlockMen |
kahrl, i dont force anyone. but this game has a core team that gives the project a direction. that i good and i still think so. |
18:34 |
BlockMen |
but that has to be valid for whole project, not just for parts |
18:34 |
sapier |
ok I want a toyota in pure green ... but it has to be black everywhere |
18:35 |
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18:35 |
PilzAdam |
BlockMen, FYI, I always ask VanessaE about changes in minetest_game |
18:35 |
kahrl |
the thing about minetest_game is that it can be very easily replaced, especially compared to the engine |
18:35 |
sapier |
blockmen decisions sometimes are done a lot more erratic for minetest :-) |
18:35 |
BlockMen |
kahrl, and when there are no more of core devs who care bout _game then get someone else in just for _game |
18:36 |
BlockMen |
maybe zeg9 or some else who commited already a lot |
18:36 |
BlockMen |
or jordach |
18:36 |
kahrl |
maybe; I don't decide such things |
18:36 |
sapier |
you can't separate game from engine blockmen |
18:36 |
BlockMen |
well, when the rest of core dev dont care bout _game it maybe has to be done |
18:36 |
sapier |
as engine always provides base for game and game allways will give new challenges to engine |
18:37 |
* BlockMen |
doesnt talk to vegetable |
18:38 |
sapier |
btw if the moddb is added to core things most likele will change drasticaly I guess importance of game will drop drasticaly |
18:38 |
kahrl |
anyway, about CMakeLists.txt: I don't want this inconsistency. Move all to src/CMakeLists.txt or make a src/util/CMakeLists.txt? |
18:38 |
BlockMen |
sapier, that true. but the current situation cant be right. |
18:38 |
sapier |
one step after another blockmen |
18:39 |
sapier |
kahrl util is a lot less work to be done than adding scriptapi to base cmakelistfile |
18:39 |
sapier |
and imho considering component separation pov it's a lot better to have subcmakelists |
18:40 |
kahrl |
yeah personally I lean towards src/util/CMakeLists.txt |
18:40 |
kahrl |
any other opinions? |
18:40 |
BlockMen |
sapier, IMO that is a topic of higher value. that there is alot conflict potential (_game) you can see at the more and more longer list of ppl that left |
18:41 |
BlockMen |
i cant say that it was right to leave nor the way they did, but it show. theres a problem, that must be solved |
18:41 |
tswett |
Ahoy. So I'm trying to compile Minetest on OS X, and I got this error: 'Unknown CMake command "create_search_paths".' I did a Google search, and it looked like I needed to disable OpenGLES. |
18:41 |
sapier |
blockmen this is an opensource project ... I guess it's quite common to have a rough discussion in ossp |
18:41 |
tswett |
I wasn't sure how to do that, so I commented out all of cmake/Modules/FindOpenGLES2.cmake. Now I'm getting other errors. |
18:42 |
kahrl |
tswett: I saw that error somewhere some time ago |
18:42 |
BlockMen |
discussions would be nice. but one person that decides alone make no discussions, he makes facts |
18:42 |
sapier |
did you ever read lkml? sometimes it's just fun to read ppl arguing |
18:42 |
kahrl |
tswett: FindOpenGLES.cmake was copied from OGRE but not everything it needs |
18:43 |
kahrl |
tswett: everything it needs is there on Windows and Linux and BSD, I think, but there's things missing on Mac OS X |
18:43 |
* tswett |
nods. |
18:43 |
BlockMen |
sapier, lkml? |
18:43 |
jin_xi |
linux kernel mailing list |
18:43 |
jin_xi |
its a flame fest |
18:43 |
kahrl |
tswett: create_search_paths is defined here: https://github.com/blackberry/OGRE/blob/master/src/CMake/Utils/FindPkgMacros.cmake |
18:44 |
kahrl |
(I assume that's the same as the upstream OGRE FindPkgMacros.cmake) |
18:44 |
tswett |
kahrl: so would you suggest that I download that and stick it in cmake/Modules? |
18:44 |
BlockMen |
no, thanks. i had enough "arguments" this week that i was not able to laugh about anymore |
18:44 |
sapier |
if you wan't to participate to an oss project you will have to be able to cope with flame wars and just ignore some things ;-) |
18:44 |
kahrl |
try it |
18:45 |
kahrl |
tswett: you'll also need to include this file from the top CMakeLists.txt (I hope that works) |
18:45 |
sapier |
e.g. once I mention the word "security" someone will instantly appear telling something bad ;-) |
18:46 |
kahrl |
I don't know enough about the build system of OGRE to know how to do that |
18:47 |
kahrl |
alternatively, you could take the definition of create_search_paths and stick it in FindOpenGLES.cmake |
18:47 |
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18:48 |
kahrl |
sapier: I'm adding the src/util/CMakeLists.txt now |
18:48 |
sapier |
I'm completely with you kahrl but I don't have any right to decide ;-) |
18:48 |
BlockMen |
sapier, i know what you mean and i know that from oss. (and minetest has nearly none flames, etc). but i still say: discussion are welcome, thrown facts by 1 person alone, not. |
18:49 |
sapier |
gob_cmd.... I guess someone really hates inhertiance :-) |
18:49 |
Calinou |
goal of OSS: win arguments |
18:49 |
Calinou |
it always was like that |
18:49 |
Calinou |
people can't afford losing arguments |
18:49 |
Calinou |
it pisses them off |
18:49 |
BlockMen |
Calinou, how without a discussion? |
18:49 |
Calinou |
there are always discussions in OSS |
18:50 |
Calinou |
look at wayland 8) |
18:50 |
sapier |
calinou :-) most of time oss is more monarchy than democracy |
18:50 |
kahrl |
if you don't discuss you can't lose arguments ;) |
18:50 |
Calinou |
monarchy OSS is fine, and even good |
18:50 |
Calinou |
OSS projects die because of democracy :P |
18:50 |
BlockMen |
or if the person that decides alone ignores discussion or dont even make discussion |
18:50 |
Calinou |
but you shouldn't do too much monarchy, let the people help, but not decide |
18:51 |
sapier |
I don't think pilzadam ignores discussion ;-) ... wait am I defending pilzadam atm ... i have to stop instantly ... |
18:51 |
PilzAdam |
sapier, :-) |
18:51 |
Calinou |
PilzAdam, the Mark Shuttleworth of minetest |
18:51 |
Calinou |
(without amazon lens and mir) |
18:52 |
tswett |
Stick an include statement in ./CMakeLists.txt, then? Does it matter where, or can I just stick it wherever? |
18:52 |
BlockMen |
well, he did. and i know, im the newbie (still) and PilzAdam did a great job here |
18:52 |
tswett |
I stuck it in the "Included stuff" section, and that seems to have made that error go away, though I still have another one. |
18:52 |
BlockMen |
so i have a bad stand, but i wont be quiet just of that |
18:53 |
BlockMen |
*sry i ment does (most time) a great job |
18:55 |
sapier |
you're not meant to be quiet blockmen ;-) that's what discussions are for |
18:55 |
BlockMen |
and if you say: "its fine that PilzAdam decides everything on _game" im ok with that. but then stop telling ppl that all is decides by core team |
18:55 |
BlockMen |
because that is just a lie |
18:55 |
sapier |
btw doesn anyone have objections against adding a set_animation_speed() function after scriptapi separation is merged? this requires a protocol changes |
18:56 |
PilzAdam |
sapier, set_animation_speed() for what? |
18:56 |
sapier |
no it's not blockmen ... core team sometimes is just lazy and allows pilzadam to decide ;-) |
18:57 |
sapier |
e.g. if a mob changes it's speed and you want to match the animation speed if you do it by setting animation it's reset to start of animation |
18:57 |
BlockMen |
well, even if it is not official, but when one decides alone (caused by w/e) it is not true... |
18:57 |
sapier |
if you have fast animation speed this isn't as bad but on slow movement it's just ugly |
18:57 |
BlockMen |
and it is not simetimes (like kahrl said too) |
18:58 |
BlockMen |
*-i +o |
18:58 |
kahrl |
I didn't say that |
18:58 |
kahrl |
some decisions like the mese change were discussed heavily before they were merged |
18:59 |
sapier |
i gues if there were some core devs different oppinion pilzadam had to respect their decission ... at least I saw this happen some times ;-) |
18:59 |
BlockMen |
"[20:34] kahrl: BlockMen: true to some extent because most devs only work on the engine (or some part of it)" |
18:59 |
kahrl |
"to some extent" |
18:59 |
BlockMen |
that means most time it is like i said |
18:59 |
sapier |
but did you realize we're discussing on details of some maybe misunderstandable wording |
19:00 |
PilzAdam |
BlockMen, there is always the option to revert a commit; merging/pushing something doesnt mean its there forever |
19:01 |
kahrl |
Linking CXX executable ../../bin/minetestserver; Linking CXX executable ../../bin/minetest |
19:01 |
kahrl |
^ hooray, it built! |
19:01 |
sapier |
another thing, I've done a lot of cleanup to formspec system but imho mid term range we need to rethink whole concept of formspecs |
19:02 |
PilzAdam |
kahrl, now test the functionality of every single function :-p |
19:03 |
sapier |
and don't forget a single one kahrl ;-) I realized forgetting a complete function more than two weeks after finishing the separation |
19:03 |
kahrl |
yay fun |
19:03 |
PilzAdam |
thats why nobody wanted to merge it :-) |
19:03 |
BlockMen |
PilzAdam, you throw facts in the discussion by using you position. ofc it can (theoretical) reverted, but it was spitting in face. |
19:03 |
kahrl |
sapier: ohh so you have a testsuite, codes pl0x ;) |
19:04 |
BlockMen |
and the best part was you said you and me decided that |
19:04 |
kahrl |
or don't you? |
19:05 |
PilzAdam |
BlockMen, wut? you are against falling apples? |
19:05 |
sapier |
no I don't considering what incomplete changes have been merged the last months .. .and that some of the commiters didn't do any fixes for them I guess risk of scriptapi separation is quite minor ;-) I tend to fix the mess I made |
19:05 |
tswett |
All right, I just built Irrlicht. Now where do I need to put it so that Minetest knows where it is? |
19:06 |
tswett |
Do I only need to copy the .a file over, or do I need the header file too? |
19:06 |
kahrl |
0.4.7 won't be released immediately after the merge, so any missing functions can be added if they are found |
19:06 |
PilzAdam |
-DIRRLICHT_SOURCE_DIR=/your/path/ |
19:06 |
PilzAdam |
(in cmake) |
19:06 |
|
Jordach joined #minetest-dev |
19:06 |
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Jordach joined #minetest-dev |
19:06 |
BlockMen |
PilzAdam, you still dont get it? fine. reread the log if you really interested in my opinion. |
19:07 |
tswett |
The source directory, eh? All right. |
19:08 |
BlockMen |
so, it seems that the rest is fine that pilzadam decides everything on _game. ok. but please, stop telling it is decided by core devs. this is just unfair for ppl who think they could contribute. |
19:08 |
sapier |
tsweet if you managed to fix it for osx would you mind to post a howto in forum and post your fixes for inclusion? |
19:10 |
sapier |
blockmen calm down your concerns have been heared don't expect everything to change at once ;-) |
19:10 |
sapier |
try again in a few days |
19:10 |
tswett |
I don't know if I'm qualified to tell anyone else how to do it, but I can certainly write about how I did it. :) |
19:11 |
sapier |
if you managed to do it you're more qualified than a lot others (including me) are ;-) |
19:11 |
tswett |
All right, here's my error o' the day: http://pastie.org/7954654 |
19:11 |
tswett |
The core message seems to be "install FILES given no DESTINATION!" |
19:13 |
tswett |
I saw something that mentioned a Mac fork of Minetest, by the way. Maybe I should give that a shot if this doesn't work out. |
19:14 |
BlockMen |
sapier, there is nothing to calm down. and it is obvious that most think it is ok, so why should i ran against walls? |
19:14 |
PilzAdam |
tswett, what is line 162 of your CMakeLists.txt? |
19:14 |
BlockMen |
sapier, but thanks for that discussion. at least someone who does know how to discuss ;) |
19:15 |
tswett |
PilzAdam: install(FILES "misc/minetest.desktop" DESTINATION "${XDG_APPS_DIR}") |
19:15 |
tswett |
So lemme guess, XDG_APPS_DIR is empty or unset for some reason. |
19:15 |
PilzAdam |
seems so |
19:16 |
kahrl |
ah yeah, APPLE is set but UNIX is also set |
19:17 |
kahrl |
so it goes into the elseif at line 62 but not into the one at line 70 |
19:17 |
sapier |
I don't want apple i preferr orange :-) |
19:17 |
PilzAdam |
badum tsss |
19:18 |
tswett |
Unfortunately, Orange Inc. doesn't seem to exist. |
19:18 |
tswett |
When I type it into Google Finance, it just gives me Berkshire Hathaway (class A, stock price $165,900 per share). |
19:18 |
sapier |
wasn't orange a cellular phone provider some time ago? |
19:19 |
Jordach |
yes it was |
19:19 |
Jordach |
well done sapier |
19:19 |
tswett |
Looks like at least part of them has merged into France Télécom? |
19:19 |
sapier |
what did I do jordach? |
19:19 |
tswett |
Anyway, I don't think I have any use for a .desktop file, so I can just get rid of that line or something, right? |
19:21 |
tswett |
Oh no I didn't get any error messages now I have no way of knowing what went wrong. |
19:21 |
tswett |
But no, I guess cmake ran successfully that time. |
19:22 |
kahrl |
sapier, others: https://github.com/kahrl/minetest/commit/c637806a059736a91283b4b43872a4c12b666a3a |
19:22 |
kahrl |
something weird I noticed is that it seems to break node placement prediction |
19:23 |
sapier |
I wonder how this is related to separation ... maybe some lost commit when rebasing the separation? |
19:23 |
PilzAdam |
is every "minetest.env" replaced by "minetest."? |
19:24 |
sapier |
it's been rebased more than once |
19:24 |
sapier |
yes pilzadam but for some time minetest.env will work too |
19:25 |
kahrl |
some stuff in builtin still uses minetest.env: |
19:25 |
PilzAdam |
hm.. there are some files without a newline at the end |
19:26 |
PilzAdam |
kahrl, I can update everything if its merged |
19:26 |
PilzAdam |
i.e. s/minetest.env:/minetest./g |
19:27 |
PilzAdam |
I guess minetest.env.add_rat and add_firefly can be dropped now |
19:27 |
PilzAdam |
I know no mod that use it |
19:27 |
sapier |
i think this has already been done |
19:27 |
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Taoki joined #minetest-dev |
19:27 |
PilzAdam |
nope, builtin/deprecated.lua:49 |
19:28 |
sapier |
You're right just saw it too |
19:29 |
kahrl |
games/minimal/mods/legacy uses it |
19:29 |
PilzAdam |
how is that https://github.com/kahrl/minetest/commit/c637806a059736a91283b4b43872a4c12b666a3a#L2L505 related at all? |
19:30 |
kahrl |
and games/minetest_game/mods/legacy does too |
19:30 |
kahrl |
PilzAdam: sapier did that ;) |
19:30 |
kahrl |
I will revert it |
19:30 |
tswett |
All righty, errors from make: http://pastie.org/7954732 Apparently CLOCK_REALTIME and clock_gettime aren't declared. |
19:31 |
sapier |
damn they found it ;-) |
19:31 |
tswett |
Uh, StackOverflow says clock_gettime is defined by POSIX, and I know OS X is a Unix system, so... |
19:31 |
PilzAdam |
sapier, btw: can you write a bit in the dev wiki how cpp_api and lua_api work? |
19:31 |
tswett |
Yeah, Wikipedia says OS X is "fully POSIX-compliant". |
19:32 |
sapier |
no :-) just kidding ... wasn't by purpose it's just first thing I do on debugging things as debugging -O1 is useless |
19:32 |
sapier |
if I manage to get post cat test I think I can do that :) |
19:33 |
sapier |
I always wonder how you guys debug with -O1 ? |
19:34 |
PilzAdam |
sapier, run gdb until you see optimized out and then recompile with -O0 ;-) |
19:34 |
sapier |
ok thats always first breakpoint ... so useless to start gdb with -O1 ;-) |
19:34 |
PilzAdam |
c55's comment on that was everyone who wants to debug Minetest knows how to set it to -O0 |
19:35 |
sapier |
yea but it's a DEBUG build :-) |
19:35 |
sapier |
a debug build not beeing debuggable just doesn't seem to be right |
19:35 |
PilzAdam |
I always run a debug build, because its more than just debug symbols |
19:36 |
PilzAdam |
and with -O0 it would be too slow, I guess |
19:36 |
sapier |
I don't have any speed problems with -O0 .. of course it's not as fast as release |
19:36 |
kahrl |
Cmake has CMAKE_BUILD_TYPE=RelWithDebugInfo |
19:36 |
PilzAdam |
havent really tested it, though |
19:37 |
kahrl |
RelWithDebInfo* |
19:37 |
kahrl |
which is optimized like a release build but has a symbol database |
19:37 |
sapier |
hmm that maybe what ppl intend to have when using debug atm |
19:39 |
sapier |
I'm always anoyed at work when I have to reimplement debug faciltys for each new project again because some ppl thought they didn't have time to set up propper debug environment at start of project |
19:42 |
kahrl |
PilzAdam: would a RelWithDebInfo build be what you need? |
19:42 |
PilzAdam |
hm? I dont need anything |
19:43 |
PilzAdam |
Im fine with running a debug build, even with -O0 |
19:43 |
kahrl |
ah okay |
19:46 |
tswett |
Woohoo, this one gave me linker errors. _ov_fopen, _ov_info, _ov_read, _createDeviceEx, irr:core::IdentityMatrix, irr:video::IdentityMaterial, and _ov_clear, all not found. |
19:47 |
sapier |
seems you miss to link at least a irrlicht lib |
19:48 |
tswett |
Well, my cmake command was this: cmake -G Xcode . -DIRRLICHT_INCLUDE_DIR=/Users/tswett/Downloads/irrlicht-1.8/include -DIRRLICHT_LIBRARY=/Users/tswett/Downloads/irrlicht-1.8/source/Irrlicht/MacOSX/build/Debug/libIrrlicht.a |
19:48 |
tswett |
Maybe I'll just rustle up a Linux machine. |
19:51 |
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BlockMen left #minetest-dev |
19:53 |
tswett |
Or perhaps I'll just use a different Minecraft clone for the time being. My goal at the moment is to implement a certain physics idea I came up with. |
19:53 |
Calinou |
inb4 terasology |
19:54 |
tswett |
Hm. "Moving blocks", it says? Like, do the blocks move? |
19:54 |
Calinou |
no they don't |
19:54 |
* tswett |
nods. |
19:54 |
Calinou |
but there are some physics with dropped items |
19:55 |
PilzAdam |
AFAIK they use a bullet engine |
19:55 |
tswett |
My idea is essentially "blocks that move, like Redpower's frames, but way better". |
19:55 |
tswett |
Here's the spec: https://docs.google.com/document/d/1fCzWBbXgNttQEcw07d5-fwMB0cv9SFRClsi_fhId4NU/edit?usp=sharing |
19:56 |
sapier |
I guess this'd be more a rewrite than a modification ;-) |
19:58 |
sapier |
and theres a big problem with this tswett how to calculate pressing paths to infinity |
20:00 |
Calinou |
PilzAdam: you remember someone who said they wanted "bullet engine" for guns on minetest forums? ;D |
20:01 |
kahrl |
PilzAdam, sapier: https://github.com/kahrl/minetest/commit/f953eae29ec163a87b728aaebe39e6562493c9f4 and https://github.com/kahrl/minetest/commit/528ec04763c52b2284cccce55c8fc6c3e8541c45 |
20:04 |
kahrl |
oops, I didn't mean to remove minetest.env.add_rat/firefly |
20:04 |
kahrl |
at least not without removing the calls from minimal |
20:05 |
kahrl |
so - should they stay? |
20:05 |
PilzAdam |
remove them |
20:05 |
sapier |
I'm same oppinion |
20:05 |
sapier |
... I've git same oppinion |
20:05 |
PilzAdam |
yay! |
20:05 |
Calinou |
SVN the same opinion |
20:06 |
sapier |
lol |
20:06 |
PilzAdam |
compiled, entered world -> error |
20:06 |
Calinou |
svn co http://sameopini.on |
20:06 |
PilzAdam |
ServerError: LuaError: error: /home/adam/Minetest/minetest/bin/../builtin/deprecated.lua:41: bad argument #1 to 'unpack' (table expected, got nil) |
20:07 |
kahrl |
done https://github.com/kahrl/minetest/commit/f9282aaa1bc4022bf4a987afd440fd8f2da78502 |
20:07 |
PilzAdam |
maybe this helps: https://github.com/minetest/minetest/commit/d6026a5fee11722798ddcb1e4d0b5638f16ba9ce |
20:09 |
kahrl |
return func(unpack(arg or {})) |
20:09 |
kahrl |
^ would that work? |
20:10 |
PilzAdam |
just tested, doesnt work |
20:11 |
PilzAdam |
the function complains about getting nil ('get_objects_inside_radius' (number expected, got nil)) |
20:11 |
PilzAdam |
eturn func(unpack({...} or {})) |
20:11 |
PilzAdam |
this works |
20:11 |
PilzAdam |
+r |
20:12 |
PilzAdam |
ok, the "or {}" is useless then |
20:15 |
kahrl |
done https://github.com/kahrl/minetest/commit/c0ceab8172d544d64beed60e24a43ad7f27fe5eb |
20:15 |
PilzAdam |
IIRC this is only an issue with LuaJIT |
20:16 |
kahrl |
ah that's why it didn't happen to me |
20:16 |
kahrl |
is that a bug in LuaJIT? |
20:18 |
PilzAdam |
dunno |
20:20 |
kahrl |
ah it's maybe because LUA_COMPAT_VARARG is set differently |
20:20 |
PilzAdam |
oh, and please add the build file to .gitignore |
20:21 |
kahrl |
which one? |
20:21 |
PilzAdam |
# src/script/CMakeFiles/ |
20:21 |
PilzAdam |
# src/script/common/CMakeFiles/ |
20:21 |
PilzAdam |
# src/script/cpp_api/CMakeFiles/ |
20:21 |
PilzAdam |
# src/script/lua_api/CMakeFiles/ |
20:21 |
PilzAdam |
# src/util/CMakeFiles/ |
20:24 |
kahrl |
done https://github.com/kahrl/minetest/commit/5819ae02494f2c412d3291a1a2b97a573ea019c2 |
20:34 |
PilzAdam |
MiniTest seems to work fine with it |
20:38 |
ShadowNinja |
Someone broke my "Server -!- " prepend commit... |
20:41 |
ShadowNinja |
I can't figure out why. Was my commit tweaked before it was pushed? |
20:42 |
sapier |
you mean it's broken in core or in separation branch? |
20:42 |
sapier |
core/master |
21:04 |
kahrl |
is the scriptapi_separation_final branch good to merge? |
21:04 |
tswett |
sapier: hm, good point. I guess that depends on what the landscape looks like. |
21:05 |
PilzAdam |
Im playing for a while the branch now, and everything seems to work fine |
21:05 |
tswett |
If the naturally generated landscape contains no movable bricks, then there aren't any infinite pressing paths, so you're good. |
21:06 |
tswett |
I wonder if Terasology sounds like "teratology" on purpose. |
21:06 |
sapier |
you simply can't decide if there is an infinite path without loading full map or at least anything that may be affected |
21:06 |
Exio |
actually3 |
21:06 |
Exio |
oops |
21:08 |
sapier |
I test it against mobf kahrl |
21:08 |
tswett |
sapier: yeah, I was hoping I could come up with some fancy data structures and whatnot to make this O(n log whatever) in the number of bricks that move, or similarly efficient. |
21:09 |
sapier |
did you realize how much data a 32kexp3 world is ? ;-) |
21:10 |
tswett |
32,000 cubed? Like, 32,768,000,000,000? |
21:10 |
tswett |
That's actually kind of a lot. |
21:10 |
tswett |
But yeah, like I said... data structures. |
21:10 |
sapier |
yes ... and now calculate about 32 bytes per block ... which isn't quite much |
21:10 |
tswett |
If you have 32 trillion blocks, but only 6 of them are movable, then surely you can calculate movement without looking at all 32 trillion blocks. |
21:11 |
sapier |
yes but to decide pressure paths you'll have to calculate full 32 trillion blocks at least once |
21:11 |
sapier |
and of course calculate deltas on change |
21:12 |
tswett |
If all blocks that exist initially are fixed, then you don't need to calculate the full 32 trillion blocks right off the bat, because the pressing paths of a fixed block are moot. |
21:12 |
tswett |
But yeah, it'll be tricky at the very least. |
21:16 |
sapier |
can a fixed block be changed to a movable one? |
21:19 |
sapier |
seems to work fine kahrl |
21:19 |
tswett |
Well, that's outside the scope of the spec. I don't see why not. |
21:20 |
sapier |
minetest has nodes and entities nodes are stationary a entity can be almost everything |
21:20 |
sapier |
maybe you already could implement you ideas as lua mod |
21:21 |
sapier |
not very fast but for testing quite feasable |
21:21 |
tswett |
Oh yeah, the fact that Minetest has Lua in it totally didn't register in my mind. |
21:23 |
ShadowNinja |
sapier: Master. |
21:24 |
sapier |
ok so not related to my changes .... puuuhhh ;-) |
21:24 |
kahrl |
I tested some basic mesecons and seems to work fine too |
21:25 |
PilzAdam |
ShadowNinja, no prepending "Server -!-" works fine for me |
21:25 |
sapier |
vanessaE do you have time to test with your game? |
21:25 |
PilzAdam |
*not |
21:28 |
sapier |
kahrl did you find out why dynamic_cast doesn't work for you? |
21:29 |
ShadowNinja |
Hmmmm, just my server maybe? But why... |
21:30 |
PilzAdam |
ShadowNinja, whats your chat_send_player() line? |
21:31 |
kahrl |
sapier: not yet |
21:32 |
sapier |
I wonder if it's some rtti missmatch |
21:32 |
kahrl |
also (unrelated), is is the case that the lua main menu takes longer to load than the current main menu? |
21:32 |
kahrl |
is it* |
21:32 |
kahrl |
I mean noticeably longer. It seems that way to me |
21:35 |
Exio |
are you using luajit? |
21:36 |
kahrl |
no, the bundled lua |
21:36 |
Exio |
kk |
21:39 |
sapier |
of course lua is slower than c++ but I didn't realize a big difference |
21:40 |
sapier |
i didn't realize a difference at all but i didn't look for a difference |
21:41 |
sapier |
hmm no I don't have any noticable difference .. I guess there is a mesurable somewhere < 0.5s :-) |
21:42 |
sapier |
but this may depend on number of games/mods/worlds |
21:42 |
kahrl |
I will take some measurements |
21:43 |
sapier |
formspec mainmenu prepares some data about worlds games and mods for faster operation once it's shown maybe this can be noticed |
21:45 |
ShadowNinja |
PilzAdam: minetest.chat_send_player(name, message, false) |
21:53 |
kahrl |
with https://gist.github.com/kahrl/5646751 I get between 20ms to 40ms in master |
22:02 |
kahrl |
and with https://gist.github.com/kahrl/5646805 in next_gen_main_menu I got 3977ms on first run and between 100ms and 150ms on subsequent runs |
22:03 |
Exio |
maybe adding a "C++ screen" what says Loading at the first-first-first? :P |
22:03 |
sapier |
a screen for 110 ms??? |
22:03 |
Exio |
(for the 4s) |
22:04 |
Exio |
is it done only one time? |
22:04 |
sapier |
oops |
22:04 |
Exio |
or was it the system cache? |
22:04 |
sapier |
4? |
22:04 |
kahrl |
I do suspect it has to do with the system cache, unless next_gen_main_menu adds some caching I'm not aware of |
22:05 |
sapier |
I gues some of that 4s will be saved later for not having to load lua libs to memory on game start ;-) |
22:05 |
sapier |
no it doesn't the only thing cached are world game and mod data |
22:05 |
sapier |
but those are read on each open of menu |
22:12 |
kahrl |
when I clear linux's disk cache and retry it takes between 350ms and 400ms, and 629ms one time |
22:12 |
kahrl |
which is still noticeable but not as drastic as 4s |
22:12 |
Exio |
what pc? |
22:13 |
Exio |
(or cpu -lets say :P) |
22:14 |
kahrl |
i5 CPU 760 @ 2.80GHz, 2 Hitachi HDS72101 disks in RAID 1 configuration |
22:14 |
Exio |
hm |
22:15 |
Exio |
it takes 20~40 ms here loading the normal screen so i guess it is the same for here |
22:15 |
sapier |
how do you mesure the time kahrl? |
22:15 |
Exio |
i'll try to compile a version for 32bits in my netbook |
22:15 |
Exio |
for * |
22:15 |
kahrl |
sapier: see the two gists |
22:15 |
Exio |
<offtopic>is there any way to just pull "those" commits?</offtopic> |
22:15 |
Exio |
for not downloading the whole repository |
22:16 |
kahrl |
Exio: you mean for these time measurements? |
22:16 |
Exio |
nope |
22:16 |
Exio |
for the lua-menu-based |
22:17 |
Exio |
there are like 5, and for not downloading the .patch(s) manually, maybe there is a git-way to do it |
22:17 |
kahrl |
https://github.com/sapier/minetest/archive/next_gen_main_menu.zip |
22:17 |
sapier |
hmm that may not be correct position |
22:17 |
sapier |
wait ... |
22:18 |
sapier |
ok formspec is updated within base script so it is right position |
22:23 |
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22:25 |
sapier |
kahrl I've got 60-150 ... considering tests are running before with a 100ms timeout I don't think this is any problem |
22:26 |
kahrl |
most users run a release build that doesn't run the unit tests |
22:26 |
kahrl |
(and I disabled them for my measurements) |
22:27 |
sapier |
I wonder why you have same timings without test :-) |
22:28 |
kahrl |
the unit tests are run before g_timegetter is initialized |
22:28 |
sapier |
oh |
22:28 |
PilzAdam |
so, when do we merge the scritapi split? |
22:28 |
kahrl |
PilzAdam: as soon as possible |
22:28 |
kahrl |
are any more tests needed? |
22:29 |
sapier |
if noone has any issues I'd recommend as soon as possible too so we can start rebasing the pull requests not added by now |
22:29 |
Exio |
if it works with the most "main-stream" mods i think it "should" work, if not, it is the dev version/whatever! those bugs will get fixed "when found" :P |
22:30 |
Exio |
i tend to "overuse" the " :D |
22:30 |
PilzAdam |
I guess we can merge it since we tested the "basic stuff" |
22:30 |
PilzAdam |
other things can be fixed in upstream too |
22:31 |
kahrl |
^ I approve |
22:31 |
sapier |
lol I get bigger times with release build than with debug one |
22:33 |
kahrl |
who will merge the scriptapi split? |
22:33 |
PilzAdam |
you |
22:33 |
kahrl |
okay |
22:33 |
kahrl |
should I squash those last few commits I made? |
22:33 |
PilzAdam |
yep |
22:39 |
kahrl |
I will fix those files not ending in a newline too |
22:40 |
PilzAdam |
Ill update minetest_game when you have pushed |
22:40 |
kahrl |
is there a unix command to find files not ending in a newline? |
22:41 |
kahrl |
nvm I did something in ruby |
22:42 |
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22:44 |
kahrl |
Dir.glob('src/**/*').each{|n| next if File.directory?(n); data=File.read(n); puts n if data[-1] != ?\n}; |
22:52 |
kahrl |
87 files changed, 6400 insertions(+), 5583 deletions(-). Here we go. |
22:53 |
sapier |
wow :-) |
22:54 |
sapier |
didn't realize this beeing so big |
22:54 |
kahrl |
a lot of this is stuff that has only been moved of course |
22:54 |
kaeza |
better have 87 files than 5 or 6 |
22:55 |
sapier |
yes ... formspec menu os "only" about 10k cummulative ... but there's next to no moving |
22:56 |
PilzAdam |
kahrl, why do you have opened a pull request? |
22:57 |
kahrl |
to allow myself to grab a .patch and use git am |
22:57 |
PilzAdam |
there is a better way to squash |
22:58 |
kahrl |
well I was a bit lazy |
23:00 |
PilzAdam |
updated minetest_game |
23:04 |
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23:07 |
PilzAdam |
is it worth writing something in the "News" forum? |
23:08 |
kahrl |
I would say so, at least to make modders aware of the minetest.env: -> minetest. change |
23:09 |
kahrl |
I saw in your commit that legacy still uses add_rat/add_firefly, those need to be removed |
23:10 |
PilzAdam |
they are still in lua-api.txt |
23:11 |
kahrl |
really? |
23:11 |
PilzAdam |
no |
23:11 |
PilzAdam |
forgot to press F5 |
23:11 |
Exio |
lol |
23:16 |
PilzAdam |
http://forum.minetest.net/viewtopic.php?pid=91679#p91679 |
23:16 |
sapier |
PilzAdam I improved filter buttons a little bit maybe now they're good enough for a first try |
23:20 |
PilzAdam |
Ill test it tomorrow |
23:20 |
PilzAdam |
bye |
23:27 |
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23:39 |
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