Time |
Nick |
Message |
00:12 |
proller |
next set of changes about snow, finite liquids https://github.com/proller/minetest/compare/weather |
00:29 |
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01:00 |
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01:02 |
PilzAdam |
sapier, why have you removed the ability to play main_menu.ogg in the menu? |
01:04 |
PilzAdam |
(I hope he reads the logs) |
01:48 |
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02:00 |
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02:23 |
Exio4 |
i guess he didn't know that |
02:24 |
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08:31 |
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08:55 |
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08:56 |
pitriss |
Hi, I want to ask if is possible to force MT client to handle different keyboard layouts (in my case czech) properly? |
09:22 |
kahrl |
pitriss: what doesn't work? |
09:24 |
pitriss |
kahrl: some keys like 4, numpad seems not write any number even numlock is on. Im using linux latest version from git, irrlicht 0.7.3 |
09:25 |
pitriss |
also ( ) cant be written.. |
09:25 |
pitriss |
and this is problem when using mesecons and lua controller |
09:27 |
pitriss |
when i switch to US layout then it seems working correctly, but I think keyboard layout shouldn't be messing stuff |
09:29 |
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09:36 |
pitriss |
kahrl: So I tested all keys and key "4" act like pressing "enter" at all, numpad is still used like cursor keys (numlock key doesn't matter) and things like () are unable to write.. My keyboard layout is cz, default variant and keyboard is set up as generic 105 keys - international (so alt gr supports to write international signs) |
09:36 |
pitriss |
I hope I provided all needed informations.. |
09:38 |
kaeza |
I recall there being such an issue posted on github |
09:43 |
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09:43 |
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09:50 |
pitriss |
kaeza: yes there: https://github.com/minetest/minetest/issues/373 |
09:53 |
celeron55 |
something similar to that was fixed in some version... something in how MT interfaces with irrlicht keyboard input |
09:53 |
celeron55 |
dunno if there could be something left there |
09:54 |
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09:54 |
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09:55 |
pitriss |
celeron55: So is possible to fix that also? |
09:55 |
celeron55 |
no idea; that's just one place to be looking for bugs |
09:57 |
pitriss |
Okay.. I will be waiting and hoping for fix then.. |
09:58 |
pitriss |
Should I register ro github and post that as bug? |
10:05 |
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10:05 |
celeron55 |
well, if it's not too much trouble, it's a good idea (nobody is probably interested in trying to fix it right now) |
10:06 |
celeron55 |
most importantly try to describe how to reproduce it |
10:33 |
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10:34 |
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10:38 |
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10:49 |
proller |
next set of changes about snow, finite liquids https://github.com:443/proller/minetest/compare/weather |
10:51 |
Calinou |
finite-liquid only... why? |
10:51 |
Calinou |
these suck |
11:01 |
pitriss |
celeron55: Okay, bug reported: https://github.com/minetest/minetest/issues/845 |
11:07 |
Calinou |
keyboard layout bug was also reported with azerty |
11:07 |
Calinou |
it happens with all non-US layouts due to the way linux handles input |
11:07 |
Calinou |
(and irrlicht) |
11:09 |
pitriss |
Calinou: ahh.. okay. I hope somebody fix that..:) |
11:10 |
pitriss |
*will fix that |
11:15 |
proller |
Calinou, because melting one ice block without finite_liquid will cause disaster |
11:17 |
Calinou |
why? |
11:17 |
Calinou |
won't it just change to a source? |
11:17 |
proller |
flowing fill anything |
11:17 |
proller |
you can try |
11:17 |
proller |
remove if in contern_abm |
11:18 |
proller |
content_abm |
11:18 |
Calinou |
flowing transforming into ice doesn't make sense |
11:19 |
proller |
no problem with freezing, but problem with melting |
11:19 |
proller |
old liquids dont preserve volume |
11:19 |
Calinou |
it if doesn't freeze then it doesn't melt |
11:19 |
Calinou |
thus, no problems |
11:19 |
Calinou |
it'll just disappear if the source freezes... |
11:19 |
proller |
firs rain will flood your old liquids world |
11:20 |
Calinou |
rain placing water? WTF? |
11:21 |
proller |
long snow make anything snowed forewer |
11:21 |
proller |
Calinou, when you was irl last time? |
11:21 |
proller |
usualy rain... placing water |
11:21 |
proller |
sometimes MANY water |
11:22 |
proller |
* its feature |
11:22 |
Calinou |
minetest is 1) not about realism 2) not realistic 3) tries to be lightweight |
11:24 |
proller |
and seeks to be sad> |
11:24 |
proller |
? |
11:25 |
Calinou |
rain placing water doesn't add anything |
11:25 |
Calinou |
even if properly done |
11:25 |
Calinou |
it actually hinders people from doing a few kinds of builds |
11:27 |
proller |
disable it if you want |
11:27 |
proller |
not enabe for now |
11:27 |
Calinou |
but you still need finite liquid for weather |
11:27 |
Calinou |
weather is good, finite liquid is broken, slow and adds nothing to the game |
11:28 |
proller |
finite liquid is not broken |
11:28 |
Calinou |
every server with finite liquid: water appearing and disappearing quickly |
11:28 |
proller |
no sense in weather without liquids |
11:57 |
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13:07 |
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13:24 |
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13:27 |
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13:32 |
PilzAdam |
anyone noticed we have exactly 3000 commits? |
13:50 |
celeron55 |
http://i.imgur.com/TkJF5bI.png |
14:12 |
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14:17 |
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14:59 |
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15:08 |
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15:26 |
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15:42 |
BlockMen |
i get an error when building last git "M_PI: Undeclared Identifier" -> https://github.com/minetest/minetest/blob/master/src/map.cpp#L4090 |
15:43 |
Jordach |
BlockMen, in every file: #define M_PI 3.142 |
15:43 |
Jordach |
MSVC doesn't have M_PI by standard. |
15:44 |
BlockMen |
ok, thanks Jordach ;) |
15:44 |
celeron55 |
eh |
15:44 |
Jordach |
(as a general rule; if MSVC errors, blame MS for not using the standard) |
15:44 |
celeron55 |
what kind of shit advice is that |
15:45 |
celeron55 |
include util/mathconstants.h |
15:45 |
celeron55 |
it's not like that hasn't been ran into before |
15:46 |
BlockMen |
celeron55, makes sense. thanks ;) |
15:47 |
BlockMen |
and should be done in git too then (i guess?) |
15:47 |
celeron55 |
yeah |
15:49 |
BlockMen |
proller ^ |
15:50 |
celeron55 |
by the way, 10 points for building with MSVC and caring to whine about it; not many do that 8) |
15:50 |
celeron55 |
it sucks when those are found only when thexyz builds a release |
15:51 |
BlockMen |
so 1 point for building with MSVC and 9 for whining? :P |
16:01 |
Exio4 |
iirc there was a pull request/issue about that |
16:04 |
PilzAdam |
proller, can you fix the warnings that you have produced too? |
16:04 |
Exio4 |
one thing, why isn't https://github.com/minetest/minetest/issues/763 'merged' yet? |
16:04 |
Exio4 |
it is a trivial change and the irrlicht doc says it only applies to directx |
16:05 |
PilzAdam |
proller, and also fix "/home/adam/Minetest/minetest/src/mapgen_math.cpp:258:11: warning: unused variable 'biome' [-Wunused-variable]" |
16:09 |
thexyz |
yay i thought it may be a good idea to have a MSVC build server |
16:09 |
thexyz |
but then i just got way too lazy |
16:10 |
thexyz |
we also probably need official 64-bit builds just because |
16:14 |
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16:22 |
celeron55 |
Exio4: because nobody cares for probably that exact reason 8) |
16:23 |
PilzAdam |
BlockMen should apply that patch and test it too |
16:23 |
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16:29 |
* BlockMen |
is building |
16:42 |
BlockMen |
ok, i cant find any problem with that patch |
17:04 |
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17:07 |
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18:08 |
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19:02 |
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19:17 |
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19:17 |
BlockMen |
are shaders included when compiling or are they "read" by using? |
19:18 |
VanessaE |
they're read at run-time. |
19:18 |
BlockMen |
ok, thx |
19:42 |
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20:02 |
VanessaE |
argh! sapier: it forgets the last server IP I connected to when I go to single player for any reason. FIX IT! |
20:03 |
PilzAdam |
hm? how do you reproduce it? |
20:05 |
proller |
PilzAdam, okay, 10 min... |
20:06 |
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20:07 |
VanessaE |
PilzAdam: connect to any server. Disconnect. Go to singleplayer and start any world. Exit back to the menu and go back to the client tab. That server's IP is no longer displayed. |
20:08 |
PilzAdam |
cant reproduce that |
20:08 |
VanessaE |
try switching games while in the singleplayer tab. |
20:08 |
VanessaE |
or maybe you have to exit the program entirely |
20:09 |
proller |
#include "util/mathconstants.h" - enough ? |
20:09 |
PilzAdam |
yes |
20:09 |
VanessaE |
e.g. start the program and connect to a server. disconnect and exit the program entirely. Start the program, go singleplayer, then exit entirely again. Go back to the "client" tab and the IP of the last server you connected to is erased. |
20:11 |
PilzAdam |
what do you mean by "erased", not in the favorite lists? |
20:11 |
PilzAdam |
I cant reproduce it |
20:12 |
VanessaE |
I mean in the text entry field at the bottom left |
20:12 |
VanessaE |
where you manually type in an IP/port |
20:12 |
PilzAdam |
oh, thats not a bug |
20:12 |
PilzAdam |
its cleared when you switch the tab |
20:12 |
VanessaE |
it is a bug - this didn't used to happen before. |
20:12 |
proller |
BlockMen, fixed |
20:12 |
VanessaE |
anything that makes the menu less usable than it was before is, by definition, a bug |
20:13 |
PilzAdam |
actually thats not the definition of "bug" |
20:13 |
PilzAdam |
proller, you forgot to fix the warnings caused by your weather commit |
20:14 |
Exio4 |
hm.. |
20:14 |
Exio4 |
those commits message don't sound nice fwiw |
20:14 |
VanessaE |
PilzAdam: in this case it is, I believe c55 said rather clearly that the lua menu must not lose *any* functionality compared to the C++ menu. |
20:14 |
Exio4 |
i would have used "Fix warnings in math mapgen / weather" or similar |
20:15 |
sapier |
vanessae if this really happens I'm gonna have a look at it but if your definition of bug was right we couln't ever change anything as "less usable" is strongly subjective |
20:15 |
PilzAdam |
VanessaE, if you would follow your own step then the IP should be at the top of the favorites list |
20:15 |
PilzAdam |
sapier, http://irc.minetest.ru/minetest-dev/2013-07-28#i_3221302 |
20:15 |
VanessaE |
PilzAdam: have you forgotten about the false double-clicking behavior in the list? |
20:16 |
VanessaE |
the list is all but useless for me because of that |
20:16 |
sapier |
I didn't remove it I didn't even know this was possible ;-) |
20:16 |
PilzAdam |
so, this would be no problem: https://gist.github.com/PilzAdam/6096947 ? |
20:17 |
sapier |
no I don't have any objections |
20:18 |
sapier |
but why do you add it to main and not to mainmenu? |
20:18 |
PilzAdam |
great, Ill push it if proller is done |
20:18 |
PilzAdam |
sapier, hm? |
20:18 |
sapier |
slj d a |
20:18 |
sapier |
oops |
20:19 |
proller |
PilzAdam, you about rc/mapblock.h:522: warning: 'MapBlock::heat_time' will be initialized after ? |
20:19 |
sapier |
sorry ... your code is an addition to main.cpp but it's meant for mainmenu only or did I misinterpret this? |
20:19 |
PilzAdam |
proller, yea, there were some warnings in map.cpp too IIRC |
20:20 |
proller |
it was warning about other vars like src/mapblock.h:596: warning: 'MapBlock::m_refcount' will be initialized after |
20:20 |
proller |
seems it wants to place constructor to .h |
20:20 |
proller |
src/map.cpp: In member function 'void Map::transformLiquids(std::map<irr::core::vector3d<short int>, MapBlock*, std::less<irr::core::vector3d<short int> >, std::allocator<std::pair<const irr::core::vector3d<short int>, MapBlock*> > >&)': |
20:20 |
proller |
/home/proller/minetest/src/map.cpp:2180: warning: comparison is always false due to limited range of data type |
20:21 |
PilzAdam |
sapier, yea, its for the menu only |
20:21 |
PilzAdam |
where would I add it instead? |
20:21 |
proller |
if (new_node_level >= (LIQUID_LEVEL_MAX+1-range)) |
20:21 |
proller |
PilzAdam, its yours ;) |
20:22 |
sapier |
the menu class |
20:23 |
PilzAdam |
proller, ooops ;-) |
20:23 |
proller |
PilzAdam, push all you want |
20:24 |
proller |
i know how to merge 8) |
20:24 |
PilzAdam |
sapier, there is no "Menu" class in the Minetest source... ? |
20:25 |
sapier |
https://github.com/minetest/minetest/blob/master/src/guiEngine.cpp |
20:25 |
sapier |
I suggest adding a fct to menu lua engine too |
20:38 |
BlockMen |
proller, thx |
20:38 |
BlockMen |
does someone know what is returned by https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L1113 = |
20:38 |
BlockMen |
*-= +? |
20:47 |
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21:01 |
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21:01 |
BlockMen |
nvm, found it |
21:18 |
PilzAdam |
sapier, https://github.com/PilzAdam/minetest/commits/mainmenu_music |
21:20 |
sapier |
L98 -> L121 can be done in ~5 lines ;-) |
21:21 |
PilzAdam |
I used RBA's code there |
21:21 |
sapier |
this file is already very big imho we should use any way to keep it as small as possible |
21:29 |
PilzAdam |
better now? |
21:30 |
sapier |
way better yes |
21:35 |
PilzAdam |
proller, this is what I was talking about: https://github.com/minetest/minetest/commit/ff7c380d0eabf96a8677dfa3a94f0d18191572cf |
21:36 |
proller |
its helps? why? |
21:37 |
PilzAdam |
they have to be initialized in the same order they are declared |
21:38 |
sapier |
that's crucial if a member element is required in constructor of another one |
21:38 |
proller |
understood |
21:38 |
sapier |
not done here I know :-) |
21:42 |
BlockMen |
shader suck.... -.-' |
21:42 |
Exio4 |
why BlockMen? |
21:43 |
PilzAdam |
they dont work with directx |
21:43 |
Exio4 |
ah |
21:43 |
Exio4 |
they work |
21:43 |
BlockMen |
they have to |
21:43 |
Exio4 |
but nobody even tried to code them :D |
21:43 |
BlockMen |
currently there are nin |
21:43 |
BlockMen |
*none |
21:44 |
Exio4 |
the support is there |
21:44 |
Exio4 |
not the hsls or whatever its language uses |
21:45 |
BlockMen |
Exio4, correct. but minetest has just shaders for opengl atm (glsl) |
21:45 |
BlockMen |
and not for directx (hlsl) |
21:45 |
Exio4 |
yeah, that is what i'm saying |
21:45 |
Exio4 |
nobody heres cares about hlsl, that is |
21:45 |
BlockMen |
"BlockMen: Exio4, correct. "^ |
21:46 |
BlockMen |
and not true,i do :P |
21:46 |
Exio4 |
a weird guy :P |
21:46 |
PilzAdam |
nice, we just found a volunteer to code the hlsl shaders |
21:46 |
Exio4 |
^ that! |
21:47 |
Exio4 |
BlockMen: btw, can you join #minetest? |
21:47 |
BlockMen |
PilzAdam, that im trying to figure out how it works does not mean that i will do it :P |
22:10 |
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22:20 |
BlockMen |
why get #772 not merged?? |
22:20 |
BlockMen |
*gets |
22:30 |
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22:41 |
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22:59 |
VanessaE |
I would guess because RealBadAngel is working on a bunch of shader stuff. Maybe this needs to wait for those changes. |
23:01 |
Exio4 |
read the comments BlockMen |
23:02 |
Exio4 |
i actually think making a small shader pack would be "pretty good" |
23:02 |
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23:03 |
BlockMen |
Exio4, i did. but the comments are not answering my question :P |
23:04 |
Exio4 |
i'll spam a bit so |
23:04 |
BlockMen |
and i am currently discussing with the one who has the same view on that... |
23:04 |
Exio4 |
Shouldn't be hard to code, but in this circumstance I don't see the point. First of all <morestuff> |
23:05 |
Exio4 |
those small "WIP" changes in a "small shader pack" would look nice |
23:06 |
BlockMen |
Exio4, the "shadows" of trees, blocks also dont fit the direction of sun |
23:06 |
Exio4 |
wut |
23:06 |
BlockMen |
and sorry, but its hard to see any change with shaders on/off |
23:06 |
BlockMen |
so the more important change is in mapblock_mesh |
23:07 |
Exio4 |
change the color *= 0.6 to *= 0.3 |
23:11 |
BlockMen |
u know that this strenghens the effect? |
23:15 |
Exio4 |
yes, for being able to see it "a lot" you need that change, when it is "softly" it looks way better and "realisitic" |
23:15 |
Exio4 |
it is a simple and small detail |
23:20 |
BlockMen |
the current shaders of mt are not good |
23:20 |
PilzAdam |
BlockMen, can you explain that further? |
23:27 |
BlockMen |
PilzAdam, should i mention the missing shader for directx or talk about the great visual improvement when shaders are enabled (opengl)? |
23:28 |
Exio4 |
they are pretty basic |
23:29 |
Exio4 |
and most of people here uses "opengl" because there isn't a proper directx working on their systems |
23:29 |
Exio4 |
inb4 link to mesa email list about direct3d-9 implemented |
23:30 |
PilzAdam |
BlockMen, about the visual improvement |
23:30 |
BlockMen |
PilzAdam, ok. " ". Done |
23:31 |
PilzAdam |
BlockMen, what do you expect them to do? |
23:33 |
BlockMen |
PilzAdam, at least improve lighting, not (nearly) nothing like now |
23:35 |
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23:35 |
VanessaE |
O.O |
23:36 |
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23:36 |
VanessaE |
pfft |
23:40 |
Exio4 |
just realized the upstream shaders have some "tab fails" |
23:56 |
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