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07:10 |
kahrl |
#814: "It happens sometimes that the selection in a list follows the mouse (reproduceable by moving the scrollbar slider and then clicking outside of the formspec) (not in win build)" |
07:10 |
kahrl |
managed to reproduce this using a small irrlicht example http://paste.dy.fi/7nn |
07:11 |
kahrl |
so it has to do with the formspec disallowing focus change |
07:13 |
kahrl |
if you change canTakeFocus() to "return true;" the problem goes away |
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12:18 |
kahrl |
PilzAdam: I figured out why the first problem in #814 happens: http://paste.dy.fi/kaj |
12:18 |
kahrl |
but I can't think of any way to fix it |
13:01 |
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13:36 |
PilzAdam |
kahrl, its not a big problem, dont waste too much time on it |
13:46 |
kahrl |
I don't think I can even do anything about it unless we use a custom listbox |
13:47 |
kahrl |
... which I'm planning right now (but for different reasons) |
14:33 |
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14:52 |
kahrl |
ideas/design/examples for a "table" formspec element: http://paste.dy.fi/BJ9 |
14:55 |
nore |
kahrl, I like it |
15:03 |
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15:13 |
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15:17 |
celeron55 |
kahrl: tell us when you've used an equal amount for this that it would've taken to implement a client side lua based menu so we can all cry |
15:17 |
celeron55 |
anyway yeah it looks fine for a formspec thing |
15:18 |
kahrl |
I don't think it will take that much work |
15:18 |
kahrl |
copying CGUIListBox gives a head start |
15:18 |
celeron55 |
irrlicht has it's table element too; is it useless? |
15:18 |
kahrl |
I didn't look at it yet |
15:19 |
kahrl |
but I expect there to be complications :P |
15:21 |
celeron55 |
sounds like a wise expectation 8) |
15:21 |
kahrl |
it can't be used as is because it doesn't support images, tooltips, or obviously indents |
15:21 |
kahrl |
but it might be better code to start from than CGUIListBox |
15:23 |
kahrl |
dang it, broke the irrlicht online docs |
15:23 |
kahrl |
Guru Meditation! |
15:24 |
kahrl |
IGUITable::getRowCount() "Get amount of rows in the tabcontrol." huh? |
15:57 |
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16:09 |
proller |
https://github.com/proller/minetest/compare/heat |
16:09 |
proller |
https://github.com/proller/minetest/compare/liquid63 |
16:19 |
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16:21 |
BlockMen |
because im working on the formspecs atm i thought why not the menus too |
16:21 |
BlockMen |
what do you guys think of this -> http://i.imgur.com/3kD4HPM.png ? |
16:22 |
ironzorg |
german is hard |
16:22 |
andersje |
except for the fact that I can't read German, that's awesome. |
16:22 |
rubenwardy |
nice |
16:22 |
rubenwardy |
What about the chat menu? |
16:23 |
BlockMen |
not done yet |
16:23 |
rubenwardy |
cool |
16:23 |
BlockMen |
first wanted hear if it is ok, else it would be work for nothing^^ |
16:23 |
PilzAdam |
the buttons seem very randomly thrown at the screen |
16:24 |
ironzorg |
this ↑ |
16:24 |
ironzorg |
it doesn't look like a menu |
16:24 |
ironzorg |
just a bunch of buttons |
16:24 |
PilzAdam |
also where are the default controls and debug info? |
16:25 |
PilzAdam |
the idea that it should cover the whole screen is good, though |
16:25 |
BlockMen |
kicked out, instead of that info the controls should be added to menu as setting |
16:25 |
BlockMen |
like in that pull request |
16:26 |
BlockMen |
^IMO |
16:32 |
thexyz |
yeah of course we need controls and debug info displayed every time user presses [ESC] |
16:45 |
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16:53 |
nore |
about menus I have a suggestion: a Lua function that declares a new button for the menu, that calls a custom callback |
16:54 |
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16:57 |
BlockMen |
are the buttons better this way? -> http://i.imgur.com/D06Sw65.png |
16:57 |
PilzAdam |
yes |
16:57 |
Calinou |
"Pause Menu" is obnoxious imo |
16:58 |
Calinou |
on top of that, it's not even a pause |
16:59 |
BlockMen |
i guess it would be kinda har to make it pause for real (singleplayer) |
16:59 |
BlockMen |
*hard |
17:01 |
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17:03 |
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17:05 |
celeron55 |
BlockMen: no it wouldn't (and that actually should be made) |
17:05 |
celeron55 |
but for multiplayer it obviously shouldn't pause anything |
17:08 |
BlockMen |
celeron55, all the better. but i have no idea where to start |
17:39 |
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18:03 |
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18:06 |
kahrl |
what is m_Textures in GUIFormSpecMenu for? |
18:07 |
kahrl |
it's only ever pushed to but never read |
18:07 |
kahrl |
if I have to push the used textures to that list when implementing the table that'll make a lot of code ugly |
18:19 |
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18:21 |
kahrl |
also: why are the texture names in image[], background[], image_button[], image_button_exit[] not escaped |
18:54 |
sapier1 |
as far as I remember m_Textures is used to cleanup background textures on close of main menu |
18:56 |
sapier1 |
I guess the cleanup is missing resulting in a texture leak |
18:57 |
sapier1 |
are texture names escaped anywhere? |
18:57 |
sapier1 |
maybe it's still a bug I cleant up much in formspec but not everything for sure ;-) |
18:58 |
sapier1 |
kahrl if you do cleanup there could you add 4 to the textlist member cout ? docs allow skipping last two parameters but code doesn't |
19:05 |
kahrl |
hello sapier1 |
19:06 |
kahrl |
I fixed the missing cleanup by moving formspec's texture management to ITextureSource |
19:06 |
kahrl |
ISimpleTextureSource to be precise, which implements only getTexture |
19:06 |
sapier1 |
I guess then it's useless there |
19:06 |
kahrl |
yeah I removed it in formspec |
19:07 |
kahrl |
texture names are not escaped, would changing that break anything? |
19:08 |
sapier1 |
I don't think there are any escape chars used there ... aren't "; , \ \n \r" dissalowed on most fs either? |
19:09 |
kahrl |
nope |
19:09 |
kahrl |
at least on linux I think everything but / is allowed |
19:09 |
sapier1 |
yes but / isn't required to be escaped |
19:09 |
kahrl |
well sure |
19:10 |
kahrl |
but what if minetest is in a path that contains ; |
19:10 |
sapier1 |
ok ok I'm convinced ;-) |
19:10 |
sapier1 |
it should be escaped too |
19:11 |
kahrl |
not that other parts of the code are innocent in that respect, there are problems with loading the database when the minetest path contains non-ascii characters |
19:12 |
kahrl |
seems to be a problem in sqlite |
19:12 |
sapier1 |
:-) yes the texture names are not unescaped ever since but that's no reason for not fixing it |
19:14 |
sapier1 |
https://github.com/minetest/minetest/pull/846 any reason why this bugfix isn't merged yet? VanessaE seemd to be quite annoyed by that issue? |
19:15 |
kahrl |
what should I do about textlist? fix the docs or the code? |
19:16 |
PilzAdam |
sapier1, whats wrong with mainmenu.lua:505 and 506 in that diff? |
19:16 |
sapier1 |
doc is wrong in any case as it doesn't mention 5 parameter textlists are allowed too |
19:17 |
sapier1 |
I guess this is a whitespace fixup not visible correctly in github diff |
19:17 |
PilzAdam |
have you used tabs there? |
19:18 |
sapier1 |
I don't have any idea its 20 days old ;-P |
19:19 |
sapier1 |
as of raw view seems to be tabs yes |
19:19 |
sapier1 |
8 spaces tabs shown for display argh |
19:20 |
kahrl |
8 is the unix default, I use it in vim |
19:20 |
sapier1 |
whoever invented tabs should be punished to infinity for not specifying number of spaces |
19:20 |
kahrl |
just use spaces unless at the beginning of the line |
19:21 |
PilzAdam |
in Minetest a tab is 4 spaces |
19:21 |
sapier1 |
8 is very very old default as it's almost useless for coding unless you use mixed mode indentions |
19:21 |
kahrl |
I have no problem with 8 |
19:21 |
kahrl |
but I don't do insane nesting either |
19:22 |
sapier1 |
... 8 and 80 char limit is quite challanging ;-) |
19:23 |
celeron55 |
anyone can use any kind of tabs they please, but line width limitation is calculated with 4 tabs |
19:23 |
celeron55 |
and tabs should be used so that tab width doesn't affect formatting |
19:24 |
celeron55 |
4-space tabs* |
19:25 |
sapier1 |
I use tabs for "table style" initialization of multiple variables too (in lua) ... I know not quite consistent |
19:25 |
celeron55 |
(in practice that means that if you want to align something in two lines, they should have the same tab indentation and spaces after that as needed |
19:25 |
celeron55 |
) |
19:25 |
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19:29 |
sapier1 |
btw I need async lua events ;-) similar to this one https://github.com/sapier/minetest/tree/async_lua_functions |
19:33 |
sapier1 |
reason is mobf adds a lot of on_mapgen actions done at once those add huge delays to map spawning ... but they don't need to be done instantly thus can be executed later |
19:34 |
hmmmm |
sapier1, can't you just add the information to some queue and execute them in server steps? |
19:34 |
sapier1 |
atm I queue them in a global table and make global on_step handle those queued jobs until some time limit is passed ... of course this works but it'd be better if those could use multicore |
19:34 |
sapier1 |
:-) |
19:34 |
sapier1 |
already done |
19:35 |
hmmmm |
i've been thinking about multithreaded lua and i think we should go ahead with multiple interpreters |
19:35 |
sapier1 |
if I remember correctly the async prototype creates a interpreter for each async job |
19:36 |
hmmmm |
for some projects in the past i had a dedicated async callback thread |
19:36 |
sapier1 |
thus all information as well as the function to be executed needs to be serialized prior passing to that interpreter |
19:36 |
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19:36 |
hmmmm |
yes, that isn't really as difficult as we initially made it out to be, though. |
19:37 |
hmmmm |
nor is it inconvenient |
19:37 |
sapier1 |
have a look at the proove of concept implementation |
19:37 |
hmmmm |
besides, with client-side lua, we're going to have to develop a serialization thing anyway |
19:37 |
sapier1 |
it's already capable of serializing functions |
19:37 |
hmmmm |
probably your thing is our best shot then |
19:38 |
hmmmm |
when i say we, i mean you, from the way it's looking i might not be able to work on minetest anymore with the new job unless i negotiate the contract |
19:38 |
kahrl |
how does it improve performance? thinking about e.g. envlock |
19:38 |
sapier1 |
it needs some updating of course as it's quite old and most important we need to sort out which calls can be used from async threads and which cant |
19:38 |
hmmmm |
karhl, computation bound things would benefit from multicore. |
19:39 |
kahrl |
ah well yeah |
19:39 |
hmmmm |
well |
19:39 |
kahrl |
I thought the spawning algorithms had to access the map |
19:39 |
sapier1 |
but yes kahrl envlock limits benefit quite a lot |
19:39 |
hmmmm |
those could probably be done outside of an envlock |
19:40 |
sapier1 |
yes kahrl ut maybe they could just read the part of the map they're interested in and work at that local copy ... not sure if this helps |
19:40 |
sapier1 |
better option would be map access is locked only |
19:41 |
kahrl |
not sure how it works at the moment but aren't on_generated callbacks run from the EmergeThread? |
19:41 |
kahrl |
basically async |
19:42 |
sapier1 |
if they are they still block main task due to envlock ... hmmm guess this means async threads will have same effect |
19:42 |
hmmmm |
he wants them to be asyncronous from the emerge thread though |
19:42 |
hmmmm |
erm |
19:43 |
kahrl |
they shouldn't have to lock envlock if all they do is use mapgen objects |
19:43 |
sapier1 |
I want them to not interfere with map creation or mainloop |
19:43 |
hmmmm |
just FYI, i know you don't like unlocking the environment while in the script but just consider that it'd be safe to assume the data after you unlock doesn't instantly become invalid |
19:43 |
hmmmm |
it's sort of like map generating |
19:44 |
sapier1 |
actually they result in huge delays ... but I can't tell for sure by what reason |
19:44 |
hmmmm |
you have no idea if the area you are currently generating is already there or modified or not, but you carry out the generation anyway and then 'merge' them together when you get back into the lock |
19:44 |
hmmmm |
and I really doubt the map is going to change in any significant enough way to modify the path or areas to place |
19:44 |
hmmmm |
within the time you take to computei t |
19:44 |
hmmmm |
compute it* |
19:45 |
sapier1 |
and what I can tell too is the variant queuing the spawn algorithms and doing them in on_step loop doesn't result in this big delay (most likely because the main loop doesn't need to call all jobs in a single step) |
19:47 |
sapier1 |
disadvantage is if your server crashes for some other reason while jobs are queued in lua they're lost forever |
19:53 |
VanessaE |
kahrl: new bug for you.... |
19:54 |
VanessaE |
just noticed this today, might be caused by your diagonal flowing fix: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2008202013%20-%2003:53:39%20PM.png |
19:54 |
VanessaE |
I don't think the water's edge is supposed to do that :D |
19:54 |
sapier1 |
looks like a monster face ;-) |
19:55 |
PilzAdam |
VanessaE, do you use new_style_water? |
19:55 |
VanessaE |
yup |
19:56 |
VanessaE |
I do |
19:56 |
PilzAdam |
then dont use it |
19:56 |
VanessaE |
sapier1: haha |
19:57 |
PilzAdam |
this has nothing to do with the diagonal water |
19:57 |
VanessaE |
PilzAdam: I'm pretty sure this started with that commit or very recently at least. |
19:57 |
VanessaE |
it's never done that before that I remember seeing. |
19:58 |
PilzAdam |
I know it does it since I fixed new_style_water |
19:58 |
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19:58 |
VanessaE |
hm, guess I never noticed it before then |
19:59 |
kahrl |
something is trying to load the texture "\0" in the main menu |
19:59 |
kahrl |
strange |
19:59 |
sapier1 |
no it isn't |
19:59 |
sapier1 |
ohhh |
20:00 |
sapier1 |
ok it is ... I should read more precise after answering :) |
20:01 |
kahrl |
ok well here's why |
20:01 |
sapier1 |
some empty variable? |
20:02 |
kahrl |
unescape_string is still not fixed (I found that bug months ago and forgot about it) |
20:02 |
kahrl |
"i <= s.length()" |
20:02 |
sapier1 |
:-) |
20:18 |
kahrl |
committed what I have so far: https://github.com/kahrl/minetest/commit/ae81adbeef9593ca2e68175937c6991207e1f363 |
20:18 |
kahrl |
^ sapier1, in case you want to look |
20:21 |
kahrl |
working on the table thing and textlist now |
20:21 |
sapier1 |
diff is terrible on that I can't even tell whats new and what got moved only |
20:21 |
kahrl |
hmm, dunno what to do about that |
20:22 |
kahrl |
basically TextDestGuiEngine and MenuMusicFetcher were moved, the other things are actual changes |
20:22 |
kahrl |
I moved them because they caused a bunch of headers to be pulled in |
20:23 |
sapier1 |
ok maybe you should do this in different commits? |
20:23 |
kahrl |
maybe |
20:23 |
sapier1 |
it's hard to review those changes if different things are mixed |
20:25 |
kahrl |
does git have a command "git add --lines X,Y,Z µ.cpp"? |
20:25 |
sapier1 |
I don't know I'm still new to git |
20:26 |
PilzAdam |
kahrl, try --interactive |
20:26 |
kahrl |
PilzAdam, thanks |
20:29 |
kahrl |
now how do I use this thing |
20:29 |
PilzAdam |
I never used it |
20:30 |
PilzAdam |
git add --help, see "Interactive Mode" |
20:31 |
kahrl |
tl;dr I'll do this by hand |
20:46 |
kahrl |
sapier1: https://github.com/kahrl/minetest/commits/isimpletexturesource2 |
20:46 |
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20:48 |
sapier1 |
way more easy to read yes :-) |
21:01 |
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21:30 |
proller |
https://github.com/proller/minetest/compare/heat |
21:30 |
proller |
https://github.com/proller/minetest/compare/liquid63 |
21:30 |
proller |
need to make bot for autoposting... |
21:59 |
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