Time |
Nick |
Message |
00:04 |
kahrl |
VanessaE: I didn't work on the extrude code, if you mean that |
00:04 |
VanessaE |
oh ok |
00:04 |
VanessaE |
I must be mixing it up with something else. |
00:04 |
kahrl |
optimize_invtex? |
00:05 |
VanessaE |
that might be it, yet |
00:05 |
VanessaE |
yeah* |
00:05 |
kahrl |
that makes the inventorycubes faster (but is a bit buggy still) |
00:27 |
Exio4 |
are there "news" with libmtmap? |
00:27 |
Exio4 |
about* |
02:36 |
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04:30 |
kahrl |
Exio4: guess not |
04:32 |
kahrl |
thexyz: would it make sense to run updatepo.sh? |
04:34 |
kahrl |
I notice some line numbers have changed, making it a bit hard to find where stuff is used (when coming from weblate) |
04:38 |
thexyz |
no, not now |
04:38 |
thexyz |
the guy's already translating |
04:39 |
thexyz |
and I don't want to solve conflicts again |
04:39 |
kahrl |
right |
05:05 |
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18:54 |
Sokomine |
hi. i've got a problem: i need visual_scale for something other than plantlike. signlike would be fine... |
18:54 |
Sokomine |
reason for request: http://mg.viewskew.com/u/sokomine/m/screenshot-2572232307/ (want windmills that rotate without using entities) |
18:55 |
Sokomine |
does not cover windmills only. waterweels and other rotating objects could also be done - and would look reasonably nice |
18:56 |
Sokomine |
alternatively, applying animated textures to the entire nodebox might also help |
18:58 |
PilzAdam |
I guess visual_scale can be easily added to torch- sign- and maybe raillike drawtypes |
18:59 |
Sokomine |
that would be great. i have searched the code but am not familiar enough with it. can't find an exeption for the plantlike drawtype |
19:01 |
Sokomine |
ah yes. seems to be in content_mapblock.cpp |
19:04 |
celeron55_ |
adding it to signlike can be done right now as it's completely trivial for it |
19:04 |
celeron55_ |
for anything else it's nontrivial to say how it should align |
19:04 |
celeron55_ |
but signlike seems to be what sokomine needs |
19:05 |
VanessaE |
+1 for making signlike respect visual_scale |
19:05 |
VanessaE |
nodeboxes respecting it would be even better |
19:05 |
VanessaE |
is that doable? |
19:06 |
VanessaE |
reason: I suggested to ShadowNinja to use several flat/2d nodeboxes stacked up close together, so that the image displayed on the face looks extruded. |
19:06 |
celeron55_ |
well it's probably possible by hammering around in the codebase until things seem to work |
19:06 |
VanessaE |
heh |
19:06 |
celeron55_ |
there are probably issues with collisions and textures |
19:06 |
celeron55_ |
collisions may be unfixable |
19:07 |
celeron55_ |
because it becomes impossible for code to check for collisions by checking nearby nodes, because some far node could extend 10000 nodes to there |
19:07 |
VanessaE |
well it's more a matter of being able to make it appear right. I'm sure we can fake th3e collision boxes or something |
19:07 |
VanessaE |
-3 |
19:07 |
VanessaE |
(fake it in the mod I mean) |
19:09 |
celeron55_ |
Sokomine: did you already find what to do? |
19:10 |
Sokomine |
the patch seems pretty easy |
19:10 |
Sokomine |
yes, thank you. i'm experimenting with it now |
19:10 |
celeron55_ |
it's a matter of replacing video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 0,0) lines with video::S3DVertex(BS/2-d,BS/2*scale,BS/2*scale, 0,0,0, c, 0,0) |
19:11 |
celeron55_ |
(scale being something where the scale is actually found in there...) |
19:11 |
Sokomine |
yes. just had to find the right place for it |
19:12 |
Sokomine |
there are some graphical glitches sometimes, but perhaps they can be solved as well |
19:16 |
Sokomine |
it obviously helps if the signlike windmill-wheel is not attached directly to a wall; if 1 node is left between them, it looks far better. we can do a nodebox for the axis |
19:17 |
Sokomine |
and: thanks for pointing me in the right direction. that's usually the most difficult part |
19:30 |
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19:44 |
VanessaE |
Sokomine: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/windmill.png |
19:44 |
VanessaE |
please reload. |
19:44 |
VanessaE |
16 frames, and much cleaner than the first one |
19:44 |
VanessaE |
(still 80px wide, so it'll keep the same apparent width) |
19:45 |
VanessaE |
s/width/diameter/ |
19:46 |
VanessaE |
er, NOW reload it. |
19:46 |
VanessaE |
shit, wrong channel |
19:46 |
VanessaE |
sorry guys. |
20:14 |
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20:15 |
Sokomine |
the patch required for this change only requires changes to 4 lines. how best to submit them? a pull request seems exaggerated. a diff can be found here: http://pastebin.com/xBgbcaYe |
20:15 |
Sokomine |
it'd be easier to tell people to get latest git instead of everybody intrested patching again |
20:17 |
Exio4 |
there were, and are, pull requests for a single line change |
20:18 |
Sokomine |
so you'd prefer a pull request? |
20:24 |
Exio4 |
i think it will make it don't get lost in the log |
20:41 |
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20:59 |
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21:02 |
Sokomine |
hope i did everything right: https://github.com/minetest/minetest/pull/951 |
21:02 |
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21:09 |
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21:15 |
ShadowNinja |
*ahem* 76 pull requests. |
21:17 |
ShadowNinja |
Most of them aren't controversial, and a lot of them are very simple/already have been agreed to. |
21:17 |
celeron55_ |
Sokomine: the commit message is all wrong though |
21:18 |
Sokomine |
oh. what's wrong there? |
21:19 |
celeron55_ |
it should start with a capital letter and be in present tense |
21:20 |
Sokomine |
ok. anything else? seems i can edit it |
21:21 |
celeron55_ |
well the code could be made better by calculating BS/2*f.visual_scale to a short variable on a single line and using it there, that's over the 80 character suggested limit as it is now 8) |
21:21 |
celeron55_ |
(yes, it is totally possible to find more than four problems in a four-line pull request) |
21:26 |
ShadowNinja |
Sokomine: You have to change the actual commit message, not just the issue title. Use git commit --amend |
21:31 |
Sokomine |
80 character limit is a good idea. and yes, there's always something that can be improved. i'll see how it can be improved |
21:31 |
proller |
50 for tabs, 30 for code |
21:51 |
ShadowNinja |
kahrl: Wouldn't it be better to use, say, -DRELEASE=1 instead of commenting out the like in CMakeLists.txt that adds -dev? |
21:54 |
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22:58 |
Sokomine |
after that -amend command, i get "Your branch and 'origin/master' have diverged, and have 1 and 1 different commit each, respectively." how can that be sorted out? |
22:59 |
VanessaE |
git push -f |
23:00 |
Sokomine |
that did help. thanks! |
23:00 |
VanessaE |
mmhmm |
23:01 |
VanessaE |
(torchlike works with visual_scale also?) |
23:07 |
Sokomine |
with the newest modification, yes. thought it might be useful |
23:08 |
Sokomine |
guess the pull-request is ready for further inspection. if there's still something wrong (i'm not that familiar with git apart from the normal pull-commit-way), or another style is used, or whatever, please tell |
23:09 |
Sokomine |
hope you'll do more animations. it looks well if something seems to rotate. brings more life to the game |
23:13 |
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23:14 |
Naked |
hi hmmmm |
23:14 |
hmmmm |
hello |
23:15 |
VanessaE |
greetz, hmmmm. |
23:15 |
hmmmm |
heya |
23:21 |
Sokomine |
hi hmmmm |
23:37 |
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