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IRC log for #minetest-dev, 2013-10-27

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Time Nick Message
00:00 Exio4 hmmmm: ^
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00:44 hmmmm Exio4, that's what I was thinking, but I'd still need to maintain reverse compatibility somehow
00:46 sapier1 ok I guess I found a solution ... but it's quite ugly
00:46 Exio4 what i thought was "hardcoding" for some time the flat option = flat mapgen, and say that option is deprecated and remove that "compat" in two releases or so, adding a notice about how-to change the mapgen in a world, like when creative/survival games got removed
00:47 Exio4 when parsing options
00:47 Exio4 but i don't know how that could be done, didn't check that code
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01:37 hmmmm Exio4, unlike sapier I'm not very big on those "WARNING WARNING DEPRECATED!" messages
01:40 sapier1 :-) yea I'm the only one that's why deprecated code stays in codebase forever ;-P
01:40 Exio4 i don't like useless code just for supporting old stuff
01:41 hmmmm I mean what I could do is hard code in some check for MG_FLAT and set the mapgen to flat
01:41 hmmmm but would that be encouraging people to do it either way?
01:41 sapier1 yes but you can't avoid that code for some time ... with those ugly warnings you force ppl to switch to new mechanism ... not very polite ... true
01:44 hmmmm the code that would need to be added for the 'kludge' is hardly anything
01:44 hmmmm like 3 lines.. which is why I think I should forego the warning and just offer another more intuitive way to do the same thing
01:45 sapier1 if you don't declare it deprecated you don't need a warning anyway ;-)
01:46 hmmmm right, but before talking about doing more stuff, i ought to finish up what I started working on 3 months ago
01:46 hmmmm ugh
01:46 Exio4 hehe
01:46 Exio4 irl stuff? :P
01:46 hmmmm no, mapgen menu parameter configuration
01:47 hmmmm I think I need to pause, more carefully determine what I am trying to accomplish with this, and *then* continue on rather than just coding some shit up and committing it
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01:48 hmmmm also, I don't like to admit it, but that prestowhatever guy was on the right track in the sense that some higher quality noise should be added
01:49 hmmmm you notice it more with 3d I'd say
01:49 hmmmm prestidigitator
01:52 sapier1 does anyone have a problem with compilerswitches to make minetest compatible to different compilers? :-)
01:52 hmmmm sure, as long as it doesn't involve slipping in a change to -O0 for debug like I caught that one time
01:53 sapier1 so disabling unit tests won't be accepted too? ;-)
01:53 sapier1 quite useless to have those things in a DEBUG build ...
01:53 sapier1 crashes instantly
01:53 sapier1 maybe we should add something like Real_Debug
01:54 sapier1 you guys can't use a debugger for sure if you are fine with -O1 and unittests :-)
01:56 hmmmm what's wrong with unit tests
01:56 sapier1 they fail
01:57 hmmmm they do?
01:57 hmmmm i thought it was just that network related one that was fixed by increasing the delay
01:58 sapier1 doesn't seem to help if you run within debugger
01:58 hmmmm shrug
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02:56 VanessaE https://github.com/minetest/minetest/pull/967  makes THIS possible -->   http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_4157666916.png  ~~  http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_4157907066.png  ~~  http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_4157692488.png
02:56 VanessaE very straightforward to texture for - sun/moon need to be grayscale or close to it, and are tinted in realtime with a tone map, very similar to how MC does some of its in-world textures.
02:57 VanessaE (those screenshots show actual in-game imagery from HDX)
02:58 VanessaE \by default, the sun and moon are made to look about the same as they were before, most users probably won't notice the difference.
02:59 VanessaE Taoki: can you try that pull alongside your tinted fog patch?  I'm curious how that'll look
02:59 VanessaE (it has been revised since your initial comment)
03:07 NakedFury this can hopefuly lead to using it with grass, leaves, water.
03:08 VanessaE possibly
03:08 VanessaE there was some talk about that yes
03:13 pitriss this new sun and moon should be more cubic:)
03:13 VanessaE they are by defult.
03:13 VanessaE default*(
03:14 VanessaE they look about the same as before.
03:14 VanessaE those ^^ screenshots just show what it looks like with a texture pack.
03:17 VanessaE that patch is purely client-side btw
03:18 sapier1 https://github.com/sapier/minetest/tree/fix_windows_i18n schould fix the localization issues added due to gettext usage from lua
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07:36 nore what do you think of https://github.com/minetest/minetest/pull/966 ?
07:40 nore I have a suggestion for inventories too, that could fix many things
07:41 nore instead of storing the stack that is being moved in the inventory, store it somewhere
07:42 nore and when a player takes an item, store it there, when he puts it a chest, move the stack from there to the chest, etc.
07:43 kaeza nore, that would mean that e.g. if several on_craft are registered, each successive one is passed the "new" itemstack (in case one of them returns the itemstack)
07:43 kaeza is this intended?
07:43 nore yes, of course
07:44 nore so you can have a mod that checks for a player crafting something (e.g. achievements, etc)
07:44 nore and a craft that will give some random item
07:44 nore if they are registered in the correct order, the random item will trigger the craft thing
07:45 nore however, the objective for most callbacks is either a little modification of the crafted item
07:45 nore (i.e., add metadata)
07:45 nore or a modification of a carft grid  (wear a tool, for example)
07:46 VanessaE moretrees coconuts + axe == coconut pieces + slightly worn axe
07:46 VanessaE (+ milk)
07:47 nore ^ that way, you can also make multiple-output recipes
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07:48 kaeza hmm... not sure about it, but could be usable
07:48 kaeza let's see what modders come up with :P
07:49 nore I need another core dev to clearly agree... sapier it ok with it
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08:20 nore about that: https://github.com/minetest/minetest/issues/944
08:20 nore bug causing item loss with inventories
08:20 nore I have a suggestion:
08:21 nore when the player selects an item, store it somewhere else instead of leaving it where it is
08:21 nore i.e.: the selected item should be an item stored in only one place, instead of having that "selected item" behaviour
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08:57 nore RealBadAngel, do you agree with the new version of https://github.com/minetest/minetest/pull/966 ?
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09:04 nore sapier, are you still ok for #966?
09:06 PilzAdam nore, do you really need to include inventory.h and inventorymanager.h in s_item.h?
09:06 nore yes, I need inventorylist and inventorylocation
09:07 PilzAdam clas InventoryList; class InventoryLocation; should work too
09:08 sapier nore you only need pointers to them not the content (that's what pilzadam says)
09:08 nore just writing that should work?
09:08 PilzAdam yea, and include the headers in s_item.cpp then
09:09 sapier if you do it the way pilzadam suggests cpp files including inventorymanager.h don't need to be rebuilt if inventory.h is changed
09:09 sapier what pa suggests is called forward declaration it works as long as you don't need to access any "subelement" of a pointer
09:09 nore wait, it uses inventorylist->getSize
09:10 nore and ->getItem
09:10 sapier ok then it wont work
09:10 PilzAdam yea, but not in th s_item.h
09:10 nore so, include the headers in the cpp
09:10 PilzAdam you only need to include it for s_item.cpp
09:10 sapier :-) I guess I should look at that file
09:10 nore and define dummy classes in the header
09:10 PilzAdam that would save us some compile time
09:11 sapier exactly nore if you don't actually need the members in the header do only use forward declarations in there and include the real headers in cpp files where you can't avoid using it
09:13 nore ok, done, it looks like it compiles correctly
09:14 sapier hmm does anyone have an idea why gettext initialization is done as inline function?
09:14 PilzAdam nore, "is should normally be the same as"
09:15 sapier I understand why the char conversion functions are inline but for init it seems like someone didn't want to add a cpp file
09:15 PilzAdam nore, the lua-api.txt part seems rather long, can you shorten it a bit?
09:17 nore PilzAdam, done
09:22 nore so, now is it ok for merging?
09:22 PilzAdam https://gist.github.com/PilzAdam/7179556
09:23 nore Should I change lua_api.txt with that?
09:23 nore (perhaps add a warning: do not assume that the crafting width is 3 too)
09:24 PilzAdam modified it a bit, reload
09:25 PilzAdam hm.. dunno if that warning is needed; it could go into the devwiki
09:26 nore pushed, with the warning (after all, it costs nothing to put it here)
09:28 PilzAdam I dont like to bloat lua-api.txt like this
09:30 nore are 6 lines bloating?
09:31 sapier due to size of lua-api.txt each additional line that isn't absolutely necessary has to be considered bloating ;-)
09:31 nore so, I remove those last 2 lines?
09:32 sapier just to throw this idea in again what about splitting lua-api.txt pa? ;-)
09:32 PilzAdam sapier, you would break my way of using it by this
09:32 sapier e.g. map related, object/entity related, generic
09:32 PilzAdam because Ctrl+F wouldnt work anymore
09:33 sapier I know but it does only work if you already know what your looking for either
09:33 nore PA: removed those lines
09:34 sapier and it'd be easy to concatenate thos splitted files withing build so a lua-api.txt full file is built for those actling like you ;-)
09:34 nore PilzAdam, no need for Ctrl+F, grep -R works well
09:50 nore so, will it be merged?
09:53 sapier Mingw32 Build: http://a.pomf.se/f20eh.7z
09:53 sapier MSVC Build: http://a.pomf.se/cf2ds.7z
09:53 sapier hope I didn' forget a dll this time ;-)
09:59 RealBadAngel anybody has an opinion on https://github.com/minetest/minetest/pull/967 ?
10:01 nore RealBadAngel, it looks good, but I'd like a Lua function that can change the textures for a player only
10:02 RealBadAngel this is meant for texture packs
10:02 nore or perhaps even best: add more objects for a player (i.e. 2 suns, etc)
10:02 nore yes, I know
10:03 nore perhaps as a separate pull request, then
10:03 nore RBA, do you still agree on #966?
10:03 RealBadAngel such thing could as you suggesting could be made with api c55 is coding
10:04 nore not yet (IIRC, the sky doesn't move, does it?)
10:04 RealBadAngel but core of my change will remain intact, with api you could just change texture names or add another instances
10:05 sapier what api celeron is coding are you talking about rba?
10:05 RealBadAngel #960
10:06 sapier ahh :-)
10:06 nore sapier, RBA, can #966 be merged?
10:07 nore (if you both agree, that makes 2 core devs, doesn't it?)
10:07 sapier I'm not the one to ask nore ;-)
10:07 nore why?
10:07 nore what do you mean?
10:07 sapier I'm not a core dev ;)
10:08 nore I thought you were... :(
10:08 nore so I will have to ask someone else
10:08 sapier rba and pa are as far as I know ;)
10:08 nore PilzAdam, are you ok with it?
10:09 RealBadAngel i havent checked the code, so i cant say if its rdy to merge. but i agree on that it is needed for many cases
10:09 PilzAdam someone still needs to test it
10:10 RealBadAngel if some1 will check codestyle i can write a mod to test it
10:10 RealBadAngel i have in mind a few ideas
10:11 PilzAdam its ok to merge if it works
10:11 RealBadAngel so i will write simple mod with a tool wearing out after crafting
10:11 RealBadAngel saw to cut block into slabs
10:12 nore PilzAdam, https://gist.github.com/Novatux/7179966
10:12 nore to test
10:12 nore (very basic)
10:12 nore what it checks is that all parameters are really what they should be
10:13 nore and that the itemstack returned is correctly changed
10:15 sapier It's not really important but shouldn't it be  "// do the callback" instead of "// make the callback" .. any natives in here? ;-)
10:15 nore not be
10:15 nore s/be/me
10:16 nore and anyway, anyone can understand that
10:16 sapier if you need to do other changes too I suggest removing that comment completely
10:16 RealBadAngel is the callback registered for just itemstack?
10:16 nore what do you mean, for just itemstack?
10:16 PilzAdam there is a bug
10:16 nore PilzAdam, what?
10:17 RealBadAngel i mean what about multiple recipes to craft an item
10:17 nore RealBadAngel, the callback is global
10:17 RealBadAngel will the callback be called in every case?
10:17 PilzAdam return ItemStack("default:wood"); <- this is not stackable, that means it doesnt matter how often you click, you only get one wood in your "hand"
10:17 nore PilzAdam, that is normal
10:17 PilzAdam so you basically lose the recipe
10:17 PilzAdam I consider this a bug
10:18 nore because you try to pick an item in the "craftresult" that is not the same as the one you're holding
10:18 nore however, if you're crafting wood, you will see that you should be able to craft
10:18 PilzAdam but both items are default:wood, I expect them to stack
10:19 nore nope, in craftpreview, there is something else than default:wood
10:19 nore so when you click on it while holding default:wood, crafting is not triggered
10:20 nore and so the callback is not run, and the engine can't know that it will magically turn into default:wood
10:20 RealBadAngel nore, if the callback is called for each and every recipe resulting with itemstack, maybe callbacks shall be given unique ID's
10:20 PilzAdam the engine could know it by running the Lua function
10:21 RealBadAngel for different recipes
10:21 nore PilzAdam, but what about what the function will do?
10:21 nore RealBadAngel, what I mean is that all registered callbacks are run when a craft in done
10:22 RealBadAngel otherwise you cannot have two different callbacks for 2 recipes resulting in same crafted item
10:22 nore so if you want something to trigger on wood or stone, you do
10:22 nore if itemstack:get_name() == "default:wood" or itemstack;get_name()=="default:stone" then
10:22 nore -- do what you want
10:22 nore end
10:23 nore and you can check the old_craft_grid to know what recipe was done
10:23 RealBadAngel wouldnt it be better to register a callback for the recipe, not resulting item?
10:24 nore what do you mean, for the recipe?
10:24 nore if you want something specific to a recipe, you can check the old_craft_grid
10:24 RealBadAngel if recipe is used and got crafting result then trigger it
10:24 nore to see if that was the recipe
10:24 nore and if so, run your callback
10:25 nore the advantage of that is that it is much more powerful
10:25 RealBadAngel this way we will have to check for crafting grid if something is there
10:25 nore so you can make a global callback that will collect statistics, for example
10:25 RealBadAngel to distinct which recipe was used to get the result
10:26 RealBadAngel on the other hand, when you will trigger it on recipe usage, you will know for sure which case it is
10:26 RealBadAngel lemme give you an example: we have saws. iron, mese, diamond ones
10:26 nore well, with a recipe-specific callback, how do you make a mod that collects statistics to know how many times you've crafted each thing?
10:27 RealBadAngel and resulting 2 stone slabs on use
10:27 nore and?
10:27 RealBadAngel your way callback will be called whenever saws were used, it was crafted or whatever
10:28 RealBadAngel you will have to find out who the f... trigerred that
10:28 RealBadAngel callback on recipe usage will bring you straightforward to your code
10:28 nore well, for that you could check the craft grid to see if there is a saw in it
10:29 nore yes, but what about my previous question?
10:29 nore <nore> well, with a recipe-specific callback, how do you make a mod that collects statistics to know how many times you've crafted each thing?
10:30 nore PilzAdam, about the fact that is does not stack:
10:30 nore most mods will not change the output, or only add metadata to it
10:30 nore so there will be no problem with that
10:30 RealBadAngel nore, simply, increase +1 table with result item
10:31 RealBadAngel or with quantity of it
10:31 RealBadAngel on every callback
10:31 nore yes, but you need a callback for every craft recipe...
10:31 nore what do you do with other mod's craft recipes, then?
10:32 RealBadAngel have default callback to handle the statistics and eventually call user defined one
10:32 nore PilzAdam, what about if the function has side effects too? (such as doing statistics)
10:33 PilzAdam thats the problem
10:33 nore yes, but you still need a callback for every craft recipe
10:33 nore PilzAdam, most mods will not change the output
10:33 nore and among those that will do, it will mostly be to set some metadata in a tool or somthing like that
10:34 PilzAdam you dont know what mods will do
10:34 nore so it will be possible to stack
10:34 nore PilzAdam, of course I don't
10:34 nore but really, what mod will make a craft recipe give something, and *always* change it with something else.
10:34 nore ?
10:35 nore that's not coherent!
10:35 nore and if they do that, it is their problem
10:35 nore i.e.: if I want to do a craft recipe that gives a random amount of something
10:36 RealBadAngel btw, i can see another side effect. if i do register callbacks for cutting, with different tools, will have too old crafting ones it means that all the callbacks will be run
10:36 RealBadAngel instead of just one
10:36 RealBadAngel for the correct case
10:36 nore RealBadAngel, you still have only one callback to register if you do it correctly
10:37 RealBadAngel one can have many ways to get one item. provided by many mods
10:37 nore I would set the output to that something, and then randomly change the itemstack count
10:37 RealBadAngel that means multiple callbacks
10:37 nore RealBadAngel, not with the current way
10:37 RealBadAngel not?
10:37 nore you only need to check that the output is your item in the single callback
10:38 nore if itemstack:get_name() == "myitem" then
10:38 nore --do what you need to do
10:38 nore end
10:38 PilzAdam nore, imagine a mod that modifies craft results based on player classes
10:38 RealBadAngel im talkin about case that multiple recipes defined by different mods leads to the very same item
10:38 nore so I should add a predict_craft_result function?
10:39 nore RealBadAngel, that's exactly what my code detects
10:39 nore if the output is that item, then do something
10:39 RealBadAngel what if two mods calls for the very same item
10:40 nore then the two callbacks are run
10:40 RealBadAngel what if there are lets say 20 ways to get stone slab
10:40 nore PilzAdam, so perhaps some minetest.register_craft_prediction?
10:40 RealBadAngel we do have 20 callbacks then
10:40 nore all 20 ways would trigger the same callback
10:41 RealBadAngel hold on, the same?
10:41 RealBadAngel i defined two callbacks
10:41 nore say, if I do:
10:41 RealBadAngel will they override each other?
10:42 nore no, of course!
10:42 nore the first registered will be run, then the second registered will be run too
10:43 RealBadAngel huh, it may work, but coding all the cases will be time consuming
10:43 nore PilzAdam, what about what I said?
10:43 PilzAdam nore, the problem with that is that it runs on the server, so it would be quite laggy
10:43 nore craft already runs on the server
10:44 nore my pull request does not change that
10:44 RealBadAngel identyfing the recipe will be time consuming
10:45 nore RealBadAngel, perhaps some function can be written in builtin for that
10:45 nore recipe_matches_craft_grid, or somthing like that
10:46 RealBadAngel register craft could return recipe id, callback should provide it
10:46 RealBadAngel maybe something like that
10:47 RealBadAngel but this would require extra code
10:47 RealBadAngel imho callback on recipe is easier and way faster
10:47 nore no, it is not easier to code
10:47 nore and it is less powerful
10:48 RealBadAngel why less powerful?
10:48 nore for the very reason I said above
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10:54 RealBadAngel you will have your callback for the itemstack, it could be default one
10:54 RealBadAngel but the user defined could be taken from recipe
10:55 RealBadAngel so call your one as by now, take user's from recipe if provided and call it
10:56 nore so you mean, one global callback that checks for recipes callbacks
10:56 RealBadAngel huh, wait
10:57 RealBadAngel one global with possible global user defined (for the statistics or whatever)
10:57 RealBadAngel and then recipe dependent if provided
10:57 RealBadAngel that would be perfect
10:57 nore could do that later
10:58 nore for now, I'm working on PilzAdam's thing
11:00 RealBadAngel that will combine yours and mine way and minimalize code needed to identify recipes used
11:01 RealBadAngel so for example i could get directly to diamond saw code, you will still have global callbacks for another stuff
11:07 nore how do you get an inventorylocation from a player?
11:07 nore I have a player, and I want its inventory location
11:07 nore how do I do that?
11:21 RealBadAngel hold on
11:22 RealBadAngel in engine?
11:23 nore nvm, I found it
11:29 nore PilzAdam, could you look at the latest commit and tell me what you think of it?
11:32 nore PilzAdam, are you still there?
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11:48 nore PilzAdam, example use: https://gist.github.com/Novatux/7179966
12:17 sapier https://github.com/minetest/minetest/pull/968 use mingw zlib on mingw builds
12:20 nore sapier, have you seen the last version of #966?
12:22 sapier overriding predicion too ... :-) guess now we need an additional function to fetch dynamic recieps too ;-)
12:22 nore https://gist.github.com/Novatux/7179966 <--look at that
12:23 nore this makes steel blocks with a single stack of steel ingots
12:24 sapier do we actually need recieps any longer?
12:26 nore way easier than that
12:26 nore and what you can do too is:
12:26 nore minetest.register_craft{output  =  "placeholder"...
12:27 nore and then check if itemstack is placeholder to do your things
12:27 sapier I'm not convinced this is right way to do it as it seems to me we now have two almost unrelated ways of specifying recieps
12:27 sapier maybe whole reciep mechanics should be reworked
12:28 nore the objective is to be able to do things that were not possible, e.g., make a block with metadata, depending on which items your craft it with
12:28 nore etc.
12:28 sapier don't get me wrong imho your additions are far more advanced than the old ones ... maybe your version should replace the old way of doing it ... but I'm not sure if it's already capable of replacing it completely
12:28 nore recipes are for normal things
12:29 sapier that doesn't matter "normal" is just a special case of complex ;-)
12:29 nore I reckon it is, by adding a Lua function able to detect if something is a craft recipe
12:30 nore and then adding the first callback to check for those registered craft recipes
12:30 nore however, I don't think it should be changed now, since minetest.get_craft_result would become *slow*
12:31 nore and crafting too
12:32 sapier ok so at least entry point needs to stay as is .. but you should have a look at those functions returning craft reciep list. In best case find way to make them show the changes added by those lua callbacks
12:33 sapier or if not possible add some special marker so a mod can recognize a reciep may not be valid the way it's listed
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13:12 nore hmmmm, what do you think now of #966?
13:12 nore with that https://gist.github.com/Novatux/7179966 to test it
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14:49 nore is anyone here ok for #966?
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15:00 nore I had a question about perlins: how costly are they?
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15:43 dysoco Can I import minetest into an IDE? What do you use?
15:43 dysoco I guess I could just use Emacs + ctags but
15:48 ShadowNinja zat: Any progress on SQLite rollback?
15:49 nore ShadowNinja, did you add entities to #856?
15:49 nore cause I reckon that is why it is not merged yet
15:50 nore btw, have you seen what it is possible to do with #966?
15:50 nore https://gist.github.com/Novatux/7179966
15:51 ShadowNinja nore: I updated the docs to mention the fact that someone might use the functions with entities. But they always worked, as long as you rounded the position of course.
15:52 nore I reckon they wished it for taking builtin_item, IIRC
15:52 nore perhaps dropping too
15:54 ShadowNinja nore: Neat.
15:54 zat ShadowNinja: not so far but I want to finish it soon
15:54 zat I am going to make it more storage optimizing
15:54 ShadowNinja Ok, sounds good.
15:55 zat And I hope not to be complained much for my code...
15:57 dysoco Does Minetest have any kind of automated tests to see if the build is OK?
15:58 nore there are unit tests, but not everything can be tested automatically
15:59 dysoco Well I'll search for the unit tests
15:59 nore I have heard that some of them fail, so...
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16:01 ShadowNinja dysoco: We have automatic travis builds. See https://travis-ci.org/minetest/minetest
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16:02 nore well, I reckon what he asked was to check if the build worked correctly, not if if built correctly
16:04 dysoco Yeah, I mean, the code builds, but how do I know I haven't broke anything
16:04 dysoco that's what I mean
16:47 ShadowNinja Just compile it and run the executable. If it works it works. There are some unit tests in test.cpp that run unless ou use --disable-unittests
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16:54 dysoco Alright, thanks.
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17:47 dysoco Is there a coding standard? Can't find one, and the code is written in different ways all arround
17:47 dysoco style guide*
17:48 ShadowNinja dysoco: http://dev.minetest.net/Code_style_guidelines
17:48 rubenwardy This is open source, there is no style! [/jokes] I think there might be an article on dev.minetest.net
17:49 dysoco ShadowNinja: thanks!
17:52 dysoco Looks a bit too broad though, like doesn't specify wether to use Allman or BSD style.
17:52 Calinou try to follow the most guidelines you can :)
17:52 Calinou no idea what's the difference between these
17:53 dysoco opening brace goes either in the same line as declaration of the function (or if statement, or whatever) or in a new line
17:53 dysoco but I'm just too perfectionist, everything must be perfect and the same :P
17:55 celeron55 well those guidelines partly conflict with what is actually used because they've been written by hmmmm
17:56 nore celeron55, what do you think of https://github.com/minetest/minetest/pull/966 ?
17:57 hmmmm indeed
17:57 hmmmm that's the style I follow, but it's somewhat acceptable if you follow the code style of what's already prevalent in that source file
17:57 celeron55 they should be adjusted a bit; for example that thing about switches at the start hasn't been and isn't followed at all
17:57 hmmmm yeah, that's true, I've been meaning to fix that actually
17:59 nore what do you think of #966?
17:59 nore (craft callback)
18:02 celeron55 wait wtf https://github.com/prestidigitator/minetest/blob/objnoise/src/noise.h
18:02 celeron55 i hadn't looked at this file before
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18:03 nore what is the problem with that file?
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18:03 nore (except that it is perhaps a bit too much OO)
18:04 celeron55 ...it's so utterly ridiculously verbose that it's not even funny anymore
18:04 dysoco that identation
18:04 dysoco appropiate file name: noise.h :P
18:04 nore yeah, some of the comments are useless
18:07 nore that should be called noise.comments
18:07 nore that would be a correct file name
18:08 nore so, any thought on #966?
18:09 celeron55 i don't know, i need to focus on something else
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18:28 PilzAdam lol "@param x \n The point's x coordinate." <- why we dont like doxygen
18:29 thexyz why?
18:31 PilzAdam what why?
18:33 thexyz why don't we like doxygen?
18:35 thexyz having too much documentation is better than having no docs at all, isn't it?
18:35 dysoco You can use doxygen without having stupid comments
18:42 thexyz and since we're talking about noise.h anyway why do this? https://github.com/minetest/minetest/blob/master/src/noise.h#L48
18:44 ShadowNinja VanessaE is having a issue where the assert() statements in vector.lua don't generate a backtrace. I haven't reproduced it. Does anyone know why this might happen?
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18:54 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
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19:29 celeron55 thexyz: it's basically not implemented
19:29 celeron55 feel free to implement
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20:17 VanessaE celeron55: did you see RBA's latest pull?
20:18 VanessaE https://github.com/minetest/minetest/pull/967  -- with that plus HDX, you get --> https://forum.minetest.net/viewtopic.php?pid=115811#p115811
20:23 VanessaE (he figured out how to do what you said you weren't sure could be easily done ;) )
20:52 celeron55 VanessaE: uhm
20:52 celeron55 VanessaE: so what have i said is easily done that is in there?
20:52 celeron55 +not
20:53 VanessaE celeron55: some time back we discussed doing this, and you mentioned that it would be either cumbersome, or would not look right.  Just syaing.
20:53 VanessaE saying*
20:55 celeron55 yeah and you left out what is "it"
20:56 VanessaE oh, the idea of tinting a texture
20:56 VanessaE you were rather convinced that there was no easy way to do it.
20:57 VanessaE anyways, it works well.
20:57 VanessaE or more specifically, the idea of tinting it in realtime to match the general color progression of a sunrise
20:58 celeron55 i don't recall anything about this so whatever
20:58 VanessaE no matter :P
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23:37 Sokomine i want to return diffrent types of drops depending on which tool is used. any recommended way of doing so? else i'll probably set drops to nothing and handle out the drops in after_dig_node manually
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23:38 Sokomine perhaps there's a better way i'm currently not seeing
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