Time Nick Message 15:59 Sokomine ah. hi jordach. that's practical :-) are you responsible for the player model inside the game? 16:00 Sokomine because i have a request there: it would be great if the model had some sleep animation. could be just a few frames 16:02 Sokomine Jordach: hi? 16:02 * Jordach is still sleepy 16:04 * Sokomine puts some coffee, tea and cacao in front of jordach to choose from 16:06 Sokomine it would also be great if the collusion box could be changed in case of sitting or lying player models. my first attempts there where not very successful 18:10 sapier https://github.com/minetest/minetest/pull/1178 --> -250LOC 18:10 sapier #1178 18:10 ShadowBot https://github.com/minetest/minetest/issues/1178 -- Replace deathscreen by formspec variant by sapier 18:11 proller wooow! 0 removed spaces! 18:11 sapier already done there ;-P 18:12 proller how to make auto respawn with it 18:12 sapier good question hod was this done before? 18:12 sapier didn't see anything related to it 18:16 proller why you remove player->setPosition(player->getPosition() + v3f(0,-BS,0)); 18:17 sapier why keep code which is already commented out? 18:17 proller ops 18:17 proller miss 18:17 proller okay, all ok 18:17 sapier no problem I wondered why it was in there too 18:18 sapier but as it did obviously work without it too no need to keep it 18:41 celeron55 what that code was doing at some unknown point of time was placing the camera (by moving the player) to near the ground 18:41 celeron55 and if i recall correctly, it also pointed the camera to the entity that killed the player 18:41 celeron55 but all of that seemed to have been commented out; i wonder why 18:42 sapier hmmm sound's like a valid behaviour 18:42 celeron55 well it would certainly be good 18:43 sapier do we always know what caused death? 18:43 sapier e.g. on drop 19:02 nore can I push that? https://github.com/Novatux/minetest/commit/859fd3102f55bc7cf1d3fdc18d8c1977562af748 19:25 PilzAdam nore, this is basically what I do here: https://github.com/PilzAdam/item_drop/blob/master/init.lua#L18 19:28 Calinou https://github.com/minetest/minetest/issues/1179 tag as enhancement 19:37 celeron55 sapier: no; in those cases such camera adjustment shouldn't happen 19:37 celeron55 well, except maybe point to where the player fell? dunno 19:37 celeron55 from where* 20:06 Sokomine the entity that killed the player - it would be very helpful if we could access that one lua-wise 20:06 sapier ok ok I'm gonna add the commented code again for someone else to fix that feature ;-P 20:09 sapier well ... we could just drop that feature too it's inavtive for more then 2 years now witout anyone missing it 20:30 celeron55 sapier: i don't really care; but it's one of those details that nobody explicitly notices but what makes a thing seem more interesting and finished 20:31 celeron55 (probably) 20:32 sapier true, I'm gonna add a TODO explaining what that code is meant todo, I don't wann fix multiple things at once 20:40 spillz hi, is this a non-starter? https://forum.minetest.net/viewtopic.php?id=8825 I don't want to spend time on it if people are actively opposed and just too polite, or disinterested, to say. screw polite... 20:42 sapier for what I remember someone already is working on some keymap configuration support but I don't exactly know how far his efforts have progressed by now 20:46 sapier I'm gonna create a pull request for my android port this weekend. I hope to get some feedback before maybe a little bit more then last weeks ;-) 20:52 proller leave menu from pc version 20:53 sapier doesn't fit on almost all android devices 20:54 sapier for some reason google decided to use (almost) a 1:2 ratio 20:55 sapier btw the new code is meant to replace current one too, it's way more clean and generic 20:55 sapier not as hacky and grown as current one 20:55 proller scale menu and leave all elements 20:55 sapier you can't scale the menu down 20:55 sapier doesn't work 20:56 proller most devices have 640 screens 20:56 sapier up is no problem but smaler is a issue 20:56 sapier no 20:56 sapier 552 20:56 sapier tablets have those damn button bar at bottom reducing available size too 20:57 sapier we've got plenty of room to side but height is a real problem 20:58 spillz @sapier: https://forum.minetest.net/viewtopic.php?pid=133752#p133752 did you see it? 20:58 sapier what's the rail issue? 20:59 spillz rail issue https://forum.minetest.net/viewtopic.php?pid=133511#p133511 21:00 spillz Do use and interact work for you (tap to interact?) 21:00 sapier ok I'm gonna have a look at it 21:00 sapier long tab (without moving) dig, short tab place 21:02 spillz Very unreliable (I.e. doesn't always work, but could be mostly lag communicating with server - was a single player game, playing on Nexus 7 original) 21:04 sapier sfan5, I'm gonna start merge process of my fixes as of this weekend. Of course it's gonna be some time till it's finaly ready for merge. I'd prefere to merge your fixes first, but without your support I wont/can't do it. 21:04 sfan5 my fixes? 21:05 sapier those android fixes you may have in your branch which should be merged or replace things I did 21:05 sfan5 I don't know of any fixes 21:05 sapier spillz server is not involved in detection of short and long tabs 21:06 sfan5 also depends on your definiton of 'fix' 21:06 sapier everything beeing better then things I did ... controls for example are a matter of personal preference. If there's some common agreement another way of doing controls is better I'll merge that style 21:07 sapier e.g that discovery style ... yes it feels more smoth but it doesn't fit our current engine design (at least atm) 21:08 sapier and imho for looking around the way I did it is even slightly better then discovery variant 21:08 sfan5 discovery style? 21:08 sfan5 also I think my controls are not that good 21:10 sapier my controls right now have issues with buggy touchscreens 21:11 sapier e.g. if a touchscreen is unable to get a stable singular touch ... I've tested at a device where placing your finger on screen results in a tap followed by a very short move everytime ... right now that's gonna ruin digging. I'm about to add a threshold to catch things like that but it's suboptimal 21:13 spillz @sapier: the touches detect fine, they just don't do the intended action every time, or do it with a considerable lag 21:13 celeron55 spillz: building those on top of chat commands is weird but convenient as you're saying 21:14 celeron55 spillz: i'd say wait for more comments on the forum, and ask about comments on #minetest too 21:16 celeron55 spillz: have you come up with any clear downsides and/or alternative solutions? 21:18 celeron55 i think if nobody can come up with any real reason for not doing so, mapping keys to chat commands should be made possible 21:24 celeron55 and your current patch is quite fine 21:26 spillz one downside might be idiots spamming server with key presses (but there's always going to be idiots) 21:27 celeron55 well those are called griefers and they already spam key presses (well, mouse clicks mostly) 21:27 celeron55 that's a non-issue 21:28 celeron55 (and that problem would exist in any custom key thing, not depending on if it uses chat commands or not) 21:28 sapier spillz is the key setting cache required outside of keycode.cpp? if not I suggest making it a static variable to not pollute global namespace 21:29 spillz another: more sophisticated things like wanting to be able to do more sophisticated key press stuff like holding down keys to perform an action until released or combining keys. would need something more like client side lua to do sophisticated stuff 21:30 celeron55 yes, that is mostly out of scope at the moment and needs to be thinked again much later 21:30 celeron55 it's not likely to conflict with this though 21:30 sapier command_key_cache_loaded is a nother candidate to find a way without a global variable 21:31 celeron55 (we just need to then define what key mapping gets prioritized over the other) 21:31 spillz (ugh... that last post. typing on a phone seems to makes me read like I have lower IQ) 21:32 sapier we're not writing some epic tale here so don't bother ;-) 21:34 spillz @sapier: the other key cache isn't static is it? I can put it all in some anon namespace... 21:35 sapier that's a usefull way to do it too yes 21:35 sapier singletons are another option but I guess even mentioning this word will cause somebody to shout ... *duck and wait* 21:36 celeron55 bah, none of that actually matters 21:36 celeron55 just making it static is plenty enough 21:37 celeron55 them* 21:42 spillz was thinking to add a gui (in game? just main menu?) that would indicate any conflicts. does form spec handle list boxes and scrollbars? 21:42 hmmmm https://github.com/minetest/minetest/commit/23be6450a115954b281c045aefacbefba6837b6f 21:42 hmmmm why 21:42 hmmmm ShadowNinja 21:42 sapier listbox yes scrollbar now 21:43 sapier well you have to use tables to create a listbox ... and the listbox has a scrollbar ... but no scrollbars for different listboxes 21:45 spillz The other part is to allow mods to register actions with default keys. that would need some api. 21:46 sapier you're welcome to do so this feature is long outstanding ... in best case find some way to simulate this on android touchscreens too 21:47 sapier :-) but that's not a must 21:53 spillz I will keep working on it and thinking about android implications. user define-able onscreen buttons? 21:53 celeron55 i think the gui is fairly straightforward; the api however is more of a brainhurt 21:54 celeron55 happily the api isn't as important as the basic functionality 21:55 spillz agree that its harder (last on my list) just a nice to have for mod developers. 21:56 celeron55 and actually it might even be that we don't want an api for it, or that the api never automatically makes any buttons to activate, but rather creates some kinds of suggestion 21:56 celeron55 +s 21:56 celeron55 that can be easily enabled in the key configuration 23:59 us`0gb I have two questions. Minetest's protocol is based on UDP not TCP, right? Also, does Minetest's protocol have a name? MTP, perhaps? Maybe that was three questions. I'm not sure.