Time |
Nick |
Message |
00:46 |
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Sokomine joined #minetest-dev |
00:47 |
Megaf |
People, I'm trying to import the player part of default mod from minetest_game to minimal |
00:48 |
Megaf |
just copying and pasting the player.lua text into init.lua on a "player" folder didnt work, of course |
00:49 |
Megaf |
What would be the right way of doing that? |
00:49 |
PilzAdam |
Megaf, why do you want to do this? |
00:50 |
Megaf |
PilzAdam: Because I'm making a game based on minimal |
00:53 |
PilzAdam |
Megaf, I guess it relies on "default" being a table; so either add player.lua to the default mod or depend on it |
00:55 |
Megaf |
ok |
00:57 |
PilzAdam |
also you shouldn't base a game on minimal |
00:57 |
PilzAdam |
it's really just a development test |
00:59 |
Megaf |
PilzAdam: it worked |
00:59 |
Megaf |
thanks |
01:00 |
Megaf |
Worry not, I think I know what I'm doing, I'm sure about that, maybe |
01:09 |
Megaf |
Anyone here to help me test it? |
01:09 |
Megaf |
https://github.com/Megaf/RPi |
01:09 |
Megaf |
I'm not sure if I pushed all files I have |
01:10 |
Megaf |
I mean, pulled |
01:10 |
PilzAdam |
I think you mean pushed |
01:10 |
PilzAdam |
and this is not the right channel for game development |
01:12 |
Megaf |
There's no right channel for that, I will just create a topic |
01:14 |
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01:14 |
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01:14 |
PilzAdam |
Megaf, #minetest is the right channel for basically everything except engine dev |
01:16 |
Megaf |
Ok |
01:47 |
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01:47 |
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02:07 |
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02:31 |
blaise |
apparently Megaf can't get her server to announce to the public list |
02:31 |
blaise |
very sad |
02:37 |
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02:55 |
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05:06 |
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05:06 |
RealBadAngel |
hi |
05:06 |
RealBadAngel |
whats up folks? |
05:34 |
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05:35 |
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06:19 |
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nore joined #minetest-dev |
06:34 |
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06:44 |
VanessaE_ |
hi |
06:47 |
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07:21 |
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07:36 |
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08:41 |
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08:47 |
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08:51 |
RealBadAngel |
Hi nore, VanessaE_ |
08:51 |
nore |
hi |
08:53 |
RealBadAngel |
nore, i would like to get some things speeded up. we do have many ideas lying on the shelf already |
08:53 |
RealBadAngel |
wanna start some coding marathon? |
08:56 |
RealBadAngel |
ive taken gsmapper onto desk |
08:57 |
nore |
I've not much time now... sorry... |
08:57 |
nore |
but anyway, good idea |
08:58 |
RealBadAngel |
we shall focus on the issues |
08:58 |
RealBadAngel |
ive readed that one c55 created |
08:58 |
RealBadAngel |
i mean the list of goals |
08:59 |
RealBadAngel |
i think he avoided visuals things |
08:59 |
RealBadAngel |
and i should create my own one |
09:00 |
RealBadAngel |
regarding shaders, rendering passes, missing draw types |
09:01 |
RealBadAngel |
also the terminal thingy.... i shall finish that too one day |
09:02 |
RealBadAngel |
meanwhile ive started to read and at least comment (if not close) the issues |
09:02 |
RealBadAngel |
ive found that many are terribly outdated ones |
09:03 |
RealBadAngel |
2yrs even |
09:03 |
RealBadAngel |
last few days ive closed (some of them fixed) a few ones |
09:40 |
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10:22 |
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10:58 |
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11:19 |
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11:35 |
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12:30 |
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12:51 |
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13:14 |
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13:56 |
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14:10 |
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14:12 |
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14:12 |
sapier |
if noone complains I'm gonna merge #1198 soon, especially the hud indention fixes are a nightmare to rebase |
14:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier |
14:19 |
sapier |
btw anyone out there to test #1253? |
14:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1253 -- Add support for line based polarized 3d screens by sapier |
14:23 |
RealBadAngel |
will 1198 solve problems with hearts images greater than 16px being displayed too big? |
14:26 |
sapier |
no for pc it's mimicrying old behaviour |
14:26 |
sapier |
it'a patch for android preparation |
14:27 |
RealBadAngel |
so, what it does? m_hotbar_imagesize = HOTBAR_IMAGE_SIZE * porting::getDisplayDensity(); |
14:27 |
sapier |
if displayDensity would return different values scaling hotbar would be done |
14:28 |
sapier |
android for example has 7 values, on pc we've got 3 values only (based on screensize) |
14:28 |
RealBadAngel |
i see |
14:29 |
sapier |
assuming screen size to be related to density is wrong too, but that's how it is done right now too, that patch adds a generic interface to be used by different ports |
14:31 |
sapier |
right now only the basic hud elements are scaled because it's almost impossible to do this (correct) for user specified ones |
14:34 |
RealBadAngel |
but the hearts were scaled correctly before |
14:34 |
RealBadAngel |
i mean some time ago |
14:34 |
RealBadAngel |
what was changed? |
14:34 |
sapier |
define "correctly" |
14:34 |
RealBadAngel |
same sized for all the image resolutions |
14:35 |
sapier |
no scaling is correct scaling? |
14:35 |
RealBadAngel |
no, it is not |
14:36 |
RealBadAngel |
that change broke all the texture packs out there |
14:36 |
sapier |
ok slow down what's it supposed to be? |
14:40 |
sapier |
my patch doesn't change the way hearts are drawn how is it supposed to break something (not beeing broken before)? |
14:45 |
sapier |
rba? |
14:45 |
RealBadAngel |
the hearts(bubbles and so on) shall be same sized on the screen regardless the image resolution |
14:45 |
sapier |
even if I wanted to do this I can't |
14:46 |
sapier |
I don't have display density on pc and andorid does only have levels so size won't be identical |
14:47 |
sapier |
And I'm quite sure it's gonna be less then a day till someone complains because of heart looking somehow disorted |
14:49 |
sapier |
but still does this patch do anything bad to statbar not beeing same way then before? |
14:49 |
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14:51 |
RealBadAngel |
this is fucked up already |
14:51 |
RealBadAngel |
texture pack makers are forced to use just 16px images for that |
14:52 |
RealBadAngel |
or choose to not to provide that images at all |
14:52 |
sapier |
ok does a issue exist for it? I'd consider "scalable statbar" to be a feature request |
14:53 |
RealBadAngel |
i repeat once again, it was workin correctly before |
14:53 |
sapier |
define "before"? |
14:53 |
sapier |
current master? |
14:53 |
RealBadAngel |
huh i dont know atm what change broke it, it happened quite a while ago |
14:54 |
sapier |
ok then it's a bug report ... I don't remember any issue for this? did I only miss it or is it missing? |
14:55 |
RealBadAngel |
i think that theres an issue for that already |
14:56 |
RealBadAngel |
https://github.com/minetest/minetest/issues/669 |
14:56 |
sapier |
ok good, but still I wont and even can't fix anything broken 1000 lines around some line I fix. I assume this patch will improve chances to fix the statbar things too but it's not targeted to fix it |
14:56 |
RealBadAngel |
ok, i will code that |
14:57 |
RealBadAngel |
i just hoped that your code fixes that ;) |
14:57 |
sapier |
nope but I think you can use the getDensity thingy to fix it |
15:10 |
RealBadAngel |
oke doke |
15:10 |
VanessaE_ |
I remember before all that HUD stuff that images for hearts used to work fine and didn't have to be locked at ~16px |
15:10 |
VanessaE_ |
HDX used to have a 128px hearts and they were properly scaled down |
15:11 |
VanessaE_ |
when the change in question went in, suddenly half the screen was filled with, like, three hearts |
15:11 |
sapier |
btw mods can scale their images themselfs after this patch |
15:11 |
VanessaE_ |
I complained and my complaints were shot down |
15:11 |
RealBadAngel |
yeah, indeed. that was hud that bwoke it |
15:12 |
RealBadAngel |
sapier, youre wrong at definition. TP is not a mod |
15:12 |
sapier |
I guess it's been broken because of lack of really sane way to fix it, without real knowledge about display dpi it's not possible to fix the size |
15:12 |
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15:13 |
sapier |
I know that tp and mods are different, but hearts as well as bubbles are special things |
15:13 |
RealBadAngel |
since it was already workin correctly youre wrong again... ;) |
15:13 |
sapier |
they're user defined gui elements |
15:13 |
VanessaE_ |
sapier: it's not about DPI knowledge, it's about display size. |
15:13 |
sapier |
no I'm not, the old way was broken just seemed to work |
15:14 |
VanessaE_ |
I don't know how HUD elements are specified, what I DO know is that those images were properly scaled before. |
15:14 |
RealBadAngel |
broken the good way? i can live with that ;) |
15:14 |
sapier |
no it isn't vanessae .... display size (in general) doesn't tell anything about icon size ... it's pure change dpi is quite similar for most pc displays for ages |
15:15 |
VanessaE_ |
sapier: nonono, not "size of the user's display". I mean "size of the displayed image" |
15:15 |
RealBadAngel |
irrlicht can handle it itself |
15:15 |
sapier |
no it doesn't vanessae, there are 24" displays with 1920x1080 but recently new 4k displays too |
15:16 |
RealBadAngel |
sapier, push that code of yours so i can work on current one |
15:16 |
sapier |
irrlicht doesn't even know about it |
15:16 |
RealBadAngel |
i will code it |
15:16 |
VanessaE_ |
sapier: I went from a pair of 1280x1024 17" panels to a pair of 1600x1200 21" displays here so I am quite aware of that |
15:17 |
RealBadAngel |
talking bout it lasts way longer that it will take coding that |
15:18 |
sapier |
well rba doing it right is way more difficult then you may expect |
15:18 |
RealBadAngel |
wanna bet? |
15:18 |
RealBadAngel |
crate of beer |
15:18 |
VanessaE_ |
sapier: if formspecs and even the hotbar scale themselves up and down to fit the player's window size, why don't the hearts? |
15:18 |
sapier |
let's try your fix on all androdi devices we're gonna find too |
15:18 |
twoelk |
yay, contest, contest |
15:18 |
VanessaE_ |
the hotbar is a HUD element, is it not? |
15:19 |
VanessaE_ |
and IT works *properly now* |
15:19 |
sapier |
because formspec scaling is insane on high dpi screens |
15:19 |
sapier |
you're gonna get a HUGE button just because you've got a big screen |
15:19 |
VanessaE_ |
G*d damn it sapier I'm not talking about screen size here, I'm talking about window-relative |
15:19 |
* RealBadAngel |
is sitting on a crate of beer |
15:19 |
twoelk |
prost |
15:20 |
VanessaE_ |
fix the window-relative scaling fuckup first |
15:20 |
sapier |
vanessae if we scale everything to keep window relative size, we loose any benefit of bigger screens |
15:20 |
VanessaE_ |
screen-resolution-relative scaling can be fixed separately if it's still an issue at that point |
15:20 |
VanessaE_ |
not necessarily |
15:20 |
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15:20 |
twoelk |
and adding infotext/tooltip for mainmenu elements might be nice |
15:21 |
sapier |
how are we supposed to add e.g. a third button if we already have two buttons each using 50% of screen? |
15:21 |
VanessaE_ |
if you have an item that scales to 2" diagonal regardless of the resolution and DPI of the screen, then surely a higher DPI screen will show more detail in that item (provided the source image has sufficient resolution and is using a proper scaling algorithm like Lanczos) |
15:21 |
sapier |
I don't say it's not fixable, I only say you have to do a lot of testing to get it right |
15:22 |
VanessaE_ |
(the 2" figure is just an example) |
15:22 |
sapier |
how is it supposed to scale to 2" without knowledge about the dpi? ;-) |
15:23 |
VanessaE_ |
sapier: um...by letting irrlicht scale it to whatever physical size you tell it to? |
15:23 |
VanessaE_ |
irrlicht and opengl already know how to do that stuff |
15:23 |
sapier |
irrlicht doesn't know about the physical size |
15:23 |
VanessaE_ |
the application doesn't NEED to know the DPI of the screen |
15:23 |
VanessaE_ |
that's the whole point of languages like opengl |
15:23 |
VanessaE_ |
they're supposed to be pixel/DPI independent |
15:23 |
sapier |
buy a high dpi screen and try it ... you're gonna be surprised how important knowledge about dpi is for most applications |
15:24 |
sapier |
you can only avoid this by using vector graphics |
15:24 |
twoelk |
svg ftw |
15:24 |
VanessaE_ |
sapier: the only reason DPI should be needed is if you're sizing static elements that can't be scaled |
15:25 |
VanessaE_ |
90% of the on-screen elements in Minetest are scalable, so I thought |
15:25 |
sapier |
as long as irrlicht doesn't provide a "scale to physical size" feature we need to do this ourselfs, and to do so we need knowledge about dpi |
15:25 |
VanessaE_ |
doesn't it? |
15:25 |
sapier |
no |
15:26 |
VanessaE_ |
you're telling me you can't tell irrlicht "scale this object to 64x64 pixels" |
15:26 |
VanessaE_ |
you already know the resolution/size of the "window" (screen, in the case of an Android device) |
15:26 |
sapier |
when I talk about physical size I'm talking about the size a element will be if I put a ruler next to it |
15:26 |
VanessaE_ |
you're telling me you can't calculate a good layout from that? |
15:27 |
sapier |
64x64 pixels can be anything from a frew mm to meters |
15:27 |
VanessaE_ |
mmmh |
15:27 |
twoelk |
so you ask systeminfo whats my dpi? |
15:27 |
sapier |
no I can't calculate a layout to not waste space on high dpi screens and still work on low dpi screens |
15:27 |
VanessaE_ |
if you've got a screen where 64px = "meters", you're in the wrong market for video games ;) |
15:28 |
VanessaE_ |
but your point stands |
15:28 |
twoelk |
depends on distance to screen |
15:28 |
sapier |
go to las vegas vanessaE as far as I rember there's a screen with meters ;-) |
15:28 |
RealBadAngel |
shall we all move to vegas to continue development of mt? ;) |
15:29 |
sapier |
usually 64px is something from a few mm to cm |
15:29 |
VanessaE_ |
fine, if you have to get DPI into the HUD spec, whatever. But that doesn't solve the scalability problem of the imagery therein |
15:30 |
sapier |
nope to really get use of high dpi screens mods need to switch between different layouts. As minetest itself has only hearts and bubbles our layout is relatively simple |
15:30 |
VanessaE_ |
what mod? |
15:30 |
VanessaE_ |
I'm talking about the default HUD here... |
15:30 |
sapier |
e.g. inventoryplus |
15:31 |
sapier |
statbar isn't minetest only but available to mods too |
15:31 |
sapier |
so if you make it autoscale you may break mods using it |
15:31 |
VanessaE_ |
somehow I just had a feeling this whole HUD thing was gonna end up being a clusterfuck |
15:32 |
sapier |
no it's just incomplete |
15:32 |
VanessaE_ |
well I warned and warned to do it right, from the beginning |
15:32 |
sapier |
adding dpi is another step to get it done but it's still missing parts |
15:33 |
sapier |
but I can't fix everything, I hud code is something I do only things absolutely necessary |
15:35 |
twoelk |
maybe there should be several HUD layouts for pc or mobile devices |
15:35 |
sapier |
e.g. for hearts and bubbles you need to make them double line on screens with width way smaller then height |
15:35 |
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15:36 |
VanessaE_ |
twoelk has it right - mobile devices just plain need entirely new layouts. |
15:36 |
sapier |
what's difference between mobile and pc? there are mobiles out there with way bigger screens then pc's have |
15:36 |
VanessaE_ |
don't try to shoehorn PC-oriented HUD layouts into mobile devices or you cripple what PCs can do. |
15:36 |
sapier |
imho you're both wrong |
15:36 |
Calinou |
not bigger, higher defined; they use that higher resolution for high-quality fonts and such, not more information |
15:37 |
sapier |
as I said we're close to having same issue on pc soon too |
15:37 |
twoelk |
maybe split along the line of keyboard input and touchscreen |
15:37 |
VanessaE_ |
sapier, most mobile devices have smaller (as in angular physical size measured in inches) screens than PCs and they can be rotated, too. |
15:37 |
VanessaE_ |
NONE have screens as big as, for example, these panels in front of me. |
15:38 |
sapier |
true, but some tablets have almost same display size as netbooks |
15:38 |
sapier |
I don't think theres a sharp line between both |
15:38 |
VanessaE_ |
for the sake of this argument, PC == laptop == netbook |
15:38 |
VanessaE_ |
when I say "mobile", I expressly mean a tablet or phone |
15:38 |
sapier |
and how are those layouts supposed to differ? |
15:39 |
VanessaE_ |
twoelk just said it. |
15:39 |
* twoelk |
is imagening a mobile phone with a screen as my cad machine in his pocket |
15:39 |
sapier |
ok so windows 8 devices are mobiles? |
15:39 |
sapier |
and my phone is a pc because it's got a built in keyboard |
15:39 |
twoelk |
depending on coniguration = both |
15:40 |
VanessaE_ |
or rather, you both did - different layouts that switch in if enough flags suggest the device needs it, multi-line arrangement of HUD elements, etc. |
15:40 |
twoelk |
+f |
15:40 |
sapier |
and what do you wanna change? |
15:40 |
VanessaE_ |
Who said anything about Windows 8? |
15:40 |
sapier |
windows 8 devices are quite common to have touchscreens |
15:40 |
sapier |
even pc's |
15:40 |
VanessaE_ |
come on sapier, don't be pedantic |
15:40 |
VanessaE_ |
you know perfectly well what we're talking about |
15:40 |
sapier |
and what about android television adapters, are those pc's or mobiles? |
15:41 |
VanessaE_ |
iPad, iPhone, Android tablets and phones. |
15:41 |
VanessaE_ |
THOSE are "mobile devices" |
15:41 |
VanessaE_ |
treat anything else as a PC |
15:41 |
VanessaE_ |
(kindle of course being a tablet too) |
15:41 |
VanessaE_ |
well duh, do you carry your television around with you in your pocket? :P |
15:42 |
VanessaE_ |
come on, use some common sense here |
15:42 |
sapier |
no I don't I don't believe it's usefull to decide about mobile or not because the issues we face aren't really linked to that decision... it's pure chance they come together by now |
15:42 |
twoelk |
my nephew does |
15:42 |
Calinou |
<sapier> windows 8 devices are quite common to have touchscreens |
15:42 |
Calinou |
<sapier> even pc's |
15:42 |
Calinou |
none of them are actually used (in the PC world) |
15:42 |
Calinou |
touch screen on a PC is gadget |
15:42 |
VanessaE_ |
99% of the people who would have an Android/Google TV adapter are gonna use it on a big plasma TV of some kind, if not some old CRT |
15:43 |
sapier |
well my neighbour bought a aio touchscreen pc about 2 years ago and is heavyly using it |
15:43 |
twoelk |
actually have one layout for classic pc and open ways for adding layouts for other devices => totally skinnable HUD |
15:43 |
Calinou |
AIO with touch screen? the doctor must be happy |
15:43 |
sapier |
it's basicaly a big screen with built in pc |
15:44 |
VanessaE_ |
start with a PC-compatible layout - what we have now. Optimize for that. Make it fucking work PROPERLY. Then create a new layout that works well on most tablets and phones. Optimize that layout for those devices. |
15:44 |
sapier |
of course touch screen control is something to decide and yes it's usually on mobile phones ... but that's not related to screensize or dpi at all |
15:44 |
VanessaE_ |
leave it up to mod authors to make their mods adapt to small screens, if they need to at all |
15:44 |
VanessaE_ |
stop trying to include 100838957487584 different kinds of devices. |
15:45 |
sapier |
well if you tried some mods in my android port you know how important adaption is |
15:45 |
Calinou |
having a mobile-compatible UI in the default game is a good thing |
15:45 |
VanessaE_ |
then put your DPI thing in and let those mod authors figure it out |
15:45 |
twoelk |
I vote for skinnable so that any user with a new device(including those we dont think of) can address his problem |
15:45 |
sapier |
we even need to fix our built in hud (that's what the patch starting this discussion) does |
15:45 |
VanessaE_ |
but stop trying to be SO adaptable that you sacrifice features that make things better on PC |
15:46 |
sapier |
I won't write a new ui engine forget about it ... anyone else willing to do it? |
15:46 |
VanessaE_ |
... |
15:47 |
sapier |
#1198 fixes most important things to be able to use minetest on a tablet or phone, no more no less |
15:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier |
15:47 |
sapier |
without it you can't use minetest on (most) mobile devices |
15:48 |
sapier |
with it you can even design your own dpi based ui layouts |
15:48 |
VanessaE_ |
so push it then |
15:48 |
VanessaE_ |
if it doesn't break anything |
15:49 |
sapier |
that's the question I was asking ;-) because even if I tested it I usually test only things I know to be possibly affected |
15:49 |
VanessaE_ |
my whole point is: don't fuck up anything on existing PC systems just to make it work better on Android etc. |
15:49 |
sapier |
well that's why this patch is supposet do exactly resemple old behaviour, even for things I don't believe it's correct |
15:50 |
sapier |
-t+d-p+b |
15:51 |
sapier |
that's quite funny once I fix issues I'm shouted for changing things if I don't change anything it's same for not changeing |
15:51 |
VanessaE_ |
heh |
15:53 |
VanessaE_ |
needs rebased |
15:53 |
VanessaE_ |
wait, lemme check that |
15:54 |
sapier |
argh ... hud again |
15:54 |
VanessaE_ |
yep |
15:54 |
VanessaE_ |
src/hud,cpp |
15:54 |
VanessaE_ |
s/,/./ |
15:54 |
sapier |
I'm gonna rebase this a last time if it's not merged I'm gonna drop it |
15:55 |
sapier |
including whole android port because that hud.cpp rebasing is just annoying and stupid |
15:56 |
VanessaE_ |
well if it works then push it once you rebase |
15:56 |
VanessaE_ |
no sense in losing good code because it's gone stale. |
15:56 |
sapier |
fixing broken indentions in middle of code is worst thing for git merger possible |
15:59 |
sapier |
argh ... a one line change did break automerge ... I'll never understand why merge is that stupid |
16:06 |
twoelk |
I just moved some venting machinery in my cad drawing by 5cm , you wont believe what all I broke |
16:07 |
sapier |
ok this time rebasing wasn't as complicated as last time |
16:07 |
* twoelk |
is chatting while listening to the birds outside instead of doing proper work |
16:07 |
sapier |
VanessaE_: done |
16:07 |
VanessaE_ |
sapier: ok, it merges clean |
16:07 |
sapier |
twoelk: -> minetest ;-) |
16:07 |
* VanessaE_ |
builds... |
16:08 |
* twoelk |
is afraid of that monday morning deadline he should have never agreed to |
16:09 |
Calinou |
you do CAD work? hello, please give us your sources |
16:09 |
* Calinou |
moves moustache |
16:09 |
twoelk |
what sauce? |
16:09 |
twoelk |
quattro fromaggio? |
16:09 |
Calinou |
mobs:dungeon_master |
16:10 |
sapier |
sorry guys but chitchat goes to minetest please! |
16:10 |
twoelk |
nope, thats blender, I suck with that one :-( |
16:12 |
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16:12 |
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16:13 |
sapier |
any comments to #1254 |
16:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/1254 -- Add download rate to media progress bar (non http mode only!) by sapier |
16:15 |
GhostDoge |
I just noticed everytime sapier changes some ui elements they get bigger :/ |
16:15 |
VanessaE_ |
sapier: ok, first thoughts on 1198: I actually like your changes |
16:15 |
VanessaE_ |
*gasp* |
16:15 |
VanessaE_ |
*shock* |
16:16 |
VanessaE_ |
the hotbar is significantly bigger than before, which i find quite desirable |
16:16 |
sapier |
GhostDoge: actually you're not supposed to see any change |
16:16 |
sapier |
ok seems I did something wrong |
16:16 |
VanessaE_ |
I've got HEAD and your patch side by side right now and yours is bigger, but I like it! |
16:16 |
VanessaE_ |
want a screenshot? |
16:17 |
sapier |
yes that's not what it's supposed to be |
16:17 |
VanessaE_ |
one moment... |
16:19 |
VanessaE_ |
On the left, HEAD, on the right, with 1198 added: |
16:19 |
VanessaE_ |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/twoversions.png |
16:20 |
sapier |
ahh ... crap ... it's a off by one issue |
16:20 |
VanessaE_ |
awww but I like it with the bigger HUD |
16:20 |
VanessaE_ |
it's easier to see :P |
16:20 |
VanessaE_ |
(for my blind old eyes :P ) |
16:20 |
sapier |
I'll have to change it back later anyway |
16:20 |
VanessaE_ |
ok |
16:21 |
GhostDoge |
the bigger HUD is quite nic imho ;) |
16:21 |
GhostDoge |
*nice |
16:21 |
sapier |
you both know as good as me we're gonna be punched for a change like that |
16:21 |
VanessaE_ |
true, true |
16:22 |
VanessaE_ |
ok, change it back to the right size then |
16:23 |
sapier |
ok done |
16:24 |
VanessaE_ |
ok, rebuilding (from scratch) |
16:24 |
twoelk |
when I change my key-binding is that reflected in the |
16:24 |
twoelk |
........ oh just read: deafault controls :-( |
16:24 |
twoelk |
-a |
16:27 |
sapier |
you're about two weeks late twoelk I recently changed that part |
16:28 |
sapier |
I suggest writing a feature request |
16:28 |
Calinou |
<sapier> any comments to #1254 |
16:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/1254 -- Add download rate to media progress bar (non http mode only!) by sapier |
16:28 |
Calinou |
rescale the damn bar, so that the bar progress on media, not on non-significant definitions |
16:28 |
GhostDoge |
sapier: not fixed for me :/ |
16:28 |
twoelk |
I allready got 55 builds in my archive, I need to download again - and move all my tweaks to the new install? drat |
16:29 |
sapier |
did you do a clean pull GhostDoge it's been a forced push |
16:29 |
Calinou |
oh also, please do NOT call your users paranoid |
16:29 |
Calinou |
it's extremely offensive |
16:29 |
Calinou |
there are other reasons for not using remote_media |
16:29 |
sapier |
porting.cpp line 545 and 548 are "<=" if you got correct code |
16:29 |
Calinou |
(it's a good idea to have a switch anyway) |
16:30 |
sapier |
ok ok you're right that comment is silly |
16:31 |
Calinou |
not excluding your users is an important part in software development |
16:31 |
Calinou |
see Mozilla (-: |
16:31 |
Calinou |
small grammar tip: "Client: Adding remote server " is wrong, you don't put a capital after a : |
16:31 |
VanessaE_ |
sapier: ok, at the default window size, it looks the same as HEAD. Maximized to my 1600x1200 screen, your 1198 looks bigger than HEAD. screenshot in a moment. |
16:33 |
VanessaE_ |
At the bottom, HEAD. At the top, with 1198 after you fixed the "off by one" issue. |
16:33 |
VanessaE_ |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/twoversions-take2.png |
16:34 |
sapier |
hmm seems like it didn't scale for 1600x1200 before |
16:34 |
VanessaE_ |
no, HEAD scales too, but it doesn't get as big as with 1198. |
16:34 |
rubenwardy |
What is the correct way to tell if the game is in the loading stage in builtin? |
16:35 |
rubenwardy |
ie: how does minetest.register_node etc get disabled? |
16:35 |
sapier |
are you sure head does scale? |
16:35 |
VanessaE_ |
sapier: stand by for a screenshot. |
16:36 |
sapier |
ahh head does honor height too |
16:36 |
sapier |
crap ... I wonder what height is related to a ui part beeing primary width |
16:38 |
VanessaE_ |
yeah, scales with height, but not width |
16:38 |
VanessaE_ |
interesting |
16:38 |
VanessaE_ |
ok so you don't need this screenshot I was making :) |
16:39 |
sapier |
hmm |
16:40 |
VanessaE_ |
I think we must have settled on height being the thing to scale to because width is unpredictable |
16:40 |
VanessaE_ |
(widescreen monitors, etc) |
16:40 |
sapier |
I believe this to be a error in current master ... Y <= 800 Y <= 1280 ... those are typical X values not Y values |
16:40 |
VanessaE_ |
damn my bad memory |
16:41 |
sapier |
but why those numbers for height? they're completely unrelated |
16:41 |
VanessaE_ |
idk |
16:41 |
* VanessaE_ |
pokes celeron55 |
16:41 |
sapier |
It's not a big deal to change it of course but if it's a bug we can fix it too |
16:42 |
VanessaE_ |
I dunno, you sure it's wise to "fix" it? |
16:42 |
sapier |
as of point of discussion ... no |
16:43 |
sapier |
I'm gonna do it same way as before |
16:46 |
sapier |
>= 1280 do you know of any screen with this y reolution? (despite those spoken high dpi screens) |
16:46 |
VanessaE_ |
nope |
16:48 |
VanessaE_ |
200, 240, 384, 480, 600, 720, 960, 1024, 1080, 1200, 1440 are the only ones I can think of, including really old tech |
16:48 |
celeron55 |
sapier: i pulled the values from my ass back then and they are designed to work in an expected way on most monitors |
16:48 |
celeron55 |
some of the values are tuned for my monitors though |
16:48 |
celeron55 |
so you make me angry if you change behavior for them |
16:48 |
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16:49 |
sapier |
are you sure you meant Y? and 1280 that doesn't make sense ;-) |
16:49 |
celeron55 |
it's probably just some value between some values |
16:49 |
sapier |
but I already changed it back to what it was before and added a comment about this beeing to discuss ;-) |
16:50 |
RealBadAngel |
before: http://imgur.com/jPRzGUm and after: http://imgur.com/xIEHuLC |
16:50 |
celeron55 |
i haven't heard any complaints since a long time ago about minetest's hotbar scaling so i assume the values have been perfect (for PCs) |
16:50 |
RealBadAngel |
sorry for delay, i had a blackout here |
16:50 |
sapier |
to me this feels like "tried with X ... didn't work, changed X to Y ... better ... keep it this way" |
16:51 |
RealBadAngel |
3 lines of code changed for things to be display correctly again |
16:51 |
celeron55 |
maybe they were X values but then i realized height matters more... can't remember anything about that |
16:51 |
VanessaE_ |
frankly, I like how it was in that commit I just merged |
16:51 |
VanessaE_ |
having the HUD be a bit bigger when maximized is a good thing |
16:52 |
sapier |
RealBadAngel: for hearts sized that big bubbles wouln't fit any longer |
16:53 |
RealBadAngel |
thats what im talking about since start :P |
16:53 |
RealBadAngel |
that hearts are 256px |
16:53 |
rubenwardy |
Just opened a pull request at #1255 |
16:53 |
RealBadAngel |
and current code displays them so big |
16:53 |
RealBadAngel |
solution is to set dest_rect to 0,0,16,16 |
16:54 |
RealBadAngel |
and all the images will be scaled to fit that rectangle |
16:54 |
sapier |
ok ... I completely missunderstood I thought you couldn't make them bigger |
16:55 |
VanessaE_ |
sapier: see? I told you. :P |
16:55 |
VanessaE_ |
so push your DPI changes, then get RBA's code in |
16:55 |
sapier |
but now I don't even think this is a bug, it's absolutely fine this way, we can't fix this automaticaly |
16:55 |
VanessaE_ |
best of all possible solutions that way |
16:56 |
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16:57 |
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16:57 |
sapier |
how are we supposed to know if some mod e.g. wants to use bigger hearts but uses only 5 which would fit till start of bubbles |
16:58 |
RealBadAngel |
it can display them using images |
16:58 |
VanessaE_ |
sapier: you're misreading what RBA did. he made it so that even bloody huge images will auto-scale to fit the proper bounding box of the hearts |
16:58 |
sapier |
imho only way to fix it is making start pos confiurable and let some mod (can be builtin too) decide where to place them |
16:58 |
RealBadAngel |
if it really wants to do such weird things |
16:58 |
RealBadAngel |
this is default thing and is broken |
16:58 |
VanessaE_ |
the "before" image is what the HUD code does now if the heart image is too big. |
16:59 |
VanessaE_ |
"after" is after his fix to the code |
16:59 |
VanessaE_ |
in other words, he did just exactly what I said should be done. |
16:59 |
sapier |
and after looks wiered |
16:59 |
VanessaE_ |
why? |
16:59 |
VanessaE_ |
because of the gap? |
16:59 |
sapier |
exactly that's strange |
16:59 |
RealBadAngel |
lol, it looks exactly the way it does with 16px textures |
17:00 |
VanessaE_ |
easily fixed. anchor the bounding box at the bottom instead of the top of the box. |
17:00 |
VanessaE_ |
RealBadAngel: move the bounding box down a bit. |
17:00 |
sapier |
to me hearts are exactly aligned to hud so don't tell me that gap is there in default too |
17:00 |
RealBadAngel |
ah that |
17:01 |
RealBadAngel |
hold on a sec |
17:01 |
sapier |
so you wanna force heart and bubble bars to have a pixel fixed width |
17:01 |
VanessaE_ |
sapier: yes, because *they already do* |
17:01 |
sapier |
no matter what originator of that bar wanted to use them for |
17:01 |
VanessaE_ |
they are already forced to be ~180 pixels in size ANYWAY |
17:01 |
sapier |
for what I know you can place bars like that wherever you want |
17:02 |
RealBadAngel |
damn it, theyre damn fixed in size |
17:02 |
RealBadAngel |
and displayed correctly only with 16px textures |
17:02 |
sapier |
ok so imho the bug is those two bars beeing handled in a special way |
17:03 |
RealBadAngel |
because code uses image as bounding box |
17:03 |
RealBadAngel |
*image size |
17:03 |
VanessaE_ |
sapier: that's what I've been trying to tell you this whole time |
17:04 |
VanessaE_ |
those two bars are not auto-scaled or otherwise handled properly. |
17:04 |
sapier |
those bars need to be removed from c++ code completely |
17:04 |
VanessaE_ |
if you don't give them precisely the right image size, they're fucked up. |
17:04 |
VanessaE_ |
and they didn't used to be that way! |
17:04 |
sapier |
ok good, I can't believe the one implementing the lua hud not getting rid of those c++ coded bars too |
17:05 |
RealBadAngel |
ok, http://imgur.com/282Zcwt |
17:05 |
VanessaE_ |
RealBadAngel: good. |
17:05 |
RealBadAngel |
now its perfect |
17:06 |
BlockMen |
wait a second. is the alignment for lua hud bars fixed already? |
17:06 |
BlockMen |
*or will be fixed |
17:06 |
sapier |
no it's still a workaround, I believe it's wrong |
17:06 |
RealBadAngel |
http://pastebin.com/0br9N8tA |
17:06 |
sapier |
health and breath should be done as lua statbars |
17:06 |
RealBadAngel |
no its not a workaround |
17:06 |
RealBadAngel |
^^ heres the code |
17:07 |
sapier |
it is, no matter what fixed size you use it's quite simple to find some screen where it's wrong |
17:07 |
VanessaE_ |
sapier: then by definition it'll be wrong on all screens *already* |
17:07 |
BlockMen |
sapier, only if THAT does not happen anymore https://forum.minetest.net/viewtopic.php?p=137674#p137674 |
17:07 |
RealBadAngel |
really? |
17:07 |
RealBadAngel |
then try it |
17:08 |
VanessaE_ |
sapier: because those bars have been forced to be ~180 pixels or so since this HUD stuff went in many months ago |
17:10 |
RealBadAngel |
well, it can be easily scaled to be always the same size |
17:11 |
RealBadAngel |
screen resolution is known |
17:11 |
VanessaE_ |
or rather, *until* the HUD stuff went in |
17:11 |
sapier |
I don't agree to http://pastebin.com/0br9N8tA ... built in fixed size is wrong find a better way to do it |
17:12 |
sapier |
hearts and bubbles aren't the only things drawn by that code but ALL statbars so you're gonna force lua statbars to be 16 px too |
17:12 |
VanessaE_ |
sapier: http://pastebin.com/0br9N8tA replicates more or less how it was done prior to the HUD stuff busting it. |
17:12 |
RealBadAngel |
lets say default screen size is 640x480 -> then 16px is 3,3% of screen height |
17:13 |
RealBadAngel |
and 2,5% of height |
17:13 |
sapier |
yes prior the hud stuff there haven't been lua statbars so that's quite obsolete |
17:13 |
BlockMen |
one option could be #886 + using the values for statbar too |
17:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/886 -- Add option for scaling hotbar size manually by BlockMen |
17:13 |
sapier |
I understand there is a problem but the current suggestion does fix one issue by causing another one |
17:14 |
RealBadAngel |
thats wrong |
17:14 |
RealBadAngel |
TEXTURE PACKS ARE NOT MODS for christ sake |
17:14 |
sapier |
default is a MOD |
17:14 |
VanessaE_ |
RealBadAngel: he means mods that add other kinds of HUD elements e.g. hunger or say a timer to get some task done. |
17:15 |
RealBadAngel |
HUD element shall be displayed the very same size regardless the actual image resolution |
17:15 |
sapier |
a suggestion, add a parameter to lua statbar specifying per statbar scaling AND make hearts as well as bubbles lua hotbars |
17:15 |
VanessaE_ |
RealBadAngel: the same angular size you mean? |
17:15 |
VanessaE_ |
(as in measured in inches/cm) |
17:16 |
sapier |
this way you can set your fixed size while still beeing able to show bigger statbars |
17:16 |
RealBadAngel |
no, in miles ;) |
17:16 |
VanessaE_ |
:P |
17:16 |
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17:17 |
RealBadAngel |
(0,0, 2.5% * screen_width, 3.3% * screen_height) |
17:17 |
RealBadAngel |
thats the correct size of heart or bubble |
17:17 |
BlockMen |
sapier, lua hud statbars need to be fixed before using it as default http://irc.minetest.ru/minetest-dev/2014-04-27#i_3671729 |
17:17 |
VanessaE_ |
I agree with RBA's basic premise that a HUD element should always maintain the same angular size (relative to the window), regardless of the DPI of the screen or the resolutions of the textures that are supplied to make up those elements. |
17:18 |
BlockMen |
the offset is "jumping" at different screen sizes |
17:18 |
sapier |
I don't agree |
17:18 |
VanessaE_ |
if doing that breaks Android et al., then make a new layout for that platform |
17:18 |
VanessaE_ |
stop trying to make one size fits all |
17:18 |
VanessaE_ |
it. does. not. work. |
17:18 |
sapier |
I don't wanna have a 2000 px heart if 500 are enough |
17:18 |
VanessaE_ |
non sequitur |
17:18 |
VanessaE_ |
no one's gonna do that |
17:18 |
sapier |
if you've fixed size you do |
17:19 |
RealBadAngel |
i want my fucking 256x one to work and being displayed correctly |
17:19 |
RealBadAngel |
is that too much? ;) |
17:19 |
VanessaE_ |
but if in the future, you have a 4k display as you implied, then maybe a 16px heart will look ass ugly |
17:19 |
Calinou |
UHD, not 4K |
17:19 |
Calinou |
not the same thing |
17:19 |
VanessaE_ |
if I supply a 64px heart, by G*d I want that heart to be scaled to fit the damn HUD! |
17:19 |
sapier |
uhd is 1 char more ... as of efficiency 4k is better ;-) |
17:19 |
RealBadAngel |
Calinou, luckily i had edit post window still opened ;) |
17:20 |
VanessaE_ |
Calinou: the point stands, 4k, UHD, 8000x6000. whatever the resolution. |
17:20 |
BlockMen |
hello?? what about this?? http://irc.minetest.ru/minetest-dev/2014-04-27#i_3671768 |
17:21 |
VanessaE_ |
sapier: as the screen and window resolution increase, the detail that can be displayed MUST INCREASE accordingly, if the imagery being supplied is sufficient. |
17:21 |
VanessaE_ |
if it can't, you're doing it wrong |
17:21 |
Calinou |
yeah, HUD scaling is broken sadly |
17:21 |
Calinou |
since early 2013 |
17:23 |
VanessaE_ |
BlockMen: nice idea, but the problem is the statbars, not the hotbar. |
17:23 |
VanessaE_ |
(and indeed, I like that idea) |
17:23 |
BlockMen |
VanessaE_, i suggested useing that scaling value for the statbar aswell |
17:24 |
VanessaE_ |
BlockMen: the problem is that the statbar images are displayed at their real resolution without any scaling at all - they aren't scaled up or down to fit any bounding box |
17:24 |
RealBadAngel |
driver->draw2DImage(stat_texture, dstrect, srcrect, NULL, colors, true); |
17:25 |
VanessaE_ |
RealBadAngel just tested that this is fixable at least to the point we had it prior to the introduction of this HUD stuff |
17:25 |
RealBadAngel |
dstrect is the size of the element |
17:25 |
sapier |
ok so adding a desired size to statbar hud element would probably fix that issue too |
17:25 |
RealBadAngel |
by now its being set to be image size |
17:25 |
RealBadAngel |
real image size, in pixels |
17:25 |
VanessaE_ |
sapier: yes, and simply figuring out the desired size and position is all that needs done |
17:26 |
VanessaE_ |
if you can figure out the desired size and position of the hotbar, you can do the same for the statbars/ |
17:26 |
RealBadAngel |
so using something bigger than 16px break things up |
17:26 |
VanessaE_ |
yes? |
17:26 |
RealBadAngel |
there are two solutions: |
17:26 |
RealBadAngel |
1) set the dest rect to be 16px - this will make things works as before hud went int |
17:26 |
RealBadAngel |
*in |
17:27 |
RealBadAngel |
2) set it to percentage value of screen size |
17:27 |
VanessaE_ |
percentage of window size * |
17:27 |
sapier |
there is NO simple way to find the desired size automaticaly |
17:27 |
BlockMen |
VanessaE_:, i know. my suggestion was to add a scaling for a bounding box ;) |
17:27 |
RealBadAngel |
ofc it is |
17:27 |
sapier |
you don't know how big a custom stat bar is supposed to be |
17:27 |
RealBadAngel |
we already do |
17:27 |
VanessaE_ |
sapier: "custom"? |
17:27 |
sapier |
any mod can specify it's own statbar |
17:28 |
VanessaE_ |
then let those mods figure it out |
17:28 |
sapier |
display it's own images |
17:28 |
RealBadAngel |
so then hands off the default statbar |
17:28 |
RealBadAngel |
simple as that :P |
17:28 |
VanessaE_ |
that's where your DPI patch comes in, yes? |
17:28 |
twoelk |
percentage of screensize works if the ratio is changed? |
17:28 |
sapier |
by now they just provide images the size they wanna have their bar, rba's current changes make them fixed size no matter what is specified |
17:28 |
VanessaE_ |
percentage of WINDOW SIZE damn it! |
17:28 |
RealBadAngel |
it has to |
17:28 |
rubenwardy |
Any comment on 'Item eat call back' pull request? ( https://github.com/minetest/minetest/pull/1255 - ShadowBot hates me) |
17:28 |
RealBadAngel |
thats why percents are called so |
17:29 |
sapier |
ok so all our hud is relative to 800x600 you're kidding vanessae |
17:29 |
VanessaE_ |
sapier: um, no. |
17:29 |
VanessaE_ |
all our HUD is relative to whatever size the window happens to be |
17:29 |
VanessaE_ |
or did you forget that a window can be maximized? |
17:29 |
twoelk |
and stretched |
17:30 |
VanessaE_ |
screen size != window size |
17:30 |
sapier |
that doesn't change the fact that a fixed size doesn't scale neither to screensize nor dpi |
17:30 |
VanessaE_ |
and never will be except on some mobile devices |
17:30 |
VanessaE_ |
fixed PERCENTAGE |
17:30 |
VanessaE_ |
and it DOES |
17:31 |
VanessaE_ |
1% of a 640x480 screen is 6x9 pixels. 1% of a 1600x1200 screen is 16x12 pixels. |
17:31 |
VanessaE_ |
er 6x5 in the former case. |
17:31 |
twoelk |
fixed percentage of hight or width? |
17:31 |
twoelk |
ratio my change |
17:31 |
RealBadAngel |
lemme try how it will look basing on percentages |
17:31 |
VanessaE_ |
twoelk: pick one. |
17:31 |
VanessaE_ |
probably height, it changes less radically than width |
17:32 |
* twoelk |
looks at mobile devices again |
17:32 |
VanessaE_ |
or calculate the hypotenuse and use that. |
17:32 |
twoelk |
ooh I love that |
17:33 |
sapier |
ok so we never will be able to place more then 2 pictures of 400px next to each other because we have to scale those small images up to 1000px because we keep relations |
17:33 |
VanessaE_ |
sapier: now you're being silly |
17:34 |
twoelk |
maybe the HUD has to decide when to add a neww row to fit |
17:35 |
twoelk |
-w |
17:35 |
VanessaE_ |
of you take five, 1000 px and scale then to 20% screen size, they will all fit side by side even if the destination screen is only 500 pixels in width. |
17:35 |
VanessaE_ |
that's why percentages work. |
17:35 |
VanessaE_ |
them* |
17:36 |
sapier |
ok then I'm gonna get a 10k screen and scale my 1000px pictures up to 2000px |
17:36 |
VanessaE_ |
the whole point is to not have to worry how big the image is, merely to place it where you need it, even if it seems like it'll overlap something else, but scale it down to whatever the HUD says to scale it to so that it first. |
17:36 |
VanessaE_ |
fits* |
17:36 |
VanessaE_ |
come on, stop being silly |
17:37 |
VanessaE_ |
the point here is to be able to supply say 64px imagery to the statbars for the case of future displays (and even current "redina" ones) so that they're displayed right |
17:37 |
VanessaE_ |
instead of them spilling off the damn screen |
17:37 |
VanessaE_ |
and not having to supply little bitty 16px images and having shitty-looking statbars as a result |
17:38 |
sfan5 |
let's just use SVGs |
17:38 |
twoelk |
voxel look |
17:38 |
twoelk |
svg ftw |
17:38 |
celeron55 |
i agree with VanessaE_; also i know the API is broken for that part currently |
17:38 |
celeron55 |
this is a good time to fix it |
17:39 |
sapier |
anyone willing to do this work celeron55? |
17:39 |
celeron55 |
i'm not |
17:39 |
sapier |
me too |
17:40 |
sapier |
I agree with gui stuff does need some cleanup, but I disagree doing it just because someone feels it's somehow related to something I fixed |
17:40 |
celeron55 |
well whatever leave it working somehow like currently and add notes to lua_api.txt telling that it's going to be fixed in the future |
17:40 |
celeron55 |
(incompatibly) |
17:40 |
RealBadAngel |
<sapier> ok so we never will be able to place more then 2 pictures of 400px next to each other because we have to scale those small images up to 1000px because we keep relations |
17:40 |
RealBadAngel |
WHAT? |
17:41 |
RealBadAngel |
damn, irrlicht automatically scales the images |
17:41 |
RealBadAngel |
just set the dstrect.... |
17:41 |
VanessaE_ |
celeron55 agrees with me? what?? |
17:41 |
* VanessaE_ |
faints |
17:42 |
sapier |
if those 2 pictures are set to 50% screen width they will still use 50% of screen no matter how big your screen is RealBadAngel |
17:42 |
RealBadAngel |
set it to anything but not the actual image size |
17:43 |
RealBadAngel |
jeez, we just want 16px and lets say 256px heart images being displayed same size |
17:43 |
celeron55 |
is kaeza interested? or who made the statbars in the first place? |
17:43 |
BlockMen |
how about (just for now) DRAW_SIZE = IMG_SIZE * current*hotbar*scale? |
17:44 |
BlockMen |
*current_hotbar_scale |
17:44 |
RealBadAngel |
it cant use img_size |
17:44 |
RealBadAngel |
no matter what |
17:44 |
celeron55 |
anyway, it needs an explicitly set size |
17:44 |
celeron55 |
otherwise it's not going to work |
17:44 |
celeron55 |
also, can someone make sure an issue about this is added to github if there isn't one already? |
17:44 |
RealBadAngel |
fixed one or based on window size |
17:45 |
RealBadAngel |
there is one, 1 yr old |
17:45 |
sapier |
NO RealBadAngel fixed will only fix hearts and bubbles but break mods |
17:46 |
RealBadAngel |
sapier, HUD changes introduced bugs |
17:46 |
RealBadAngel |
this is a bug |
17:46 |
RealBadAngel |
stop calling it a feature |
17:47 |
VanessaE_ |
so let it break mods |
17:47 |
VanessaE_ |
they can be fixed. |
17:47 |
VanessaE_ |
this was a bug to begin with |
17:47 |
RealBadAngel |
all the texture packs out there (bigger than 16px) are unable to use own textures for hearts/bubbles |
17:47 |
VanessaE_ |
and besides, don't nearly all mods use 16px textures anyway? so are they even *likely* to break? |
17:48 |
celeron55 |
RealBadAngel: we all know it already, don't repeat it |
17:48 |
RealBadAngel |
this is not a bug. this is fucking big BUG. |
17:48 |
RealBadAngel |
ok |
17:48 |
VanessaE_ |
RealBadAngel: well HDX does supply its own textures for these, but only at ~17px |
17:48 |
celeron55 |
RealBadAngel: the issue is that nobody is doing the work of fixing it |
17:48 |
RealBadAngel |
celeron55, ive already pasted here working code |
17:48 |
VanessaE_ |
celeron55: actually RealBadAngel did. |
17:49 |
VanessaE_ |
[04-27 13:06] <RealBadAngel> http://pastebin.com/0br9N8tA |
17:50 |
RealBadAngel |
i just used 16px as rect size, so all the images regardless the actual size are scaled to fit |
17:50 |
celeron55 |
it makes them fixed size? |
17:50 |
RealBadAngel |
yes |
17:50 |
celeron55 |
well, it's better than what we currently have |
17:50 |
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17:51 |
celeron55 |
now if sapier can make that work so that they are always the same size relative to the hotbar instead of always 16x16, it's relatively good |
17:51 |
VanessaE_ |
celeron55: I propose calculating the diagonal resolution of the window and using that as a basis for setting the actual size of that bounding box |
17:51 |
celeron55 |
is there an issue in doing this? |
17:51 |
RealBadAngel |
http://imgur.com/282Zcwt |
17:51 |
sapier |
no I wont touch this |
17:51 |
RealBadAngel |
those hearts are 256px |
17:51 |
sapier |
if you want it fixed size that's your issue I wont fix anything there |
17:52 |
celeron55 |
sapier: well whatever then, ask me to do it once you're finished with the whatever dpi thing |
17:53 |
sapier |
it's finished for what it's supposed to do but still has the (maybe unfixable) issue not having information about dpi on pc |
17:53 |
RealBadAngel |
sapier what we do want exactly is that image 16px and any other resolution be the very same size on the screen |
17:53 |
celeron55 |
that's easy; just make it user-configurable |
17:53 |
sapier |
it's guessing the dpi according to resolution in order to mimicry same scaling as before |
17:54 |
celeron55 |
but have some sane default "auto" setting |
17:54 |
celeron55 |
it's not like users want things to be the same size on every display anyway |
17:55 |
celeron55 |
some look at displays closer, some have bad eyesight and whatever |
17:55 |
BlockMen |
celeron55, #886 does that |
17:55 |
sapier |
RealBadAngel: I understand your wish but imho this will only hold within certain dpi/screensize range |
17:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/886 -- Add option for scaling hotbar size manually by BlockMen |
17:55 |
sapier |
And I'm not convinced we stay within that range |
17:55 |
RealBadAngel |
so use 16px * some variable depending actual viewport size |
17:56 |
RealBadAngel |
i tested 2,5% of width and 3.3% of height |
17:56 |
sapier |
basicaly your "some variable" is dpi |
17:56 |
RealBadAngel |
yes |
17:57 |
RealBadAngel |
it can be further scaled as blockmen is proposing |
17:57 |
sapier |
so we waste any additional room gained by bigger screens |
17:58 |
VanessaE_ |
damn it how many times do I have to repeat it? DPI doesn't matter! Window size matters! |
17:58 |
BlockMen |
sapier, if the user wants, yes. thats the nice thing at settings |
17:58 |
sapier |
BlockMen: RBA wants a FIXED value not a configurable one |
17:58 |
RealBadAngel |
no, by now if we will have mt running on that "meters screen" from vegas we would need telescope to see the starbar :P |
17:58 |
VanessaE_ |
if DPI is all that matters then you'll have the HUD/formspecs/etc filling up low-rez screens because their DPI is not set (or appears to be "average" e.g. ~96) |
17:59 |
RealBadAngel |
*statbar |
17:59 |
celeron55 |
https://github.com/minetest/minetest/issues/1256 |
17:59 |
sapier |
VanessaE_: that's what I wanna tell neither dpi NOR windowsize on it's own are enough |
17:59 |
BlockMen |
sapier, [19:57] RealBadAngel: it can be further scaled ... |
17:59 |
celeron55 |
link all your branches and patches in the comments of that issue |
17:59 |
VanessaE_ |
sapier: window size on its own is all you need. |
17:59 |
RealBadAngel |
yes |
17:59 |
VanessaE_ |
you do not need DPI at all. |
18:00 |
celeron55 |
so that solving it can be tracked |
18:00 |
RealBadAngel |
lets say: size_x = 0.025 * screen_size.X * scale; |
18:00 |
RealBadAngel |
thats all we do need |
18:01 |
RealBadAngel |
if scale = 1.0 we will end up with what we do already have |
18:02 |
sapier |
VanessaE a simple example in case I buy a screen having 3840x2160 having twice the physical width and height of my 1920x1089 screen, I don't want this screen to display my hud using twice as much pixels. Why? because if that screen uses same number of pixels the size of the hud will be exactly same |
18:02 |
celeron55 |
you just set the DPI to be half that of your old screen |
18:03 |
celeron55 |
then it uses the same amount of pixels for it |
18:03 |
celeron55 |
wait |
18:03 |
celeron55 |
i mean, set DPI to the same value |
18:03 |
sapier |
if size depends on resolution like VanessaE suggests I can't do that |
18:03 |
celeron55 |
(by default it should guess 2 times larger DPI though) |
18:04 |
celeron55 |
that doesn't sound right |
18:04 |
sapier |
for this example dpi for both screens would really be identical |
18:05 |
VanessaE_ |
sapier: you're giving a ridiculous use case again |
18:05 |
sapier |
really? I've got android devices here scaling from 0.75 dpi to 5.0 |
18:05 |
VanessaE_ |
0.75 DPI? ehm.. |
18:05 |
sapier |
240x? ... yes I know |
18:06 |
* twoelk |
has seen mt on highresolution mobile devices, physical screensize does matter |
18:06 |
VanessaE_ |
and yeah, I know some Android devices are low-resolution |
18:06 |
sapier |
append a android scale factor to those numbers |
18:06 |
VanessaE_ |
mine's not exactly a retina display either |
18:06 |
sapier |
I think something like 360 is 1.0 for android |
18:07 |
RealBadAngel |
hold on, is screen_size not known on android or what? |
18:07 |
sapier |
android provides both screen resolution as well as dpi |
18:07 |
sapier |
on pc we do only have resolution |
18:08 |
RealBadAngel |
so we have to use screen size, end of story |
18:08 |
sapier |
imho we need three things, scale ui with dpi, add a user specified scaling factor, AND support different layouts for extremely smal as well as huge screens |
18:09 |
sapier |
screensize fails terribly on android |
18:09 |
RealBadAngel |
the last can be achieved with modified mods for that platforms |
18:09 |
sapier |
8" tablets are available from 1080 to something about 4k pixels |
18:09 |
celeron55 |
layouts need some actual thought |
18:10 |
celeron55 |
that's not an issue on tablets though, they work quite fine with the default one, right? |
18:10 |
celeron55 |
as long as it's scaled up via DPI |
18:10 |
rubenwardy |
sapier: for that use case, you could add a minetest.conf setting. GUI_SCALE |
18:10 |
rubenwardy |
or something |
18:10 |
sapier |
bad example, 1080 is available form 5" to 12" too |
18:11 |
sapier |
rubenwardy: that's the user defined scaling factor, basicaly what BlockMen suggested |
18:11 |
rubenwardy |
Ah, ok :P |
18:16 |
sapier |
#1198 added BlockMen's user defined gui scale factor |
18:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/1198 -- Add support for dpi based HUD scaling by sapier |
18:23 |
RealBadAngel |
compiling ^^ |
18:24 |
RealBadAngel |
i will try to add the fixes there |
18:25 |
sapier |
I still will disagree to a change maing stat bars c++ fixed size ... but you're free to get others to vote for it |
18:26 |
RealBadAngel |
no matter how i want the texture packs to work correctly again |
18:27 |
RealBadAngel |
the situation lasted way too long |
18:27 |
RealBadAngel |
it led to bugs being called a feature |
18:27 |
sapier |
and why don't you fix it in a generic way we can rely on? |
18:28 |
celeron55 |
mnaking them fixed size is a temporary solution |
18:28 |
RealBadAngel |
im compiling now your dpi patch, wanna see what i can do with it |
18:28 |
celeron55 |
long-term solution is to add size definition to the API |
18:28 |
celeron55 |
for statbars |
18:29 |
celeron55 |
making them fixed size makes the HUD API stable, which is why it should be done now |
18:29 |
VanessaE_ |
+1 |
18:29 |
sapier |
well I hope this feature isn't used by any mod because those will be broken after fixing size |
18:30 |
VanessaE_ |
sapier: how exactly will they be broken? |
18:30 |
VanessaE_ |
you haven't said yet |
18:30 |
celeron55 |
they'll just be happy that in the future it won't break again and they get predictable sizes |
18:30 |
VanessaE_ |
doesn't pretty much everyone assume a statbar is 10 "units" wide and composed of 16px images? |
18:30 |
sapier |
because their stat bars will be fixed size instead of the size they wanted them to be |
18:31 |
celeron55 |
everyone has used only 16px statbars as far as i know, and for those it's strictly an improvement |
18:32 |
RealBadAngel |
sapier, in that dpi patch i cannot see anything in Hud::drawStatbar dpi related |
18:32 |
RealBadAngel |
it pisses on dpi by using image size |
18:33 |
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18:33 |
sapier |
yes because I didn't change behaviour of pc version |
18:34 |
sapier |
I'm discussing for about 3 hours to get a patch in not changeing any visible behaviour do you really thing I will add a patch changing things and having to discuss 2 weeks? |
18:35 |
RealBadAngel |
so lets do it that way: use internal hud variable statbar_element_size, set it by default to (16,16) and later on expose it for modding |
18:35 |
RealBadAngel |
and everyone will be happy then |
18:36 |
sapier |
do whatever you want, once this patch is added I can do the android port |
18:36 |
VanessaE_ |
RealBadAngel: as long as the 16x16 is only temporary until it starts scaling with window size |
18:37 |
sapier |
and I'm gonna file a hud issue to you for anything broken on android rba ;-) |
18:37 |
RealBadAngel |
16x16 is already used... by default textures |
18:38 |
RealBadAngel |
so my change wont change anything for 16px texture packs |
18:38 |
sapier |
as long as you keep npot2 |
18:38 |
RealBadAngel |
npot2? |
18:38 |
sapier |
ok any additional issues with 1198? or is it good to merge now? |
18:42 |
RealBadAngel |
im ok with it |
18:42 |
* VanessaE_ |
re-checks |
18:43 |
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18:47 |
VanessaE_ |
jeez my machine's slow to compile today. |
18:48 |
VanessaE_ |
ok, HUD seems normal enough to me |
18:48 |
VanessaE_ |
wait |
18:48 |
RealBadAngel |
20:48:19: ERROR[main]: draw_hotbar(): mainlist == NULL |
18:48 |
VanessaE_ |
position of the air bubbles is wrong |
18:48 |
VanessaE_ |
they're too far over to the left, butted up against the hearts |
18:48 |
RealBadAngel |
just compiled game with dpi patch |
18:49 |
sapier |
bubble position? |
18:49 |
VanessaE_ |
wait, maybe it's my texture pack |
18:49 |
VanessaE_ |
lemme check with defaults. |
18:50 |
twoelk |
VanessaE_: I don't think the diagonal approach alone fits edge cases of extremely higher than wide screens, not that I would think playing on them is fun. |
18:50 |
RealBadAngel |
http://i.imgur.com/SomJPW8.png |
18:51 |
BlockMen |
^ bubble pos looks normal for me |
18:51 |
sapier |
I wonder where the hotbar thingy is from |
18:51 |
VanessaE_ |
ok, it's my texture pack that buts them together, however the position is still wrong - in the default window size, the hearts + bubbles at full length are wider than the hotbar. At maximized, they're far shorter. In neither case are they centered over the hotbar. |
18:51 |
sapier |
did you do a singleplayer game rba? |
18:51 |
VanessaE_ |
I can't be sure if that's how they were before 1198. |
18:51 |
VanessaE_ |
my screen matches RBA |
18:52 |
BlockMen |
VanessaE_, they were always wider than hotbar |
18:52 |
VanessaE_ |
(my texture pack has larger hearts, that's why they butted together) |
18:52 |
VanessaE_ |
BlockMen: ok |
18:52 |
VanessaE_ |
in that case, I guess 1198 is good |
18:52 |
VanessaE_ |
RBA will take care of fixing the positioning and scale |
18:52 |
VanessaE_ |
:) |
18:53 |
RealBadAngel |
what about ERROR[main]: draw_hotbar(): mainlist == NULL ? |
18:53 |
VanessaE_ |
RealBadAngel: didn't see that here |
18:53 |
VanessaE_ |
I'm surprised that's still happening, I thought that was fixed. |
18:53 |
RealBadAngel |
fresh build + sapier's patch |
18:53 |
sapier |
It's not supposed to happen on new<-> new |
18:53 |
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18:53 |
VanessaE_ |
I'm doing singleplayer here. |
18:54 |
sapier |
that's not related to 1198 but still needs to be investigated |
18:54 |
VanessaE_ |
inb4 proller says to revert 'shit" code :P |
18:54 |
BlockMen |
RealBadAngel, is it always shown? i only know that when starting server and go to "early" into pause menu |
18:54 |
BlockMen |
*+o |
18:54 |
RealBadAngel |
no |
18:54 |
RealBadAngel |
it happened once, the very first run |
18:55 |
RealBadAngel |
started the game twice now and couldnt see that message |
18:55 |
sapier |
hmm indicates some race condition in client state still beeing there |
18:55 |
VanessaE_ |
yeah, I can't reproduce that either. |
18:57 |
sapier |
rba I'd be glad if you find a way to reproduce it, I'm gonna try to find it by code reading, but any additional information is welcome |
18:58 |
RealBadAngel |
it looks like rendering is called before mod could provide data for it |
18:58 |
RealBadAngel |
i propose just to shut it up and let it wait for needed data |
18:59 |
RealBadAngel |
so if list is not yet ready, just return |
19:02 |
sapier |
ahh ... the fix for not showing it was lost ... so it is related to 1198 |
19:03 |
ShadowNinja |
sapier: Did you check my async pull? |
19:03 |
sapier |
not today, did you change additional things? |
19:05 |
sapier |
ok rba I removed that error message according to the comment I added there in master it's bogus and just result of initialization packets from server still missing |
19:05 |
ShadowNinja |
sapier: No, but other things that i want to do are waiting on that. |
19:07 |
sapier |
ok I'm gonna check again |
19:07 |
ShadowNinja |
sapier: https://github.com/minetest/minetest/pull/1198/files#diff-ec9c246444a86a039da70669e6740c89R1006 Use display_size and window_size and add pushV2. (A template function might be best so that it works with any number type) |
19:09 |
sapier |
true but I consider this to be addon benefit |
19:10 |
sapier |
did you make serialize handle functions too? |
19:12 |
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19:12 |
RealBadAngel |
sapier, btw, using fixed 16px for statbar is wrong with you but when you are using fixed 48px for hotbar thats ok? :) |
19:13 |
sapier |
moving the files is still wrong, it's lua api support code not core support code |
19:14 |
sapier |
if you find a way to create a hotbar from mods it's gonna be wrong yes ... until then it's just a convention |
19:14 |
sapier |
and I added a define so it's slightly better then before ;-) |
19:18 |
sapier |
ShadowNinja: you know lua stack way better then me, serialize/deserialize seems to be able to handle functions too now, why don't you use it for the async function too? ... and the file move issue, everything else seems fine |
19:20 |
sapier |
btw ShadowNinja you're maintainer of scriptapi you can decide on your own |
19:21 |
VanessaE_ |
as long as we're dealing with the UI, can someone please fix the F5 display being cut off at roughly 800px wide? |
19:21 |
VanessaE_ |
(make it clip at the actual window width instead) |
19:21 |
sapier |
what's the f5 display? |
19:22 |
VanessaE_ |
the debug info? |
19:22 |
VanessaE_ |
you know, fps, drawtime, jitter, RTT, etc. |
19:22 |
sapier |
ahh that one |
19:23 |
VanessaE_ |
some figures in the top line are not visible if your font is too large, because the line is always cropped to 800px wide or thereabouts. |
19:24 |
sapier |
I guess that's far from any code I recently touched sorry |
19:24 |
VanessaE_ |
naw |
19:24 |
VanessaE_ |
it's an old issue |
19:26 |
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19:26 |
BlockMen |
should be somewhere in game.cpp (IIRC) |
19:28 |
sapier |
lol :-) you're talking about hat huuuuge messy file? ;-) |
19:28 |
VanessaE_ |
there, issue filed. |
19:29 |
* BlockMen |
likes game.cpp |
19:33 |
ShadowNinja |
sapier: Because only a function is valid usage of it. You can't call, eg, a table. |
19:34 |
sapier |
yes but you could check this before, it'd be more obvious |
19:34 |
sapier |
at least for me |
19:35 |
sapier |
but that's minor, I'm more concerned about the file moving as it doesn't match what I originaly intended to split those files |
19:36 |
sapier |
still as I said, you're maintainer in the end it's your decision |
19:41 |
RealBadAngel |
sapier, are you going to push that dpi stuff? |
19:42 |
sapier |
if there aren't any additional issues yes |
19:42 |
RealBadAngel |
only one was that one with empty list |
19:42 |
VanessaE_ |
In the immortal words of Salt 'n Pepa, "push it". |
19:42 |
sapier |
ok I fixed it |
19:47 |
sapier |
hmm give me a minute ... failed final merge check |
19:47 |
sapier |
dual line bar is broken |
19:57 |
sapier |
fixed and merged |
19:57 |
VanessaE_ |
yay |
19:58 |
RealBadAngel |
hmmm |
19:58 |
RealBadAngel |
hold on a sec |
19:58 |
sapier |
to late |
19:59 |
sapier |
what's broken? |
19:59 |
RealBadAngel |
http://i.imgur.com/qqNmbvl.png |
20:00 |
VanessaE_ |
eep |
20:00 |
RealBadAngel |
hotbar is smaller than before |
20:00 |
VanessaE_ |
error reading from file? |
20:00 |
sapier |
I hope that's aoptical illusion ;-) |
20:00 |
VanessaE_ |
also the difference in hotbar size is so tiny it's not worth correcting imho |
20:01 |
RealBadAngel |
on my system porting::getDisplayDensity() returns 0.666667 |
20:01 |
sapier |
how is it supposed to be different ... hmm maybe a rounding issue |
20:01 |
RealBadAngel |
so m_hotbar_imagesize = HOTBAR_IMAGE_SIZE * porting::getDisplayDensity(); gives 31 |
20:01 |
RealBadAngel |
instead of 32 |
20:02 |
sapier |
I'm gonna add a round() |
20:02 |
VanessaE_ |
on mine, the previous build matches the current HEAD with the latest commit |
20:04 |
* VanessaE_ |
shrugs. system-specific issue I guess. |
20:04 |
RealBadAngel |
"reading from file" is a shaders stuff, it reports that shader was read from hdd |
20:04 |
sapier |
depends on how driver does rounding ... 31.99 is 32 or 31 |
20:04 |
VanessaE_ |
ah right. |
20:05 |
sapier |
what file is that RealBadAngel? |
20:06 |
RealBadAngel |
new code generates shaders for each drawtype and material type, but out of just one source shader |
20:06 |
sapier |
no the m_hotbar_ima ... ;-) |
20:07 |
sapier |
ahh I'm on wrong branch |
20:07 |
RealBadAngel |
hud,cpp at very start |
20:08 |
sapier |
m_hotbar_imagesize = floor(HOTBAR_IMAGE_SIZE * porting::getDisplayDensity() + 0.5); |
20:08 |
sapier |
can you verify this fixes the issue? |
20:08 |
RealBadAngel |
why not ceil ? |
20:09 |
VanessaE_ |
RealBadAngel: standard way to round is INT(val+0.5) |
20:10 |
VanessaE_ |
if you do ceil() you'll always get a value that's 1 greater than the correct value |
20:10 |
VanessaE_ |
or half the time anyway if you don't add 0.5 |
20:11 |
sapier |
you'll have to do -0.5 to get it right |
20:12 |
RealBadAngel |
nothing has changed, its still smaller |
20:12 |
VanessaE_ |
not if the value is within 0.5 of the next higher integer. |
20:13 |
VanessaE_ |
oh |
20:13 |
VanessaE_ |
misread |
20:13 |
* VanessaE_ |
shuts up now. |
20:13 |
sapier |
can you add a "errorstream << "Value is: " << (HOTBAR_IMAGE_SIZE * porting::getDisplayDensity()) << std::endl;" |
20:13 |
RealBadAngel |
well, the value is 32 now |
20:13 |
RealBadAngel |
but it is smaller than before |
20:13 |
sapier |
very strange |
20:14 |
sapier |
how can it be smaller with identical size? |
20:15 |
VanessaE_ |
sapier: maybe his screen DPI is higher than it should be? |
20:15 |
RealBadAngel |
i just set the variable to 48 |
20:15 |
RealBadAngel |
and guess what |
20:15 |
RealBadAngel |
nothing has changed lol |
20:15 |
VanessaE_ |
or not.. |
20:15 |
sapier |
it's not dpi on pc but only hardcoded pseudo value based uppon screen y ;-) |
20:16 |
VanessaE_ |
oh ok |
20:16 |
sapier |
hmm *g* you're sure it's not a optical illusion RBA? ;-) |
20:17 |
VanessaE_ |
maybe he's messing with the wrong branch again :) |
20:17 |
sapier |
well I didn't change anything that'd explain a 1px change today |
20:18 |
RealBadAngel |
lemme grab the code again, on my copy changing that variable has no effect at all |
20:26 |
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20:32 |
sapier |
shadowninja are you sure your comments are correct? |
20:32 |
sapier |
>>Don't wait for async threads to shut down. (Is this safe? Might result in corruption if the thread is writing to a file.)<< thought you fixed that? |
20:32 |
RealBadAngel |
compiled game again, hotbar is still smaller |
20:33 |
VanessaE_ |
what's your window size? |
20:34 |
sapier |
there's only 2 reachable size levels, hotbar doesn't scale continous |
20:34 |
VanessaE_ |
or maybe this is an irrlicht issue> |
20:34 |
VanessaE_ |
version issue I mean |
20:34 |
VanessaE_ |
I run 1.7.2 here |
20:34 |
sapier |
same version different behaviour? |
20:36 |
sapier |
wait there's a scond location |
20:36 |
sapier |
L439 |
20:36 |
RealBadAngel |
btw, setting the variable in constructor have no effect at all, Hud::resizeHotbar() is called and sets it |
20:36 |
sapier |
can you do the floor thee too? |
20:37 |
sapier |
that's L439 ;-) |
20:37 |
RealBadAngel |
yup, i figured that out too |
20:37 |
RealBadAngel |
i just set it there to 32 |
20:38 |
sapier |
so floor works too? |
20:39 |
RealBadAngel |
http://i.imgur.com/BBXVuZc.png |
20:39 |
RealBadAngel |
trying now with floor |
20:39 |
VanessaE_ |
bingo |
20:41 |
RealBadAngel |
yeah, it works with floor too |
20:41 |
sapier |
ok I'm gonna push the fix |
20:45 |
ShadowNinja |
sapier: Yes, I did. |
20:46 |
sapier |
hmm missleading comment ShadowNinja |
20:47 |
RealBadAngel |
looks like fix for statbar were there long time ago already |
20:47 |
RealBadAngel |
https://github.com/minetest/minetest/pull/706/files |
20:48 |
ShadowNinja |
sapier: Yes, I forgot to update the commit message. Ite fix is actually in the next commit though. |
20:48 |
sapier |
yes that's exactly what we're looking for |
20:50 |
RealBadAngel |
but that expects mod that scale it |
20:50 |
RealBadAngel |
not usable for texture packs |
20:51 |
sapier |
if we replace the c++ bars by lua ones from builtin that's not a issue |
20:58 |
RealBadAngel |
well that patch is completely wrong |
20:59 |
sapier |
why? |
20:59 |
RealBadAngel |
https://github.com/minetest/minetest/commit/eb87a9eb0aef9cb80919f0996ad18ae78b3f9029#diff-af29bcc6c7dda4b2f32c1b2e0c0dba42R316 |
20:59 |
RealBadAngel |
this is texture size.... |
21:00 |
sapier |
yes but why do you think it's wrong? |
21:01 |
RealBadAngel |
guess what happens when you tell engine to draw image with coords that exceedes original size |
21:01 |
RealBadAngel |
propably image will be tiled |
21:02 |
sapier |
well that's not what's wrong there but you're right there is a bug |
21:02 |
sapier |
the modification should be done to dstrect L345 only |
21:02 |
RealBadAngel |
it is, source bounding box have to be exact image size |
21:02 |
sapier |
assuming draw2DImage does scaling, if not we need to enforce the scaling too |
21:02 |
RealBadAngel |
dest box is the one responsible for scaling the image |
21:03 |
sapier |
yes srcbox is used for dstbox there too ... no idea why a copy is created but there's the way to fix it |
21:03 |
RealBadAngel |
for example, displaying half the heart is done by makin src box half the size |
21:04 |
RealBadAngel |
propably doubling x from source box will end up displaying two hearts |
21:04 |
sapier |
ok but all you tell isn't unfixable |
21:05 |
sapier |
or did you mean something else with "completely wrong" because I understood it that way |
21:06 |
RealBadAngel |
scale was applied to wrong box, that what i meant |
21:07 |
RealBadAngel |
but either way, texture packs wont work with that |
21:07 |
sapier |
ok ok I understood wrong |
21:07 |
sapier |
yes that's only half of fix |
21:08 |
sapier |
the other part is making hearts as well as bubbles lua statbars as they should've been made on implementing the lua stuff |
21:08 |
RealBadAngel |
one thing is setting statbar_image size the very same way you did with hotbar_imagesize |
21:08 |
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21:08 |
RealBadAngel |
the second is to add there scale factor (which could be set by mods) |
21:09 |
sapier |
imho this should be a per statbar factor or size |
21:09 |
sapier |
you may not want all bars to have same size |
21:09 |
RealBadAngel |
to get what we do have now it should look like that: m_statbar_imagesize = STATBAR_IMAGE_SIZE * porting::getDisplayDensity(); |
21:10 |
RealBadAngel |
with STATBAR_IMAGE_SIZE = 24 |
21:10 |
sapier |
no as I said the define is only good as long as you can't create it from lua for this case it'd be better to do something like |
21:10 |
RealBadAngel |
then use scale from lua |
21:11 |
RealBadAngel |
to make it bigger or smaller |
21:11 |
sapier |
m_statbar_imagesize = userspecsize * porting::getDisplayDensity() * g_settings.getFloat("gui_scale"); |
21:11 |
RealBadAngel |
base value has to be fixed, otherwise it wont be usable for texture packs |
21:12 |
sapier |
it is usable for texture packs rba |
21:12 |
sapier |
base value is supposed to be specified by builtin |
21:12 |
RealBadAngel |
only 16px ones..... |
21:12 |
sapier |
no |
21:12 |
RealBadAngel |
using bigger ones will make it bigger |
21:13 |
RealBadAngel |
because of that: |
21:13 |
RealBadAngel |
core::dimension2di srcd(stat_texture->getOriginalSize()); |
21:13 |
sapier |
which is overridden by the patch we talked about |
21:14 |
RealBadAngel |
yup, you have to run a mod to change it |
21:14 |
RealBadAngel |
unactepable |
21:15 |
sapier |
ok rba now I'm confused you want fixed size stats but bigger stats for some texture packs? |
21:15 |
RealBadAngel |
ofc not |
21:15 |
sapier |
so what are you talking about mods? |
21:15 |
sapier |
heart and bubble statbar are created by builtin with size set to 16 |
21:15 |
sapier |
or whatever value you want |
21:16 |
sapier |
not yet of course but that's what I suggest |
21:16 |
BlockMen |
why builtin? put it in default |
21:16 |
BlockMen |
i think lua statbars should be done by games |
21:16 |
sapier |
ok doesn't matter where exactly as long as it's lua code supplied with mt |
21:17 |
VanessaE_ |
put them in default. |
21:17 |
BlockMen |
sapier, lua statbars have only one little issue. they are serverside |
21:17 |
sapier |
and what's the problem? |
21:18 |
sapier |
(relevant) health as well as air is stored on server too |
21:18 |
BlockMen |
unneccesary traffic |
21:18 |
RealBadAngel |
and wheres texture pack? |
21:18 |
sapier |
that information is sent anyway |
21:18 |
sapier |
ok we need to send it twice |
21:18 |
BlockMen |
but you send always player:hud_change() too then |
21:19 |
BlockMen |
for each bar |
21:19 |
BlockMen |
i reduced it now as good as possible in my hud mod |
21:19 |
RealBadAngel |
i dont remember server being aware of texture pack used... |
21:19 |
sapier |
but for sake of code and design it's way better not to have some special hardcoded things |
21:19 |
VanessaE_ |
sure, if the player takes damage or heals. |
21:19 |
VanessaE_ |
is that really all that much traffic? |
21:19 |
celeron55 |
that happens so rarely that traffic doesn't matter |
21:19 |
VanessaE_ |
exactly. |
21:20 |
celeron55 |
what can matter is lag, but the server usually determines those anwyay... except for fall damage |
21:20 |
VanessaE_ |
I could see lag being an issue |
21:20 |
VanessaE_ |
bah, ninja'd |
21:20 |
sapier |
rba texture pack doesn't have an effect on size of bar |
21:20 |
VanessaE_ |
sapier: it does. |
21:20 |
RealBadAngel |
now it has |
21:20 |
BlockMen |
VanessaE_, could you install on one server hud for testing? |
21:20 |
sapier |
not if it's specified as intended in that patch |
21:21 |
VanessaE_ |
sapier: well no, not after the patch in question, but until then it will. |
21:21 |
sapier |
yes I know but we're talking about how we want it to be |
21:21 |
VanessaE_ |
BlockMen: what sort of hud do you have in mind? already I have the areas mod which uses some textual hud elements |
21:21 |
VanessaE_ |
sapier: right. |
21:22 |
BlockMen |
VanessaE_, https://forum.minetest.net/viewtopic.php?f=11&t=6342 |
21:22 |
BlockMen |
that would be such a hud like it would be in default |
21:22 |
BlockMen |
*except hunger ofc |
21:23 |
VanessaE_ |
BlockMen: something like that is already on the Realtest server |
21:23 |
VanessaE_ |
at least for the hotbar |
21:23 |
RealBadAngel |
sapier, you seem to not understand the problem at all: http://i.imgur.com/GYoVdNC.png |
21:24 |
BlockMen |
the hotbar is only send once on_join |
21:25 |
VanessaE_ |
BlockMen: areas mod sends HUD updated frequently |
21:25 |
sapier |
for what I understood RealBadAngel you want hotbars to be independent of texture packs |
21:25 |
VanessaE_ |
(it tells you ownership info as you walk around) |
21:25 |
VanessaE_ |
updates* |
21:25 |
BlockMen |
VanessaE_, ah, ok |
21:25 |
VanessaE_ |
probably more often than e.g. a hunger bar |
21:25 |
RealBadAngel |
UI also uses hud elements, lotsa of them |
21:25 |
BlockMen |
well, then it should be fine i guess |
21:25 |
BlockMen |
and no, more often is health or drowning ;) |
21:25 |
sapier |
if a hotbars size is specified by hotbar lua declaration each client will be notified about the base size of that bar, this is modified by dpi as well as user specified gui scale factor |
21:26 |
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21:26 |
sapier |
tell me if I did miss something |
21:26 |
VanessaE_ |
RealBadAngel: that reminds me, https://github.com/minetest/minetest/issues/1248 |
21:28 |
RealBadAngel |
looks like some1 bwoked the waypoints, great :) |
21:28 |
sapier |
guess know one had waypoints in view on doing the camera fix |
21:29 |
sapier |
-kw ... that the hell am I writing |
21:30 |
RealBadAngel |
sapier, i will just fix that textures issue, you can add lua scaling to it if you want |
21:30 |
RealBadAngel |
im pretty tired explaining obvious things for hours already ;) |
21:30 |
sapier |
no as I said I wont continue on hud |
21:30 |
RealBadAngel |
so i will add it too |
21:30 |
sapier |
but I'm gonna write the issue about broken statbar scaling once you added it |
21:30 |
RealBadAngel |
but first, textures fix |
21:31 |
RealBadAngel |
it wont be broken in any way |
21:31 |
sapier |
we'll see |
21:32 |
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21:42 |
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21:42 |
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21:48 |
RealBadAngel |
sapier, http://i.imgur.com/FyIIDyq.png |
21:48 |
RealBadAngel |
hearts are 256px, bubbles 16px |
21:48 |
RealBadAngel |
so, whats broken? |
21:49 |
sapier |
add a user defined stat bar and make it show a 512 px image ... it's supposed to be 512 px |
21:49 |
RealBadAngel |
no its not |
21:49 |
sapier |
IT IS |
21:49 |
RealBadAngel |
stop calling a bug a feature |
21:50 |
sapier |
you won't change my mind, in current version I can create variable sized statbars after your fix I can't do this any longer |
21:50 |
RealBadAngel |
now any texture pack that is bigger than 16px CANNOT use own textures for statbars |
21:51 |
VanessaE_ |
RealBadAngel: he means, create a new one where the modder has ostensibly decided that his/her statbar should actually BE 512px in size and see what it does |
21:51 |
RealBadAngel |
you really wanna see statbar with 512px images? |
21:52 |
VanessaE_ |
I don't....but sapier does ;) |
21:52 |
RealBadAngel |
good, hold on. i will show you what happens |
21:52 |
sapier |
NOT heart or bubble bar |
21:53 |
ShadowNinja |
My builtin split and unification (No, that's not a contradiction) works. :-) 64 files changed, 7667 insertions(+), 7646 deletions(-) |
21:54 |
sapier |
great |
21:54 |
sapier |
so you just did work about 50% colliding to mainmenu cleanup |
21:54 |
sapier |
both multik changes |
21:55 |
ShadowNinja |
sapier: git is smart, it will see that it was moved and morge it into the new location. |
21:55 |
sapier |
git will terribly fail for this |
21:55 |
sapier |
git is dumbass and far from smart |
21:56 |
RealBadAngel |
http://i.imgur.com/Pscnjki.png |
21:56 |
RealBadAngel |
here you go :P |
21:56 |
sapier |
not hearts bar |
21:56 |
VanessaE_ |
eep |
21:57 |
RealBadAngel |
youre still thinkin that this bug is a FEATURE???? |
21:57 |
sapier |
yes |
21:57 |
RealBadAngel |
lol, no more comments |
21:57 |
sapier |
you doing silly things doesn't proove anything |
21:57 |
RealBadAngel |
i just show you how badly it is broken |
21:58 |
sapier |
well create a formspec showing a 10000000px image will still cause same thing |
21:58 |
sapier |
therefore we need to force all images shown in minetest to 16px is this what you wanna say? |
21:58 |
RealBadAngel |
no for christ sake, this is how you fucked up all the texture packs out there |
21:58 |
RealBadAngel |
including mine, VanessaE_ and all other folks |
21:59 |
sapier |
RealBadAngel: I don't say there's no bug, I just say your fix causes another bug |
21:59 |
ShadowNinja |
sapier: I made half of this commit (everything was moved and with some edits), stashed it, merged async-rework, poped it, and there was only one small conflict an a line that had been changed in both. |
21:59 |
ShadowNinja |
git won't detect renames for really small files, but those should be easy to merge. |
21:59 |
RealBadAngel |
my fix doesnt cause anythin but fixes the issue |
21:59 |
RealBadAngel |
if you want to scale up or down the statbar it can be added |
21:59 |
VanessaE_ |
sapier: the "bug" that the proposed patch creates is not itself nearly as severe of a problem as what it fixes. If a modder wants to create a statbar where the images are displayed at a fixed size, why can't the modding API just have some flag that says "fixed size"? |
22:00 |
sapier |
I hope you're right about that ShadowNinja because I wont do any of those changes if it's too much work |
22:00 |
ShadowNinja |
sapier: #1258 |
22:00 |
VanessaE_ |
in which case the statbar is displayed very much like the hearts/bubbles are right now |
22:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1258 -- Organize builtin into subdirectories by ShadowNinja |
22:00 |
sapier |
still fixing a bug by causing another bug is wrong by definition |
22:00 |
RealBadAngel |
fuck, what it causes? |
22:00 |
RealBadAngel |
can you explain me? |
22:00 |
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22:00 |
sapier |
especially as both aren't bugs as of "minetest will crash and ruin your disk" |
22:01 |
VanessaE_ |
sapier: ok then how would YOU prefer to fix it? |
22:01 |
VanessaE_ |
remember, you have to be able to scale any size of texture whether it's supplied with the engine, with a mod, or with a user-installed texture pack |
22:01 |
sapier |
create a lua statbar e.g. showing ballons make them sized 128 ... vertical alignment left side of screen e.g. pos 10,600 ... max elements 3 |
22:03 |
RealBadAngel |
first of all, for that you would need a mod that will modify the statbar |
22:03 |
sapier |
as I suggested, fixt that scaling patch, remove c++ statbars and make them added by default. this way you can do everything you can do now and still have your fixed heart and bubble bart |
22:03 |
sapier |
-t |
22:03 |
RealBadAngel |
and that feature is not added yet |
22:03 |
RealBadAngel |
no i wont be able to fix that problem with ANY KIND OF MOD |
22:04 |
RealBadAngel |
texture pack is client side only |
22:04 |
sapier |
sorry I wont continue today, if you're gonna merge it that way I'll have to write that issue |
22:04 |
RealBadAngel |
and server is not aware of it |
22:05 |
sapier |
server doesn't need to know about it |
22:05 |
sapier |
if server sends size is 48 it's gonna be 48 (plus dpi + user spec scaling factor) |
22:05 |
sapier |
if server sends size is 1 it's gonna be 1 +... |
22:05 |
sapier |
and if server sends 100000k ... guess what |
22:05 |
RealBadAngel |
no its not sending anythin.... |
22:06 |
VanessaE_ |
sapier: and without any patch, the user's texture pack is gonna force that size to be whatever the textures want it to be. |
22:06 |
sapier |
lua statbars are sent by server |
22:06 |
RealBadAngel |
it takes the size from texture size only |
22:06 |
sapier |
I'm talking about the PROPER solution we discussed not about the current state |
22:06 |
RealBadAngel |
i dont know what youre smokin, but i have to ask you for your dealer number ;) |
22:07 |
VanessaE_ |
ok with a proper solution sure |
22:08 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/hud.cpp#L318 |
22:08 |
VanessaE_ |
I guess I don't see the problem then, if the server says to the client "ok, display a statbar with image size 48px, max 3 elements at pos 10,600" and it's displayed precisely as that regardless of what textures are supplied either by the server or by the client, then isn't that exactly the solution we want? |
22:08 |
RealBadAngel |
that you are calling sending the size by server? |
22:08 |
VanessaE_ |
(even if the client has 256px textures being supplied to the statbar) |
22:09 |
RealBadAngel |
well, propably yes, server sent to user 16px texture, so lets call it so ;) |
22:09 |
VanessaE_ |
RealBadAngel: he means after the suggested path |
22:09 |
VanessaE_ |
patch* |
22:09 |
RealBadAngel |
i wont accept a patch that will ruin all the texture packs even more |
22:10 |
RealBadAngel |
scale has to be added as another factor |
22:10 |
RealBadAngel |
and maybe a flag to keep original image size |
22:10 |
sapier |
the size I'm talking about is base size not scale |
22:11 |
sapier |
a scale isn't enough, if user specifies scale to 2.5 and this is applied to a texture pack result is undefined |
22:11 |
VanessaE_ |
server sends the "48px, max 3..." definition to the client, gives it a 16px texture to use, client scales it up to fit. OOps, wait, client has a 256px texture it wants to use, so it instead scales THAT one down to 48px and uses it instead of the server-supplied file. Is that not the ideal solution? |
22:11 |
RealBadAngel |
but default behaviour have to be scaling the images to keep the very same size regardless their actual resolution |
22:11 |
RealBadAngel |
this is what texture packs expect |
22:11 |
sapier |
yes that's the base size sent by server |
22:12 |
VanessaE_ |
well base size +/- whatever the user's device says to display HUD elements at of course. |
22:12 |
sapier |
and base size is specified for each stat bar |
22:12 |
VanessaE_ |
I'm just talking about basics here |
22:12 |
VanessaE_ |
try not to complicate it :P |
22:12 |
sapier |
ok ok |
22:13 |
VanessaE_ |
first get the fucking thing to display at the HUD-specified base :) |
22:14 |
RealBadAngel |
btw, those ballons can be easily added with another hud element |
22:14 |
RealBadAngel |
without any changes to current code |
22:14 |
sapier |
but I want half baloon levels too |
22:14 |
RealBadAngel |
sure, lemme code simple mod for that |
22:14 |
sapier |
and I don't wanna add a half baloon texture |
22:14 |
VanessaE_ |
I think we need a proper "half" image |
22:15 |
VanessaE_ |
rather than cutting the "whole unit" image in half |
22:15 |
VanessaE_ |
half a bubble, half a balloon looks weird :P |
22:15 |
sapier |
I gonna go to bed now ... half bubbles and half balloons are to weired |
22:16 |
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22:16 |
VanessaE_ |
you guys put proper "halt unit" items in and I'll draw something that w..... |
22:16 |
VanessaE_ |
would be appropriate for the purpose. |
22:17 |
VanessaE_ |
half* |
22:18 |
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22:19 |
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22:56 |
cg72 |
https://github.com/minetest/minetest/issues/1259 |
23:08 |
ShadowNinja |
~tell hmmmm Can you check #706 and see if it's O.K? |
23:08 |
ShadowBot |
ShadowNinja: O.K. |
23:11 |
cg72 |
https://github.com/minetest/minetest/issues/1259 |
23:13 |
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23:16 |
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23:18 |
VanessaE_ |
ShadowNinja: damn that was quick! |
23:18 |
VanessaE_ |
(fixing 1257 I mean) |
23:19 |
ShadowNinja |
VanessaE_: :-D |