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07:31 |
Krock |
hmm.. can't see the chat log of yesterday night |
07:32 |
Krock |
nvm |
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12:04 |
sapier |
ShadowNinja breaking a working feature on your own not providing a equivalent replacemand and not even asking ppl using it imho isn't the way development of a community project should be done |
12:07 |
sapier |
I admit you have tried to provide a replacement ... but as you didn't ask what the original feature was supposed to do your try isn't suitable as replace it |
12:09 |
sapier |
that graphics card does the one with those windows problems have? we know about some intel onboard cards not capable of render to texture |
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13:27 |
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13:42 |
sfan5 |
#1375 |
13:42 |
sfan5 |
hm.. ShadowBot is gone |
13:42 |
sfan5 |
Update buildbot scripts and add 64-bit buildbot #1375 |
13:42 |
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13:48 |
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13:57 |
sapier |
does buildbot now really build minetest AND dependecys or still copy more or less trustworthy binaries? |
14:02 |
RealBadAngel |
idk |
14:02 |
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14:03 |
sapier |
it's most likely not a crucial issue but maybe something to do on next bigger change to that file |
14:04 |
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14:08 |
sfan5 |
sapier: it does not build deps from src, it uses pre-built librariies |
14:08 |
sfan5 |
libraries*Ü |
14:08 |
sfan5 |
s/Ü// |
14:10 |
RealBadAngel |
sapier, https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L996 |
14:10 |
sapier |
you know my opinion about prebuilt binaries especially for open source projects ... well that's something different |
14:10 |
sapier |
rba? what do you wanna try to point at? ;-) |
14:10 |
RealBadAngel |
i am changing now image_button to be 5 elements (deprecated) or 9 (+tooltip) |
14:11 |
sapier |
as long as old buttons still work I don't see a reason why you shouldn't do it |
14:11 |
RealBadAngel |
old ones will do |
14:11 |
RealBadAngel |
i mean legacy ones |
14:12 |
RealBadAngel |
those which came after will have to supply all the arguments |
14:12 |
Krock |
*bump* https://github.com/minetest/minetest/pull/1346 |
14:12 |
sapier |
I'd not call it legacy, it's perfectly fine not to specify parametes you don't need |
14:12 |
RealBadAngel |
you cannot say what kind of parameter it is |
14:12 |
RealBadAngel |
and now we do have 4 extra |
14:13 |
RealBadAngel |
so either all of them or none |
14:14 |
sapier |
Krock 1346 needs a little addon, |
14:14 |
sapier |
of course RBA |
14:14 |
RealBadAngel |
you dont have a magic ball to determine if "true" is a tooltip, image name or boolean |
14:14 |
Krock |
sapier, what do you mean? Is it not complete yet? |
14:15 |
sapier |
rba that's been meant as agreement ;-) |
14:15 |
RealBadAngel |
ok |
14:15 |
RealBadAngel |
goin to make a pull in a moment |
14:15 |
RealBadAngel |
that will do tooltips for buttons, image_buttons and fields |
14:16 |
sapier |
Krock based on the discussion yesterday(?) we'd remove the case sensitive player name support thus we don't need that strange 1-1000 hack any longer |
14:16 |
RealBadAngel |
http://i.imgur.com/iSfUTJZ.png |
14:16 |
RealBadAngel |
like here |
14:16 |
Krock |
sapier, oh okay. I mostly don't look at chat logs |
14:17 |
sapier |
tooltips are great, I already thought about adding them myself, can you add them to regular buttons too? ;-) |
14:17 |
sapier |
guess it's not a big deal as you're already about it |
14:22 |
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14:25 |
RealBadAngel |
already did that |
14:25 |
RealBadAngel |
just fields are left |
14:26 |
sapier |
I'm not sure if a tooltip for fields is that usefull ... but if someone wants it |
14:29 |
sapier |
any comments to https://github.com/minetest/minetest/pull/1364 and https://github.com/minetest/minetest/pull/1371? |
14:30 |
RealBadAngel |
heh, i just thought the same |
14:30 |
RealBadAngel |
i think i will end with just buttons for now |
14:30 |
Krock |
as long it works,it's fine |
14:31 |
sapier |
I'd be fine with it, because I already had a few situations where I thought "hell a full explaining text is way to long to be the button caption" |
14:31 |
RealBadAngel |
i need that because some do not understand icons ;) |
14:32 |
sapier |
that's not really surprising ;-P |
14:34 |
Krock |
sapier, is that guiTextInputMenu the textfield in formspecs? </noobish question> |
14:34 |
sapier |
no |
14:35 |
sapier |
it's a relic where sign text was entered with special gui element instead of formspec |
14:35 |
RealBadAngel |
hmm, we do NEED tooltips for labels/textarea |
14:35 |
sapier |
guess you're gonna tell why we need it ;-) |
14:35 |
RealBadAngel |
for main menu and all the settings |
14:35 |
sapier |
in main menu theres a description right next to them |
14:36 |
RealBadAngel |
oh rly? check the settings tab |
14:36 |
sapier |
what text field is in settings? |
14:37 |
kaeza |
tooltips for labels are kinda useless, but someone may find them useful for something, and if it's not hard to do, why not? |
14:37 |
sapier |
most of this is checkboxes so having tooltips for labels and textareas wouldn't help ;-) |
14:37 |
RealBadAngel |
ouch, checkboxes |
14:38 |
RealBadAngel |
but idea stays |
14:38 |
sapier |
but you're right, for those elements tooltips would be very helpfull |
14:39 |
RealBadAngel |
about to test something, hold on |
14:50 |
RealBadAngel |
ok, works. http://i.imgur.com/SEPZjJu.png |
14:52 |
Taoki |
PilzAdam: Poke |
14:53 |
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14:53 |
ShadowNinja |
Comments on https://github.com/minetest/minetest/pull/1346 ? The case sensitivity can be done in a seperate pull. |
14:54 |
* Krock |
just presses *Yes, I want this*-button |
14:55 |
ShadowNinja |
sapier: I did provide a replacement. And you added that compatability code with my disapproval. |
14:55 |
Eater4 |
Hey ShadowNinja, Nice |
14:56 |
sapier |
well if this was meant as disapproval you might have made that more clear |
14:57 |
sapier |
still if I have to decide to duplicate 20 files or just fix a regression I'd decide same again |
14:58 |
sapier |
your mechanism to switch folder is crap because you can't create variants of same menu like android menu which is 95% identical |
14:59 |
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15:15 |
sapier |
ShadowNinja: I already commented just writing 1000 in there is crap it's not getting better by some random promise to make it better next time |
15:36 |
CraigyDavi |
I get errors when digging blocks sometimes on servers, https://gist.github.com/CraigyDavi/7db9013ae853675c7afe It appears in the chat too. |
15:36 |
sapier |
seems to be a mod error |
15:36 |
sapier |
or missing media |
15:37 |
sfan5 |
CraigyDavi: this is a known problem, nobody knows how to fix this |
15:37 |
CraigyDavi |
Ok |
15:37 |
sfan5 |
https://forum.minetest.net/viewtopic.php?id=5301 |
15:47 |
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15:57 |
sapier |
I'm gonna merge 1371 in a few minutes if there's no reason not to do it |
16:02 |
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16:12 |
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16:26 |
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16:28 |
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16:40 |
Calinou |
there should be a way to make a node or an entity fullbright (use a fixed light level) |
16:41 |
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16:41 |
Krock |
Calinou, I really like that suggestion there |
16:41 |
Krock |
it makes torches brighter |
16:43 |
Calinou |
I need it for health bars and for fireballs and for some bright blocks |
16:44 |
Calinou |
also, why is lighting on entities done server-side and not client-side? |
16:44 |
Calinou |
(makes lag perceptible) |
16:44 |
hmmmm |
mods need lighting information |
16:48 |
Calinou |
then server should probably not send the lighting done on entities to clients and let the client calculate it by itself |
16:48 |
sapier |
positioning of tab header is quite useless for scaling guis, what do you think is better add a new formspec command using new way more predictable placement or replace the current one ... later one will result in tabheaders used in mods beeing broken. broken as of misplaced |
16:48 |
Calinou |
saves bandwidth? |
16:48 |
Krock |
^ |
16:49 |
sapier |
we already send the data a single byte will not result in a reasonable difference ;) |
16:49 |
RealBadAngel |
sapier, i made also tooltips to always fit the viewport |
16:49 |
sapier |
hmm did you see my gui scaling changes? |
16:50 |
RealBadAngel |
this is not related |
16:50 |
sapier |
ok then what means "fit the viewport"? |
16:50 |
RealBadAngel |
tooltips were positioned based on cursor position, so if button was close to the right edge, tooltip was cut |
16:51 |
RealBadAngel |
now if it would be cut, it will be shifted to fit |
16:52 |
sapier |
ahh ok sounds like a good way to do it |
16:53 |
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16:53 |
RealBadAngel |
http://i.imgur.com/P4VXCMc.png |
16:53 |
RealBadAngel |
like here ^^ |
16:54 |
RealBadAngel |
cursor is pointing search button |
16:54 |
sapier |
hmm you know you shouldn't write novels as tooltips ? ;-) |
16:54 |
sapier |
especially not in latin ;-) |
16:54 |
RealBadAngel |
lol |
16:54 |
RealBadAngel |
lorem ipsum is commonly used as an example |
16:55 |
sapier |
hmm I wonder if this gui would work on android ;-) |
16:55 |
RealBadAngel |
but seriously, im makin code aware of even extreme tooltips |
16:55 |
sapier |
seems to be a little bit to big |
16:59 |
RealBadAngel |
funny fact: getTextWidth() is aware of \n and calculates width based of longest line |
16:59 |
RealBadAngel |
getTextHeight() is not |
16:59 |
RealBadAngel |
i had to count \n in a loop |
17:00 |
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17:11 |
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17:11 |
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17:11 |
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17:18 |
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17:20 |
sapier1 |
I'm pushing 1371 now |
17:20 |
rubenwardy |
#1371 |
17:20 |
sapier1 |
https://github.com/minetest/minetest/pull/1371 shadowbot is offline |
17:21 |
rubenwardy |
I see. |
17:21 |
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17:22 |
sapier1 |
guess you want to have a look at it? in this case I'll give you a few minutes ;-) |
17:25 |
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17:25 |
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17:31 |
RealBadAngel |
sapier, http://i.imgur.com/QF19hQf.png |
17:31 |
sapier1 |
I like it |
17:32 |
sapier1 |
ah now I know why my moved change keys button was to high :-) bumpmapping is new :-) |
17:32 |
sapier1 |
ok I'm pushing 1371 now |
17:34 |
RealBadAngel |
with checkboxes situation is similar to imagebuttons |
17:34 |
RealBadAngel |
theres <selected> field optional (wondering why) |
17:35 |
RealBadAngel |
makin it require all the fields |
17:35 |
sfan5 |
RealBadAngel: https://github.com/minetest/minetest/commit/6c98fd6658fcf7c0c676ee88f03e364c852e9f1b#commitcomment-6672665 |
17:36 |
RealBadAngel |
sfan5, that the link to commit. what about it, im askin once again |
17:36 |
RealBadAngel |
because there are no comments |
17:36 |
sfan5 |
dumb github.. |
17:37 |
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17:38 |
RealBadAngel |
sfan5, so? |
17:38 |
sfan5 |
RealBadAngel: https://cdn.mediacru.sh/uqI4ykVuBUNC.png |
17:39 |
sapier1 |
https://github.com/minetest/minetest/pull/1364 could someone please test this? It's supposed to not change anything |
17:40 |
RealBadAngel |
sfan5, it is supposed to work only with this node and rather have to be hardcoded. |
17:40 |
RealBadAngel |
water surface shader is not mentioned to be used with ANYTHING else |
17:41 |
RealBadAngel |
*supposed |
17:43 |
RealBadAngel |
but as i said its just initial code for water surface shaders, it may change in the future |
17:43 |
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17:43 |
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17:44 |
sfan5 |
RealBadAngel: then the nodedef should have something like water_surface_shader = <true/false>, |
17:46 |
RealBadAngel |
first of all, exact node that is water is needed |
17:47 |
RealBadAngel |
then we need its top tile and assign shader to it |
17:47 |
RealBadAngel |
setting is not important now |
17:47 |
sfan5 |
RealBadAngel: other games may have base:water or something like that |
17:47 |
sfan5 |
and why do you need exactly water? |
17:48 |
RealBadAngel |
because its water? |
17:48 |
RealBadAngel |
other things do not have waves, reflections and refraction |
17:48 |
RealBadAngel |
and doesnt need multiple rendering passes |
17:48 |
sfan5 |
oil has reflections |
17:49 |
sfan5 |
anyway |
17:49 |
sfan5 |
hardcoding a node name goes against moddability |
17:49 |
sfan5 |
even if it may not seem useful |
17:49 |
sfan5 |
it needs a settingin the nodedef |
17:49 |
sfan5 |
+ |
17:50 |
RealBadAngel |
water surface will not moddable at all |
17:51 |
Taoki |
I must agree with not hard-coding nodes. Is there no other way around that though? |
17:51 |
RealBadAngel |
well, shape of waves could be moddable by using different wave normal map |
17:51 |
RealBadAngel |
atm i couldnt find any better |
17:51 |
sfan5 |
<RealBadAngel> water surface will not moddable at all |
17:51 |
sfan5 |
this is not what I mean |
17:51 |
Taoki |
RealBadAngel: BTW: If you're adding reflections and that's what it's for, I suggest not coding these as a property of liquids either. Solid nodes could find use for the system as well |
17:52 |
RealBadAngel |
no way |
17:52 |
sfan5 |
my point is that other games might not have water named "default:water_source" |
17:52 |
Calinou |
hardcode as little as you can |
17:52 |
Calinou |
the less, the better |
17:52 |
RealBadAngel |
imagine rendering passes needed for a mirror for example |
17:52 |
Calinou |
it's how great projects are made |
17:53 |
RealBadAngel |
rendering passes for water are made lookin up from water surface |
17:53 |
RealBadAngel |
and lookin down for refraction |
17:53 |
Calinou |
reflection of flowing nodes has little use, the important part is flat surface and maybe vertical surface (waterfall) |
17:53 |
RealBadAngel |
with clipping at water level |
17:53 |
RealBadAngel |
now imagine it as a node property |
17:54 |
RealBadAngel |
no way |
17:54 |
RealBadAngel |
until we start to play on nasa mainframes |
17:54 |
sfan5 |
it's slow is not an argument |
17:55 |
sfan5 |
hardcoding a node name is the worst thing you can do |
17:56 |
RealBadAngel |
im repeating it, its initial code |
17:56 |
RealBadAngel |
i just needed the way to separate the shader right here, right now |
17:56 |
sfan5 |
why would it be slow? |
17:57 |
RealBadAngel |
because of rendering passes needed |
17:57 |
sfan5 |
all you'd need to do is dereference f-> and get some stuff (assuming setting is in ContentFeatures) |
17:57 |
RealBadAngel |
each reflection you could add for a node would mean new rendering pass |
17:57 |
sfan5 |
why? |
17:58 |
RealBadAngel |
to get reflection texture |
17:58 |
sfan5 |
???? |
17:59 |
sfan5 |
I'm talking about if (f->name == "default:water_source") ----->>> if (f->foobar) |
17:59 |
sfan5 |
not about anything else |
18:03 |
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18:07 |
RealBadAngel |
heh, too many questions at the same time |
18:07 |
RealBadAngel |
and for that i already answered |
18:08 |
RealBadAngel |
it was the best way i could find at the moment to make sure it will be just "default:water" |
18:10 |
RealBadAngel |
we can propably find a better way later on |
18:11 |
RealBadAngel |
but as i said it wont be property for any node, just for water, whatever it will be called |
18:21 |
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18:30 |
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18:31 |
Taoki |
RealBadAngel: Multiple types of water could be added in some games. Like normal water and gray swamp water. Oil and others could use ot tii |
18:31 |
Taoki |
**too |
18:33 |
BlockMen |
lol, ottii :D |
18:45 |
kaeza |
sapier1, does 1206 fix modstore for desktop clients too? or is it specific to something in android port? |
18:46 |
sapier1 |
no broken modstore is something different |
18:46 |
sapier1 |
someone reduced curl timeout to 3 or 5 seconds |
18:46 |
kaeza |
ah ok |
18:46 |
sapier1 |
thus downloading files is not allowed to require more then that time |
18:46 |
sapier1 |
that's not enough on slow lines or for big mods |
18:47 |
kaeza |
why was it reduced anyway? |
18:47 |
sapier1 |
I don't know |
18:47 |
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18:48 |
sapier1 |
I'm gonna do a pull request for that fix soon |
18:48 |
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18:50 |
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18:53 |
* Krock |
already wondered why he always times out |
19:00 |
Taoki |
Aaahaha! It seems I was the one to report the issue with the number 1337 :D |
19:00 |
Taoki |
Sorry I just found that hilarious |
19:01 |
Taoki |
https://github.com/minetest/minetest/issues/1377 |
19:03 |
Taoki |
Ok, nevermind, it was 1377 :P |
19:06 |
Krock |
craigy made nr. 1337 |
19:06 |
kaeza |
Taoki, you are lett |
19:07 |
Taoki |
#leet was closed yesterday it seems... an issue with the death screen :) |
19:08 |
Krock |
"Registered users: Bing [Bot], Exabot [Bot], Google [Bot], Majestic-12 [Bot], YaCy [Bot]" |
19:08 |
Krock |
whoops wrong tab |
19:29 |
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19:35 |
sapier |
#1379 should fix mod downloading |
20:33 |
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21:59 |
Taoki |
PilzAdam: https://github.com/minetest/minetest/issues/1275 Think this is something you can do anything about? I posted a debug trace and c55 explained the problem in essence. It's a crash that causes Minetest and makes at least one of my mods unuseable |
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