Time Nick Message 00:10 hmmmm [06:08 PM] (((parts.size() >= 5) && (parts.size() <= 9)) && (parts.size() != 6)) < Unnecessary grouping. 00:10 hmmmm may be unnecessary but that doesn't make it wrong 00:10 hmmmm in fact grouping all operands of && and || is a rule in MISRA 00:12 hmmmm you know paramat, I think it might be a neat idea to have mod-defined ridges like that in v7 00:13 hmmmm if the noise is between a certain range, make the resulting height constant, and anything above that range is equal to the noise value minus the range of the ridge 00:13 hmmmm but that doesn't work for cutting off only portions of map to be flat 00:13 hmmmm hmmm 00:14 VanessaE ~tell sapier you fixed a fairly large portion of my memory usage issue with #1359 - Creative server is now using right about 9GB at the client with HDX512 and all of the settings enabled as before, versus 13GB before under the same conditions. FPS is still shit but that's my video card unable to handle the load. 00:14 VanessaE fuck. 00:14 VanessaE no shadowbot, no minetestbot. 00:15 VanessaE well make the above 9-10 GB now, versus 13+ 00:16 VanessaE still an improvement. 00:17 hmmmm the intersection of two perlin maps should fix that problem so you can have unconnected blobs of flat land 00:17 hmmmm however i can't figure out how you'd make them appear at a random height 00:18 * paramat reads (was cooking) 00:25 paramat actually noisegrid does occasionally make isolated blobs of flat land, but rare 00:26 hmmmm perhaps it does, but this way you can have consistent blobs of flat land 00:31 paramat yes. i have a new unlimited tunnel generator https://forum.minetest.net/viewtopic.php?f=9&t=9521 tunnel is the volume of intersection of 2 narrow bands of 3D noise 00:50 hmmmm wow, nice 00:50 hmmmm that's how caves should be IMO 00:50 hmmmm maybe with a smaller spread factor though idk 00:57 ShadowNinja hmmmm: Yes, but it didn't seem to help readability either. That's why I mentioned it. 00:57 ShadowNinja But *shrug*. It doesn't really matter. 01:13 paramat thanks thats cool you like it. now my laptop needs to cool ... 01:26 RealBadAngel ShadowNinja, putting extra code per texel in world for sake of pause is not a wise idea 01:28 RealBadAngel but when entering pause, we can just disable shaders in settings 01:29 RealBadAngel ofc, visual effect with some options enabled will look not so good 01:30 VanessaE why not just pass a pause flag to the shader? 01:30 VanessaE if not set, allow the shader timer to run so the animations move 01:30 RealBadAngel because thats extra code per each texel in the world 01:30 RealBadAngel it will slow down shaders 01:30 VanessaE damn 01:31 VanessaE can't stop the timer itself somehow? 01:31 VanessaE I mean, the shaders refer to a timer somewhere to run the animations 01:31 RealBadAngel im trying hard to eliminate any unnecesary code in shaders and now i shall add some weirdo? no way :) 01:31 VanessaE why not shut it off at its source? 01:32 VanessaE nono I mean before the shaders get the timer's value 01:32 RealBadAngel just disable it in settings 01:32 VanessaE wherever the value comes from to begin with, shut it off there 01:32 RealBadAngel on next meshupdate shaders will be disabled 01:37 RealBadAngel what for disable timers? 01:37 RealBadAngel to stop things from waving? 01:37 VanessaE if you disable the timers, the waving shaders have nothing to refer to 01:37 VanessaE so the animations should stop, no? 01:37 VanessaE it doesn't stop the GPU usage 01:37 VanessaE but it stops the visual movement 01:38 VanessaE which gives the impression that the game is paused. 01:38 RealBadAngel and nothin more but impression 01:38 VanessaE I think that's all ShadowNinja really wanted :P 01:38 VanessaE besides, better to give the impression of stopped-shaders than to let them wave when everything else has been paused, I think 01:39 VanessaE if you can't truly stop them without adding a performance hit when they are running. 01:39 RealBadAngel i can disable them at all temporarily 01:40 RealBadAngel just set the config setting and restore it when unpause 01:40 ShadowNinja RealBadAngel: That would cause a significant graphics difference though, and waving things would snap back to their nermal positions. 01:40 VanessaE yeah but that turns off a number of other effects 01:40 RealBadAngel yes 01:41 VanessaE just stop the timer at its source. fake it. 01:41 RealBadAngel thats not what issue is about 01:41 RealBadAngel guy wants to calm down his pc 01:41 RealBadAngel lol 01:41 ShadowNinja Things should simply freeze. How do moving things dicide where they should be? A timer? 01:42 RealBadAngel a sec 01:42 RealBadAngel game.cpp circa #800 01:43 RealBadAngel wow, its #803, i have good memory ;) 01:44 RealBadAngel https://github.com/minetest/minetest/blob/master/src/game.cpp#L803 01:45 ShadowNinja RealBadAngel: Just set that to 0, or, even better, the last value. 01:45 RealBadAngel something like if (pause) animation_timer = 0; should do the trick 01:45 VanessaE didn't I suggest that 15 mins ago? :) 01:48 RealBadAngel how is the pause applied at all? some global variable? 01:52 ShadowNinja RealBadAngel: I think you have to check currentForm->pausesGame() 01:53 ShadowNinja Where currentForm is whatever formspec/window/menu is being currently displayed. 01:55 ShadowNinja RealBadAngel: Can't this https://github.com/minetest/minetest/blob/master/src/game.cpp#L813-L826 be replaced by simply the three calls with 0, 1, and 2 directly in the parameters and C++ type auto-conversion for whatever's available? 02:16 Megaf This still broken, it wont compile https://github.com/minetest/minetest/pull/1359 02:18 Megaf trying again 02:20 Megaf compiled 02:20 Megaf Hey us`0gb 02:22 us`0gb Hey Megaf! 02:34 hmmmm hmmm 02:34 hmmmm what is sapier doing with the VOXELFLAGS? 02:35 hmmmm I don't remember exactly but I added in one of those not for performance reasons, but to solve the problem of that portion of the map being updated while another voxelmanipulator has that area loaded 02:36 hmmmm if he screws that up then no doubt you'll get the walled-in-cave problem again with more than one emerge thread 04:34 Eater4 Does anyone here have control over the public server list? 04:34 Megaf xyz does 04:40 Eater4 Ok 07:57 RealBadAngel well, https://github.com/minetest/minetest/commit/65a4630f3176feb0f4dd4db6ce12cd6d32e2b369 07:57 RealBadAngel it has broken all the labels 07:57 RealBadAngel sapier... 09:04 celeron55 03:31:47 < paramat> yes. i have a new unlimited tunnel generator 09:04 celeron55 03:50:52 <+hmmmm> that's how caves should be IMO 09:04 celeron55 this is how mapgen v5 does caves 09:07 Eater4 Good night 09:48 sapier hmmm if I understand the code correct you added voxeflags to not have to copy the whole voxelmanip, BUT in order to use that feature you have to do a 3d loop through memory copying elements one by one. Of course there may be situations where not copying may be faster but for all typical situations I profiled this resulted in doing a double loop over all elements. In almost all situations there hasn't been a single not loaded element whe 09:49 sapier moreover memcpy is usually highly optimized by compiler for each architecture and way more fast then single asignment 09:51 sapier most likely if you have a voxelmanip with two parst far from each other old variant might be faster. Yet optimizing a hardly ever used usecase by adding penalty of more then 100% to common case isn't very usefull (imho) 09:51 VanessaE ...loaded element whe...? 09:51 VanessaE you got cut off. 09:51 sapier argh 09:51 sapier ... single not loaded element where actually time could've been saved 09:53 sapier Still those performance changes are suggestions only I can't be sure I didn't miss some case causing major issues so anyone having similar concerns please tell 10:59 celeron55 testing multithreaded map generation is kind of not viable because it's broken anyway 10:59 celeron55 for regressions in the flags, i mean 11:43 sapier how is multithreading related to it? 12:13 celeron55 sapier: because then it is generating multiple areas at the same time and has to merge them 12:13 sapier yes but it'd use different voxelmanips to do so wouldn't it? 12:14 sapier wait .. ok if one thread would generate (0,0,0) and (1000,1000,1000) within same voxelmanip that might be an issue 12:16 sapier but still considering the 100%+ overhead for regular case I'd suggest to fix the mapgen not to generate things randomly distributed around map in a single voxelmanip 12:36 sapier https://github.com/minetest/minetest/pull/1319 I'm gonna push this small fix in a few minutes 12:36 celeron55 sapier: it's not about performance; it's about consistency of results 12:37 celeron55 but i'm not very knowledgeable about this, you have to ask hmmmm 12:41 sapier I'll talk to him to make sure I didn't miss something 14:32 RealBadAngel hi sapier 14:33 RealBadAngel there are problems with bounding boxes for labels 14:33 RealBadAngel and propably irrlicht 14:33 RealBadAngel for me it is broken, all the labels are shifted down 14:34 RealBadAngel i do have irrlicht 1.7.2, vanessa has 1.8 and havent noticed any problems 14:35 RealBadAngel http://i.imgur.com/2OneR68.png 14:35 RealBadAngel it affects all the labels, ingame and in mainmenu 14:36 RealBadAngel getDimension propably returns something weird, when i revert it as it was before (+300) everything goes back to normal 14:44 CraigyDavi Is this a known bug? https://cdn.mediacru.sh/PMlKepRZrd03.png My server seems to sometimes do this now, it did not happen on 0.4.9 stable 14:45 CraigyDavi There was no high cpu, high ram or anything at the time. It looks like it happened when someone timed out 15:11 sapier RealBadAngel: I've got 1.7.3 and don't have that issue ther ehas to be something different 15:12 sapier that change doesn't do anything to y position of labels and checkboxes it's very very strange those are affected for you 15:12 sapier the only thing where ypos is even touched is for vertlabels 15:13 RealBadAngel vertlabels and labels are both affected 15:13 sapier CraigyDavi: hard to tell that screenshot doesn't provide any information but it's beeing crashed 15:13 sapier RealBadAngel: as I said thats strange because ypos of those isn't even touched 15:13 RealBadAngel and im very suprised too, how the x change can make it shift down 15:14 sapier is it same for mainmenu? 15:14 RealBadAngel yes 15:14 sapier even more strange I doubt difference between irrlicht 1.7.2 and 1.7.1 can do this 15:14 RealBadAngel going to add now some debug code to see those values 15:14 sapier 1.7.3 15:15 sapier getDimension isn't used for y position too so any bug there couldn't affect labels and checkboxes 15:16 CraigyDavi Well the debug.txt gives no information either, but yeah. it crashes frequently like that 15:17 sapier what build do you use? 15:22 RealBadAngel looks like width values calculated are too small, and text is wrapped 15:22 RealBadAngel thats why it looks like shifted down 15:22 sapier text wrapping in labels? 15:22 sapier since when does this work? 15:24 sapier I never saw a label to be wrapped by now 15:24 RealBadAngel m_font->getDimension(wlabel.c_str()).Width + 2 15:24 RealBadAngel adding 2 is enough for texts to be correctly displayed 15:24 sapier maybe use the kerningwidth? 15:25 sapier then it'd be font specific 15:25 RealBadAngel i tried both default and freetype 15:25 RealBadAngel same behaviour 15:25 sapier freetype isn't a font ;-) 15:25 RealBadAngel i mean compiling with and without freetype 15:26 sapier what's causing labels to be wrapped for you? 15:26 sapier they're not supposed to autowrapp 15:26 RealBadAngel idk if theyre wrapped or whatever 15:26 RealBadAngel theyre shifted down 15:27 RealBadAngel adding at least 2 to width solves the issue 15:27 sapier that's strange they've been just cut for me ... no matter if kerningwidth doesn't work the 2 will be fine too 15:27 sapier just add a comment like "add some safety addon to avoid line wrapping on some irrlicht versions" 15:27 RealBadAngel also i can see vertlabels incorectly shown 15:28 sapier well vertlabels are a little bit changed as their positioning wasn't actually predictable before ... at least not by position 15:28 sapier in case that's an issue I'll just revert it back to 300 ... they will continue to be broken then 15:28 RealBadAngel http://i.imgur.com/zBp1gOu.png 15:29 sapier that's your autowrapping too 15:29 sapier there's no space between SIN and GLE for sure ;-) 15:29 RealBadAngel that i could see for ages already 15:29 RealBadAngel it was always broken 15:29 sapier I wonder why a N fits in there but a G doesn't 15:30 sapier other way round 15:30 sapier are you on windows or linux? 15:31 sapier hmm that's not a windows window deco 15:31 RealBadAngel adding 2 to height also caused vertlabels to be positioned correctly 15:31 sapier height? 15:32 sapier that's crazy 15:32 RealBadAngel yup 15:32 sapier it should help increasing the width not the height 15:32 RealBadAngel im on xubuntu 12.04 15:32 sapier I guess spending 2 additional pixels is still better then before, yet you should add a comment what those 2 are 15:33 ShadowNinja Python server list with Flask: http://sprunge.us/OHed?python Much more readable, and two lines shorter. :-) 15:33 RealBadAngel http://i.imgur.com/bUnlmEq.png 15:33 sapier can you try if adding 2 to width helps too? 15:33 RealBadAngel ofc 15:33 sapier maybe that'd fix the SIN GLE issue too 15:33 Megaf Hi all 15:33 Megaf how bad would it be if Minetest used TCP/ 15:33 Megaf ? 15:34 sapier you'd have to open two ports instead of one 15:34 sapier non reliable communication still has to be sent by udp 15:34 Megaf TCP would reduce timeouts I think 15:34 sapier is there a pressing need to switch to tcp right now? 15:34 sapier no wouldn't 15:35 RealBadAngel lol, guess what 15:35 RealBadAngel http://i.imgur.com/OPMCR2v.png 15:35 sapier I'd expect it to help but as you ask it doesn't? 15:35 RealBadAngel it helped 15:36 sapier ok so don't change the height but the width only 15:36 RealBadAngel no, you have to change both 15:36 RealBadAngel but lemme try for sure 15:37 sapier that doesn't make sense :-) ... well actually none of this really makes sense ... do you have some special irrlicht version doing line breaks automaticaly ? ;-) 15:37 sapier or some patch none of us has? 15:38 RealBadAngel its clean build 15:38 RealBadAngel nothing is modified 15:38 sapier just crazy :-) 15:39 RealBadAngel i was right, on both x and y +2 has to be added 15:39 sapier I don't understand why you have to add it to y 15:39 sapier x ok to avoid that strange autowrapping but why y? 15:39 RealBadAngel because otherwise theyre shifted down 15:40 RealBadAngel i mean labels, vertlabels are shifted up 15:41 RealBadAngel notice that i had that SIN GLE issue for long time already 15:41 sapier I haven't seen that SIN GLE issue by now on debian 15:42 RealBadAngel all vertlabels were affected this way for me 15:42 sapier at least it's consistent ;-) 15:42 Calinou is using ABM registration on several nodes much more expensive than only one node? 15:42 RealBadAngel ive changed pos.X + 15 to pos.X + 17 and got rid of it now 15:42 Calinou what is the best interval for having low global load? 1, 2, something else? 15:43 sapier please don't add them, I'm gonna replace the 15 by a variable value in my dpi/gui_scaling fix 15:43 RealBadAngel also whenever width or height is calculated i have to add 2 to result (at least 2) 15:43 sapier write it 15 + 2 15:44 sapier do you have a special font? 15:44 RealBadAngel no 15:44 sapier some special default settings for freetype? 15:44 PenguinDad ShadowNinja: looks much better than the old perl server list 15:44 RealBadAngel no, its clean and just built copy 15:44 sapier no I meant system wide default settings 15:45 RealBadAngel i dont have any system wide install of the game 15:45 RealBadAngel all are made with drun_in_place=1 15:45 sapier yes but maybe freetype lib uses them automaticaly? 15:45 sapier I'm just guessing right now 15:46 RealBadAngel it behaves the same with freetype enabled and disabled 15:46 RealBadAngel it doesnt matter 15:46 sapier something has to be different because you're the only one telling/having it 15:46 RealBadAngel idk whats different 15:47 sapier ok guess 2 pixels aren't worth spending more time on it if it's fixed by adding that additional room I agree to do it ... at least if you use the +2 style and add a comment 15:48 RealBadAngel what comment should i put? "im adding here 2 because idk wtf is going on." ? :) 15:48 sapier maybe not exactly this words but something like that ;-) 15:49 sapier just make sure it's clear what that 2 is from ;-) 15:49 Megaf sapier; would it be possiblet to use dynamic cache on clients, acording to the amount of RAM? 15:49 sapier cache? 15:50 Megaf we already have the unlound unused timeout 15:50 Megaf that timeout could be dynamic 15:50 sapier what cache 15:50 sapier textures ... no 15:51 sapier engine has to have all textures in memory 15:51 RealBadAngel also for vert labels i suggest using getDimension for x too 15:51 sapier map ... maybe don't know that subsystem that much 15:52 RealBadAngel fixed 15 or 17 may be too few for bigger fonts 15:52 sapier hmm I thing I didn't use getDimension there because I'd have to do a getDimension on each single char to find the one with tallest width 15:52 sapier -g+k 15:52 sapier quite a lot of cpu operations to save only a couple of pixels 15:53 RealBadAngel ok, so 15 +2 15:53 sapier tallest witdth is denglish isn't it? 15:55 jin_xi i know it not 15:55 RealBadAngel well, theres another problem 15:55 RealBadAngel by adding 2 to height it fixed label position 15:56 RealBadAngel but fucked up tooltips :) 15:56 RealBadAngel multiline tooltips are not correctly displayed anymore 16:02 RealBadAngel well, its not caused by that 16:02 sapier lol 16:02 sapier maybe you should try updating to irrlicht 1.7.3? ;-) 16:02 RealBadAngel \n doesnt work anylonger for tooltips 16:03 sapier ok guess we need to find the real reason for why it's failing for you 16:03 RealBadAngel its something related to word wrapping for sure 16:04 RealBadAngel suddenly \n is not workin 16:21 RealBadAngel ok, when i compile with freetype, /n is not working 16:59 sapier comments? https://github.com/minetest/minetest/pull/1391 17:06 jin_xi sapier: is this like a fader element or strictly scrolling related? 17:07 sapier https://github.com/minetest/minetest/pull/1392 actually just a rebased #1206 17:07 sapier it doesn't do scrolling itself 17:07 sapier it's just a scrollbar 17:08 sapier I wanted to do a trackbar but irrlicht doesn't support those (without arrow buttons at end) 17:08 sapier scrollbar will do too 17:12 Megaf is minetest.net offline? 17:20 CraigyDavi Megaf, not for me 17:21 Megaf Ok, its just a little slow 18:04 sapier pushing #1392 now 18:05 kaeza can we remove the automatic "Guest" naming before .10 ? 18:06 sapier do enough ppl agree to it? 18:06 kaeza most server owners block those usernames 18:10 kaeza I'd dare say the servers that willingly let "Guest" users in, can be counted on the fingers of one hand 18:13 sapier maybe but is this a reason to prevent it client side? 18:15 kaeza is there a reason to have it at all? I mean, it's simply typing a name into a textbox, plus many of those users don't even know what they are called 18:25 kahrl sapier: although it's legal C++, it seems a bit weird to use struct curl_slist* when ENABLE_CURL is 0; can we make fetchJsonValue's second parameter std::vector extra_headers? 18:28 kaeza sapier, also: https://forum.minetest.net/viewtopic.php?id=6213 18:28 sapier just provide a pull request to remove it kaeza ;) 18:29 sapier kahrl I'll try to do so 18:29 VanessaE Sapfor G*d sakes, in the name of all that is sane and good in the world, get the fruck rid of Guest usernames. 18:30 VanessaE fruck? no, I mean FUCK. :) 18:30 VanessaE sapier ^^^^ 18:30 VanessaE (note to self: preview my screen before hitting enter) 18:30 kahrl sapier: if it works, you should be able to remove every #include outside httpfetch.cpp (i.e. in mods.cpp and guiEngine.cpp) 18:31 sapier I don't care about those names ;-) if someone provides a patch and volonteers to take the punches I'll merge it ;-) 18:31 VanessaE no, really. If you lack a mod that blocks them, they're a maintenance nightmare. 18:32 kahrl mods.h I mean 18:33 sapier I think it can be removed 18:33 sapier it == curl struct 18:35 ShadowNinja Comments? (Yes, sapier, I'll make a PR later) http://sprunge.us/gATB?diff 18:35 ShadowNinja It converts the server list server to Python, which is much more readable. 18:36 ShadowNinja The new server also checks the json data more strictly. 18:36 ShadowNinja (Lots of type checks) 18:37 sapier I don't know much about server list 18:37 ShadowNinja It also has a length limit, so you can't add crazy long pieces of data. 18:37 sapier python instead of perl? 18:38 kahrl wait, doesn't node.js mean javascript? 18:38 sapier hmm well I don't need the server list, so I don't care about it beeing python .. but isn't perl way more common then python? (at least as default script) 18:39 sapier guess it's already using way to much uncommon things another one wont be a difference 18:41 sapier I know python isn't exactly "uncommon" but it's usually not in default install too ;-) 18:41 ShadowNinja kahrl: Yes. Node.js is used for the template compiler. 18:42 sapier but that's been this way before or not? 18:42 ShadowNinja sapier: Actually, it comes pre-installed on bigger distros like Ubuntu. Neither Python or Perl was pre-installed on my system (Arch). 18:42 sapier ubunut? are you sure? 18:43 kahrl the only place where python could be a problem is shared hosting 18:43 sapier well I'm away from it for about 2 years now, by that time it wasn't default (irc) 18:43 kahrl and you don't want that for the masterserver anyway 18:43 ShadowNinja Python is comparable to perl in porularity. And yes, at least last I tried it, in fact it cane with both python 2 and 3. 18:43 sapier well python doesn't have perl's history yet :-) 18:44 sapier sometimes i believe perl isn't one language but more 3 or 4 in same interpreter 18:44 ShadowNinja VanessaE: Can you apply this patch on one of your bigger servers? http://sprunge.us/ELFH?diff 18:45 ShadowNinja Regardless, Python is much more readable, and it might be more performant since it's only started once. 18:45 ShadowNinja The perl script uses CGI and is reloaded on every request. 18:49 VanessaE ShadowNinja: applied globally (easier that way). which server do you want me to run it with? 18:55 ShadowNinja sfan5: Is this O.K? We can easily apply it from their patch. https://github.com/minetest/minetest/pull/670 18:55 proller ShadowNinja, no, perl masterserver uses fcgiwrap and started once 18:55 ShadowNinja proller: Oh, O.K. Better. 18:56 ShadowNinja VanessaE: It doesn't matter, as long as it's got a lot of mods and other data to send to the serverlist. 18:56 proller and dont forget use git mv 18:56 VanessaE ShadowNinja: okay 18:57 ShadowNinja proller: git mv is just mv a b; git rm a; git rm b. 18:57 ShadowNinja Er, git add b. 18:57 VanessaE ShadowNinja: watch for Creative to restart. 18:57 proller ShadowNinja, no. 18:58 ShadowNinja VanessaE: What did it print? 18:58 VanessaE ShadowNinja: nothing as yet. 18:59 VanessaE wait, there it is 18:59 VanessaE 14:57:49: ERROR[ServerThread]: Announcement length: 2954 19:00 VanessaE (the message wasn't initially visible in tail -f output, not enough history) 19:00 ShadowNinja Wow, very close to the 3000 limit I set. I'll set it to 5000 or so. 19:01 ShadowNinja VanessaE: You can remove that now. 19:01 VanessaE ok 19:02 ShadowNinja Also, sending as POST will make it more efficient, since we can use multipart/form-data which doesn't require url quoting. 19:03 sfan5 ShadowNinja: yes 19:04 sapier I suggest using at least a factor 10 to what we know to be legit 19:19 sapier kahrl better this way https://github.com/minetest/minetest/pull/1393 ? 19:21 kahrl sapier: looks good. Can #include be removed from mods.h and guiEngine.cpp now? 19:25 sapier yes ... already updated the pull request 19:28 RealBadAngel sapier, got a real reason for fails with labels, wordwrap was turned on 19:28 sapier where was it turned on? 19:28 RealBadAngel http://irrlicht.sourceforge.net/docu/classirr_1_1gui_1_1_i_g_u_i_environment.html#adb56652b23932a391b08f710a9546ef3 19:28 sapier did they change the default behaviour? 19:29 RealBadAngel we had set it on 19:29 sapier that doesn't explain why it wordwraps for you only ;-) 19:30 RealBadAngel im not sure, maybe something with resolution? 19:30 sapier do you have some special one? 19:30 kahrl sapier: I think it's good to merge now 19:30 VanessaE sapier: remember, he's one of those blasphemous users with a widescreen monitor 19:30 sapier ok I'm merging it now 19:30 VanessaE ;) 19:31 RealBadAngel 1360x768 19:31 sapier hmm I've got three monitors next to each other ... cumulated about 4200x1200 ... well I never did expand minetest to all screens 19:33 RealBadAngel also seems like we are missing one argument to addStaticText 19:33 RealBadAngel idk if thats important 19:33 sapier there's most likely a default value 19:34 RealBadAngel not important. so just turnin wordwrap off does the trick for labels 19:35 RealBadAngel no need to add anything 19:35 sapier ok 19:36 RealBadAngel vertlabels are worse, there have to be wordwrap enabled 19:37 sapier are you sure? they're done by using \n 19:37 RealBadAngel ive turned it off, and all whats visible is just first letter 19:37 sapier strange I guess we're still missing some piece of the puzzle 19:38 RealBadAngel workin on it 19:43 sapier additional comments to this one? https://github.com/minetest/minetest/pull/1379 19:44 ShadowNinja sfan5: Go ahead and apply it then. :-) I'm working on the serverlist and HTTPFetch. 19:44 sfan5 ShadowNinja: can you do it, please? 19:45 sapier ShadowNinja: hope those curl header removals don't conflict to your changes 19:47 sapier hmm I wonder if out mod mechanism might be an issue for google appstore 19:48 VanessaE why? playstarz got away with it 19:49 RealBadAngel sapier, as far +2 is the only solution for vertlabels work for me correctly 19:50 sapier hmm can you do a pull so we can check it works for others too? 19:50 RealBadAngel btw, one real issue is as i mentioned already, when compiled with freetype \n doesnt work 19:51 sapier that's even more strange as it works for me too 19:51 sapier at least for vertlabels 19:51 RealBadAngel it doesnt work for labels, tooltips and vertlabels 19:52 RealBadAngel in vertlabels text is just wordwrapped 19:52 RealBadAngel its not made using \n 19:53 RealBadAngel ive replaced \n with spaces 19:53 RealBadAngel and it still works, but theres no space between words just 19:54 ShadowNinja sfan5: No, not now. I'm working on adding multipart/form-data support to HTTPFetch and finishing the serverlist. 19:54 sapier you're wrong RBA vertlabels are done by adding \n after each character guiFormspecMenu L1143 19:54 sfan5 ShadowNinja: I'll do it later then 19:55 RealBadAngel ofc theyre coded so 19:55 RealBadAngel but for me \n doesnt work with freetype enabled 19:56 sapier maybe we should have a look at your freetype version 19:57 RealBadAngel idk what ver i have ;) 20:00 RealBadAngel ok, ive disabled wordwrap for vertlabels too, without freetype now everything is ok 20:00 RealBadAngel tooltips too 20:01 RealBadAngel only problem left is that damn newline not workin when freetype enabled 20:05 sapier quite strange 20:09 sapier ok I can confirm newlines don't work for tooltips 20:13 RealBadAngel do you have freetype enabled? 20:14 sapier yes I'm trying without freetype now ... and I already found a location that may be involved 20:14 RealBadAngel for me without freetype it works 20:14 sapier ok for me too ... so at least this one is reproduceable ... good 20:15 RealBadAngel this means vertlabels should be displayed different with and without freetype 20:15 RealBadAngel because \n doesnt work in general with freetype 20:16 RealBadAngel i mean for you too, you shall notice a difference 20:17 sapier ok but that proofes vertlabels work due to word wrapping only 20:17 RealBadAngel yes 20:17 RealBadAngel but i do have for both already disabled wordwrapping 20:18 RealBadAngel so, what about "the location" u mentioned? 20:19 sapier CGUITTFont.cpp there's code calculation positions 20:26 ShadowNinja https://github.com/minetest/minetest/pull/1394 20:26 ShadowNinja kahrl: ^ Comments on the second commit? 20:27 ShadowNinja Should only post_data be used for application/x-www-form-urlencoded like before? I like the auto-escaping of post_fields though. 20:29 ShadowNinja It could also be changed to simple "fields" and encode app/urlenc GET requests. 20:34 kahrl ShadowNinja: I think the commit is good 20:35 kahrl although I've never worked with curl_formadd and its friends so I can't really say too much 20:35 kahrl about the auto-escaping feature, I think we should keep it, we don't want to reimplement at every call site 20:35 kahrl it at* 20:36 RealBadAngel sapier, ive changed this line: 20:36 sapier it's not detecting linebreaks at all 20:36 RealBadAngel #580 else if (currentChar == (uchar32_t)'\n') // Unix breaks 20:36 sapier yes that's the line 20:36 RealBadAngel replaced \n with N 20:36 sapier N? 20:36 RealBadAngel now N works as newline 20:36 sapier loh 20:36 sapier lol 20:37 sapier let's find out why '\n' doesn't work 20:38 sapier obviously '\n' is wrong and should be L'\n' but thats still not enough 20:50 sapier that's great 20:51 sapier got it 20:53 RealBadAngel yes? 20:53 sapier yes 20:53 RealBadAngel whats wrong? 20:54 sapier newline is considered to be a invisible char ... and newline handling is only done for visible chars ... quite useless 20:54 sapier I'm pushing the fix soon 20:56 RealBadAngel ok 20:56 RealBadAngel shall i push fixes to GUIFormSpecMenu ? 21:01 sapier please let someone check it first 21:01 sapier those things couldn't be reproduced by anyone by now 21:03 RealBadAngel you know that wordwrap shall be disabled 21:03 sapier ok pushed the fix now newline should work 21:04 sapier it's not disabled by now so not sure about that 21:04 sapier I'd like to check that change doesn't break it for everyone else ;-) 21:04 RealBadAngel so check it out yourself 21:05 sapier just post your patch to gist prior pushing it 21:05 RealBadAngel #1109 Environment->addStaticText(spec.flabel.c_str(), rect, false, false, this, spec.fid); 21:05 RealBadAngel cmon, just edit the file 21:05 sapier the only change? 21:05 RealBadAngel for labels 21:06 RealBadAngel #1155 Environment->addStaticText(spec.flabel.c_str(), rect, false, false, this, spec.fid); 21:06 RealBadAngel for vertlabels 21:06 RealBadAngel one true -> false , for both 21:08 sapier hmm not sure about that change for vertlabels 21:08 RealBadAngel im sure 21:08 sapier well looks crap for me 21:08 RealBadAngel screenie? 21:09 sapier give me a second 21:14 sapier http://i61.tinypic.com/2ro2kk0.jpg 21:17 RealBadAngel i see, same here with freetype and your patch 21:18 RealBadAngel space between letters is smaller 21:19 RealBadAngel it applies also to tooltips 21:19 sapier http://i61.tinypic.com/2ry2blh.png this is how it looks like with word wrap enabled 21:21 RealBadAngel http://i.imgur.com/tlXK40A.png vs http://i.imgur.com/cGIZmnW.png 21:22 sapier ...W is word wrap enabled isn't it? 21:23 RealBadAngel on both worwrap is disabled 21:23 sapier do you have that +2 in there? 21:23 RealBadAngel left is with freetype 21:23 RealBadAngel no 21:23 RealBadAngel its without +2 21:23 sapier strange 21:23 RealBadAngel just wordwrap disabled 21:24 sapier wait left is freetype and no wordwrap? 21:24 sapier and right is? 21:24 RealBadAngel both are no wordwrap, left is freetype 21:24 sapier but right is non freetype? 21:24 RealBadAngel yes 21:24 sapier can you do a screenshot with freetype and wordwrap enabled? 21:25 RealBadAngel sure 21:27 RealBadAngel http://i.imgur.com/ORdgGjL.png 21:27 RealBadAngel also all labels are fucked up 21:31 sapier so it's either make them ugly for everyone or break them for you ... thats a stupid choice 21:31 RealBadAngel with freetype \n makes too small spaces between lines just 21:32 RealBadAngel and thats all 21:32 sapier no they aren't to small they're just plain line distance 21:33 RealBadAngel how do they call that distance between lines of text? 21:33 sapier I guess that'd be this code "offset.Y += font_metrics.ascender / 64;" 21:34 sapier still the vert labels and normal text have different requirements 21:34 sapier what happens for freetype if you do a width +2? 21:34 RealBadAngel lemme try 21:35 RealBadAngel btw, but tooltips will look wrong for all 21:35 RealBadAngel same too small distance 21:35 sapier well I didn't expect it to change but what about the vertlabels? 21:35 RealBadAngel checkin 21:35 sapier and enabled wordwrap of course 21:39 RealBadAngel looks ok 21:39 RealBadAngel +2 on X is enough 21:39 sapier so we're back to why do you need "+2" :-/ 21:40 RealBadAngel whats "kerning" ? 21:42 RealBadAngel ok, i know 21:42 sapier don't exactly know that code was first time to read it for me too ... for what I figured out it's the delta based uppon previous char 21:42 sapier but that could be wrong 21:42 RealBadAngel http://en.wikipedia.org/wiki/Kerning 21:45 sapier ok seems I'm correct 21:50 RealBadAngel hmm, looks like height is get as result of a hack 21:50 sapier maybe that hack is wrong? 21:50 RealBadAngel see line #653 21:50 RealBadAngel 3 characters are tested 21:50 RealBadAngel and ONE pixel added 21:51 sapier quite strange 22:02 RealBadAngel its used only to get dimensions 22:03 sapier not for printing? 22:03 RealBadAngel i think problem with too small spaces are related to that visible/invisible stuff 22:03 RealBadAngel wordwrapping makes correct ones 22:04 sapier interesting 22:08 VanessaE older OS, older version of the font in use, so maybe that tweaks his setup relative to ours? 22:08 VanessaE (re: kerning) 22:37 RealBadAngel VanessaE, how texts on signs are made visible? 22:37 VanessaE textured entities. 22:37 RealBadAngel great 22:37 sapier no crap 22:37 sapier :-) 22:37 VanessaE nope, there's no crap here :) 22:37 VanessaE it's quite good imho, for what it is. 22:37 RealBadAngel we do have function to add text scene nodes 22:38 sapier do we? 22:38 RealBadAngel i just found it 22:38 sapier I know irrlicht has but does minetest have? 22:38 RealBadAngel #999 core::array CGUITTFont::addTextSceneNode(const wchar_t* text, scene::ISceneManager* smgr, scene::ISceneNode* parent, const video::SColor& color, bool center) 22:38 sapier ok so we dont 22:39 sapier I already suggested to use this to replace what vanessae uses 22:39 sapier http://www.freetype.org/freetype2/docs/tutorial/step2.html can we fix the height using this information? 22:39 VanessaE but only if it can replace the existing signs in a feature-complete manner. 22:45 RealBadAngel i tried to play with this: offset.Y += font_metrics.ascender / 64; 22:45 RealBadAngel 52 seems to work fine 22:48 RealBadAngel sorry, 48 22:48 RealBadAngel that seems to work just fine 22:49 sapier I don't think 64 is a number 22:49 RealBadAngel line #586 ofc 22:49 sapier seems to be a shift value 22:50 RealBadAngel idk whats that but it works ;) 22:50 sapier someone already "fixed" it without knowing ... we shouldn't do it this way a second time ;-) 22:51 RealBadAngel without "fixing" it again, freetype will stay useless (almost) for new features 22:52 sapier I wasn't suggesting not fixing it but fixing it right ;-) 22:52 RealBadAngel ascender, descender -> They are expressed in 26.6 pixel format. 22:54 RealBadAngel height 22:54 RealBadAngel The scaled version of the original design text height (the vertical distance from one baseline to the next). This is probably the only field you should really use in this structure. 22:54 sapier there's something about this beeing implementation specific 22:54 sapier :/ 22:55 RealBadAngel so, according to that, using font_metrics.ascender is just wrong ? 22:57 RealBadAngel yup 22:57 RealBadAngel replacing "ascender" with "height" works 22:58 RealBadAngel at least for newlines 22:58 RealBadAngel replace line #586 with offset.Y += font_metrics.height / 64; 22:59 sapier ok trying 23:00 sapier better 23:07 iqualfragile minetest.net/mods contains outdated links 23:10 VanessaE well links to outdated mods to be more specific. 23:10 VanessaE but they all still work 23:10 VanessaE the links still work rather 23:13 RealBadAngel sapier, line #599, same replacement needed 23:14 RealBadAngel multiline text will be properly centered thx to it 23:14 sapier ok 23:14 RealBadAngel vertically, ofc 23:16 RealBadAngel well, not really 23:17 RealBadAngel thx to it its moved down slightly 23:20 RealBadAngel so just the 1st one 23:20 RealBadAngel im goin to take a nap, bbl