Time |
Nick |
Message |
00:18 |
|
SEx2 joined #minetest-dev |
00:26 |
|
cg72 joined #minetest-dev |
00:36 |
VanessaE |
is it just me, or did the buttons in the Esc/pause menu get just a tad larger after these last few commits? |
00:36 |
VanessaE |
(as well as some fields in the main menu) |
00:43 |
VanessaE |
I will say this much for sure; those latest patches definitely cut down the memory usage by a large margin. and if they don't, then something else recently did. 9GB is MUCH better than 13 GB. |
00:52 |
VanessaE |
I can drop that to 7.2 GB or so by disabling bumpmaps and aniso/mipmap, but that still leaves about 2GB that's unaccounted for |
01:00 |
|
Taoki joined #minetest-dev |
01:15 |
Taoki |
Heh, I can literally see the world loading faster in singleplayer with the latest improvements. Awesome work sapier |
01:18 |
VanessaE |
unfortunately the fps improvement doesn't hold for long when playing on my Creative server with HDX 512, but it's a definite improvement. |
01:18 |
VanessaE |
probably being limited by my GPU at this point - there's only so much memory shuffling it can do I guess. |
01:36 |
|
OldCoder joined #minetest-dev |
01:48 |
|
us`0gb joined #minetest-dev |
01:50 |
|
BrandonReese joined #minetest-dev |
03:00 |
|
kaeza joined #minetest-dev |
03:03 |
|
BrandonReese joined #minetest-dev |
05:44 |
|
Hunterz joined #minetest-dev |
05:46 |
|
jin_xi joined #minetest-dev |
06:07 |
|
celeron55 joined #minetest-dev |
06:20 |
|
grrk-bzzt joined #minetest-dev |
07:25 |
|
catninja joined #minetest-dev |
07:33 |
|
darkrose joined #minetest-dev |
08:18 |
|
Garmine joined #minetest-dev |
09:10 |
|
restcoser joined #minetest-dev |
09:48 |
|
Calinou joined #minetest-dev |
09:52 |
|
diemartin joined #minetest-dev |
10:24 |
|
vifino joined #minetest-dev |
10:24 |
Calinou |
http://0bin.net/paste/xB+uCkOEFgMV-Co8#iBa31qFArNOOS1anyTOdMSNdXKR5o-OaR3300bZAD6x → Crashes in Carbone but not minetest_game, as of latest Git. |
10:24 |
Calinou |
also, smooth lighting is just broken. |
10:25 |
|
Kalista joined #minetest-dev |
10:27 |
Calinou |
HEAD~5 works, smooth lighting is fixed. |
10:39 |
|
proller joined #minetest-dev |
10:48 |
|
RealBadAngel joined #minetest-dev |
11:22 |
|
smoke_fumus joined #minetest-dev |
11:24 |
|
TomasBrod joined #minetest-dev |
11:29 |
|
TomasBrod left #minetest-dev |
11:44 |
|
Jordach joined #minetest-dev |
11:52 |
|
Megaf joined #minetest-dev |
12:46 |
|
proller joined #minetest-dev |
12:50 |
sfan5 |
pushing in 5 minutes: http://sprunge.us/SLVf?diff |
12:59 |
|
hmmmm joined #minetest-dev |
13:37 |
|
proller joined #minetest-dev |
13:41 |
|
troller joined #minetest-dev |
13:42 |
troller |
sfan5, DONT! |
13:42 |
troller |
move it to porting. |
13:43 |
sfan5 |
you're almost one hour too latew |
13:43 |
sfan5 |
-wq |
13:43 |
sfan5 |
s/.*// |
13:43 |
sfan5 |
also cguittfont is not a minetest component, making it depend on porting is not a good idea |
13:54 |
|
PenguinDad joined #minetest-dev |
14:02 |
|
Taoki_1 joined #minetest-dev |
14:19 |
|
PilzAdam joined #minetest-dev |
14:20 |
|
Taoki joined #minetest-dev |
14:36 |
|
proller joined #minetest-dev |
14:44 |
|
ImQ009 joined #minetest-dev |
15:35 |
|
grrk-bzzt__ joined #minetest-dev |
15:42 |
|
jin_xi joined #minetest-dev |
16:01 |
|
Calinou joined #minetest-dev |
16:25 |
|
zat joined #minetest-dev |
16:39 |
Calinou |
I still segfault when loading Carbone :/ |
16:43 |
RealBadAngel |
any logs? |
16:45 |
Calinou |
I posted a backtrace of gdb this morning |
16:45 |
Calinou |
http://0bin.net/paste/xB+uCkOEFgMV-Co8#iBa31qFArNOOS1anyTOdMSNdXKR5o-OaR3300bZAD6x |
16:45 |
Calinou |
minetest_game loads fine, but smooth lighting is quite broken |
16:45 |
Calinou |
I compiled HEAD~5 again, I still crash |
16:46 |
Calinou |
so, we can deduce that the commit that crashes is: “Don't keep temporary images in RAM†|
16:46 |
Calinou |
(probably) |
16:47 |
RealBadAngel |
here carbone loads without any problems |
16:47 |
RealBadAngel |
just downloaded it and tried |
16:49 |
Calinou |
trying HEAD~8… this morning, HEAD~5 worked |
16:50 |
Calinou |
that one works |
16:50 |
Calinou |
HEAD est maintenant à f8522d5 Fix server assert in case of invalid message from client, just kick that client. |
16:50 |
Calinou |
that one |
16:52 |
RealBadAngel |
only thing i noticed that it crashes when going back to main menu |
16:53 |
RealBadAngel |
not always, but it happens |
16:53 |
Calinou |
segfaults are so frequent when going back to main menu… |
16:54 |
RealBadAngel |
yup |
17:07 |
RealBadAngel |
looks like ive fixed extrusion code |
17:07 |
RealBadAngel |
it started to work with any resolution textures |
17:08 |
|
Hunterz joined #minetest-dev |
17:21 |
sfan5 |
Calinou: without a debug build the backtrace is pretty useless and "bt full" is better than "bt" for backtraces |
17:21 |
Calinou |
ok, thanks |
17:30 |
|
kaeza joined #minetest-dev |
17:42 |
|
sapier joined #minetest-dev |
18:02 |
RealBadAngel |
[ 0%] [ 0%] Built target cguittfont |
18:02 |
RealBadAngel |
mo update |
18:02 |
RealBadAngel |
hmmz, shoulnt it be "no update" ? :) |
18:09 |
sapier |
don't you know mo? |
18:10 |
RealBadAngel |
i just checked, mo is here ;) |
18:12 |
RealBadAngel |
btw, https://www.youtube.com/watch?v=C9M596KW1dw |
18:12 |
RealBadAngel |
fixed long time broken extrude code |
18:13 |
sapier |
what's been the bug? |
18:13 |
RealBadAngel |
you gonna rotfl |
18:13 |
sapier |
return prior doing it? |
18:14 |
RealBadAngel |
wait a sec, i will make PULL for it :) |
18:19 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/a8ffb487048a7fa5f3f07522414e37c8670fba0c |
18:22 |
RealBadAngel |
you should learn how to make proper commits full of content, not like 1,5k of whitespaces ;) |
18:22 |
sapier |
well if you guys wouldn't initially add that much nonsense I'd not have to fix it |
18:23 |
sapier |
but as I'm annyoed about that discussion I'm just gonna tell my ide not to fix broken whitespaces any longer |
18:26 |
RealBadAngel |
just jokin, calm down :) |
18:26 |
RealBadAngel |
can i push that BIG fix o' mine? |
18:27 |
proller |
sapier, you can fix broken whitespaces |
18:27 |
RealBadAngel |
lol |
18:27 |
proller |
BUT MAKE IT IN SEPARATE COMMITS |
18:27 |
proller |
DO NOT MIX IT WITH CODE |
18:28 |
proller |
^ very hard to get ? |
18:28 |
RealBadAngel |
since when do you care bout mt? |
18:28 |
celeron55 |
i must say proller is actually right |
18:28 |
proller |
https://github.com/minetest/minetest/network |
18:29 |
RealBadAngel |
i dont say hes right or not, just asked what happened that he cares |
18:29 |
proller |
^ answer in link |
18:29 |
celeron55 |
proller merges stuff from minetest to freeminer; i guess that's why |
18:29 |
proller |
yes |
18:30 |
sapier |
I don't deny he's right ... yet the result is whitespaces wont be fixed at all |
18:30 |
sapier |
because noone has interest in doing a whitespace commit |
18:31 |
celeron55 |
how about running a full trailing whitespace removal on the whole codebase at some point when there isn't much going on otherwise |
18:31 |
kaeza |
maybe do it all at once and simply put a hard rule saying no whites... that |
18:31 |
RealBadAngel |
good idea to do so after stable is released |
18:31 |
sapier |
by now general rule was no automatic codestyling to full codebyse |
18:31 |
kaeza |
and kill anyone that adds blank-lines-with-whitespace |
18:31 |
RealBadAngel |
as first thing to do |
18:32 |
sapier |
I'll just change behaviour of my ide and then I'm done with this issue too ... imho it's way to much discussion to be worth it |
18:32 |
celeron55 |
i would hope github would have a way to set limits to commits so that nobody would have to review these manually |
18:34 |
RealBadAngel |
make a branch, try it, if worked do the same with master |
18:35 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/a8ffb487048a7fa5f3f07522414e37c8670fba0c |
18:35 |
RealBadAngel |
so can i push it? ^^ |
18:36 |
|
lanxu joined #minetest-dev |
18:36 |
sapier |
hmm can you explain why 128 and not 64 or 32? :) |
18:37 |
celeron55 |
i'm wondering why not 254 |
18:38 |
RealBadAngel |
because the other values not workin correctly? |
18:38 |
RealBadAngel |
ive tested it |
18:38 |
RealBadAngel |
half of the range works perfectly |
18:38 |
celeron55 |
i mean, 255 actually |
18:39 |
celeron55 |
well whatever, i guess it doesn't break anything |
18:39 |
sapier |
testing isn't a good way to decide for a value ... maybe it behaves different on other graphics cards |
18:39 |
RealBadAngel |
everything below and above the half makes parts of the interior invisible |
18:39 |
celeron55 |
it's a stupid hack though |
18:39 |
celeron55 |
it should work no matter what that number is (except 0) |
18:39 |
RealBadAngel |
oh, cmon, alpha cannot behave different |
18:40 |
celeron55 |
and as it doesn't work, there has to be some other bug |
18:40 |
RealBadAngel |
kahrl wanted to detect if pixel is solid or zero |
18:40 |
RealBadAngel |
but textures have semi transparent pixels too |
18:40 |
celeron55 |
yes; that doesn't mean that at any point there would be no edge |
18:40 |
celeron55 |
the edge would be at alpha=1 then, or alpha=128 now, or alpha=whatever the number is |
18:41 |
celeron55 |
and as the edge disappears in some cases, there is a bug |
18:41 |
RealBadAngel |
https://www.youtube.com/watch?v=C9M596KW1dw |
18:41 |
RealBadAngel |
take a look |
18:42 |
RealBadAngel |
this is how it works with the patch |
18:46 |
celeron55 |
i'm not doubting whether it works |
18:46 |
celeron55 |
hacks work sometimes |
18:46 |
RealBadAngel |
i wouldnt call it hack, but whatever |
18:48 |
RealBadAngel |
it works as it should work from the begining |
18:48 |
RealBadAngel |
otherwise its useless for my further plans |
18:53 |
RealBadAngel |
http://imgur.com/5Jiy6mb |
18:54 |
RealBadAngel |
you should get what i mean lookin at this image |
18:54 |
Megaf_ |
sapier: Hi, can I suggest Minetest Android for tablets players on my server? |
18:54 |
Megaf_ |
I will give them a link do download it |
18:54 |
Megaf_ |
on my website |
18:58 |
ShadowNinja |
Have travis check commits for trailing whitespace and fail if it finds any. |
18:59 |
ShadowNinja |
It auto-runs on PRs, so no manual checks needed. |
18:59 |
RealBadAngel |
another example: http://i.imgur.com/QdPNoic.png |
19:00 |
RealBadAngel |
and explanation whats that: proper 3d torch model, rdy to use with torchlike drawtyp |
19:01 |
RealBadAngel |
which will work for any textures given, unlike one proposed by blockmen |
19:01 |
Megaf_ |
sapier: whats your most updated android branch? |
19:05 |
sfan5 |
ShadowNinja: or have a git commit hook that automatically removed whitespaces |
19:06 |
ShadowNinja |
sfan5: Nah,auto-commits are ugly. And better to do it right than have a bot fix it for you. |
19:07 |
sfan5 |
no not auto-commits |
19:08 |
ShadowNinja |
sfan5: Comments? http://ix.io/d6U/diff Makes inv:set_lists({}) clear the inv instead of doing nothing. Maybe I should use a temporary inv in case it fails though. |
19:08 |
sfan5 |
a hook that runs before a commit is made and automatically removes any trailing whitespace |
19:08 |
ShadowNinja |
sfan5: Oh, that might be good, but is it possible? |
19:08 |
sfan5 |
sure |
19:09 |
sfan5 |
looks good |
19:13 |
proller |
astyle instead trailing whitespace |
19:13 |
ShadowNinja |
sfan5: Also, remove confusing extra block: http://ix.io/d6V |
19:14 |
sfan5 |
proller: astyle does not fully support the style guidelines we have |
19:14 |
proller |
but support part of |
19:14 |
sfan5 |
it will change correct code if it does not fully support it them |
19:14 |
sfan5 |
s/them// |
19:15 |
proller |
https://github.com/minetest/minetest/pull/1390 |
19:16 |
sfan5 |
we won't remove something that doesn't have a replacement |
19:16 |
sfan5 |
and the indev mapgen is actually useful and nice |
19:16 |
proller |
nobody use it |
19:16 |
proller |
^ about math |
19:16 |
sfan5 |
that is not a reason to remove stuff |
19:17 |
proller |
it useless and have 1% features from planned |
19:17 |
proller |
and nobody exept me uses it |
19:17 |
proller |
and used |
19:17 |
sfan5 |
why isn't it removed in freeminer then? |
19:17 |
proller |
and nobody know how to correctly use it |
19:18 |
proller |
freeminer have fully changed version |
19:18 |
proller |
with lot of fractals |
19:18 |
sfan5 |
why not integrate the good one into MT? |
19:18 |
proller |
all agains this way |
19:18 |
proller |
and it GPL |
19:18 |
sfan5 |
mh |
19:19 |
proller |
http://forum.freeminer.org/threads/four-circles.105/ - freeminers ;) |
19:19 |
proller |
one from ~infinity possilble worlds |
19:20 |
proller |
it was in pull more than half year |
19:22 |
|
tomreyn joined #minetest-dev |
19:22 |
ShadowNinja |
sfan5: So, the second commit's fine too? |
19:22 |
sfan5 |
*nods* |
19:23 |
|
werwerwer_ joined #minetest-dev |
19:23 |
sapier |
megaf I'm merging ShadowNinja's comments atm |
19:24 |
RealBadAngel |
sapier, ive answered to your comments in my pull |
19:25 |
ShadowNinja |
sfan5: Re-did the inventory patch: http://ix.io/d6W/diff |
19:26 |
sfan5 |
still fine |
19:29 |
ShadowNinja |
Ugh, who touched database-sqlite3?... |
19:30 |
proller |
database-sqlite3.sapier.edition |
19:31 |
ShadowNinja |
Whitespace stripping, right. |
19:31 |
proller |
every piece touched by sapier turns to shit |
19:32 |
RealBadAngel |
proller, give it a break, ok? |
19:33 |
RealBadAngel |
you do have own project to care of, dont need to sit here and work as a claun :P |
19:33 |
ShadowNinja |
clown* |
19:33 |
proller |
i need to fiz sapierized code |
19:33 |
proller |
fix |
19:34 |
sapier |
fix bugs instead of trolling around ;-P |
19:34 |
proller |
you produce bugs faster than i can fix |
19:36 |
RealBadAngel |
claun, clown whatever, *funny* guy that goes back through window, being previously thrown through door, who is pissing everybody around. |
19:41 |
RealBadAngel |
sapier, theres no id=0 in game |
19:42 |
sapier |
if this works for game buttons I most likely have been wrong ... haven't tested it so I could've missed some reason why it works |
19:46 |
RealBadAngel |
go on test it with current Unified Inventory |
19:46 |
RealBadAngel |
you will see how it works |
19:47 |
RealBadAngel |
https://github.com/minetest-technic/unified_inventory |
19:47 |
RealBadAngel |
its designed to work almost exactly the same as tooltips in my Xubuntu |
19:51 |
sapier |
doesn't work on my tablet rba ;-) |
19:52 |
Megaf |
unified inventory worked fine on that build I tested sapier |
19:52 |
Megaf |
on my x86 android phone |
19:52 |
sapier |
well my screen is probably a little bit smaller then yours ;-) |
19:55 |
RealBadAngel |
what, UI? |
19:55 |
sapier |
ShadowNinja: I fixed most of your comments |
19:58 |
ShadowNinja |
sapier: Good. :-) Pushing 1346 (player file loading) in a few minutes... |
19:58 |
sapier |
did you replace the 1000 by a define? ;-) |
19:59 |
ShadowNinja |
BTW, ShadowBot's server was moved, the move should complete today, so she should be back by tomorrow. |
19:59 |
ShadowNinja |
sapier: Yep. |
19:59 |
sapier |
great :-) |
20:00 |
ShadowNinja |
Oh, and she should have a 1gb connection, so lag should be much lower. |
20:01 |
sapier |
megaf do you want x86 or mips build first |
20:02 |
Megaf |
sapier; Well, I want ARM for players on my server |
20:05 |
sapier |
as of 0.4.10 arm will be released while x86 and mips will be experimental |
20:05 |
sapier |
well arm will be as stable as a initial version can be :) |
20:06 |
RealBadAngel |
sapier, what does not work for you? |
20:06 |
sapier |
it's too big |
20:07 |
RealBadAngel |
ooops :) buy something bigger then ;) and meanwhile try it on real computer |
20:08 |
sapier |
what about a unified inventory "phone edition"? ;-) |
20:09 |
Megaf |
nah |
20:09 |
RealBadAngel |
it will become possible |
20:09 |
Megaf |
the default one works fine on phones |
20:09 |
RealBadAngel |
Zefram_fysh is working on scaling the whole interface |
20:09 |
sapier |
and don't forget about the "watch edition" too ;-) |
20:10 |
RealBadAngel |
but till then, 800x600 is absolute minimum |
20:10 |
|
CheapSeth joined #minetest-dev |
20:10 |
sapier |
you know most tablets don't have 600? |
20:10 |
RealBadAngel |
those from latest century? propably yeah |
20:10 |
sapier |
no |
20:11 |
sapier |
1024x600 results in application size about 1024x570 |
20:11 |
RealBadAngel |
my tablet has better resolution than my desktop monitor |
20:11 |
sapier |
I'm not taking about 500eur+ class tablets ;-P most ppl will have at max 200eur class tablets |
20:11 |
sapier |
and those are 1024x600 raw size |
20:12 |
RealBadAngel |
hmm, ive tried mt with UI on such tablet |
20:12 |
|
CheapSeth left #minetest-dev |
20:12 |
RealBadAngel |
and it worked |
20:13 |
RealBadAngel |
also, all folks connecting VanessaE's servers are using UI |
20:13 |
sapier |
ok :-) |
20:13 |
RealBadAngel |
and lots of them connect with buildcrap clients |
20:14 |
RealBadAngel |
but question was not how big screen you have but if patch is working :) |
20:14 |
sapier |
you haven't talked to martin_devil and his 128x128 mips watch |
20:16 |
sapier |
but that thing is as small we're gonna need another special menu, even simplified mainmenu is unusable there |
20:18 |
Amaz |
Is there any point in supporting it? |
20:18 |
RealBadAngel |
yes, we want him to be able to see logo at least ;) |
20:39 |
sapier |
we're already far more then that rba https://www.dropbox.com/s/x766pt2mpop3jke/VID_20140622_173023.mp4 |
20:41 |
VanessaE |
protip: mount the smartwatch on something and focus the G*d damned camera. |
20:41 |
VanessaE |
and use a stylus |
20:41 |
sapier |
that's not my video tell it to martin_devil |
20:43 |
VanessaE |
I know, I'm just saying. I see that shit all the time. Hey you! Yeah, you out there, the idiot with the camera! HOLD THE FUCKING THING STILL! |
20:43 |
VanessaE |
:) |
20:44 |
VanessaE |
(that one isn't aimed at martin) |
20:44 |
sapier |
but it's amazing I didn't expect it to run at all at devices like that |
20:44 |
VanessaE |
yeah I know. that looked like it was actually performing better than my piece of crap sub-$100 tablet |
20:46 |
sapier |
lol he's not at your spawn |
20:47 |
VanessaE |
heh |
20:59 |
Megaf |
sapier; I'd like to try to compile your Android branch here. |
21:01 |
sapier |
you're welcome ... I suggest doing a debug build as you need certificates for release |
21:02 |
sapier |
you need android ndk as well as ndk somewhere on your disk |
21:02 |
sapier |
git svn and wget installed |
21:02 |
sapier |
and of course make |
21:03 |
RealBadAngel |
ShadowNinja, https://github.com/RealBadAngel/minetest/commit/4fbafdb62b6934681d579806a9a5363582b3ef8b |
21:03 |
RealBadAngel |
better? |
21:04 |
sapier |
goto ... bäääääääähhhhhh |
21:04 |
sapier |
:-) |
21:04 |
RealBadAngel |
SN insisted |
21:04 |
RealBadAngel |
for sake of one level of tabs ;) |
21:04 |
VanessaE |
haha |
21:05 |
sapier |
I'd even prefere the do {} while(false) way to this ;-) |
21:05 |
sfan5 |
VanessaE: ffmpeg has a stabilize filter |
21:05 |
VanessaE |
sfan5: good luck getting people to use it. |
21:05 |
* sfan5 |
meows |
21:05 |
ShadowNinja |
sapier: But that adds another level of indentation, and the point is to remove indentation. ;-) |
21:06 |
RealBadAngel |
sapier, theres if else if, not loop of any kind |
21:06 |
RealBadAngel |
so break also doesnt apply |
21:06 |
sapier |
split to a separate function |
21:06 |
RealBadAngel |
lol |
21:06 |
sapier |
draw_tooltip ;-) isn't that function already to long? ;-) |
21:07 |
RealBadAngel |
cmon guys, youre lookin for inexistant problems here :P |
21:07 |
sapier |
we don't seem to have real ones left |
21:07 |
RealBadAngel |
i can give you very serious one if you wish |
21:07 |
RealBadAngel |
located at the very same file :P |
21:08 |
RealBadAngel |
rdy? |
21:08 |
sapier |
can someone explain to me why I can run arm and mips android emulator but not x86? |
21:09 |
RealBadAngel |
checking for optional parameters by examining size is wrong to the bone |
21:09 |
RealBadAngel |
it works only for client and server with same version |
21:10 |
sapier |
why? |
21:10 |
RealBadAngel |
now, if server uses extra fields, and there will come client that doesnt know such fields... |
21:10 |
RealBadAngel |
kaboom |
21:10 |
sapier |
no that formspec just wont be drawn |
21:10 |
RealBadAngel |
you will see bunch of errors and invisible buttons |
21:10 |
|
proller joined #minetest-dev |
21:11 |
VanessaE |
http://www.zimagez.com/zimage/missinbuttonsonunifiedinventory.php |
21:11 |
VanessaE |
specifically, that. |
21:11 |
sapier |
of course as always if you add new features not supported by clients |
21:11 |
RealBadAngel |
thus, in 0.4.10 version bump is definitely needed |
21:11 |
RealBadAngel |
and the whole checkin system has to be redesigned |
21:11 |
sapier |
why? |
21:12 |
RealBadAngel |
to allow older clients to connect and use only known fields while ignoring extra ones |
21:12 |
sapier |
if you connect to a server using a old version you get told about features may not work |
21:12 |
sapier |
you can't |
21:12 |
sapier |
there's no way to be forward compatible in general |
21:12 |
VanessaE |
sapier: look at the screenshot; unless you can think of a way to make a server that supports tooltips send data in such a way that old clients still work, old clients will finally have to be disconnected. |
21:12 |
sapier |
this works for some things but not for all |
21:13 |
RealBadAngel |
theres a way to avoid this in the future |
21:13 |
RealBadAngel |
but we have to check if field exists, not how many arguments are here |
21:13 |
RealBadAngel |
sadly we cannot modify old clients |
21:13 |
sapier |
you still wont have 100% compatibility |
21:14 |
RealBadAngel |
but with such design, we will avoid such situations in the future |
21:14 |
sapier |
no |
21:14 |
RealBadAngel |
ofc |
21:14 |
sapier |
you can reduce them but not avoid |
21:14 |
RealBadAngel |
for example tooltips just wont be shown |
21:14 |
|
lemonlake joined #minetest-dev |
21:14 |
RealBadAngel |
but button will be still visible and usable |
21:14 |
sapier |
old clients can't support new features by definition ;-) |
21:15 |
RealBadAngel |
yes |
21:15 |
RealBadAngel |
thats why bump is needed |
21:15 |
RealBadAngel |
and then redesign |
21:15 |
sapier |
then someone invents a cool_image_button[] voila that one wont be shown on old clients too |
21:15 |
sapier |
or a type=cool_image_button |
21:15 |
sapier |
same thing in green |
21:16 |
RealBadAngel |
we are talking about extending existing ones functionality |
21:16 |
RealBadAngel |
not completely new features |
21:16 |
sapier |
tooltips are completely new features |
21:16 |
RealBadAngel |
that from definition cannot be shown or interpreted by older client |
21:16 |
RealBadAngel |
theyre not |
21:16 |
RealBadAngel |
they are extending existing feature, the button for example |
21:17 |
sapier |
you could've implemented tooltips in a way not causing compatibilty issues ;-) |
21:17 |
lemonlake |
just make people update, simple as |
21:17 |
RealBadAngel |
its not me who invented that system |
21:17 |
sapier |
e.g. adding a new field tooltip[gui_element_name;text] |
21:17 |
VanessaE |
it's not too late to re-design how those tooltips are done. |
21:17 |
RealBadAngel |
now, sapier, lets watch you pointing yourself |
21:18 |
RealBadAngel |
and sayin, mea culpa :P |
21:18 |
sapier |
yes I didn't realize that issue yesterday too |
21:18 |
RealBadAngel |
me neither |
21:18 |
sapier |
but hey according to credit's we're about 10 core devs |
21:18 |
RealBadAngel |
megaf raised it today |
21:19 |
sapier |
yet as vanessaE said, it's painfull but not to late |
21:19 |
RealBadAngel |
so, since i gave you real problem, can you get off my code and let it merge? :) |
21:19 |
VanessaE |
if 0.4.10 goes out with this current way, or some other mod starts to use these new tooltips, then it'll be too late |
21:20 |
RealBadAngel |
that system is pre-tooltip era |
21:20 |
sapier |
I can't remember to have said you shouldn't merge it today ;-) |
21:20 |
RealBadAngel |
checkboxes are affected also |
21:20 |
sapier |
ok we shouldn't break all buttons and checkboxes |
21:20 |
RealBadAngel |
all elements with extended (optional) functionality |
21:20 |
sapier |
what about the tooltip[] idea, would fix the default issue too |
21:20 |
VanessaE |
that's a good idea. |
21:21 |
VanessaE |
I may suck at using formspecs but even I can appreciate that. |
21:22 |
sapier |
this way you could even add tooltips to different table lines ... no idea if someone would want to do this |
21:22 |
RealBadAngel |
if ((parts.size() >= 3) || (parts.size() <= 5)) |
21:22 |
sapier |
or dropdown lines ... there it'd be better |
21:22 |
RealBadAngel |
anything coded like that will confuse older clients in case server sending 5 arguments |
21:23 |
RealBadAngel |
and wont let client use just 3 of them |
21:23 |
sapier |
true but that's a fact we can't change |
21:23 |
RealBadAngel |
and i repeat, its not just tooltips idea |
21:23 |
ShadowNinja |
sapier: I commented on your commit. There are still some missing things too, like the enum thing. |
21:24 |
RealBadAngel |
i can change it, but only for 0.4.10 |
21:24 |
sapier |
yes I didn't change that one because I don't really understand how this questionable style issue should be relevant |
21:24 |
RealBadAngel |
so client 0.4.10 will be still (propably) able to connect to newer than itself servers |
21:25 |
RealBadAngel |
until version bump comes in way |
21:25 |
RealBadAngel |
but at least adding new field to an element wont break anythig for client anymore |
21:25 |
VanessaE |
why the argument here? |
21:25 |
sapier |
first of all we need to fix the tooltip issue |
21:25 |
VanessaE |
just code it the way sapier suggested and be done with it |
21:25 |
sapier |
I'm open for better suggestions too |
21:26 |
RealBadAngel |
can you rephrase the idea? because i cannot see any |
21:26 |
VanessaE |
[06-23 17:18] <sapier> e.g. adding a new field tooltip[gui_element_name;text] |
21:26 |
RealBadAngel |
huh? |
21:26 |
RealBadAngel |
how could it work even? |
21:26 |
sapier |
a button has to have a name |
21:27 |
VanessaE |
instead of tacking the tooltip onto the end of the button field, put it into its own separate field, using the same element name to tie the two together. |
21:27 |
sapier |
on parsing you add all tooltips to a std::map<std::string,std::string> |
21:27 |
sapier |
first string is name, second tooltip |
21:27 |
sapier |
on adding the tooltip you don't lookup in spec but in this table |
21:28 |
VanessaE |
a client will just ignore formspec elements it doesn't understand I guess, while showing the buttons with the same old element format they had before. |
21:28 |
RealBadAngel |
lemme think a bit on this idea |
21:29 |
RealBadAngel |
first of all i will have to trash 2 days of work adding tooltips to UI, great |
21:30 |
lemonlake |
is it the client or server that errors on a malformed formspec element? |
21:31 |
RealBadAngel |
old client |
21:31 |
RealBadAngel |
not malformed |
21:31 |
lemonlake |
so yeah, it will ignore them if they dont exist |
21:31 |
sapier |
RealBadAngel: defacto for client it is malformed |
21:31 |
ShadowNinja |
https://github.com/minetest/minetest/issues/1362#issuecomment-46774287 Comments on removing those "#if 0"/"/*" blocks? |
21:31 |
RealBadAngel |
it shouldnt be |
21:32 |
sapier |
it should |
21:32 |
RealBadAngel |
also i cannot agree on that solution, hower only for tooltips it could be nice |
21:32 |
RealBadAngel |
*however |
21:32 |
sapier |
how are you supposed to find broken formspecs if it's not checked? |
21:32 |
RealBadAngel |
problem is in general way |
21:32 |
RealBadAngel |
any extra field confuses the client |
21:33 |
sapier |
imho that's by design |
21:33 |
RealBadAngel |
so defacto <optional> in description is bullshit |
21:33 |
sapier |
formspecs are simple |
21:33 |
RealBadAngel |
optional should work both sides |
21:33 |
lemonlake |
^ |
21:33 |
sapier |
no as long as client knows they're optional that's gonna work |
21:33 |
RealBadAngel |
not only the server that uses what it wants and pisses on client |
21:34 |
sapier |
we don't need to talk about formspec beeing suboptimal ;-) |
21:34 |
RealBadAngel |
i can change the code to be optional for both parties |
21:34 |
sapier |
that wont help for old clients |
21:34 |
RealBadAngel |
and table for tooltips wont be needed and problem solved |
21:35 |
sapier |
you can't change 0.4.9 code |
21:35 |
RealBadAngel |
0.4.10 will be old client in the future too |
21:35 |
sapier |
if you manage to do that you're great |
21:35 |
sapier |
still you'd break 0.4.9 |
21:35 |
RealBadAngel |
no |
21:35 |
sapier |
explain |
21:35 |
RealBadAngel |
we will be exactly at same place |
21:36 |
sapier |
so what's your suggestion? |
21:36 |
RealBadAngel |
but we will avoid the situation to happen again, makin 0.4.10 deprecated as soon as some1 adds new field to whatever |
21:36 |
sapier |
no |
21:36 |
sapier |
we don't avoid this by just ignoring errors |
21:36 |
RealBadAngel |
damn |
21:36 |
RealBadAngel |
check if field exists |
21:36 |
sapier |
that's how bugs are hidden and never found |
21:36 |
RealBadAngel |
not how many arguments you have sent :P |
21:37 |
RealBadAngel |
is that hard to get? |
21:37 |
sapier |
and how to you wanna find a broken formspec with additional fields? |
21:37 |
RealBadAngel |
send 9 of them, client knows what to do with 5 |
21:37 |
RealBadAngel |
let it use just 5 |
21:38 |
sapier |
so you're just gonna ignore a button containing 1000 parameters |
21:38 |
sapier |
imho that's error hiding not fixing |
21:39 |
VanessaE |
but the client *doesn't* know what to do with 9, let alone 5 + "gibberish" |
21:39 |
VanessaE |
that's the problem |
21:39 |
RealBadAngel |
im gonna ignore not known parameters |
21:39 |
RealBadAngel |
thus, makin them really optional for both |
21:39 |
sapier |
but you don't know if those parameters are new or glibberish |
21:40 |
sapier |
noone ever will detect that class of formspec error |
21:40 |
sapier |
because server wont check too |
21:40 |
RealBadAngel |
only thing i know by now its broken |
21:40 |
RealBadAngel |
and thats the way to fix it |
21:40 |
sapier |
e.g. a missing ] |
21:40 |
VanessaE |
come on, just write it sapier's way, jeez |
21:40 |
sapier |
you'll not find it |
21:40 |
RealBadAngel |
no |
21:40 |
sapier |
because you don't even get a error message |
21:40 |
VanessaE |
and move to table-based formspecs for 0.4.11 and up |
21:41 |
RealBadAngel |
because it doesnt apply to tooltips only |
21:41 |
sapier |
RealBadAngel: you're right but what you suggest is replacing a variant detecting additional errors where none are by a variant just ignoring errors |
21:41 |
sapier |
both is wrong true |
21:41 |
RealBadAngel |
it applies to any parameter added before and in the future to original defined elements |
21:41 |
sapier |
but imho better detect errors then ignore them |
21:42 |
RealBadAngel |
it does detection only when client and server match the version |
21:42 |
sapier |
yes |
21:42 |
RealBadAngel |
otherwise its just bullshit |
21:42 |
sapier |
no it's not |
21:42 |
RealBadAngel |
ofc it is |
21:42 |
sapier |
your mod has to specify what client version is required |
21:42 |
sapier |
client doesn't send any fields |
21:42 |
sapier |
server |
21:43 |
sapier |
it's a mod |
21:43 |
RealBadAngel |
megaf updated server, installed new UI |
21:43 |
RealBadAngel |
all the clients GUI were broken |
21:43 |
sapier |
if your mod isn't usable at client x.x.x but at x.x.y only it's fine |
21:43 |
sapier |
default is a mod too |
21:43 |
RealBadAngel |
now add tooltips for mainmenu |
21:43 |
RealBadAngel |
lol, thats gonna be a mess |
21:43 |
sapier |
that wont cause any damage |
21:43 |
RealBadAngel |
client wont be able to see any buttons in mainmenu :) |
21:43 |
sapier |
mainmenu is local only |
21:44 |
RealBadAngel |
ah, true |
21:44 |
sapier |
there'll never be a client getting mainmenu from server ;-) |
21:44 |
RealBadAngel |
so nvm ;) |
21:44 |
RealBadAngel |
but the picture stays here |
21:44 |
VanessaE |
[5 years later] <sapier> well that finishes sending the main menu from the server... |
21:44 |
RealBadAngel |
for any complex mod |
21:44 |
sapier |
yes it's ugly ..... but your suggestion is even more ugly ... sorry |
21:45 |
RealBadAngel |
its not ugly, its flexible |
21:45 |
sapier |
think about this button[field,field; field;}button[field; field; field] ... for what you suggest that'd be a perfectly fine button |
21:45 |
RealBadAngel |
when we will stay with current state, we will need version bumps for every new field added |
21:46 |
RealBadAngel |
to prevent older clients to join and see a mess |
21:46 |
sapier |
no |
21:46 |
RealBadAngel |
wanna bet? |
21:46 |
sapier |
no because there's been always problems with old clients and new mods |
21:46 |
sapier |
that's nothing new it has happened and will happen again |
21:47 |
RealBadAngel |
try to use in a mod imagebutton fields |
21:47 |
sapier |
if your mod doesn't work for client 4.4.9 don't use it |
21:47 |
RealBadAngel |
like those two booleans and pressed texture |
21:47 |
RealBadAngel |
boom, button invisible, error thrown |
21:48 |
RealBadAngel |
no tooltips used :P |
21:48 |
sapier |
I know about the issue but why is your mod different from others? you can't use mobf 2.3 with client 0.4.1 too |
21:48 |
RealBadAngel |
my mod? |
21:48 |
sapier |
unified inventory |
21:48 |
RealBadAngel |
i dont use above fields |
21:49 |
RealBadAngel |
i was forced to add ;;;; to my buttons |
21:49 |
sapier |
yes I know it's not tooltips only ... but we could fix it for tooltips adding additional value ;-) |
21:49 |
RealBadAngel |
and gues what, older clients are not happy with that |
21:49 |
sapier |
e.g. by providing individual tooltips for dropdown lines ;-) |
21:49 |
RealBadAngel |
so what if the tooltips will be fixed but problem stays? |
21:50 |
VanessaE |
fix the root problem separately then. |
21:50 |
sapier |
problem stays for sure but at least it'd not be broken for all buttons |
21:50 |
RealBadAngel |
i said i like the idea of such table |
21:50 |
sapier |
the only fix is adding a full featured gui engine |
21:50 |
sapier |
including api version |
21:50 |
sapier |
I'll add that to requirements list for formspec replacement |
21:50 |
VanessaE |
provide tooltips in a way that doesn't break older clients, fix the root of the issue for the future so it's less likely to happen again |
21:51 |
VanessaE |
sapier: inb4 linking to QT/GTK+ ;) |
21:51 |
RealBadAngel |
so instead of fixing it right now, right here |
21:51 |
VanessaE |
(or wx/tk/whatever else) |
21:51 |
sapier |
you can't fix it right now rba |
21:52 |
RealBadAngel |
i will have to wait for tooltips till christmas 2016? |
21:52 |
VanessaE |
*facepalm* |
21:52 |
VanessaE |
[06-23 17:18] <sapier> e.g. adding a new field tooltip[gui_element_name;text] |
21:52 |
VanessaE |
just. do. that. |
21:52 |
VanessaE |
jesus fucking christ. |
21:53 |
RealBadAngel |
i will have to revert lotsa code |
21:53 |
VanessaE |
I know, and it sucks having to do that. |
21:53 |
sapier |
either that way or live with any mod using that feature require client version 0.4.10 |
21:53 |
VanessaE |
but mistakes happen |
21:53 |
VanessaE |
no one's perfect. |
21:54 |
RealBadAngel |
why im always forced to go hard way? :P |
21:54 |
sapier |
it's not you alone rba ;-) |
21:54 |
VanessaE |
RealBadAngel: because you don't run a server :P |
21:54 |
sapier |
I can't even tell how much code I usally have to rewrite ;-) |
21:54 |
RealBadAngel |
shit and i thought i will start coding real 3d torches tonight |
21:55 |
RealBadAngel |
i was so close... |
21:55 |
* RealBadAngel |
sits in the corner and starts to cry... |
21:55 |
VanessaE |
aw |
21:55 |
* VanessaE |
hands RealBadAngel a kitten |
21:56 |
RealBadAngel |
btw, nobody commented out my torches idea |
21:57 |
VanessaE |
RealBadAngel: you don't wanna hear my opinion on it. |
21:57 |
RealBadAngel |
i do |
21:57 |
RealBadAngel |
http://i.imgur.com/QdPNoic.png |
21:57 |
RealBadAngel |
and with explanation why those torches looks so bad |
21:58 |
VanessaE |
3d torches as you propose them are a stupid idea and you're an idiot for proposting to do them that way. |
21:58 |
VanessaE |
:) |
21:58 |
RealBadAngel |
^^ |
21:58 |
RealBadAngel |
comments on the picture plz :P |
21:58 |
VanessaE |
the picture looks fine but let's see a VIDEO of the flames burning. |
21:59 |
RealBadAngel |
for that i do have to extrude each frame of torch animation |
21:59 |
VanessaE |
and THAT will be hell. |
21:59 |
RealBadAngel |
not really |
22:00 |
RealBadAngel |
we are talkin bout one animation |
22:00 |
VanessaE |
three animations. |
22:00 |
RealBadAngel |
one :P |
22:00 |
VanessaE |
three. |
22:00 |
RealBadAngel |
mesh can be rotated :P |
22:00 |
VanessaE |
no. |
22:00 |
VanessaE |
you're getting into blockmen territory again. |
22:00 |
RealBadAngel |
huh, lemme make a quick video |
22:00 |
VanessaE |
flames always rise when they burn, and any idiot will design their torch animations to make the flames rise |
22:01 |
VanessaE |
that means making them rise from the ceiling torch as well as the wall torch |
22:01 |
RealBadAngel |
ah that |
22:01 |
VanessaE |
and if you rotate the mesh, they will seem to shoot flames out at angles. |
22:01 |
RealBadAngel |
somebody that thought that torch could hang down from the ceiling shall be shot in place |
22:01 |
VanessaE |
so you will have to extrude all three textures separately. |
22:02 |
VanessaE |
torches can hang from the ceiling in the form of a hanging oil lamp. |
22:02 |
VanessaE |
see Nostalgia game. |
22:02 |
RealBadAngel |
sooner the better, it will spare humanity more stupid ideas |
22:02 |
RealBadAngel |
so make a lamp node |
22:02 |
RealBadAngel |
we are talkin torch here :P |
22:03 |
VanessaE |
the only way this can work is if you use a new texture with a new filename and NO FLAME, extrude THAT, and use particles to produce the flame. |
22:03 |
VanessaE |
and give it a new drawtype. |
22:03 |
VanessaE |
anything that changes the behavior of the existing drawtype is dead deal. |
22:04 |
VanessaE |
doing that would provide for a very nice looking torch |
22:05 |
VanessaE |
10x nicer than blockmen's attempt and 100% compatible with texture packs. |
22:05 |
RealBadAngel |
huh, somebody has the link to the vid with particles that was posted in #minetest a few days ago? |
22:05 |
VanessaE |
https://www.youtube.com/watch?v=5WnmQYLJzlE&feature=youtu.be |
22:05 |
VanessaE |
this? |
22:06 |
VanessaE |
note: although you can't see it clearly in the video, those particles are textured. |
22:06 |
RealBadAngel |
quite nice |
22:07 |
VanessaE |
the textures become evident at around 1:13 |
22:07 |
VanessaE |
er not 1:13 |
22:07 |
RealBadAngel |
yup, vid is 1:12 long ;) |
22:07 |
VanessaE |
0:57 |
22:07 |
VanessaE |
thereabouts. |
22:07 |
VanessaE |
I always misread that. |
22:07 |
VanessaE |
anyway |
22:08 |
VanessaE |
irrlicht particles clearly work fine even when there are tens of thousands displayed |
22:08 |
VanessaE |
and jin_xi probably doesn't have a high-end gaming system does he? |
22:09 |
RealBadAngel |
i will be back in 20minutes, have to reboot and do somethin |
22:10 |
VanessaE |
anyways, I'll make a torch that's just the wooden torch with a blob of coal tar at the end and no flame if RealBadAngel will use proper flame-like particles |
22:10 |
VanessaE |
for HDX> |
22:53 |
sapier |
that video looks quite cool ... not really like flame particles but maybe it can be tweaked |
22:53 |
VanessaE |
well those are default irrlicht particles I think |
22:54 |
VanessaE |
I'm sure the textures thereof can be changed |
22:54 |
VanessaE |
(as well as the spread/distribution) |
22:55 |
|
kahrl joined #minetest-dev |
22:55 |
VanessaE |
here's another example: https://www.youtube.com/watch?v=-brLc8uUeQk |
22:56 |
VanessaE |
see 1:25 in the video |
22:56 |
kahrl |
anybody mind if I correct two typos in comments in guiTable.cpp? |
22:56 |
VanessaE |
flamethrower effect. |
22:58 |
sapier |
just do it |
22:59 |
* VanessaE |
wonders what RBA went off to do ... |
23:00 |
kahrl |
I guess I could fix #1187 while I'm at it |
23:00 |
kahrl |
and how about using formspec tooltips instead of irrlicht tooltips for tables? |
23:01 |
kahrl |
(not sure if that would collide with anything RBA is doing at the moment) |
23:01 |
sapier |
guess we should wait a little bit till we know how the final solution will look like |
23:02 |
VanessaE |
as long as it works and doesn't break old clients' rendering of fields they don't recognize :P |
23:02 |
sapier |
guess there the tooltips are already specified ;-) |
23:04 |
kahrl |
aah! I can only find one of the two typos now! |
23:05 |
kahrl |
I saw them like a week ago and didn't write down what they were |
23:05 |
kahrl |
oh well :) |
23:05 |
kahrl |
ah, there it is |
23:08 |
sapier |
http://i58.tinypic.com/2chatev.png I guess that screenshot is better for android port :-) ... looking at a tree wasn't quite good advertisement ;-) |
23:10 |
VanessaE |
sapier: is there a reason, btw, that the "climb down" button only looks like an arrow and not a ladder with an arrow? |
23:10 |
VanessaE |
(compare your screenshot to the actual texture file - it looks like your screenshot on my tablet too) |
23:10 |
VanessaE |
(except for the square hand) |
23:11 |
sapier |
hmm interesting I didn't even realize that by now :-) |
23:11 |
VanessaE |
also, shouldn't you move the chat button to somewhere that isn't always obscured by the build name/version ? |
23:11 |
sapier |
most likely ... suggestions? right corner? |
23:11 |
VanessaE |
bottom, to the right of the D-pad. |
23:11 |
VanessaE |
to complement the inventory button. |
23:12 |
sapier |
no that's gonna be an issue for small screens where inventory slots tend to move there |
23:12 |
VanessaE |
hm |
23:12 |
VanessaE |
hm |
23:12 |
VanessaE |
same could be said for the lower right corner where the jump/climb buttons are. |
23:13 |
sapier |
jess but making same mistake twice doesn't make it better |
23:14 |
VanessaE |
true. |
23:14 |
VanessaE |
well you could put it up in the upper right corner and give it an opaque background |
23:14 |
sapier |
I had to put those buttons there to get a smooth control ... at least to me ... as I always say controls are beta only if someone provides better ones I'll not stop him (at least after initial version is released) ... it's time to get that out right now |
23:15 |
VanessaE |
or put it in the control bar at the bottom? |
23:15 |
VanessaE |
(the menu bar, whatever Android calls it) |
23:15 |
sapier |
I don't have access to it |
23:15 |
VanessaE |
damn |
23:15 |
sapier |
that's android only |
23:15 |
VanessaE |
put it in the "..." menu then |
23:15 |
sapier |
... menu? |
23:16 |
VanessaE |
the three dots button between the task switch and screen shot buttons in your screenshot. |
23:16 |
kahrl |
https://github.com/minetest/minetest/blob/master/src/guiTable.cpp#L209 |
23:16 |
VanessaE |
I call that the "..." button |
23:16 |
sapier |
hmm on ogles2 items are inverted again |
23:16 |
kahrl |
how would I say "if (columns.empty()) columns.append(a text column)" here? |
23:16 |
sapier |
if you tell me how to do so? I don't know android very well |
23:16 |
kahrl |
I can't do that because columns is const, and anything else I can think of is ugly |
23:18 |
VanessaE |
sapier: no idea, but imho inventory and chat buttons could be placed there since they're not quick-access in the same way as the regular controls are. |
23:19 |
sapier |
if this ain't something to be done fast I'd delay it to next version as our target date for 0.4.10 is end of this week (feature freeze) |
23:20 |
sapier |
btw that all dark issue with bumpmapping enabled is there on android too |
23:20 |
sapier |
may this be an issue if graphics card doesn't support it? |
23:21 |
VanessaE |
could be |
23:21 |
VanessaE |
if preload visuals is turned on, this sometimes happens on some GPUs |
23:21 |
VanessaE |
I've seen it happen before |
23:22 |
VanessaE |
particularly with irrlicht 1.8 |
23:22 |
VanessaE |
even if the GPU supports bumpmaps, in fact. |
23:22 |
sapier |
hmm ahh I replaced that H arrow button by the arrow one on changing those buttons to half sized ones |
23:23 |
sapier |
btw with ogles2 it's the plain inventory images which are broken not the inventorycubes ;-) |
23:24 |
sapier |
good night |
23:24 |
VanessaE |
ni9ght |
23:24 |
|
sapier left #minetest-dev |
23:24 |
VanessaE |
night* |
23:27 |
kahrl |
https://github.com/kahrl/minetest/commit/0f646721f16d64c6745b6e886ff0f2efa56998a8 |
23:27 |
kahrl |
^ fix for #1187 |
23:28 |
kahrl |
any comments? if not, I'll merge it in an hour or so |
23:38 |
|
iqualfragile joined #minetest-dev |
23:54 |
ShadowNinja |
kahrl: looks fine to me. |
23:55 |
kahrl |
ok, thanks, I'll merge it then |