Time |
Nick |
Message |
00:03 |
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^v joined #minetest-dev |
00:28 |
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domtron_ joined #minetest-dev |
00:47 |
RealBadAngel |
cg72, and squash it please |
00:48 |
cg72 |
wtf does that mean??? |
00:50 |
cg72 |
RealBadAngel what do you mean??? |
00:59 |
cg72 |
RealBadAngel if you mean the img i got a smaller one up now! i hope thats what the hell it meant lol |
01:01 |
RealBadAngel |
i mean squashing commits into one |
01:01 |
RealBadAngel |
multiple commits per pull are not allowed |
01:01 |
cg72 |
how do i do that? |
01:02 |
RealBadAngel |
go to your git rep directory |
01:02 |
cg72 |
on my pc or online? |
01:02 |
RealBadAngel |
and do: git rebase -i HEAD~2 |
01:03 |
RealBadAngel |
then: git push -f |
01:03 |
VanessaE |
on your PC. |
01:03 |
RealBadAngel |
-i means interactive, follow on screen messages |
01:04 |
RealBadAngel |
you have to pick name for your commit out of two |
01:04 |
RealBadAngel |
save |
01:04 |
RealBadAngel |
and do the same with comments |
01:05 |
cg72 |
how do i do it with the comments? |
01:06 |
RealBadAngel |
insert # |
01:06 |
RealBadAngel |
for unwanted lines |
01:06 |
cg72 |
ok |
01:07 |
RealBadAngel |
process is pretty self explanatory |
01:07 |
RealBadAngel |
just read the screen |
01:07 |
cg72 |
ok now it wont push |
01:07 |
cg72 |
i hate github |
01:08 |
RealBadAngel |
hehe |
01:08 |
RealBadAngel |
after git push -f |
01:08 |
RealBadAngel |
you have to login |
01:08 |
RealBadAngel |
it should ask you for user name and pass |
01:09 |
cg72 |
i got that part and the -f did it |
01:09 |
RealBadAngel |
yes |
01:09 |
cg72 |
it told me before i was behind on here lol |
01:09 |
RealBadAngel |
now its just one commit |
01:10 |
VanessaE |
looks right to me |
01:10 |
cg72 |
thanks rba :D and sorry im still very new to github |
01:10 |
VanessaE |
it's not just github, it's any git repo that'll do this |
01:10 |
RealBadAngel |
cg72, np |
01:10 |
cg72 |
this is the first git repo thing i ever got (github 5 months ago) |
01:13 |
RealBadAngel |
cg72, now you need to have two votes of devs for the change to be merged |
01:13 |
RealBadAngel |
you have mine |
01:13 |
Exio4 |
two votes? |
01:14 |
cg72 |
awwe thanks rba i really want to help out but im new to c++ on pcs, i did all embeded stuff before and its way different |
01:14 |
RealBadAngel |
yes, at least two devs have to agree on the change before merging |
01:15 |
RealBadAngel |
we are all humans, we do mistakes, such rule means at least two folks have to understand the code |
01:16 |
RealBadAngel |
and even after that we are still hunting the bugs ;) |
01:29 |
ShadowNinja |
''tell sapier This is needed to maintain compatability when table-based formspecs are added. And it doesn't matter if it's ten times as big, it is still easily managable, and if you're really concerned about size we can pass it through ZLib. |
01:29 |
HLuaBot |
I'll tell that to "sapier" next time I see them around. |
01:29 |
VanessaE |
haha |
01:30 |
|
domtron joined #minetest-dev |
01:37 |
RealBadAngel |
also please tell sapier that tables are the only solution |
01:37 |
RealBadAngel |
its lua native and nothing else could be taken into account |
01:37 |
RealBadAngel |
HOWGH |
01:37 |
Zeno` |
additionally, please tell sapier that there is a character called "Sapier" in the book I just finished reading |
01:39 |
RealBadAngel |
lol |
01:40 |
RealBadAngel |
btw, wheres BlockMan? |
01:41 |
RealBadAngel |
i want plants rotations to be merged |
01:41 |
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OldCoder joined #minetest-dev |
01:42 |
RealBadAngel |
https://github.com/minetest/minetest_game/pull/290 |
01:42 |
RealBadAngel |
that waits for 2 weeks already |
01:42 |
RealBadAngel |
as for such small change its just a bit too long |
01:47 |
Zeno` |
easy fix, use math.random(0, 359) and then divide by two when setting param2 and then everybody is happy :3 |
01:47 |
RealBadAngel |
no, we cant |
01:47 |
RealBadAngel |
param2 is 8bits only |
01:47 |
RealBadAngel |
and we wont have any more bits |
01:47 |
VanessaE |
so? |
01:48 |
VanessaE |
divide by 2 he said. |
01:48 |
Zeno` |
I mean.... param2 = math.random(0, 359) / 2 |
01:48 |
VanessaE |
that gives a range 0-180. |
01:48 |
VanessaE |
(well, 179.5) |
01:48 |
RealBadAngel |
we have to pass that value |
01:48 |
VanessaE |
divide by 2 in Lua first silly |
01:48 |
Zeno` |
minetest.set_node(p, {name="default:papyrus", param2 = rot/2}) |
01:49 |
VanessaE |
like that ^^^^^^ |
01:49 |
RealBadAngel |
jeez, result is the same |
01:49 |
Zeno` |
it makes it more cunning |
01:49 |
Zeno` |
yes, the result is exactly the same, but maybe more self documenting? |
01:49 |
Zeno` |
Not sure |
01:49 |
RealBadAngel |
not really |
01:50 |
RealBadAngel |
c++ side multiplying by 2 is way faster |
01:50 |
Zeno` |
Possibly what SN is referring to is that 0..179 seems like a strange range; it's not obvious what that range represents |
01:51 |
RealBadAngel |
thats lack of docs |
01:51 |
Zeno` |
correct |
01:51 |
RealBadAngel |
atm drawtypes are not docummented at all |
01:51 |
RealBadAngel |
even nodeboxes are marked as experimental |
01:52 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/content_mapblock.cpp#L1119 <--- possibly SN is suggest that that be fixed instead |
01:52 |
Exio4 |
you can't make 360 integers fit into 8 bits without a lost of precission |
01:52 |
RealBadAngel |
damn, you cant say or even see 1 deg |
01:52 |
RealBadAngel |
2 degs are more than enough |
01:53 |
RealBadAngel |
make a screwdriver to change param2 |
01:53 |
Exio4 |
imo 0-179 (aka how it is right now) is k |
01:53 |
RealBadAngel |
you will see that its smooth |
01:53 |
RealBadAngel |
and thats not even the point of the change |
01:53 |
Zeno` |
yeah it's ok |
01:54 |
RealBadAngel |
its just about givin plants some variety |
01:54 |
Zeno` |
"but it's wasting bits" lol |
01:54 |
Zeno` |
</sarcasm> |
01:54 |
RealBadAngel |
i asked for more bits but no go |
01:54 |
Zeno` |
so why can't it be merged? I'd like to see it |
01:55 |
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01:55 |
RealBadAngel |
4 bytes we have and all is occupied |
01:55 |
RealBadAngel |
because BM is not here? |
01:55 |
Zeno` |
you're always one step ahead of me RBA |
01:55 |
Zeno` |
sometimes 2! |
01:56 |
Zeno` |
2 degrees |
01:57 |
RealBadAngel |
i hate having such small changes waitn in line while i have way bigger ones to merge |
01:57 |
RealBadAngel |
i have coded 2 new drawtypes. new shaders |
01:57 |
Zeno` |
make it larger then? Add lots of comments and redundant code. That way it looks impressive :3 |
01:58 |
RealBadAngel |
and im blocked with such foolish plants ;) |
01:59 |
Zeno` |
I have a very important question... why does EAI_ADDRFAMILY appear to be undefined on linux?! |
01:59 |
RealBadAngel |
wtf is that? |
01:59 |
Zeno` |
it's even mentioned in the man pages |
01:59 |
Zeno` |
socket stuff |
01:59 |
RealBadAngel |
not familiar with that |
02:00 |
Zeno` |
works fine on BSD... I'll come back to the issue later |
02:00 |
RealBadAngel |
if it doesnt wave, scroll or flash or bounce |
02:00 |
RealBadAngel |
thats not my stuff ;) |
02:00 |
Zeno` |
I can make it bounce |
02:01 |
Zeno` |
lol |
02:02 |
Zeno` |
bouncing sockets... my great new thingy to add to the latest compositing window manager |
02:02 |
Zeno` |
I'll enable it at the same time as my windows melt when they close; will be awesome |
02:02 |
* VanessaE |
pours her junk box on a jumping:trampoline |
02:03 |
VanessaE |
here, there should be some sockets bouncing around in that mess. |
02:04 |
RealBadAngel |
rotfl |
02:05 |
cg72 |
0.o |
02:09 |
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02:13 |
Zeno` |
RealBadAngel, since you're bored: https://github.com/minetest/minetest/issues/1542 |
02:14 |
RealBadAngel |
i hate assertions |
02:14 |
RealBadAngel |
why not code default values? |
02:15 |
cg72 |
wow thats out of my normal stuff |
02:15 |
Zeno` |
may as well do it at the same time as https://github.com/minetest/minetest/issues/1525 since there needs to be some mechanism added to return values from https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L121 to the Lua environment anyway |
02:15 |
* cg72 |
runs away |
02:15 |
Exio4 |
assertions are nice to know shit is fucked up |
02:15 |
Zeno` |
I do agree that people misuse assertions a lot though |
02:16 |
Exio4 |
all the people abuses programming features... |
02:16 |
RealBadAngel |
point is to not make a shit in your sandbox in the first place |
02:16 |
Zeno` |
assert() should be used to check invariants, preconditions, postconditions, stuff like that |
02:16 |
Exio4 |
you can see goto being abused too |
02:16 |
Zeno` |
not as a replacement for setting proper defaults or checking function return values |
02:16 |
Zeno` |
but anyway that's not the issue here I don't think |
02:17 |
VanessaE |
Zeno`: #1542....wait what? |
02:17 |
RealBadAngel |
its not the first time that assertions become a problem |
02:17 |
VanessaE |
um, that's gonna crash EVERYTHING I RUN |
02:17 |
Zeno` |
VanessaE, make a treedef but do not set a default value for random_level (i.e. leave it out of the Lua table) |
02:17 |
VanessaE |
well no, that's not true |
02:18 |
Zeno` |
^^^ to reproduce the crash |
02:18 |
VanessaE |
I guess I use random_level all over the place |
02:18 |
VanessaE |
but of course it's useless because of #1469 |
02:19 |
Zeno` |
I've changed my mind on #1469... I think that having it default to "no seed" unless one is explicitly provided is the way to go now |
02:19 |
Zeno` |
mainly for debugging convenience... i.e. it's easier to debug with a constant seed |
02:19 |
VanessaE |
unless any of the random features are used. |
02:19 |
VanessaE |
then at least a seed of 0 or something needs to be assumed |
02:20 |
Zeno` |
oh they will be random, it's just that every tree will have the same random sequence |
02:20 |
VanessaE |
then they're not random |
02:20 |
Zeno` |
they're random for the individual tree :) |
02:20 |
VanessaE |
not random enough for the random values to actually be useful in practice :P |
02:20 |
Zeno` |
then when finished debugging you explicitly set a random seed (not a constant seed) |
02:21 |
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02:22 |
VanessaE |
plugging in a random seed for each call is heavy. |
02:22 |
Zeno` |
e.g. if I call rand() from C (without first calling srand(/*somerandomvaluemaybetime*/) then I will always get the same sequence of random numbers so things are, relatively, reproducible |
02:22 |
VanessaE |
and makes the Lua side of the code more complicated than it needs to be |
02:22 |
Zeno` |
yeah, so maybe a different approach needs to be taken... I dunno, maybe a flag |
02:23 |
Zeno` |
the random seed will have to be set somewhere though, whether it's best in C++ or in Lua requires some thought I think |
02:23 |
Zeno` |
probably C++, but I think there does need to be some way to get the "less random" behaviour as well |
02:24 |
VanessaE |
I think it's obvious that if the call uses any of the functions that require a random seed, it should be called forth in C++ |
02:24 |
Zeno` |
probably, yes |
02:24 |
VanessaE |
the less-random behavior is easy: expressly set a seed of 0 in Lua. |
02:25 |
VanessaE |
"debug mode" should be something you have to explicitly add into your code, |
02:25 |
VanessaE |
so really, if the seed is not set, then just have C++ plug in the current time or some other lightweight value there. |
02:25 |
Zeno` |
so... something like if (seed != 0) { /* set a random seed */ } C++ side? |
02:25 |
VanessaE |
anything that's always changing |
02:26 |
VanessaE |
well, if seed != NULL |
02:26 |
Zeno` |
well, the seed could even be pos :) |
02:26 |
VanessaE |
(or nil or whatever it would be called once C++ gets ahold of it) |
02:26 |
Zeno` |
it would be called 0 :D |
02:26 |
VanessaE |
\0 then |
02:27 |
VanessaE |
not 0 |
02:27 |
Zeno` |
O/ |
02:27 |
VanessaE |
seriously? a seed with a decimal value of 0 is treated as no seed? |
02:27 |
Zeno` |
no, 0 is a valid seed |
02:28 |
VanessaE |
oh, just the way the math works out? |
02:28 |
Zeno` |
yeah |
02:28 |
Zeno` |
a seed of 0 will always give the random sequence of, say, 8 81 131 1331 11 444 |
02:28 |
Zeno` |
a seed of 1 will always give the random sequence of, say, 24 242 11 0 |
02:29 |
Zeno` |
and it's definitely 0, not \0 :p |
02:29 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/treegen.h#L52 |
02:29 |
cg72 |
seed = pr.next(0,10) :P |
02:30 |
VanessaE |
well either way, without a seed specified from the lua side, the randomness stuff just. does. not. work. |
02:30 |
Zeno` |
that's right |
02:31 |
Zeno` |
what I'm saying is that since 0 is technically a valid seed, should spawn_ltree() instead treat it as a "seed not set" value |
02:31 |
VanessaE |
yes |
02:32 |
VanessaE |
it's not much trouble for me to fix this in my code, but the real question is should I be fucking with my code at all or should this be fixed in C++? |
02:33 |
VanessaE |
and if I fix by changing my code, will I then run into #1532? |
02:33 |
VanessaE |
er 1542 |
02:33 |
Zeno` |
I don't think so |
02:33 |
Zeno` |
if you weren't already setting random_level you'd have already run into it :) |
02:39 |
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02:44 |
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02:52 |
VanessaE |
bbl |
02:56 |
Zeno` |
wait! |
02:56 |
Zeno` |
how much later? :) |
03:06 |
Zeno` |
VanessaE, https://github.com/minetest/minetest/pull/1543 |
03:06 |
Zeno` |
I umm think my editor tabs/spaces are fscked |
03:06 |
Zeno` |
always something going wrong |
03:12 |
Zeno` |
How do I delete the pull request? |
03:12 |
Zeno` |
RealBadAngel, https://github.com/minetest/minetest/pull/1543 <--- am I able to delete that? |
03:13 |
Zeno` |
somehow I still have a previous pull request in there |
03:15 |
Zeno` |
nvm |
03:24 |
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03:33 |
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05:07 |
RealBadAngel |
also, folks, its been a year since a monster of demoscene allowed us to us his music |
05:07 |
RealBadAngel |
i wont just let it flow |
05:08 |
RealBadAngel |
https://www.youtube.com/watch?v=cjHNPzv9sGY |
05:08 |
Zeno` |
RealBadAngel, have you got SDL installed? |
05:08 |
RealBadAngel |
going to to merge that as main menu title |
05:09 |
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05:10 |
Zeno` |
I gotta fix my text editor |
05:10 |
Zeno` |
no idea why it wants to indent randomly :/ |
05:10 |
RealBadAngel |
use geany |
05:10 |
cg72 |
sumlime text |
05:10 |
cg72 |
;) |
05:11 |
cg72 |
sublime** |
05:12 |
RealBadAngel |
if nobody wakes up in 1 hour Mercury Rain got merged |
05:12 |
RealBadAngel |
and become mt main theme |
05:12 |
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05:13 |
RealBadAngel |
fuck that, its too good to be left behind |
05:13 |
Zeno` |
there is no reason for qtcreator to suddenly start doing this though |
05:13 |
Zeno` |
I'll use vim and start again |
05:13 |
cg72 |
good night RealBadAngel, Zeno` o/ |
05:13 |
RealBadAngel |
geany... |
05:13 |
cg72 |
ps vim = yuck |
05:13 |
Zeno` |
I don't mind vim |
05:14 |
Zeno` |
I only like qtcreator because it makes finding things more quickly while I am new to the codebase |
05:26 |
RealBadAngel |
20 minutes passed |
05:27 |
* RealBadAngel |
is moving Merury Rain into main_menu.ogg now |
05:38 |
Zeno` |
ShadowNinja, ok, pull request fixed |
05:38 |
Zeno` |
sorry about the indentation |
05:38 |
Zeno` |
I think I'll just stick to vim mode now |
05:39 |
Zeno` |
https://github.com/minetest/minetest/pull/1543/files <-- I'd normally do this differently, but I'm trying to follow the style of the rest of that file |
05:40 |
Zeno` |
I'd probably use ternary operator truth be told |
05:40 |
RealBadAngel |
30 minutes |
05:40 |
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05:41 |
RealBadAngel |
half way |
05:42 |
Zeno` |
half way to where? |
05:42 |
Zeno` |
mexico? |
05:48 |
RealBadAngel |
to mt has music |
05:49 |
Zeno` |
I dunno... I want the plasma lava |
05:50 |
RealBadAngel |
too late, already done :_ |
05:54 |
Zeno` |
and nice water |
05:55 |
Zeno` |
I want nice water as well |
05:55 |
Zeno` |
and clouds |
05:59 |
Zeno` |
ponies? |
06:02 |
RealBadAngel |
lol |
06:02 |
RealBadAngel |
complin the pull |
06:02 |
RealBadAngel |
just to be sure |
06:03 |
Zeno` |
which pull |
06:03 |
RealBadAngel |
Mercury Rain |
06:03 |
RealBadAngel |
the score that gonna become mt main title |
06:04 |
Zeno` |
Is it a tracker style composition? |
06:04 |
RealBadAngel |
yes |
06:04 |
Zeno` |
I won't complain then |
06:04 |
RealBadAngel |
made by Skaven/ Fairlight |
06:05 |
Zeno` |
Fairlight are still around? :-o |
06:05 |
RealBadAngel |
he gave us permission to use all of his tracks |
06:05 |
Zeno` |
https://www.youtube.com/watch?v=cjHNPzv9sGY <--- that one? Use it! |
06:06 |
RealBadAngel |
thats the one |
06:07 |
Zeno` |
love it |
06:07 |
RealBadAngel |
sorry i said Fairlight, hes a member of Future Crew |
06:07 |
Zeno` |
yeah |
06:08 |
Zeno` |
when I moved from Amiga to PC demo stuff 2nd reality was inspiration for a lot of my stuff |
06:08 |
Zeno` |
err.... showing my age :( |
06:08 |
RealBadAngel |
and i should say former member |
06:08 |
RealBadAngel |
how old are you? |
06:08 |
Zeno` |
17 |
06:08 |
RealBadAngel |
:P |
06:09 |
RealBadAngel |
and really? |
06:09 |
Zeno` |
and really it's in your PM :P |
06:09 |
RealBadAngel |
hehehe |
06:09 |
RealBadAngel |
pretty close |
06:09 |
RealBadAngel |
im just a yr older ;) |
06:11 |
RealBadAngel |
ok, compiled, checked, good |
06:11 |
RealBadAngel |
pushing |
06:12 |
Zeno` |
I made a mistake.... as of july the 11th I am 1 year older than what I told you |
06:12 |
Zeno` |
I don't really keep track of my age anymore lol |
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Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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16:39 |
sapier |
ShadowNinja: who decided to add "table based formspecs" I will not agree to it for sure as they are same crap as the ones we have right now just 10 times as big |
16:43 |
sapier |
there's only one (maybe) benefit of tables compared to declaration style they may be more changeable later ... but on the other hand you add two major issues 1) order of evaluation ... what's gonna be "on top" and 2) size |
16:44 |
VanessaE |
sapier: what would you suggest then? |
16:44 |
VanessaE |
current formspecs are just plain nasty |
16:44 |
VanessaE |
you know as well as anyone |
16:44 |
sapier |
and tables will be as nasty as formspecs too |
16:44 |
sapier |
and you can't even read them |
16:44 |
sapier |
even less then current formspecs |
16:45 |
VanessaE |
so, what would you use? |
16:45 |
sapier |
my suggestion is choosing a existing gui language ... and if you really want full features take one with a gui designer ... you'll never get a full featured gui description in a human readable way |
16:45 |
VanessaE |
if you had to throw formspecs out completely and start from scratch? |
16:46 |
sapier |
that's why formspecs are limited |
16:46 |
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16:47 |
sfan5 |
sapier: good luck finding a gui language that is not hated by everyone |
16:48 |
sapier |
sfan5 that's exactly why formspec isn't as bad as ppl claim, it's easy for beginners, regular forms can be done quite simple and still there IS a way to do more complex things ... and yes it is limited ... that's the price to pay to not need a graphical designer |
16:49 |
Calinou |
suggestion: in Configure menu, show pre-installed mods in a light blue rather than blue, which is hard to read. |
16:50 |
sfan5 |
sapier: what is the problem with order of eval. with lua tables? |
16:50 |
sapier |
and the form declaration is only half of gui as you need a api to handle signals and events too |
16:51 |
sapier |
table elements are unsorted if they wouldn't be you loose the only benefit tables have in comparison to formspecs ... editability |
16:52 |
sapier |
e.g. if you specify buttons in current formspec by definition they are drawn "in order" |
16:53 |
sapier |
if you do this by table you either specify the draw order manual ... quite ugly, use automatic table indexing ... less ugly |
16:53 |
sapier |
or don't specify draw order at all |
16:53 |
sapier |
in first cases you need to reorder all elements to insert a button in between (same as now) |
16:53 |
sapier |
in later case you can't assume any order of drawing |
16:54 |
sapier |
buttons are a bad example ... replace button by image |
16:55 |
sapier |
e.g. icons on top of a map |
16:56 |
sapier |
Calinou good idea can you create a pull request? |
16:59 |
sapier |
answering the question what I'd choose if I had to implement a full featured gui ... I'd try to find a way to enable irrlicht to display html code ... implementing a html renderer on our own is not an option but maybe there is one we can use |
17:00 |
sfan5 |
sapier: how about in-order by default, but allow a z-index to be set? |
17:00 |
sapier |
and where's the benefit to current formspecs? |
17:01 |
sapier |
we don't need a new gui language requireing same crapy syntax as old one |
17:01 |
Calinou |
I can make an issue, but no time to make pull request :/ |
17:02 |
sfan5 |
sapier: I'm not talking about syntax |
17:02 |
sapier |
and when I'm talking about "size" I don't mean "size in bytes" but "size on screen" |
17:02 |
sfan5 |
just add width and height params |
17:02 |
sfan5 |
or use default one if none specified |
17:03 |
sapier |
I was talking about size of table style code compared to formspec style code ... different topic ShadowNinja mentioned |
17:03 |
sapier |
back to order how do you mean z-index? |
17:04 |
sapier |
like { draw_index=0 ... } or something different? |
17:04 |
sfan5 |
z-index like in html |
17:05 |
sapier |
isn't z-index css? |
17:05 |
sfan5 |
right |
17:05 |
sfan5 |
like in css them |
17:05 |
sfan5 |
then* |
17:06 |
sapier |
wouldn't change need for reordering z-indexes on adding items in between |
17:07 |
sapier |
would be better then relying on implicit order for sure yes ... but adding more complexity too |
17:07 |
sapier |
Am I the only one who thinks lua tables are way to bloated to show a gui? |
17:08 |
Exio4 |
they're bloated but just lua code |
17:09 |
Exio4 |
metaprogramming is probably easier with lua tables too! ;P |
17:09 |
sfan5 |
uh |
17:09 |
sfan5 |
lua tables are just a way of transporting data |
17:09 |
sapier |
sorry but improved metaprogramming support at cost of easy entry in form design isn't actually what I'd consider progress |
17:10 |
Exio4 |
that was a joke |
17:10 |
sapier |
if we did switch to table there'd be no other way then hiding that bloated lua tables behind some sort of dom model ... we'd need that one anyway in order to get a better signal/event handling |
17:10 |
sapier |
<< away |
17:13 |
sfan5 |
dom model |
17:13 |
sfan5 |
why not just use xml then? /s |
17:13 |
sfan5 |
(xml sucks) |
18:12 |
Krock |
Was/is there already a feature request for resizing overlaid images to the base image's size? |
18:12 |
Krock |
because mixing 16 and 64px can look very ugly |
18:13 |
VanessaE |
such a request did exist yes |
18:14 |
VanessaE |
RBA was working on it at one time |
18:14 |
VanessaE |
bbl |
18:14 |
Krock |
ah |
18:14 |
GhostDoge |
Krock: but there should still be a way to overlay without resizing |
18:15 |
Krock |
GhostDoge, reason? |
18:18 |
GhostDoge |
hmmm… I don't know of any good reason right now |
18:20 |
Krock |
:) |
18:38 |
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18:43 |
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19:01 |
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19:17 |
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19:23 |
ShadowNinja |
The Lua formspec tables could be structured like DOM objects, but we don't need to generate those objects from a string like wuth XML. |
19:24 |
ShadowNinja |
And yes, it's more code. But it's also much more readable. You could wrote all of Minetest on one line if you wanted too, and current formspecs are almost always one line. |
19:26 |
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19:38 |
sapier |
ShadowNinja: may I mention your yesterdays example? Imho it's a perfect proof of formspec tables not beeing more readable as generic attribute ... as for that example formspec is way more readable then table syntax |
19:38 |
sapier |
but yes if you represent a table in table syntax it is more readable ...well guess that's not really a surprise ;-) |
19:39 |
ShadowNinja |
sapier: No, the table us more readable. |
19:40 |
sapier |
As I said I don't say table syntax doesn't have any benefit, I just say there's negative points to ... how you weight those aspects is highly subjective |
19:40 |
ShadowNinja |
You don't know what's x/y/w/h without looking at docs for the first one. The second is clear wuthout and extra documentation to memorize. |
19:41 |
sapier |
sorry ShadowNinja but to me a 4 line compact syntax is way more readable then a 40 line syntax where I have to collect parameters of a single element from multiple lines |
19:42 |
sapier |
or do |
19:42 |
sapier |
you think this |
19:42 |
sapier |
is more read able |
19:42 |
sapier |
then this small sentence at the end |
19:43 |
Krock |
or do you think this is more able to read |
19:44 |
sapier |
of course this is a extreme example but some table style formspecs will look this way ... the more simple the more likely you end up in bloated ones |
19:45 |
sapier |
I wouldn't have any issue in having a table as internal syntax (in case of beeing designed well and complete) ... but I'd hate to have to use it in mods |
19:45 |
Krock |
My two pennies to this: tables eat up space, old one is fine |
19:46 |
sapier |
and of course you'll have to find a good solution for the implicit ordering issue ... there are plenty of possible solutions true, but finding a good one really fitting all our needs is more complex ... most likely we'd need some iterations to find it |
19:48 |
ShadowNinja |
sapier: You're welcome to find a better solution, but this is the best one so far. |
19:48 |
sapier |
if this is the best one imho it's not worth to spend any time on it |
19:49 |
sapier |
you'd have to rewrite code of about 3 months of full time development for almost no benefit |
19:50 |
sapier |
don't tell me you don't have to do it, as if it's not supposed to replace formspec by some time it's even less worth working on it |
20:03 |
pitriss |
About formspecs I agree with Krock. |
20:05 |
sapier |
http://offscreengecko.sourceforge.net/ this might be a way to implement html based gui's ... at least license wise |
20:05 |
sfan5 |
>html |
20:05 |
sfan5 |
no |
20:05 |
sfan5 |
as long as it's not strict xml, no |
20:06 |
sapier |
better full featured html than another arbitrary complex and error prone own language |
20:06 |
celeron55 |
i still think we should do our own in lua (menu and client side lua) which would use primitive draw calls implemented in the engine and which can be distributed as a very useful self-contained lua library too |
20:07 |
celeron55 |
a middle ground between that and formspecs is hard to find |
20:07 |
sfan5 |
sapier: html is bad |
20:07 |
sfan5 |
html is half-broken xml |
20:07 |
sapier |
imho if we replace formspecs we should do the full thing and not another half boiled one ... but to be honest I don't se a pressing need to replace formspec at al |
20:07 |
sapier |
l |
20:08 |
sapier |
well no matter if it's bad or not defining our own xml based language is insane |
20:09 |
sfan5 |
that doesn't mean we should use a bad one |
20:09 |
sapier |
defining our own most likely will end up in a even more bad one after some time |
20:10 |
sapier |
still imho we should evolve formspec adding a api for signal/event handling and let the old relics die by some time |
20:11 |
sapier |
benefit of this way of doing it would be each individual step is small and if some of them are wrong we don't loose a lot of work at once, thus reverting/dropping a change doesn't mean wasting months of developer time |
20:12 |
sapier |
And I don't believe we're capable of designing even an acceptable gui language at first shot |
20:12 |
sfan5 |
improving the current thing won't work |
20:13 |
sapier |
did you look at the fstk thingy? |
20:13 |
sfan5 |
no |
20:13 |
celeron55 |
>I don't believe we're capable of designing even an acceptable gui language at first shot |
20:13 |
celeron55 |
it should definitely be modeled by something that already exists and works well |
20:13 |
celeron55 |
s/by/based on/ |
20:14 |
celeron55 |
(there are a ton of these kinds of things out there) |
20:14 |
celeron55 |
i'm fine with iterating the existing one, IF there is a good way to do it |
20:15 |
celeron55 |
i don't see any obvious way so maybe sapier could make a more detailed proposal? 8) |
20:15 |
sapier |
sfan5: compare old mobf settings to new one using fstk, difference in code is about 100 lines (including comments) ... but new one is about 3 times of features |
20:16 |
* sfan5 |
away |
20:16 |
sapier |
well imho if we use something like the table thingy we need to put something similar to fstk on top of it to hide the bloated tables ... but same way we could hide formspec behind it |
20:18 |
celeron55 |
what is fstk? |
20:19 |
sapier |
the encapsulation used in mainmenu to consolidate the tab and dialog handling |
20:20 |
sapier |
for next mobf version I did those changes required to make it available for in game too ... minor issues where left to link a form ot a player |
20:20 |
sapier |
https://github.com/minetest/minetest/blob/master/doc/fst_api.txt |
20:20 |
sapier |
not much has changed since that definitition |
20:23 |
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20:23 |
sapier |
fstk api doesn't really care about the format the formspec is told to core but of course it has to provide that format |
20:23 |
sapier |
so while it's not visible in api it's present in implementation ... the user provided part of it |
20:24 |
sapier |
mostly |
20:26 |
celeron55 |
i do have to admit i don't know almost anything of this, but good luck anyway 8) |
20:27 |
sapier |
well the main issue is we want a full featured all capable gui description language with simplicity of a one dimensional list :) |
20:27 |
sapier |
quite hard to get that done :) |
20:32 |
celeron55 |
well that's not going to happen |
20:33 |
sapier |
as always we need to find some path in between |
20:33 |
celeron55 |
either one uses a single dimensional list to get this kind of simple static positioning of elements or alternatively one uses a deeper structure in order to nest elements to get fancier layouting |
20:35 |
celeron55 |
i still think QML is one of the best languages for writing GUI stuff; it's just not very intuitive to regular programmers |
20:36 |
celeron55 |
also we can't really have that in MT due to technical reasons |
20:36 |
celeron55 |
so, how do you choose the path? |
20:37 |
celeron55 |
just evolve the existing one and hope that it some day finally gets to where it should be? |
20:37 |
sapier |
as long as there's noone supporting that thing yes ... at least I don't have spare time to implement a qml parser ;-) |
20:38 |
celeron55 |
well QML wasn't really a suggestion; anyway the only way to use it would be to use Qt in MT 8) |
20:38 |
sapier |
especially as I don't know qml at all ;-) |
20:39 |
celeron55 |
it's quite integrated to Qt's scripting and other systems |
20:39 |
sapier |
that'd be a problem |
20:39 |
celeron55 |
it even uses a custom javascript parser |
20:40 |
sapier |
uargh |
20:40 |
celeron55 |
that's how domain specific it is 8) |
20:40 |
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20:40 |
celeron55 |
to pick up the scripts from between the UI definitions |
20:40 |
sapier |
why not add gecko engine and just display html ? ;-) |
20:41 |
celeron55 |
html is the worst designed thing ever and gecko is probably larger than core Qt 8) |
20:41 |
sapier |
true ... but we'd get css too ;-) |
20:42 |
sapier |
and I thing we'll find way more html/css developers then qml developers |
20:43 |
celeron55 |
i have heard so many bad comments from someone that tried to use the embeddable version of webkit in his game that i don't want that route |
20:43 |
sapier |
still my prefered way would be improving formspec step by step as we get requirements from modders, right now I do only know one feature we can't handle |
20:43 |
celeron55 |
most html/css developers are shit and can't actually do anything, especially in a limitedly debuggable environment like this would be |
20:43 |
sapier |
font sizes |
20:43 |
celeron55 |
now the same guy is making his own UI engine |
20:44 |
sapier |
another ui enginge would be another option ... yet we'd need something we wouldn't have to maintain in about a year ourselfs |
20:45 |
sapier |
I think formspec discussion is mixing up at least three things |
20:45 |
sapier |
1) how are ui elements drawn |
20:45 |
sapier |
2) how is ui defined |
20:46 |
sapier |
and 3) how is user input handled and linked to ui definition |
20:46 |
celeron55 |
yes |
20:47 |
sapier |
gecko/webkit address 1) and 2) (maybe 3 too but I'm not sure about that) |
20:47 |
celeron55 |
maybe designing this should be an issue on github which would list those subparts in the description |
20:47 |
sapier |
fstk is most 3) |
20:47 |
sapier |
and table formspec is 2 only |
20:52 |
sapier |
celeron55 ... we actually have https://github.com/minetest/minetest/issues/1399 |
20:52 |
Calinou |
did we talk about libRocket? |
20:52 |
Calinou |
this thing: http://librocket.com/ was suggested on GitHub |
20:53 |
sapier |
please add it to that issue |
20:53 |
Calinou |
no WebKit stuff involved, but you can use HTML/CSS |
20:53 |
Calinou |
we should make a specific issue for potential replacements? this one is about re-designing formspecs |
20:53 |
celeron55 |
hmm, i think it was librocket that the guy was using |
20:53 |
sapier |
that's what we do |
20:53 |
celeron55 |
that he ended up hating |
20:53 |
Calinou |
if you use it well, it's pretty cool |
20:54 |
celeron55 |
it doesn't use webkit? well whatever |
20:54 |
Calinou |
no need to learn yet another language, big upside |
20:54 |
Calinou |
I don't think it does. |
20:54 |
Calinou |
not 100 % sure though. |
20:54 |
celeron55 |
anyway, i've heard very bad stuff about it, be cautious |
20:55 |
Calinou |
I've heard very bad stuff about anything, it's like programming languages… |
20:55 |
sapier |
I assume we're just collecting options right now |
20:55 |
celeron55 |
sapier: comment those three things in there, they don't seem to be clearly mentioned |
20:58 |
sapier |
done |
21:04 |
Jordach |
has anyone in here noticed fps drops while in the main inventory |
21:04 |
Jordach |
other formspecs do not drop fps |
21:05 |
sapier |
other formspecs with same amount of inventory slots too? |
21:05 |
Jordach |
sapier, chests have more and do not |
21:05 |
sapier |
that's interesting true |
21:06 |
Jordach |
solid 64fps in any formspec except the inventory, which plays at 6fps |
21:07 |
sapier |
6? |
21:07 |
sapier |
that's hard to believe |
21:07 |
Jordach |
opening my inventory drops my fps to 6 |
21:07 |
Jordach |
sapier, the graphics on my tower are slowed by it |
21:08 |
sapier |
hmm I see a drop too but only about 2 fps |
21:08 |
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21:08 |
Jordach |
sapier, this is on a multiplayer server |
21:09 |
sapier |
and I have way more on my mobf menu, there it's 10 fps ... but that's a way more complex one too |
21:09 |
Jordach |
Chest Formspec: https://cdn.mediacru.sh/CSj39es1bPbh.png |
21:09 |
Jordach |
Inventory: https://cdn.mediacru.sh/ANg0g4yXFOL_.png |
21:09 |
sapier |
wow |
21:09 |
sapier |
what graphics card do you have? |
21:10 |
Jordach |
sapier, AMD Radeon HD 8670D |
21:10 |
Calinou |
I'll try |
21:10 |
Jordach |
i can maintain 60fps with full shaders |
21:10 |
Calinou |
creative or not, Jordach ? |
21:10 |
sapier |
thanks calinou I was about to ask someone to test it |
21:10 |
Jordach |
Calinou, noty |
21:11 |
sapier |
does it happen on default game too jordach? |
21:11 |
Jordach |
sapier, no |
21:11 |
Jordach |
(untested, while my own game shows it well) |
21:11 |
Calinou |
going from 240 to 190 in heavy scene, 600 to 340 in light scene (looking at sky) |
21:11 |
sapier |
can you try to find out which mod causes the issue? |
21:11 |
Calinou |
not too bad :) |
21:11 |
Calinou |
preload item is off |
21:11 |
Jordach |
sapier, using xgui |
21:11 |
Calinou |
game is Carbone, default inventory, only slight tweaks to the look (hotbar highlight) |
21:12 |
sapier |
I'd guess something in xgui is causing that issue |
21:12 |
Jordach |
sapier, has not shown up in singleplayer until now |
21:12 |
Jordach |
(and hasn't on multiplayer as well until now) |
21:12 |
sapier |
can you try to pinpoint the commit? |
21:12 |
Jordach |
sapier, it's in builds since july |
21:13 |
Calinou |
https://cdn.mediacru.sh/mxVWQhuIB5cE.png |
21:13 |
sapier |
so maybe a commit combined with xgui |
21:13 |
Jordach |
okay, does not show with singleplayer in survival mode |
21:13 |
Jordach |
it seems to be multiplayer specific |
21:14 |
sapier |
there's not much multiplayer specific in formspec handling |
21:14 |
Jordach |
sapier, solid 60 in singleplayer (advanced and singleplayer tab) |
21:15 |
sapier |
same mods? |
21:15 |
Jordach |
yup |
21:15 |
sapier |
so you do one time start singleplayer next time multiplayer server? |
21:16 |
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21:16 |
sapier |
or do you connect to a server? |
21:16 |
Jordach |
sapier, connect to a server (jordach.minetest.net : 30000) shows it for me |
21:16 |
Jordach |
https://cdn.mediacru.sh/sp2W7iYlTeEe.png |
21:17 |
sapier |
ok but you ARE 100% sure that server does run exactly same mods and same version of those mods? |
21:17 |
Jordach |
yes |
21:17 |
Jordach |
i havent changed the game mod wise |
21:17 |
sapier |
ok |
21:18 |
Jordach |
same performance drops even with it removed |
21:18 |
Jordach |
(preload items) |
21:18 |
sapier |
I try to connect to that server |
21:18 |
Calinou |
I'll try server |
21:18 |
sapier |
you know you have curl external server configured not having those testures? |
21:19 |
Jordach |
curl is enabled |
21:19 |
sapier |
yes but that server doesn't provide the textures |
21:19 |
Jordach |
even with an empty inv, still occurs |
21:19 |
sapier |
23:18:00: ERROR[CurlFetchThread]: http://minetest.digitalaudioconcepts.com/bfdmedia/address = 0.0.0.0wool_dark_grey.png not found (HTTP response code said error) (response code 404) |
21:19 |
Jordach |
sapier, index.mth is missing |
21:19 |
Jordach |
ignore it |
21:19 |
Jordach |
(VE generated this - not my issue) |
21:19 |
sapier |
gonna take quite some time to get all of those textures |
21:19 |
Calinou |
media doesn't seem to download |
21:20 |
sapier |
they do calinou but extremely slow |
21:20 |
sapier |
never ever seen them download that slow :-) |
21:20 |
Jordach |
AHA! |
21:20 |
Jordach |
i see what's going on |
21:20 |
Jordach |
60fps with a brand new account, the player file must be either slightly damaged for full of extra junk |
21:21 |
sapier |
ok so I don't have to wait for media to complete till tomorrow? ;-) |
21:21 |
Jordach |
sapier, ~26mb |
21:21 |
sapier |
what's line speed of your server? |
21:21 |
Calinou |
since the download bar is small, I can't see progress |
21:22 |
Calinou |
Jordach, look at the screenshot I posted, my inventori ys full |
21:22 |
Calinou |
sapier, the upload speed is always capped when downloading from server |
21:22 |
Jordach |
restarted server with new player file |
21:22 |
sapier |
for what reason? minetest is supposed to handle upload itself |
21:23 |
sapier |
that's been one of the major improvements when I fixed the protocol ;-) |
21:23 |
Jordach |
sapier, seems to after a while the player files under players seem to get clogged with extra data and useless junk |
21:23 |
Calinou |
to not congest bandwidth, to not make all players lag |
21:24 |
sapier |
that's been the thing fixed by my protocol fix |
21:24 |
Jordach |
there might be an issue [22:24:19] <JD-BFD> <crazyginger72> jordach it drops 1 fps now for me |
21:24 |
sapier |
we tested on different servers and didn't even get noticable lag on crapy dsl lines (if configured correct) |
21:24 |
Calinou |
problem is, server with very good upload (eg 8 Mb/s, optic fiber) will send slowly |
21:24 |
Calinou |
it won't end at eg. 2 Mb/s |
21:25 |
Calinou |
which would be welcome |
21:25 |
Calinou |
(UDP limit?) |
21:25 |
sapier |
no |
21:26 |
sapier |
max_packets_per_iteration is the parameter you have to adjust to your player and line speed |
21:26 |
Jordach |
sapier, hang on |
21:26 |
Jordach |
something's wrong |
21:27 |
Jordach |
why are the positions saved as *thousands* and not the actual positions |
21:27 |
sapier |
I've got about 1/3 of textures right now :) |
21:27 |
sapier |
ok stopped downloading |
21:27 |
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21:27 |
Jordach |
sapier, http://paste.debian.net/114048/ |
21:27 |
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21:28 |
sapier |
I don't know I didn't change player files recently |
21:28 |
Jordach |
sapier, cg's last position is 22:25:28: ACTION[ServerThread]: crazyginger72 places node deco:glass at (-142,7,220) |
21:29 |
Jordach |
that file is recording location wrong |
21:29 |
Jordach |
(and i hit ctrl+c sorry) |
21:29 |
sapier |
no problem ... are you sure it's in position and not in blocksize positions? |
21:29 |
Jordach |
sapier, read the paste, the postions are in thousands and not hundreds as stated by node placement |
21:30 |
sapier |
yes as I said it could be blocksize positions instead of lua positions |
21:30 |
Jordach |
sapier, but why would it do that. |
21:31 |
sapier |
don't ask me but the one who wrote it ;-) |
21:31 |
Jordach |
sapier, does not occur with BlockMen's last build |
21:32 |
Jordach |
server is running Xubuntu 14.04 with a build dated to a few weeks |
21:33 |
sapier |
ok if it's not for all build's my assumption about blocksize positions is most likely wrong |
21:34 |
Jordach |
sapier, this is just afer RBA's plantlike stuff |
21:34 |
Jordach |
iirc |
21:34 |
Jordach |
and resumable digging |
21:35 |
sapier |
resumable digging wás added? |
21:36 |
VanessaE |
since when? |
21:36 |
Jordach |
sapier, switch to food: node stays dug |
21:36 |
Jordach |
partially |
21:36 |
VanessaE |
eh...that hardly counts. |
21:36 |
VanessaE |
you're just exploiting a glitch |
21:38 |
sapier |
I don't see any commit that might cause this directly .... of course it could be a side effect but you'll have to find out this issue as by now you're the only one who can reproduce it |
21:38 |
Jordach |
sapier, only on Linux, not Windows |
21:39 |
VanessaE |
sapier: I can confirm a slight drop of FPS while the inventory is open - 5 to 10 fps, but nothing remotely similar to Jordach's experience. |
21:39 |
Jordach |
VanessaE, cg72 also confirmed it |
21:39 |
VanessaE |
and I tried it with current minetest_game |
21:39 |
Jordach |
VanessaE, read the paste and then the placed node |
21:39 |
VanessaE |
and almost-current engine. |
21:39 |
sapier |
VanessaE: yes that's about what I see too ... and the drop depends on complexity of menu too ... you can see this quite good in mobf settings menu |
21:40 |
Jordach |
sapier, it seems player files are damaged by saving |
21:40 |
sapier |
I've updated my git view yesterday so it should be quite recent |
21:40 |
Jordach |
(it adds a 0 onto positions where it shouldn't be) |
21:40 |
VanessaE |
Jordach: no. |
21:41 |
VanessaE |
player files have been measured in tenths for a LONG time now. |
21:41 |
Jordach |
VanessaE, on windows it's not like that |
21:41 |
Jordach |
reported as lua table values |
21:41 |
sapier |
wait |
21:41 |
VanessaE |
there's no logic in it, but I've seen this behavior for at least a year now |
21:41 |
sapier |
windows build? |
21:41 |
Jordach |
sapier, BlockMen's latest |
21:41 |
sapier |
there's a commit doing mingw cleanup |
21:42 |
Jordach |
um oh |
21:42 |
Jordach |
there it is |
21:42 |
Jordach |
that broke player saving? |
21:42 |
Jordach |
MSVC isn't affected by this |
21:42 |
sapier |
I still don't understand how this can break it but it's worth a try |
21:42 |
sapier |
https://github.com/minetest/minetest/commit/17345404bad71989238d492ed2e23c97f5681065 |
21:43 |
Jordach |
Windows output https://cdn.mediacru.sh/gzpOfeQ56pP2.png |
21:43 |
sapier |
very strange |
21:43 |
Jordach |
and if i move the world locally, and not in a VM, that should remove the thousands |
21:44 |
VanessaE |
Jordach: position = (-758.94,125,2520.19) <---- my position on Vanilla. As reported by the client, I am really at -75.9,12.5,252.0 |
21:44 |
Jordach |
VanessaE, that's wrong |
21:44 |
VanessaE |
(not far from the spawn) |
21:44 |
Jordach |
windows doesn't add a thousand |
21:44 |
VanessaE |
Jordach: it's been this way for a LONG ass time |
21:44 |
Jordach |
VanessaE, it isn't |
21:44 |
Jordach |
windows clients don't report that |
21:45 |
VanessaE |
if windows isn't dividing it down, it's reporting wrong. |
21:45 |
VanessaE |
or if it isn't multiplying it up, it's saving wrong |
21:45 |
VanessaE |
tell you what, go on Vanilla please. |
21:45 |
sapier |
jordach I'm at *10 positions in all of my worlds on windows too |
21:45 |
Jordach |
VanessaE, decimal point is wrong |
21:45 |
sapier |
-windows + linux |
21:45 |
sapier |
so most likely the *10 positions are correct |
21:46 |
VanessaE |
Jordach: the *10 positions are correct. |
21:46 |
VanessaE |
and if they're not, well, they are now. |
22:01 |
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22:03 |
Jordach |
VanessaE, cg72 stopped reporting it after the server got recompiled |
22:05 |
VanessaE |
the fps drop? |
22:05 |
Jordach |
yup |
22:05 |
* VanessaE |
shrugs |
22:06 |
VanessaE |
odd that it happened at all |
22:11 |
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23:38 |
ShadowNinja |
Hmmm, that's curious. It's probably because it's stored multiplied by BS (10). |
23:39 |
ShadowNinja |
I'd be fine with Qt if we could get it to integrate well. |
23:40 |
ShadowNinja |
Qt has loads of other stuff too, which might be usefull. |
23:41 |
ShadowNinja |
But it will probably slow down compilation, and Qt may be a bit bloated. |
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