Time Nick Message 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 01:37 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 01:42 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` 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 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 02:13 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) 02:22 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 :) 02:52 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 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 05:10 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 05:13 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 05:41 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 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 16:47 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 :) 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. 19:38 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 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 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 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 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] 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 Jordach sapier, http://paste.debian.net/114048/ 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. 22:03 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 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.