Time |
Nick |
Message |
00:04 |
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00:39 |
sapier |
vanessae plz check again now formspecs scale again ... if you have time try non freetype mode to it should have scaling fonts now too |
00:39 |
sapier |
not as smooth as freetype but still scaling |
00:40 |
VanessaE |
I'll try later |
00:50 |
sapier |
still if those formspec changes are used mods will have to update their forms |
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07:43 |
sapier |
VanessaE: is it intentional dreambuilder crashing on current stable? |
08:03 |
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09:09 |
Megaf |
well, my arm board is faster than my macbook pro to compile minetest |
09:10 |
Megaf |
proller: I think that bug is fixed now, but server didnt crash anymore, because of that bug |
09:25 |
sapier |
https://github.com/minetest/minetest/pull/1563 |
09:27 |
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09:30 |
sapier |
VanessaE: https://gist.github.com/sapier/f3d6e635c4c8c7d298ce this is something similar to how a fix for unified inventory would look like |
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15:29 |
VanessaE |
sapier: I was not aware that it was crashing on 0.4.10-stable. what's the crash? |
15:31 |
sapier |
https://gist.github.com/sapier/466021c31965c66a5aab |
15:32 |
VanessaE |
nore: ^^^^^^^ |
15:32 |
sapier |
am I the only one testing mods on stable too? ;-) |
15:33 |
VanessaE |
wait a minute, someone else already reported that bug |
15:33 |
VanessaE |
I Was under the impression that was already fixed in pipeworks. |
15:35 |
Zefram_Fysh |
that's not the latest pipeworks code |
15:36 |
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15:36 |
VanessaE |
I show my local pipeworks repo is up-to-date, and dreambuilder has the latest of that. |
15:36 |
sapier |
well I don't pull twice an hour |
15:37 |
VanessaE |
I do update dreambuilder as many as 10 times in a day ;) |
15:37 |
sapier |
sorry but even for a "rolling release" that's way to much |
15:38 |
VanessaE |
well for the secondary build there is always a build ID in the ZIP |
15:38 |
VanessaE |
and of course git has its history |
15:38 |
sapier |
ok seems to help |
15:40 |
* VanessaE |
wonders what prompted sapier to check dreambuilder again :) |
15:43 |
sapier |
comparing old and new unified inventory |
15:43 |
VanessaE |
ah |
15:43 |
VanessaE |
easy way to get it I suppose :) |
15:47 |
sapier |
well didn't work ;-) |
15:47 |
VanessaE |
heh |
15:48 |
sapier |
did you have time to check the new formspec variant with scaling fonts? |
15:50 |
VanessaE |
no, I was asleep :) |
15:50 |
sapier |
come one sleep ... wasted time ;-) |
15:50 |
VanessaE |
haha |
15:51 |
sapier |
https://github.com/minetest/minetest/pull/1563 moved the formspec things to a separate pull yet the font engine is of very little use without that addon |
16:03 |
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19:37 |
ShadowNinja |
PilzAdam: You're an admin on the dev wiki, right? Can you mass-revert this: http://dev.minetest.net/index.php?title=Lua_code_style_guidelines&diff=2490&oldid=2298 Reason: It should be on the talk page and it's not even valid markup. |
19:37 |
ShadowNinja |
sapier: ^ |
19:38 |
sapier |
can you just fix the comments instead of complaining about the style |
19:38 |
ShadowNinja |
(Also full of typos and visual warts) |
19:38 |
PilzAdam |
I could |
19:38 |
ShadowNinja |
sapier: Maybe. |
19:38 |
ShadowNinja |
sapier: Give me specific issues and possibly examples of how to fix them. |
19:38 |
sapier |
unless you want me to do same things you do you shouldn't try to force apply your personal coding style without discussion |
19:39 |
PilzAdam |
sapier, could you move your comments to the talk page? |
19:39 |
ShadowNinja |
sapier: It obviously isn't frorcibly applied, it even says it's just guidelines. |
19:40 |
sapier |
no I can't because then noone would read it |
19:40 |
PilzAdam |
sapier, add "Draft (see talk page)" to the top |
19:40 |
PilzAdam |
in red and bold |
19:40 |
sapier |
and it's not that much as it can't be fixed |
19:40 |
PilzAdam |
and stop using "--------------------------------" and "############################" in wikis |
19:40 |
ShadowNinja |
''Comment sapier: Why not doxygen?'' -- Because doxygen is designed for C++ code, I've seen how you use it in mobf and it's horribly ugly. |
19:40 |
HLuaBot |
Unknown command "Comment". Try "help". |
19:40 |
sapier |
and luadoc doesn't even work at all |
19:40 |
sapier |
so what's the difference? |
19:41 |
ShadowNinja |
sapier: Try ldoc then, it uses a compatible format. |
19:41 |
sapier |
doxygen with lua adapter works way better then luadoc atm ... maybe ludaoc evolves there |
19:41 |
sapier |
so why force some doc tool in coding style while it's not even marture? |
19:42 |
ShadowNinja |
sapier: Show me how doxygen Lua comments would look. |
19:42 |
sapier |
see mobf |
19:43 |
sapier |
http://animalsmod.bplaced.net/doxygen/ that's result |
19:44 |
PilzAdam |
should I move the guidelines to ShadowNinja's userspace first? |
19:44 |
sapier |
And most of my other comments are about unspecific guidelines that can't even be followed if you try. |
19:45 |
sapier |
why not just discuss about them and get a result ... at least my comments aren't that much |
19:46 |
ShadowNinja |
sapier: http://paste.ubuntu.com/8082466/ |
19:46 |
sapier |
yes that's mixed luadoc/doxygen |
19:46 |
ShadowNinja |
LuaDoc format is waaay shorter, and simpler. It also makes use of context. |
19:46 |
sapier |
luadoc for eclipse doxygen for usefull output |
19:46 |
sapier |
still luadoc can't create a usefull documentation |
19:47 |
ShadowNinja |
sapier: It can, for example http://stevedonovan.github.io/ldoc/ |
19:47 |
sapier |
USEFULL |
19:47 |
ShadowNinja |
sapier: Or http://stevedonovan.github.io/Penlight/api/index.html |
19:48 |
ShadowNinja |
Very usefull. |
19:48 |
sapier |
any you consider this messed up style usefull? |
19:49 |
sapier |
I might be oldfashioned but I like graphics showing me dependencys |
19:49 |
ShadowNinja |
sapier: Of course. |
19:49 |
sapier |
because I usually need way more time for reading 20 pages of text compared to looking at a single half page graphic |
19:49 |
ShadowNinja |
sapier: We don't need fancy graphics and JS and <video> and what have you. |
19:50 |
ShadowNinja |
Puero que exaherado eres! ;-) |
19:50 |
sapier |
Oh so ShadowNinja is now Minetest |
19:51 |
sapier |
nice to know |
19:51 |
sapier |
any other opinions about sticking to a premarture incomplete doc definition? |
19:52 |
sapier |
I see instead of taking place in discussion you prefere to get silent again |
19:52 |
ShadowNinja |
Comment sapier: Unspecific definition potentially resulting in shitload of discussions -- Then think of a better description. |
19:52 |
sapier |
make it a suggestion isntead of a rule, quite simple |
19:53 |
sapier |
we have same suggestion for c++ coding style why make it a must have for lua? |
19:54 |
ShadowNinja |
PilzAdam: So, can you revert that now? I'll move sapier's thoughts if he won't. |
19:54 |
sapier |
so you're ignoring valid comments ... nice to know |
19:55 |
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19:55 |
sapier |
well guess I can adapt to that style of contribution |
19:57 |
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19:58 |
ShadowNinja |
Comment sapier: Way to unspecific and potential source of lots of discussions ... what's ok 5 spaces 10 15? -- Common sense is assumed, we aren't all computers. Use your best judgement. |
19:58 |
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19:58 |
sapier |
that's fine for a suggestion but not for a rule |
19:59 |
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19:59 |
sapier |
You'll be the first to complain about "but it's 1 space to much there" |
19:59 |
ShadowNinja |
Comment sapier: nil evaluating to false on boolean comparison doesn't mean they're equal. -- Obviously. |
20:00 |
sapier |
so why do you make rules how to do it? |
20:00 |
ShadowNinja |
Comment sapier: Paranthesis always improve readability a lot -- No, too many of them make code harder to read. |
20:00 |
ShadowNinja |
sapier: Because it's more readable. |
20:00 |
sapier |
yes (((((((((((((((((((((())))))))))))))))))))))))))))))) will cause this |
20:01 |
sapier |
but a single set will never make a difference |
20:01 |
sapier |
as of making it worse |
20:03 |
sapier |
and you should consider other's comments too as most ppl most likely haven't even noticed those rules |
20:04 |
sapier |
I will accept beeing voted agains my suggestions I just don't like rules to be declared without even discussing about them |
20:15 |
sapier |
ShadowNinja: You're not consider any comment right? |
20:16 |
ShadowNinja |
00:09, 19 August 2014‎ Sapier (Talk | contribs)‎ . . (66 bytes) (+66)‎ . . (Created page with "Noone will read this page so why even write something in here? ...") |
20:16 |
ShadowNinja |
^ Not helpfull. And I moved your comments. |
20:18 |
ShadowNinja |
The one I consider most valid is "Why are spaces around equals signs in short tables allowed to be omitted? They help readability." I made them optional because that's what everyone does currently, and it helps keep short tables short. |
20:19 |
sapier |
you only allowed them for single line tables how long do you expect variable names and values to become there? |
20:19 |
ShadowNinja |
And the -------... lines look ugly to me. Two speces are plenty for me to easily distinguish functions. |
20:20 |
sapier |
you did allow two new lines for separating blocks within functions too so where's the obvious difference? |
20:20 |
ShadowNinja |
sapier: The most common case is groups, so keys are 4-16 chars or so and values are 1 char. |
20:20 |
sapier |
there's almost no optical difference between some block change and another function |
20:21 |
ShadowNinja |
sapier: I didn't say that, although I didn't say otherwise. Perhaps I should. |
20:21 |
sapier |
and yes if you read it precise you will see it ... but that's what I'm talking about a line of --- will enable you to see function end without reading |
20:22 |
sapier |
btw you forgot two important comments |
20:22 |
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20:23 |
sapier |
and you don't need to link to a discussion page for me as I'll not read it for sure ... I already have way to many things to read |
20:24 |
ShadowNinja |
Comment sapier: Inconsistent example at beginning there's shown to use spaces around binary operators (as told some lines below!!!) -- Elaborate. |
20:24 |
ShadowNinja |
And the first comment needs to be redone. |
20:25 |
ShadowNinja |
"Explanation of what makes a good comment needs to be more specific." or so. |
20:25 |
sapier |
There's no really good explanation for a "good comment" as this is highly subjective |
20:26 |
sapier |
one of my professors once said removing all code you should be able to reconstruct code ... well that's one extreme position |
20:27 |
ShadowNinja |
sapier: And == nil is fine where it's needed. But if nil and false are equivalent, or you will only ever receive one of those values, then without == is easier to read, and keeps things compatible if a function starts returning nil. |
20:28 |
sapier |
and what's wrong if someone does different except of you not beeing able to complain about it? |
20:28 |
ShadowNinja |
sapier: And you MUST make good comments, it's not optional. It's just that the definition of a good comment is fizzy, you're expected to use some common sense. |
20:29 |
sapier |
it's not wrong it's not less readable ... and it's not gonna fill up your disk for sure |
20:29 |
sapier |
well if you believe "good" comments to be a must I'm just not gonna make any comments at all because I'll not discuss about what good and bad comment is |
20:30 |
sapier |
And I believe everyone once having to discuss about this may tend to do same next time |
20:31 |
ShadowNinja |
sapier: Give me a break. Are you trying to give me a hard time? You're perfectly capable of creating helpfull comments without someone having to spell out to you exactly what a good comment is. |
20:32 |
sapier |
sorry ShadowNinja but I have experienced more then once how picky you are about coding style ... thus I read them the way I expect you to interpret them |
20:35 |
ShadowNinja |
sapier: Just do your best. I'll try not to be too bad about them. |
20:35 |
sapier |
I know your best ;-P |
20:36 |
sfan5 |
sapier: why does the android version suck so much? |
20:37 |
sapier |
because everyone complains unspecific instead of making suggestions what exactly could be done better |
20:37 |
ShadowNinja |
sapier: Multi-singleplayer-world support. |
20:37 |
ShadowNinja |
sapier: Like SurvivalCraft has. |
20:38 |
ShadowNinja |
(Another Android game in our genre) |
20:38 |
sapier |
not enough room on screen but you can switch to pc menu quite easy ... yet it's most likely not gonna be very usable |
20:38 |
sfan5 |
1) the menu font is ugly 2) MOD is not an acronym 3) putting the up button between left and right is the worst idea ever 4) the jump and descend things look compressed |
20:38 |
sfan5 |
and the font is too big |
20:39 |
sfan5 |
I can't even see the pause menu completly |
20:39 |
sapier |
sfan5: how many android devices do you have? |
20:39 |
sfan5 |
s/completly/not obscured by text/ |
20:39 |
sfan5 |
1 |
20:39 |
sfan5 |
with my Raspi 2 |
20:39 |
sfan5 |
but I'm not going to test it there |
20:40 |
sapier |
ok I have 5 here and this is best middle way between all of those devices I didn't find another way where you could at least use it on all devices |
20:40 |
ShadowNinja |
sfan5: I think the jump/descend buttons are supposed to look 3D. |
20:40 |
sfan5 |
sapier: can you add a menu entry to change the font size? |
20:40 |
ShadowNinja |
(Like docky-style 3D) |
20:40 |
sfan5 |
sapier: and hide the _game mods from the configure menu by default, I'm pretty sure it confuses people |
20:41 |
ShadowNinja |
sapier: Does the configure menu support nested modpacks yet? |
20:41 |
sapier |
not yet sfan5 as font sizes don't scale independent ... but there's already a pull request making it possible |
20:41 |
sapier |
it's exactly same as on pc so no |
20:42 |
sfan5 |
ShadowNinja: I don't think it does |
20:42 |
sfan5 |
and is there still the modpack-with-the-name-of-a-mod bug? |
20:42 |
sapier |
for what I know that one was fixed quite some time ago |
20:43 |
ShadowNinja |
sapier: Alright, well can you fix that soon? I have my mods set up like mods/mods/technic-related/technic/technic/init.lua at the deepest level, so the menu's unusable. |
20:43 |
sapier |
nested modpacks? |
20:43 |
sapier |
no |
20:43 |
sapier |
that's a major rewrite in configure code |
20:43 |
sfan5 |
sapier: so.. will you fix the issues? |
20:43 |
sapier |
which issues? |
20:43 |
ShadowNinja |
sapier: Why? Formspec table added support for that, it was the main reason it was added in my understanding. |
20:44 |
sfan5 |
wat |
20:44 |
sfan5 |
2) MOD is not an acronym 3) putting the up button between left and right is the worst idea ever 4) the jump and descend things look compressed |
20:44 |
sfan5 |
at _least_ 2 requires no debating |
20:44 |
sapier |
2 yes 3 no (cause it renders some of my devices unusable) 4) intentional to save room for minetest |
20:45 |
ShadowNinja |
Also, rename mods to plugins. :-) </unrelated> |
20:45 |
sapier |
ShadowNinja: no for sure not |
20:45 |
sapier |
mods an plugins have different meaning |
20:45 |
ShadowNinja |
sapier: Exactly. And what we're using now aren't really mods. |
20:45 |
sapier |
a mod is as name says a modification of base game while plugin is something additional |
20:46 |
sapier |
no it's what you'd like them to be to be able to load and unload them |
20:46 |
sapier |
but that's not what they're designed to be |
20:46 |
ShadowNinja |
sapier: Yes. Mods don't actually change Minetest, they just add content to Minetest. |
20:46 |
sapier |
you're wrong |
20:46 |
sapier |
some mods even replace core api |
20:48 |
ShadowNinja |
sapier: Oh? How do they change the Minetest core then? They can decorate methods, but they can't, eg, add real VoxelAreaEntities, that needs to be done in the core and they can only touch the provided API. |
20:48 |
sapier |
sfan5: how are your design capabilies? |
20:49 |
sapier |
minetest core consists of c++ as well as builtin code additionally mods can overlay core.* functions effectively beeing able to change almost everything |
20:50 |
sapier |
sfan5: because buttons are supposed to be some initial things to make ui work, I know they're not very nice but I'm not a designer |
20:52 |
sapier |
sfan5: 2 is fixed |
20:52 |
ShadowNinja |
sapier: No, it can access the API and wrap arround it. It can't actully change the core. If it could you would be able to add things like VAEs to Minetest (real ones, not giant hacky entity cloud things that only work for a few drawtypes) like MineCraft mods can do, because MineCraft mods are real mods, they actually patch the core. |
20:54 |
ShadowNinja |
sapier: Have you tried SurvivalCraft? It's controls might be worth looking at. |
20:54 |
sapier |
I will not change this name because you want some reason for breaking old mods ... if you want this start a discussion get supporters and let majority decide ... at current state you're not even close to convinving me a mod isn't a mod but a pligin |
20:55 |
ShadowNinja |
sapier: You wouldn't be the one to change this, and it can be done compatibly of course. |
20:55 |
sapier |
I don't think you can do it in a compatible way |
20:56 |
sapier |
Just one simple example if you prefix all mod variables mods depending on those variables are broken, if you don't you're unable to remove them later |
20:56 |
ShadowNinja |
sapier: core.get_mod* = core.get_plugin* if (fs::isFolder("mods")) { fs::move("mods", "plugins"); } |
20:57 |
sapier |
I was talking about the mod unloading |
20:57 |
ShadowNinja |
sapier: Oh, I'm not. |
20:57 |
ShadowNinja |
sapier: I'm talking about renaming mods to plugins, because that's a better name for them. |
20:58 |
ShadowNinja |
Reloadability is nice, but unrelated. |
20:58 |
sapier |
renaming the folder will just be a shitload of discussions incompatibilitys and things like that because you missed wherever that damn name was used |
20:58 |
sapier |
and as usually you wont fix it |
20:59 |
ShadowNinja |
There would be a lot of changes, indeed. On the forum, wiki, dev wiki, main site, and, of course, the code. |
20:59 |
sapier |
btw I'll mention the player unloading issue you caused by unloading the player files till you finally fix it |
20:59 |
sapier |
because I will not fix it |
21:00 |
ShadowNinja |
sapier: What issue? |
21:00 |
VanessaE |
the only thing renaming them to "plugins" will be any good for is resolving the confusing english syntax of talking about a server moderator and a server modification/"plugin" in the same discussion. |
21:00 |
VanessaE |
frankly I think that's a waste of time otherwise. |
21:00 |
sapier |
ShadowNinja: you made players to be non persistent now resulting in player object unloading causing player to be unloaded |
21:01 |
sapier |
sadly this happens too in case of a object can't be added to a block because of max objects |
21:01 |
ShadowNinja |
It also makes it clear that they aren't like MC mods (don't require core changes and client-side installations). |
21:01 |
VanessaE |
and THAT ^^^^^ needs fixed. |
21:01 |
sapier |
there's a workaround pull request but I'm not sure it really fixes the issue or does even cause more problems |
21:02 |
ShadowNinja |
sapier: No, it worked like that before. Before it set the peer_id to 0, which was interpreted as a disconnected player. |
21:02 |
sapier |
because for what I understand it just results in the object not beeing deleted causing a dangling object not beeing saved in any mapblock |
21:03 |
sapier |
ShadowNinja: I don't know exactly how it is triggered but it's triggered since player can be unloaded |
21:03 |
ShadowNinja |
The player and it's SAO are weirdly tied together. |
21:03 |
sapier |
I know that's another reason why I refuse to fix it |
21:04 |
ShadowNinja |
The player SAO destroys it's player when it's unloaded, you told me where to put some code in the connection to clean it up in a nicer way, but I don't know if I added that. |
21:04 |
sapier |
still now a player is deleted in some situations without beeing disconnected |
21:05 |
ShadowNinja |
Oh, BTW, did I miss anything important? I've been away for the last week. |
21:05 |
sapier |
https://github.com/minetest/minetest/pull/1557 |
21:05 |
sapier |
farming is broken |
21:06 |
VanessaE |
something else in minetest_game is broken as well |
21:06 |
VanessaE |
10+ second lags for no discernible reason |
21:06 |
VanessaE |
ever since _next was merged in |
21:06 |
VanessaE |
unless the internet is just breaking. |
21:07 |
sapier |
https://github.com/minetest/minetest/pull/1561 this one combined with https://github.com/minetest/minetest/pull/1563 might fix sfan5's font scaling issue but as it fixes formspecs positioning mechanism old formspecs containing workarounds are slightly messed up ... all formspecs contain workarounds |
21:07 |
sapier |
that something most likely is farming |
21:08 |
sapier |
seems like all abs are done in same server step |
21:08 |
VanessaE |
ew. |
21:08 |
VanessaE |
that would explain the multi-second lags you saw in plantlife also: it uses growing ABMs for the mapgen'dtrees to spread out their load |
21:08 |
sapier |
ahh and realbadangel_ fixed faces shading ... (again ;-)) |
21:09 |
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21:09 |
sapier |
VanessaE: that's just a guess ... but as usually there's almost no abm load by farming except of those huge spikes It'd be a educated guess |
21:19 |
sapier |
ShadowNinja: what do you think about the mod profiling thingy? |
21:19 |
VanessaE |
sounds reasonable to me. |
21:20 |
kahrl |
sapier, ShadowNinja: no, 1550 doesn't fix the "player is deleted if there are too many objects in mapblock" issue |
21:20 |
kahrl |
https://github.com/minetest/minetest/pull/1550 |
21:20 |
kahrl |
it just prevents mods such as worldedit from inadvertently deleting player SAOs |
21:21 |
sapier |
ok so we don't even have a workaround right now |
21:21 |
VanessaE |
which *does* work. |
21:21 |
kahrl |
right |
21:22 |
kahrl |
I looked into the other bug, but I couldn't figure out why the code wanted to make player SAOs static at all |
21:22 |
kahrl |
(I also only could reproduce it once, then never again for the next hundred tries) |
21:22 |
sapier |
aren't all objects saved in some sort of fixed interval? |
21:23 |
sapier |
ok maybe a dynamic interval not sure about that |
21:23 |
kahrl |
sapier: they shouldn't be if isStaticAllowed() returns false |
21:23 |
sapier |
hmm |
21:23 |
sapier |
guess that's gonna be some work to be fixed |
21:24 |
sapier |
another thing opinions about fixing the formspec positioning |
21:24 |
sapier |
in order to get scaling fonts we need to do that |
21:24 |
sapier |
because some formspec elements base uppon font size |
21:27 |
Zefram_Fysh |
it would be nice in the long run to be able to explicitly incorporate font size into form element positioning, rather than only specifying by inventory slots |
21:28 |
sapier |
you can't specify it by inventory slots too |
21:28 |
Zefram_Fysh |
for example, I want the top of a label to be 1 inventory slot below top to form, and then the top of the next label to be 1 inventory slot plus 1 font height below top of form |
21:29 |
sapier |
I already thought about adding that feature but each element and (potentially) whole drawing could woul've to be modified |
21:30 |
sapier |
Zefram_Fysh: for this usecase use a textarea ;-) |
21:30 |
Zefram_Fysh |
this would need each coordinate of position and size to be specified in two components, an inventory slot component and a font height component |
21:31 |
sapier |
while I see possible usecases imho that'd be overkill for a simple form language |
21:31 |
sapier |
we don't wanna reimplement latex |
21:31 |
Zefram_Fysh |
or the coordinates could be kept simple if we decide on a fixed ratio of font height to inventory slot height |
21:31 |
sapier |
actually my patch does exactly this |
21:31 |
Zefram_Fysh |
a fixed ratio would make layout way easier to get right |
21:32 |
sapier |
yet there's some arithmetic and font definition error |
21:32 |
sapier |
e.g. there ain't a font size 13 for non freetype fonts |
21:32 |
sapier |
so even if calculation results in 13 size 14 will be used |
21:34 |
Zefram_Fysh |
that's not too bad. if it's fixed within some bounds, it's reasonably easy to make sure a form layout works with the whole range of ratios |
21:34 |
sapier |
as I said try https://github.com/minetest/minetest/pull/1563 it's supposed to behave that way |
21:35 |
sapier |
I might have missed some elements so tell me if you find them ... I tried not to change the inventories themselfs |
21:36 |
Zefram_Fysh |
the difficulties I have with forms at the moment, for technic and unified_inventory, are about trying to align text and non-text elements, and to determine how much space to leave for text. these difficulties arise specifically because of the extreme variablility of text size relative to inventory slots |
21:36 |
sapier |
well if you did one time look at what I showed you you'd know that I fixed that issue too |
21:37 |
sapier |
fixing all of this is reason for breaking so much things ;-) |
21:37 |
Zefram_Fysh |
for example, I'd like to align a text label with the text on a button next to it, but the specified position determines the location of the bottom of the label and the middle of the button, so variable heights change the alignment |
21:38 |
Zefram_Fysh |
relax, I'm not saying you've failed to address these |
21:38 |
Zefram_Fysh |
I'm trying to provide exposition of what the practical issues are |
21:38 |
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21:39 |
sapier |
goddamn open http://imgur.com/qwMqupb read the text "Some test above 1000" ... look at the end of it to see it's exactly aligned to button caption |
21:39 |
Zefram_Fysh |
BUT fixing these things doesn't require changing the way form element positions are specified |
21:40 |
sapier |
sorry but you want the positionong to be fixed but tell me you don't need to fix the positioning |
21:40 |
Zefram_Fysh |
yes, you've got some aligned elements there |
21:41 |
sapier |
https://github.com/sapier/minetest/blob/formspec_pos_cleanup2/builtin/mainmenu/tab_test.lua is the code for that tab ... case you're not to frightened to click a github link |
21:42 |
Zefram_Fysh |
I want to be able to align elements. I *don't* need that alignment to be achieved by giving the same numerical Y coordinate to both the label[] and button[] elements. it's acceptable for the alignment to require some offset between those Y coordinates, as long as that offset is predictable |
21:43 |
Zefram_Fysh |
the problem with the situation before your patch isn't that it requires an offset between those coordinates, but that the offset that's effectively required varies according to the user's window size, of which I have no knowledge |
21:43 |
sapier |
Zefram_Fysh: I wont discuss this again if you believe this to be possible do it ... and don't only keep talking about like you did for the mapblock update thingy |
21:44 |
sapier |
the problem before is that offsets base on different parially interlinked scaling factors |
21:44 |
Zefram_Fysh |
with the prediction preservation, if that's what you mean, I did produce a patch. and still intend to produce a revised version |
21:45 |
sapier |
as you said "intend" |
21:45 |
Zefram_Fysh |
as you've asked, sure, I'll work on doing a variant of your scaling patch |
21:46 |
sapier |
I will not accept a patch just post applying a fourth scaling factor uppon all elements |
21:47 |
Zefram_Fysh |
I'm not clear what you mean by "just post applying a fourth scaling factor" |
21:47 |
sapier |
unless you sign a contract to support that code until end of your life ;-) |
21:47 |
sapier |
of course scaling can be "fixed" by adding a new scaling factor and just post aply that one prior finally creating all form elements |
21:50 |
Zefram_Fysh |
I'm still not clear what you mean by it or what would be the problem with it. chances are what you're trying to rule out is something silly that I'm not going to be anywhere near |
21:52 |
sapier |
ShadowNinja: stop rewriting my comments on discussion page claiming me to have written them |
21:54 |
sapier |
"what would be wrong with it?" are you kidding? there already are position calculations beeing 2 lines long having 3 variable values in them and you're asking what would be wronb by just applying another variable value? |
21:55 |
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21:56 |
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21:56 |
Zefram_Fysh |
I don't imagine introducing another configuration parameter, if that's what you mean by "another variable value" |
21:57 |
sapier |
sorry but I don't think we'll ever understand each other just write your suggestion and let me see what you really intend |
21:57 |
Zefram_Fysh |
sure |
21:58 |
sapier |
but I still believe fixing the positioning would be worth it as you'd be able to really write a form instead of experimenting how it might look correct |
22:01 |
Zefram_Fysh |
I largely agree with that. we could certainly do with nicer ways to specify positioning. I only disagree with tying that to font scaling and with breaking compatibility when adding it |
22:01 |
sapier |
Zefram_Fysh: you did realize that some elements do base uppon font size ... yes? |
22:02 |
Zefram_Fysh |
yes, I've looked quite a bit into the form layout code |
22:02 |
sapier |
ok, buttons as well as field height ONLY depends on font size |
22:03 |
Zefram_Fysh |
indeed |
22:03 |
sapier |
so next step slot height does not depend on font height at all |
22:03 |
sapier |
still with me? |
22:04 |
sapier |
Zefram_Fysh: ? |
22:04 |
Zefram_Fysh |
in current code they're unrelated, yes. but the point of your change is to link font height to slot height, isn't it? |
22:04 |
sapier |
no |
22:05 |
Zefram_Fysh |
no? |
22:05 |
sapier |
there's two things |
22:05 |
Zefram_Fysh |
somewhere above I said it'd be useful to have a fixed ratio of font height to slot height, and you said that's exactly what your patch does. did I misunderstand you? |
22:06 |
sapier |
there's more |
22:06 |
sapier |
the default font size only bases uppon gui_scaling_factor and dpi |
22:06 |
sapier |
last one is now fixed (but can be configured by user) |
22:06 |
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22:07 |
sapier |
what my last patch adds is enabling formspec menu to decide for a own font size to use for the form itself (changing the default font would mess up all other fonts in minetest) |
22:07 |
sapier |
all other texts in minetest |
22:08 |
sapier |
in theory you could use a different font per element (in practice it'd be a lot of work to make it really work) |
22:09 |
Zefram_Fysh |
font per element would be rather a lot of layout complexity that we don't really need |
22:10 |
sapier |
that's why I didn't spend time on it |
22:10 |
sapier |
yet font means font size too |
22:11 |
sapier |
you don't get different size by changing the "size" but by using a different font |
22:11 |
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22:11 |
Zefram_Fysh |
right |
22:11 |
VanessaE |
I could just imagine cramming x font strings into a formspec element :) |
22:12 |
sapier |
I'd gues most would be adding a font size to formspecs but unless we did settle the current issue I'll not waste any time in this ;-) |
22:12 |
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22:13 |
Zefram_Fysh |
crap, your font_engine branch segvs repeatably for me. I can't get into the game to test anything |
22:14 |
sapier |
latest one? |
22:15 |
sapier |
freetype or non freetype? |
22:15 |
Zefram_Fysh |
b7a96e8 |
22:15 |
sapier |
gui_scaling or not? |
22:16 |
Zefram_Fysh |
my minetest.conf has gui_scaling=1.0 |
22:16 |
sapier |
that should be correct |
22:16 |
sapier |
can you give me a backtrace? |
22:16 |
Zefram_Fysh |
CMakeCache.txt:ENABLE_FREETYPE:BOOL=OFF |
22:16 |
sapier |
ahhh |
22:16 |
sapier |
non freetype mode |
22:17 |
Zefram_Fysh |
formspec_pos_cleanup2 segvs even earlier, before showing initial menu |
22:17 |
sapier |
yes you're missing fonts |
22:17 |
Zefram_Fysh |
OK, let's see about installing some |
22:17 |
sapier |
#font_path = <full path to minetest dir>/minetest/bin/../fonts/lucida_sans |
22:17 |
sapier |
#mono_font_path = <full path to minetest dir>/minetest/bin/../fonts/mono_dejavu_sans |
22:18 |
sapier |
add those line to settings |
22:18 |
sapier |
well remove the # ... I'm fixing the default values for those settings |
22:18 |
Zefram_Fysh |
to minetest.conf? |
22:18 |
sapier |
yes |
22:19 |
sapier |
you're really not using freetype? |
22:19 |
Zefram_Fysh |
still segvs |
22:19 |
sapier |
does it find the fonts? |
22:19 |
Zefram_Fysh |
23:19:10: ERROR[main]: WARNING: Font file was not found. Using irrlicht default font. |
22:19 |
Zefram_Fysh |
apparently not |
22:19 |
sapier |
that's bad |
22:20 |
sapier |
let me try with non freetype build I just tried with freetype and freetype disabled by setting |
22:20 |
Zefram_Fysh |
the lines you gave me look incompatible with those in minetest.conf.example |
22:20 |
Zefram_Fysh |
minetest.conf.example:#font_path = fonts/liberationsans.ttf |
22:21 |
Zefram_Fysh |
still get the same results with "font_path = fonts/liberationsans.ttf" |
22:21 |
sapier |
ttf --> freetype |
22:22 |
Zefram_Fysh |
I'm running from the build dir, so the relative "fonts/" should be correct |
22:22 |
Zefram_Fysh |
ah, I see |
22:22 |
sapier |
and I replaced the old fonts by new ones adding fonts with different sizes for non freetype mode |
22:23 |
sapier |
without freetype you didn't have a chance to get a different font size |
22:23 |
Zefram_Fysh |
I do have libfreetype installed. wonder why the configuration didn't pick it up |
22:23 |
sapier |
it's not enabled automaticaly |
22:23 |
sapier |
yet I discovered freetype font loading code to be quite unstable too ... it doesn't check for any error and just crashes |
22:24 |
sapier |
e.g. if someone wants a font with size 0 or passes a png instead of ttf file |
22:24 |
Zefram_Fysh |
just what we need |
22:24 |
sapier |
same does irrlicht if you pass a ttf file instead of png/xml one |
22:24 |
sapier |
so font config errors usually cause a crash to happen |
22:25 |
Zefram_Fysh |
OK, rebuilding with freetype enabled |
22:26 |
Zefram_Fysh |
oh, sorry, never gave you a backtrace. do you still want one? |
22:27 |
sapier |
I guess it's been a misconfiguration of fonts |
22:27 |
sapier |
btw you need to remove those lines in order to get freetype work |
22:27 |
Zefram_Fysh |
right |
22:28 |
sapier |
I just pushed a commit that is supposed to fix the non freetype build |
22:29 |
sapier |
any luck with freetype? |
22:30 |
Zefram_Fysh |
still compiling |
22:31 |
sapier |
don't try to set dpi to 1000 it's gonna crash ;-) freetype fonts that big aren't handled by our freetype code |
22:32 |
Zefram_Fysh |
ok, that works. thanks |
22:32 |
sapier |
if you find issues in there like mispositioned elements or crashes tell me ... it's not 100% stable by now |
22:33 |
sapier |
well it's me to thank you found the non freetype bug |
22:57 |
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