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01:03 |
ShadowNinja |
kahrl: Does https://github.com/minetest/minetest/pull/1634 look O.K. to you? |
01:04 |
kahrl |
ShadowNinja: are you sure the fetchJsonValue change is compatible with all the things we fetch? |
01:05 |
ShadowNinja |
kahrl: Yes, only one thing actually wanted the "list" from fetchJsonValue, so it's actually a bug fix. |
01:05 |
TriBlade9 |
ShadowNinja, Nope, setting it to 0 doesn |
01:06 |
TriBlade9 |
doesn't stop movement. Should I add a check for that? |
01:07 |
ShadowNinja |
TriBlade9: It shouldn't need a check, you should do it with multiplication or something like that that addjusts with the value. |
01:07 |
TriBlade9 |
The problem with multiplication is that it, well, makes gravity overkill when you set higher values |
01:07 |
TriBlade9 |
Same with jump height. |
01:08 |
kahrl |
ShadowNinja: why is CurlFetchThread now a friend class? |
01:09 |
RealBadAngel |
going to merge now https://github.com/minetest/minetest/pull/1646 |
01:09 |
ShadowNinja |
kahrl: I made some things private. |
01:09 |
kahrl |
why? |
01:09 |
RealBadAngel |
any objections? |
01:09 |
kahrl |
I think if they are used from outside they should be public |
01:10 |
proller |
ShadowNinja, why you always make 0 sense commits like renaming variables ^ ? |
01:10 |
proller |
there is no more problems ? |
01:10 |
ShadowNinja |
kahrl: Because they're internal to the HTTPFetch operation, nothing outside should need them. |
01:10 |
TriBlade9 |
Renaming variables isn't always a bad idea? |
01:10 |
TriBlade9 |
Such as 'BS' x] |
01:11 |
RealBadAngel |
TriBlade9, btw, try not to insert whitespaces in your pulls |
01:11 |
TriBlade9 |
Whitespaces being spaces or tabs? |
01:11 |
RealBadAngel |
yes |
01:11 |
kahrl |
ShadowNinja: then provide a getResult() or something like that |
01:11 |
kahrl |
because the result *is* needed from outside |
01:11 |
TriBlade9 |
What do you mean RBA? I will try once I know what whitespaces not to add. |
01:11 |
ShadowNinja |
kahrl: complete() returns the result. |
01:11 |
proller |
depend on target, if have first place in github game - renaming very good |
01:11 |
RealBadAngel |
empty line with a tab for example |
01:12 |
TriBlade9 |
Oh, right |
01:12 |
TriBlade9 |
Did I do that? :L |
01:12 |
TriBlade9 |
Sorry |
01:12 |
RealBadAngel |
or extra spaces (tabs) at the end of the line |
01:12 |
RealBadAngel |
yes you did |
01:12 |
proller |
if make game and solve real problems - renaming ~useless |
01:12 |
TriBlade9 |
Darn |
01:12 |
TriBlade9 |
My IDE is supposed to strip those out when I save files |
01:12 |
kahrl |
ShadowNinja: right... hmm why doesn't CurlFetchThread use this return value |
01:12 |
RealBadAngel |
dont worry it happens to me all the time |
01:12 |
TriBlade9 |
My bad |
01:13 |
RealBadAngel |
i just squashed your pull and found one |
01:13 |
TriBlade9 |
I will keep that in mind and do it proprly next time |
01:13 |
TriBlade9 |
I love that word, "squashed" :P |
01:13 |
RealBadAngel |
yeah yeah, i say the same |
01:13 |
ShadowNinja |
kahrl: I didn't look closely at what CurlFetchThread does, I'll check. |
01:13 |
RealBadAngel |
and there is always a horde of them |
01:14 |
kahrl |
ShadowNinja: oh, you added that return value |
01:14 |
kahrl |
ShadowNinja: but yeah in that case just use it |
01:14 |
RealBadAngel |
kahrl, ShadowNinja have you checked the proposed main menu theme? |
01:14 |
kahrl |
RealBadAngel: not yet |
01:14 |
ShadowNinja |
RealBadAngel: Music you mean? If so, no. |
01:15 |
RealBadAngel |
http://incompetech.com/music/royalty-free/index.html?keywords=the+descent |
01:15 |
RealBadAngel |
just listen to it while chatting then |
01:15 |
TriBlade9 |
ShadowNinja, I'm going to test some multipliers, I'll get back to you on that. |
01:16 |
TriBlade9 |
RBA, if I ever got around to it, I could probably compose some half-decent music for MT |
01:16 |
ShadowNinja |
kahrl: It also accesses the request and caller. |
01:16 |
kahrl |
ShadowNinja: oh... didn't see that |
01:16 |
RealBadAngel |
TriBlade9, browse that site. this is all one guy work |
01:16 |
RealBadAngel |
free to use |
01:17 |
RealBadAngel |
hes just amazing |
01:17 |
kahrl |
ShadowNinja: provide a getCaller()? |
01:17 |
TriBlade9 |
RealBadAngel, Reminds me slightly of Runescape |
01:17 |
TriBlade9 |
But otherwise it sounds great |
01:18 |
RealBadAngel |
and for me Hans Zimmer scores |
01:18 |
TriBlade9 |
^^^^^^^^^^^^^^^^^^^^^ |
01:18 |
TriBlade9 |
If only Two Steps From Hell was Royalty Free |
01:19 |
RealBadAngel |
hes also having lotsa tracks in style of UT2 |
01:19 |
RealBadAngel |
but im afraid those wont go here ;) |
01:19 |
TriBlade9 |
:P |
01:19 |
RealBadAngel |
pity |
01:20 |
TriBlade9 |
Is there one with a bit of a more uplifting tone? |
01:20 |
TriBlade9 |
Dark, deep music just doesn't seem to fit with a game with no real scary mobs. |
01:20 |
RealBadAngel |
search for Neo Western |
01:20 |
TriBlade9 |
I would if the site would load properly >_> |
01:20 |
RealBadAngel |
and scroll down the page a bit |
01:20 |
TriBlade9 |
I can't search |
01:20 |
TriBlade9 |
It uses google custom search |
01:20 |
kahrl |
RealBadAngel: haha, now I'll always think of the beginning of FLoB season 4 when I start minetest |
01:21 |
RealBadAngel |
http://incompetech.com/music/royalty-free/index.html?keywords=neo+western |
01:21 |
RealBadAngel |
neo western is 7th result on that page |
01:21 |
TriBlade9 |
RBA, wow, umm |
01:21 |
TriBlade9 |
That's a bit *too* cheery :P |
01:22 |
RealBadAngel |
http://incompetech.com/music/royalty-free/index.html?keywords=the+complex |
01:22 |
TriBlade9 |
A Track that fits like every game menu ever is Audiomachine - Knights and Lords |
01:22 |
proller |
TriBlade9, renaming bs is very bad idea because bs must be deleted |
01:22 |
TriBlade9 |
But it's not free |
01:22 |
RealBadAngel |
still "the descent" is the best pick for main menu |
01:22 |
TriBlade9 |
No proller, that's BS |
01:22 |
RealBadAngel |
cinematic feel |
01:23 |
RealBadAngel |
and "something gonna happen" |
01:23 |
TriBlade9 |
Yea |
01:23 |
TriBlade9 |
Seriously though, check out Audiomachine - Knights and Lords |
01:23 |
TriBlade9 |
It totally fits everything |
01:23 |
TriBlade9 |
Perhaps not the end |
01:24 |
RealBadAngel |
ok, to cheer you up |
01:24 |
RealBadAngel |
http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100765 |
01:25 |
RealBadAngel |
ShadowNinja, what about you? |
01:26 |
TriBlade9 |
Woah, I like The Complex |
01:26 |
TriBlade9 |
Doesn't really fit Minetest |
01:26 |
TriBlade9 |
Has a bit of a Pacific Rim meets Tribal sound |
01:27 |
ShadowNinja |
kahrl: And getRequest(). I'll do that. |
01:28 |
ShadowNinja |
RealBadAngel: Hmmm? |
01:28 |
TriBlade9 |
Just tested your menu build, The idea is great, but crossfading is really needed for games |
01:28 |
VanessaE |
that's two who call for crossfading :P |
01:28 |
TriBlade9 |
I wonder how hard it is |
01:28 |
TriBlade9 |
NEssa, shouldn't you be sleeping right now? x] |
01:28 |
VanessaE |
it's only 9:28pm, not yet. |
01:29 |
TriBlade9 |
I go to bed at 10:00, no later, period |
01:29 |
VanessaE |
er excuse me, THREE if you count me :P |
01:29 |
VanessaE |
10? hah |
01:29 |
VanessaE |
I don't usually hit the sheets before midnight |
01:29 |
TriBlade9 |
Except for last night, when my driver got lost and ended up taking us on a four-hour detour over dirt roads |
01:29 |
VanessaE |
usually closer to 1am |
01:29 |
TriBlade9 |
That was fun -_- |
01:29 |
RealBadAngel |
ShadowNinja, <RealBadAngel> http://incompetech.com/music/royalty-free/index.html?keywords=the+descent |
01:29 |
RealBadAngel |
<RealBadAngel> just listen to it while chatting then |
01:29 |
TriBlade9 |
So does everyone else apparently VanessaE :P |
01:29 |
kahrl |
ShadowNinja: well in that case you only really need getRequest() |
01:30 |
kahrl |
but it doesn't really matter if you add getCaller too |
01:30 |
ShadowNinja |
RealBadAngel: Now's not a good time to listen to music. Tomorrow. |
01:30 |
RealBadAngel |
ok |
01:31 |
RealBadAngel |
TriBlade9, merged selection boxes pull |
01:31 |
TriBlade9 |
Yay :D |
01:31 |
TriBlade9 |
TYVM |
01:31 |
ShadowNinja |
kahrl: Hmmm, it looked like there was a top-level caller var too. |
01:31 |
TriBlade9 |
Owait |
01:31 |
RealBadAngel |
you may close the issue |
01:31 |
TriBlade9 |
Now I have to rebase everything again >_> |
01:31 |
VanessaE |
TriBlade9: I'd have worded that as "thickness" of those lines btw |
01:31 |
VanessaE |
not "width" |
01:31 |
VanessaE |
too late now :) |
01:31 |
VanessaE |
(sorry I didn't catch it sooner) |
01:32 |
TriBlade9 |
Lady, you were exactly one minute too late >:U |
01:32 |
VanessaE |
sorry |
01:32 |
TriBlade9 |
np |
01:32 |
* VanessaE |
hides |
01:32 |
TriBlade9 |
One day we'll clean up all the wording |
01:32 |
TriBlade9 |
There's a lot that needs to be changed |
01:32 |
TriBlade9 |
Still trying to find a good multiplier value for player movement |
01:33 |
TriBlade9 |
It doesn't work well at all |
01:34 |
RealBadAngel |
TriBlade9, theres simple way to do that, i mean rebasing |
01:34 |
TriBlade9 |
git rebase http://github.com/minetest/minetest/ master? |
01:34 |
TriBlade9 |
Or something like that? |
01:35 |
RealBadAngel |
http://pastebin.com/zH3xdWha |
01:35 |
RealBadAngel |
after those commands your master will be in sync with minetest/master |
01:35 |
TriBlade9 |
Oh, TYVM |
01:35 |
TriBlade9 |
Then I just rebase all the other branches to master |
01:35 |
RealBadAngel |
then you can create new branch and work on it |
01:36 |
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01:36 |
RealBadAngel |
or so |
01:36 |
TriBlade9 |
Uggh |
01:36 |
TriBlade9 |
How am I such a git newbie after all these years? |
01:37 |
TriBlade9 |
fatal: 'upstream' does not appear to be a git repository |
01:37 |
VanessaE |
cd into your repo directory :P |
01:37 |
TriBlade9 |
in it |
01:37 |
TriBlade9 |
checked out in master |
01:38 |
RealBadAngel |
maybe not properly cloned? |
01:38 |
TriBlade9 |
Possibly... |
01:38 |
kahrl |
ShadowNinja: the rest looks fine to me |
01:38 |
TriBlade9 |
Story of mylife is doing stuff in weird ways |
01:38 |
TriBlade9 |
Such as rebasing master by reverse-pull-requesting upstream |
01:38 |
kahrl |
ShadowNinja: I was going to set CURLOPT_INTERFACE like you did but didn't get around to it :P |
01:39 |
RealBadAngel |
git remote add upstream https://github.com/minetest/minetest.git |
01:39 |
ShadowNinja |
kahrl: Hmmm, seems I have to copy the resuly for _deliver_result, since it's deleted just after. |
01:40 |
RealBadAngel |
try this in your repo |
01:40 |
TriBlade9 |
Ty RBA |
01:40 |
RealBadAngel |
then again those from my pastebin |
01:40 |
TriBlade9 |
I already did that though, right before you pasted it :P |
01:40 |
kahrl |
ShadowNinja: doesn't httpfetch_deliver_result copy it already? |
01:41 |
ShadowNinja |
kahrl: Not unless std::vector::push_back() copies it. |
01:41 |
TriBlade9 |
RBA, I downloaded "The Complex" and added it to my music collection. /like |
01:42 |
kahrl |
ShadowNinja: well, it does |
01:42 |
ShadowNinja |
kahrl: Hmmm, O.K. |
01:42 |
* ShadowNinja |
doesn't like unnecessary copies. |
01:42 |
kahrl |
just like when you do int i = 42; v.push_back(i); it doesn't push a reference to i, it pushes the value 42 |
01:43 |
RealBadAngel |
kahrl, ShadowNinja i would like to add simple setting to disable crack animations, do i have to make a pull for it? or do you agree? |
01:43 |
ShadowNinja |
RealBadAngel: Not without an alternative progress method. |
01:43 |
TriBlade9 |
Block changing color perhaps? |
01:43 |
RealBadAngel |
particles are |
01:44 |
ShadowNinja |
kahrl: Yes, I see how it can't, we'd have to make it a vector of pointers. |
01:44 |
RealBadAngel |
i do play with highlighting and particles |
01:44 |
RealBadAngel |
i dont need cracks at all |
01:45 |
RealBadAngel |
ofc that cracks will be enabled by default |
01:45 |
VanessaE |
ShadowNinja: I proposed to RealBadAngel that perhaps the mesh itself can be split into many small polys and gradually warped and distorted to show dig progress |
01:45 |
ShadowNinja |
kahrl: Also accesses `curl`... |
01:45 |
VanessaE |
as an alternative to a crack animation |
01:45 |
kahrl |
ShadowNinja: huh |
01:45 |
TriBlade9 |
That would be cool VanesasE, but how well would it work on Nodeboxes and alternative drawtypes? |
01:46 |
RealBadAngel |
it fails on plantlike |
01:46 |
kahrl |
seems it's a good thing all those things are fixed :P |
01:46 |
VanessaE |
ShadowNinja: with "ready to explode" looking like basically a somewhat cubic pile of rubble |
01:46 |
ShadowNinja |
RealBadAngel: But it has no progress. I suppose the setting's O.K. as locg as it's cached and off by default though. |
01:46 |
VanessaE |
TriBlade9: same difference. just split it into polys and warp the shit out of it. doesn't really matter what it looks like, the point is to distort it |
01:46 |
RealBadAngel |
ofc it does not show progress but just the fact node is being digged |
01:47 |
TriBlade9 |
VanessaE, then each level must be a progression on the last one |
01:47 |
RealBadAngel |
for me its enough |
01:47 |
kahrl |
ShadowNinja: I don't see a good way to change that though, so I guess it's getEasyHandle() time |
01:47 |
VanessaE |
TriBlade9: exactly. |
01:47 |
TriBlade9 |
Which I see being tricky for drawtypes such as torchest and plants |
01:47 |
RealBadAngel |
anyway such setting will be needed |
01:47 |
TriBlade9 |
Also, I was looking all over for a way to register a drawtype, how on earth does that work? |
01:48 |
VanessaE |
TriBlade9: trend each warping step such that vertexes tend to be closer to y=-0.5 |
01:48 |
RealBadAngel |
and i dont wanna add the code again and again to my builds ;) |
01:48 |
VanessaE |
and X/Z tend to be closer to +/- 0.5 |
01:48 |
VanessaE |
that would cause the mesh to tend to spread out in a pile |
01:48 |
VanessaE |
(I'm using node coords here since I don't know what the vertex coords look like) |
01:49 |
RealBadAngel |
TriBlade9, look for pull request that adds for example glasslike_framed |
01:49 |
TriBlade9 |
We could try that VanessaE |
01:49 |
TriBlade9 |
Okay RBA |
01:49 |
RealBadAngel |
here you will find all the places you need to visit while adding new one |
01:49 |
TriBlade9 |
I want to write a drawtype that's similar to Minecraft's fire |
01:49 |
TriBlade9 |
Which I *assume* won't be too hard |
01:50 |
RealBadAngel |
drawtypes are not that hard |
01:50 |
TriBlade9 |
Do they require protocl bumps? |
01:50 |
RealBadAngel |
content_mapblock.cpp |
01:50 |
VanessaE |
TriBlade9: *googles it* don't we have this drawtype already? in the form of flat nodeboxes? |
01:50 |
kahrl |
so like allfaces, but only draw sides that are adjacent to non-air (and draw them with a little offset) |
01:51 |
kahrl |
right? |
01:51 |
TriBlade9 |
Yep |
01:51 |
TriBlade9 |
'xactly |
01:51 |
RealBadAngel |
rest is just api stuff |
01:51 |
ShadowNinja |
kahrl: http://sprunge.us/XGVF?diff compiles and runs. |
01:51 |
TriBlade9 |
I also started testing an API for FOV |
01:51 |
TriBlade9 |
But that kinda failed so far |
01:51 |
RealBadAngel |
there was pull with FOV already, by Jeija |
01:52 |
RealBadAngel |
that changed FOV when running |
01:52 |
kahrl |
ShadowNinja: nice |
01:52 |
kahrl |
ShadowNinja: I think it can be merged now, unless you want some more testing |
01:52 |
RealBadAngel |
kahrl, are you ok with the setting? |
01:53 |
kahrl |
RealBadAngel: which one? cracks? |
01:53 |
ShadowNinja |
kahrl: Great, thanks! :-) |
01:53 |
RealBadAngel |
yup |
01:53 |
kahrl |
RealBadAngel: sure do it |
01:53 |
TriBlade9 |
RealBadAngel Changing the FOV when running is fine, but what would really be nice is allowing Lua to change the player FOV |
01:53 |
RealBadAngel |
k, will push it in the morning, now time to visit the bed ;) |
01:53 |
TriBlade9 |
Hi bed, how are you? Doing well? Okay! |
01:54 |
TriBlade9 |
*RBA comes back to IRC* |
01:54 |
VanessaE |
ok visiting time is over |
01:54 |
TriBlade9 |
G'night RBA |
01:54 |
RealBadAngel |
hehe, cya folks |
01:54 |
VanessaE |
night RealBadAngel |
01:54 |
TriBlade9 |
Now that he's gone we can really start talking business >:D |
01:54 |
TriBlade9 |
Oh, he's not gone? Ooops... |
01:58 |
ShadowNinja |
kahrl: What about the settings cleanup? |
02:01 |
TriBlade9 |
Welp, it seems FOV has been recommended several times, but never merged, so I'm not gonna do it this time :/ |
02:03 |
ShadowNinja |
TriBlade9: Zoom or configurable FOV? |
02:04 |
TriBlade9 |
LUA FOV |
02:05 |
TriBlade9 |
player:set_fov(fov, [addremove]) |
02:05 |
ShadowNinja |
Oh. |
02:05 |
TriBlade9 |
s/LUA/Lua/ |
02:14 |
ShadowNinja |
TriBlade9: Yes, LUA's a different language: https://github.com/mniip/LUA |
02:16 |
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02:21 |
TriBlade9 |
hi jordy and Zeno |
03:11 |
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08:07 |
Zeno` |
TriBlade9, interesting PR |
08:07 |
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08:12 |
TriBlade9 |
Thank you Zeno`, I think x] |
08:15 |
Zeno` |
It looks good |
08:16 |
Zeno` |
I think :3 still testing :) |
08:20 |
TriBlade9 |
Glad to hear it :D |
08:33 |
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08:58 |
TriBlade9 |
Anyone know where getContent is defined? O- |
08:58 |
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09:00 |
Zeno` |
mapnode.h |
09:01 |
TriBlade9 |
k, ty |
09:06 |
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09:49 |
Megaf |
06:40:49: ERROR[ServerThread]: ServerEnv: Trying to store id=4577 statically but block (0,0,-6) already contains 16 objects. Forcing delete. |
09:50 |
Megaf |
entity duplication bug? |
09:50 |
RealBadAngel |
TriBlade9, when adding new drawtype you have to update also the shaders generation code: |
09:50 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/shader.cpp#L633 |
09:50 |
RealBadAngel |
insert new drawtype here and change the loop below |
09:51 |
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09:53 |
RealBadAngel |
also you need to add new drawtype as the last one in enum |
09:53 |
TriBlade9 |
It must be the last one? |
09:53 |
TriBlade9 |
Alright |
09:53 |
RealBadAngel |
otherwise you will fuck up drawtypes in old worlds |
09:53 |
TriBlade9 |
Holy sheet |
09:53 |
TriBlade9 |
Got it |
09:53 |
TriBlade9 |
I was organizing them by "relation" |
09:54 |
RealBadAngel |
you wouldnt be able to see problems in newly generated one |
09:54 |
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09:54 |
RealBadAngel |
but try to join for example a server with such modified client |
09:54 |
RealBadAngel |
drawtypes will be mixed then |
09:54 |
TriBlade9 |
kk |
09:58 |
RealBadAngel |
about the style, for(u32 j = 0; j < 4; j++) |
09:58 |
RealBadAngel |
use spaces |
09:58 |
TriBlade9 |
... |
09:58 |
RealBadAngel |
once youre using them once not |
09:58 |
TriBlade9 |
Give me a break there, that was direct copying :P |
09:58 |
TriBlade9 |
okay, will do x] |
09:59 |
RealBadAngel |
im playing ShadowNinja now ;) he used to give such hints for me lol |
09:59 |
TriBlade9 |
That's fine |
09:59 |
TriBlade9 |
I have a lot to learn, I've got a ton of PR's and have only been working for three days |
10:03 |
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10:04 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1658/files#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1071 |
10:04 |
RealBadAngel |
with commented out loop you get here with i uninitialized |
10:05 |
RealBadAngel |
wait, always 6 |
10:05 |
TriBlade9 |
? |
10:05 |
TriBlade9 |
It works fine, so far as I can tell |
10:05 |
TriBlade9 |
But don't worry, I removed that loop anyways |
10:05 |
TriBlade9 |
It was a wasted loop |
10:06 |
RealBadAngel |
if(doDraw[i] == 1) will get i = 6 from loop above |
10:07 |
TriBlade9 |
k |
10:07 |
RealBadAngel |
also i in your function have 3 different types, int u32 and u16 |
10:07 |
TriBlade9 |
Copy-pasting strikes again |
10:07 |
TriBlade9 |
int I assume is best |
10:07 |
RealBadAngel |
yup |
10:07 |
TriBlade9 |
int or u16? |
10:07 |
RealBadAngel |
just pick one |
10:07 |
TriBlade9 |
kk |
10:07 |
TriBlade9 |
I'll go with int |
10:08 |
TriBlade9 |
For now I gotta go east |
10:08 |
TriBlade9 |
*eat |
10:08 |
TriBlade9 |
TYVM for taking the time to review my code! Another pair of eyes is always very helpful and important |
10:11 |
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10:12 |
Zeno` |
ok, I guess I should remove the refactor of main since it doesn't seem to be something that's wanted? |
10:13 |
rubenwardy |
Merging is slow in this community. Just wait a little :P |
10:14 |
Zeno` |
I don't want it merged, I want testing :D |
10:15 |
Zeno` |
I'll leave it for now because I want to clean it up tomorrow anyway |
10:16 |
RealBadAngel |
Zeno`, when you will think its ready for testing just let me know |
10:19 |
RealBadAngel |
Zeno`, such cleanups are needed rly |
10:19 |
Zeno` |
RealBadAngel, I think it's ready for testing now |
10:19 |
RealBadAngel |
"I want to clean it up tomorrow anyway" |
10:19 |
Zeno` |
I want to make sure that the restructure behaves as expected before I refactor/cleanup |
10:20 |
Zeno` |
If something is not behaving as it should then cleaning up is... jumping the gun |
10:20 |
Zeno` |
I've tested everything I can think of but who knows |
10:20 |
RealBadAngel |
no one knows |
10:20 |
Zeno` |
yup |
10:21 |
RealBadAngel |
VanessaE always finds bugs for me even if im 110% there are none |
10:21 |
Zeno` |
kahrl found a bug in the other day |
10:21 |
Zeno` |
it's how things work :) |
10:21 |
Zeno` |
in it* |
10:22 |
RealBadAngel |
also (at least for me) it helps to give a huge commit a short break |
10:22 |
Zeno` |
yep for sure |
10:22 |
RealBadAngel |
do something totally another |
10:22 |
RealBadAngel |
and comeback and actually read it again |
10:23 |
RealBadAngel |
im removing lotsa bugs this way |
10:24 |
RealBadAngel |
when i started to code for mt i wanted my code merged asap, now i rather want to wait a bit |
10:24 |
Zeno` |
that's why I've left it today and yesterday (apart from removing some parenthesis that confused me) |
10:24 |
RealBadAngel |
time brings new solutions and ideas, also help finding bugs |
10:24 |
Zeno` |
Well as long as people might be testing then I'm cool with that :) |
10:25 |
Zeno` |
I just thought that maybe it was "lost" |
10:25 |
Zeno` |
hehe |
10:25 |
RealBadAngel |
but ofc you have to fight for your pull, nobody will do that for you ;) |
10:25 |
Zeno` |
How far off is .11 ? |
10:26 |
Zeno` |
If it's soon then I don't think it should be part of 0.4.11 |
10:26 |
Zeno` |
Mainly because it's got so many changes |
10:26 |
RealBadAngel |
i do have some unreleased code for 0.4.11 |
10:27 |
rubenwardy |
Just checked through #1644 (Refactor main). It is pretty good. |
10:27 |
RealBadAngel |
i already bumped protocol version for it |
10:27 |
rubenwardy |
Haven't tested it |
10:27 |
Zeno` |
Thanks rubenwardy. I've tested as much as I can think of but... yeah |
10:27 |
RealBadAngel |
so i think soon is about a few weeks |
10:27 |
Zeno` |
a few weeks? well yeah I think it should not be in 0.4.11 |
10:28 |
Zeno` |
even if it does work |
10:28 |
Zeno` |
(which it does) |
10:28 |
RealBadAngel |
pass that code through ShadowNinja |
10:29 |
Zeno` |
I have trouble catching up with SN unfortunately. I think our timezones are too different :/ |
10:29 |
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10:29 |
RealBadAngel |
there are emails pms etc |
10:29 |
Zeno` |
Part of the cleanup will rely on one of my PRs that SN incorporated into one of his anyway |
10:30 |
RealBadAngel |
also SN likes to comment the code on github |
10:30 |
Zeno` |
this one: https://github.com/minetest/minetest/pull/1623 |
10:30 |
Zeno` |
I'll leave him a message via the bot on inchranet |
10:32 |
RealBadAngel |
and btw if you were looking for someting to take break from main, we need data storage, per key, from Lua |
10:33 |
RealBadAngel |
so mods can save their data in db files |
10:33 |
RealBadAngel |
freeminer already has that |
10:36 |
Zeno` |
data storage? |
10:36 |
RealBadAngel |
saving any data to db |
10:37 |
Zeno` |
rubenwardy, I'll fix the indentation. Thanks |
10:37 |
RealBadAngel |
mods now do have to create tons of files in world folders |
10:37 |
Zeno` |
oh I see |
10:37 |
Zeno` |
ok I might chat with SN about that |
10:38 |
RealBadAngel |
check out maybe how freeminer have it done |
10:38 |
Zeno` |
yep, good idea |
10:38 |
RealBadAngel |
im not in db's at all |
10:38 |
RealBadAngel |
but i do need that feature badly |
10:39 |
Zeno` |
rubenwardy, in my defence some of those indentation issues are not mine ;) Just copy/paste stuff. I'll go through the whole file though |
10:39 |
RealBadAngel |
many modders do in fact |
10:39 |
Zeno` |
what's the major advantage of it being in the db? |
10:40 |
RealBadAngel |
no files in world folders, no need to save on exit, checking if its done |
10:40 |
RealBadAngel |
easy access |
10:40 |
Zeno` |
keeping things together |
10:41 |
Zeno` |
yeah, sounds reasonable at first glance |
10:41 |
RealBadAngel |
http://wiki.mudlet.org/w/Manual:Lua_Functions#Database_Functions |
10:41 |
RealBadAngel |
check out another project |
10:42 |
jin_xi |
lol minetest code style guide says to not copy the style around your changes, as the style will probably bad |
10:42 |
rubenwardy |
You're welcome. The Minetest project is quite hypocritical about code style. |
10:42 |
rubenwardy |
Exactly, jin_xi :P |
10:43 |
Zeno` |
I know... I'll run astyle against every source file |
10:43 |
Zeno` |
hehe |
10:43 |
Zeno` |
that would be a nice PR |
10:43 |
Zeno` |
RealBadAngel, I like that API |
10:44 |
RealBadAngel |
that would be lovely to have |
10:44 |
RealBadAngel |
easy and flexible |
10:57 |
rubenwardy |
Can a dev / someone with knowledge verify this: https://forum.minetest.net/viewtopic.php?p=154658#p154658 |
10:57 |
rubenwardy |
About minetest. to core. in Lua scripts |
11:00 |
rubenwardy |
s/Please can/Can |
11:00 |
rubenwardy |
:P |
11:03 |
RealBadAngel |
all core functions are now core, whats the problem? |
11:05 |
RealBadAngel |
its the internal namespace, not name of the engine |
11:05 |
rubenwardy |
is minetest = core ? |
11:06 |
rubenwardy |
It doesn't matter though, I was just making a point. About renaming things. |
11:10 |
rubenwardy |
nvm |
11:14 |
RealBadAngel |
yes |
11:15 |
RealBadAngel |
ofc its just namespace |
11:16 |
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11:16 |
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11:30 |
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11:32 |
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11:35 |
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11:58 |
Zeno` |
RealBadAngel, I am addicted to the new node highlighting |
11:58 |
Zeno` |
f'ing awesome |
11:59 |
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12:05 |
TBC_x |
what is BS in the code anyways? |
12:06 |
TBC_x |
it is kinda hard to look up in vim |
12:11 |
TriBlade9 |
Block Size |
12:12 |
TriBlade9 |
Messed me up too TBC_x |
12:13 |
proller |
just useless random number |
12:15 |
Zeno` |
Why do people say "anyways"? I even hear it on TV now |
12:16 |
Zeno` |
lol @ the urban dictionary entry |
12:17 |
TBC_x |
anyways... why not? |
12:20 |
Zeno` |
It's not... right |
12:25 |
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12:34 |
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12:38 |
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12:38 |
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12:38 |
erlehmann |
hey people |
12:38 |
erlehmann |
i want to be of development again |
12:38 |
rubenwardy |
That's good to hear. |
12:39 |
TriBlade9 |
rubenwardy, you know how nodes in-hand are drawn with the same methods as in-world nodes? |
12:39 |
TriBlade9 |
Is there a way to determin wether or not it is being drawn in-hand? |
12:40 |
rubenwardy |
It is different |
12:40 |
rubenwardy |
in-world nodes are added to a mesh |
12:40 |
rubenwardy |
Look for wield item in local player, player or camera |
12:40 |
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12:40 |
erlehmann |
i want to make slime monsters |
12:41 |
erlehmann |
that cover stuff with goo |
12:41 |
erlehmann |
some kind of slimy snails |
12:41 |
rubenwardy |
erlehmann: c++ or Lua? |
12:41 |
erlehmann |
lua |
12:41 |
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12:41 |
erlehmann |
C++ is madness, as proved by “It’s worth noting that function calls are always indeterminately sequenced. This means that one always occurs before the other, but we cannot say which way around.†|
12:42 |
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12:43 |
erlehmann |
rubenwardy so i want to create a simple mob. |
12:43 |
proller |
wat |
12:43 |
erlehmann |
proller http://josephmansfield.uk/articles/c++-sequenced-before-graphs.html via https://news.ycombinator.com/item?id=8339280 |
12:44 |
proller |
its reason to not write on c ? |
12:44 |
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12:44 |
rubenwardy |
!title https://forum.minetest.net/viewtopic.php?f=7&t=10156 |
12:45 |
rubenwardy |
"Advanced Cave Culling Algorithm" |
12:45 |
rubenwardy |
Doesn't Minetest do frustum culling, so this point it moot? |
12:45 |
rubenwardy |
s/it/is? |
12:45 |
proller |
no. |
12:46 |
erlehmann |
i once met moot |
12:46 |
erlehmann |
he is about the same age as i am |
12:46 |
erlehmann |
5 years ago that was |
12:46 |
erlehmann |
http://blog.dieweltistgarnichtso.net/interview-moot-of-4chan-part-1 |
12:47 |
proller |
mt uses wtfculling |
12:47 |
proller |
and wtfmesh optimize |
12:47 |
RealBadAngel |
Zeno`, to be honest im not quite satisfied with it |
12:48 |
RealBadAngel |
i feel sorry that i heard the voice of the croud and made it white |
12:48 |
TriBlade9 |
rubenwardy, I am positive the content_mapblock method is being used to render the in-hand item (because that's what im trying to fix) |
12:48 |
RealBadAngel |
*crowd |
12:48 |
TriBlade9 |
The problem is, the default rendered state in empty air looks terrible in hand |
12:48 |
jin_xi |
sup proller, i am wondering why you would fork that and not rather work on hexedra with its much better code instead? but you seem to keep mergeing all changes of minetest |
12:49 |
TriBlade9 |
RealBadAngel, do you think you could help with this one? |
12:49 |
proller |
because i find hexaedra after fork |
12:49 |
proller |
and it requires much work too |
12:49 |
jin_xi |
ok, but why not jump ship? |
12:49 |
jin_xi |
oh |
12:49 |
proller |
mt now playable |
12:49 |
proller |
hexa - not |
12:50 |
RealBadAngel |
Zeno`, replace halo.png with this one: http://i.imgur.com/flfrKZi.png |
12:50 |
RealBadAngel |
this is how it should look like |
12:50 |
TBC_x |
what is wtfculling? |
12:50 |
proller |
also hexa have some arch problems like pure opengl and lua |
12:50 |
TriBlade9 |
Imma push to my branch with the goofy code |
12:50 |
jin_xi |
but the situation is weird, no? you cant really go far with freeminer if you wanna keep compatibility yet your fixes in fm cant go into mt |
12:51 |
RealBadAngel |
TriBlade9, you mean the extrude code for wielded? |
12:51 |
proller |
network compatibility already broken in fm/next ad it will be merged after next release |
12:51 |
TriBlade9 |
No RealBadAngel |
12:51 |
RealBadAngel |
so what? |
12:52 |
TriBlade9 |
I'm rendering the fire in-hand, but the default state is for the bottom-side of the node |
12:52 |
TriBlade9 |
So it looks terrible in-hand |
12:52 |
TriBlade9 |
I'm trying to detect in-hand rendering and instead draw the top-side rendering |
12:52 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/src/camera.cpp#L100 |
12:53 |
TriBlade9 |
? |
12:53 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/src/camera.cpp#L695 |
12:53 |
RealBadAngel |
TriBlade9, wielded rendering needs lotsa work |
12:53 |
TriBlade9 |
Wow |
12:54 |
TriBlade9 |
That seems a bit overkill for a simple render test |
12:54 |
rubenwardy |
Nodes in wielded rendering are not side shaded, which would be good |
12:54 |
TriBlade9 |
That would be nice |
12:54 |
TriBlade9 |
Right now I'm just trying to fix the stupid node |
12:55 |
rubenwardy |
See function above for setting the wield :P |
12:55 |
rubenwardy |
You can work it out |
12:55 |
TriBlade9 |
IK |
12:55 |
TriBlade9 |
It's just overkill and could introduce incompatibilities |
12:55 |
TriBlade9 |
I'm just gonna sacrifice the air-node thing looking a bit more awesome |
12:56 |
TriBlade9 |
Alright, time for another push |
12:58 |
RealBadAngel |
brb |
12:59 |
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12:59 |
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12:59 |
rubenwardy |
Is weblate still down? |
13:01 |
sruz25 |
should I make pull request for that inventory rmb_down drag drop? |
13:02 |
sruz25 |
just managed to settle my argument with git |
13:02 |
rubenwardy |
You can |
13:02 |
jin_xi |
why not. its no guarantee it will be merged but you will get comments and discussion this way |
13:02 |
TriBlade9 |
Thanks a lot rubenwardy, the squash worked fine ;) |
13:03 |
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13:03 |
TriBlade9 |
Take a look at the new graphics for bottom-fire |
13:03 |
TriBlade9 |
I'd say it's better than MC's |
13:03 |
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13:03 |
Zeno` |
I'm terrified of squashes lol |
13:03 |
rubenwardy |
Have you read http://dev.minetest.net/Git_Guidelines sruz25? |
13:04 |
rubenwardy |
oops |
13:04 |
TriBlade9 |
Me too |
13:04 |
TriBlade9 |
They taste horrible Zeno` |
13:04 |
sruz25 |
yeah |
13:05 |
rubenwardy |
There was a page on Git pull requests and stuff like leaving it in its own branch, and single commits |
13:05 |
rubenwardy |
also http://dev.minetest.net/Code_style_guidelines |
13:05 |
Zeno` |
I can squash easily, it still doesn't sit well with me though. So I branch before I squash |
13:06 |
sruz25 |
oh, I haven't read that |
13:06 |
Zeno` |
squash in many ways is against the git philosophy (IMO) |
13:06 |
Zeno` |
but it's no big deal really |
13:07 |
Zeno` |
but, squashing a branch (or whatever) with many commits makes bisecting almost impossible |
13:07 |
TriBlade9 |
:/ |
13:08 |
rubenwardy |
It is okay if you make a mistake |
13:08 |
Zeno` |
which squashed commit introduced the regression, bug, whatever? :) |
13:08 |
rubenwardy |
like "Add x", "fix typo in X" |
13:08 |
Zeno` |
oh yeah for sure |
13:08 |
* rubenwardy |
is building TriBlade9/firetype |
13:09 |
Zeno` |
anyway, as I said... we must work within the guidelines |
13:11 |
TriBlade9 |
:O |
13:11 |
shadowzone |
Hi Zeno`. |
13:12 |
PenguinDad |
Zeno`: You also like merge commits don't you? |
13:12 |
exio4 |
the only squashes I do in my toy repositories are when I miss a file in the last commit or "silly things" like that |
13:12 |
exio4 |
:P |
13:14 |
Zeno` |
PenguinDad, ? |
13:14 |
Zeno` |
If I merge remote/master how can I avoid a commit? |
13:16 |
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proller joined #minetest-dev |
13:16 |
Zeno` |
If I can I will do it |
13:18 |
PenguinDad |
Zeno`: git pull --rebase usually works for me |
13:19 |
TriBlade9 |
Thanks a lot for checking this out and helping rubenwardy :D |
13:19 |
TriBlade9 |
One of these days I'll make a better texture for fire, the current one sucks and makes the cool stuff in the firetype branch not stand out as much :/ |
13:21 |
rubenwardy |
Commented, TriBlade9 :P |
13:21 |
RealBadAngel |
squasing makes sense when youre pulling to mainstream |
13:21 |
Zeno` |
it does |
13:21 |
TriBlade9 |
Wondering what I missed before reading rubenwardy x] |
13:21 |
shadowzone |
Would it be possible to impliment a IRC chat system on the minetest GUI? |
13:21 |
Zeno` |
PenguinDad, rebase? |
13:22 |
RealBadAngel |
we dont want here the history of the commit |
13:22 |
RealBadAngel |
just the final one |
13:22 |
shadowzone |
Or is that too difficult? |
13:22 |
Zeno` |
how will that work when I'm on a branch? |
13:22 |
Zeno` |
RBA, for simple changes that's fine |
13:22 |
TriBlade9 |
Umm, afaik, it is impossible to ignore different groups of nodes rubenwardy :C |
13:23 |
TriBlade9 |
Right now even water counts as a node |
13:23 |
Zeno` |
Anyway |
13:23 |
RealBadAngel |
Zeno, not really, you will be not allowed to merge to mainstream with your commit building history |
13:24 |
Zeno` |
I don't intend that PR to be the final version. When things are good I'll branch again and squash |
13:24 |
TriBlade9 |
Oh darn... |
13:24 |
TriBlade9 |
DarnDarndArn |
13:24 |
TriBlade9 |
This is going to be a pain now |
13:24 |
RealBadAngel |
we all know that the code evolves, changes when you spot the problem, wanna optimize it or whatever |
13:24 |
TriBlade9 |
Zeno`, I see why you hate squashing >_> |
13:25 |
RealBadAngel |
but thats just for you |
13:25 |
Zeno` |
But since I've restricted my changes to one file anyway I'll just make a new branch and paste main.cpp in |
13:25 |
Zeno` |
yeah it is |
13:25 |
Zeno` |
which is why I need feedback :) |
13:25 |
rubenwardy |
TriBlade9, this is above my level of knowledge in git. You'll need someone else's help. |
13:25 |
RealBadAngel |
mainstream doesnt need your personal story ;) it needs working code just |
13:26 |
Zeno` |
to know when to "squash" or do whatever I choose to do to make it one commit |
13:26 |
TriBlade9 |
Git is one crazy beast |
13:26 |
TriBlade9 |
Anyways, ruben, replied |
13:26 |
RealBadAngel |
TriBlade9, yes, it is |
13:26 |
TriBlade9 |
*attempted to reply, github timed out |
13:26 |
Zeno` |
but after a squash that has, say 100 commits, you cannot bisect |
13:26 |
RealBadAngel |
but one can get used to it |
13:27 |
rubenwardy |
TriBlade9, check whether the node def has the right group here: https://github.com/minetest/minetest/pull/1658/files#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1067 |
13:27 |
TriBlade9 |
Yea, how does one get the group from that? |
13:27 |
Zeno` |
which is why I have limited my changes to one file... so I can keep the history and simply make a new branch |
13:27 |
TriBlade9 |
All I've been able to pull is the numeric block ID |
13:28 |
TriBlade9 |
Also, what if the mod-maker wants different groups? |
13:28 |
TriBlade9 |
And such |
13:28 |
rubenwardy |
That is a problem. |
13:28 |
TriBlade9 |
Re-commented x] |
13:29 |
TriBlade9 |
Not really |
13:29 |
TriBlade9 |
The mod maker should prevent the fire from going over non-flammable blocks (such as water) |
13:29 |
rubenwardy |
Well, the mod maker could make their own group. |
13:29 |
rubenwardy |
So the fire only clings to group:some_group |
13:29 |
rubenwardy |
and they add some_group to the ones they want |
13:29 |
TriBlade9 |
That would be nice, I just can't find the place to get it |
13:30 |
TriBlade9 |
Also, if you dare, try using the MC textures for the fire, It is friggin beautiful |
13:31 |
TriBlade9 |
Try placing fire on the bottom-side of the block, That's the best part IMO |
13:31 |
RealBadAngel |
btw, http://incompetech.com/music/royalty-free/?keywords=constance |
13:31 |
RealBadAngel |
thats connecting to the server tune |
13:32 |
TriBlade9 |
OMG |
13:32 |
TriBlade9 |
I can imagine thinking |
13:32 |
TriBlade9 |
"Cmon, you have to load, get that media hurry! They're gonna catch us! What is taking you so long?" |
13:32 |
* TriBlade9 |
times out |
13:32 |
RealBadAngel |
" Actually, this will make any scene tense - like it or not." |
13:33 |
rubenwardy |
TriBlade9, https://github.com/minetest/minetest/blob/master/src/itemdef.h#L69 |
13:33 |
rubenwardy |
Use content_t to get the item def somehow. |
13:33 |
TriBlade9 |
I've been trying to think of something that would work for that ruben -_- |
13:33 |
TriBlade9 |
So far nothing |
13:33 |
TriBlade9 |
Plus I'm sleep-deprived x] |
13:34 |
TriBlade9 |
That would open up so many possibilities though :D |
13:34 |
TriBlade9 |
Btw, lua multiplying strings doesn't work :C |
13:34 |
rubenwardy |
Ah, ok |
13:35 |
rubenwardy |
Well good luck :P |
13:35 |
TriBlade9 |
In fact |
13:35 |
TriBlade9 |
Indexing strings as arrays doesn't even seem to work O-o |
13:36 |
TriBlade9 |
attempt to concatenate a nil value |
13:40 |
TriBlade9 |
Fixed it using string.sub, hopefully that will work for now |
13:50 |
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13:50 |
TriBlade9 |
WB ruben |
13:50 |
TriBlade9 |
I think I figured out how to squash properly rubenwardy, see the chat_colors PR |
13:51 |
TriBlade9 |
I did what you said, in the way that worked. (string.sub) |
13:53 |
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13:57 |
rubenwardy |
Well done :P |
14:00 |
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14:00 |
TriBlade9 |
Too tired to re-do the fire branch |
14:00 |
TriBlade9 |
But sfan5 added it to the 0.4.11 milestone :D |
14:00 |
TriBlade9 |
I'll fix that tomorrow |
14:01 |
TriBlade9 |
Can't rebase the optional_object_highlighting one, I think I'll re-do that and put it in a new PR |
14:01 |
TriBlade9 |
Good night! Peace |
14:01 |
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sruz25 |
made the pull request |
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14:57 |
RealBadAngel |
kahrl, here> |
14:57 |
RealBadAngel |
? |
14:59 |
* RealBadAngel |
plays http://incompetech.com/music/royalty-free/?keywords=constance waiting till kahrl connects to the server... ;) |
15:03 |
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16:35 |
ShadowNinja |
Zeno`: Don't squash big commits. But small ones should. Big commits can be squashed just before merging, or not at all depending on the size of each individual commit. |
16:41 |
RealBadAngel |
ShadowNinja, http://incompetech.com/music/royalty-free/?keywords=constance |
16:41 |
RealBadAngel |
do you like it for connecting to the server? |
16:43 |
cg72 |
if we have music will there be an option to turn it off? |
16:43 |
RealBadAngel |
separate sliders for music and sfx |
16:44 |
cg72 |
yeah \o/ |
16:57 |
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17:01 |
ShadowNinja |
RealBadAngel: It's O.K. I think that would get annoying very fast though. |
17:02 |
ShadowNinja |
"The Descent" sounds good. |
17:02 |
ShadowNinja |
(So far) |
17:03 |
cg72 |
i want some upbeat pop kinda thing or something more gamey not so serious, its minetest not CoD |
17:12 |
Megaf |
RealBadAngel: Nodehighlight made FPS drop from 46 FPS to 6 FPS |
17:12 |
Megaf |
That is not a good thing |
17:12 |
Megaf |
It has to be as lightweight as the selection box |
17:15 |
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17:15 |
RealBadAngel |
megaf, are you sure bout that? |
17:15 |
Megaf |
However, still a pretty good feature, really good to mine in dark caves |
17:15 |
RealBadAngel |
it is faster code than selection boxes |
17:15 |
Megaf |
RealBadAngel: but more taxing on the GPU |
17:16 |
Megaf |
Im runing minetest on a virtualbox machine, maybe thats why I got such a drop on framerate |
17:16 |
RealBadAngel |
megaf, for christ sake... |
17:16 |
RealBadAngel |
run it on your fridge :P |
17:16 |
RealBadAngel |
its faster :P |
17:17 |
Megaf |
man, I have a Macbook Pro running OS X, you know how hard it is to compile minetest on Mac? |
17:17 |
Megaf |
It took years and only one guy managed to compile it, and after installing lots of depentencies |
17:18 |
RealBadAngel |
idk what revelations or what kind of fruits youre using instead of pc |
17:18 |
RealBadAngel |
get yourself a computer |
17:18 |
RealBadAngel |
5 yrs old is good enough to have 60fps |
17:19 |
RealBadAngel |
and such you can propably find around trash cans |
17:19 |
VanessaE |
Megaf: I cannot reproduce that. turning the highlight box off does not affect my fps or view range for the same scene |
17:19 |
cg72 |
mine is over 10 for my test pc and i get 45+fps on the onboard gpu |
17:20 |
VanessaE |
Megaf: and stop running minetest on weird setups like virtual machines. run it on bare hardware before complaining. |
17:20 |
Megaf |
Im the best tester you have... |
17:21 |
VanessaE |
tester you may be, but you have a BAD habit of complaining loudly about stuff only to turn around and find out that it was your own fault that something broke :P |
17:21 |
Megaf |
And I got fog disabled and fixed viewing distance |
17:21 |
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17:21 |
RealBadAngel |
Megaf, sometimes i have the feeling that you are the best abuser |
17:21 |
RealBadAngel |
not the user :P |
17:22 |
Megaf |
lol RealBadAngel |
17:22 |
VanessaE |
Megaf: don't lock your view distance. |
17:22 |
Megaf |
VanessaE: is useful to evaluate FPS changes on diferent scenarios |
17:22 |
VanessaE |
it is, but it can also screw up that same evaluation |
17:23 |
RealBadAngel |
ShadowNinja, i made some test abot those tracks, got them on my phone and were listening to them at work |
17:23 |
RealBadAngel |
dozens of times per track |
17:23 |
Megaf |
by the way, FPS_MAX doesnt seem to be working |
17:24 |
Megaf |
Neither on OS X nor Debian |
17:24 |
RealBadAngel |
tracks that annoyed me next day went off |
17:24 |
VanessaE |
Megaf: you can't cap the fps and cap the view range at the same time. |
17:25 |
RealBadAngel |
why not, some tape on the left corner on the screen |
17:25 |
Megaf |
FPS cap and viewing distance cap are useful in orther to make your computer heat less and use less energy/battery |
17:25 |
RealBadAngel |
can be that yellow one with note FPS = 30 |
17:26 |
VanessaE |
Megaf: it is NOT POSSIBLE to lock both at the same time |
17:26 |
ShadowNinja |
RealBadAngel: Now the node under lava that I want to rollback_check isn't selected because I'm not in air. :-( |
17:26 |
VanessaE |
Megaf: if you lock the view range, you're forcing the rendering engine to render everything at that view range, even if it would take more fps to do it |
17:26 |
VanessaE |
or less fps |
17:26 |
Megaf |
hm |
17:26 |
proller |
i like view distance =1000 ;) |
17:27 |
VanessaE |
proller: show me a screenshot giving 30 fps and 1000 view range AND ALL OF IT FILLED. |
17:27 |
VanessaE |
or shut the fuck up |
17:27 |
RealBadAngel |
ShadowNinja, can you explain it a bit more detailed? |
17:27 |
RealBadAngel |
selection mechanism has not changed at all |
17:27 |
RealBadAngel |
it is very same for selection boxes and highlighting |
17:28 |
RealBadAngel |
it is the very same code, not touched by me |
17:28 |
Megaf |
RealBadAngel: nodebox selector still drawn around players, is that expected? |
17:28 |
ShadowNinja |
RealBadAngel: I'm flying in lava, punching a node in the lava. The highlight box doesn't seem to show it. I thought you made it so that the selection box doesn't show up when you aren't in air. |
17:30 |
ShadowNinja |
''tell Zeno` Your main() rework seems to work. The code looks much better too. It doesn't require the Settings patch though. |
17:30 |
HLuaBot |
I'll tell that to "Zeno`" next time I see them around. |
17:30 |
Megaf |
I really like this nodehighlight thing, it should be enabled by default |
17:30 |
VanessaE |
Megaf: now you like it? |
17:31 |
VanessaE |
I thought it was killing your fps? |
17:31 |
Megaf |
ShadowNinja: node highlight is not supposed to highlight lava and water, is it? |
17:31 |
Megaf |
it doesnt here, I like the way it is |
17:31 |
VanessaE |
Megaf: it is, if you are wielding a bucket. |
17:31 |
ShadowNinja |
Megaf: Correct, but it should highlight normal nodes when you're in lava. |
17:31 |
Megaf |
oh |
17:32 |
Megaf |
well, if Im diving in lava it will still highlight other nodes that are not lava |
17:33 |
Megaf |
or when I'm diving |
17:33 |
Megaf |
VanessaE: I do like it, There is no significant fps drop in a real scenario |
17:34 |
VanessaE |
of course, to be fair, when you're diving into lava, in most servers you'll be dead in a few seconds, so it doesn't matter WHAT you can or can't point at ;) |
17:34 |
Megaf |
sorry RealBadAngel, false alarm |
17:34 |
VanessaE |
Megaf: so it was just the VM then? |
17:34 |
Megaf |
I think so, I can not test it on the real hardware yet |
17:34 |
VanessaE |
Megaf: that's what I figured was the case. virtual machines are notorious for not having good hardware video acceleration. even something as simple as an 8-poly cubic mesh can be horribly slow. |
17:35 |
Megaf |
VanessaE: I will be able to compile minetest for OS X in a couple of days or weeks when I finally finish downloading the XCode using this slow 3G I have |
17:36 |
VanessaE |
Megaf: ah, you didn't say that this failure was on the OS-X setup. that's a WHOLE different animal. |
17:37 |
ShadowNinja |
RealBadAngel: NVM, seems to work locally, must have just been really hard to see. |
17:37 |
ShadowNinja |
I might be a few commits behind though. |
17:38 |
Megaf |
VanessaE: Debian on a VBox VM running on OS X (Setup where I'm testing node highlighting) |
17:38 |
Megaf |
for real playing I use the OS X builds but they are not really up to date |
17:39 |
VanessaE |
oy |
17:39 |
VanessaE |
jesus Megaf no wonder you have so much trouble |
17:39 |
VanessaE |
can't you just run this on a normal Debian install on the bare hardware? :P |
17:40 |
Megaf |
VanessaE: the only "PC" I have is an old EeePC 701 (Celeron at 630 MHz and an intel GMA slowGPU) |
17:40 |
VanessaE |
ShadowNinja: his latest commit has a better texture, easier to see |
17:40 |
Megaf |
but, Minetest do runs well there |
17:42 |
Megaf |
hm, droped items and players still using the old selection box |
17:42 |
VanessaE |
this is known. |
17:42 |
VanessaE |
to be fixed later. |
17:43 |
RealBadAngel |
ShadowNinja, please update to my latest pull |
17:43 |
RealBadAngel |
ive changed the halo texture for better visibility |
17:43 |
VanessaE |
RealBadAngel: (shadow)ninja'd. :) |
17:44 |
ShadowNinja |
http://pastebin.ubuntu.com/8381374/ |
18:01 |
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18:35 |
rubenwardy |
Has any requests been made to get https://twitter.com/minetest ? |
18:38 |
ShadowNinja |
rubenwardy: Nope, not yet. |
18:38 |
ShadowNinja |
rubenwardy: I don't know if they would give it to us, but by the look of it it wouldn't be a big deal since it's a test account. |
18:40 |
rubenwardy |
https://support.twitter.com/forms/trademark?reported_username=minetest |
18:40 |
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18:41 |
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18:45 |
ShadowNinja |
There's an impersonation form as well. |
18:46 |
rubenwardy |
The problem is that it isn't impersoning and we don't own a registered trademark |
18:46 |
rubenwardy |
It is worth trying an impersonation, the operator might be nice |
18:48 |
T4im |
does it require the trademark to be registered? because it's already a trademark if the name is in active cirkulation/use, despite a lack of registration |
18:48 |
rubenwardy |
It asks for registration codes |
18:49 |
T4im |
oh :/ |
18:50 |
rubenwardy |
The impersonation form is the only bet. They managed it here: http://readwrite.com/2011/12/13/how_to_get_a_squatter_twitter_account_really |
18:50 |
rubenwardy |
except it is now more strict |
18:52 |
ShadowNinja |
"Please note that Twitter does not have a username reservation policy. Usernames containing your brand, company, or organization name are not automatically in violation, provided they do not violate our Terms of Service or our Impersonation Policy." |
18:53 |
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18:53 |
Nitori |
maybe asking the current owner of the account nicely? |
18:56 |
rubenwardy |
The password for the account is "password" |
18:56 |
rubenwardy |
However it has been inactive so long that it is asking that you reset the password |
18:56 |
rubenwardy |
Which requires the email address |
18:57 |
rubenwardy |
"mytest" / "password" |
18:57 |
rubenwardy |
Let's see if there is a mytestgmail.com with a password of "password". I doubt it. |
18:57 |
ShadowNinja |
Hah. |
18:57 |
T4im |
workaround would be to register ''minetest-official' or something like that.. (no idea if they allow dashes...) |
18:57 |
Nitori |
or rename minetest ;-) |
18:58 |
rubenwardy |
t4im: too long a name |
18:58 |
rubenwardy |
We tried |
18:58 |
T4im |
hm |
18:58 |
rubenwardy |
We have @minetestcommune instead |
18:58 |
T4im |
minetest.net? |
18:58 |
T4im |
if dots are possible.. |
18:58 |
rubenwardy |
dots are not possible. |
18:59 |
* T4im |
has so no idea about twitter, hehe |
18:59 |
rubenwardy |
Also, lots of people now do @Minetest when they are talking about us. |
18:59 |
T4im |
hm i see :/ |
19:00 |
rubenwardy |
We could claim that we have forgotten our email address for the account. |
19:00 |
rubenwardy |
lol |
19:03 |
Nitori |
maybe that @codemunch account, the minetest account is following, can help? |
19:03 |
rubenwardy |
Nitori, we can't contact the current owner |
19:04 |
rubenwardy |
oooh |
19:07 |
rubenwardy |
https://twitter.com/rubenwardy/status/513041718779064320 |
19:08 |
ShadowNinja |
If we really want that account someone (probably celeron55) should fill out https://support.twitter.com/forms/impersonation . It looks like it's more geared to companies, but it does list organizations ("A user is pretending to be or represent my company, brand, or organization."). |
19:09 |
rubenwardy |
Yeah. If codemunch doesn't respond, then an emailminetest.net should fill that out. |
19:12 |
Megaf |
the registrated email is mi**@c***.** |
19:12 |
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19:13 |
Megaf |
minec***.uk ? |
19:13 |
sfan5 |
isn't it always co.uk? |
19:14 |
Megaf |
ok, so its not .uk |
19:14 |
Nitori |
.li? |
19:14 |
Megaf |
maybe .ie, or .tk, or ... |
19:14 |
rubenwardy |
uk is united kingdom |
19:14 |
iqualfragile |
or de |
19:14 |
Krock |
.uk is ukraine (?) |
19:14 |
sfan5 |
or .is, or .me, or .at, or .jp, or .tw, or .. why are we doing this? |
19:14 |
rubenwardy |
no |
19:14 |
sfan5 |
wat |
19:14 |
sfan5 |
.uk is england |
19:15 |
rubenwardy |
co.uk is united kingdom |
19:15 |
Krock |
.co.uk is = ? |
19:15 |
Megaf |
co.uk is |
19:15 |
rubenwardy |
ie gov.co.uk |
19:15 |
Megaf |
http://www.domains.co.uk/domain-enquiry/?domainId=1560&domain=england.uk |
19:15 |
Krock |
there's a .name TLD |
19:15 |
rubenwardy |
org.uk :P |
19:16 |
rubenwardy |
what are we talking about? |
19:16 |
Krock |
about something which should go to #minetest |
19:16 |
sfan5 |
^ |
19:17 |
rubenwardy |
lol |
19:17 |
TBC_x |
are you trying to "hack" someone's email? |
19:17 |
rubenwardy |
no. the @minetest twitter handle |
19:18 |
sfan5 |
can we move this to #minetest? |
19:18 |
rubenwardy |
the password is password, but it requires resetting when logging in because of being inactive too long |
19:18 |
sfan5 |
can we move this to #minetest? |
19:19 |
ShadowNinja |
BTW, I have some of Exio4's old pull requests rebased here: https://github.com/ShadowNinja/minetest/tree/zoom and here: https://github.com/ShadowNinja/minetest/tree/chat-console He closed them because they were effectively ignored, but I still loke both of them. I also modified the chat console one so that the 't' console only takes up 20% of the window so it isn't as intrusive (F10 still takes up 60%). |
19:19 |
Megaf |
rubenwardy: how can you be sure aobut that? |
19:19 |
Megaf |
The username and password you entered did not match our records. Please double-check and try again. |
19:19 |
Megaf |
sfan5: I think this is a more reserved place to talk about that |
19:19 |
exio4 |
oh, neat ShadowNinja! |
19:20 |
exio4 |
the chat console was "ignored" because the lack of copy paste support there, mainly |
19:21 |
ShadowNinja |
exio4: I haven't had support for that since I stopped using Windows, I don't care. |
19:26 |
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19:26 |
rubenwardy |
megaf: username is mytest |
19:27 |
exio4 |
ShadowNinja, IIRC there was some 'dirty trick' to paste stuff, but yep |
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20:29 |
kahrl |
does this work for anybody? https://github.com/minetest/minetest/pull/1662 |
20:31 |
kahrl |
!title |
20:31 |
sfan5 |
404 No such bot. |
20:32 |
sfan5 |
Add paste command (Ctrl-V) in GUIChatConsole by kahrl · Pull Request #1662 · minetest/minetest |
20:32 |
kahrl |
:S |
20:32 |
kahrl |
thanks |
20:42 |
jin_xi |
kahrl: does not work for me |
20:48 |
exio4 |
kahrl, IIRC the main problem is that even irrlicht doesn't work nicely with the clipboard+linux "problem" |
20:57 |
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21:12 |
T4im |
a while ago i had no problems with irrlicht and pasting under linux O_o and even now it works at least ingame from formspec to formspec and with a handful apps |
21:13 |
T4im |
unreliable though |
21:14 |
ShadowNinja |
kahrl: Doesn't work for me either (Arch Linux). |
21:14 |
ShadowNinja |
(XFCE) |
21:16 |
ShadowNinja |
Any comments on https://github.com/minetest/minetest/pull/1647 (.mailmap) ? Yae, nae? |
21:32 |
T4im |
kahrl: your patch works for me.. though again, with the same limitations.. formspec to console works, some applications allow pasting into it, others don't |
21:32 |
T4im |
gnome3 here |
21:41 |
TBC_x |
do we want to add minetest/games into /etc? |
21:41 |
TBC_x |
oh forgot about env variable |
21:41 |
TBC_x |
nvm |
22:21 |
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