Time |
Nick |
Message |
00:28 |
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00:51 |
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00:58 |
RealBadAngel |
kahrl, ShadowNinja are you ok with firelike drawtype? |
01:08 |
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01:29 |
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01:58 |
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01:58 |
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01:59 |
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02:04 |
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02:05 |
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02:12 |
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02:31 |
TriBlade9 |
Help please! |
02:32 |
RealBadAngel |
yes? |
02:33 |
TriBlade9 |
RealBadAngel, it would seem that the preprocessor macro, USE_FREETYPE is not being set in chat.cpp |
02:33 |
TriBlade9 |
And I have no idea how to make sure it gets passed >_> |
02:34 |
RealBadAngel |
me neither |
02:34 |
RealBadAngel |
ShadowNinja, ? |
02:34 |
TriBlade9 |
Btw, this is the LAST STEP before I think the chat pull is ready |
02:34 |
TriBlade9 |
I've got colors disabled in non-freetype builds |
02:34 |
TriBlade9 |
And once that macro is found/fixed, I can enable it properly in freetype builds |
02:35 |
TriBlade9 |
Without spamming the chat with fffffs and stuff |
02:35 |
RealBadAngel |
btw whats the reason that colors cannot be used without freetype? |
02:36 |
TriBlade9 |
IDK |
02:36 |
TriBlade9 |
I just don't have the knowledge to implement them x] |
02:36 |
TriBlade9 |
I think it's because we use the standard IRRStaticText, which doesnt' support it |
02:36 |
TriBlade9 |
Wheras the modified StaticText.cpp file does |
02:36 |
TriBlade9 |
^ Freetype only |
02:38 |
RealBadAngel |
http://irrlicht.sourceforge.net/docu/classirr_1_1gui_1_1_i_g_u_i_static_text.html#aadc1f0e10e4b298944e6dcfd49e54009 |
02:38 |
RealBadAngel |
it looks like its possible to change the colors |
02:38 |
TriBlade9 |
Right RBA, I saw that, but it sets the whole color for the string |
02:38 |
TriBlade9 |
Whereas this supports different colors anywhere in the string |
02:38 |
RealBadAngel |
split the strings then |
02:39 |
TriBlade9 |
;_; |
02:39 |
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02:40 |
TriBlade9 |
I'd rather just flesh out StaticText.cpp to support both methods, I believe it uses some sort of splitting |
02:40 |
TriBlade9 |
But for now, the non-freetype has no disadvantage, and the freetype gets colors |
02:41 |
RealBadAngel |
imho colors should be there no matter the fonts used |
02:41 |
TriBlade9 |
That would be preferred |
02:42 |
TriBlade9 |
But first things first. :/ |
02:42 |
TriBlade9 |
I'm probably not the right person to be doing this, with my infant knowledge of C++, but no one else was doing it x] |
02:43 |
RealBadAngel |
ha! i just made perferct replacement for crack animations :) |
02:43 |
TriBlade9 |
Orly? |
02:43 |
TriBlade9 |
Which branch? |
02:43 |
RealBadAngel |
local ;) |
02:43 |
TriBlade9 |
(I have a dedicated folder for all your stuff :P) |
02:44 |
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init joined #minetest-dev |
02:44 |
TriBlade9 |
Dawww |
02:44 |
RealBadAngel |
i just had an idea, 2 minutes later it worked :) |
02:44 |
TriBlade9 |
Pray tell good sir, what was your breakthrough? (pun intended) |
02:44 |
RealBadAngel |
i just let highlighting get darker when node is being dug |
02:44 |
TriBlade9 |
o |
02:44 |
RealBadAngel |
so it kinda pops out of the halo |
02:44 |
TriBlade9 |
:/ |
02:45 |
TriBlade9 |
not that bad of an idea tho, I think |
02:45 |
RealBadAngel |
it looks lovely |
02:46 |
TriBlade9 |
Great :D |
02:53 |
RealBadAngel |
not yet perfect, it needs more steps than cracks to be smooth |
02:54 |
TriBlade9 |
Okay |
02:55 |
TriBlade9 |
Tell me when you push so I can pull |
02:55 |
TriBlade9 |
:3 |
02:55 |
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_3SidedSquare joined #minetest-dev |
02:55 |
TriBlade9 |
WOOOT |
02:55 |
TriBlade9 |
#include config.h |
02:55 |
TriBlade9 |
did it |
02:57 |
RealBadAngel |
https://www.youtube.com/watch?v=wjG1bUBFPB0 |
02:57 |
TriBlade9 |
Can't view youtube |
02:57 |
RealBadAngel |
oops |
02:57 |
TriBlade9 |
The ony proxy that was working isn't as of yesterday |
02:57 |
TriBlade9 |
Wait |
02:57 |
TriBlade9 |
I'll try a mp4 downloader |
03:01 |
RealBadAngel |
i think with a bit more steps it will be perfect |
03:02 |
TriBlade9 |
Yep |
03:02 |
TriBlade9 |
I've got the chat color strip-outs working now |
03:02 |
TriBlade9 |
So I think it is safe to commit now (better than Freeminer) x] |
03:03 |
VanessaE |
[09-19 22:45] <RealBadAngel> i just let highlighting get darker when node is being dug |
03:03 |
VanessaE |
I veto this |
03:03 |
VanessaE |
soundly. |
03:03 |
VanessaE |
no fucking way |
03:03 |
TriBlade9 |
VanessaE, take a look at the vid |
03:04 |
RealBadAngel |
have you saw the vid? |
03:04 |
TriBlade9 |
It looks better than the crack animations with the highlighting on |
03:04 |
TriBlade9 |
If you don't like it, don't use highlighting |
03:04 |
* VanessaE |
watches the vid... |
03:04 |
VanessaE |
no. |
03:04 |
TriBlade9 |
Also, RBA, how old is your laptop? |
03:04 |
VanessaE |
fail. |
03:04 |
TriBlade9 |
:C |
03:04 |
VanessaE |
I don't like it at all |
03:04 |
TriBlade9 |
Oh no, mommy and daddie are fighting :L |
03:05 |
RealBadAngel |
im not on a laptop |
03:05 |
VanessaE |
RealBadAngel: Y U NO USE my mesh warping idea? |
03:05 |
VanessaE |
:( |
03:05 |
TriBlade9 |
RBA, that framerate seems to imply a laptop |
03:05 |
TriBlade9 |
And is that gnome 3? |
03:06 |
RealBadAngel |
framerate is such low because of open source drivers |
03:06 |
TriBlade9 |
oooh |
03:06 |
RealBadAngel |
im testing the stuff to be compatible with them |
03:06 |
TriBlade9 |
VanessaE, I've got the ugly hex strings stripped out of non-freetype chats now |
03:06 |
TriBlade9 |
So non-freetype builds won't notice/care at all about colored chat |
03:06 |
TriBlade9 |
While freetype builds still work fine |
03:06 |
VanessaE |
TriBlade9: oh good deal |
03:07 |
TriBlade9 |
That should be sufficient until I work out a way to do colored chat in non-freetype builds. (Freeminer doesn't strip out the hex strings yet x]0 |
03:08 |
VanessaE |
RealBadAngel: for sure, cracks must stay as an option in lieu of whatever else is chosen as the "better" effect |
03:09 |
RealBadAngel |
as usual ;) |
03:10 |
VanessaE |
RealBadAngel: so, maybe offer all three alternative breaking animations - cracks, highlight darkness changes, or warping the node |
03:10 |
TriBlade9 |
NessaE really wants dem node warps |
03:10 |
TriBlade9 |
Oh, I tried to do the rooflike idea |
03:10 |
TriBlade9 |
I kinda got something, but it was terrible |
03:10 |
TriBlade9 |
And couldn't rotate |
03:10 |
VanessaE |
TriBlade9: it's not that I want it, it's that it would be cheap from a GPU/CPU standpoint |
03:11 |
RealBadAngel |
highlightin is cheap as hell |
03:11 |
VanessaE |
TriBlade9: forget about it then - it can wait for mesh nodes. |
03:11 |
TriBlade9 |
Okay |
03:11 |
TriBlade9 |
RBA, does highlighting work on entities yet? |
03:13 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L1350 vs http://pastebin.com/6gYb9Pdj |
03:13 |
RealBadAngel |
not yet |
03:13 |
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CraigyDavi` joined #minetest-dev |
03:14 |
RealBadAngel |
in the links, see how cheap is this replacement for cracks |
03:14 |
VanessaE |
RealBadAngel: indeed so |
03:14 |
VanessaE |
but it still has to be possible to disable the effect |
03:15 |
RealBadAngel |
that is not a problem |
03:15 |
VanessaE |
base -= crack * crack_enable_multiplier |
03:15 |
VanessaE |
and set that multiplier when you read the config. |
03:15 |
VanessaE |
cheapest possible way |
03:15 |
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astralnebula joined #minetest-dev |
03:16 |
astralnebula |
floating point exception core dumped Mesa 10.2.7 implementation error: unexpected format GL_DEPTH_COMPONENT16 in _mesa_choose_tex_format() |
03:16 |
VanessaE |
(otherwise you have to insert an extra conditional in that preceding if() ) |
03:19 |
RealBadAngel |
astralnebula, that looks like you are using intel integrated video (sucks) and mesa drivers |
03:19 |
RealBadAngel |
in any case this is not minetest bug but the drivers |
03:20 |
TriBlade9 |
Thanks a heap RBA and rubenwardy, for teaching me about squashing |
03:20 |
TriBlade9 |
'tis quite helpful |
03:20 |
RealBadAngel |
np |
03:21 |
astralnebula |
okay :D thanks |
03:21 |
RealBadAngel |
astralnebula, have you tried to update your drivers? |
03:23 |
TriBlade9 |
Colored Chat, cleaned up and squashed: https://github.com/minetest/minetest/pull/1636 |
03:23 |
astralnebula |
its working. not sure what fixed it, but i deleted /bin/minetest and did the one line git command , found a ~/minetest binary and it is running smooth :D |
03:23 |
astralnebula |
thank |
03:23 |
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astralnebula left #minetest-dev |
03:28 |
TriBlade9 |
RealBadAngel, why does the game itself need music? Couldn't the default minetest_game just have it's files in the /scores directory? |
03:29 |
RealBadAngel |
because games do always have music? |
03:29 |
TriBlade9 |
If they don't have music, then great |
03:29 |
TriBlade9 |
But since when do game engines have music? |
03:29 |
TriBlade9 |
Plus that would be weird x] |
03:30 |
TriBlade9 |
(Building it btw) |
03:32 |
TriBlade9 |
Hmm |
03:32 |
TriBlade9 |
The main menu makes me think of a RPG theme |
03:33 |
TriBlade9 |
RealBadAngel, how does one define the theme music for a game? It's not immediately obvious from reading the source code |
03:33 |
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Zeno` joined #minetest-dev |
03:33 |
TriBlade9 |
WB Zeno`! |
03:33 |
VanessaE |
it's all HIS fault! |
03:34 |
* VanessaE |
points at Zeno` |
03:34 |
Zeno` |
what? |
03:34 |
VanessaE |
;) |
03:34 |
TriBlade9 |
#BLAMEZENO` |
03:34 |
Zeno` |
I did it again? |
03:34 |
TriBlade9 |
That's actually a joke on my MC server |
03:34 |
VanessaE |
Zeno`: just smile and nod ;) |
03:34 |
TriBlade9 |
One of the admins never does anything, so we always type #BLAMEANDY |
03:34 |
* Zeno` |
smiles and nods |
03:35 |
Zeno` |
It was me :( |
03:46 |
TriBlade9 |
VanessaE, one day, Imma change your pipeworks textures >:I |
03:53 |
TriBlade9 |
RealBadAngel, are you developing on 0.4.9? |
04:16 |
VanessaE |
TriBlade9: you better coordinate that with Nore. :P |
04:25 |
TriBlade9 |
Coordinate the textures with Nore VanessaE? |
04:25 |
TriBlade9 |
What's he up to? |
05:23 |
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05:29 |
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05:35 |
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05:49 |
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05:56 |
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ibloat joined #minetest-dev |
05:58 |
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06:06 |
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06:08 |
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06:23 |
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06:44 |
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07:36 |
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07:38 |
TriBlade9 |
boop |
07:38 |
TriBlade9 |
Still segfaults .... |
07:40 |
Zeno` |
yep |
07:40 |
Zeno` |
I know which line |
07:40 |
Zeno` |
but that doesn't help me :( |
07:41 |
TriBlade9 |
Zeno`, I'm talking about my colored chat branch |
07:41 |
Zeno` |
it's in the_game when it starts the progress bar thing |
07:41 |
Zeno` |
oh |
07:41 |
Zeno` |
I knew that |
07:41 |
TriBlade9 |
For some reason it segfaults on clicking certain things O_o |
07:41 |
TriBlade9 |
but not for sfan5 |
07:42 |
Zeno` |
great :) |
07:42 |
TriBlade9 |
You wanna test? |
07:42 |
TriBlade9 |
I can't figure out why it always segfaults when you hit configure for a world, or click the mods tab in the main menu |
07:42 |
Zeno` |
yeah sure |
07:42 |
TriBlade9 |
kk |
07:42 |
Zeno` |
not right now but soon. The PR is up-to-date? |
07:42 |
TriBlade9 |
Up-to-date and squashed :D |
07:43 |
TriBlade9 |
And the chat is now clean, even for non-freetype clients |
07:43 |
TriBlade9 |
(So, if it wasn't for this segfault thing, I'd expect it is safe to merge into master) |
07:48 |
sol_invictus |
why does this happen when I'm using CXX_FLAGS? |
07:48 |
sol_invictus |
src/version.cpp:40:30: error: unable to find string literal operator ‘operator"" CMAKE_BUILD_TYPE’ |
07:52 |
sol_invictus |
ah, I see now it does not understand that ' " " ' in definition |
08:20 |
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selat joined #minetest-dev |
08:30 |
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Calinou joined #minetest-dev |
09:00 |
ibloat |
would a pull request to add double slabs to the stairs mod be considered? |
09:02 |
Calinou |
double slabs? |
09:04 |
ibloat |
two slabs, stacked so they occupy a full node |
09:04 |
ibloat |
if dug, only one gets destroyed. |
09:05 |
Calinou |
remember that we use 6d facedir |
09:05 |
Calinou |
slabs can be upside-down or sideways |
09:05 |
ibloat |
at the moment i think stacking two slabs will be turned into a regular block |
09:05 |
Calinou |
if you manage to make a correct implementation, it'll likely be implemented |
09:06 |
ibloat |
can hitboxes be altered from within lua? |
09:07 |
ibloat |
hm nvm, let me just try that |
09:07 |
ibloat |
a good first project to get to grips with the api |
09:08 |
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psedlak joined #minetest-dev |
09:09 |
Calinou |
nodes may not be altered runtime |
09:09 |
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Weedy joined #minetest-dev |
09:09 |
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Weedy joined #minetest-dev |
09:09 |
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CraigyDavi`` joined #minetest-dev |
09:11 |
sol_invictus |
can this be merged? https://github.com/minetest/minetest/pull/1666 |
09:14 |
kahrl |
why are you compiling in C++11 mode? |
09:14 |
ibloat |
Calinou, but when being placed certain conversions can happen, right? |
09:14 |
Calinou |
yes |
09:14 |
Calinou |
but check for direction carefully |
09:15 |
ibloat |
also I need to know somehow which half the user is targeting |
09:15 |
sol_invictus |
kahrl: I want to use some features from C++11 |
09:15 |
Krock |
^ still should be compatible with previous C++ version |
09:16 |
sol_invictus |
I assume it's harmless to add spaces to concatenation, or not? |
09:16 |
kahrl |
sol_invictus: oh, ok. Stuff that needs C++11 won't be merged to master but I can merge that whitespace change |
09:16 |
sol_invictus |
that's what I wanted, ty |
09:17 |
Krock |
also merge https://github.com/minetest/minetest/pull/1633 ? |
09:17 |
kahrl |
Any other dev around to give the OK on that? |
09:17 |
Krock |
I love that feature |
09:19 |
sfan5 |
kahrl: which one 1666 or 1633? |
09:19 |
Calinou |
we try to keep compatibility with old compilers |
09:19 |
kahrl |
sfan5: 1666 |
09:19 |
Calinou |
in any case: don't use spaces to indent, don't use “and†or “or†|
09:19 |
Calinou |
very important |
09:19 |
sfan5 |
kahrl: you have my OK |
09:19 |
kahrl |
merging |
09:21 |
Calinou |
https://github.com/minetest/minetest/pull/1660 |
09:21 |
Calinou |
merge please! |
09:22 |
TriBlade9 |
Hell |
09:22 |
TriBlade9 |
MERGE ALL THE PRs! |
09:22 |
TriBlade9 |
j/k |
09:22 |
Krock |
TriBlade9, nope. not all of are good PR |
09:23 |
TriBlade9 |
IK Krock |
09:23 |
TriBlade9 |
I'm just joking |
09:23 |
VanessaE |
TriBlade9: merge _ALL_ the PRs? o~o |
09:23 |
TriBlade9 |
Seriosly? |
09:23 |
TriBlade9 |
None of you have seen that meme? |
09:23 |
Calinou |
some PRs are just bad |
09:23 |
Calinou |
I have |
09:24 |
ibloat |
oh how is localization handled for mods, if at all? |
09:24 |
Calinou |
“Place ALL the blocks!†is a Minecraft splash |
09:24 |
Calinou |
ibloat, short answer: it isn't managed. |
09:24 |
VanessaE |
TriBlade9: of course, it's one of my favorite memes :) |
09:24 |
Calinou |
long answer: you can use mods like intllib that translate strings, but this is server-side; you clearly don't want this |
09:24 |
Calinou |
except for a language-specific server |
09:24 |
VanessaE |
TriBlade9: you just forgot to write "\-:D/ next to it ;) |
09:26 |
kahrl |
Calinou: #1660? J'approuve. |
09:26 |
sol_invictus |
would this be merged if implemented? https://github.com/minetest/minetest/issues/1259 |
09:26 |
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09:26 |
TriBlade9 |
My bad VanessaE x] |
09:26 |
Calinou |
how do we test a PR without cloning the whole repository? |
09:27 |
Calinou |
we could help the core devs by testing them |
09:27 |
Calinou |
to see if they work without bugs |
09:27 |
kahrl |
Calinou: wget https://github.com/minetest/minetest/pull/1660.patch |
09:27 |
kahrl |
git am 1660.patch |
09:27 |
ibloat |
Calinou, I see, thank you |
09:28 |
VanessaE |
Calinou: that ^^^^ or, git pull <repo> <branch> |
09:28 |
Calinou |
cool |
09:28 |
VanessaE |
karhl's way takes fewer clicks but more keystrokes :) |
09:28 |
Calinou |
you can run make -j8 from minetest/ |
09:28 |
Calinou |
not necessarily from src/ |
09:28 |
Calinou |
TIL |
09:28 |
Calinou |
I can shorten my script |
09:30 |
Calinou |
I confirm it works, kahrl |
09:31 |
sol_invictus |
kahrl: would minetest.get_max_lag be merged? |
09:31 |
ibloat |
compiling with ninja works very well as well, should be faster than a make based build |
09:31 |
sfan5 |
https://github.com/minetest/minetest/pull/1647 |
09:32 |
sfan5 |
^ can we merge that? |
09:32 |
ibloat |
cmake -G Ninja as it were |
09:32 |
Calinou |
I'm using patch 1616 too |
09:32 |
Calinou |
works |
09:32 |
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09:33 |
Calinou |
https://github.com/minetest/minetest/pull/1616 |
09:33 |
Calinou |
also added instructions |
09:34 |
sfan5 |
kahrl: can I merge 1647? |
09:34 |
kahrl |
sol_invictus: I don't have my crystal ball with me... |
09:34 |
kahrl |
sfan5: yes |
09:34 |
sfan5 |
ok, merging |
09:35 |
sol_invictus |
kahrl: hah, ok |
09:35 |
sol_invictus |
I just want to see opinions on this |
09:37 |
kahrl |
sol_invictus: I would be ok with it as long as the max_lag estimate is reasonably accurate |
09:37 |
kahrl |
(I really haven't looked at it, ever) |
09:40 |
sol_invictus |
hmm, on my server it seems pretty accurate, but it looks like database operations might be significantly slower than max_lag says |
09:41 |
sol_invictus |
e.g. the game in general is very smooth but some operations take longer than max_lag value |
09:42 |
sol_invictus |
but the point is to just add additional api function to get max_lag without the whole string |
09:48 |
TriBlade9 |
sfan, is that needed to remove that? |
09:48 |
TriBlade9 |
Also, why does plantlike specify it as well? |
09:49 |
TriBlade9 |
OH |
09:49 |
TriBlade9 |
sfan5, I think you missed the next line, f->backface_culling = false; |
09:49 |
TriBlade9 |
That isn't default, though I don't really know what it does |
09:49 |
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09:49 |
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09:50 |
sfan5 |
TriBlade9: Only "f->solidness = 0;" |
09:51 |
TriBlade9 |
sfan5 But the fallthrough fails if it's caught earlier right? |
09:51 |
TriBlade9 |
.. |
09:51 |
sfan5 |
no |
09:51 |
TriBlade9 |
That was horribly explained |
09:51 |
sfan5 |
thats not how C works |
09:51 |
TriBlade9 |
Okay... |
09:51 |
TriBlade9 |
Just wondering then, why does plantlike do it? |
09:52 |
Calinou |
I spent ~25 minutes doing a probably useless pR :( |
09:52 |
Calinou |
PR* |
09:52 |
TriBlade9 |
Why Calinou? :L |
09:52 |
Calinou |
lots of renewed textures |
09:52 |
Calinou |
that's a guaranteed troll thread |
09:52 |
TriBlade9 |
oh xD |
09:53 |
TriBlade9 |
I'd probably vote for it, anything is better than the current ones |
09:53 |
TriBlade9 |
If it doesn't get accepted, you could at least turn it into a texturepack |
09:53 |
TriBlade9 |
I'll remove the catch there sfan5, ty. |
09:54 |
Calinou |
https://github.com/minetest/minetest_game/pull/319 |
09:54 |
Calinou |
taken from Carbone |
09:54 |
Calinou |
see screenshots |
09:54 |
Calinou |
they're more Minecraft-like so it may be worth merging :P |
09:54 |
Calinou |
(not intentional though, this isn't a goal of Carbone) |
09:55 |
TriBlade9 |
Does it make fire look better? |
09:55 |
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09:55 |
Calinou |
the fire is unchanged |
09:55 |
TriBlade9 |
Aww |
09:56 |
Calinou |
leaves, grass, cobble/stone, sand… all are changed |
09:56 |
Calinou |
new swords (thinner) |
09:56 |
TriBlade9 |
I like it a lot |
09:56 |
TriBlade9 |
But stone needs a bit more noise and variation |
09:57 |
TriBlade9 |
Also the cobblestone seems to be a bit of a regression |
09:57 |
Calinou |
the new minetest_game cobblestone is universally said to suck |
09:57 |
Calinou |
way too shaded |
09:57 |
TriBlade9 |
lel |
09:57 |
Calinou |
feels like playing RubyDung |
09:57 |
TriBlade9 |
I like it :C |
09:58 |
Calinou |
(the game the original Minecraft cobblestone texture is taken from, also made by Notch) |
09:58 |
TriBlade9 |
(And this is why it becomes a troll thread) |
09:58 |
TriBlade9 |
Sand still looks wrong |
09:58 |
TriBlade9 |
Looks like yellow marble or smth |
09:59 |
TriBlade9 |
brb, afk |
10:00 |
VanessaE |
http://dantetonon.weebly.com/ |
10:00 |
VanessaE |
heh, found it. |
10:01 |
VanessaE |
I'd call that an overstatement, really |
10:01 |
Calinou |
VanessaE, what do you think about https://github.com/minetest/minetest_game/pull/319 ? |
10:01 |
VanessaE |
that aside, I'm not sure that carbone's textures would work as a replacement |
10:02 |
VanessaE |
most of them are, honestly, too smooth |
10:02 |
VanessaE |
at least the screenshots make them look that way |
10:03 |
Calinou |
I have mip-mapping and aniso on |
10:03 |
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10:03 |
Calinou |
by default both of these are disabled, I think |
10:03 |
VanessaE |
maybe it would be a good idea to put them all together into one tiled image, zoomed to about 4x or so, nearest neighbor |
10:03 |
TriBlade9 |
We should have a texture competition |
10:03 |
VanessaE |
(hard to see what they look like with github's previewer either) |
10:04 |
VanessaE |
ah, yeah in that case you should re-take your screens with those settings turned off |
10:04 |
VanessaE |
that's not really representative of how most folks play I think |
10:05 |
VanessaE |
desert stone and desert stone brick, I'd make them redder - about half way between the old textures and what you have now - otherwise they're too similar to sandstone/sandstone brick |
10:06 |
kahrl |
Calinou: if you have the time, do the changes in https://github.com/minetest/minetest/pull/1202 generally look ok? |
10:07 |
TriBlade9 |
Is there anything like minetest.register_on_use? |
10:08 |
RealBadAngel |
each item can have such callback |
10:10 |
RealBadAngel |
on_use = function(itemstack, user, pointed_thing) |
10:10 |
Calinou |
kahrl, conflicts with the newer one |
10:10 |
VanessaE |
Calinou: ice is definitely better than the existing one |
10:10 |
Calinou |
don't merge |
10:10 |
TriBlade9 |
Right RealBadAngel, but that doesn't work if you want to call a function that needs to know when a player punches any node independant from a block |
10:10 |
Calinou |
merge jp's newer patch |
10:10 |
TriBlade9 |
*each other |
10:11 |
TriBlade9 |
Similar to minetest.register_on_punchnode |
10:11 |
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10:11 |
TriBlade9 |
(Which doesn't register the punch if the in-hand item is not a node anyways >_>) |
10:12 |
kahrl |
Calinou: or merge both and in case of conflicting strings use jp's version? |
10:13 |
Calinou |
yes |
10:13 |
RealBadAngel |
TriBlade9, if i get you right, you want a callback to be called when player uses anything? |
10:13 |
kahrl |
sfan5, RealBadAngel: ok with that translation merge? (#1202+#1660) |
10:14 |
TriBlade9 |
RealBadAngel, yes |
10:14 |
TriBlade9 |
I'm looking through the code now |
10:14 |
TriBlade9 |
And punchnode should still fire if the item in-hand is an item, not a node |
10:14 |
TriBlade9 |
Use is right-click right? |
10:14 |
sfan5 |
kahrl: yep |
10:14 |
RealBadAngel |
kahrl, im not french ;) |
10:15 |
RealBadAngel |
but ok |
10:15 |
RealBadAngel |
TriBlade9, for that you would need to modify built-in item |
10:15 |
TriBlade9 |
Really? |
10:16 |
TriBlade9 |
Interesting |
10:16 |
RealBadAngel |
and place there custom callbacks |
10:16 |
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10:16 |
TriBlade9 |
Still, why does on_punchnode exist if there's no on_usenode and related sciences? |
10:18 |
RealBadAngel |
on_punch is a placed node property |
10:18 |
kahrl |
RealBadAngel: me neither ;) but none of the active core devs is so someone has to do it |
10:18 |
RealBadAngel |
wielded is not a node but an item |
10:19 |
TriBlade9 |
Holy cow, I didn't realize so much was defined in builtin |
10:20 |
TriBlade9 |
This could be useful |
10:20 |
TriBlade9 |
</evillaugh> |
10:20 |
TriBlade9 |
IK RBA |
10:20 |
TriBlade9 |
And it doesn't fire anything on punchnode apparently |
10:20 |
TriBlade9 |
PFFFFTT |
10:20 |
TriBlade9 |
seriosuly? |
10:20 |
TriBlade9 |
It's like, two lines to fix this and for some reason it wasn't done already? |
10:23 |
kahrl |
huh, for some reason cmake does not rebuild locale/nl/LC_MESSAGES/minetest.mo |
10:23 |
kahrl |
err |
10:23 |
kahrl |
locale/fr/LC_MESSAGES/minetest.mo of course |
10:24 |
kahrl |
I even did a make clean && make -j5 |
10:25 |
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10:27 |
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10:28 |
kahrl |
oh, they are in build/locale/fr/... |
10:28 |
kahrl |
wonder when that broke? |
10:33 |
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10:33 |
TriBlade9_ |
O-o |
10:36 |
kahrl |
sfan5: agree to close https://github.com/minetest/minetest/pull/1520? |
10:36 |
kahrl |
(the first suggested change is to a string that no longer exists, the second is grammatically wrong) |
10:39 |
VanessaE |
bbl |
10:40 |
TriBlade9_ |
Bye VanessaE |
10:40 |
TriBlade9_ |
Sleep well x] |
10:41 |
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10:41 |
kahrl |
I'm closing https://github.com/minetest/minetest/issues/1596 |
10:43 |
jp |
kahrl : it's you that you have merged that ? https://github.com/minetest/minetest/commit/4432e982616cd871cf1ae5c5706da09e98077433 |
10:43 |
kahrl |
jp: yes |
10:44 |
jp |
it's full of useless extended translations / bullshits |
10:44 |
kahrl |
oh joy |
10:44 |
jp |
(I'm french) |
10:44 |
TriBlade9_ |
kahrl, You can remove the WIP tag from 1636, I believe It's done |
10:44 |
TriBlade9_ |
oh crap jp... |
10:45 |
jp |
I'll have to fix that or just cancel it |
10:45 |
TriBlade9_ |
We should probably at least run translations through some online translating programs just to amke sure they're not BS |
10:46 |
jp |
online-translations sucks |
10:46 |
jp |
better by an human |
10:47 |
TriBlade9_ |
I know jp, but we can at least get the gist and not commit stuff that doesn't make any ssense |
10:47 |
jp |
karhl : can you can cancel this commit ? |
10:47 |
jp |
-can |
10:47 |
kahrl |
are all of the strings problematic? or some of them? |
10:48 |
jp |
yes, I confirm you for all the strings |
10:48 |
jp |
the author had in mind to extend, by all ways |
10:49 |
jp |
sometimes with nosense |
10:50 |
kahrl |
I'm not french, but I think it's better to write "mot de passe" than "MdP" |
10:51 |
jp |
this one is good |
10:51 |
jp |
but 'MdP' is already obvious |
10:51 |
kahrl |
to you, maybe, not sure about everyone |
10:52 |
jp |
plus, we write "Mot de passe", not "Mot de Passe". |
10:52 |
kahrl |
ok, I'll revert most of it then |
10:52 |
kahrl |
sfan5: ok? |
10:53 |
kahrl |
also, any comments Calinou? |
10:54 |
jp |
sfan5 is german iirc |
10:54 |
Calinou |
should be “Mot de passe†|
10:54 |
kahrl |
jp: yes, but pushes to upstream need two devs to agree |
10:54 |
Calinou |
capitalization doesn't work like in US English |
10:55 |
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10:56 |
kahrl |
brb |
11:04 |
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11:08 |
sfan5 |
kahrl: you can close 1520 |
11:09 |
kahrl |
sfan5: done |
11:12 |
kahrl |
jp: I asked for comments on the translation pull requests a few weeks ago... nothing happened |
11:12 |
kahrl |
so I assumed they were ok |
11:14 |
kahrl |
btw, if anyone speaks Russian comments on https://github.com/minetest/minetest/pull/1538 would be nice |
11:14 |
kahrl |
and if anyone speaks Italian, comments on https://github.com/minetest/minetest/pull/1300? |
11:15 |
TriBlade9_ |
Got a mandarin Chinese translation anywhere? |
11:16 |
sfan5 |
TriBlade9_: this? https://github.com/minetest/minetest/blob/master/po/zh_CN/minetest.po |
11:16 |
jp |
kahrl : ask to regular caretakers as Calinou or me the next times please. |
11:16 |
jp |
(for french I meant) |
11:17 |
jp |
or Nore |
11:17 |
kahrl |
jp: I asked Calinou, see the logs |
11:17 |
jp |
I saw |
11:21 |
jp |
btw, can you retrograde this commit please ? (see comments below) https://github.com/minetest/minetest/commit/7993696fc4b59354974059e1f8d6b3063d316411 |
11:21 |
kahrl |
I thought that was already reverted |
11:21 |
jp |
icon broken since this "fix" |
11:24 |
kahrl |
I don't know why sapier said he'd revert it and didn't yet, so I'd rather ask him why than just do it |
11:26 |
kahrl |
http://irc.minetest.ru/minetest-dev/2014-08-28#i_3887851 |
11:26 |
kahrl |
I can't find where he said he'd revert it though now, maybe he didn't |
11:27 |
TriBlade9_ |
*other mods |
11:28 |
TriBlade9_ |
Oops, wrong channel |
11:28 |
jp |
he didn't say he will fix that |
11:28 |
TriBlade9_ |
Meh, is there a way to load textures from other mods? |
11:28 |
kahrl |
TriBlade9_: texture names are global |
11:29 |
TriBlade9_ |
o |
11:29 |
TriBlade9_ |
tyvm |
11:29 |
kahrl |
(which is why the convention to prefix them with modname_ exists) |
11:30 |
TriBlade9_ |
I see |
11:30 |
TriBlade9_ |
Why not do the same thing with privs? |
11:30 |
TriBlade9_ |
default:fly |
11:30 |
TriBlade9_ |
etc? |
11:32 |
kahrl |
TriBlade9_: would be annoying to type imho and people have been used to the simple privilege names since before 0.4 |
11:32 |
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11:33 |
TriBlade9_ |
kahrl, welp, I'm probably going to do that with mah mods |
11:33 |
kahrl |
sure, nothing prevents you from doing that |
11:34 |
TriBlade9_ |
okay ;) |
11:38 |
kahrl |
I will revert 4432e98261 (except change Mot de Passe to Mot de passe) in 30 minutes |
12:04 |
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12:13 |
jp |
kahrl : thanks |
12:19 |
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13:36 |
OldCoder |
I'm about to update MT on my primary server. As a number of worlds will be affected, I'd like to check: Are there any major problems known to be in git current? |
13:36 |
TriBlade9_ |
Not afaik |
13:36 |
OldCoder |
TriBlade9_, ty |
13:37 |
TriBlade9_ |
Don't take my word for it |
13:37 |
OldCoder |
kk |
13:37 |
OldCoder |
Next, do people feel that luajit is a must or a minor issue? |
13:38 |
TriBlade9_ |
IDK |
13:38 |
OldCoder |
ty |
13:38 |
TriBlade9_ |
I believe it is a must |
13:38 |
TriBlade9_ |
Haven't gotten other people's opionions yet |
13:38 |
OldCoder |
sfan5 seems to think it's minor; opinions vary. Thank you. |
13:41 |
ibloat |
are there downsides to activating it? |
13:41 |
OldCoder |
I'd like to find out |
13:42 |
OldCoder |
I've been using it. But rebuilding everything now and seeking to document everything. |
13:42 |
TriBlade9_ |
okay |
13:42 |
TriBlade9_ |
I don't know of any downsides, but I haven't experimented heavily wiht it |
13:42 |
OldCoder |
All right |
13:45 |
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14:09 |
Krock |
Spam protection: What color is the sun? |
14:10 |
Krock |
white, red or yellow? I'm not sure |
14:10 |
Krock |
orange maybe? |
14:11 |
ibloat |
black if you take too long figuring it out |
14:11 |
Krock |
mhm yeah |
14:19 |
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14:38 |
* Krock |
wonders if there's someone who could convert some .x files to .b3d |
14:39 |
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16:51 |
ShadowNinja |
sfan5: Thoughts on https://github.com/minetest/minetest/pull/1663? (.travis.yml improvements) |
17:03 |
sfan5 |
ShadowNinja: looks good |
17:04 |
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17:05 |
ShadowNinja |
sfan5: Alright, merging... |
17:13 |
ShadowNinja |
Oops... |
17:13 |
ShadowNinja |
There, nothing ever happened... |
17:15 |
ShadowNinja |
sfan5: How's this for compression (doc not updated yet): http://sprunge.us/KRab |
17:16 |
sfan5 |
ShadowNinja: looks good, however I'd prefer minetest.compress(data, "gzip", <method-specifc args>) for future compat. |
17:17 |
ShadowNinja |
sfan5: Alright. |
17:21 |
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17:27 |
ShadowNinja |
sfan5: http://sprunge.us/TgSK?diff Good? |
17:29 |
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17:29 |
sfan5 |
ShadowNinja: s/ZLib/zlib/ I'd prefer "zlib" over "Z" |
17:31 |
ShadowNinja |
sfan5: But ZLib's the library name. It's actually libz on my system. The compression method might be named "deflate". |
17:46 |
ShadowNinja |
sfan5: http://sprunge.us/LdMc?diff |
17:49 |
sfan5 |
ShadowNinja: looks good |
17:53 |
ShadowNinja |
sfan5: Good to merge with that? |
17:53 |
sfan5 |
if the correspondending code works, yes |
18:15 |
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18:25 |
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18:26 |
erlehmann |
Calinou did you make moreblocks with the circular saw? |
18:28 |
Sokomine |
ShadowNinja: compression/decompression available on lua is highly welcomed! that will allow us to read and analyze .mts files completely. up until now, the actual data could not be accessed from lua (at least not without additional libs) |
18:28 |
ShadowNinja |
Sokomine: Eh, you should use the API functions designed for accessing schematics. |
18:29 |
Sokomine |
erlehmann: i wrote the original version of the circular saw. calinou then fortionately integrated it into moreblocks |
18:29 |
Calinou |
erlehmann, Sokomine made the circular saw, I added it |
18:29 |
Calinou |
only needed for complex stuff |
18:29 |
Calinou |
you can make simple stuff without it |
18:29 |
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18:29 |
Sokomine |
shadowninja: afaik there are no such functions? only those for placing and saving a schematic. but not for reading the details |
18:30 |
ShadowNinja |
Sokomine: Hmmm, an API function should be added for that then. |
18:31 |
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18:31 |
Sokomine |
ShadowNinja: now with that decompression such an api function may be written. i've taken some code afaik sfan5 started and extended that as far as possible - decoding size and nodes used, but not position of nodes as that's compressed |
18:32 |
ShadowNinja |
Sokomine: Such an API should be implemented in C++, where the functionality was always available. |
18:32 |
Sokomine |
ShadowNinja: i experienced a strange bug with some schematics though. for unknown reasons, windows builds crashed when trying to read those files. other mts files worked fine |
18:34 |
Sokomine |
implementing it in c++/making that data available would also be fine. schematics are great for storing buildings and other things. hmmmm did a very good job with them |
18:37 |
erlehmann |
Sokomine Calinou the circular saw ate my silver shovel |
18:37 |
erlehmann |
that is not a good thing! |
18:38 |
erlehmann |
it happens when you move stuff into or out of it |
18:38 |
erlehmann |
._. |
18:40 |
erlehmann |
:( |
18:40 |
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19:09 |
Calinou |
updated changelog to add compression API |
19:18 |
VanessaE |
Is there something that can be done to allow a node to have more textures tiled across/up-and-down it when the node exceeds one meter in size? e.g. if you use nodeboxes with coordinates outside the +/- 0.5 range? |
19:18 |
Calinou |
the texture just repeats currently, it doesn't stretch |
19:18 |
VanessaE |
I know. |
19:18 |
Calinou |
no, you can't use a larger texture… :( |
19:18 |
VanessaE |
having one texture just tile across/up-and-down each side is frustrating |
19:19 |
VanessaE |
but using two nodes for an object that logically should take only one is even moreso |
19:25 |
VanessaE |
I was thinking something really simple, like so: if you have tiles = { "a", "b", "c" }, and you need to add textures to the face that "b" ends up on, you could do: tiles = { "a", { extended = "b", "b2", "b3" }, "c" } |
19:26 |
VanessaE |
images would always be added from negative to positive, starting at the lowest coordinate, even if that puts it outside the "root" node. |
19:29 |
VanessaE |
er, added in position from negative to positive X/Y/Z that is |
19:32 |
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19:52 |
Sokomine |
ehlermann: that's a bug in the engine. do not move stuff out of it on an already occupied place. also, feel free to fix bug issue #944 |
19:55 |
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19:55 |
Sokomine |
VanessaE: for some situations, having an alternative to nodeboxes where the nodes are defined as collection of triangles instead of boxes might make some things considerably easier. such a new drawtype could be less restricted than nodeboxes. more like meshes not as entities but as nodes... |
19:56 |
VanessaE |
indeed so |
19:56 |
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21:14 |
kahrl |
ShadowNinja: #1623 seems ok to merge |
21:24 |
RealBadAngel |
kahrl its not rebased |
21:25 |
RealBadAngel |
and too much for a simple y or n |
21:26 |
RealBadAngel |
shadow, go for it |
21:26 |
RealBadAngel |
karl, its dev ;) |
21:27 |
RealBadAngel |
seriously we have to change decision process a bit |
21:27 |
RealBadAngel |
c55 is off |
21:28 |
RealBadAngel |
i dont know where i am then |
21:28 |
VanessaE |
? |
21:28 |
RealBadAngel |
kahrl and sn is around |
21:28 |
RealBadAngel |
hmmm is absent |
21:29 |
RealBadAngel |
blockmen? partialy around |
21:30 |
RealBadAngel |
hi Ve |
21:31 |
VanessaE |
hi |
21:36 |
RealBadAngel |
ive played a bit with highlighting as replacement for cracks |
21:36 |
RealBadAngel |
i made particles to emit 4x as much |
21:36 |
RealBadAngel |
and that works nicely |
21:36 |
VanessaE |
I think ShadowNinja was working on making those use real irrlicht particles using jin_xi's code? |
21:37 |
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21:37 |
RealBadAngel |
meanwhile i used our own |
21:38 |
RealBadAngel |
and callled them 4 times instead of 1 |
21:47 |
kahrl |
RealBadAngel: what do you think about the weekly meeting idea? |
21:50 |
kahrl |
http://irc.minetest.ru/minetest-dev/2014-09-15#i_3918199 if you didn't see it back then |
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23:17 |
Cylus |
Is there a way to specify that a specific mod should load first? For example, can this be set in a game's minetest.conf, or is there a way to name the mod that will increase the likelihood that it will load before all others? I thought mods were loaded in alphabetical order, but that does not seem to be the case. |
23:18 |
Cylus |
For now, I'm having all my other mods soft depend on this mod, but that may not work in cases that external mods are added to the game. |
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23:31 |
ShadowNinja |
kahrl: We definitely need to step up the speed at which pull requests are handled, even if it meens using `git revert` more. I think the meeting idea is worth trying, although I don't like the "if there's only one core dev he can de whatever he wants" part, there should be arquirement of at least two IMO. |
23:31 |
ShadowNinja |
means* a requirement* |
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