Time |
Nick |
Message |
00:03 |
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ShadowNinja |
git log 0.4.10..HEAD "--pretty=format:* %s ''(%aN)''" > Changelog.txt -- Helpfull for updating the changelog. |
00:17 |
ShadowNinja |
sfan5: If you prefer your nick to be all-lowercase do `git config (--global/--system) user.name sfan5` and update .mailmap. |
00:24 |
ShadowNinja |
kahrl: ^ Likewise. |
00:33 |
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00:45 |
paramat |
i have a similar request to Cylus', if no dependancies are set, what order are mods loaded? |
00:54 |
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01:09 |
ShadowNinja |
paramat: Probably whatever order the OS returns when you recurse through directories looking for mods. |
01:09 |
ShadowNinja |
And no, you can't make your mod load first, or last for that matter. |
01:10 |
ShadowNinja |
That brings up the problem of what should really load first if more than one mod specifies that. |
01:11 |
paramat |
thanks |
01:24 |
ShadowNinja |
kahrl: The meeting weekday should probably be Saturday, the time should be morning-noon EST, because I think that's when most devs are around. |
01:24 |
ShadowNinja |
I'll be very busy next Saturday though. |
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sfan5 |
ShadowNinja: it's already lowercase |
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09:34 |
Krock |
https://github.com/minetest/minetest/pull/1675 |
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12:39 |
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12:40 |
rubenwardy |
How can I get the name of an entity with ClientActiveObject? Like mobf:sheep or what ever. |
12:46 |
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12:52 |
rubenwardy |
Add name of node pointed at to debug - https://github.com/minetest/minetest/pull/1677 |
12:54 |
T4im |
\o/ |
13:05 |
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13:06 |
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13:07 |
kahrl |
we really should get some translation software going... |
13:08 |
kahrl |
so we don't have to deal with all the translation pull requests by hand, newest one: https://github.com/minetest/minetest/pull/1674 |
13:09 |
kahrl |
(is there anyone here who speaks Japanese by any chance?) |
13:10 |
T4im |
so, why not just set up pootle? |
13:10 |
kahrl |
isn't that basically the same as weblate |
13:11 |
T4im |
yea |
13:11 |
T4im |
or that one :) |
13:11 |
kahrl |
haven't had much luck trying to install weblate |
13:11 |
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13:12 |
kahrl |
I got over a lot of hurdles but then got stuck again |
13:12 |
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13:13 |
kahrl |
it won't let me register and the log tells me nothing, even with highest debug settings |
13:13 |
T4im |
o_O swallowing exceptions? urgh |
13:14 |
T4im |
oh.. weblate got a lot further since the last time i checked it out |
13:14 |
T4im |
featurewise that is |
13:31 |
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13:38 |
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13:46 |
Krock |
kahrl, would you agree pull 1675 ? |
13:46 |
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13:52 |
Krock |
also 1605 is waiting. |
13:53 |
BlockMen |
has someone else agreed on 1605 yet? |
13:55 |
Krock |
no idea but it's a bugfix |
13:56 |
Krock |
it's tested and I found no problems |
13:57 |
BlockMen |
fine, if noone claims anything i gonna merge it in 30 min |
14:01 |
Krock |
good. |
14:19 |
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14:21 |
kahrl |
BlockMen: seems hacky but oh well, merge it I guess |
14:22 |
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14:22 |
kahrl |
I mean what if in the future there's a driver where removing spaces + lowercasing doesn't return the correct setting string |
14:23 |
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14:26 |
Krock |
I don't expect a new driver - there are enough and there's no faster alternative to OpenGL afaik. |
14:26 |
kahrl |
mobile platforms have other drivers already |
14:27 |
BlockMen |
kahrl, when we support in future other drivers we have to change at least the hardcoded list. then we can change that aswell if neccesarry |
14:29 |
kahrl |
re 1675, I often have to do tests where I have to move 48 nodes away (active_object_send_range_blocks*MAP_BLOCKSIZE) and back again and there again and so on... |
14:29 |
kahrl |
reducing fast_move speed would make that extremely annoying |
14:29 |
erlehmann |
are there some performance improvements i can do in config? |
14:30 |
Krock |
max view distance ^ |
14:30 |
Krock |
*rage |
14:30 |
erlehmann |
other? |
14:30 |
erlehmann |
; lspci | grep Graphics |
14:30 |
erlehmann |
00:02.0 VGA compatible controller: Intel Corporation Mobile 945GM/GMS, 943/940GML Express Integrated Graphics Controller (rev 03) |
14:30 |
erlehmann |
00:02.1 Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03) |
14:30 |
erlehmann |
also am i right that the stuttering i often see is missing client side prediction? |
14:31 |
Krock |
kahrl, you can change that in your minetest.conf. not all players will do that check like you |
14:32 |
kahrl |
I expect other people who focus on building like the fast move as it is as well |
14:32 |
Krock |
well, 20 as fastmoving speed it kinda too much for building |
14:33 |
PenguinDad |
Krock: it isn't imo |
14:33 |
kahrl |
depends on how large your builds are, I suppose |
14:33 |
Krock |
true. |
14:33 |
Amaz |
I would rather have fast kept as it is. |
14:33 |
Amaz |
*the speed |
14:33 |
BlockMen |
im pushing #1605 now |
14:34 |
Krock |
Amaz, also for building reasons? |
14:34 |
kahrl |
I wouldn't be against making normal player movement faster |
14:34 |
kahrl |
it's kind of slow right now |
14:34 |
Krock |
but it's walking and not running |
14:34 |
BlockMen |
^ that |
14:35 |
Amaz |
Krock, partly for building reasons. |
14:35 |
Amaz |
Also, for travel reasons. |
14:36 |
BlockMen |
we should probably have something different for sprinting and let fast as is |
14:36 |
BlockMen |
since its usefull as hell when flying |
14:36 |
BlockMen |
then fast speed 8 is awfull |
14:37 |
Amaz |
↑ |
14:37 |
Krock |
I agree.. there's no other way to define fly speed |
14:40 |
T4im |
some mod could increase/decrease speed dependend on how filled the inventory is.. weight and all that :) |
14:41 |
BlockMen |
kahrl, opinion on 1672? |
14:41 |
Amaz |
Best thing to do would be to add another variable with movement speed of 8 by default, which would be used if e was pressed while fast move was disabled, and while fast move was enabled, but e was not being pressed. When fast move was enabled, and e being pressed, then it would be as it is now. For flying, the medium speed could be used when fast move was disabled, and the fast move while it was enabled. |
14:41 |
Amaz |
(I hope that makes sense!) |
14:41 |
erlehmann |
hmm, mods. flying. |
14:41 |
erlehmann |
what about a glider |
14:42 |
erlehmann |
is there a temperature system? |
14:42 |
erlehmann |
then one could ride thermals! |
14:42 |
Krock |
once upon a time, there was a temperature system |
14:45 |
BlockMen |
i think it needs a change in general. currently "E" is the use key, but used to "sprint" |
14:46 |
Krock |
some nodes also need E for special functions |
14:46 |
BlockMen |
i use it in wasteland to pick up items :) |
14:54 |
kahrl |
BlockMen: why didn't you simply move the screenshot handling above input->clear() in the_game? |
14:54 |
kahrl |
that way it would work with all kinds of menus and not just formspecs |
14:55 |
BlockMen |
i need to call it from guifromspec.cpp since formspecs have their own inputhandler |
14:55 |
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14:57 |
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14:57 |
kahrl |
hmm |
14:58 |
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14:58 |
kahrl |
you're right, if I do that then it works with e.g. the chat console but not formspecs |
15:02 |
BlockMen |
kahrl, since mm, pause menu, chat window are all formspecs now it also supports them |
15:02 |
BlockMen |
but i have enabled it for now only for the inventory |
15:02 |
BlockMen |
*s and costum formspecs |
15:04 |
kahrl |
I know |
15:04 |
kahrl |
but where can I find this formspec specific InputHandler? |
15:05 |
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15:05 |
BlockMen |
guiformspec.cpp onevent |
15:06 |
kahrl |
oh, not an InputHandler as in the class |
15:08 |
erlehmann |
i hope you do not hardcode keys |
15:08 |
erlehmann |
hehe |
15:08 |
erlehmann |
:D |
15:08 |
Krock |
kahrl, garfonzo requires you in #minetest |
15:08 |
erlehmann |
btw, in the german version of 4.10, the title does not show the ü. |
15:08 |
erlehmann |
but maybe it is my window manager :/ |
15:08 |
Krock |
which title? |
15:09 |
BlockMen |
erlehmann, in formspecs are escape and enter hardcoded AFAIK |
15:09 |
BlockMen |
and that a unix only problem |
15:09 |
BlockMen |
+s |
15:10 |
erlehmann |
BlockMen elaborate |
15:10 |
BlockMen |
what? |
15:11 |
erlehmann |
BlockMen only enter and escape are hardcoded? |
15:11 |
erlehmann |
good! |
15:13 |
* BlockMen |
wonders if that is sacarstic |
15:22 |
erlehmann |
i remember that schnitzel had a weather system |
15:28 |
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15:31 |
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15:32 |
rubenwardy |
Opinions of Add name of node pointed at to debug - https://github.com/minetest/minetest/pull/1677 ? |
15:32 |
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15:33 |
Calinou |
just add an Infotool to the default game |
15:33 |
rubenwardy |
Not possible |
15:33 |
Calinou |
then add texture name to the debug |
15:33 |
Calinou |
texture name is important for texture pack authors |
15:51 |
T4im |
"ERROR[main]: ServerError: error in error handling" O_o |
15:52 |
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15:53 |
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15:54 |
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15:58 |
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15:59 |
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15:59 |
Calinou |
caused by LuaJit |
15:59 |
Calinou |
use Lua to get the full error |
16:00 |
PenguinDad |
Calinou: that luajit thing was fixed in latest afaik |
16:00 |
PenguinDad |
s/latest/latest git/ |
16:27 |
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16:30 |
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16:36 |
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16:37 |
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16:43 |
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16:45 |
erlehmann |
is there a minimap? |
16:46 |
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16:47 |
erlehmann |
oh there is https://forum.minetest.net/viewtopic.php?f=7&t=8489 |
16:48 |
Calinou_ |
it'll never be merged in (incompatible license) |
16:48 |
Calinou_ |
it's also buggy |
16:48 |
Calinou_ |
and old |
16:48 |
erlehmann |
oh :( |
16:48 |
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16:49 |
Calinou |
and ugly :P |
16:52 |
ShadowNinja |
sfan5: Just fix .mailmap then. |
16:52 |
sfan5 |
ShadowNinja: why fix? |
16:53 |
ShadowNinja |
sfan5: It maps sfan5 to Sfan5, which isn't how you want it. |
16:54 |
sfan5 |
"Sfan5 <sfan5live.de> sfan5 <sfan5live.de>" -> "sfan5 <sfan5live.de> Sfan5 <sfan5live.de>" |
16:54 |
sfan5 |
correct? |
16:55 |
BlockMen |
ShadowNinja, #1672 is fixed |
16:56 |
ShadowNinja |
sfan5: Yep, the first one is what the second one is mapped to. |
16:59 |
ShadowNinja |
BlockMen: https://github.com/minetest/minetest/pull/1672/files#diff-34f48ad91ac6c202ac60b0348ae90e30R2750 Use `infostream << sstr` (or `infostream << sstr.str()` if that doesn't work) to reduce duplication. |
16:59 |
ShadowNinja |
BlockMen: Also print errors in writing it to the chat. |
17:00 |
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17:00 |
Krock |
ShadowNinja, have you got my private message on IRC? |
17:00 |
BlockMen |
isnt it obvious that its not taken without any msg? |
17:00 |
BlockMen |
we dont need to spam the chat |
17:00 |
ShadowNinja |
Krock: Yep, got it now. |
17:01 |
Krock |
okay |
17:01 |
ShadowNinja |
BlockMen: Nah, it just looks like it was ignored. |
17:02 |
BlockMen |
i still think that unnecessary, but meh |
17:02 |
BlockMen |
will change it |
17:04 |
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17:09 |
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17:09 |
ShadowNinja |
BlockMen: Over-indented: https://github.com/minetest/minetest/pull/1672/files#diff-65f34680878a6bd86f3a59ebc0c06c6dR2918 Otherwise it looks O.K. |
17:12 |
kahrl |
I'd still prefer a solution that can take screenshots of the main menu and the chat console |
17:14 |
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17:16 |
BlockMen |
kahrl, you can enable it easily if it turns out to be needed later |
17:17 |
kahrl |
well, I'm just trying to preempt what will certainly be a feature request later :P |
17:18 |
BlockMen |
you can add it after i pushed if you want :P |
17:18 |
BlockMen |
im waiting for travis and then push it |
17:28 |
kahrl |
the client is now passed to GUIFormSpecMenu thrice :P |
17:28 |
kahrl |
or five times if you count the TextDest and FormspecFormSource wrappers |
17:50 |
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17:53 |
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17:54 |
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17:59 |
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17:59 |
[Franklin] |
so would it be feasible? there's already been DOOM ported :) |
18:00 |
Calinou |
ported where? |
18:00 |
kahrl |
[Franklin]: I think your first message got lost |
18:02 |
* [Franklin] |
wonders if a port to Rockbox (C only) is possible |
18:02 |
[Franklin] |
from [13:53] |
18:02 |
* [Franklin] |
has a bad connection, so expect some drop-outs |
18:02 |
Calinou |
why |
18:02 |
Calinou |
DOOM _is_ C |
18:02 |
Calinou |
Minetest is not C |
18:02 |
Calinou |
we use a C++ engine, a C++ game |
18:02 |
* [Franklin] |
doesn't plan on using minetest code |
18:03 |
[Franklin] |
maybe a few basic functions here and there, but most from scratch |
18:03 |
[Franklin] |
*mostly |
18:03 |
kahrl |
doesn't sound like this belongs in this channel |
18:04 |
erlehmann |
those damn mobs make my computer slow |
18:05 |
Calinou |
use a better mobs mod |
18:05 |
proller |
its 'fast' lua |
18:05 |
proller |
Calinou, but where to get good mobs ? |
18:05 |
* [Franklin] |
may need some guidance in the future |
18:05 |
[Franklin] |
but for now, I'll start writing! :) |
18:06 |
[Franklin] |
for now, just a basic wireframe 3d-projection engine, perhaps? |
18:06 |
jin_xi |
[Franklin]: you want to make minetest run on mp3 players? |
18:06 |
Calinou |
wireframe?! |
18:06 |
[Franklin] |
yes :) |
18:06 |
[Franklin] |
just like we made _DOOM_ run! |
18:06 |
jin_xi |
ok |
18:07 |
Calinou |
proller, https://forum.minetest.net/viewtopic.php?f=11&t=9656 |
18:07 |
Calinou |
good enough |
18:07 |
Calinou |
as in: stuff to make food of, stuff to be scared of |
18:07 |
proller |
just beacause its your mob ? |
18:11 |
Calinou |
you wanted fast yet good mobs |
18:11 |
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18:11 |
proller |
even with 10 players on server ? |
18:12 |
Calinou |
try it |
18:12 |
proller |
here ? https://gitorious.org/calinou/carbone/source/e8beed121cc4de500d44967b5b307ba88af1909c:mods/mobs |
18:13 |
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18:14 |
Calinou |
yes, this is the same |
18:14 |
[Franklin] |
How would I minimize memory usage? |
18:15 |
[Franklin] |
assuming 2 bytes for each block, that's 16MB for a 256x256x256 world |
18:15 |
[Franklin] |
(most of the devices have about 4 MB, the biggest RAM we have is 64MB) |
18:16 |
* [Franklin] |
assumes that minetest only loads part of the world at a time |
18:16 |
jin_xi |
in mt a single cube is a node, and a block is 16^3 nodes |
18:17 |
[Franklin] |
a block? |
18:17 |
[Franklin] |
what's loaded from disk |
18:17 |
[Franklin] |
? |
18:18 |
Krock |
http://dev.minetest.net/Basic_data_structures |
18:18 |
ShadowNinja |
Blocks are 16^3, nodes are 1. Each node takes up about 4 bytes I think, pus the node definition for it. |
18:18 |
Krock |
and a mapgen mapblock is usually 5*16x5*16x5*16 |
18:19 |
ShadowNinja |
Node defilitions are probably closer to 100 bytes. |
18:19 |
Calinou |
https://github.com/minetest/minetest/pull/1671 |
18:19 |
Calinou |
:'( |
18:19 |
Calinou |
I think I could be added as a contributor |
18:19 |
Calinou |
especially if Krock's on it |
18:19 |
* [Franklin] |
is limited to max 4 bytes/node/cube/whatever |
18:20 |
Krock |
Calinou, gimme the log of your pull requests >:) |
18:20 |
ShadowNinja |
Calinou: Have you made more than one commit to the core within the past few months? |
18:20 |
[Franklin] |
and for now, I'm just gonna load everything into RAM |
18:20 |
[Franklin] |
though adding disk cache will be made easier with some abstraction |
18:20 |
erlehmann |
if the fps is low, could the server just rate-limit the mods? |
18:20 |
ShadowNinja |
(Or rather one set of commits, since one PR can have multiple commits) |
18:21 |
Calinou |
probably not then |
18:21 |
Calinou |
erlehmann, rate-limit? |
18:21 |
Calinou |
but contributing isn't only doing PRs |
18:21 |
Krock |
everybody can submit issues |
18:22 |
erlehmann |
Calinou do not execute the code as often |
18:22 |
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18:22 |
Krock |
so it would be crazy if everybody with an issue thingy comes on the list |
18:22 |
ShadowNinja |
Calinou: Yes, but from what I understand this list only counts coding. It could be changed though. |
18:22 |
erlehmann |
hey all of you |
18:22 |
Calinou |
erlehmann, this is already the case, on_step executes on every step |
18:22 |
erlehmann |
i wanted to change the log names http://dev.minetest.net/Basic_data_structures |
18:22 |
Calinou |
dtime is the difference between 2 steps in seconds |
18:23 |
ShadowNinja |
Calinou: Feel free to think up a reasonable definition that doesn't result in losting more than ~32 people. |
18:23 |
erlehmann |
http://2pktfkt.de/irc/minetest-delta/2011-11-07.html http://2pktfkt.de/irc/minetest-delta/2011-11-08.html |
18:23 |
erlehmann |
it is now logs.2pktfkt.de |
18:23 |
ShadowNinja |
listing* |
18:23 |
erlehmann |
i know it for fact! |
18:23 |
erlehmann |
can someone change it? |
18:23 |
erlehmann |
it does not let me edit!^ |
18:23 |
erlehmann |
change to http://logs.2pktfkt.de/minetest-delta/2011-11-07.html |
18:24 |
Calinou |
OK |
18:24 |
erlehmann |
and http://logs.2pktfkt.de/minetest-delta/2011-11-08.html |
18:24 |
Calinou |
try now |
18:24 |
erlehmann |
Calinou the irc prefix is now gone |
18:24 |
erlehmann |
but still on the page |
18:25 |
erlehmann |
mobf is slow |
18:25 |
erlehmann |
Calinou thanks for fixing! |
18:25 |
erlehmann |
can you remove the irc path component? |
18:25 |
Calinou |
where? |
18:25 |
Calinou |
<erlehmann> mobf is slow |
18:25 |
Calinou |
mobf is a whole program in itself |
18:25 |
Calinou |
that's the problem |
18:26 |
Calinou |
a mod should never be such a thing |
18:26 |
Calinou |
it uses… Doxygen |
18:26 |
erlehmann |
Calinou http://logs.2pktfkt.de/irc/minetest-delta/2011-11-07.html http://logs.2pktfkt.de/irc/minetest-delta/2011-11-08.html |
18:26 |
erlehmann |
remove irc/ |
18:26 |
erlehmann |
from both |
18:26 |
erlehmann |
then links work again! |
18:26 |
Calinou |
OK |
18:26 |
T4im |
Krock: you are SmallJoker on github, right? i cant find anything of you in https://github.com/minetest/minetest/graphs/contributors btw.. |
18:26 |
shadowzone |
ShadowNinja, can I get kick on your server, I would have asked on the other #minetest but you weren't responding. |
18:26 |
Krock |
T4im, that's for merging pull requests |
18:27 |
Krock |
hmm |
18:27 |
T4im |
hm? |
18:27 |
Krock |
"excluding merge commits" |
18:28 |
Krock |
good find. I can't find myself |
18:29 |
Amaz |
https://github.com/minetest/minetest/commits/master ↠3rd down is Krock. |
18:30 |
T4im |
krock: you might want to dobulecheck then, that your email address is confirmed with github |
18:30 |
T4im |
the email address that is used in the commit that is |
18:30 |
Krock |
T4im, it's confirmed |
18:31 |
Krock |
well, I had to change it after github modified something in the configuration |
18:31 |
T4im |
"st.rentschhotmail.com" should be one of the email addresses then |
18:31 |
T4im |
github allows multiple confirmations |
18:31 |
T4im |
:) |
18:32 |
T4im |
thats most likly, why github doesnt know you in the history |
18:33 |
Krock |
T4im, thanks for sharing, loggingbot_ and google's gonna be happy about it |
18:33 |
T4im |
krock: it is part of a public gitcommit already |
18:33 |
T4im |
can't be much more public than that |
18:34 |
T4im |
though you might be interested then in the github function of replacing your email address with a github dummy for future commits |
18:36 |
T4im |
krock: http://irc.minetest.ru/minetest/2014-08-15#i_3869165 <-- for what it's worth ;) |
18:36 |
Krock |
that's #minetest content and not releated to the core developement |
18:48 |
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18:50 |
ShadowNinja |
BlockMen, sfan5, kahrl: This O.K? https://github.com/minetest/minetest/pull/1680 |
18:51 |
sfan5 |
ShadowNinja: looks good |
18:52 |
kahrl |
isn't that a little short |
18:52 |
kahrl |
where is curl for example? |
18:53 |
sfan5 |
hm, right |
18:53 |
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18:53 |
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18:58 |
ShadowNinja |
Commented. What about https://github.com/minetest/minetest/pull/1661 |
19:00 |
Krock |
looks good. (from watching the image) :3 |
19:03 |
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19:03 |
* ShadowNinja |
looks at https://github.com/minetest/minetest/pull/1674, chromeium asks to translate the page. <3 It looks like the translations are good. |
19:04 |
ShadowNinja |
sfan5, kahrl: ^ Good to merge? |
19:05 |
kahrl |
Well, if it's not then Japenese users will complain soon enough ;) |
19:05 |
kahrl |
so go ahead |
19:06 |
sfan5 |
ShadowNinja: yep |
19:06 |
ShadowNinja |
sfan5: Translation one that is? kahrl: How about the other one? |
19:06 |
sfan5 |
ShadowNinja: the translation one |
19:07 |
kahrl |
ShadowNinja: yeah I meant the translation one |
19:07 |
kahrl |
the other one seems fine too. (Although it could be debated if one should add MC-like features that work different than in MC) |
19:12 |
ShadowNinja |
sfan5, kahrl: https://github.com/minetest/minetest/pull/1503 |
19:13 |
sfan5 |
ShadowNinja: looks good |
19:16 |
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19:17 |
ShadowNinja |
sfan5: Are you O.K. with the rmb drag pull too? |
19:17 |
ShadowNinja |
It seems to work. |
19:18 |
ShadowNinja |
Also noticed that BlockMen's screenchot commit adds a reorder warning in GCC, I'll fix that. |
19:18 |
sfan5 |
ShadowNinja: rmb drag is ok too |
19:18 |
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19:27 |
ShadowNinja |
kahrl, sfan5: https://github.com/minetest/minetest/pull/1534 |
19:33 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1664 thats also good to go imho |
19:33 |
ShadowNinja |
https://github.com/minetest/minetest/pull/1648 |
19:34 |
ShadowNinja |
RealBadAngel: Testing... |
19:36 |
BlockMen |
im fine with 1648 except "alwyas_fly_fast" |
19:38 |
jin_xi |
about this firelike thing: it seems oddly specific to me. we have the issue with signs and similar stuff being done with entities. i wonder if we could have a general 'put something on a node' solution , maybe both with angle and offset |
19:38 |
RealBadAngel |
jin_xi, it is specific. its a drawtype |
19:39 |
BlockMen |
and why is that lowered? https://github.com/minetest/minetest/pull/1648/files#diff-3474ba74d8eb9c72a47c6542f51eb4fcL87 |
19:39 |
RealBadAngel |
for signs we need improved one |
19:44 |
ShadowNinja |
BlockMen: I've had that disabled since the option was added, I often want to fly without shooting around, it's hard to controll.. |
19:46 |
Amaz |
I would rather that the always_fly_fast remained true by default. |
19:46 |
ShadowNinja |
Amaz: Why? |
19:46 |
BlockMen |
same |
19:47 |
BlockMen |
because fly is used often to move fast large distances |
19:47 |
ShadowNinja |
BlockMen: So hold the aux key. |
19:47 |
Amaz |
I use j if I want to fly slow. |
19:47 |
BlockMen |
very uncomfortable |
19:48 |
BlockMen |
ShadowNinja, disable fast :P |
19:48 |
Amaz |
I don't like to have to hold a key to fly fast. |
19:48 |
BlockMen |
im for keeping it |
19:48 |
ShadowNinja |
Alright, I'll just fix the preload_item_visuals do then. BlockMen: What about firelike? |
19:52 |
BlockMen |
havent checked the code, but in general im fine with firelike |
19:52 |
BlockMen |
so if you checked it you can merge |
19:55 |
[Franklin] |
this project seems much more open than the Rockbox project... |
19:55 |
* [Franklin] |
considers contributing when he has more time |
19:56 |
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19:59 |
RealBadAngel |
BlockMen, for firelike you will have to update minetest_game too |
20:00 |
BlockMen |
RealBadAngel, obiously ;) |
20:03 |
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20:11 |
ShadowNinja |
BlockMen: https://github.com/minetest/minetest_game/issues/204#issuecomment-56307474 |
20:12 |
BlockMen |
because the recipe includes no clue |
20:12 |
BlockMen |
6 input 6 output, thats fair |
20:13 |
BlockMen |
Calinou^ |
20:13 |
ShadowNinja |
BlockMen: Also, fire blocks out light... |
20:13 |
ShadowNinja |
BlockMen: 6 * 1 input, 6 * 3/4 output |
20:14 |
BlockMen |
make a mod with clue then, then 8 would make sense |
20:15 |
BlockMen |
4 sticks from 1 wooden plank is also unrealistic |
20:15 |
BlockMen |
but 32 (or even more) just kills every gameplay |
20:16 |
BlockMen |
concerning the fire node, i noticed and decided to not change. it has (sometimes) the effect of burned grass then ;) |
20:16 |
BlockMen |
*not to change |
20:17 |
ShadowNinja |
BlockMen: Nah, sticks are already very cheap, getting more of them would anly affect selected cases such as making extremely long ladders or fences. |
20:18 |
ShadowNinja |
BlockMen: While you're around, can you check https://github.com/minetest/minetest/pull/1534? Also, firelike is pushed. |
20:22 |
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20:22 |
BlockMen |
ShadowNinja, sry. i have no idea if mt serialization code. maybe better ask someone else? |
20:23 |
ShadowNinja |
sfan5, kahrl, celeron55: Can you review that? ^ |
20:24 |
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20:24 |
kahrl |
ShadowNinja: same here |
20:24 |
kahrl |
ShadowNinja: also, why did you remove the unit tests? do they fail now? :P |
20:25 |
kahrl |
(by "same here" I mean what BlockMen said) |
20:26 |
BlockMen |
^ but i hope without my typos ;) |
20:26 |
ShadowNinja |
kahrl: Nah, they were ugly and very basic to begin with, used globals and more functions than needed. They could be added back, but I'd use a seperate file, make the tests more complete, and add a proper, if basic, unit testing framework. |
20:27 |
kahrl |
even basic unit tests are better than none, imo |
20:27 |
kahrl |
and the globals thing could be fixed easily |
20:28 |
BlockMen |
since we merged some new drawtype, can we finally make a decision here? |
20:28 |
BlockMen |
https://github.com/minetest/minetest/pull/1328 |
20:28 |
BlockMen |
i will change it to an additional drawtype^ |
20:28 |
BlockMen |
since there were some protest against replacing |
20:28 |
VanessaE |
BlockMen: as long as the new torch has a new drawtype |
20:28 |
VanessaE |
and new textures |
20:28 |
VanessaE |
etc etc etc etc |
20:29 |
BlockMen |
VanessaE, yes |
20:29 |
VanessaE |
BlockMen: you DO know people are gonna screw loudly because you don't include a ceiling torch :) |
20:29 |
VanessaE |
fuck |
20:29 |
VanessaE |
screAM loudly* |
20:30 |
BlockMen |
it included a ceiling torch damnit! |
20:30 |
VanessaE |
oh good |
20:30 |
VanessaE |
I missed that part :) |
20:30 |
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20:30 |
BlockMen |
just because i dont like i dont just drop "features" ;) |
20:31 |
BlockMen |
ShadowNinja, kahrl, sfan5, RealBadAngel ? |
20:32 |
ShadowNinja |
kahrl: Well, I tested it manually and it worked. |
20:33 |
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20:33 |
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20:33 |
kahrl |
ShadowNinja: well, the point of unit tests it to still be there when there are future changes |
20:33 |
RealBadAngel |
torches on ceiling are plain dumb |
20:33 |
VanessaE |
wait a sec here |
20:34 |
VanessaE |
BlockMen: are you still redefining torchlike, or are you giving the 3d mode a NEW name? |
20:34 |
Calinou |
<RealBadAngel> torches on ceiling are plain dumb |
20:34 |
Calinou |
keep them |
20:34 |
Calinou |
VanessaE, today on a server I saw 3D, sideways-inclined torches |
20:34 |
Calinou |
was the 3D torch drawtype added? |
20:34 |
BlockMen |
VanessaE, i havent changed yet since there is no decision made |
20:34 |
BlockMen |
either it is droped then i just need to close |
20:34 |
Calinou |
if you remove ceiling torches, you're breaking thousands of builds who rely on them |
20:34 |
kahrl |
why are ceiling torches dumb? |
20:34 |
BlockMen |
or its agreed on and i will change it |
20:34 |
Calinou |
they are part of this damn game |
20:34 |
VanessaE |
BlockMen: new name. because now I use the torchlike drawtype in a new mod |
20:35 |
VanessaE |
just call it torchlike_3d |
20:35 |
Calinou |
<BlockMen> 4 sticks from 1 wooden plank is also unrealistic |
20:35 |
Calinou |
ideally we'd have 9 |
20:35 |
RealBadAngel |
thats just my opinion |
20:35 |
Calinou |
I'd like to have more sticks from a plank |
20:35 |
BlockMen |
Calinou, use a mod then |
20:35 |
kahrl |
you might as well say being able to place wall torches below a wooden roof is dumb because they would ignite the roof |
20:35 |
ShadowNinja |
kahrl: Yes, but the tests need to be done differently. Do you agree to it with tests? |
20:36 |
Calinou |
don't make people install a mod to keep compatibility |
20:36 |
VanessaE |
kahrl, BlockMen in my "angled walls" mod I use the torchlike drawtype to get the 45 degree effect. there is no other way in the engine to get that angle. period. |
20:36 |
kahrl |
ShadowNinja: I haven't checked the rest |
20:36 |
VanessaE |
if you change the draw type you will break this mod and make it impossible for me to re-code it. |
20:36 |
BlockMen |
VanessaE, my pull is NOT up to date. |
20:36 |
VanessaE |
BlockMen: ok. |
20:39 |
RealBadAngel |
btw, Poland just won with Brasil |
20:39 |
BlockMen |
won what? |
20:39 |
RealBadAngel |
voleyball world championship |
20:41 |
RealBadAngel |
we got the gold :) |
20:42 |
BlockMen |
congrats |
20:42 |
ShadowNinja |
kahrl: Here's a simple less-leaky version: http://sprunge.us/hFZT |
20:44 |
kahrl |
ShadowNinja: looks good |
20:46 |
RealBadAngel |
ShadowNinja, ive played with increased number of particles, imho way better looks increasing punching particles than just digging ones (created after node destruction) |
20:48 |
RealBadAngel |
ShadowNinja, add a loop for (u16 i = 0; i < 4; i++) here: https://github.com/minetest/minetest/blob/master/src/particles.cpp#L256 |
20:56 |
ShadowNinja |
RealBadAngel: The digging particles patch can cause noticable framerate drops. Particles need to be made fater. |
20:56 |
ShadowNinja |
faster* |
20:57 |
RealBadAngel |
try the change i proposed |
20:57 |
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20:57 |
ShadowNinja |
kahrl: The whole patch, or just the tests? |
20:57 |
RealBadAngel |
ShadowNinja, i cannot see any problems with that, no frame drops |
20:58 |
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20:58 |
ShadowNinja |
RealBadAngel: Sure, that's fine, it spawn very few particles, but digging is what really needs the change. |
20:58 |
RealBadAngel |
*frame rate |
20:58 |
kahrl |
ShadowNinja: just the tests |
21:00 |
ShadowNinja |
kahrl: Alright. I guess I'll just have to wait a few days looking for people and then merge it if nobody can review it by then and hope it doesn't explode under wider testing. |
21:01 |
RealBadAngel |
ShadowNinja, adding some more particles at this point is what i need to make digging more visible without crack animations |
21:02 |
ShadowNinja |
RealBadAngel: Note that particles are optional, so you can't depend on them. |
21:03 |
RealBadAngel |
ofc |
21:03 |
RealBadAngel |
that is not only thing i will be using |
21:05 |
RealBadAngel |
for the effect to be complete im coding the highlighting changes too |
21:08 |
kahrl |
sfan5: I tried to install pootle now but apparently it won't work with postgres |
21:08 |
kahrl |
http://sourceforge.net/p/translate/mailman/message/32083130/ |
21:12 |
kahrl |
why do all web applications suck so much? |
21:21 |
casimir |
I just updated my server and wanted to start it with ./minetestserver --worldname world |
21:22 |
casimir |
Then I got "World '--worldname' not available." |
21:23 |
casimir |
Starting it with "./minetestserver world" started a completely new world. |
21:24 |
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21:28 |
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21:32 |
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21:35 |
casimir |
And the new created world is in /bin |
21:35 |
casimir |
(^ serious bug) |
21:37 |
VanessaE |
wat |
21:37 |
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21:37 |
VanessaE |
why are you running the server as root? |
21:39 |
casimir |
sorry, I meant minetest/bin |
21:40 |
VanessaE |
ohh ok |
21:40 |
VanessaE |
that makes more sense :P |
21:41 |
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22:05 |
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22:25 |
ShadowNinja |
kahrl: If you're around what do you think of this, it works and looks nice in-game. https://github.com/minetest/minetest/pull/1673 |
22:27 |
VanessaE |
RealBadAngel: around? |
22:30 |
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22:31 |
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22:34 |
RealBadAngel |
yup |
22:35 |
VanessaE |
RealBadAngel: I've been giving a bit of thought to node faces shading. I wonder if it would be possible to put shading back onto light sources but ONLY in the daytime? and only a very subtle shading? |
22:36 |
VanessaE |
it occurs to be that in the daytime, no light source is brighter than the sun, so there WOULD be at least a small amount of shading on them |
22:36 |
VanessaE |
(but at night, of course they're correct as they are now) |
22:37 |
RealBadAngel |
i can add that |
22:37 |
VanessaE |
ok |
22:45 |
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