Time |
Nick |
Message |
00:11 |
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02:12 |
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02:22 |
Zeno` |
Can the new mouse behaviour be made an option? |
02:29 |
Zeno` |
The change to node box highlight was an option and not as "severe" a change as this |
02:29 |
Zeno` |
s/was/is |
02:29 |
kahrl |
Zeno`: it will probably changed in the way SN mentioned |
02:30 |
kahrl |
be changed* |
02:30 |
kahrl |
so there won't be a need for the option |
02:30 |
Zeno` |
oh ok |
02:35 |
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03:29 |
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03:32 |
Atlas|1618033 |
Looking for a good place to get started on documentation, both within the minetest code and maybe a few references to get me started. |
03:46 |
VanessaE |
does anyone know whatever became of sapier? |
03:48 |
Zeno` |
Well, in the books I read he was a god and sort of disappeared once the humans colonised the planet |
03:48 |
VanessaE |
hah |
03:49 |
Zeno` |
The series was called Terra Incognita |
03:49 |
Atlas|1618033 |
Vacation maybe? |
03:50 |
VanessaE |
that might be, didn't think of that |
03:50 |
Zeno` |
here it is: http://books.google.com.au/books?id=hLlvEyNPx1sC&pg=PT207&lpg=PT207&dq=terra+incognita+series+sapier&source=bl&ots=BAZ0ykjhjI&sig=jO7J9y34cmzKzPRG4qfAjnQY2iE&hl=en&sa=X&ei=13krVKbjLJeeoQS4xICgCw&ved=0CDoQ6AEwBQ#v=onepage&q=terra%20incognita%20series%20sapier&f=false |
04:22 |
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04:23 |
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04:31 |
doomtron |
When waving water is selected, the water block, which is above another block(i.e. wood), doesnt get its texture loaded. how can I change it? |
04:41 |
VanessaE |
it sounds like you're using one of RealBadAngel's glistening water test forks? |
04:41 |
VanessaE |
normally the texture is still loaded, shaders or not |
04:44 |
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04:46 |
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proller joined #minetest-dev |
04:54 |
VanessaE |
that is, normallyit's loaded if you're using mainline. with his test code, it isn't (the shader provides some of the texture algorithmically and some of it from a loaded normalmap) |
04:57 |
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04:57 |
RealBadAngel |
hi |
04:57 |
rickmcfarley |
hello |
05:00 |
VanessaE |
speak of the dev...angel ;) |
05:01 |
RealBadAngel |
hehe |
05:01 |
RealBadAngel |
just call me and i come ;) |
05:12 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1685 |
05:14 |
RealBadAngel |
any constructive objections? i need that code be merged for my next patches |
05:15 |
VanessaE |
I guess the highlight only shows the dig progress if cracks are disabled? |
05:17 |
VanessaE |
the code seems okay but I'm no expert. |
05:17 |
VanessaE |
I have no objection. |
05:21 |
RealBadAngel |
not really |
05:21 |
VanessaE |
RealBadAngel: one caveat: "more than 16 steps for cracks? Longest one i saw is 10." HDX has a 16-frame crack animation. |
05:22 |
VanessaE |
(if I remember right) |
05:22 |
RealBadAngel |
i made the cracks divided into 16 steps no matter the method used |
05:22 |
VanessaE |
but that's just a note really. |
05:22 |
RealBadAngel |
at least animation of it |
05:22 |
RealBadAngel |
textures (frames) are scaled to fit |
05:23 |
RealBadAngel |
highlighting is using it to fade away the halo |
05:23 |
VanessaE |
right |
05:23 |
VanessaE |
not a feature I'll use. |
05:24 |
* VanessaE |
<-- luddite who prefers the crack animation :) |
05:24 |
RealBadAngel |
ofc you will |
05:24 |
RealBadAngel |
;_ |
05:24 |
RealBadAngel |
erm i meant ;) |
05:25 |
RealBadAngel |
but 16 is ok |
05:25 |
RealBadAngel |
thats the max ive chosen |
05:25 |
RealBadAngel |
and theres really no need for longer crack animations |
05:26 |
RealBadAngel |
haven has 10 frames, game 5 |
05:27 |
RealBadAngel |
also when we are on the edge of flexibility and speed i will always choose hardcoded speed |
05:29 |
doomtron |
VanessaE: i'm using default git version |
05:30 |
RealBadAngel |
the area im working on with slight changes can efect with serious fps gains |
05:30 |
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05:31 |
RealBadAngel |
lately i was comparing builds from 3-4 months away (were extracting old patches) to the current stage |
05:31 |
RealBadAngel |
occasion was good, since now im on galium drivers |
05:31 |
RealBadAngel |
gain is huge |
05:32 |
RealBadAngel |
10-15 fps before (pre caching era) compared to now |
05:33 |
RealBadAngel |
now i get 45-60 on galium |
05:38 |
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05:40 |
doomtron |
https://mediacru.sh/9Ctwwh0H7d4y |
05:40 |
VanessaE |
oh THAT? |
05:40 |
VanessaE |
that's an old glitch |
05:40 |
VanessaE |
olllllllllld |
05:40 |
doomtron |
hmm |
05:41 |
VanessaE |
btw, protip: /time 12000 before you take a screenshot :) |
05:41 |
doomtron |
x) |
05:41 |
VanessaE |
RealBadAngel: he talks about the top surface of the water under that log is missing, because the surface of the water has been lowered and those faces are being culled. I guess you planned to fix that soon? |
05:42 |
RealBadAngel |
yes |
05:42 |
VanessaE |
ok |
05:42 |
VanessaE |
doomtron: sufficient? :) |
05:42 |
RealBadAngel |
im gonna move all the vertices animations to mapblock_mesh(animate) |
05:42 |
RealBadAngel |
so, out of the shaders |
05:43 |
RealBadAngel |
and drop this silly water jelly animation |
05:43 |
doomtron |
more or less |
05:43 |
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sol_invictus joined #minetest-dev |
05:43 |
RealBadAngel |
water surface shaders will take the place |
05:44 |
doomtron |
I would like to do it myself, just to get into the code. Could you tell me more about that? |
05:45 |
RealBadAngel |
do what? |
05:45 |
doomtron |
patch minetest |
05:46 |
RealBadAngel |
oh boy, you would get lost in the jungle of my branches ;) |
05:46 |
doomtron |
you a real bad angel |
05:46 |
RealBadAngel |
;) |
05:47 |
VanessaE |
bahaha |
05:53 |
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06:34 |
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07:01 |
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07:30 |
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07:40 |
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08:03 |
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08:05 |
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08:22 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1685 |
08:22 |
RealBadAngel |
mergeing this in an hour |
08:22 |
RealBadAngel |
this is an blocker for me for further work |
08:40 |
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08:50 |
RealBadAngel |
anyway, i am requesting to remove c55 from AV head |
08:50 |
RealBadAngel |
hes doing nothing |
08:50 |
RealBadAngel |
hes just a blocker |
08:51 |
RealBadAngel |
either that or i stop contributing |
08:53 |
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08:55 |
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08:58 |
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09:00 |
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09:04 |
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09:23 |
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09:26 |
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09:27 |
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09:34 |
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09:38 |
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09:40 |
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09:42 |
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09:46 |
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09:48 |
RealBadAngel |
c55 being head of AV is no go |
09:49 |
RealBadAngel |
hes not a born coder |
09:51 |
RealBadAngel |
since quite a while im one and only to know whats up in meshes |
09:51 |
RealBadAngel |
i do have circa 10 branches open with pulls rdy |
09:52 |
jin_xi |
Hey RealBadAngel there is something with shaders: |
09:52 |
RealBadAngel |
this is ridiculous since im working on a few files |
09:52 |
RealBadAngel |
jin_xi, yes? |
09:52 |
jin_xi |
night/day cycle used to be smooth over all the blocks |
09:52 |
jin_xi |
now its block per block again |
09:52 |
jin_xi |
can this be avoided? |
09:52 |
RealBadAngel |
never was |
09:53 |
jin_xi |
sure |
09:53 |
jin_xi |
? |
09:53 |
RealBadAngel |
it is updated when time allows |
09:53 |
RealBadAngel |
more to do, easier to spot |
09:54 |
RealBadAngel |
can be done faster tho |
09:54 |
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PilzAdam joined #minetest-dev |
09:54 |
RealBadAngel |
and im on it |
09:55 |
RealBadAngel |
Hi PilzAdam |
09:55 |
RealBadAngel |
PilzAdam, when you will start to contribute again? |
09:55 |
PilzAdam |
hi RealBadAngel, have you seen my message in #minetest? |
09:56 |
RealBadAngel |
no |
09:56 |
RealBadAngel |
can u copy it? |
09:56 |
PilzAdam |
[16:21:22] <PilzAdam> RealBadAngel, why isn't there a smooth day-night-cycle with shaders anymore? |
09:58 |
RealBadAngel |
im not aware of any glitches |
09:58 |
RealBadAngel |
can you reproduce the issue? |
09:59 |
jin_xi |
set time to dawn, look in one direction, then look around in other directions when it got a little darker |
10:00 |
Zeno` |
actually I have a few issues with shaders :( |
10:00 |
RealBadAngel |
so go on |
10:00 |
Zeno` |
if I stand at the bottom of a cliff, for example, it looks like night |
10:00 |
PilzAdam |
RealBadAngel, basically mapblocks seem to have fixed light levels at sunrise/sunset instead of a smooth transition |
10:01 |
PilzAdam |
also if you turn arround after sunset (like jin_xi said), you see bright mapblocks for a second that then update their light level |
10:01 |
PilzAdam |
it's like the old non-shader behavior |
10:01 |
Zeno` |
but then "flicks" back to day |
10:02 |
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proller joined #minetest-dev |
10:05 |
PilzAdam |
RealBadAngel, http://i.imgur.com/bjei5Bz.png this is how it looks if mapblocks slowly update their light at night |
10:06 |
RealBadAngel |
PilzAdam, and you blame me for that? |
10:07 |
RealBadAngel |
engine sucks balls not me :P |
10:07 |
PilzAdam |
blame? I just asked if you know what caused this regression and possibly fix it |
10:07 |
RealBadAngel |
i know |
10:08 |
RealBadAngel |
but every piece of code im posting is put away |
10:08 |
RealBadAngel |
im tired of full mouth contributors that do nothing but stop anothers |
10:09 |
RealBadAngel |
PilzAdam, do you get it? |
10:10 |
PilzAdam |
RealBadAngel, I guess the problem with most of your changes is that it doesn't really fit into the goals of other core devs |
10:11 |
RealBadAngel |
PilzAdam, problem is that most want flexibility and i want speed |
10:12 |
RealBadAngel |
we are doing game |
10:12 |
RealBadAngel |
we want it to be fast |
10:12 |
Zeno` |
I want speed |
10:13 |
VanessaE |
in a game, speed is more important than flexibility |
10:13 |
RealBadAngel |
not crawling around to be meeting everybodys wishes |
10:13 |
VanessaE |
particularly when we already have enough flexibility as it is (generally speaking) |
10:13 |
Zeno` |
I'd much prefer speed over some fancy abstracted (and let's face it, the src code is not that tidy) "perfect" implementation |
10:14 |
PilzAdam |
well, I can only speak for myself and I don't care about the "fancy visuals" like bumpmaps and parallax occlusion and what not; it's nice to have, but your additions tend to break previously working things |
10:14 |
RealBadAngel |
PilzAdam, my changes tend to work previous things faster |
10:15 |
Zeno` |
come on... I get 20fps on minetest and 200fps on skyrim with max settings... something seems wrong there |
10:15 |
RealBadAngel |
damn faster |
10:15 |
proller |
anything wrong |
10:15 |
RealBadAngel |
Zeno`, ofc faulty meshes handling |
10:16 |
proller |
not only meshes |
10:16 |
RealBadAngel |
proller, im on meshes only |
10:17 |
proller |
but anything around wrong too |
10:17 |
RealBadAngel |
i can say whats wrong here |
10:17 |
proller |
i'm too, but impossible to fix all problems |
10:17 |
RealBadAngel |
ofc not |
10:17 |
proller |
faster write from scratch |
10:17 |
RealBadAngel |
lol no |
10:18 |
proller |
or start from hexa... |
10:18 |
RealBadAngel |
easier to have a base |
10:18 |
jin_xi |
poor proller |
10:18 |
proller |
why? |
10:18 |
jin_xi |
forked the wrong shit |
10:19 |
RealBadAngel |
lol |
10:19 |
RealBadAngel |
the shit was right |
10:19 |
RealBadAngel |
approach was wrong |
10:19 |
proller |
wrong but it playable |
10:19 |
Zeno` |
well the other thing affects speed is having node ids and meta in a class |
10:20 |
Zeno` |
they should be separate arrays so that data proximity is preserved |
10:20 |
Zeno` |
there are cache misses all over the place and this is even before things get to the rendering stage |
10:20 |
jin_xi |
look, maybe we can be more productive than stating all is wrong. like with saying what is wrong in each case and musing whether there is a way to make it better |
10:20 |
RealBadAngel |
Zeno`, im moving all the things to startup only |
10:21 |
RealBadAngel |
now im about to cache facedir and nodebox rotations |
10:22 |
Zeno` |
it's not impossible to fix, jin_xi |
10:22 |
RealBadAngel |
propably this way i will exclude the on the fly modifications |
10:23 |
proller |
first wrong thing is architecture |
10:23 |
RealBadAngel |
but i will gain serious speed up |
10:23 |
jin_xi |
Zeno`: thats my point |
10:23 |
Zeno` |
if a node ID is part of an object that is, say, 400 bytes, then the next id is 400 bytes away (at least) |
10:23 |
proller |
mt is singleplayer 1.1 threaded game |
10:23 |
Zeno` |
these can be kept so they're always 1 byte away |
10:24 |
proller |
with lua tumor |
10:24 |
Zeno` |
Kind of like how int a[3][3][3] is faster (in general) if you split it into three single dimensional arrays |
10:25 |
jin_xi |
well, i think its no question if lua is gonna stay in mt proller |
10:25 |
RealBadAngel |
cool |
10:25 |
PilzAdam |
bisected the day-night transition: bf91d623c8fc1fede7b600d1b0f4be1bc6b37c44 is the first bad commit |
10:25 |
PilzAdam |
"Let lighting be done only CPU side. Remove finalColorBlend implementation from shaders." by RealBadAngel |
10:25 |
RealBadAngel |
abstraction layer is being discussed again |
10:26 |
Zeno` |
take voxelmanip as an example. On my i7 it takes 60-70ms just to populate the Lua stack. This should me more like < 1ms |
10:26 |
Zeno` |
be* |
10:26 |
proller |
voxelmanip is another shit |
10:26 |
RealBadAngel |
PilzAdam, whats wrong with this? |
10:26 |
PilzAdam |
it makes a non-smooth day night transition |
10:26 |
Zeno` |
and that's because the data layout is wrong. simple thing to fix |
10:26 |
RealBadAngel |
ah oh |
10:26 |
jin_xi |
RealBadAngel: shaders cant make smooth day night transition before cpu can catch up |
10:27 |
PilzAdam |
a smooth day-night-transition was one of the reason we added shaders in the first place |
10:27 |
RealBadAngel |
you have lived with that code for years |
10:27 |
RealBadAngel |
and now you blame me? |
10:27 |
RealBadAngel |
read what the pull does |
10:27 |
RealBadAngel |
and stfu |
10:28 |
RealBadAngel |
PilzAdam, youre notin more than full mouth |
10:28 |
RealBadAngel |
sorry to say that, but thats true |
10:28 |
RealBadAngel |
fix the carts instead |
10:30 |
proller |
jin_xi, maybe js? slow shit too, but designed for peoples |
10:30 |
RealBadAngel |
PilzAdam, and the shaders was the thing you seem to hate the most |
10:30 |
RealBadAngel |
so double stfu |
10:31 |
RealBadAngel |
im pretty tired of havin code ready but BEGGING for it to be merged |
10:32 |
RealBadAngel |
it is my hobby to code for mt |
10:32 |
RealBadAngel |
but begging is not |
10:33 |
RealBadAngel |
either something is gonna change or i will just simply fork |
10:33 |
proller |
^ it was one of reason for forking |
10:33 |
RealBadAngel |
and leave |
10:34 |
proller |
join us ;) |
10:34 |
RealBadAngel |
no, not you |
10:34 |
proller |
you almost ready |
10:35 |
RealBadAngel |
dunno |
10:36 |
PilzAdam |
<RealBadAngel> you have lived with that code for years <- what? it's 2 months old and I haven't played Minetest since then |
10:36 |
PilzAdam |
or are you saying that removing the smooth day-night-transition was intentional? |
10:37 |
RealBadAngel |
PilzAdam, im saying i havent touched that |
10:37 |
PilzAdam |
you did in bf91d623c8fc1fede7b600d1b0f4be1bc6b37c44 |
10:37 |
RealBadAngel |
i can now say i know where that code is |
10:38 |
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10:39 |
RealBadAngel |
PilzAdam, please fill the issue |
10:39 |
RealBadAngel |
with all the details |
10:39 |
PilzAdam |
"fill the issue"? |
10:39 |
RealBadAngel |
atm i dont know what you are talking about |
10:40 |
PilzAdam |
ah, ok |
10:40 |
PilzAdam |
before shaders were added there was a non-smooth day-night-cycle; basically some steps of fixed light values of mapblocks |
10:41 |
RealBadAngel |
nothing changed |
10:41 |
VanessaE |
PilzAdam: I am pretty sure that the mapblocks have always done that |
10:41 |
RealBadAngel |
thats still here |
10:41 |
PilzAdam |
then shaders were added and the day-night-transition code was moved to them, so the day-night-transition was smooth instead of having fixed light steps |
10:42 |
PilzAdam |
and in bf91d623c8fc1fede7b600d1b0f4be1bc6b37c44 you now removed the code from the shaders, so the transition is non-smooth again |
10:42 |
RealBadAngel |
theyre smooth enugh |
10:42 |
Amaz |
↑ |
10:42 |
PilzAdam |
[12:05:29] <PilzAdam> RealBadAngel, http://i.imgur.com/bjei5Bz.png this is how it looks if mapblocks slowly update their light at night |
10:43 |
PilzAdam |
^ this is not smooth enough |
10:43 |
RealBadAngel |
but no point to feel sorry bout loosing that piece of code |
10:43 |
RealBadAngel |
we are at the doorstep to have real lights |
10:43 |
Amaz |
:D |
10:44 |
RealBadAngel |
im learning irrlicht all the time |
10:44 |
RealBadAngel |
we were doing many things faulty |
10:44 |
PilzAdam |
RealBadAngel, you talked about speed earlier; it is actually faster to execute the code in the shaders, since you don't have to rebuild all meshes at sunset/sunrise |
10:44 |
RealBadAngel |
including lights |
10:45 |
PilzAdam |
and rebuilding the meshes is slow and has visual glitches (as you can see in the screenshot linked above) |
10:45 |
RealBadAngel |
PilzAdam, rebuilding meshes is the point of getting them ready |
10:45 |
RealBadAngel |
at startup |
10:46 |
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10:46 |
RealBadAngel |
ie grab the mesh, apply rotations, calculate bounding boxes and store them |
10:47 |
RealBadAngel |
on mapblock mesh refresh just fetch the correct mesh |
10:49 |
RealBadAngel |
and what you can see on screenshot is lag, not light code |
10:49 |
RealBadAngel |
and sucking balls multi threading |
10:50 |
jin_xi |
RealBadAngel: the point is that shaders can avoid this issue with a little code duplication, so why not keep doing it |
10:50 |
BlockMen |
10:43 <PilzAdam> ^ this is not smooth enough <-- /me agrees |
10:51 |
PilzAdam |
https://github.com/minetest/minetest/issues/1705 |
10:51 |
Zeno` |
I don't think that screenshot has anything to do with RBA's code |
10:51 |
PilzAdam |
I suggest to mark this as blocker since it's a regression to previous stable release |
10:51 |
RealBadAngel |
what about folks that cannot use shaders? |
10:52 |
jin_xi |
they are stuck with the old way |
10:52 |
PilzAdam |
RealBadAngel, they always have non-smooth transition anyway |
10:52 |
RealBadAngel |
also, i dont like having sticker on my forehead beacause im just around :P |
10:53 |
RealBadAngel |
jin_xi, shaders are not a solution to the faulty lighting code |
10:54 |
RealBadAngel |
purpose of the GPU code is to make gfx shine |
10:54 |
jin_xi |
but there is no need to rub it in your face |
10:54 |
RealBadAngel |
not to fix cpu faults |
10:55 |
RealBadAngel |
PilzAdam, and this code will never return there |
10:55 |
RealBadAngel |
no way for such nasty workarounds |
10:56 |
BlockMen |
so better keep shit than having workarounds? |
10:56 |
jin_xi |
huh? is it so nasty? |
10:56 |
Amaz |
Just one question, will that be fixed by different code at some point? |
10:56 |
PilzAdam |
RealBadAngel, seriously, wtf are you talking? |
10:56 |
Amaz |
s/Just one question, will/Will |
10:57 |
PilzAdam |
light calculation is faster and looks better when done in GPU |
11:02 |
RealBadAngel |
PilzAdam, what have u smoked today? |
11:03 |
RealBadAngel |
since when light it gpu side here? |
11:04 |
RealBadAngel |
never was |
11:04 |
RealBadAngel |
and the shader code was never close to it |
11:04 |
jin_xi |
its just about the final color blend, nothing more |
11:05 |
RealBadAngel |
ofc |
11:05 |
RealBadAngel |
but no matter where |
11:05 |
RealBadAngel |
cpu side is faster |
11:06 |
RealBadAngel |
putting it into shaders was like shooting own feet |
11:06 |
Zeno` |
lighting is faster on CPU? |
11:06 |
RealBadAngel |
damn |
11:06 |
RealBadAngel |
theres no lighting |
11:07 |
RealBadAngel |
we do have just dumb code |
11:07 |
RealBadAngel |
stop calling it lighting |
11:07 |
Megaf |
I think light and shadow calculations should be moved from server to client |
11:07 |
Zeno` |
I'm not sure what else to call it :) |
11:07 |
RealBadAngel |
best way to handle that is to trash it |
11:08 |
Megaf |
server will just say to client where the light sources are and the client would render everything |
11:08 |
RealBadAngel |
see? |
11:08 |
Megaf |
and in case of plantations, client would calculate where theres light and shadow and then it would tell the server |
11:08 |
RealBadAngel |
calculate shadows on the servers side.... |
11:08 |
Megaf |
RealBadAngel: we already have bugs related to shadows on server side |
11:08 |
RealBadAngel |
sun god is smiling in his grave.... |
11:09 |
Megaf |
sometime we get those dark areas for no reason |
11:09 |
Zeno` |
why would shadows or light need to be server side (except for an approximation to account for light-reliant ABMs?) |
11:09 |
RealBadAngel |
we dont have shadows at all |
11:09 |
Megaf |
ok, so how do you call those dark areas under trees and buildinds and on buggy areas? |
11:10 |
RealBadAngel |
bugs of so called lighting systems |
11:10 |
RealBadAngel |
but no shadows |
11:10 |
Amaz |
Are you planning on redoing the lighting system? |
11:11 |
RealBadAngel |
im planning to redo mesh system |
11:11 |
RealBadAngel |
but it seems i will have to fork mt to do so |
11:11 |
Amaz |
:( |
11:11 |
RealBadAngel |
im tired enough |
11:12 |
RealBadAngel |
nobody is payin me for my job |
11:12 |
Megaf |
RealBadAngel: do we really need this mesh thing? |
11:13 |
Megaf |
and nobody is paying neither of us |
11:13 |
RealBadAngel |
and nobody should crying on me what i did wrrong |
11:13 |
RealBadAngel |
im the one who cares |
11:13 |
RealBadAngel |
i can fix things based on feedback |
11:13 |
proller |
not one |
11:14 |
Amaz |
RealBadAngel, your commits are the best commits of the past month, if not further back than that. |
11:15 |
Amaz |
I'm not joking either. |
11:18 |
RealBadAngel |
seriously? we dont have commits that brings something new |
11:19 |
RealBadAngel |
those who did were taken by freeminer |
11:19 |
RealBadAngel |
most shame on us we let circuits let go |
11:24 |
RealBadAngel |
we dont have even such basic feature as storing data in db |
11:25 |
RealBadAngel |
mt development is in dead end |
11:26 |
RealBadAngel |
nobody knows what other dev is doing, neither understand his code |
11:26 |
RealBadAngel |
all the voices are about whitespaces or the code style |
11:27 |
RealBadAngel |
dev branch was supposed to merge experimental code |
11:28 |
RealBadAngel |
to be polished and used in stable |
11:28 |
Amaz |
The node highlighting is brilliant. |
11:28 |
RealBadAngel |
but all think nothin can be merged here until its stable |
11:28 |
RealBadAngel |
so how? |
11:29 |
RealBadAngel |
we shall hire testers to test our branches? |
11:29 |
Amaz |
The devs need to open up to unstable content. |
11:30 |
RealBadAngel |
nobody can create stable code on first attempt |
11:30 |
Amaz |
Yep. |
11:30 |
Amaz |
And it probably won't be tested if it isn't merged. |
11:31 |
RealBadAngel |
if its merged folks can find holes |
11:31 |
RealBadAngel |
authot can fix them |
11:31 |
RealBadAngel |
ie improve the code |
11:31 |
Amaz |
+100 |
11:32 |
RealBadAngel |
but not just by begging a piece to be merged |
11:32 |
RealBadAngel |
thats fuckin sick |
11:32 |
proller |
one more understood ;) |
11:32 |
BlockMen |
RealBadAngel, you were also blocking things from mergin because you did not like it |
11:32 |
BlockMen |
and now you complain that same is done with your code |
11:33 |
BlockMen |
wtf |
11:33 |
RealBadAngel |
BlockMen, i did so once |
11:33 |
Zeno` |
Well, that does raise a question... why aren't there branches? |
11:33 |
RealBadAngel |
for a reason |
11:33 |
Zeno` |
What reason? |
11:34 |
Zeno` |
If Alan Cox didn't have his own linux branch Linux would not be the OS it is today |
11:34 |
Zeno` |
I would test a RealBadAngel branch |
11:34 |
RealBadAngel |
BlockMen, and i said "veto"just once. in 2 years |
11:35 |
BlockMen |
Zeno`: https://github.com/RealBadAngel <-- many RealBadAngel branches |
11:35 |
Amaz |
What was the veto for? |
11:36 |
Zeno` |
those are not branches |
11:36 |
BlockMen |
Zeno`, i ment in his minetest repository |
11:37 |
RealBadAngel |
most of the code is never published |
11:37 |
RealBadAngel |
i am being blocked all the time |
11:38 |
RealBadAngel |
since im working on a few files just, all my code depend on previous changes |
11:39 |
Zeno` |
BlockMen, they're still not branches. Unless you mean his avatar, but I thing those look more like wings |
11:40 |
RealBadAngel |
i cannot even push bugfixes to the engine |
11:40 |
RealBadAngel |
engine is too outdated for that |
11:41 |
BlockMen |
Zeno`, wtf? https://github.com/RealBadAngel/minetest <<-- click on "branch"-Buttin to see all branches |
11:41 |
BlockMen |
*button |
11:41 |
RealBadAngel |
BlockMen, im not publishig everythin |
11:42 |
Zeno` |
those are private branches |
11:42 |
BlockMen |
Zeno`, a "RealBadAngel"-Branch on minetest/minetest wouldnt be something else |
11:42 |
Zeno` |
I disagree, but anyway |
11:42 |
Zeno` |
I don't want to argue |
11:43 |
BlockMen |
lel |
11:43 |
RealBadAngel |
BlockMen, problem is not i do have branches |
11:43 |
RealBadAngel |
problem is i do have idle code |
11:43 |
PilzAdam |
[13:13:51] <RealBadAngel> i can fix things based on feedback <- I just gave you feedback about one of your commits and you start ranting about how awful everyone here is and how bad Minetest's code base is |
11:43 |
BlockMen |
RealBadAngel, i read you complains here |
11:44 |
RealBadAngel |
i keep coding but it seems for no reason |
11:45 |
RealBadAngel |
PilzAdam, good, please keep doing so |
11:45 |
RealBadAngel |
if i know something is wrong, tested, i can fix that |
11:46 |
RealBadAngel |
but not when code is lyin on the shelve |
11:46 |
RealBadAngel |
do you get it? |
11:46 |
PilzAdam |
your first reaction when I told you that you probably broke old behavior was [12:06:30] <RealBadAngel> PilzAdam, and you blame me for that? [12:07:08] <RealBadAngel> engine sucks balls not me :P |
11:47 |
PilzAdam |
then you attacked me about some completly different thing |
11:47 |
RealBadAngel |
PilzAdam, sorry for that attidude |
11:47 |
PilzAdam |
then you started saying how bad Minetest was designed and that your code was the only correct thing to do; even if it breaks things |
11:47 |
RealBadAngel |
i know |
11:47 |
RealBadAngel |
but i want to push things |
11:48 |
RealBadAngel |
i can focus on things i broke or the things i may know whats broken in |
11:49 |
PilzAdam |
there is basically one main reason why I "blocked" most of your changes: you changes break stuff (which isn't that bad) but you also don't fix your bugs |
11:49 |
PilzAdam |
like your changes to the dropped items a while ago; I told you that they are too small now and hard to point at/collect |
11:50 |
PilzAdam |
you didn't fix this at all |
11:50 |
RealBadAngel |
ehm, i did |
11:50 |
RealBadAngel |
theyre now nice, rotating and flashy |
11:51 |
RealBadAngel |
ofc official repo is too outdated to accept that |
11:52 |
PilzAdam |
what? |
11:53 |
RealBadAngel |
highlighting code is takin source mesh |
11:53 |
RealBadAngel |
and is rotating the selection as source does |
11:53 |
PilzAdam |
why are you talking about highlighting now? |
11:54 |
RealBadAngel |
you mentioned items |
11:54 |
RealBadAngel |
i mentioned changes i did |
11:54 |
PilzAdam |
the visual size of items is too small after you change that made size depend on item count |
11:54 |
PilzAdam |
*your |
11:54 |
RealBadAngel |
halo comes this way |
11:55 |
RealBadAngel |
it puts the cube/mesh into copy of bigger size |
11:55 |
RealBadAngel |
doesnt it? |
11:56 |
RealBadAngel |
with smaller things i can add pulsation |
11:57 |
RealBadAngel |
grow the things over time wih sin |
11:59 |
RealBadAngel |
PilzAdam, and yes, that was intentiona |
11:59 |
RealBadAngel |
piece of cobble has to be smaller than a whole stack |
11:59 |
PilzAdam |
it's way too hard to see and pick up saplings falling from trees now |
12:00 |
RealBadAngel |
maybe a fine tune is needed then |
12:01 |
RealBadAngel |
im not claimin to be an oracle |
12:01 |
RealBadAngel |
feel free to propose a change |
12:02 |
PilzAdam |
I did propose a change over 2 months ago |
12:03 |
PilzAdam |
also I mentioned that inventory_image was meant to also override the texture used for dropped items; your change broke that too |
12:03 |
RealBadAngel |
sorry, but every time i asked for your opinion you have chosen to not respond |
12:03 |
PilzAdam |
we even talked about adding a new drawtype for entities, like "wieldhand", but using the inventory_image |
12:04 |
PilzAdam |
but haven't fixed that |
12:04 |
PilzAdam |
and then you wonder why people don't accept your new changes |
12:05 |
RealBadAngel |
they cannot accept something thats not in |
12:05 |
PilzAdam |
this is not meant to attack you or to put you under pressure; I just want you to understand why I tend to "block" your new changes |
12:05 |
PilzAdam |
you seem to not care about them after they got merged |
12:06 |
RealBadAngel |
and sorry to say most of you (except of kahrl maybe) dont know what im doing |
12:06 |
RealBadAngel |
i would like to push fixes |
12:07 |
RealBadAngel |
i really would |
12:07 |
RealBadAngel |
but i am not allowed to do so |
12:08 |
PilzAdam |
I don't see pull requests to fix the item size issue |
12:09 |
RealBadAngel |
beacause i still do have another issuses open? |
12:09 |
PilzAdam |
bugfixes have higher priority then your new / other pull requests |
12:10 |
PilzAdam |
*than |
12:10 |
RealBadAngel |
i know what branches are for |
12:10 |
RealBadAngel |
ok |
12:11 |
RealBadAngel |
lets talk items size |
12:11 |
PilzAdam |
do you need a comparison screenshot? |
12:11 |
RealBadAngel |
is there a proposal? |
12:12 |
RealBadAngel |
talk me code |
12:12 |
PilzAdam |
https://github.com/minetest/minetest/commit/18fe277d949a82fcc6fbc47c734df514d3ea1f52#diff-8d585596eb0f55074bb385d0a609f570L18 |
12:12 |
PilzAdam |
here, you change visual size from 0.5 to 0.3 |
12:13 |
PilzAdam |
thats definitely too small for saplings |
12:13 |
RealBadAngel |
i see |
12:14 |
RealBadAngel |
but i strongly suggest do not touch it now |
12:14 |
RealBadAngel |
i am doing caching of meshes atm |
12:14 |
PilzAdam |
https://github.com/minetest/minetest/commit/18fe277d949a82fcc6fbc47c734df514d3ea1f52?diff=unified#diff-8d585596eb0f55074bb385d0a609f570R46 |
12:14 |
RealBadAngel |
at startup |
12:15 |
PilzAdam |
and here it's even worse; you make it 0.15 for single item stacks |
12:15 |
RealBadAngel |
it was at purpose |
12:16 |
RealBadAngel |
so one cobble is small compared to whole stack |
12:16 |
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12:17 |
Zeno` |
I dunno, Pilz. They look ok to me |
12:18 |
PilzAdam |
RealBadAngel, as I said, at leasts for saplings is too small |
12:18 |
Zeno` |
Pilz, what is "too small"? |
12:19 |
RealBadAngel |
lack of glasses |
12:19 |
PilzAdam |
Zeno`, they are like half the size they previously had |
12:20 |
Zeno` |
I think that's a far less worse regression than the inventory/craft-grid regression |
12:20 |
RealBadAngel |
"before" is not meaning the same as "now" neihter "good" |
12:21 |
RealBadAngel |
and term "used to" used on dev branch is like a joke |
12:24 |
RealBadAngel |
open an issue with it, describe what you want, if you will have upvotes, i will think bout it |
12:24 |
RealBadAngel |
fair? |
12:26 |
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12:27 |
RealBadAngel |
anyway, goin to take a nap now |
12:28 |
PilzAdam |
https://github.com/minetest/minetest/issues/1706 |
12:28 |
RealBadAngel |
celeron55_, you should rea above |
12:30 |
celeron55_ |
so you made them smaller and now they are too small? |
12:30 |
celeron55_ |
they were fine before, why did you change them |
12:30 |
celeron55_ |
seems like a trivial revert to me |
12:30 |
jin_xi |
size now shows how many are in a stack, so single ones are small |
12:31 |
celeron55_ |
that's tupid |
12:31 |
celeron55_ |
+s |
12:31 |
RealBadAngel |
imho they represent the number of itemsin the stack |
12:31 |
celeron55_ |
it's stupid |
12:31 |
celeron55_ |
if there are many, make it look like many |
12:32 |
RealBadAngel |
yes, its how it works |
12:32 |
Zeno` |
well, the broken "Add inventory right click drag and drop" is a trivial revert as well |
12:32 |
celeron55_ |
big != many |
12:33 |
RealBadAngel |
single item == small whole stack == big |
12:33 |
Zeno` |
at least until it's fixed to behave in a more sane manner, which kharl has suggested it will be |
12:33 |
PilzAdam |
I added a screenshot to the issue |
12:33 |
celeron55_ |
(i'm not going to argue further; you know my opinion now) |
12:36 |
PilzAdam |
Zeno`, what is broken about it? |
12:37 |
Zeno` |
PilzAdam, it behaves in a non-standard manner (compared to every other UI ever created) |
12:37 |
RealBadAngel |
celeron55_, youre head: https://github.com/minetest/minetest/pull/1685 |
12:37 |
Zeno` |
if you right-click drag, you do not expect it to drop (or swap!) things the mouse happens to cross over |
12:38 |
Zeno` |
anyway, wait |
12:38 |
Zeno` |
https://github.com/minetest/minetest/pull/1704 |
12:38 |
Zeno` |
my patch is not right |
12:38 |
Zeno` |
but the idea is there |
12:38 |
RealBadAngel |
celeron55_, youre going to pretend im doin anythin, im doing it wrong ot close your eyes? |
12:38 |
PilzAdam |
Zeno`, it behaves exactly the way I expected it to work |
12:39 |
Zeno` |
PilzAdam, it does not behave how I expected it to behave |
12:39 |
PilzAdam |
and AFAIK it works in MC the same way, so your argument that itÄs different from any other UI is invalid |
12:39 |
Zeno` |
you right-click and move something and it drops and swaps? |
12:39 |
PilzAdam |
s/Ä/'/ |
12:39 |
Zeno` |
that doesn't make sense |
12:39 |
Zeno` |
it doesn't work the same way in MC |
12:40 |
Zeno` |
in MC you have to hold shift (IIRC) to get that behaviour |
12:40 |
Zeno` |
and, not totally related, isn't inventory lag already bad enough without adding this? |
12:40 |
PenguinDad |
Zeno`: you don't have to hold shift for that |
12:42 |
Zeno` |
PenguinDad, I will use the same analogy as last night. If you right click and drag an icon in your DE you do NOT expect it to drop and/or swap with something in a window just because the mouse move crosses over into that window |
12:42 |
PilzAdam |
"Drag item stacks around with the right mouse button to place one of that stack in each dragged-over slot, if that slot is not occupied already. " |
12:42 |
Zeno` |
you expect it to drop when you release |
12:42 |
PilzAdam |
from MC wiki |
12:42 |
kaeza |
the only thing different from MC, is that in MC you must click the stack to take it, and then right click and hold |
12:42 |
Zeno` |
PilzAdam, how to drop half the stack into another slot? |
12:43 |
PilzAdam |
Zeno`, right click the slot, and the left click on the other slot |
12:43 |
PilzAdam |
(without holding right click, of course) |
12:43 |
Zeno` |
not very intuitive |
12:44 |
celeron55_ |
RealBadAngel: dunno, i think you and i should be more concerned about whether other people like it than whether we like it |
12:44 |
Zeno` |
holding right button means... hold |
12:44 |
Zeno` |
not drop |
12:44 |
PilzAdam |
holding right click to fill multiple slots with a single item is the logical consequence of a single right click to place one item |
12:44 |
Zeno` |
I disagree |
12:45 |
Zeno` |
and so does every UI study out there |
12:45 |
PilzAdam |
Zeno`, so you generally disagree with the idea that holding a stack in your mouse is possible without holding a mouse button? |
12:45 |
Zeno` |
in general, yes |
12:45 |
PilzAdam |
ok, then thats a different issue |
12:46 |
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12:46 |
PenguinDad |
Zeno`: this would be totally unintuitive to me :/ |
12:46 |
PilzAdam |
the RMB holding to place single items fits the current style of the inventory; if you want to change the whole style of the inventory then don't focus on one feature |
12:47 |
Zeno` |
no, no, the current inventory (before that commit) worked perfectly intuitively |
12:47 |
kaeza |
aren't there things more important to be concerned about than another "OMG lava is not renewable"-style boycott? |
12:47 |
shadowzone |
Hi Zeno`. |
12:47 |
Zeno` |
this is not like that kaeza |
12:48 |
Zeno` |
this is a usability issue |
12:48 |
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12:48 |
PenguinDad |
Zeno`: but it's a very subjective usability issue |
12:48 |
PilzAdam |
Zeno`, you seem to be the only person who doesn't like the current style |
12:49 |
Zeno` |
I love the current style. I dislike the new style |
12:49 |
Zeno` |
and, no, I'm not the only person |
12:49 |
Zeno` |
VanessaE and ShadowNinja agree that it's not correct |
12:49 |
PilzAdam |
you like the current style? there was never "hold to move items" |
12:50 |
Zeno` |
PilzAdam, revert to just before that commit and try it |
12:50 |
Amaz |
I think you should remember that Minetest is not a DE, Zeno... |
12:50 |
kaeza |
I've used the "right click source, click target" style and I don't think it hinders the usability in any way, but that said, the new feature is kinda different from MC |
12:50 |
Zeno` |
it's not a DE, but that part of it is a UI |
12:51 |
Zeno` |
I never implied that it was a DE btw |
12:51 |
kaeza |
in MC, you can drag & drop with any button |
12:51 |
Zeno` |
I was using a DE as an analogy |
12:51 |
PilzAdam |
Zeno`, you are right; I was not aware that this worked before |
12:51 |
Amaz |
Sorry. |
12:52 |
Amaz |
I read UI studies as DE studies. |
12:52 |
kaeza |
the feature being discussed, in MC, is only activated after grabbing an item, and started by [right-]clicking on an empty space |
12:52 |
kaeza |
(and dragging) |
12:55 |
Zeno` |
that would be ok kaeza |
12:55 |
Zeno` |
because it requires an... "interaction" by the user to say "yes, do this" |
12:56 |
Amaz |
That would work nicely. |
12:56 |
PilzAdam |
I agree to what ShadowNinja said here: https://github.com/minetest/minetest/pull/1704#issuecomment-57382533 |
12:59 |
casimir |
btw. swapping items was an issue even before that commit (for left click). |
13:03 |
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14:13 |
BlockMen |
comments on https://github.com/minetest/minetest/pull/1694 ? |
14:14 |
Amaz |
Merge! |
14:16 |
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14:33 |
PilzAdam |
BlockMen, seems good, but someone should definitely rework the settings tab so there is enough place to add all settings |
14:34 |
BlockMen |
for that we need a larger formspec/mm maybe? |
14:35 |
PilzAdam |
maybe just a scrollbar |
14:37 |
BlockMen |
or dynamic. scrollbar on small screens/windowsize larger formspec on larger screens/windowsize |
14:40 |
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14:45 |
BlockMen |
sfan5, ok with mergin https://github.com/minetest/minetest_game/issues/323 ? |
14:50 |
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14:56 |
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14:58 |
iqualfragile |
another way of eleminating the grid would be to use a texture that is bigger then one block |
14:58 |
iqualfragile |
preferably a prime number |
14:58 |
iqualfragile |
but that would have to be optional, as it really changes the look a lot |
14:58 |
iqualfragile |
would be great for landscapes |
15:27 |
Atlas|1618033 |
Have you thought about rotating the textures? Use the same texture but randomly flip and rotate it to break up the pattern. It might be less intensive than applying individual textures to each node. |
15:28 |
PilzAdam |
Atlas|1618033, that would require a way for mods to disable it, since it would look weird for e.g. chests |
15:29 |
sfan5 |
>that would require a way for mods to disable it, since it would look weird for e.g. chests |
15:29 |
sfan5 |
what does prevent us from doing that? |
15:29 |
Atlas|1618033 |
Only apply it to naturally occuring nodes |
15:30 |
PilzAdam |
sfan5, nothing? |
15:31 |
sfan5 |
PilzAdam: why are you saying "we can, but ..." then? |
15:31 |
PilzAdam |
Atlas|1618033, tree nodes occur "naturally" |
15:31 |
PilzAdam |
sfan5, it was meant as "if someone is going to do that then keep in mind that..." |
15:31 |
sfan5 |
I see |
15:32 |
Atlas|1618033 |
PilzAdam: Yeah, true. But we could cut those out as well. |
15:33 |
Atlas|1618033 |
Water and lava should wait. Don't know what it would do to liquids... |
15:33 |
PilzAdam |
something like textures = {[1] = {"default_grass.png", randomize=true}} would work best, I guess |
15:35 |
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Atlas|1618033 |
My concern would be the overhead involved having to calculate it per node. Perhaps only applying it to grass nodes at first to see what happens. |
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19:06 |
VanessaE |
randomly flipping/rotating a texture would just plain look horrible, honestly. However, being able to randomly choose between several textures would work. |
19:07 |
sfan5 |
^ |
19:07 |
VanessaE |
I believe there's a mod that does this |
19:08 |
VanessaE |
but of course it does so by defining lots of new nodes |
19:08 |
sfan5 |
which is not exactly a good idea |
19:09 |
VanessaE |
yeah |
19:13 |
VanessaE |
there IS that "special tiles" feature that was being worked on (is that in mainline? I don't remember). It could easily be exploited to this end. |
19:13 |
VanessaE |
at least for two textures anyway |
19:19 |
ShadowNinja |
Comments please? https://github.com/minetest/minetest/pulls/ShadowNinja |
19:21 |
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19:21 |
sapier |
same as before, if you add a version api you'll enable mods to do things bases uppon a version number which may or may not tell anything about the really supported features on forks |
19:21 |
VanessaE |
ah HAH |
19:21 |
VanessaE |
THERE HE IS |
19:21 |
VanessaE |
*pounce* |
19:21 |
BlockMen |
ShadowNinja, https://github.com/minetest/minetest/pull/1694#issuecomment-57516988 |
19:23 |
ShadowNinja |
sapier: Yes, thet's why I just provide the strings, not the version numbers. |
19:23 |
ShadowNinja |
that* |
19:23 |
VanessaE |
sfan5: I think this one was it: https://forum.minetest.net/viewtopic.php?f=11&t=8128 |
19:23 |
ShadowNinja |
BlockMen: Oh, didn't see that. :-P |
19:23 |
sapier |
minetest modders are known for "creative" solutions. Having just a different datatype is almost a invitation ;-) |
19:24 |
ShadowNinja |
BlockMen: BTW, _game#323 looks good. |
19:24 |
BlockMen |
well, sfan5 did not aswer yet |
19:24 |
ShadowNinja |
(Or whatever 32* one it was you mentioned, the grass time one) |
19:24 |
ShadowNinja |
tile* |
19:24 |
BlockMen |
i asked if hes ok with mergin |
19:25 |
BlockMen |
ShadowNinja, concering the preload items cb, do we rly need to keep it? |
19:25 |
ShadowNinja |
BlockMen: Can't you at least consider opinions from the other devs? :-[ |
19:25 |
sfan5 |
I would've answered if not * BlockMen has quit (Read error: Connection reset by peer) |
19:25 |
sfan5 |
BlockMen: yes, ok with that |
19:25 |
BlockMen |
i think its not something to be chaned that often |
19:25 |
ShadowNinja |
BlockMen: Nah, that's O.K. |
19:25 |
BlockMen |
ok, so can i merge my pull then? |
19:25 |
ShadowNinja |
We need a better settings menu though. |
19:26 |
ShadowNinja |
Auto-generated too, so you just add the setting and it's type to a list. |
19:26 |
ShadowNinja |
BlockMen: Seems O.K. to me. Does it look good without a seperate texture? |
19:27 |
BlockMen |
well, not great |
19:27 |
BlockMen |
but thats why i added a new drawtype |
19:27 |
BlockMen |
and not changed the glasslike to do that jib |
19:27 |
BlockMen |
so all that use that new drawtype are supposed to provide two textures |
19:28 |
ShadowNinja |
BlockMen: You need to find a way to make it look good with all modes. |
19:28 |
BlockMen |
^ thats impossible |
19:28 |
BlockMen |
and you know that |
19:28 |
ShadowNinja |
BlockMen: special_times? |
19:28 |
ShadowNinja |
special_tiles* |
19:29 |
BlockMen |
to make that work i would also need to change glasslike_framed |
19:29 |
BlockMen |
and i think then RBA would complain |
19:30 |
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19:31 |
ShadowNinja |
BlockMen: Well, any comments on my pulls ^? |
19:32 |
sapier |
did anyone care about the font sizes fixes by now? |
19:32 |
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19:33 |
ShadowNinja |
sapier: I don't like that your patch adds so many font files. Is there a good reason not to go freetype-only? |
19:33 |
sapier |
yes, we don't even have it as defaul |
19:33 |
sapier |
t |
19:34 |
sapier |
and freetype code is buggy as hell, do you want to maintain it? |
19:34 |
ShadowNinja |
sapier: So? If we remove the option for non-freetype builds freetype will be the default. |
19:34 |
sapier |
not freetype itself the freetype adapter |
19:34 |
ShadowNinja |
sapier: No, I don't know much about freetype, but it seems like it's a lot better than the image method. |
19:34 |
BlockMen |
ShadowNinja, for what we need versions API? |
19:34 |
sapier |
I did look at it to fix it but I don't wanna learn freetype internals |
19:35 |
ShadowNinja |
BlockMen: Informational purposes. |
19:35 |
BlockMen |
hmm... |
19:36 |
ShadowNinja |
BlockMen: Eg, "Minetest version 0.4.10, IRC mod version 0.2" when running /CTCP MinetestServer VERSION on a minetest server with the IRC mod. |
19:36 |
sapier |
ShadowNinja: in theory it's better but actually our freetype code just renders the freetype font to textures resulting in almost same as those pictures. One major difference, that "rendering code" is not checking anything |
19:37 |
ShadowNinja |
sapier: Hmmm, and I guess adding proper freetype support to Irrlicht is more than we can handle? |
19:37 |
sapier |
I'd suggest to switch to freetype once irrlicht does support it natively but not while we're using that ugly adapter |
19:38 |
sapier |
I'm quite sure I don't know enough about fonts to even fix that adapte |
19:38 |
sapier |
r |
19:38 |
BlockMen |
sapier, does it allow using more than one font or just another way to change skin font? |
19:39 |
BlockMen |
ShadowNinja, so its mainly for IRC mod? |
19:39 |
sapier |
right now we have two fonts, it's not fully generic |
19:39 |
sapier |
but changes wouldn't be that big, yet we don't even support different font sizes within minetest ;-) |
19:40 |
BlockMen |
ik :\ |
19:40 |
sapier |
my patch would support them but without minetest using it ;-) |
19:40 |
sapier |
and that patch is only half of it, the second part are those formspec fixes from the guy refusing to use github ;-) |
19:41 |
ShadowNinja |
BlockMen: That's the use case I have in mind. It could also be used to remove get_server_status and build the string in Lua (hmmm, we already have access to the version anyway, just in a harder-to-access format). |
19:43 |
ShadowNinja |
BlockMen: My API provides access to the full version hash though, not just the simple string. |
19:44 |
sapier |
to be honest as most ppl here usually refuse to even support stable version with their mods I doubt those ppl will fix their mods for different versions |
19:46 |
BlockMen |
ShadowNinja, i thought current get_version() is mm only? |
19:48 |
sapier |
You're right blockmen, at least I didn't add it to minetest api on implementing it (unless it's been merged by accident) |
19:48 |
sapier |
e.g. when scriptapi was refactored |
19:49 |
ShadowNinja |
BlockMen: "mm only"? |
19:49 |
BlockMen |
mm = main menu |
19:49 |
ShadowNinja |
BlockMen: Oh, yes, it is. |
19:50 |
BlockMen |
so the main question is not string vs. complete version info |
19:50 |
BlockMen |
the question is: should mods get acces to versions |
19:50 |
ShadowNinja |
BlockMen: The game only has get_server_status, which can be parsed for the version string. |
19:51 |
BlockMen |
oh, ic |
19:51 |
ShadowNinja |
(Which I WILL implement in the IRC mod if I can't get a proper API function for it.) |
19:57 |
BlockMen |
ShadowNinja, why VERSION_EXTRA_STRING ? |
19:58 |
ShadowNinja |
BlockMen: Because it might be usefull. |
19:59 |
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19:59 |
BlockMen |
i think its an bad idea. mods could exclude single versions/builds |
19:59 |
BlockMen |
im against adding this |
20:00 |
BlockMen |
this = version extra |
20:01 |
ShadowNinja |
BlockMen: Alright, otherwise O.K.? |
20:02 |
BlockMen |
ShadowNinja, if "minetest_version_hash" does not contain the version extra aswell, yes |
20:03 |
ShadowNinja |
BlockMen: I think hash does, but you'd have to parse the version-extra out, which mods can already do with get_server_status. |
20:04 |
BlockMen |
get_server_status returns minetest_version_simple |
20:04 |
BlockMen |
so no, they can currently not |
20:04 |
ShadowNinja |
Trying to make it impossible for mods to exclude versions is pointless and counter-intuitive. Mods can provide a warning that a specific build is broken in a certain way and that they hould expect a certain bug if you let them. |
20:05 |
BlockMen |
wait, wait. you told me mods should not be able to override the ids of statbars (because that would be bad), but they should be able to exclude certain builds |
20:06 |
ShadowNinja |
Eg, say 0.4.10 had a bug that causes flashing textures with that mod. You can warn users about that and avoid getting spammed with "FIx plx" issues about that. |
20:06 |
BlockMen |
could you be so nice and find a sane line what mods should be able to and what not |
20:07 |
ShadowNinja |
Mods should be able to do just about anything that doesn't break security, but certain things are almost always bad and should be discouraged. |
20:07 |
BlockMen |
lol |
20:07 |
BlockMen |
so mods can disallow certain builds but the statbar is protected once and for all |
20:07 |
ShadowNinja |
It's not funny, I'm getting quite tired of this. |
20:07 |
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20:07 |
BlockMen |
its indeed not funny |
20:08 |
BlockMen |
get your version by server_status |
20:08 |
ShadowNinja |
BlockMen: Also, I'm not sure what you're refering to. |
20:08 |
BlockMen |
thats enough |
20:10 |
ShadowNinja |
BlockMen: Alright, doing that now. |
20:12 |
ShadowNinja |
I can't get the PROJECT_NAME this way though, so it will show up as "Minetest" even with other forks. |
20:14 |
ShadowNinja |
http://sprunge.us/cXYD?diff |
20:18 |
ShadowNinja |
Works with some tweaks: * Received CTCP-VERSION answer from TestServer: Minetest version 0.4.10-dev, IRC mod version 0.2.0. |
20:20 |
ShadowNinja |
https://github.com/kaeza/minetest-irc/commit/d0ebde388419fcf102d8397d392cf652f313a2fb |
20:20 |
ShadowNinja |
^ That was about 20x easier than arguing about implementing a cleaner way to do it. |
20:20 |
ShadowNinja |
And took even less time. |
20:21 |
ShadowNinja |
It only takes about 4 lines too, so it's not all that bad. |
20:22 |
ShadowNinja |
A whole lot better than my method that looked for the executable, opened it, read it into memory, and searched for the VER= in the build_info. |
20:28 |
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20:30 |
ShadowNinja |
BlockMen: Next pull? |
20:31 |
ShadowNinja |
Ok, Taoki: I think you were looking for a way to get the version? See my method, if probably the most elegant way to get the version currently available, and, by the looks of it, that will ever be available. |
20:32 |
ShadowNinja |
Oh* |
20:32 |
ShadowNinja |
s/if/it is/ |
20:32 |
Taoki |
ShadowNinja: Get what version? |
20:32 |
ShadowNinja |
Taoki: The Minetest core version. |
20:33 |
Taoki |
I already do with GIT, for years |
20:34 |
ShadowNinja |
Taoki: Oh, well this works on systemwide installs and builds without git. It also doesn't require os.execute. It doesn't give you the hash though. |
20:34 |
sapier |
I still don't understand why this is needed for regular operation of a mod ;-) yes it's nice to know but for what else then curiosity? |
20:34 |
Taoki |
What works? :P |
20:35 |
ShadowNinja |
Taoki: https://github.com/kaeza/minetest-irc/commit/d0ebde388419fcf102d8397d392cf652f313a2fb |
20:35 |
ShadowNinja |
sapier: I'm done arguing about it. |
20:36 |
sapier |
meaning your just gonna add it without argueing? ;-) |
20:37 |
ShadowNinja |
sapier: No, meaning I'm going to ignore it for a few more months and use hacky ways to get the version instead. |
20:38 |
ShadowNinja |
sapier: Feel free to approve one of my other pulls though. :-) |
20:38 |
sapier |
for what do you use the version number? |
20:39 |
ShadowNinja |
sapier: /connect irc.inchra.net; /ctcp ShadowServer version |
20:39 |
sapier |
https://github.com/minetest/minetest/pull/1631/files can someone explain to me why we replace a speaking name by a nonsense name? |
20:40 |
ShadowNinja |
sapier: Argue with iqualfragile about that. |
20:40 |
sapier |
ShadowNinja did you try your code? |
20:41 |
ShadowNinja |
sapier: What code? |
20:41 |
sapier |
for what I tried "asInt()" doesn't work for that crapy json lib |
20:41 |
sapier |
nor anything else except "asString()" |
20:41 |
ShadowNinja |
sapier: Oh, yes, it works, at least on my computer. |
20:41 |
sapier |
strange |
20:42 |
sapier |
If those "asType" functions would work lot of that code could be done way more simple |
20:49 |
sapier |
https://github.com/minetest/minetest/pull/1535 seems to be fine (code wise). Guess we can live with that const char* for some more time |
20:49 |
sapier |
https://github.com/minetest/minetest/pull/1418 completed? |
20:49 |
sapier |
if yes merge it |
20:50 |
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21:09 |
hmmmm |
ooh what's going on |
21:10 |
hmmmm |
looks like I missed it :( |
21:17 |
proller |
1535 - nooooo |
21:36 |
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22:02 |
ShadowNinja |
proller: Open thousands of files and write to them every few seconds, plus a final write at shutdown? You must just want MT to be slower to make FM look better. Before my changes I saw my disk usage spike to 80-100% for 2-3 seconds on every save interval (which was why I had said interval at about 15 seconds instead of the default of 5 seconds or something like that). |
22:07 |
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22:12 |
hmmmm |
heh |
22:13 |
hmmmm |
no matter what minetest does - short of merging it in - would make minetest as bad as freeminer |
22:14 |
hmmmm |
my real life friend got hooked onto minetest about a month ago and found freeminer on google and read that it was supposed to be a better version so he tried that out |
22:14 |
proller |
why "Open thousands of files" ? |
22:14 |
hmmmm |
he said that it often crashed, was very buggy, and he much preferred minetest |
22:16 |
proller |
ShadowNinja, your patch fixes consequences of very bad design by uglifying code |
22:17 |
proller |
and not solves real problem |
22:18 |
proller |
hmmmm, what you make for minetest in last year except cool jokes about freeminer ? |
22:18 |
ShadowNinja |
The few times I've looked at freeminer's commit history I've found that the majority of the commits were fixes. |
22:19 |
hmmmm |
i won't deny that i haven't done much, but that doesn't change the fact that freeminer is a prime example of what minetest would have become if we let him have his way with the codebase |
22:19 |
hmmmm |
oh god, I'm so glad freeminer is a separate project |
22:20 |
ShadowNinja |
Also, anyone: http://strawpoll.me/2687768 |
22:21 |
proller |
and lot of fixes about mt code |
22:21 |
kahrl |
ShadowNinja: missing #5: I don't care because I /ignored him |
22:21 |
proller |
now nobody build/test freeminer under windows |
22:22 |
shadowzone |
o.O |
22:22 |
shadowzone |
Who is proller? |
22:22 |
proller |
under linux some problems exists, but fixes ^ in progress |
22:23 |
shadowzone |
Cause I'm not gonna vote till I find out. |
22:23 |
ShadowNinja |
kahrl: That goes as "Yes", since you've already done it, just not globally. |
22:24 |
ShadowNinja |
shadowzone: He's talking in here. You might have him on /ignore. |
22:24 |
shadowzone |
I don't. |
22:24 |
shadowzone |
I've never even heard of him. |
22:25 |
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22:25 |
exio4 |
he was(is?) a coredev |
22:25 |
ShadowNinja |
shadowzone: http://irc.minetest.ru/minetest-dev/2014-10-01#i_3957766 |
22:25 |
ShadowNinja |
exio4: Was. |
22:25 |
exio4 |
k |
22:26 |
shadowzone |
What'd he do? |
22:28 |
ShadowNinja |
shadowzone: He trolls and is generally unhelpfull and annoying. Just about all he does is criticise Minetest, it's devs, and the code they write; while telling us about how everything is fixed in Freeminer. |
22:28 |
shadowzone |
OH. |
22:28 |
proller |
yes, saving players problem was solved in freeminer ;) |
22:28 |
shadowzone |
So a pain in the butt? |
22:29 |
proller |
ans solved from root without uglyfying code |
22:29 |
proller |
because i understand what i do |
22:29 |
shadowzone |
I voted. |
22:39 |
proller |
ShadowNinja, and im criticise only bad or useless code |
22:44 |
Atlas|1618033 |
If this is the usual goings on in here, I think I can drop my cable... |
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