Time |
Nick |
Message |
01:19 |
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05:04 |
hmmmm |
jesus christ schematics are so fubar |
05:04 |
hmmmm |
two memory leaks within 10 lines of eachother |
05:04 |
hmmmm |
=[ |
05:31 |
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06:58 |
hmmmm |
I've changed my mind on adding update/delete operations for nodedef |
07:49 |
Zeno` |
hmmmm, I've been profiling the client and I really think that the exceptions in getNode() need to go. They are being used in lieu of conditions for the majority of cases and the function spends >90% of its time handling exceptions |
07:50 |
Zeno` |
I've reimplemented stuff so that they are not used and will profile again (each profile takes about an hour or so :/) to see if there really is a difference |
07:50 |
hmmmm |
are you looking at calcLighting |
07:51 |
Zeno` |
no collision handling really |
07:51 |
hmmmm |
in any case there is getNodeNoEx |
07:51 |
hmmmm |
you just need to use it |
07:51 |
Zeno` |
that's mostly what I did |
07:51 |
hmmmm |
celeron was exception-happy with the original code |
07:51 |
hmmmm |
i agree, it wasn't the greatest of choices. |
07:51 |
Zeno` |
Once I get the results of the new profile session I'll post the results somewhere |
07:58 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/3ed109d307bdab1791c5e9bfabc1166ff2a73977 |
07:58 |
RealBadAngel |
fixes for wielded, WIP |
07:59 |
RealBadAngel |
everything works ok for default textures, there are some glitches with high resolution ones and shaders enabled still |
07:59 |
RealBadAngel |
but all of the drawtypes are working ok |
08:04 |
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08:04 |
Zeno` |
I'll test in a few hours if you like RBA |
08:04 |
Zeno` |
But... I didn't experience the first issue so I dunno how much testing I can actually do :) |
08:14 |
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08:14 |
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08:26 |
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09:09 |
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09:21 |
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09:38 |
kilbith |
bug : https://cdn.mediacru.sh/zs_4Z2o03D5F.png |
09:39 |
kilbith |
probably related with the latest commit 'Serverlist: announce mg_name' |
09:40 |
kilbith |
^ kahrl |
10:00 |
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10:25 |
Zeno` |
I like that screenshot |
10:43 |
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10:48 |
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11:03 |
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11:06 |
Zeno` |
are you a time traveller? |
11:18 |
kilbith |
who ? me ? |
11:19 |
kilbith |
eh no, john |
11:32 |
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11:35 |
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12:06 |
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12:27 |
kahrl |
kilbith: can't reproduce that |
12:29 |
Zeno` |
kahrl, refactor_main is "testing" again :p |
12:32 |
celeron55 |
i actually had never used exceptions in C++ when i started minetest, so i chose to try them out in various extents... yes, not the best of ideas 8) |
12:32 |
Zeno` |
=D |
12:33 |
Zeno` |
anyway, profiling (again :/) |
12:34 |
Zeno` |
celeron55, at least they're easy to get rid of in this circumstance |
12:35 |
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12:44 |
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12:45 |
Zeno` |
with exceptions removed I can almost play when running under callgrind |
12:48 |
jin_xi |
Zeno`: are you just looking at map access in collision handling or all of collisionMoveSimple? i ask because it produces wrong collisions which you can see if you bump particles radius and expiration time enough |
12:49 |
Zeno` |
looking at it all |
12:49 |
jin_xi |
i have a shitfix for the issue in the irrlicht particles wip PR which might help figureing out whats wrong with it |
12:50 |
Zeno` |
I'll clean up these changes and make a branch for testing |
12:50 |
Zeno` |
But I'll show you some pictures if you want |
12:50 |
jin_xi |
no need to do extra work for me ;) |
12:52 |
Zeno` |
I will anyway |
12:53 |
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12:53 |
kahrl |
Zeno`: I'm still trying to figure out what to do with current_playername and so on |
12:53 |
kahrl |
it's really ugly to have these kinds of duplicate variables\ |
12:53 |
kahrl |
-\ |
12:53 |
Zeno` |
kahrl, do you see why I added a TODO comment? :D |
12:54 |
Zeno` |
or maybe it was FIXME |
12:54 |
kahrl |
yeah |
12:54 |
kahrl |
btw you can remove the one above setup_log_params ;) |
12:56 |
Zeno` |
oh, probably yeah |
12:56 |
VanessaE |
kaeza: about kilbith's report, I wonder if it's related to this: take a look at the server list (I mean the site at servers.minetest.net).. many of them don't show the mapgen at all (just "?"), even where they're clearly using mgv6, and those servers have no mod list popover. Any clue why? |
12:56 |
VanessaE |
fuck. |
12:56 |
VanessaE |
kahrl: ^^^^^ |
12:57 |
Zeno` |
with exceptions (1 image): http://i.imgur.com/1Ps1Rvt.jpg |
12:58 |
Zeno` |
without exceptions (2 images): http://i.imgur.com/RnT1WJ3.jpg and http://i.imgur.com/SazNHG1.jpg |
12:58 |
Zeno` |
it's "slightly" faster (I am understating slightly) |
13:00 |
kahrl |
VanessaE, wtf |
13:00 |
kahrl |
that doesn't make any sense at all |
13:00 |
Zeno` |
those are for the client btw, not the server |
13:01 |
VanessaE |
kahrl: should I hide? :P |
13:01 |
kahrl |
VanessaE: some of them have be running longer than when I pushed the patch |
13:08 |
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13:08 |
kahrl |
almost all of them have a high update time though |
13:10 |
kahrl |
s/update time/uptime lol |
13:10 |
kahrl |
so I don't think many of them are affected by my patch |
13:10 |
VanessaE |
kahrl: well, not saying that anyone is being affected by your patch or not. just pointing out that the list is not exactly consistent right now :) |
13:11 |
VanessaE |
I know my servers have that patch. |
13:11 |
VanessaE |
but as you can see in the list, they're not all reporting the same way |
13:12 |
kahrl |
hrm |
13:12 |
VanessaE |
compare digitalaudioconcepts.com:30005 with 30004 |
13:14 |
kahrl |
VanessaE: anything special about :30005 and :30002 compared to the others? |
13:14 |
VanessaE |
nope. |
13:14 |
VanessaE |
they're bog standard configs |
13:15 |
kahrl |
very strange |
13:15 |
kahrl |
I should stop pushing stuff, it just leads to bugs I can't explain :( |
13:16 |
VanessaE |
naw |
13:16 |
VanessaE |
maybe this is a problem on the master list, not the minetest server? |
13:18 |
kahrl |
https://github.com/minetest/master-server/blob/master/server.py <-- it has some special handling for "mapgen", "mods" etc. depending on if the server was already in the list |
13:19 |
Zeno` |
for testing: https://github.com/Zeno-/minetest/compare/getnode_exception_free (note/warning: I have only tested the changes with the client so far!) |
13:19 |
kahrl |
but it shouldn't have an effect if server["action"] is "start" |
13:20 |
VanessaE |
Zeno`: inb4 a certain troll gripes about spacing changes ;) |
13:20 |
Zeno` |
I don't care about those |
13:20 |
VanessaE |
oh btw, line 888 |
13:20 |
Zeno` |
where are the spacing errors? |
13:20 |
VanessaE |
of game.cpp |
13:20 |
VanessaE |
trailing spaces there |
13:20 |
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13:21 |
Zeno` |
those were already there :p |
13:21 |
Zeno` |
this is not a PR yet, but thanks... I'll check them all for sure |
13:24 |
Zeno` |
I suppose I should set my editor to remove all trailing spaces and not just lines modified by me (it looks like it was modified by me but it wasn't... just changed position in the diff) |
13:25 |
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13:31 |
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13:41 |
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14:00 |
Zeno` |
https://github.com/Zeno-/minetest/compare/getnode_exception_free |
14:01 |
VanessaE |
^^^ improves fps on my Survival server significantly |
14:01 |
VanessaE |
(which is saying a lot) |
14:10 |
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14:13 |
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14:27 |
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16:40 |
ShadowNinja |
kilbith: I've seen those error always, intermittently. It seems like the request doesn't finish and you get partial data. It's rare though. |
16:42 |
ShadowNinja |
VanessaE: Old servers that don't support announcing mapgen/mods/clients will display like that. |
16:42 |
VanessaE |
ShadowNinja: that doesn't explain git HEAD servers like mine displaying wrong. |
16:43 |
proller |
but now it on python! |
16:43 |
ShadowNinja |
Hmmm, odd. |
16:44 |
ShadowNinja |
sfan5: *Please* quiet him. |
16:44 |
proller |
how many months you cant ever repeat what works normally long time |
16:44 |
sfan5 |
*sigh* |
16:45 |
sfan5 |
umm |
16:45 |
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16:45 |
sfan5 |
ShadowNinja: the quiet already expired |
16:45 |
proller |
banning and changing spaces - goot problem solution |
16:46 |
sfan5 |
ShadowNinja: and tell your bot that it's ##fix_your_connection with 2 ## |
16:49 |
ShadowNinja |
sfan5: Not here. And single-# is more network-independent. On freenode it's just a forward to the ##. |
17:03 |
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18:42 |
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18:45 |
paramat |
hmmmm, please could you review, possibly merge? https://github.com/minetest/minetest/pull/1834 |
18:47 |
* Krock |
writes "Add a Lua option for non-eased 3D-noise" onto paramat's TODO list |
18:48 |
Krock |
Also, how about using constants instead of 31000? |
18:49 |
paramat |
the lua eased noise might be best left to the expert :) |
18:50 |
paramat |
next i need to fix the biome discontinuity at y = 47 |
18:50 |
paramat |
in mgv5 |
18:50 |
Krock |
Add it to that pull and rename it to "mgv5" fixes? :3 |
18:52 |
paramat |
nah best a separate pull i think |
18:53 |
paramat |
hmmmmm i did actually try accessing eased noise at point by creating single-node perlinmaps heh but somehow it didn't work |
18:55 |
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18:57 |
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18:58 |
Krock |
I actually wonder how I can check if a lua_state contains further data |
18:59 |
Krock |
specially, to add optional arguments |
19:03 |
celeron55 |
http://stackoverflow.com/questions/5448654/lua-c-api-handling-and-storing-additional-arguments |
19:03 |
celeron55 |
"The C function lua_gettop will return how many parameters were passed to your C function." |
19:03 |
Krock |
oh nice. thanks |
19:04 |
celeron55 |
i.e. the function parameters are the only things on the stack at positive indices |
19:05 |
celeron55 |
also note that nil is counted as a parameter too even if it's the last one |
19:06 |
celeron55 |
(that distinction is lost only when reading parameters in lua when doing it in the handy regular way) |
19:06 |
paramat |
sfan5 please could you look at this? https://github.com/minetest/minetest_game/pull/339 this is a blocker for biomes in mgv5 |
19:06 |
Krock |
okay. thanks for this explanation |
19:07 |
sfan5 |
paramat: looks good |
19:07 |
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19:08 |
paramat |
aw thanks |
19:14 |
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19:16 |
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19:27 |
Krock |
added a noiseparam, 'eased'.. trying to compile now |
19:31 |
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19:43 |
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19:50 |
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20:01 |
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20:12 |
Krock |
#1835 |
20:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1835 -- Add option eased to NoiseParams by SmallJoker |
20:15 |
Krock |
comments please |
20:16 |
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20:16 |
paramat |
wow it worked? |
20:17 |
paramat |
it was inevitable anyway, hmmmmm's just busy |
20:17 |
paramat |
first screenshot is beautiful |
20:19 |
stakewinner00 |
I have a "question" about the code style. |
20:20 |
Krock |
paramat, yes. |
20:21 |
stakewinner00 |
is better something like "if (rows == 0) return 0; else return formatted_count - rows;" or "if (rows != 0) return formatted_count - rows; return 0;" ? |
20:22 |
Krock |
return formatted_count - rows; |
20:22 |
Krock |
because division by zero is not a problem here |
20:22 |
Krock |
and you can subtract 0, that's possible |
20:22 |
Krock |
^ stakewinner00 |
20:23 |
Krock |
paramat, caves in mgv6 use eased (or similar) noise already IIRC |
20:23 |
paramat |
dont think so |
20:24 |
paramat |
caves are random, not noise based |
20:24 |
Krock |
oh! |
20:46 |
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21:52 |
ShadowNinja |
hmmmm: I found the bottleneck in one of my VM mods -- update_map. The function takes about 0.02s without it and about 0.5s with it. The docs are very vague as to what it does and what makes it different from write_to_map, but not calling it leaves some phantom blocks on the client (non-updated blocks) |
21:53 |
ShadowNinja |
Can it be optimized and what does it do? |
21:53 |
ShadowNinja |
These figures are for a ~20x20x20 area BTW. |
21:54 |
ShadowNinja |
It's important that this function complete in 0.1s or less. |
21:59 |
ShadowNinja |
Just calling it the first time and not on later updates should help the speed without leaving the phantom blocks. |
22:04 |
paramat |
i think update map recalcuates the lighting, and that is slow |
22:05 |
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22:09 |
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22:59 |
RealBadAngel |
ok, i got all the possible cases working correctly for wielded: http://i.imgur.com/TPuGWyJ.png |
23:02 |
VanessaE |
nice |
23:03 |
RealBadAngel |
shaders on items are cool :) |
23:16 |
hmmmm |
agh paramat left |
23:17 |
hmmmm |
ShadowNinja, yes, I use Map::updateLighting() for non-mapgen vmanip since the mapgen lighting algorithm relies on having the mapgen... this was just something I never got around to doing |
23:18 |
hmmmm |
hrmm |
23:18 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1836 |
23:19 |
RealBadAngel |
pr is rdy |
23:19 |
hmmmm |
this biome/ore/decoration/schematic reorganization is really large and messy. i rely on covariant return types but i'm beginning to wonder if this was a mistake |
23:19 |
hmmmm |
will you guys kill me if I use templates instead? |
23:19 |
RealBadAngel |
idk what are you doing so im ok with it ;) |
23:21 |
VanessaE |
hmmmm: so long as it doesn't break anything or result in a performance regression, why not? |
23:21 |
hmmmm |
because we just don't use templates |
23:21 |
hmmmm |
it's an implicit style rule |
23:23 |
RealBadAngel |
kahrl, here? |
23:24 |
y |
templates are good as long as you don't write code like http://stackoverflow.com/a/275295 |
23:24 |
VanessaE |
hmmmm: don't let style "rules" get in the way of making your code do its job. |
23:25 |
VanessaE |
I don't know what templates are in the C++ sense of the word, but if using them is the right way, then do it and make a note in the style guide of when they could be considered allowable. |
23:25 |
VanessaE |
(I have a definition of a template that likely differs from yours) |
23:26 |
RealBadAngel |
VanessaE, can you check 1836? |
23:26 |
VanessaE |
RealBadAngel: I just did. I'm not sure you'll like the result. |
23:27 |
RealBadAngel |
go on |
23:27 |
VanessaE |
one moment. |
23:27 |
VanessaE |
with aniso + mipmap + tri, shaders + bumpmap + auto normals + parallax all turned on: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011122014%20-%2006%3a28%3a02%20PM.png |
23:28 |
RealBadAngel |
since when you turn on filters for 16px ? |
23:28 |
RealBadAngel |
:P |
23:28 |
VanessaE |
normally I don't, but you know me, I test everything |
23:28 |
VanessaE |
turn of mip/aniso/tri and it looks correct, i.e. the same as your screenshot |
23:28 |
RealBadAngel |
ofc |
23:29 |
RealBadAngel |
filters are for high resolution tps |
23:29 |
VanessaE |
yeah but we need a threshold function here. |
23:29 |
VanessaE |
you and I both know high rez texture packs will never be able to support 100% of everything |
23:29 |
RealBadAngel |
selecting the RIGHT option is enough |
23:30 |
VanessaE |
so there needs to be a cutoff below which those filters will simply not be used. |
23:30 |
RealBadAngel |
some folks like it blurry |
23:30 |
VanessaE |
so make the cutoff configurable |
23:30 |
RealBadAngel |
theres too much setting and 90% of them never used |
23:30 |
RealBadAngel |
lol |
23:30 |
VanessaE |
here's with aniso/mip/tri turned off, shaders/bump/auto-normals/parallax turned on: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011122014%20-%2006%3a31%3a07%20PM.png |
23:31 |
VanessaE |
I'd say this looks fine |
23:31 |
RealBadAngel |
check it out with hdx |
23:31 |
* VanessaE |
checks |
23:31 |
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23:33 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011122014%20-%2006%3a33%3a30%20PM.png |
23:33 |
VanessaE |
that's with mip/aniso/tri, shaders/bump but without auto-normals ^^^ |
23:33 |
* VanessaE |
turns that on just for giggles. |
23:34 |
RealBadAngel |
items can use only auto normals |
23:34 |
RealBadAngel |
not like the nodes |
23:35 |
kaeza |
so entities can now take advantage of shaders? cool |
23:36 |
kaeza |
is there a way to add at least simple lighting to entities (like it was done for wielditems)? |
23:36 |
VanessaE |
auto-gened normals look funky with HDX :P |
23:36 |
kaeza |
I mean shading, rather |
23:36 |
RealBadAngel |
ofc |
23:36 |
kaeza |
or is that part of the patch? |
23:36 |
VanessaE |
anyway I see no obvious problems aside from the need for thresholding. |
23:37 |
RealBadAngel |
kaeza this covers only wielded and item entities |
23:37 |
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23:37 |
RealBadAngel |
but i can do the same with all the entities, including players |
23:38 |
VanessaE |
hm. I can't seem to pick up those seeds. |
23:38 |
VanessaE |
but I can pick up a dropped fence. weird. |
23:38 |
VanessaE |
oh, full inv. |
23:38 |
RealBadAngel |
lol |
23:38 |
VanessaE |
that would help :) |
23:39 |
VanessaE |
ok, yeah I think it's all good here |
23:44 |
RealBadAngel |
hmmmm, are you ok with 1836? |
23:44 |
hmmmm |
#1836 |
23:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/1836 -- Wielded fixes. Add shaders support. by RealBadAngel |
23:45 |
hmmmm |
why did you need to include "main.h" to wieldmesh.c? |
23:45 |
hmmmm |
just curious |
23:45 |
RealBadAngel |
g_settings |
23:46 |
hmmmm |
ahhh |
23:46 |
hmmmm |
grr. |
23:46 |
hmmmm |
I think it should be exposed through settings.h instead. |
23:46 |
hmmmm |
sorta wonder how much compilation time that would save on |
23:46 |
proller |
"already solved in.." |
23:47 |
RealBadAngel |
ofc it should |
23:47 |
hmmmm |
RealBadAngel: just to make sure I'm not crazy, bilinear and trilinear texture filters are mutually exclusive, right? |
23:47 |
hmmmm |
you can't have both applied with irrlicht, right? |
23:48 |
RealBadAngel |
trilinear overrides bilinear |
23:48 |
hmmmm |
wonder why irrlicht would have it as a set of flags then |
23:48 |
RealBadAngel |
so if you have both set, trilinear is used |
23:48 |
hmmmm |
i know why we have bilinear/trilinear as boolean options |
23:49 |
hmmmm |
because there's no good "radio button" control for irrlicht so checkboxes had to be used instead |
23:49 |
RealBadAngel |
should be toggleable: none/bi/tri |
23:49 |
hmmmm |
of course |
23:49 |
VanessaE |
hmmmm: because I didn't think to make them mutually exclusive. |
23:49 |
VanessaE |
no other reason :) |
23:49 |
hmmmm |
VanessaE, I remmeber when this was implemented |
23:49 |
hmmmm |
it's because there was no good control to represent a tri-state variable |
23:50 |
hmmmm |
RealBadAngel, just a nit: https://github.com/RealBadAngel/minetest/commit/9f08f9e21d72cd6f7ed391044472986d6f6582f0#diff-60aa608aac2fefb1a86d4c2861a08eb7R321 |
23:50 |
hmmmm |
you always do stuff like this |
23:50 |
hmmmm |
how hard is it to make sure your code is properly formatted?? |
23:50 |
RealBadAngel |
oh shit |
23:50 |
hmmmm |
perhaps you code too fast and you should take your time and pay more attention to what you're actually typing |
23:50 |
VanessaE |
hmmmm: at the time, I'd have just used a radio button had I known better....but then again, did we even have those? |
23:50 |
RealBadAngel |
because i was changing that code hunders of times last few days |
23:50 |
hmmmm |
VanessaE, no, that's the point |
23:51 |
hmmmm |
we'd have to make them.. |
23:51 |
VanessaE |
that explains it |
23:51 |
hmmmm |
just like everything else with the completely deficient irrlicht UI toolkit |
23:51 |
RealBadAngel |
you wouldnt belive what gimmicks i have to make to get all the cases working |
23:51 |
VanessaE |
well nothing says you can't just auto-uncheck one if the other gets checked. |
23:51 |
VanessaE |
it's hacky and stupid, but it would work |
23:52 |
hmmmm |
looks good |
23:52 |
VanessaE |
(then you have users asking "why didn't you just use a radio button there, you twit?") |
23:52 |
VanessaE |
: |
23:52 |
VanessaE |
:) |
23:52 |
kaeza |
don't we already have dropdown lists? |
23:52 |
VanessaE |
kaeza: yeah |
23:52 |
VanessaE |
but a dropdown is ugly for that idea |
23:52 |
VanessaE |
a spinbox is best |
23:52 |
hmmmm |
I guess you couuuuld use a dropdown for that |
23:52 |
kaeza |
(those are kinda radiobuttons, and are used for e.g. mapgens) |
23:53 |
kaeza |
+like |
23:53 |
hmmmm |
i always thought a radio option set is ideal for things that only have a few options that are mutually exclusive and are always static |
23:53 |
hmmmm |
this would be the perfect example |
23:53 |
hmmmm |
the perfect use i mean |
23:53 |
RealBadAngel |
hmmmm, added that space |
23:53 |
hmmmm |
cool |
23:54 |
hmmmm |
LGTM |
23:55 |
RealBadAngel |
ok, so lets get this merged, those fixes have to be widely tested (previous kahrl's code was irrlicht version sensitive) |