Time |
Nick |
Message |
00:01 |
|
ShadowLadyXD joined #minetest-dev |
00:01 |
|
Zeno` joined #minetest-dev |
00:13 |
|
shadowzone joined #minetest-dev |
01:16 |
|
ShadowLadyXD joined #minetest-dev |
01:19 |
|
shadowzone joined #minetest-dev |
01:22 |
|
shadowzone joined #minetest-dev |
01:28 |
|
khonkhortisan joined #minetest-dev |
01:32 |
|
shadowzone joined #minetest-dev |
01:42 |
|
ShadowLadyXD joined #minetest-dev |
01:52 |
|
khonkhortisan joined #minetest-dev |
02:25 |
VanessaE |
Zeno`: if the rotation of a stone brick block is wrong, the numbers you just commited are wrong |
02:25 |
VanessaE |
place a stone brick block. |
02:25 |
Zeno` |
RBA says they are correct |
02:25 |
VanessaE |
place a stone brick slab on the wall |
02:25 |
VanessaE |
compare the textures |
02:25 |
Zeno` |
hmm |
02:26 |
VanessaE |
the textures on the slabs' outside normal surfaces should align with the textures on the block's surfaces |
02:26 |
VanessaE |
that's how I set the numbers up |
02:26 |
VanessaE |
because that's how slabs used to work when they were just hard-defined "vertical" slabs |
02:27 |
Zeno` |
I'll revert it |
02:28 |
RealBadAngel |
when you place the wallmounted on the sides |
02:28 |
RealBadAngel |
texture of the top should point upwards |
02:28 |
RealBadAngel |
and that is the point of the commit |
02:28 |
Zeno` |
soon... depending on the outcome of this discussion I guess :) |
02:29 |
RealBadAngel |
and here we are meeting fucked up wallmounted again |
02:30 |
RealBadAngel |
HOW many fucking times more we have to fiddle with this busted shit to get ITS FUCKED UP? |
02:30 |
RealBadAngel |
wallmounted have to be redefined |
02:30 |
VanessaE |
RealBadAngel: this isn't wallmounted, this is just a helper function for 6dfacedir |
02:30 |
RealBadAngel |
no, its wallmounted |
02:31 |
VanessaE |
no, it's an auto-rotate function I wrote a while back |
02:31 |
VanessaE |
paramtype2 = "facedir", |
02:31 |
VanessaE |
see? |
02:31 |
RealBadAngel |
and again conversion from wallmounted to facedir |
02:31 |
VanessaE |
this is NOT paramtype2 = "wallmounted" |
02:31 |
VanessaE |
this is a totally different thing. |
02:31 |
RealBadAngel |
awwww |
02:31 |
VanessaE |
Zeno`: you should check like I suggested first before you revert |
02:32 |
RealBadAngel |
lets start from begining |
02:33 |
VanessaE |
RealBadAngel: we're talking about a change to the minetest.rotate_node() lua function in builtin |
02:33 |
RealBadAngel |
there was an issue open by this guy |
02:33 |
VanessaE |
I have a couple tables in there to translate facedirs into a rotation for vertical orientation |
02:33 |
RealBadAngel |
with pictures showing whats wrong with it |
02:33 |
VanessaE |
yeah, and he's using it wrong |
02:33 |
RealBadAngel |
with some scrabble nodes |
02:34 |
RealBadAngel |
why? |
02:34 |
VanessaE |
#1808 |
02:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/1808 -- Adjust the values of dirs1 and dirs2 so that rotate_and_place orients textures correctly by dvere |
02:35 |
VanessaE |
because he's trying to turn the texture upright with a function that's designed to force a node to rotate it's *model* upright |
02:37 |
RealBadAngel |
model is upright in any case |
02:37 |
RealBadAngel |
but twisted by 90 degs |
02:37 |
RealBadAngel |
and thats the point |
02:37 |
VanessaE |
RealBadAngel: but we're not talking about mesh nodes here |
02:37 |
VanessaE |
we're talking about nodeboxes with paramtype2 = "facedir" |
02:37 |
RealBadAngel |
yes |
02:37 |
VanessaE |
your mesh nodes work fine. |
02:38 |
RealBadAngel |
this is nodebox |
02:38 |
VanessaE |
*nod* |
02:38 |
RealBadAngel |
and it should be placed with top of "top" texture pointing up |
02:38 |
VanessaE |
Zeno`: fwiw, if it's less than 10 minutes, you can also just rewrite history |
02:38 |
RealBadAngel |
not to the right for duck sake |
02:38 |
VanessaE |
RealBadAngel: and it did before. |
02:39 |
Zeno` |
well I'll do that now |
02:40 |
RealBadAngel |
did before? so why its broken? |
02:40 |
VanessaE |
RealBadAngel: beats me |
02:40 |
VanessaE |
you know what, let me just check it |
02:41 |
VanessaE |
unless someone went and rewrote those values at some point after my commit went in |
02:41 |
RealBadAngel |
ok |
02:41 |
VanessaE |
ok, something has been broken before |
02:41 |
VanessaE |
zeno, put the commit back |
02:41 |
VanessaE |
:) |
02:41 |
Zeno` |
what? |
02:41 |
VanessaE |
someone fucked up my numbers |
02:42 |
Zeno` |
is this an episode of The Goodies? :p |
02:42 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011242014%20-%2009%3a44%3a25%20PM.png |
02:42 |
VanessaE |
this is NOT what I coded |
02:42 |
VanessaE |
who fucked up my numbers? |
02:43 |
Zeno` |
so wait, the commit is correct? |
02:43 |
VanessaE |
it apparently is! |
02:43 |
RealBadAngel |
told ya |
02:43 |
VanessaE |
now I'm pissed |
02:43 |
VanessaE |
I don't like being made to look like a fool. |
02:43 |
VanessaE |
Zeno`: ok so just lose the revert commit and rewrite history |
02:43 |
* VanessaE |
grumbles loudly |
02:45 |
Zeno` |
neither do I :p |
02:49 |
Zeno` |
I will merge #1826 ... it's been approved at least 3 times already and it works for me |
02:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/1826 -- Fix for various Android build errors. Enable landscape rotation. by KodexKy |
02:49 |
VanessaE |
ok |
02:50 |
|
Taoki joined #minetest-dev |
02:50 |
Zeno` |
and it's no good leaving the build very Android broken as well :) |
02:50 |
Zeno` |
s/very/for |
02:51 |
RealBadAngel |
VanessaE, idk who bwoke it, the change is unrecorded |
02:51 |
VanessaE |
RealBadAngel: I just checked the history, those are the numbers I put in |
02:51 |
VanessaE |
which means something "further down" has changed |
02:52 |
RealBadAngel |
whatever, are those numbers *now* correct? |
02:52 |
VanessaE |
lemme check |
02:52 |
RealBadAngel |
imho they are, but lets get sure once for all |
02:53 |
VanessaE |
http://xkcd.com/303/ |
02:54 |
RealBadAngel |
hehe |
02:54 |
RealBadAngel |
get back to work! ;) |
02:55 |
Zeno` |
But I *am* compiling |
02:55 |
RealBadAngel |
btw, since when you have to compile lua stuff? ;) |
02:56 |
VanessaE |
yes, the new dirs are good |
02:57 |
VanessaE |
they behavior matches what it was when I first coded it |
02:57 |
VanessaE |
I still wanna know what changed though. |
02:57 |
VanessaE |
s/they/the/ |
02:57 |
RealBadAngel |
idk |
02:58 |
RealBadAngel |
but good that theyre ok *now* |
02:58 |
VanessaE |
yeah |
02:58 |
RealBadAngel |
and lets stick to that just |
02:59 |
RealBadAngel |
and close some issues |
02:59 |
VanessaE |
ok |
02:59 |
VanessaE |
fair enough |
03:03 |
RealBadAngel |
btw, the company im workin now, have some servers |
03:03 |
|
khonkhortisan joined #minetest-dev |
03:03 |
RealBadAngel |
i think i will set there mt :) |
03:05 |
VanessaE |
heh, careful with that |
03:18 |
|
kaeza joined #minetest-dev |
03:20 |
|
Zeno` joined #minetest-dev |
03:31 |
Zeno` |
Comments on #1872? |
03:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/1872 -- Fixes for Android after recent commits. by KodexKy |
03:32 |
Zeno` |
I am 100% certain 97792c7 is correct, but I don't know enough about Lua to see why fec8fbc was required (although it works) |
03:33 |
Zeno` |
oh it was using a global before? |
03:37 |
RealBadAngel |
looks like |
03:39 |
VanessaE |
oh ffs |
03:39 |
VanessaE |
oops |
03:40 |
Zeno` |
huh? |
03:46 |
VanessaE |
wrong window. |
04:08 |
Fritigern |
FFS means Flipping French Sausages. |
04:09 |
Fritigern |
It also means Fast Frying System |
04:09 |
Fritigern |
French fry Sauce |
04:09 |
Fritigern |
Four Friendly Snakes |
04:31 |
VanessaE |
RealBadAngel: bug in the spawnentity command? a manually spawned mesh entity ends up being multiplied by BS while the same entity spawned by code is not? at least, the former ends up being 10x bigger than the latter. |
04:36 |
RealBadAngel |
will have to check that |
04:37 |
RealBadAngel |
BS doesnt have to be added again, its internal value |
04:37 |
RealBadAngel |
if any mod adds that its wrong |
04:39 |
VanessaE |
well I had to manually set the scale of the entity to x=10, y=10 to get it to the right size |
04:39 |
VanessaE |
even if I scaled it up in Blender |
04:39 |
VanessaE |
but if I spawned it by hand, it followed the scale set in Blender. |
04:39 |
RealBadAngel |
i havent touched entities code |
04:40 |
VanessaE |
/spawnentity is probably ignoring the visual_size field is my guess |
04:40 |
RealBadAngel |
only way it could be affected is by extrusion code (wielded) |
04:41 |
VanessaE |
not saying you broke it, just a generic "this isn't right" report to whoever wants to take a look :P |
05:04 |
|
khonkhortisan joined #minetest-dev |
05:50 |
|
sol_invictus joined #minetest-dev |
06:08 |
Zeno` |
the spawn entity?! |
06:08 |
Zeno` |
Sounds dangerous |
06:08 |
VanessaE |
THE spawn entity |
06:09 |
VanessaE |
amdn I mean _*THE SPAWN ENTITY*_ |
06:09 |
Zeno` |
Oh dear |
06:09 |
VanessaE |
amdn? damn I can't type. |
06:11 |
kaeza |
`/spawnentity` just calls `core.add_entity` without further processing (on the part of the entity, at least) |
06:12 |
kaeza |
what entity are you trying to spawn? |
06:12 |
VanessaE |
kaeza: I was just testing something in plantlife while fixing a bug. |
06:13 |
VanessaE |
dryplants:reedmace_water_entity |
06:13 |
VanessaE |
( https://github.com/VanessaE/plantlife_modpack/blob/master/dryplants/reedmace.lua#L310 ) |
06:19 |
kaeza |
your code does not look much different from what the command does |
06:19 |
kaeza |
does the entity show at the correct scale if spawned "normally"? |
06:20 |
VanessaE |
it looks fine normally, yeah |
06:20 |
VanessaE |
but note the visual_size setting. |
06:21 |
VanessaE |
(the mesh is normal size in Blender; if I scale it to 10x normal size in Blender, a visual_size of 1 gives an equivalent result) |
06:22 |
RealBadAngel |
spawnentity just misses BS part |
06:23 |
RealBadAngel |
something like visual_scale * BS |
06:24 |
VanessaE |
you mean Lua function call does? |
06:24 |
VanessaE |
+the |
06:24 |
kaeza |
well, I have no idea here, sorry |
06:25 |
kaeza |
(and off to bed I go!) |
06:25 |
kaeza |
g'night |
06:25 |
VanessaE |
night kaeza |
06:26 |
Zeno` |
sfan5, did you by chance glance at #1870? |
06:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1870 -- Fix client "double saving" simple singleplayer local maps by Zeno- |
06:28 |
VanessaE |
looking at lua_api, there's nothing here to suggest that register_entity() should require a specific visual_size (other than implying the default of 1.0). |
06:28 |
VanessaE |
so unless there's a bug in that call, I'd suggest patching /spawnentity to follow suit |
06:40 |
|
Hunterz joined #minetest-dev |
06:45 |
RealBadAngel |
VanessaE, 1.0 is external default |
06:45 |
RealBadAngel |
engines internal is visual_scale * BS |
06:46 |
RealBadAngel |
and thats missed somwhere |
06:47 |
VanessaE |
it may only apply to mesh entities; I didn't try it with other visuals. |
06:58 |
|
sol_invictus joined #minetest-dev |
07:01 |
|
darkrose joined #minetest-dev |
07:20 |
|
OldCoder joined #minetest-dev |
07:24 |
|
Megaf_ joined #minetest-dev |
07:45 |
|
NakedFury joined #minetest-dev |
07:59 |
|
kilbith joined #minetest-dev |
08:13 |
|
ImQ009 joined #minetest-dev |
08:14 |
Zeno` |
Has anyone else tried out #1771? I like it. Seems much more natural |
08:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/1771 -- Increase step smoothing to fit 1:1 stairs (works well on slabs too) by Calinou |
08:15 |
Zeno` |
There is still head bobbing but it's not like you're walking along a road with 12 metre high speed bumps on it |
08:26 |
Zeno` |
Also, comments on #1853 would be good |
08:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno- |
08:54 |
|
AnotherBrick joined #minetest-dev |
09:05 |
|
werwerwer joined #minetest-dev |
09:05 |
|
selat joined #minetest-dev |
09:20 |
|
AnotherBrick joined #minetest-dev |
09:41 |
|
FR^2 joined #minetest-dev |
09:43 |
|
exio4 joined #minetest-dev |
09:49 |
|
selat joined #minetest-dev |
09:51 |
|
exio4 joined #minetest-dev |
09:56 |
|
ImQ009 joined #minetest-dev |
10:28 |
Zeno` |
hmm |
10:33 |
sol_invictus |
It's hard to believe that everyone is asleep |
10:34 |
Zeno` |
I cannot think of *any* valid reason why #1867 would not be acceptable |
10:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/1867 -- added enable_build_where_you_stand option by Sokomine |
10:35 |
Zeno` |
Why can't another core dev say "yay"? arrgh |
10:35 |
Zeno` |
The players have spoken and this is overwhelmingly wanted |
10:37 |
OldCoder |
Yay |
10:37 |
Zeno` |
OldCoder, what say ye? |
10:37 |
* OldCoder |
is not a core dev <- Disclaimer |
10:38 |
OldCoder |
Zeno`, I'm 95% asleep; see me later today my TZ |
10:38 |
OldCoder |
TZzz |
10:38 |
OldCoder |
Zzz |
10:38 |
OldCoder |
x_x |
10:38 |
Zeno` |
:p |
10:38 |
* OldCoder |
is sure that the proposal will endure and today he will say yay |
10:42 |
|
zat joined #minetest-dev |
10:46 |
Zeno` |
It does not allow you to do anything (at all) that you can't already do |
10:47 |
Zeno` |
It just allows you to do it without having to hold jump |
10:47 |
Zeno` |
which in my mind (the patch) makes perfect sense |
11:28 |
|
Amaz joined #minetest-dev |
12:19 |
|
proller joined #minetest-dev |
13:00 |
|
SmugLeaf joined #minetest-dev |
13:04 |
|
Weedy joined #minetest-dev |
13:04 |
|
SmugLeaf joined #minetest-dev |
13:11 |
|
DFeniks joined #minetest-dev |
13:11 |
|
exio4 joined #minetest-dev |
13:17 |
|
ImQ009 joined #minetest-dev |
13:30 |
|
PenguinDad joined #minetest-dev |
14:15 |
|
Weedy joined #minetest-dev |
14:17 |
|
Weedy_ joined #minetest-dev |
14:18 |
|
SmugLeaf joined #minetest-dev |
14:32 |
Zeno` |
sfan5, #1870 . Thoughts? |
14:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/1870 -- Fix client "double saving" simple singleplayer local maps by Zeno- |
14:33 |
sfan5 |
Zeno`: can't you just make "simple_singleplayer_mode" a public var in the game class |
14:34 |
Zeno` |
sfan5, I could. Although that's just about as bad as globals |
14:34 |
Zeno` |
where else is it used or needed? |
14:34 |
sfan5 |
how about "bool Game::getSimpleSingleplayerMode();"? |
14:35 |
Zeno` |
That's possible as well, but how many functions are going to want that? |
14:35 |
Zeno` |
What's wrong with a parameter? |
14:35 |
Zeno` |
I'm trying to limit the scope of these things |
14:36 |
sfan5 |
why add a "simple_singleplayer_mode" var to Client when you can make the one on Game public? |
14:36 |
Zeno` |
There is no point in more than a few ("top level") functions knowing about that at all |
14:36 |
Zeno` |
Because there is no need to |
14:36 |
Zeno` |
I haven't added a var, btw |
14:37 |
sfan5 |
https://github.com/minetest/minetest/pull/1870/files#diff-60f7e3708240135081fe3828dea97c93R308 not? |
14:37 |
sfan5 |
o wait |
14:37 |
sfan5 |
thats a param |
14:37 |
sfan5 |
nevermind |
14:41 |
Zeno` |
correct. And once the Client object is instantiated that is never needed again |
14:41 |
Zeno` |
So I don't think making it a public member is necessary |
14:44 |
|
Taoki joined #minetest-dev |
14:47 |
sfan5 |
Zeno`: you can merge the fix |
14:47 |
Zeno` |
thank you. |
14:47 |
Zeno` |
Can you think of anything I've misseD? |
14:48 |
Zeno` |
I suppose if I missed something it can be a future PR |
14:54 |
|
Taoki joined #minetest-dev |
15:00 |
|
proller joined #minetest-dev |
15:01 |
|
exio4 joined #minetest-dev |
15:03 |
|
sol_invictus joined #minetest-dev |
15:09 |
|
sol_invictus joined #minetest-dev |
15:10 |
|
sol_invictus joined #minetest-dev |
15:20 |
|
proller joined #minetest-dev |
15:21 |
|
selat joined #minetest-dev |
15:23 |
|
selat joined #minetest-dev |
15:24 |
|
selat joined #minetest-dev |
15:31 |
|
hmmmm joined #minetest-dev |
15:33 |
|
ImQ009 joined #minetest-dev |
16:00 |
|
shadowzone joined #minetest-dev |
16:03 |
|
ShadowLadyXD joined #minetest-dev |
16:06 |
|
shadowzone joined #minetest-dev |
16:24 |
|
exio4 joined #minetest-dev |
16:39 |
|
shadowzone joined #minetest-dev |
16:41 |
|
Calinou joined #minetest-dev |
16:55 |
|
PilzAdam joined #minetest-dev |
17:08 |
|
Hunterz joined #minetest-dev |
17:13 |
|
Amaz joined #minetest-dev |
17:36 |
|
MinetestForFun joined #minetest-dev |
17:38 |
|
jin_xi joined #minetest-dev |
17:39 |
Megaf |
Zeno`: Hi, were you able to reproduce the wield item bug? |
17:39 |
Megaf |
Need more info on that? |
17:40 |
|
proller joined #minetest-dev |
17:55 |
|
proller joined #minetest-dev |
18:06 |
|
rubenwardy joined #minetest-dev |
18:15 |
|
shadowzone joined #minetest-dev |
18:37 |
|
Krock joined #minetest-dev |
18:46 |
|
kaeza joined #minetest-dev |
18:47 |
|
tomreyn joined #minetest-dev |
19:12 |
|
ShadowLadyXD joined #minetest-dev |
19:15 |
|
shadowzone joined #minetest-dev |
19:21 |
|
TenPlus1 joined #minetest-dev |
19:21 |
|
Calinou joined #minetest-dev |
19:30 |
|
iqualfragile joined #minetest-dev |
19:31 |
|
johnnyjoy joined #minetest-dev |
19:35 |
|
ImQ009 joined #minetest-dev |
19:50 |
|
FR^2 joined #minetest-dev |
19:57 |
|
Miner_48er joined #minetest-dev |
20:01 |
|
PilzAdam joined #minetest-dev |
20:22 |
|
cg72 joined #minetest-dev |
21:02 |
|
khonkhortisan joined #minetest-dev |
21:38 |
|
shadowzone joined #minetest-dev |
21:43 |
|
troller joined #minetest-dev |
21:46 |
|
shadowzone joined #minetest-dev |
21:48 |
|
cg72 joined #minetest-dev |
21:50 |
|
cg72 left #minetest-dev |
21:57 |
|
ShadowLadyXD joined #minetest-dev |
22:05 |
|
tomreyn joined #minetest-dev |
22:34 |
|
Gethiox joined #minetest-dev |
22:43 |
|
zat joined #minetest-dev |
22:50 |
|
proller joined #minetest-dev |
22:54 |
|
blaise joined #minetest-dev |
23:21 |
|
NakedFury joined #minetest-dev |
23:22 |
VanessaE |
is this useful to anyone? http://pastebin.com/YLgMd9HP |
23:40 |
|
shadowzone joined #minetest-dev |