Time |
Nick |
Message |
00:04 |
kahrl |
#1891 |
00:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/1891 -- Display serverlist flags as icons by kahrl |
00:05 |
kahrl |
(thanks to john_minetest for creating the icons) |
00:05 |
hmmmm |
the icons could probably be more compact |
00:05 |
hmmmm |
i really wish that interface scaled with the screen size |
00:05 |
kahrl |
yeah, let's see how that looks |
00:06 |
hmmmm |
well, that's another problem for another day |
00:06 |
hmmmm |
autoscaling formspecs. lol. |
00:09 |
kahrl |
http://i.imgur.com/EonsYv1.png |
00:11 |
kahrl |
btw, the large space in front of clients_max is because there are some servers with clients_max = 1000 |
00:11 |
kahrl |
wonder if that should be limited in the menu |
00:12 |
paramat |
hmmmmm > "what if each biome defined a "size factor".." hmmmmm > "..I don't want to manually adjust the spread, i think the spread should be adjusted by the number of biomes currently active". good idea, i realised players will not need to adjust octaves, persistence or seed of the heat/humid noises, so we can auto-set the spreads of those noises from a new per-mapgen 'biome size' parameter multiplied by sqrt(number |
00:12 |
paramat |
of active biomes). so heat/humidity noises do not need to be settable through .conf at all =) i will work on this |
02:07 |
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02:45 |
hmmmm |
hrmmm |
02:46 |
hmmmm |
feeling conflicted on where to place getNoiseParams() |
02:47 |
hmmmm |
Settings::getNoiseParams() would be nice... I like NoiseParams blah = g_settings->getNoiseParams("np_blah"); but should I put something that specific inside of settings.cpp? |
02:47 |
hmmmm |
currently, getNoiseParams() is just a macro defined in noise.h, not an actual method in Settings. |
03:20 |
OldCoder |
Excuse silly question. After 3 years I need to learn how to wield an item. |
03:20 |
OldCoder |
How may I wield an item in my inventory? Google shows nothing for such a basic question. |
03:32 |
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04:44 |
Zeno` |
I cannot build latest commits :) |
04:46 |
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05:19 |
Zeno` |
one-liner (missing include) so pushed fix |
05:22 |
cg72 |
Zeno` you saved the day |
05:26 |
cg72 |
Zeno`>= real_dev |
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05:41 |
hmmmm |
uh oh |
05:41 |
hmmmm |
how did algorithm not get included |
05:41 |
hmmmm |
that's probably thanks to my use of std::remove |
05:42 |
hmmmm |
=/ "builds for me" != "builds" |
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05:44 |
hmmmm |
all of those clang warnings are pretty much trivial to fix |
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07:57 |
paramat |
https://github.com/minetest/minetest/pull/1892 Add node_stone to mgv5 biomes |
08:00 |
paramat |
nore if the MTgame team decide to add snow biomes to mgv6 i might be able to do that (after 0.4.11 as i am busy) but it will have to be enabled using a parameter to not break old worlds |
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10:26 |
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10:28 |
Zeno` |
Will merge #1893 as a simple bug fix in about an hour unless anyone objects |
10:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/1893 -- Fix node 0,0,0 being highlighted when enable_node_highlighting == false by Zeno- |
10:45 |
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10:52 |
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10:55 |
kahrl |
Could the mainmenu tabs that are not singleplayer be expanded downward so they occupy the space of the missing game button bar? |
10:55 |
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11:00 |
Zeno` |
Hi kahrl ... <Zeno`> Will merge #1893 as a simple bug fix in about an hour unless anyone objects |
11:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1893 -- Fix node 0,0,0 being highlighted when enable_node_highlighting == false by Zeno- |
11:02 |
Zeno` |
I wish I knew what time I wrote that comment |
11:02 |
Zeno` |
I think it must have been almost an hour ago. Feels like it anyway |
11:03 |
kahrl |
Zeno`: hmm |
11:04 |
kahrl |
right now the code handles the case where enable_node_highlighting changes in-game, your patch does not |
11:04 |
kahrl |
Zeno`: doesn't your irc client show message times? |
11:05 |
Zeno` |
karhl, I checked if it could be enabled and disabled in-game; I'll just use the g_settings() method... I was debating with myself about that anyway |
11:05 |
Zeno` |
kahrl, my IRC client probably does. I've never looked at the menu :) |
11:05 |
kahrl |
Zeno`: alternatively you could initialize m_highlighted_pos to some out-of-range value in the Client constructor, say 31337,31337,31337 |
11:05 |
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11:07 |
Zeno` |
would that be a better way do you think? |
11:08 |
kahrl |
it would mean fewer ifs and thus easier code, so probably yeah |
11:08 |
Zeno` |
ok, good idea |
11:09 |
kahrl |
where's RBA btw? he meant to fix this :) |
11:09 |
Zeno` |
I haven't seen him for a few days |
11:15 |
Zeno` |
pushed update |
11:18 |
kahrl |
looks good |
11:20 |
Zeno` |
ok, I'll merge in a bit |
11:21 |
Zeno` |
The reason I didn't do that (out-of-range thing) in the first place was that I wasn't sure if that was actually checked. I am assuming now that it is. I'll have to look at those sections of code more closely one day soon |
11:21 |
Zeno` |
I.e. I wasn't sure of side-effects |
11:27 |
kahrl |
hmm, maybe it's a little inefficient because it adds update mesh tasks for the mapblock of 31337,31337,31337 |
11:28 |
kahrl |
does that actually cause MapBlockMesh() to be called? |
11:28 |
kahrl |
I hope not |
11:30 |
Zeno` |
well actually it probably does :/ |
11:31 |
Zeno` |
It appears to get added to the mesh m_queue anyway :p |
11:31 |
kahrl |
damn |
11:31 |
kahrl |
oh |
11:31 |
kahrl |
could you try initializing the strangely named m_show_hud to false instead? |
11:32 |
Zeno` |
pretty sure I tried that, but will do again because I'm not totally sure now |
11:33 |
Zeno` |
hmm, I mustn't have. /me looks at the code again |
11:34 |
Zeno` |
initialising to false seems to work, I just want to triple check |
11:35 |
Zeno` |
I'm not sure I like that name |
11:35 |
Zeno` |
it's used in a very strange place |
11:35 |
kahrl |
yeah I'm not sure what RBA smoked when he chose that named, but it must've been good ;) |
11:36 |
kahrl |
s/named/name |
11:36 |
Zeno` |
toggling hud on/off in game makes it come back ;) |
11:36 |
Zeno` |
actually I can probably modify thegame.cpp since it's passed to setHighlighted |
11:37 |
Zeno` |
and make it always false if node highlighting is disabled |
11:37 |
Zeno` |
there's already a check there where it's called anyway |
11:37 |
Zeno` |
seems hacky though :/ |
11:38 |
kahrl |
why, it seems reasonable |
11:38 |
Zeno` |
well, probably only because the param name is show_hud :) |
11:39 |
kahrl |
it's already forced to false if the pointed type is not a node |
11:39 |
kahrl |
rename it :) |
11:40 |
Zeno` |
and it would add 2 mesh tasks that are not normally there when enable_node_highlighting is false. Perhaps where show_hud is toggled might be better. I'll look more closely |
11:41 |
Zeno` |
yes, that's the perfect place |
11:41 |
kahrl |
I think there is already a bug |
11:41 |
kahrl |
in master I mean, that you'll fix with that |
11:42 |
kahrl |
ah no, sorry |
11:44 |
kahrl |
I thought that with enable_node_highlighting, if you disabled the hud, moved the mouse off the node and enabled the hud again, it would show the old highlight |
11:44 |
kahrl |
but it doesn't do that because the code in processPlayerInteraction runs every frame |
11:44 |
kahrl |
which makes me wonder what the point of the line in toggleHud is |
11:45 |
Zeno` |
it's to stop the highlighting when the hud is hidden |
11:45 |
kahrl |
oh, because of the pointed != runData->pointed_old |
11:46 |
kahrl |
makes sense now, I find it confusing though as you might be able to tell ;) |
11:46 |
Zeno` |
wth am I going to rename it to, though lol |
11:47 |
Zeno` |
force_highlighting_off :/ |
11:48 |
kahrl |
bool highlighted? |
11:49 |
Zeno` |
I'm not crazy about either suggestion but I guess they're both better than show_hud |
11:49 |
Zeno` |
hide_highlighting |
11:49 |
Zeno` |
I'll go with that for want of a better name |
11:50 |
kahrl |
why make it negative? |
11:50 |
Zeno` |
I am a negative person |
11:50 |
kahrl |
:) |
11:51 |
Zeno` |
nah, show_highlights |
11:51 |
Zeno` |
show_highlighted |
11:52 |
kahrl |
yeah |
11:59 |
Zeno` |
ok, done |
11:59 |
Zeno` |
tested with node highlighting on/off and also toggling hud/on off with highlighting on and off |
12:00 |
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12:02 |
kahrl |
Zeno`: nice, merge it |
12:02 |
Zeno` |
ok. For paranoia's sake I'll wait for Travis |
12:02 |
kahrl |
https://github.com/minetest/minetest/blob/master/builtin/fstk/tabview.lua#L31 |
12:03 |
kahrl |
^ why does this check tab.size when the rest of the code uses tab.tabsize? and why x,y instead of width,height? |
12:03 |
kahrl |
sapier: ? |
12:05 |
kahrl |
well tabsize works but it also moves the tab buttons, which is undesirable |
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14:46 |
Zeno` |
The font manager is not receiving callbacks (e.g. changing font_size in minetest.conf has no effect) |
14:46 |
Zeno` |
Strangely enough this mechanism introduced looks almost exactly the same as my proposed solution |
14:48 |
Zeno` |
It's possible to change parseConfigLines() to call all of the callbacks but they would have to be all called for each known settings string at the time they're called :/ |
14:51 |
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14:57 |
Zeno` |
Any issues with merging #1853? |
14:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno- |
15:00 |
Zeno` |
hmm changing font size does work but not for formspecs |
15:01 |
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15:02 |
* Zeno` |
pokes kahrl |
15:05 |
Zeno` |
Should the tile name remain? |
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17:44 |
Calinou |
font_size no longer works? I'm stuck with a tiny (yet Freetype) font |
17:44 |
Calinou |
increasing GUI scaling doesn't increase all elements, and makes some elements too large |
17:44 |
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17:46 |
Krock |
Calinou, call sapier |
17:48 |
Calinou |
sapier() |
17:49 |
Krock |
yes. |
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17:53 |
VanessaE |
minetest.sapier(fix_fonts, true) |
17:55 |
sol_invictus |
I already reported this problem yesterday |
17:56 |
sol_invictus |
http://irc.minetest.ru/minetest-dev/2014-11-30#i_4044526 |
17:56 |
Krock |
minetest.get_player_by_name(sapier):add_task(fix_fonts) |
17:58 |
sol_invictus |
I think you either should define fix_fonts functions or pass it as a string |
17:58 |
VanessaE |
string-named functions are deprecated :) |
17:58 |
Krock |
^ |
17:58 |
Krock |
sol_invictus, it's a global variable |
17:59 |
sol_invictus |
hah, tasks passed around as globals is an interesting concept |
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18:14 |
Krock |
Calinou! Your turn! |
18:16 |
VanessaE |
minetest.sapier(fix_fonts, true) |
18:16 |
VanessaE |
Server terminated after calling an instance of font_size: undefined |
18:16 |
VanessaE |
;) |
18:19 |
sol_invictus |
good one VanessaE |
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19:59 |
Kodexky |
Hi. Android build is broken again. fontengine.cpp is missing in Android.mk |
20:01 |
Krock |
\o/ |
20:03 |
sapier |
well it's gonna be fixed prior release ;-) |
20:17 |
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20:22 |
kahrl |
Kodexky: fixed |
20:26 |
sapier |
you're to fast for me kahrl ;-) |
20:34 |
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20:35 |
twoelk |
could it be that minetest.conf.example is missing a space in line 65 right after the hash? |
20:37 |
CraigyDavi |
Yep, and capital letter |
20:40 |
twoelk |
my little experimental parser keeps tripping in that line (among other things) |
20:42 |
sapier |
hmm but your parser should be able to handle minor style issues like that ;-) |
20:42 |
kahrl |
twoelk: the comment indicator is "#", not "# " |
20:43 |
twoelk |
I try to split comment from example |
20:45 |
kahrl |
well... the .example is really meant for human consumption, not for being parsed |
20:46 |
twoelk |
well I though it might work :-/ |
20:46 |
kahrl |
I'll fix that line but I can't promise your parser will keep working |
20:48 |
twoelk |
was fiddling with an out of game configuration gui that takes the possible configuration keys from that file, instead of hardcoding everything |
20:48 |
twoelk |
not really working as intended, maybe never will |
20:48 |
sapier |
twoelk that's not gonna work |
20:49 |
twoelk |
:-( |
20:49 |
sapier |
we can't guarantee description will always follow some style, and we don't even want to |
20:50 |
twoelk |
I'm ok with the first - but the second? |
20:52 |
* twoelk |
sulks at being sabotaged before even getting on the road |
20:52 |
sapier |
it's not sabotaged but why force ppl to follow some exactly defined style in a comment? |
20:53 |
sapier |
sometimes a different style is more readable and readability is goal for that file |
20:54 |
twoelk |
oh well at least my feasabilty tests added a missing space lol |
21:02 |
kahrl |
sapier: do you think we could/should make the non-singleplayer tabs larger? |
21:02 |
Kodexky |
kahrl: :) |
21:03 |
kahrl |
the game button bar isn't shown on them so the space could be used productively for the actual tab |
21:03 |
sapier |
kahrl the tab headers or the tabs itself? |
21:03 |
kahrl |
the tabs themselves, expanding them downward to occupy the space of the game button bar |
21:03 |
sapier |
would be a minor change |
21:04 |
sapier |
you can specify a size per tab only if none is specified original size is used |
21:04 |
kahrl |
I tried setting tabsize on them, that works but it moves the tab header bar |
21:04 |
kahrl |
is there a way to avoid that? |
21:05 |
sapier |
let me have a look but if I remember correct a tabview tries to be centered. we could add a "fixed" mode but that'd be strange on higher resolutions |
21:05 |
sapier |
hmm we'd need to separate x and y centering |
21:06 |
sapier |
not yet supported as fstk tries to remain simple ;-) |
21:06 |
kahrl |
another minor thing, https://github.com/minetest/minetest/blob/master/builtin/fstk/tabview.lua#L31 |
21:06 |
kahrl |
this should check for .tabsize, not .size, and .width/.height, not .x/.y |
21:07 |
kahrl |
oh and 'table' instead of table |
21:07 |
sapier |
ok if I remember correct there's already a open fstk update pull request, I'll change it in there |
21:07 |
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21:11 |
sapier |
I'll add x and y alignment options too there |
21:11 |
kahrl |
thanks :) |
21:12 |
sapier |
hmm not sure if this is what you need ;-) |
21:12 |
sapier |
because the y position of a x sized tab will still be different from a x+2 sized tab |
21:12 |
kahrl |
hmm |
21:13 |
sapier |
that's the problem with "we want a fixed size main menu" |
21:13 |
sapier |
we'd have to do a very very special handling to get same position |
21:14 |
kahrl |
yeah I can't think of a clean way to do it either |
21:15 |
sapier |
we'd have to calculate the exact position of the original menu and then foce position the bigger one ... no idea how to do this in a clean way |
21:16 |
kahrl |
make the bigger size the default and (if the tab activates the game button bar) 1. position the tab 2. subtract space for the game button bar from the max y 3. add the game button bar? |
21:17 |
sapier |
button bar and menu are independent objects |
21:17 |
sapier |
I'd prefere not to link them |
21:18 |
kahrl |
that's a bit counterintuitive because its visibility depends on which tab is selected |
21:18 |
sapier |
fstk ain't a full gui toolkit ;-) |
21:19 |
sapier |
there is limited parentship but it's not as complex and full featured as in gtk or qt |
21:19 |
kahrl |
I see |
21:20 |
sapier |
for what I remember the buttonbar is child of tabview, at same level as tab itself |
21:20 |
sapier |
but I'd have to verify this it's some time since I did that |
21:23 |
sapier |
is it really that crucial to have it at exactly same position? modstore uses different size too? |
21:24 |
kahrl |
yeah |
21:24 |
kahrl |
it's quite annoying if you click one tabheader, move mouse to the right or left and the cursor is no longer on the tabheader |
21:25 |
kahrl |
*tabheader bar |
21:25 |
kahrl |
it's not a problem with sub-dialogs because you don't enter or leave them through the tabheader bar |
21:26 |
sapier |
you're right |
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