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 02:45 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. 04:44 Zeno` I cannot build latest commits :) 05:19 Zeno` one-liner (missing include) so pushed fix 05:22 cg72 Zeno` you saved the day 05:26 cg72 Zeno`>= real_dev 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" 05:44 hmmmm all of those clang warnings are pretty much trivial to fix 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 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- 10:55 kahrl Could the mainmenu tabs that are not singleplayer be expanded downward so they occupy the space of the missing game button bar? 11:00 Zeno` Hi kahrl ... 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 11:07 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 12:02 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 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 :/ 14:57 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 15:02 * Zeno` pokes kahrl 15:05 Zeno` Should the tile name remain? 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 17:46 Krock Calinou, call sapier 17:48 Calinou sapier() 17:49 Krock yes. 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 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 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 ;-) 20:22 kahrl Kodexky: fixed 20:26 sapier you're to fast for me kahrl ;-) 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 21:11 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