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02:12 |
Kodexky |
Ha ha! i've got volume dialog working!!! |
02:13 |
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02:15 |
* acerspyro |
gives Kodexky a cookie |
02:22 |
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02:25 |
exio4 |
compiling kernel |
02:53 |
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02:58 |
VanessaE |
guys, rollback needs a serious fix soon. one of my admins just did a check and, on a database that's not more than a couple months old or so, it takes so long to do a check that the server pings out from IRC> |
02:59 |
n4x |
waaaaaaaaaaaaaa |
03:00 |
n4x |
I didn't remember I had a not-builtin kernel module |
03:00 |
n4x |
I have the sources, but IIRC the module is now merged so I am trying to make it work :p |
03:00 |
n4x |
(wifi) |
03:00 |
VanessaE |
n4x: this has to do with Minetest core dev...how? |
03:02 |
n4x |
oh.. |
03:05 |
paramat |
hi hmmmm, two ready for review/merge, #2036 |
03:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2036 -- Builtin: Remove builtin_biome.lua. Minimal: Add simple biome to default/mapgen.lua. Remove indev mapgen ores by paramat |
03:05 |
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03:05 |
paramat |
and #2106 |
03:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2106 -- Mgv5: Move cave generation from base terrain loop to optional function, fixes biome surface in tunnels by paramat |
03:09 |
VanessaE |
according to the admin who ran it, that rollback check took 12 minutes to complete. .. |
03:10 |
VanessaE |
paramat: https://github.com/VanessaE/dreambuilder_game/commit/42f677e10d4ab28b436bd375b5a7397d73a8073c -- you should add something like this in mt_game also. |
03:12 |
paramat |
yes saw that, i assumed that latest MTgame is for latest MT surely? |
03:13 |
VanessaE |
not precisely |
03:13 |
VanessaE |
latest mt_game doesn't work on latest *stable* mt |
03:13 |
VanessaE |
those couple of lines seem to be the only hangup |
03:14 |
VanessaE |
(I was always under the impression that mt_game should always work on latest stable mt) |
03:15 |
paramat |
hm i dunno, that makes thing difficult, at least MTgame tag 0.4.11 leads to a version before my new biomes |
03:17 |
paramat |
get_mapgen_params is essential for v5/v7 biomes, which i want to add before next stable MT |
03:17 |
VanessaE |
well in this case I just made it default to the regular mapgen v6 code |
03:18 |
VanessaE |
wfm :) |
03:18 |
paramat |
cool |
03:24 |
paramat |
and here's one for kahrl or anyone who can merge docs, is now corrected, #2103 |
03:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2103 -- Lua-api.txt: Document that paramtype=light is essential for a light source to spread its light by paramat |
03:26 |
hmmmm |
alrighty |
03:26 |
hmmmm |
minetest time |
03:26 |
hmmmm |
paramat, i know you've been wanting me to merge multiple things, can you list all of them pending at the moment? |
03:26 |
hmmmm |
also sapier had one or two things |
03:27 |
paramat |
sure |
03:27 |
hmmmm |
what did you want to add before the next stable minetest? |
03:28 |
paramat |
crumbs lots of stuff |
03:30 |
paramat |
PRs ready for review/merge: #2036 #2106 |
03:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/2036 -- Builtin: Remove builtin_biome.lua. Minimal: Add simple biome to default/mapgen.lua. Remove indev mapgen ores by paramat |
03:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/2106 -- Mgv5: Move cave generation from base terrain loop to optional function, fixes biome surface in tunnels by paramat |
03:30 |
hmmmm |
one thing about commit messages |
03:31 |
hmmmm |
if you have multiple items, separate them by a newline and don't end with a period |
03:32 |
paramat |
and #2103 |
03:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2103 -- Lua-api.txt: Document that paramtype=light is essential for a light source to spread its light by paramat |
03:32 |
paramat |
okay |
03:33 |
paramat |
i'll paste my todo list for next stable |
03:34 |
paramat |
it's enough for 3-6 months work |
03:36 |
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03:37 |
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03:37 |
paramat |
https://gist.github.com/paramat/a68e0f1ccbac814954ca some are done or are questionable |
03:38 |
hmmmm |
ahh! fonts are small but formspecs are large |
03:38 |
VanessaE |
hmmmm: get all the way to HEAD and check sapier's gist. |
03:38 |
hmmmm |
how many did he have |
03:38 |
VanessaE |
this one, https://gist.github.com/sapier/846662f8f8aecaff166a |
03:38 |
hmmmm |
just that one i was gonna do yesterday or more since then? |
03:38 |
VanessaE |
that's the only one I am aware of |
03:40 |
paramat |
thanks for the merges |
03:42 |
paramat |
i recently attempted v6 overgeneration but it's difficult, v6 is so complex |
03:46 |
VanessaE |
is there some API element that allows dig-node and place-node operations to be done by a mod but without them being recorded in the rollback log? |
03:47 |
hmmmm |
i'm not entirely sure if overgeneration is a smart idea overall.. |
03:48 |
VanessaE |
looks like there isn't. |
03:50 |
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03:50 |
VanessaE |
would someone consider adding such, please? |
03:51 |
paramat |
hmmmmm i'm not sure either but i certainly want to fix those discontinuities somehow |
03:52 |
paramat |
but then, any trees or dungeons placed are already overgeneration.. |
03:53 |
hmmmm |
that's not a good thing |
03:54 |
hmmmm |
guys, is this the way it's supposed to look? http://i.imgur.com/fJ1TfqP.png |
03:54 |
hmmmm |
vanessae, for what it's worth you can skip rollback recording by doing a voxelmanipulator operation |
03:55 |
paramat |
my lua mapgens work by overgenerating the noisemaps, 'doing the maths' outside the mapchunk but only placing nodes within if at all possible |
03:56 |
VanessaE |
hmmmm: I'm not sure if that would work in this case - dig_node() and relatives seem to be needed (pipeworks' nodebreakers and deployers, technic quarry) |
03:56 |
paramat |
..but that's more difficult or impossible with how core mapgen works |
03:56 |
paramat |
yeah small fonts in big boxes is normal for latest |
04:00 |
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04:00 |
hmmmm |
what I pasted is with sapier's gist applied |
04:01 |
VanessaE |
hmmmm: that's not normal (assuming his gist was correct) |
04:01 |
hmmmm |
speaking of mainmenu |
04:02 |
hmmmm |
we should remove darkrose |
04:02 |
paramat |
and add me! |
04:02 |
hmmmm |
she simply does not develop minetest anymore. the last patch she made if i recall correctly was disasterously dangerous |
04:03 |
hmmmm |
i almost never interacted with darkrose, and when i did, i was yelling about some screwup or the like... |
04:04 |
hmmmm |
yeah.. we have to add you, and a couple of other people... |
04:06 |
hmmmm |
https://forum.minetest.net/download/file.php?id=453 hah! |
04:06 |
hmmmm |
i like that texture pack too |
04:06 |
hmmmm |
for some reason i think lavacooling is FUBAR. does it behave like that in minecraft too? |
04:09 |
VanessaE |
hmmmm: I made some changes to it between gloopblocks and dreambuilder_game |
04:09 |
paramat |
our new grass texture is dark and gloomy, i tried minimal and the grass is lovely |
04:09 |
VanessaE |
it behaves a lot more sane |
04:10 |
hmmmm |
i'll have to try out dreambuilder. |
04:10 |
paramat |
.. i might submit a brighter texture |
04:10 |
hmmmm |
paramat, yes, my favorite grass was the original texture |
04:10 |
VanessaE |
https://github.com/VanessaE/dreambuilder_game/commit/aff01e4bee09e5dd0467db3a783f8862fb451ea9 use this along with current git HEAD of gloopblocks |
04:10 |
hmmmm |
really hate the current grass but I didn't have any control over minetest_game so i figured what the hell |
04:11 |
hmmmm |
but i hate a lot of things about minetest_game. it's so sucky and unfinished. i hate the american cheese textured "gold" |
04:11 |
hmmmm |
the sounds blow |
04:11 |
hmmmm |
axes and such should be able to dig other damage groups as well |
04:11 |
paramat |
also the new dirt is too yucky light brown, i might submit a darker one |
04:11 |
VanessaE |
the basic idea is slower ABMs (obviously), and always generating "foo:bar_cooled" so that lavacooling damage is easy to remove. |
04:12 |
VanessaE |
the slower ABMs alone actually had the side effect of making the terrain look somewhat more natural |
04:12 |
paramat |
i actually like the new sounds, their humourous lofi abstractness suits the game |
04:13 |
hmmmm |
it's better than it used to be at least |
04:13 |
hmmmm |
but there's not enough variation to the sounds |
04:14 |
hmmmm |
our glass breaking sound is almost exactly like minecraft's, but there are less sounds to randomly cycle through making it sound... not as good |
04:14 |
paramat |
the snow sound that sounds like a door slamming is really funny |
04:17 |
paramat |
work on v7 caves is progressing, but the lava caves density seems far too high i will reduce it, no wonder liquid queue gets overwhelmed https://cdn.mediacru.sh/F/F7_FiJPH8zUU.png |
04:18 |
hmmmm |
eweh |
04:19 |
paramat |
^ thats v7 lava caves as they were, with tunnels removed and new 3D noise tunnels not yet added |
04:20 |
hmmmm |
you know i've been wondering if cave-related noise should be separate from the rest of the mapgen |
04:22 |
paramat |
you like to centralise =) i think different mapgen need different defaults for cave noises |
04:22 |
hmmmm |
not so much centralize as organize |
04:23 |
VanessaE |
paramat: that's definitely too many caves, and too small also |
04:23 |
hmmmm |
you've got to realize that i don't have some sort of master plan.. i'm learning as i go along |
04:23 |
VanessaE |
I'd say 1/4 as many and twice as big at the largest |
04:23 |
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04:24 |
paramat |
well i don't dare touch the large cave code, just reduce their number, the size may be restricted by mapchunk plus shell |
04:24 |
hmmmm |
yeah... |
04:24 |
hmmmm |
that's a real problem |
04:25 |
hmmmm |
so listen, with that in mind, let's stop with the mapchunk borderering thing. it was a stupid idea to begin with, or rather it's just a solution that had larger ramnifications which celeron never saw at the time he implemented it |
04:26 |
hmmmm |
if we're placing discrete structures like caves that are not bounded by a mapchunk... then why are we generating it inside of a mapchunk |
04:27 |
hmmmm |
this is also something that would help decorations get more powerful than they are at the moment |
04:28 |
paramat |
i can do 3D noise large caves |
04:29 |
hmmmm |
running away from discrete structure generation won't help in the long term |
04:29 |
paramat |
mapchunk shell is essential for some things, especially my mapgens *is worried* |
04:29 |
VanessaE |
paramat: 3d noise alone won't be enough |
04:30 |
VanessaE |
you have to be able to "crawl around" when you generate caves too after all |
04:30 |
VanessaE |
(I don't know the term used for that) |
04:32 |
hmmmm |
i don't have all the answers yet but i have a vague idea of what is 'right' |
04:37 |
paramat |
okay. just one thing though, the way dungeons are now is magical and perfect and should be preserved, especially the glitches where they occasionally project from the terrain, or half a dungeon or a cobble ring floats in the air. for me these are vanilla MT's best feature |
04:37 |
hmmmm |
that's a bug |
04:37 |
hmmmm |
i don't have any idea how that can be preserved once it gets fixed |
04:38 |
paramat |
just don't fix it =) |
04:38 |
hmmmm |
lol |
04:39 |
paramat |
watchng MC videos much of it's lovable character comes from bugs that they were wise enough to not fix |
04:39 |
hmmmm |
like what? |
04:42 |
paramat |
glitchy mob behaviour, lots of subtle things |
04:43 |
paramat |
i have watched a lot of MC videos, it's an obsession, but don't own the game |
04:56 |
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05:30 |
Zeno` |
hmmmm, https://github.com/minetest/minetest/blob/master/src/voxel.cpp#L179 |
05:31 |
Zeno` |
hmmmm, and consider the case where an l-system tree "pokes" out of a block into an unemerged block above it |
05:31 |
hmmmm |
....yes? |
05:31 |
hmmmm |
ahhh |
05:31 |
hmmmm |
i never even thought about l-system trees |
05:31 |
Zeno` |
because I don't initialise the whole lot there *can* be instances where the new block is not initialised |
05:31 |
hmmmm |
yeah, that's very true. i guess we didn't check all cases where voxelmanipulator is used with blank contents assumed to be air |
05:32 |
hmmmm |
for what it's worth, lsystem trees are RBAs code :) |
05:32 |
Zeno` |
Can you think of a way around this without invoking the constructor by allocating an array using new? (because that way in most instance is very slow) |
05:32 |
Zeno` |
I thought about memset to CONTENT_AIR, but then param1 and param2 are kind of "undefined" |
05:32 |
Zeno` |
or even memset to 0, but that's stone |
05:33 |
Zeno` |
Anyway I think this is the source of very occasional "random nodes/blocks" |
05:33 |
hmmmm |
if you're going to memset the mapnode area you're going to set param1 and param2 anyway.. |
05:33 |
hmmmm |
yeah, you're right. this explains it perfectly |
05:34 |
VanessaE |
it also explains why it's only been seen on worlds where moretrees exists in some manner, huh. |
05:34 |
hmmmm |
lol. if i were working on lsystem decorations i bet i would've caught it |
05:35 |
paramat |
https://cdn.mediacru.sh/p/pJ30Q3oYILmX.png https://cdn.mediacru.sh/s/s0TFYNkBnLx9.png https://cdn.mediacru.sh/h/h3EfawacukEc.png https://cdn.mediacru.sh/d/dQm-OxMwdZO6.png |
05:35 |
paramat |
the best dungeons are the glitchy ones, magickal and dreamy like something from a dream or an anime. luckily they are extremely rare so remain magickal discoveries. perfect for conversion by adding glass walls and access bridges |
05:36 |
hmmmm |
hrmm https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L129 |
05:36 |
hmmmm |
where the hell does he get (1,3,1) from |
05:36 |
VanessaE |
the maximum size of a giant sequioa. |
05:37 |
Zeno` |
yeah, but it should {CONTENT_AIR, 0, 0} and I can't do that with memset. So might have to go back to the slow way new MapNode[new_size]; :( |
05:37 |
hmmmm |
that's ridiculously stupid |
05:37 |
hmmmm |
you don't ever hardcode shit like that |
05:37 |
VanessaE |
I seem to recall he and I discussed reasonable limits, but I wasn't in a position to recommend a better way to code it |
05:37 |
hmmmm |
Zeno`, no, just fix the offending code |
05:37 |
hmmmm |
don't make the entirity of minetest suffer for one case |
05:38 |
VanessaE |
the RIGHT way to do it would be to emerge each block as the interpreter crosses into those blocks, yes? |
05:39 |
hmmmm |
that'd be the smart way, yes |
05:40 |
hmmmm |
another way would be to find the total size by doing a dry run of the algorithm first without placing any blocks, but record the greatest coordinates a node would have been placed from each axis |
05:40 |
Zeno` |
hmm |
05:41 |
hmmmm |
i don't know, treegen.cpp looks like a bonified mess to me |
05:41 |
VanessaE |
mmmh... one would have to add the necessary checks in 5 places if I read this right |
05:41 |
Zeno` |
unfortunately (for minetest) I have a job interview in 1.5 hours. But I can continue to look at it after that. At least the (most probable) source of the bug is found |
05:41 |
VanessaE |
(and I likely don't) |
05:41 |
hmmmm |
:) |
05:41 |
hmmmm |
good luck Zeno`! |
05:41 |
hmmmm |
first job or what? |
05:41 |
Zeno` |
thanks :) |
05:42 |
VanessaE |
Zeno`: good luck! |
05:42 |
Zeno` |
Nah, far from first hehe |
05:42 |
hmmmm |
lol |
05:51 |
Zeno` |
bbl |
06:20 |
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08:00 |
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08:13 |
paramat |
hmmmm, 'count = (ps.range(1, 8) == 1) ? ps.range(0, ps.range(0, 2)) : 1;' i'm having trouble editing this for a roughly 1 in 9 chance of 1 or 2 large caves in a mapchunk, everything i try results in caves in every mapchunk or no caves at all, example: 'count = (ps.range(1, 9) == 1) ? ps.range(1, 2) : 0;' |
08:13 |
paramat |
i am bemused |
08:16 |
paramat |
i'm assuming ps.range() returns an integer in the range. perhaps i'll try reformatting this without the '?' usage |
08:28 |
paramat |
i'll also try with random in case pseudorandom is buggy |
08:33 |
paramat |
weird, now i'm getting identical dungeons, one in every mapchunk |
08:34 |
paramat |
this is all mgv7 |
08:39 |
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08:42 |
paramat |
a few dungeons are different, then below y = -800 there are huge volumes of identical dungeons, i suspect blockseed |
08:42 |
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08:46 |
paramat |
.. that would also explain my problem with large cave randomness since that is seeded with blockseed |
08:47 |
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08:51 |
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08:52 |
paramat |
back soon |
08:52 |
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11:00 |
Megaf |
Hi |
11:01 |
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11:12 |
paramat |
hmmmm mystery solved, using getBlockSeed() works. printing it to terminal getBlockSeed2() was always returning zero |
11:12 |
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11:21 |
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11:23 |
paramat |
confirmed: using getBlockSeed() also fixes the problem i was having with pseudorandom, now i can reduce the per-mapchunk chance of a large cave |
11:31 |
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12:18 |
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12:19 |
gregorycu |
So, i fucked up my github branch, is anyone feeling helpful? |
12:44 |
gregorycu |
Can we get #2091 merged |
12:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/2091 -- Speed up extent calculations by gregorycu |
12:45 |
sfan5 |
small tip: nobody of the devs is here atm |
12:45 |
gregorycu |
How can I tell that? |
12:45 |
gregorycu |
Ops? |
12:46 |
sfan5 |
no |
12:46 |
sfan5 |
your irc client should show you that 1/4 devs are set to away |
12:46 |
gregorycu |
Voice? |
12:47 |
sfan5 |
yes and no |
12:47 |
gregorycu |
I don't know who are devs, nor where to look for this information in here |
12:47 |
sfan5 |
the devs have voice |
12:48 |
sfan5 |
but them having voice doesn't mean they are here |
12:48 |
gregorycu |
You have voice... You are a dev |
12:48 |
gregorycu |
Merge my PR for it is good |
12:48 |
gregorycu |
Also, I have to delete my repo |
12:49 |
sfan5 |
I can't simply merge a PR if i feel like it |
12:49 |
sfan5 |
i need other devs approval |
12:50 |
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12:50 |
sfan5 |
anyway, I'll be away now too |
12:52 |
gregorycu |
Cool, I'll wait for someone else with voice to come along, and I'll bug them |
12:55 |
puhfa |
gregorycu: hey, thanks btw for looking into the entity issue yesterday |
12:55 |
gregorycu |
I'm still looking into it |
12:55 |
puhfa |
and im still grateful :) you just disappeared so quickly that i didnt get to thank you |
12:55 |
gregorycu |
I've got some entity spawners |
12:56 |
puhfa |
also, i didnt use forceloading, if that info is of any help |
12:58 |
gregorycu |
I'm hoping to catch VanessaE |
12:58 |
gregorycu |
So I can discuss pipeworks with her |
13:09 |
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13:11 |
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13:20 |
gregorycu |
If she ever is available |
13:21 |
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13:22 |
gregorycu |
Because yeah, i can't make this work |
13:22 |
rubenwardy |
Recently the bots have been winning on the forum - At least 5 a week which aren't deleted. We need better protection software. |
13:22 |
rubenwardy |
and/or moderators |
13:23 |
rubenwardy |
Also, they comment on posts and that has been missed several times. |
13:24 |
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14:23 |
est31 |
PilzAdam: merge? #2105 |
14:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/2105 -- Update german translation by est31 |
14:42 |
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14:53 |
kilbith |
sapier: it is OK for you ? https://lut.im/skem97EL/mDcGmcUP |
14:54 |
sapier |
you're talking about the dropdowns right? |
14:54 |
kilbith |
yes, and the android thing below |
14:54 |
sapier |
yes ... seems to be fine ... if you know somehing more speaking for "touch free target" feel free to change it too |
14:55 |
kilbith |
haven't figured out what it is exactly |
14:56 |
sapier |
switches from digging on arbitrary positions to digging on croshair only |
14:56 |
sapier |
I don't know how to explain this in two words :-) |
14:56 |
kilbith |
also, i'm wondering if i should add the biome settings in the world creation too |
14:58 |
sapier |
I don't know I'm almost not involved at all in map creation |
15:05 |
kilbith |
well, those dropdown are functional (.conf is set) but i only have a problem: the dropdown options disappear when i change of tab |
15:06 |
kilbith |
i don't really understand how works the formspec index |
15:06 |
sapier |
disappear means? |
15:08 |
kilbith |
i choose an option > .conf is set > i change of tab > the dropdown are empty (but .conf is still set well) |
15:08 |
kilbith |
s/set/configured |
15:08 |
sapier |
can you show me the code you're using? |
15:08 |
kilbith |
sure |
15:09 |
kilbith |
(i prevent: it's just horrible) |
15:09 |
sapier |
well in this case you'd have to polish it anyway ;-) |
15:09 |
sapier |
but that's a different topic let's first have a look why it doesn't work as expected |
15:10 |
kilbith |
yeah lot of refactoring to do |
15:11 |
kilbith |
sapier: http://paste.debian.net/140317/ |
15:13 |
sapier |
do you se an error message on console? |
15:13 |
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15:14 |
sapier |
wait, what's that loop for? |
15:14 |
kilbith |
yes i forgot to remove a '(' when i cleaned to show you |
15:14 |
sapier |
no that loop |
15:14 |
kilbith |
otherwise none error |
15:14 |
sapier |
you seem to place three different dropdown elements at very same position |
15:15 |
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15:15 |
kilbith |
the loop is for take 2 indexes by table |
15:15 |
kilbith |
with i |
15:15 |
sapier |
yes but each loop adds it's own dropdown |
15:15 |
kilbith |
sorry, 3 |
15:16 |
sapier |
I guess you wanted to add the content not 3 dropdowns |
15:16 |
kilbith |
there's a loop for the filter, and another for mipmap |
15:16 |
sapier |
yes and each of it adds three dropdowns |
15:17 |
sapier |
"dropdown[3.86,0.2;3.75;dd_filters" |
15:17 |
kilbith |
yes, three options per dd |
15:17 |
sapier |
NO |
15:17 |
sapier |
three dropdowns each having three options |
15:17 |
kilbith |
hmm.. |
15:18 |
sapier |
dropdown[ ... ] specifys a dropdown gui element |
15:18 |
sapier |
the options are withing [] |
15:19 |
sapier |
what you actually need is some function to get the index from settings |
15:19 |
sapier |
e.g. |
15:19 |
sapier |
if not bilinear and not trilinear then |
15:19 |
sapier |
indes = 0 |
15:19 |
sapier |
else if trilinear then |
15:19 |
sapier |
index = 2 |
15:19 |
sapier |
well the numbers are messed up of course ;-) |
15:20 |
kilbith |
yes i see |
15:20 |
kilbith |
and i want to replace the "if" by a table which chains as indexes |
15:20 |
kilbith |
i.e. filters = {["a b c"] = {true, false}, ...} |
15:20 |
sapier |
I don't think that's gonna work |
15:21 |
kilbith |
thats too redundant actually |
15:21 |
sapier |
still you have to evaluate the settings |
15:21 |
sapier |
as those aren't a table you need to translate them |
15:22 |
sapier |
I'd suggest writing a helper function |
15:22 |
sapier |
function getSettingsFilterIndex() |
15:22 |
sapier |
this way you can just remove the for loop and write this function where you do "dump(..." now |
15:23 |
kilbith |
heh, you're talking to a fuckin bad coder :/ |
15:23 |
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15:23 |
sapier |
that's not an excuse ;-) everyone did start this way ;-) |
15:24 |
sapier |
and I'll be last one to blame you for having to learn I'll help where I can |
15:24 |
kilbith |
that's fine, thanks ;) |
15:25 |
kilbith |
i'll continue to tinker |
15:25 |
kilbith |
trying to inspirate on the video_driver DD |
15:27 |
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16:06 |
kilbith |
sapier: i want to create a variable that take the current filter enabled, how shall i put in core.setting_get(" ") ? |
16:06 |
kilbith |
s/how/what |
16:07 |
kilbith |
certainly the options which are set on 'true' but idk to make that |
16:08 |
kilbith |
hmm, we should continue in private maybe |
16:09 |
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16:14 |
sapier |
you can't |
16:15 |
sapier |
settings are stored to config file, you can't use them as temporary variables |
16:18 |
kilbith |
i'm close to give up and let the checkboxes |
16:19 |
sapier |
why? you've been already there? |
16:20 |
sapier |
give me a few second's I gonna show you |
16:20 |
kilbith |
i'm very easily confused when it concerns functions |
16:23 |
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16:24 |
sapier |
https://gist.github.com/sapier/caeb84741dcc7314fb6f |
16:25 |
sapier |
despite of possible typos this should work |
16:25 |
sapier |
ok fixed a typo |
16:26 |
sapier |
questions? |
16:28 |
kilbith |
oh yes, that's not as complex that i was thinking :) |
16:35 |
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16:35 |
kilbith |
sapier: 'continue' is not a real statement in Lua loop |
16:36 |
sapier |
hmm thought break wasn't ... well in this case do a if (i == 1) then ... else <code after continue> end |
16:37 |
sapier |
or even more simple the way I just updated the gist |
16:39 |
kilbith |
bad argument #1 to 'ipairs' (table expected, got nil) |
16:39 |
kilbith |
bbl |
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19:55 |
hmmmm |
paramat, yes, that code looks correct for pseudorandom |
19:55 |
hmmmm |
yeah, noise3d() gives good random distributions but it's in the range of -1 to 1 :).. |
19:56 |
hmmmm |
i forgot to transform it to the 32 bit integer range |
19:57 |
hmmmm |
Mapgen::getBlockSeed2() is designed to give relatively good and uniform distributions - not to be secure. please don't use it for security purposes |
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20:46 |
hmmmm |
btw paramat, i just fixed that |
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21:11 |
paramat |
thanks |
21:24 |
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21:27 |
sapier |
https://github.com/minetest/minetest/pull/2121 celeron55 what do you think about this for android? |
21:35 |
VanessaE |
sapier: idk about c55's opinion, but I like it; what's the one with the player walking into a box? |
21:36 |
VanessaE |
(second from the right, next to the paper airplane, which I assume means fly) |
21:36 |
VanessaE |
noclip? |
21:36 |
sapier |
I don't know those buttons have been added by someone else |
21:36 |
sapier |
I just moved them to that autohiding bar because those buttons don't need to be drawn permanently |
21:37 |
VanessaE |
makes sense to me |
21:38 |
VanessaE |
shouldn't the chat icon also be inside that menu? |
21:39 |
sapier |
well I'd consider it as regular control element while the others are more like settings. but if others think so too it's not a big deal to move it |
21:44 |
Brains |
Is there a page on the dev wiki with scut work for noobs? |
21:45 |
VanessaE |
sapier: well I was just thinking of it from the standpoint that it'd be one less icon on the screen all the time, given that users don't spend most of their time actually chatting. |
21:46 |
VanessaE |
the inventory control could be put there, too |
21:47 |
sapier |
well why not move the control buttons there too ;-) |
21:48 |
VanessaE |
because those are something you have to hold down to use :) |
21:54 |
VanessaE |
my point being, if it's just *click* (well, *tap*) and bam, something new appears on screen or a setting changes, and it's just a one-off event, seems like hiding it putting it in that roll-out is a good idea |
21:54 |
VanessaE |
s/hiding it// |
21:57 |
sapier |
you know there are ppl complaining why they have to enter the text edit field on android ;-) |
21:57 |
VanessaE |
heh |
21:59 |
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22:35 |
Kodexky |
VanessaE: Hi, the man in a box is for noclip indeed. |
22:36 |
VanessaE |
try inverting the colors of the half of the figure that's inside the box |
22:36 |
VanessaE |
that would make it more obvious, I think |
22:37 |
Kodexky |
i did try that, but for a solid box. |
22:37 |
Kodexky |
i'll try with the translucent one that was finally used. |
22:38 |
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22:40 |
Kodexky |
sapier: why not let the chat button double up as the button bar toggle? |
22:41 |
sapier |
for what I remember the gui hud ain't accessible while a formspec is shown |
22:42 |
acerspyro |
I wish the chat box would not be some stupid box in the middle of your screen that limits text display to 1/10th of your screen's width... |
22:43 |
acerspyro |
I don't understand all of this cramping into boxes in the middle of the screen anyways. |
22:44 |
sapier |
there's work to replace the chat box by console that's why we don't spend work for it any longer |
22:44 |
acerspyro |
cool |
22:44 |
acerspyro |
What about the main menu |
22:44 |
acerspyro |
And the server list? |
22:46 |
sapier |
depends on your device we can't make it perfect on each one that's why we have the gui scaling parameter |
22:47 |
acerspyro |
Laptop screen, but it could be dynamic |
22:47 |
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22:47 |
Kodexky |
no, what i mean is to use 1 tap to toggle buttons bar, then a 2nd one to actually show chat dialog. (asuming you leave chat btn where it is now)) |
22:48 |
acerspyro |
Or a F key to show chat log, and scrolling would go back in chat |
22:48 |
acerspyro |
works while typing and in-game, tho no scrolling up while in-game. |
22:48 |
sapier |
Kodexky: how is that different from moving the chat button into the bar? |
22:51 |
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22:51 |
Kodexky |
no difference, sorry. Didn't saw that. Too small irc window and a faulty mouse, thats all. |
22:54 |
kilbith |
ShadowNinja: you can close https://github.com/minetest/minetest_game/pull/387 thanks. |
22:54 |
kilbith |
or even PilzAdam ^ |
22:55 |
ShadowNinja |
Done. |
22:57 |
VanessaE |
what';s the story on correcting these bad mapblocks that are showing up due to the spawn_tree() call? they're starting to trigger "impossible" situations in mods |
22:57 |
kilbith |
ShadowNinja: btw, #2054 updated, it is OK for you ? |
22:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2054 -- Reorganizing client and settings tabs by kilbith2 |
22:58 |
ShadowNinja |
kilbith: Yep, at least visually. |
23:03 |
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23:10 |
VanessaE |
kilbith: the menu is looking good, as far as the screenshot shows anyway |
23:13 |
kilbith |
thanks |
23:14 |
kilbith |
the screenie is authentic |
23:15 |
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23:17 |
Kodexky |
great, i lost the svg. :s |
23:18 |
acerspyro |
lol |
23:19 |
Kodexky |
i'll get at it after dinner. |
23:19 |
acerspyro |
it'll be gone after dinner |
23:20 |
Kodexky |
? |
23:31 |
Kodexky |
sapier: any reason for volume and those dialogs not being a guiformspec? |
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