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10:52 |
Zeno` |
comments on https://github.com/Zeno-/minetest/commit/bb0e72b44386cb2d2199d0d1d18c4cfbfb1af2ff please? |
10:53 |
Zeno` |
note that the glyph size should be checked anyway and also that in later versions of FreeType .width and .rows are unsigned rather than int |
10:55 |
Zeno` |
This all relates to: https://github.com/minetest/minetest/commit/0904884ad47b5df67a5a26360d3bb35de1e76e5c at the end of the day |
10:58 |
Zeno` |
made it #2304 |
10:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/2304 -- Suppress CGUITTFONT build warnings by Zeno- |
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13:21 |
Zeno` |
merging #2304 shortly |
13:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2304 -- Suppress CGUITTFONT build warnings by Zeno- |
13:23 |
Zeno` |
geez, there are a lot of warnings in the mingw build |
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14:58 |
Zeno` |
hmmmm |
14:58 |
shadowzone |
Hello |
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21:12 |
est31 |
anyone to give +1 on #2225 ? |
21:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/2225 -- Fix for getCraftRecipes implementation is very slow by gregorycu |
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21:32 |
est31 |
wasn't networkprotocol called else in the past? |
21:33 |
est31 |
but better name |
21:40 |
VanessaE |
yeah, media_FUBAR ;) |
21:40 |
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21:40 |
VanessaE |
(before it got fixed, that was the joke name a few of us used to differentiate it from http/cURL) |
21:41 |
est31 |
wasnt it called clientserver? |
21:44 |
Tesseract |
est31: Yes, clientserver.h |
21:45 |
est31 |
ok then i remember right |
21:45 |
Tesseract |
protocol.txt probably has to be updated because of the change. |
21:47 |
est31 |
Tesseract, is #2301 better now? |
21:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/2301 -- Fix crash on passing false as value in table to table.copy(t) by est31 |
21:50 |
Tesseract |
est31: Looks good -- although one of the sets of parenthesis |
21:52 |
est31 |
ok, should do k → v in some cases too |
21:53 |
est31 |
what do you mean with that? |
21:55 |
est31 |
better? |
21:55 |
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22:01 |
est31 |
Tesseract, better? do you think this has too much parenthesis now? at the wrong place? |
22:02 |
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22:10 |
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22:16 |
est31 |
Tesseract, if its good, please +1 it :) |
22:22 |
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22:32 |
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22:36 |
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22:40 |
est31 |
so, the player:name inventory location got added without support for it? |
22:41 |
est31 |
see #minetest discussion |
22:41 |
est31 |
I just dont see any way this got sent to the client in the past |
22:41 |
est31 |
there is TOCLIENT_INVENTORY, but that doesnt contain a name |
22:42 |
celeron55 |
it might have never been implemented |
22:43 |
PilzAdam |
I remember that I encountered that problem when creating nodetopia |
22:43 |
PilzAdam |
player inventories are just send to the player who owns it |
22:44 |
est31 |
and when you try sth like this (thefamilygrog), it fails: http://pastie.org/9945419 |
22:44 |
est31 |
Inside client.cpp it executes a simple m_env.getPlayer |
22:44 |
est31 |
and then it returns an empty inventory |
22:47 |
PilzAdam |
nodetopias usecase: https://github.com/PilzAdam/nodetopia/blob/master/mods/backpack/init.lua#L125 |
22:50 |
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22:56 |
est31 |
there are different message types for different kinds of TOCLIENT_ inventory messages in network protocol. one for player inventory, one for detached one, dunno how node inventories are done |
22:57 |
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22:57 |
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22:57 |
gregorycu |
How D |
22:58 |
est31 |
guess the same way other metadata is sent |
22:58 |
est31 |
dunno how that works either |
23:00 |
est31 |
guess the whole node is update |
23:00 |
est31 |
d |
23:01 |
est31 |
shouldn't those messages be unified? at least for detached and player? |
23:05 |
celeron55 |
the way the inventories are transferred to the client is different in all cases |
23:05 |
celeron55 |
for node inventories, they are sent with the nodes |
23:06 |
celeron55 |
for the player, it's sent in a special way (because the client obviously always has to see the inventory of the player it's playing as) |
23:07 |
celeron55 |
and... detached inventories are sent to everyone (which is to be optimized so that they are sent only to the clients that need the particular ones) |
23:07 |
celeron55 |
and are stored differently because they don't belong to any object in the game |
23:09 |
celeron55 |
really a more unified way of handling inventories would first require a more unified structure of the game to begin with, which may or may not make sense but definitely does not exist now |
23:09 |
est31 |
you could parse the name |
23:09 |
celeron55 |
it might also imply a different save format and whatever |
23:09 |
celeron55 |
not a simple matter |
23:10 |
est31 |
unifying detached and player inventories seems easy |
23:11 |
celeron55 |
at what level? |
23:11 |
celeron55 |
you can't store them similarly at least |
23:11 |
est31 |
at the network level only |
23:12 |
est31 |
yes, dont propose that |
23:12 |
celeron55 |
that could be true |
23:12 |
est31 |
because currently, there is no way to send another player's inventories |
23:14 |
est31 |
A generic TOCLIENT_NAMED_INVENTORY would solve this. |
23:18 |
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23:18 |
est31 |
Can I start work on that? |
23:21 |
est31 |
other option would be to have TOCLIENT_OTHER_INVENTORY |
23:21 |
est31 |
or add a player name parameter to TOCLIENT_INVENTORY |
23:21 |
est31 |
or to document that the player:name inventory doesn't work for formspecs |
23:27 |
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23:32 |
est31 |
so what is the best way? other ppl's idea? |
23:32 |
est31 |
ideas* |
23:37 |
gregorycu |
Not sure what the problem is |
23:38 |
est31 |
<est31> because currently, there is no way to send another player's inventories |
23:38 |
gregorycu |
Thank you for continuing to push #2225 |
23:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2225 -- Fix for getCraftRecipes implementation is very slow by gregorycu |
23:39 |
est31 |
its needed when you want to display the player's formspec |
23:39 |
gregorycu |
I see |
23:40 |
est31 |
and there is even a nice lookup in client.cpp, but that doesn't work when the player entry wasn't populated |
23:40 |
est31 |
so what we should do is populate it |
23:42 |
est31 |
how far are you with the crafting api consistency improvement? |
23:43 |
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23:44 |
gregorycu |
It's stashed, I'm working on frame rate improvements for shaders at the moment |
23:44 |
est31 |
ok |
23:44 |
gregorycu |
I have finished the implementation of remove craft though |
23:44 |
gregorycu |
And it appears to work, just want to test it some more |
23:44 |
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