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10:15 |
nrzkt |
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=5&t=5343 can be interesting instead of using our formspec :) |
10:17 |
nrzkt |
maybe for 0.6 release ? or the 0.5 if everybody wants it :D |
10:54 |
celeron55 |
nrzkt: i originally tried to use those (before formspecs existeed at all); it's horrible |
10:55 |
celeron55 |
a-e |
10:55 |
celeron55 |
-e* |
10:55 |
celeron55 |
but feel free to try i guess |
10:55 |
nrzkt |
celeron55: what's the problem ? We need to implement a complete parser maybe :) |
10:55 |
celeron55 |
however i don't think locking minetest deeper into irrlicht is a good idea at all |
10:56 |
celeron55 |
irrlicht is a dying engine designed in very outdated ways; MT should switch away from it after some years |
10:57 |
celeron55 |
nrzkt: no i mean irrlicht has a built-in xml support for gui |
10:58 |
nrzkt |
celeron55: on what engine you think we must switch ? Unreal Engine 4 ? :p |
10:59 |
celeron55 |
no idea; there might not be good alternatives right now |
10:59 |
celeron55 |
there's bound to be some good alternative as time goes by |
10:59 |
est31 |
what about buildat's engine? |
10:59 |
est31 |
"Urho3D" |
10:59 |
celeron55 |
it's probably not suitable, i don't care to explain now |
10:59 |
est31 |
ok |
11:00 |
celeron55 |
orge3d is more like irrlicht afaik; that might be an option |
11:00 |
celeron55 |
but that's not the point anyway |
11:02 |
celeron55 |
irrlicht has good properties from the linux standpoint that people are not really willing to let off of - it's packaged on major distributions and has a definitive "vanilla" configuration |
11:02 |
celeron55 |
urho3d does not have that |
11:02 |
celeron55 |
ogre3d i think does |
11:03 |
celeron55 |
i'd guess ue4 also probably doesn't (and has a wrong license anyway) |
11:03 |
nrzkt |
yes, it was a troll :p |
11:08 |
est31 |
what are the opinions on using better maintained scripting engines like v8? disregarding the enormous (or gigantic?) porting work ofc :) |
11:11 |
celeron55 |
the only correct opinion is "no, go away" |
11:11 |
nrzkt |
Lua is sufficient atm i think, and the community uses massively Lua, i don't think switch to v8 or maintain two engines could be good. We are too few and there are so many things to change in core design |
11:12 |
celeron55 |
if you want javascript, go make a spiritual successor to minetest that runs in a web browser |
11:12 |
celeron55 |
that would be interesting |
11:12 |
celeron55 |
(i don't expect anyone to be able to pull that off) |
11:13 |
nrzkt |
minetest HTML5 :D |
11:13 |
nrzkt |
we can dream |
11:17 |
est31 |
I'd see that as no. I think that v8 would be neat, but not worth the effort, as nrzkt said there are tons of other things to spend time with. |
11:18 |
nrzkt |
est31, are you sure you cannot fix the serverlist issue without this "hack" ? |
11:18 |
nrzkt |
for example find if favorite is in serverlist, and if not, remove check |
11:18 |
nrzkt |
i think this is proper than removing the check if public server list is not checked |
11:19 |
est31 |
nrzkt, issue is, what do you use for identifying server |
11:19 |
est31 |
the ip? the "name"? |
11:19 |
est31 |
everything can change |
11:19 |
est31 |
so you could say "ok, we save version when it gets saved into favourite list", but what when the version updates |
11:20 |
est31 |
also, a server only gets saved into favourite list, when you successfully connected to it in the past |
11:20 |
est31 |
so only case this might be interesting is when you updated your client or a server in your favourite list updates |
11:22 |
nrzkt |
a simple comparison, if IP and name are same, yes |
11:23 |
est31 |
I can implement it but its not beautiful. |
11:23 |
nrzkt |
a comparison not beautiful ? :) |
11:24 |
nrzkt |
the algorithm is simple: when connect to a favourite, check if public, if public do the version check, else continue the connect process |
11:24 |
nrzkt |
simple :) |
11:24 |
est31 |
I wouldn't do the check on connect, I'd do it when loading the favourite list |
11:25 |
est31 |
I'm not sure whether the serverlist gets loaded itself |
11:25 |
est31 |
but that can be done |
11:27 |
nrzkt |
in fact you have two check, right ? one for gray list and one for connect ? |
11:27 |
est31 |
yes |
11:27 |
est31 |
both the same function though |
11:29 |
nrzkt |
i think about somethink, why not distribute minetest on steam ? |
11:29 |
nrzkt |
something* |
11:31 |
* est31 |
wonders whether there are rip.offs of mt on steam |
11:32 |
nrzkt |
it's useful to distribute and maintain game :p |
11:32 |
nrzkt |
maybe a thing to think about for 0.5 release ? :D |
11:34 |
est31 |
bye gone now, perhaps I'll implement what you requested later on |
11:52 |
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13:16 |
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13:54 |
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14:24 |
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14:24 |
Zeno` |
well, that didn't go so well |
14:25 |
Zeno` |
Linux font rendering sucks, btw :p |
14:26 |
Zeno` |
it's a pity that infinality doesn't seem to be supported any more :( |
14:41 |
nrzkt |
Zeno`, please review #2420 #2412 |
14:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2420 -- Send Player HP when setHP (or a setHP caller) is called by nerzhul |
14:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2412 -- Update minetest.po by mahmutelmas06 |
14:41 |
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14:48 |
Zeno` |
2420 looks ok but I haven't tested |
14:48 |
nrzkt |
ok i merge it. I think we should do the same improvement for breath and some other things in the loop which doesn't need to wait for send |
14:49 |
Zeno` |
What does // Save the original HP to verify if the packets must be sent mean? |
14:49 |
Zeno` |
it's not saved... |
14:50 |
nrzkt |
the save is because we need to compare it after punch call |
14:50 |
Zeno` |
where is it "saved" though? |
14:50 |
nrzkt |
in the variable :p |
14:50 |
nrzkt |
because pointer_object->getHP and playersao->getHP can be modified in punch |
14:50 |
Zeno` |
err, but it's a local variable |
14:51 |
nrzkt |
it keeps the original HP before modification to compare them to see if the update needs to be sent |
14:51 |
nrzkt |
yes it's local, it's perfect normal it's a local save :p |
14:52 |
Zeno` |
I think the comment has to go |
14:52 |
Zeno` |
it's confusing |
14:52 |
nrzkt |
okay i remove it |
14:54 |
nrzkt |
done, are you okay now ? :p |
14:54 |
Zeno` |
https://github.com/minetest/minetest/pull/2420/files#diff-9444313da8be4290e9304a4b1faed804R212 |
14:55 |
luizrpgluiz |
static_spawnpoint no longer works |
14:56 |
nrzkt |
right :) |
14:56 |
luizrpgluiz |
static_spawnpoint no longer works, this would be a game bug? |
14:56 |
nrzkt |
done too |
14:57 |
Zeno` |
nrzkt, looks good so long as it's tested |
14:57 |
Zeno` |
wait |
14:57 |
Zeno` |
https://github.com/minetest/minetest/pull/2420/files#diff-da1e28445fc732755d2b64683bd94ee4R1090 |
14:57 |
nrzkt |
i tested the cases and used eclipse to find the setHP calls and trigger the packet at each call |
14:57 |
Zeno` |
should be "if (" |
14:57 |
nrzkt |
:p |
14:58 |
nrzkt |
a stupid indent fix without code fix ^^ i do it |
14:58 |
Zeno` |
it's not all that stupid; we're trying to clean the style "as we go" :) |
14:59 |
nrzkt |
i'm stupid to not see it :p i fixed all func |
15:05 |
Zeno` |
k |
15:05 |
nrzkt |
can i merge ? |
15:05 |
Zeno` |
if it's good then yeah :) |
15:05 |
Zeno` |
lgtm |
15:06 |
nrzkt |
merged. |
15:13 |
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15:21 |
nrzkt |
.... breath is managed client side.... |
15:24 |
nrzkt |
Zeno` can you review #2421 please ? |
15:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2421 -- Send Breath packet on event, dont check it at each AsyncRunStep by nerzhul |
15:33 |
nrzkt |
I tested it properly, i merge it |
15:36 |
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16:36 |
nrzkt |
i will commit a thing to remove m_wielded_item_not_sent. This variable is useless. We only set it to true or false without reading it for doing something |
16:42 |
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18:21 |
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18:21 |
RobbieF |
Hello? |
18:26 |
RobbieF |
Any devs be willing to do an interview over Skype video? |
18:27 |
RobbieF |
for an upcoming episode of http://www.category5.tv |
18:27 |
RobbieF |
If you have a dev list, please post to that to enquire, or let me know who I should reach out to. |
18:27 |
Calinou |
s/Skype/Tox |
18:27 |
Calinou |
(https://tox.im) |
18:28 |
RobbieF |
is it HD? |
18:28 |
Krock |
I doupt there are many native english speakers, but good luck finding someone. |
18:28 |
RobbieF |
Thanks Krock. |
18:29 |
Calinou |
try asking in #tox :P |
18:29 |
RobbieF |
hehe |
18:29 |
RobbieF |
well, the studio uses Skype. |
18:30 |
Calinou |
I hope your studio is able to install < 10 MB software :P |
18:30 |
Calinou |
to not force us to use Skype |
18:30 |
RobbieF |
Certainly, if it came down to it :) |
18:30 |
RobbieF |
but I'd want to know it does HD video |
18:30 |
RobbieF |
show is 720p |
18:31 |
RobbieF |
and soon introducing virtual set interviews (which will require hd on both ends) |
18:32 |
Calinou |
<Calinou> can Tox do 720p/1080p video? |
18:32 |
Calinou |
<Calinou> (video calls) |
18:32 |
Calinou |
<@irungentoo> it should work |
18:32 |
Calinou |
I guess, try and see :P |
18:32 |
Calinou |
try using the qTox client, it's the preferred one |
18:32 |
Calinou |
the most developed one, probably |
18:35 |
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19:33 |
Jordach |
RobbieF, it does |
19:33 |
Jordach |
(just hope both ends have bandwidth) |
19:33 |
RobbieF |
:) Thanks Jordach |
19:46 |
Hunterz |
weird bug, when trying use chat or console, cannot wite number 4 |
19:49 |
Hunterz |
when use this key, it works like key Enter in Minetest |
19:50 |
Hunterz |
Numeric keypad does not work too :( |
20:05 |
RobbieF |
have a great night all. |
20:05 |
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