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IRC log for #minetest-dev, 2015-06-09

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Time Nick Message
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06:16 RealBadAngel ping pong
06:16 RealBadAngel anybody alive?
06:19 VanessaE hi
06:26 RealBadAngel hi VanessaE, whats up?
06:26 VanessaE not much
06:30 RealBadAngel https://github.com/minetest/minetest/issues/2748
06:30 RealBadAngel what do you think about that?
06:32 VanessaE no opinion really
06:32 RealBadAngel its damn easy to code
06:34 hmmmmmm paramat:  i don't really have a problem with it
06:34 hmmmmmm RBA:  what did you need before?
06:34 RealBadAngel hmmmmmm, got ya!
06:34 hmmmmmm you highlighted my name
06:34 RealBadAngel several times since 2 days :)
06:34 hmmmmmm yeah what's up
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06:34 RealBadAngel see my PR, ive made it
06:35 hmmmmmm by the way how's the minimap been going
06:35 RealBadAngel waiting for this one to be merged
06:35 RealBadAngel for the minimap i need relief mapping
06:36 RealBadAngel to make terrain actually look 3d
06:36 hmmmmmm GLSL has an unsigned int type
06:36 hmmmmmm for counts of things or number of iterations, why not use 'uint'?
06:37 RealBadAngel if you count down, you can hit -1
06:37 hmmmmmm that would be iterating over a coordinate range though, would it not?
06:38 hmmmmmm typically speaking
06:38 hmmmmmm you normally wouldn't have a situation where you'd count down
06:38 RealBadAngel thats rather a manner
06:38 hmmmmmm it's not typical i mean to say
06:38 RealBadAngel i just used to rely on signed in such cases
06:38 hmmmmmm great job on the cleanup
06:39 RealBadAngel i did more than you wanted me to
06:39 hmmmmmm +if (fogDistance != 0.0) {
06:39 hmmmmmm is it safe to compare to a literal float value here?
06:39 hmmmmmm I don't know the answer, I'm just asking you to make sure that it's indeed correct here
06:39 RealBadAngel its so old code that for sure its safe ;)
06:40 hmmmmmm not sure if the rules for floats are different from C
06:41 hmmmmmm excellent
06:41 RealBadAngel very different
06:41 hmmmmmm I love how you were able to cut down on that if/else if chain for normal ranges
06:41 RealBadAngel you need to cast the value directly
06:41 hmmmmmm repetitive code is usually bad code
06:41 RealBadAngel so 1 is not the same as 1.0
06:41 RealBadAngel 1 will be in and 1.0 will be float
06:42 RealBadAngel but not for all compilers
06:43 RealBadAngel glsl is pain in the ass to debug and develop
06:43 hmmmmmm now wait
06:43 hmmmmmm explain to me why tangents are needed for shaders
06:43 RealBadAngel what works for me doesnt work elsewhere ;)
06:43 RealBadAngel sure
06:43 RealBadAngel tangent space is texture space
06:44 RealBadAngel every light, displacement, reflection etc calculations are done in that space
06:44 RealBadAngel not in the worlds one
06:45 RealBadAngel so each vertex has to be given all three vectors, normal, tangent and bitangent (binormal)
06:45 RealBadAngel those can be calculated out of 4 vertices
06:46 RealBadAngel shader knows at one time only 3 of them
06:46 hmmmmmm I mean how did it work before without explicit tangent values
06:46 RealBadAngel and the normal to the surface
06:47 RealBadAngel i simulated it
06:47 RealBadAngel it was absurdly costly and very faulty in certain cases
06:47 hmmmmmm oh i seee that
06:47 RealBadAngel thats why i wasnt able to make parallax effect more noticeable
06:48 hmmmmmm glMultiTexCoord1 is the tangent space
06:48 RealBadAngel 2 too
06:48 hmmmmmm well that's the binormal
06:48 hmmmmmm binormal is the thing orthogonal to normal and tangent, is it not?
06:48 RealBadAngel tangent space is 3 vectors
06:49 hmmmmmm right
06:49 hmmmmmm tangent space includes tangent as one of the vectors
06:49 RealBadAngel yes
06:49 hmmmmmm alright this all makes a lot of sense
06:49 RealBadAngel if you have 2 of them, you can get 3rd
06:49 RealBadAngel before we had just one
06:50 RealBadAngel now we got all 3
06:50 hmmmmmm does explicitly computing tangents outside of the shaders make a difference in the way the game looks normally, without parallax occlusion enabled or any of the heavy graphics things?
06:50 RealBadAngel no
06:51 RealBadAngel those are calculated in thread and only used when shaders enabled
06:51 RealBadAngel without shaders it doesnt change anything
06:51 RealBadAngel but
06:52 RealBadAngel if we have it calculated properly, we can start to use it
06:52 RealBadAngel we can implement proper lighting for all the objects
06:52 RealBadAngel even round
06:52 hmmmmmm right
06:53 hmmmmmm alrighty maybe i'm overestimating the memory usage impact for having those two extra floats
06:53 RealBadAngel im pretty sure they were used anyway
06:53 hmmmmmm see I originally was hesitant on bloating the size of a vector because there are like... millions of vectors on runtime
06:53 RealBadAngel but just not initialized
06:53 hmmmmmm S3DVertex doesn't have those fields
06:54 hmmmmmm by the way this is what I was saying about leveraging covariant types
06:54 RealBadAngel s3dvertex maybe not
06:54 RealBadAngel but gpu for sure uses those vectors
06:54 hmmmmmm S3DVertexTangents is a superclass of S3DVertex
06:55 hmmmmmm so you can do
06:55 hmmmmmm S3DVertex *verts = (S3DVertex *)(vertex_tangents);
06:55 hmmmmmm verts[i].Pos += whatever;  regardless of actual vertex format
06:56 RealBadAngel with this version of irrlicht maybe
06:56 hmmmmmm so it seems what you did is change PreMeshBuffer to have two vectors
06:56 hmmmmmm this doesn't change.
06:56 RealBadAngel but if something changes we are still secure
06:56 hmmmmmm trust me.  if this changes within the next 10 versions of irrlicht I'll eat my hat
06:56 RealBadAngel hehe
06:56 hmmmmmm it's part of the interface
06:56 hmmmmmm they can't break something like this
06:56 hmmmmmm so
06:57 hmmmmmm one thing you COULD do is make PreMeshBuffer a templated class
06:57 RealBadAngel ah
06:57 RealBadAngel i tried
06:57 hmmmmmm what happened
06:57 RealBadAngel our code
06:57 RealBadAngel we directly write that data runtime
06:58 RealBadAngel animations, lighting
06:58 hmmmmmm ??
06:58 hmmmmmm rmmahh
06:58 RealBadAngel its not just grabbed, its modified on the fly
06:59 hmmmmmm i see a potential problem
06:59 hmmmmmm i have this problem too
06:59 hmmmmmm every time I say to myself, "Templates would work excellent here!"
06:59 RealBadAngel so premesh buffer is in fact the resulting mesh
06:59 hmmmmmm I try it and then I change my mind
06:59 hmmmmmm I can forsee a problem
07:00 hmmmmmm maybe you're right, just change all of them to S3DVertexTangents
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07:00 RealBadAngel i spent 3 days coding the templates, then got pissed off and wrote what you can see now in 2 hours
07:00 hmmmmmm right
07:00 hmmmmmm sorry about that
07:00 hmmmmmm i shouldn'tve told you to do this
07:00 hmmmmmm templates never work well
07:01 RealBadAngel i did that to premesh buffers, ok
07:01 RealBadAngel then meshcollector wanted to be templated to
07:01 RealBadAngel then rest of the code happily announced that it wants direct access to it, not the templates
07:02 RealBadAngel only solution that could work could be to use original irrlicht meshbuffers
07:02 hmmmmmm I encountered the reason why we use PreMeshBuffer
07:03 hmmmmmm when I was writing my mini-minetest
07:03 RealBadAngel lighting and texture animations
07:03 RealBadAngel also append
07:03 hmmmmmm what I ended up doing was SMeshBuffer->Vertices.reallocate(4096); and then SMeshBuffer->Verticies.push_back(); manually instead of .append()
07:03 RealBadAngel original append does something  with memory reallociation
07:03 hmmmmmm that avoids the copy altogether
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07:04 hmmmmmm well
07:04 hmmmmmm that's something that would be cool to have in the future
07:04 hmmmmmm (removing PreMeshBuffer completely)
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07:05 hmmmmmm alrighty then
07:05 RealBadAngel this time havent go wasted, ive learned a lot bout meshbuffers thx to that
07:05 hmmmmmm sorry about the whole template mess
07:05 RealBadAngel np
07:05 hmmmmmm change everything back to S3DVertexTangents :/
07:05 hmmmmmm looks great otherwise
07:05 RealBadAngel actually im not sure now
07:05 hmmmmmm why
07:05 hmmmmmm this is so much messier and everybody uses shaders
07:06 hmmmmmm so it's not like it's making a huge difference
07:06 hmmmmmm if no shaders were the common case, then I could see
07:06 RealBadAngel i added some code to it to better handle premeshbuffers
07:06 hmmmmmm well in that case
07:06 hmmmmmm about the PreMeshBuffer modifications...
07:07 RealBadAngel only what worries me is that if (m_enable_shaders)
07:07 hmmmmmm why do you return u8 * for vertices?
07:07 RealBadAngel it doesnt really matter
07:07 RealBadAngel it could be void*
07:07 hmmmmmm void * is needed for a generic pointer
07:07 RealBadAngel its always cast to anything else
07:08 hmmmmmm there's no guarantee that pointer types are all the same size
07:08 hmmmmmm what if a u8 * is smaller than a S3DVertex * on a certain machine?
07:08 RealBadAngel irrlicht uses void* for meshbuffers
07:08 hmmmmmm void * is guaranteed to fit any pointer type.  that's why we use it
07:08 RealBadAngel in fact that was kahrl suggestion
07:08 hmmmmmm then change it :)
07:09 RealBadAngel when we changed functions in mesh.cpp
07:09 RealBadAngel those switch things
07:09 hmmmmmm also you can make the code more expressive/compact by using ternary operators here
07:09 hmmmmmm and then the initializer list is supposed to be indented another level
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07:09 hmmmmmm there's supposed to be a space between the constructor prototype and the :
07:10 hmmmmmm and there's not supposed to be a space between the function name and the argument list
07:11 RealBadAngel there can be some issues still
07:11 RealBadAngel im still working on this pr
07:12 RealBadAngel atm i wanted to show you what i did with premeshbuffer
07:12 RealBadAngel meanwhile ive added range limitation to parallax/relief effect
07:13 RealBadAngel it doesnt have to be applied to every rendered node - you simply could not see that out of 15-20 nodes range
07:14 RealBadAngel also i need to add in menu selection which displacement code to use, parallax occlusion or relief mapping
07:15 RealBadAngel first works ok with HD textures and is faster (but have some limitations, HD textures can cover them)
07:16 RealBadAngel relief is more accurate, can work with any data but is damn slower
07:16 hmmmmmm okay
07:17 kilbith relief and parallax mutually exclusive right ?
07:17 kilbith +are
07:17 RealBadAngel theyre basing on same math, almost
07:17 RealBadAngel but relief is more accurate
07:17 RealBadAngel hold on a sec
07:18 RealBadAngel http://www.cescg.org/CESCG-2006/papers/TUBudapest-Premecz-Matyas.pdf
07:18 RealBadAngel here you have all the methods explained
07:19 kilbith you may need to disable each other on checkboxes if one's selected
07:19 RealBadAngel i see it like off/parallax/relief
07:19 kilbith yes, dropdown better
07:19 RealBadAngel so no checkbox
07:20 RealBadAngel and definitely one day i will have to make my own tab for settings
07:20 kilbith btw this menu needs to be reworked, it's too confined in space
07:21 RealBadAngel number of shader options will grow enormously soon
07:22 RealBadAngel thx to tangent space finally in i can continue with all the projects i paused before
07:22 RealBadAngel lava/water shaders, reflections, post processing
07:22 RealBadAngel yikes! :)
07:23 hmmmmmm are you sure it's not a better idea to just make all of the s3dvertexes into s3dvertextangents?
07:24 OldCoder Attention. Server List stopped entirely for all of my worlds on Debian 8. Building a newer curl by hand seems to have corrected the problem.
07:24 OldCoder sfan5, ^
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07:26 RealBadAngel hmmmmmm, it could make code cleaner
07:26 hmmmmmm exactly
07:26 hmmmmmm it's up to you.
07:27 RealBadAngel lets get kahrls or c55 voice on that
07:28 hmmmmmm erm, well okay
07:28 hmmmmmm i highly doubt they're going to care :)
07:29 RealBadAngel est31 was complainin bout memory usage too
07:30 RealBadAngel its true but to some degree
07:31 RealBadAngel VanessaE did stress tests for it, with dreambuilder and hdx textures speed was almost the same (1 fps difference, can be just noise)
07:31 RealBadAngel and memory usage on the same level
07:31 RealBadAngel but with shaders, 30% fps gain
07:34 RealBadAngel hmmmmmm, btw, have you actually try the displacement effect in action?
07:34 hmmmmmm no
07:34 RealBadAngel i highly recommend that
07:34 RealBadAngel especially walk around cacti or diamond ore node :)
07:35 hmmmmmm i'll check it out when it's merged
07:35 RealBadAngel no screenshots can show that
07:36 RealBadAngel ok, so i will add the config options now and will wait for others votes if i should go back to tangent vertices
07:37 RealBadAngel i can think of just one reason why we would need them both
07:38 RealBadAngel android devices
07:39 RealBadAngel theyre not powerfull enough to use such advanced shaders and each byte here counts
07:44 Calinou shouldn't we disable shaders entirely on Android? they're likely to give a poor experience due to low FPS
07:47 RealBadAngel Calinou, we rather should prepare simplyfied version of them just for android devices
07:47 RealBadAngel only to handle finalColorBlend
07:47 RealBadAngel ie day/night transitions and nothing more
07:48 RealBadAngel and disable for android regular code
07:49 RealBadAngel those devices always support ES
07:49 RealBadAngel i bet ES shader will be faster than regular code
07:57 RealBadAngel brb
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08:10 Calinou https://github.com/minetest/minetest/pull/2768
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08:59 RealBadAngel Calinou, thx, i will have to manually rebase my PR then :)
09:00 RealBadAngel cant we have just one license file for christ sake?
09:00 RealBadAngel it starts to feel like pain in the ass to maintain
09:10 RealBadAngel just put into each file license header and update list of contributors in a file next to readme.txt
09:10 RealBadAngel without details, its a noise and most of us doesnt care of licenses even
09:12 RealBadAngel such shit just slows down development, you could use that time for something actually usefull
09:13 technomancy really? you could use the thirty seconds it takes to click "merge pull request" for something useful?
09:13 technomancy I agree having a list of names is a waste of time, but I hope "most of us don't care about licenses" isn't true =\
09:14 technomancy I for one am glad that I have the freedom to legally copy and distribute minetest
09:15 jin_xi pls no. this is not the point. its more that this kind of pullrequest is not accepted ever, just like any other edit across the whole code base
09:17 technomancy fair enough
09:20 RealBadAngel if we have one central license file, the problem will be gone
09:20 RealBadAngel also updates to it will never break any pr
09:23 technomancy I agree; my understanding is it's only the Apache license that requires the header to be repeated in each file. no idea why you would do that in this codebase.
09:33 RealBadAngel technomancy, its not about the license at all. its about 300 copies of it
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09:33 Calinou +RealBadAngel> cant we have just one license file for christ sake?
09:33 Calinou license headers are important in case someone pastes the code on eg. a pastebin
09:33 Calinou they are not entirely redundant
09:33 Calinou this is why the FSF recommends using them
09:34 Calinou (and in fact, you are supposed to have headers if you're using a GNU license)
09:34 RealBadAngel i hate lawyers. and the way they make our lives a hell :P
09:35 RealBadAngel lawyers should be shot down in a cradle. on a very first sign of a lawyer face ;)
09:36 Calinou this is not lawyering
09:37 Calinou this is common sense
09:37 Calinou if there is no header, no one has an idea of what the file does, who owns it, and what you can do with it, once the file is put on eg. a pastebin.
09:37 Calinou or distributed individuallyu
09:37 Calinou -u
09:42 RealBadAngel #license
09:42 RealBadAngel #put there general license
09:42 RealBadAngel #this file is part of mt project
09:43 RealBadAngel end of license
09:43 RealBadAngel erm #see license.txt in main folder for details
09:43 Calinou "see license.txt" doesn't work on pastebins.
09:43 Calinou nor does it work when the file is distributed individually
09:43 RealBadAngel put there link
09:43 RealBadAngel to that file
09:44 Calinou https://gnu.org/licenses/gpl-faq.html#NoticeInSourceFile
09:44 RealBadAngel pile of lawyers shit
09:44 RealBadAngel long live WTFPL!
09:45 RealBadAngel ;)
09:45 RealBadAngel anyway i do not care, if somebody HAVE to take care of it, im glad its you not me
09:45 Calinou even WTFPL is better with an header
09:46 Calinou my point is, you should always have an header, even a 1-line one :P
09:47 RealBadAngel and my point is that theres always a need to hire a lawyer
09:47 Calinou you don't have to hire a lawyer...
09:47 RealBadAngel or waste our time
09:47 Calinou except for enforcing the GPL :(
09:47 Calinou (unless you perform some sort of community enforcement; but you don't need copyleft for this)
09:47 RealBadAngel and our time is even more precious
09:48 RealBadAngel because we do things real
09:49 RealBadAngel and that rights or lefts doesnt add anything to the project
09:50 technomancy IMO it's the responsibility of the person putting it in the pastebin to make the license clear
09:50 RealBadAngel piece of code pasted elsewhere is worthless
09:51 RealBadAngel it doesnt mean anything without it
09:51 Calinou technomancy, but they can be lazy, or they can not know what licenses mean...
09:51 technomancy Calinou: so that's their problem
09:51 Calinou few pastebins have a "Description" field
09:51 RealBadAngel and pastebins are not for distributin the code
09:51 Calinou and even less a "License" field
09:51 Calinou RealBadAngel, you'd be surprised how often it happens in practice :P
09:52 RealBadAngel even if, so what?
09:52 RealBadAngel do we care bout it?
09:52 technomancy if you use pastebins for distributing code you likely have a lot bigger problems than determining its license
09:53 RealBadAngel we are doing it for free, not expecting anything
09:54 RealBadAngel if somebody knock my doors regarding license bout my code will earn punch in the face
09:54 RealBadAngel nothin less nothin more
09:55 RealBadAngel its free (tm) ;)
10:09 kilbith lol
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14:46 est31 pushing in 5 minutes https://github.com/est31/minetest/commit/05f4e9ee08f93b17c3dbaf2b6a1022cc28a226ce
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15:28 est31 pushed
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16:50 Etzos What is the oldest/most oudated system minetest is intended to be compiled on?
16:53 est31 Ubuntu 12.04
16:53 est31 perhaps older ones too
16:53 est31 I think the very oldest is windows XP
16:59 Etzos So theoretically increasing the minimum cmake version to 2.8 should be okay then?
17:00 est31 what features of 2.8 would you want to use?
17:00 Etzos *theoretically, increasing
17:01 Etzos file(COPY ...)
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17:02 est31 replacing what?
17:02 est31 and in which cmake file?
17:03 Etzos Not replacing, adding. I've been trying to get out-of-source builds functioning properly. I would like to have file(COPY ...) so that I can copy script files into the build directory for quick debugging behind a cmake option, naturally.
17:04 Calinou yes, we don't support older than Ubuntu 12.04
17:04 Calinou we will stop supporting it in April 2017
17:05 est31 perhaps
17:05 est31 perhaps earlier
17:08 Etzos I don't need cmake 2.8, but it certainly makes it easier. And if I can safely assume that it's available I don't see a reason to staying with 2.6.
17:09 est31 which script files?
17:09 est31 the builtin lua?
17:09 Etzos Yes.
17:10 Etzos Non-compiled sources.
17:10 Calinou <+est31> perhaps earlier
17:10 Calinou there will still be Ubuntu 12.04 (especially server) and Debian 7 (especially server) users in 2017 :(
17:10 Calinou this is the sad story of long term support
17:10 Calinou I wish Canonical didn't extend its support to 5 years, actually
17:10 Calinou it's of little purpose
17:11 est31 it is purposeful
17:11 est31 e.g. when you have a company and dont want to update every single year
17:11 Calinou that's an outdated culture IMO
17:12 est31 see how painful it was to leave windows XP
17:12 Calinou if you can't afford to upgrade every 2 years...
17:12 est31 yes perhaps
17:12 Calinou it's exactly how we land into Windows XP land
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17:12 est31 but question is whether we should support an OS thats mostly interesting for the corporate world
17:12 est31 or big institutions
17:12 Etzos How many people are actually running minetest on servers that old?
17:13 est31 *shrug*
17:13 est31 or whether we should support users who are too afraid to click the "do-release-upgrade" button
17:13 Calinou we don't need to support XP anymore, but we still do for instance :P
17:13 Etzos Or compiling even. It could be compiled on a newer system and then moved to the old server if need be.
17:13 est31 like I think with ubuntu 12.04 support
17:13 Calinou many applications, especially modern games, stopped shipping 32-bit support
17:13 est31 Etzos, that wont work
17:13 Calinou we can't do that yet but maybe in 5 years
17:14 est31 thats only important when you have solely binary releases
17:14 est31 so only a matter for closed source software :)
17:15 Calinou Fedora plans to drop 32-bit soon, so will Ubuntu
17:16 est31 *shrug*
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17:17 Calinou Debian will drop it in 2100 of course :p
17:17 Krock C:\Programme\cmake\bin>cmake --version
17:17 Krock cmake version 3.0.0
17:18 Krock est31 ^
17:18 est31 Etzos, thats our XP user :)
17:18 Calinou 3.2.3 is easy to get on Windows
17:18 Krock Don't abuse my nick for linking it to Win 5.1
17:18 Calinou https://packages.debian.org/search?keywords=cmake
17:18 Calinou http://packages.ubuntu.com/search?keywords=cmake
17:19 Calinou you can see the versions shipped in both Debian and Ubuntu there ^
17:19 Calinou we don't need to support CMake < 2.8.7
17:19 Calinou wheezy ships 2.8.9, precise ships 2.8.7
17:19 est31 good then
17:20 * est31 wonders whether cmake on precise supports c++11...
17:20 est31 err llvm*
17:20 Etzos est31: Why wouldn't it work?
17:21 est31 nice nice it supports c++11
17:21 est31 clang 3.0 has good c++11 adoption
17:21 est31 so people with older ubuntu, can use clang now to compile
17:21 Calinou we could default to Clang
17:21 Calinou AssaultCube does that already
17:22 est31 **we can upgrade to c++11 without losing users**
17:22 Krock *cough*
17:22 est31 precise users*
17:22 est31 Krock, you use msvc right?
17:22 Krock yes
17:24 Krock And if you're gonna use C++11, please put those things into #ifdefs, I'd like to be able to compile Minetest for the other win xp users
17:24 Krock if there are any
17:24 Calinou just use mingw :P
17:25 Krock Calinou, M$ windows works best with M$ compiled applications
17:25 Calinou it still works really well with mingw
17:25 Calinou and doesn't bother you to register
17:26 Krock blame profit
17:26 Krock register...?
17:26 est31 so that you get MSVC for free
17:26 Krock AFAIK, I didn't register and just used a key from somewhere
17:27 Krock ssht
17:28 Calinou telnett
17:28 est31 netcatt
17:28 Etzos Speaking of Windows, my cmake changes should also have the added benefit of showing the non-compiled source files in VisualStudio and QtCreator.
17:29 Krock What about outdated, compiled files?
17:29 est31 go on make a PR then.
17:29 Krock ^ great idea, realize your thoughts
17:30 Etzos est31: It's not done yet. I just wanted to see if I could safely increase the cmake version.
17:33 est31 k
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18:56 Megaf folks, luacontrollers still active even if nobody is online
18:56 Megaf and they are keeping the region active
18:57 Megaf est31: 2015-06-09 14:43:10: ACTION[ServerThread]: Megaf leaves game. List of players:
18:57 Megaf 2015-06-09 14:43:16: ACTION[ServerThread]: sin takes stuff from chest at (45,12,-523)
18:57 Megaf est31: I did not highlight you, sorry, it was my client Oo
18:57 Megaf anyway, connected to that chest is some autocrafters and filters
18:58 est31 do you have technic installed on the server?
19:15 Megaf nope
19:15 Megaf mesecons and pipeworks
20:02 est31 pushing in 5 minutes https://github.com/est31/minetest_game/commit/f09ae11e8959e2d751bef3ee930bf678f7164e1d
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20:31 est31 pushed
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22:28 est31 why has intlGUIEditBox been removed?
22:49 kahrl est31: I guess #1166
22:49 ShadowBot https://github.com/minetest/minetest/issues/1166 -- Does not build with Irrlicht 1.9 (svn) and Freetype enabled
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22:58 est31 kahrl, I guess we have to re-add it if we want to have proper entry of special characters in formspec?
22:59 est31 fixing the bug ofc
22:59 kahrl might be the only option, since there's no good way to subclass an irrlicht gui element
23:02 kahrl another way could be something with a global event handler, but that's probably incredibly hacky
23:02 est31 but 1.9 still isnt released
23:03 est31 they develop even slower than us
23:12 kahrl well, I think we should strive to be 1.9 compatible if at all possible
23:13 Lunatrius joined #minetest-dev
23:13 kahrl I had an annoying problem recently where I wanted to compile minetest 0.3.2 (for some map compatibility testing)
23:13 kahrl but I couldn't because it doesn't compile with irrlicht 1.8.1
23:14 kahrl (and my distro doesn't provide packages for irrlicht 1.7.* anymore)
23:14 kahrl I guess I could've compiled 1.7 myself but I didn't care enough
23:16 est31 perhaps somebody who has compiled 1.9 themselves can tell
23:16 est31 and give a fix
23:21 kahrl does intlGUIEditBox need to be a subclass of IGUIEditBox? could it be simply a subclass of IGUIElement?
23:41 paramat joined #minetest-dev
23:47 paramat hi hmmmmm please could you review the implementation of noise defined biome blend if you have time later? https://github.com/minetest/minetest/pull/2764

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