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IRC log for #minetest-dev, 2015-06-20

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Time Nick Message
00:00 est31 ah this is weird stuff
00:00 est31 (again)
00:00 est31 I am counting six attachement events in total
00:01 est31 first two to *somewhere*
00:01 est31 then two events for the wielditem I guess
00:01 est31 then two again to somewhere
00:02 est31 those two for the wielditem stick out because their position isn't "0,0,0"
00:02 est31 but 0.2,5.5,3
00:02 est31 and because the m_is_local_player field is set for the parent object
00:03 est31 so the weird thing is that when I count the m_children map for the local player,
00:03 est31 (when the f7 key is pressed)
00:03 est31 I dont find any wielditem sao
00:03 est31 cao*
00:03 est31 only two caos with 0,0,0
00:04 est31 true chaos
00:07 est31 whats even weirder is that m_is_player is true both for the playercao object and the object we attach the wielditem to
00:09 est31 and m_is_local_player too
00:10 kahrl are they different objects?
00:11 est31 one has id 1 the other has id 2
00:11 kahrl huh.
00:16 est31 my theory is that it has two caos one that gets set by the server and one local one
00:16 est31 but its only a theory without any proof
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00:31 kahrl another weird thing... why the hell is there an m_id in GenericCAO? that shadows the m_id that already exists in the base class ActiveObject?
00:32 est31 this seriously needs some cleanup
00:48 est31 ok sorry there is only one cao
00:48 est31 (for the player)
01:00 est31 finally
01:00 est31 https://github.com/est31/minetest/commit/40226e52747156cbdc5128a416480b226e498fff
01:23 VanessaE est31: works.
01:24 est31 https://github.com/est31/minetest/commit/ccdf4805664c650c81e420fdbccca80e5ba1f498
01:24 est31 pushing in 5 minutes
01:24 est31 VanessaE, still I wonder how xanadu server did it
01:25 est31 because there is a small bug with this mod: when a player walks, the wielded item isn't shown at the hand
01:25 est31 but when the player walks + mouse is pressed, then it works again
01:27 VanessaE it used to be that if you moved fast, the entity would "lag behind" the player
01:27 est31 perhaps I add the m_id removal to
01:27 VanessaE but it would catch up at least.
01:27 est31 that shouldnt be
01:27 * VanessaE checks it
01:28 VanessaE oh weird
01:28 VanessaE this might be a bug in wield3d, but the wielded item switches hands when you walk backward
01:29 VanessaE or forward.
01:29 est31 yes this is what I thought too
01:29 est31 xanadu doesnt have that bug though
01:29 VanessaE no apparent movement lag though
01:29 est31 ask tenplus1 how he did it :)
01:29 VanessaE so that particular bug is fixed
01:29 est31 no it isnt
01:29 VanessaE ?
01:29 est31 I've checked and yes there was lag
01:29 VanessaE odd, I don't see it here
01:29 est31 its larger when you enable fast
01:30 VanessaE oh now I see it
01:31 est31 which part of "attached to" doesnt it understand
01:31 VanessaE doesn't happen with a pick, but it does when wielding a block
01:31 est31 does the server really send all "move object X which is atttached to Y to position Z, where Y is"
01:32 VanessaE I believe so.
01:32 est31 thats horribly stupid
01:35 VanessaE well the packet stream increases greatly when moving, anyways
01:35 VanessaE way more than I'd expect for just simple player movement in a singleplayer world
01:37 VanessaE you should see the packet stream if I roll my mouse wheel back and forth across a full hotbar.
01:41 est31 and pushing too: https://github.com/minetest/minetest/pull/2806
01:41 VanessaE the wielded entity flipping to the other side while moving must be client-side.  it reacts too fast to be server-side.
01:42 est31 yup
01:42 VanessaE wait,
01:42 est31 flipping and moving
01:42 VanessaE isn't there a flag that causes an entity to automatically flip directions when it moved?
01:42 VanessaE moves*
01:43 est31 ?
01:43 VanessaE automatic_face_movement_dir = 0.0,
01:43 VanessaE in the entity def.
01:44 VanessaE ("offset in degrees; false to disable")
01:45 VanessaE that flag is not set in this mod
01:45 est31 yes with reasons
01:45 est31 or not
01:45 est31 ?
01:45 VanessaE I'm not sure; the API doesn't actually say what the default state is.
01:45 est31 because its flipping not just in its "real" movement direction
01:45 VanessaE (I assume it is "0.0" as implied)
01:46 est31 but rather in its "around the shoulder" movement direction
01:46 VanessaE right
01:46 est31 e.g. if you walked sideways it would flip sideways too
01:46 est31 which is bad
01:47 VanessaE it doesn't do that in this case though
01:47 VanessaE it just does a 180 rotate around to the "back" side of the model on any kind of movement, even sideways
01:48 est31 but xanadu has somehow managed to avoid this
01:51 * VanessaE shrugs
01:54 VanessaE it's also notable that the entity is displayed upside down if it doesn't have a custom property in location.lua (probably a mod bug)
01:55 VanessaE this mod actually DOES set the location of the entity as the player moves
01:55 VanessaE that would explain the lag.
01:59 VanessaE hm, nope.  doesn't explain me
01:59 VanessaE s/me/it/
01:59 * VanessaE shrugs
01:59 hmmmm https://github.com/est31/minetest/commit/40226e52747156cbdc5128a416480b226e498fff#diff-722710b5ecd9db42e7dd785dd517e186R733
01:59 hmmmm why do you do this
02:00 hmmmm isn't it a rule
02:00 hmmmm iterators need to be pre-incremented unless it's actually necessary (i.e. delete-element-while-iterating idiom)
02:00 hmmmm also why use an iterator for std::vector
02:00 hmmmm array bracket[i] notation is preferred there
02:00 hmmmm much more natural
02:02 est31 you mean ++c??
02:03 est31 how is that more natural
02:03 hmmmm no, std::array foobar;  foobar[i] = 5;
02:04 hmmmm ++c is faster
02:04 est31 why that
02:05 est31 but noted next time I use size_t
02:05 est31 or whatever type a vector size has
02:07 kahrl also shouldn't getId() be removed from m_children of the previous parent?
02:09 kahrl wait not there
02:09 est31 but near here you mean:
02:09 kahrl I mean in the GENERIC_CMD_SET_ATTACHMENT handler, of course
02:09 est31 https://github.com/minetest/minetest/commit/dd91b3d6fbc3a0b4b18b36b14864d703213dd622#diff-722710b5ecd9db42e7dd785dd517e186R1671
02:10 est31 yea perhaps
02:10 est31 also not removed when the entity is deleted or how thats called
02:10 kahrl yeah
02:11 hmmmm est31:  postincrementing an iterator makes a copy of the iterator
02:11 kahrl I guess that wasn't necessary before since every loop over m_children checked if the child's actual parent id == getId()
02:12 kahrl but setChildrenVisible doesn't
02:12 hmmmm pre or post incrementing an iterator on the other hand is just as fast in nearly all circumstances
02:12 hmmmm an integr*
02:12 hmmmm integer**
02:12 est31 hmmmm, does it do the copy also when the copied iterator isnt used then?
02:12 hmmmm yes
02:12 est31 also if the compiler isnt stupid?
02:13 est31 (== optimizeds)
02:13 est31 -d
02:13 hmmmm the compiler can't be un-stupid because it's a function call
02:13 hmmmm operator overloading and all that goood stuff
02:13 est31 ah
02:13 est31 yea
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02:31 paramat https://github.com/minetest/minetest/pull/2805 'Mapgen objects: Enable heatmap, humidmap for all biome api mapgens' is fixed and will push soon
03:13 paramat now pushing
03:21 paramat complete
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04:48 paramat https://github.com/minetest/minetest/pull/2789 'Mgv7: Edit noise parameters' my suggestion for further improvement, might push later if acceptable, back later
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05:55 est31 gonna push #2807 if building succeeds
05:55 ShadowBot https://github.com/minetest/minetest/issues/2807 -- Android: use loop inside makefile to spare repetition by est31
05:55 est31 already built locally
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06:34 VanessaE will someone PLEASE fix copy&paste on linux??
06:34 VanessaE (particularly, pasting into minetest from the outside)
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06:37 est31 you mean this http://sourceforge.net/p/irrlicht/bugs/247/
06:38 VanessaE "closed-fixed"...
06:39 VanessaE and noting this was allegedly fixed a year ago, why isn't MT using whatever function it is that's needed?
06:39 est31 the last stable release of irrlicht was 2013
06:40 VanessaE yeah but check the dates:  2009-06-24, marked as fixed
06:40 est31 i guess this is one of the "wait for 1.9 whenever that will be" bugs
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06:43 VanessaE what I'm saying is those dates imply that this was fixed long before the most recent stable release of irrlicht
06:51 VanessaE (I got "a year ago" from the header of the bug report)
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06:57 est31 VanessaE, do you have kde?
06:58 VanessaE nope.
06:58 VanessaE xfce here
06:58 est31 it works when you paste from konsole ctrl+shift+c
06:58 est31 but only on the second time
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07:03 VanessaE there was one really obscure way I was able to paste into minetest, once, ages ago.
07:03 VanessaE forgot what it was though
07:03 est31 I just dont know how it can be our fault
07:04 est31 VanessaE, try adding printf( "char: %s \r\n", p); to intlGuieditbox.cpp line 388
07:04 est31 you will see it will be empty when pasting from outside
07:05 VanessaE I believe you - but that doesn't answer the question of *why* it's empty..
07:05 est31 VanessaE, thats an irrlicht-internal function call
07:05 est31 I've traced it down to some x11 voodoo
07:30 VanessaE oh and fwiw I do recall last time I *really* needed it, I also tried using a clipboard manager.
07:30 VanessaE didn't work
07:30 VanessaE and now that I think about it, what I thought DID work was probably not an xfce feature (might have been gnome or something)
07:31 VanessaE and I've read that for those people that are able to use it, it sometimes causes the program that supplied the text (e.g. an editor or terminal) to crash when you paste.
07:33 est31 the real problem is the people using programs along minetest
07:33 est31 "thou shalt not have a program beside be"
07:33 VanessaE well not really
07:33 est31 me*
07:34 VanessaE think of it more like using gedit to manage a large code snippet to be used in mesecons Lua Controller
07:34 VanessaE or copying/pasting from a web page into a LuaC.
07:34 est31 just stopping copyright infringement!
07:34 VanessaE heh
07:46 nore I was wondering... since it's only on Linux that it doesn't work, what about adding some X11 magic if it is compiled to Linux instead of using Irrlicht?
07:46 VanessaE that's what I was wondering
07:51 est31 irrlichts (failing) x11 magic is done here http://code.metager.de/source/xref/irrlicht/source/Irrlicht/CIrrDeviceLinux.cpp
07:51 est31 CIrrDeviceLinux::getTextFromClipboard()
07:52 est31 and can be "patched" from inside minetest from the code I've spoken before
07:52 est31 intlGuieditbox.cpp line 387
07:52 est31 good luck
08:01 est31 arrgh
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08:01 est31 I'm planing on to add a new inventory action to make shift-click moving fast
08:01 est31 but now I see I have to do rollback handling for this too
08:01 est31 grr
08:01 est31 r
08:01 est31 r
08:02 est31 rrr
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09:26 est31 ok again one of those "make life easy for modders vs give modders flexibility question"
09:26 est31 there is the allow_metadata_inventory_move callback
09:26 est31 it has a to_index parameter
09:26 est31 dunny why but it has one
09:26 est31 now I want to add a "add to somewhere" action
09:26 est31 I'm stuck in middle
09:27 est31 question:
09:27 est31 should I leave the to_index param
09:27 est31 and make calls for every single of the possible indexes
09:27 est31 (where it makes sense)
09:27 est31 so simulating current behaviour
09:28 est31 (just without network lag)
09:28 est31 or should I make "one big" interaction
09:28 est31 setting to_index simply to nil, or something
09:31 nore I'd say that while we have no client-side code, just one per list would be enough
09:33 est31 how would that change with client side code?
09:36 est31 I guess ill put it in a loop
09:37 nore wait, you don't mean client prediction?
09:37 est31 no
09:37 nore I thought it was client prediction for actions like shift+click that would need it...
09:38 nore hm...
09:39 est31 yea putting it in a loop is the best thing
09:39 est31 because after the move we have all these "report" methods
09:39 est31 and rollback
09:39 est31 and so on
09:40 est31 so the report methods will definitely want to have the to_index
09:40 est31 otherwise they start guessing
09:40 est31 and thats bad
09:40 est31 because I want to be abled to change behaviour in future
09:40 est31 and not break mods :)
09:40 nore guessing is always bad :)
10:00 est31 ahhh kde 5 i like you when you freeze kate when you reload a window for a file that is also opened in another tab and has changed from that tab
10:00 est31 weirdly that freezing stops after some time
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10:57 est31 nore, can you have a look at https://github.com/est31/minetest/commit/0facaf106589f0e4526d45e3fd83f9f6bd607741
11:00 est31 ahhh no
11:00 est31 its bad
11:00 est31 because what if we have creative inventory
11:00 est31 man this is more complicated than i thought
11:00 Hunterz it is like shift click in the minecraft?
11:01 est31 yes basically
11:01 Hunterz it is very useful
11:03 est31 its already there
11:04 est31 but mods have to support it
11:04 est31 nore, better look at https://github.com/minetest/minetest_game/pull/542
11:05 est31 the other commit is not reay yet
11:05 est31 but I wont finish it today
11:05 est31 will make a PR with a todo list
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16:13 VanessaE [06-18 20:40] <RealBadAngel> https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L38
16:13 VanessaE [06-18 20:40] <RealBadAngel> delete this line and test
16:13 VanessaE (refers to textures being vertically misaligned)
16:13 VanessaE this worked for me.  can someone please push that to upstream?
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19:00 Krock btw, updated #1731
19:00 ShadowBot https://github.com/minetest/minetest/issues/1731 -- Extend the allowed protocol versions of strict servers by SmallJoker
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19:36 RealBadAngel VanessaE, i can ;)
19:37 RealBadAngel also i think i found the reason for Taoki issues
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19:37 Taoki RealBadAngel: Normal maps not generating randomly?
19:37 est31 Krock, what are the usecases?
19:38 est31 also, btw what are the usecases for strict checking thefirst place
19:38 RealBadAngel Taoki, thats pretty weird. worldPosition seems to be working randomly
19:38 Taoki Ah
19:38 Taoki That might be it, yeah
19:38 RealBadAngel atm it works for me in minimal game but stopped to work in mt game
19:38 VanessaE rewok
19:38 Krock est31, it extends the allowed server version range
19:38 VanessaE RealBadAngel: ok **
19:39 RealBadAngel i suspect its something related to camera offset
19:39 Krock est31, something between strict and backwards compatibility
19:40 RealBadAngel fix for that within shaders is easy, but doesnt solve the issue on engine side
19:41 RealBadAngel in shaders camera position is always 0,0,0  - i dont need to know where in the world its located
19:42 est31 Krock, it extends the server version range if you limit it first
19:42 est31 but why limit the first place
19:43 Krock Are you talking about the current strict_protocol_version_checking behavior?
19:44 est31 Krock, it defaults to false
19:44 est31 https://github.com/minetest/minetest/blob/43fcfbfe05578d7471d40c8c087fd04e24b264b5/src/defaultsettings.cpp#L232
19:44 Krock I see, false would be 0, right?
19:45 est31 "false" would be "dont check at all, check if it works"
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19:47 est31 also I dont see how it would work if its set to a negative value
19:47 RealBadAngel usually, a kind of magic ;)
19:49 est31 so when it has been "true" before, its now "-1"
19:49 est31 and false is now 0
19:50 RealBadAngel btw, ice texture sucks big time imho
19:51 RealBadAngel it could be used for some kind of glass but not for the ice
19:53 RealBadAngel https://imgrush.com/ezvxyP09xAIp.png
19:53 RealBadAngel i can see just squares everywhere
19:53 Krock est31, fixed
19:57 est31 Krock, that issue is fixed now but another popped up
19:57 est31 now you have a bias of 1
19:57 est31 with this >= thing
19:57 est31 also do >= 0
19:58 Krock >= 0 isn't required if >= is changed to >
19:58 Krock but 0 means disable
19:58 est31 "maximal protocol version difference"
19:59 est31 so whats when you say that you dont allow any other version from connecting?
20:00 Krock there's a offset of -1: "maximal protocol version difference" are not the correct words
20:01 est31 yea depending on how you put it
20:01 Krock I mean, setting it to 1 will block any other version
20:01 Krock but 1 is not the maximum difference, 0 is it.
20:02 est31 so you should update the docs
20:02 est31 and perhaps do a ->getBool too
20:02 est31 if that returns true, set it to 1 or 0 or whatever
20:03 est31 if that returns false, do the number check
20:03 RealBadAngel fuzzy logic? ;)
20:03 Krock ^
20:03 RealBadAngel 1 , 0 or whatever? :)
20:03 est31 heh
20:03 est31 no I've thought he gets what I mean
20:03 Krock gawd, I btter close that pull again, it ain't gonna be better
20:05 est31 if it returns true it should act like the maximum difference were 0
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20:05 est31 so that we have backwards compatiblity
20:05 est31 blity lol
20:05 est31 bility*
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20:06 est31 and a doc change
20:06 RealBadAngel ah i got it, "whatever" is backwards compability ;)
20:06 est31 those are my points
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20:06 Krock "doc change", as in editing minetest.conf.example or what?
20:07 est31 the setting was a boolean before, so people who set it to true shouldnt have a bad suprise
20:07 est31 for whichever reason they activated
20:07 RealBadAngel hi hmmmm
20:07 est31 Krock, if you say its not the maximum version, then doc shouldnt state that
20:07 Krock if true is counted as 1, it won't be a problem
20:07 Krock est31, please suggest a correct description. my head's empty
20:07 est31 Krock, true is counted as 0 as well as false
20:08 est31 or "strawberry"
20:08 Krock oh great <.<
20:08 est31 http://www.cplusplus.com/reference/cstdlib/atoi/
20:08 est31 ^ thats the function that gets called at the end of the day
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20:09 Krock if (end of the day () != false) call(atoi);
20:09 Krock you were right, true is 0
20:10 est31 heh
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20:14 est31 bye
20:15 RealBadAngel ouch :)
20:15 RealBadAngel est31 ended the party ;)
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20:25 RealBadAngel https://imgrush.com/EZx9X29mdqAp vs https://imgrush.com/FoYpSUN9P7sV
20:25 RealBadAngel what do you think?
20:27 RealBadAngel VanessaE, ?
20:27 VanessaE nice
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20:28 RealBadAngel shall we make PR with it?
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20:30 VanessaE I guess so
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20:39 RealBadAngel VanessaE, Taoki https://github.com/minetest/minetest/pull/2810
20:39 RealBadAngel can you test it?
20:40 Taoki I might, not sure
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20:41 RealBadAngel celeron55, hi
20:42 RealBadAngel Taoki, that should fix your issue
20:42 Taoki Ah, it's only a few lines. I'll add them manually then
20:42 RealBadAngel Taoki, you dont even need to recompile :)
20:43 Taoki yep
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20:45 Taoki RealBadAngel: Confirming that it seems to be working perfectly now. The fix is good
20:46 RealBadAngel good
20:47 RealBadAngel kahrl, nore ? i need some votes in order to merge it
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21:25 realbadangel__ nore, here?
21:25 realbadangel__ Vanessa, here?
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21:29 realbadangel__ gosh, everybody is sleeping or what? :)
21:33 Taoki I'm here
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21:36 TheWild hello there
21:36 realbadangel__ czesc
21:36 TheWild o czesc
21:37 realbadangel__ it has crashed without any additional info?
21:37 TheWild yes
21:37 realbadangel__ what was the code you have used?
21:37 TheWild no dumps, no stack trace... nothing
21:38 TheWild minetest.get_player_by_name('singleplayer'):get_inventory():set_lists()
21:39 realbadangel__ ok, will remind est31 that
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22:15 RealBadAngel Taoki, you can update your sources
22:15 Taoki ok
22:16 RealBadAngel btw, http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256343-a-texture-artists-guide-to-mcpatchers-features
22:16 RealBadAngel these are real connected textures
22:17 RealBadAngel please take a look on screenshots with grass made with that
22:17 RealBadAngel simply awesome
22:17 RealBadAngel http://i.imgur.com/HQVRgl.jpg
22:23 Taoki On another note: I just finished fixing conflicts and rebasing this. Can it be merged please? https://github.com/minetest/minetest/pull/2372
22:24 Taoki It contains a fix for the animation system, plus support for non-looped animations. I tested it again and it works fine
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22:31 Taoki RealBadAngel: Can you take a look at that and merge it perhaps?
22:33 RealBadAngel some of the lines are way too long, please break them
22:35 Taoki Which exactly, and how should I format them?
22:35 RealBadAngel hold on
22:35 RealBadAngel http://pastebin.com/0SGrMcJN
22:35 RealBadAngel like that for example
22:36 RealBadAngel function call in one line, break and params with a tab
22:36 RealBadAngel if params are still too long you can break them again
22:37 Taoki RealBadAngel: All others are the same way though. It will look disproportional to do it only for this function
22:37 Taoki I think it was suggested before, I didn't because the others were as long too
22:37 RealBadAngel if youre around break them too
22:38 RealBadAngel im known of making long liners but yours are even longer than mine :)
22:38 Taoki I'd rather not format random code, probably not for me to do. I'll only do the break you mentioned
22:38 Taoki It looks good actually.
22:39 Taoki Done, pushed
22:39 RealBadAngel just take a look at github web interface
22:40 RealBadAngel some of the lines doesnt even fit in there, you have to scroll the code to read them
22:40 Taoki Some lines are longer than mine. So someone else probably needs to fix code formatting in general, separately though.
22:41 Taoki I only fixed the break you mentioned for this commit. Is it ok now?
22:41 Taoki (in both places)
22:41 RealBadAngel https://imgrush.com/651etFK62mc5
22:42 * Taoki sighs
22:42 Taoki There are longer lines everywhere though. I don't really understand
22:43 RealBadAngel if somethings is badly formatted around doesnt mean you have to follow it
22:43 RealBadAngel otherwise SN or hmmmmm will eat you ;)
22:44 Taoki Ok... I will fix that one too...
22:46 Taoki RealBadAngel: Done, updated the commit. Is it ok now?
22:46 Taoki If there are more, I will go take a cold shower with my clothes on :P
22:47 RealBadAngel hehe, will take a look at it in 10 minutes, going out for a moment
22:47 Taoki ok. Still around for over 2 hours, so let me know
23:02 RealBadAngel back
23:05 RealBadAngel it looks better now
23:06 RealBadAngel whats the possible range of m_animation_loop ?
23:08 RealBadAngel is it boolean only?
23:08 RealBadAngel +* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)`
23:09 RealBadAngel here formatting should apply too
23:10 RealBadAngel set_animation({x = 1, y = 1}, frame_speed = 15, frame_blend = 0, frame_loop = true)`
23:10 RealBadAngel reads way better
23:11 Taoki It can be any two frames
23:12 RealBadAngel i see
23:13 RealBadAngel change that api.txt line and youre done with me
23:13 Taoki I switched away from the branch now and recompiled. But formatting matches the exact same surrounding functions really
23:13 Taoki ok
23:13 RealBadAngel note that i only checked formatting, not the funcionality
23:14 RealBadAngel im not familiar with that
23:14 Taoki Um... what should I change?
23:14 Taoki It's exactly the same as all others
23:14 RealBadAngel see above
23:14 Taoki If I remove the * that will look ugly. All functions should do it at once
23:14 RealBadAngel i know, we have shit all around
23:15 Taoki I'd really like to keep that one as is please. If someone wants to remove them, it needs to be done for all functions IMO
23:15 Taoki That would look very very ugly
23:15 Taoki That branch only aims to implement a bugfix and a needed feature, not to clean the formatting of the entire code
23:16 RealBadAngel so your next PR should be clean the surroundings
23:16 RealBadAngel since you were the one who stepped into this particular shit ;)
23:17 Taoki I only wanted to fix the animation function, not a whole craze about formatting :P
23:17 RealBadAngel i know that feeling
23:17 RealBadAngel i can feel that many times
23:18 RealBadAngel just wear that flashy uniform, grab the shovel and clean it ;)
23:18 RealBadAngel next time you visit this function it will be nice and clean
23:18 Taoki I think things should be kept separate still. Perhaps someone should look into that
23:19 Taoki Anyway, can it be merged as is?
23:19 RealBadAngel havent tested it, just bugged you bout formatting
23:20 RealBadAngel so you should get another dev vote too
23:21 RealBadAngel btw, i feel good that I bugged some1 bout codestyle instead of me being bugged ;) sorry Taoki :)
23:21 Taoki Eh... it's ok I guess :P
23:22 Taoki Though when I deal with a code, I want to deal with that code... not fix formatting. I did what the lines above and below mine did. If formatting is bad, someone should fix it for everything at once.
23:22 RealBadAngel me too
23:22 RealBadAngel functionality is more important
23:23 RealBadAngel but keeping your working place clean is indeed good habit
23:23 RealBadAngel even if mess is not made by you
23:23 Taoki True too.
23:24 Taoki But a separate task
23:24 RealBadAngel thats questionable
23:24 RealBadAngel if youre here, who and when will "visit" this particular code next time?

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