Time |
Nick |
Message |
00:39 |
|
Taoki joined #minetest-dev |
01:39 |
|
kaeza joined #minetest-dev |
03:02 |
|
red-001 joined #minetest-dev |
03:05 |
RealBadAngel |
damn, im suprised how much such simple thing as selection boxes is overcomplicated in code |
03:06 |
RealBadAngel |
its being passed from function to function dozens of times |
03:09 |
|
red-001 joined #minetest-dev |
03:11 |
ShadowNinja |
hmmmm: I started trying to fix Windows unicode support, and I noticed some weird stuff. For example GetRecursiveSubPaths and DeletePaths are used together as RecursiveRemovePaths because RecursiveRemovePaths is a no-op that just spins the CPU away scanning through directories and doing nothing. |
03:12 |
ShadowNinja |
And the Linux version just does fork() and execv() on rm -rf. |
03:12 |
ShadowNinja |
There are issues with a number of other functions too. |
03:13 |
ShadowNinja |
And the module's naming conventions don't fit in. |
03:14 |
ShadowNinja |
Also, it should really be in util/. |
03:20 |
|
dfelinto joined #minetest-dev |
03:44 |
ShadowNinja |
Turns out MS really screwed up Window's Unicode support. If we want to support Unicode on Windows we'll need to wrap every fopen call in a helper. Also, no std::fstream unless we depend on MSVC (no MinGW) because there's no way to use unicode with the standard classes and MSVC is the only compiler that provides an overload. Also, this only gives us 16-bit Unicode, because that's all Windows supports. |
04:12 |
|
Warr1024 joined #minetest-dev |
04:25 |
paramat |
hmmmm if you want to look here's my PR for improving player spawn #3649 |
04:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat |
04:26 |
paramat |
bbl |
04:26 |
|
paramat left #minetest-dev |
06:30 |
|
Hunterz joined #minetest-dev |
06:50 |
|
Player_2 joined #minetest-dev |
06:52 |
|
Calinou joined #minetest-dev |
06:59 |
RealBadAngel |
awww, rewriting selection boxes takes ages ;) |
06:59 |
RealBadAngel |
but its gonna be cool, meshes instead of wireframes -> ability to texture the selection easily |
07:00 |
RealBadAngel |
also, no mapblock mesh updates needed for node hilighting |
07:19 |
RealBadAngel |
hmm, shall selection box on rotating items on the ground rotate too? |
07:22 |
RealBadAngel |
http://i.imgur.com/GprlHgW.png |
07:22 |
RealBadAngel |
^^halo node hilighting now works on everything |
07:26 |
|
kaeza joined #minetest-dev |
07:35 |
Calinou |
the selection box of an entity shouldn't rotate |
07:35 |
Calinou |
else it implies the collision box also rotates, which is (I hope) never the case |
07:44 |
RealBadAngel |
ah indeed, case closed ;) |
07:44 |
RealBadAngel |
btw, i think i will do the very same way cracks |
07:44 |
RealBadAngel |
so they wont need mesh updates neither |
07:48 |
|
ssieb joined #minetest-dev |
07:48 |
|
nrzkt joined #minetest-dev |
07:52 |
RealBadAngel |
btw, its unbeliveable how many things i need to rewrite to have deffered rendering to work properly :( |
07:53 |
RealBadAngel |
selection boxes (highlighting) is just one of many |
07:55 |
RealBadAngel |
each time i make one step forward with rendering i need to go back and fix 10 other things lol |
08:21 |
|
Alduin_ joined #minetest-dev |
08:37 |
|
Darcidride joined #minetest-dev |
09:03 |
|
Calinou left #minetest-dev |
09:04 |
|
Calinou joined #minetest-dev |
09:17 |
|
red-001 joined #minetest-dev |
09:17 |
|
est31 joined #minetest-dev |
09:21 |
red-001 |
Why does minetest overwrite lua's print? |
09:21 |
red-001 |
It can cause crashes |
09:24 |
red-001 |
Does anyone know for how long TNT has had an on_blast callback? |
09:31 |
|
Darcidride joined #minetest-dev |
09:54 |
RealBadAngel |
red-001, since always? ;) |
10:00 |
|
Taoki joined #minetest-dev |
10:05 |
RealBadAngel |
#3650 |
10:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/3650 -- Use meshes for highlighted objects by RealBadAngel |
10:05 |
RealBadAngel |
that was damn long night ;) |
10:18 |
|
Taoki joined #minetest-dev |
10:18 |
|
jin_xi joined #minetest-dev |
10:23 |
nrzkt |
it seems the leveldb used by android build is not working properly, if someone has time to fix the problem, go. I don't know why it search std::xxxx_t |
10:35 |
|
red-001 joined #minetest-dev |
10:40 |
|
Amaz joined #minetest-dev |
10:52 |
|
Dartmouth joined #minetest-dev |
10:55 |
|
Dartmouth left #minetest-dev |
10:55 |
|
Dartmouth joined #minetest-dev |
11:17 |
|
Sockbat joined #minetest-dev |
11:24 |
|
Alduin_ joined #minetest-dev |
11:24 |
|
Taoki joined #minetest-dev |
11:26 |
|
book` joined #minetest-dev |
11:36 |
|
Player_2 joined #minetest-dev |
12:02 |
|
red-001 joined #minetest-dev |
12:43 |
|
H-H-H joined #minetest-dev |
12:52 |
|
turtleman joined #minetest-dev |
12:56 |
|
Obani joined #minetest-dev |
13:27 |
|
kaeza joined #minetest-dev |
13:28 |
|
proller joined #minetest-dev |
13:29 |
|
steven2 joined #minetest-dev |
13:31 |
steven2 |
hi, I have installed several mods about Animals Modpack, and when I run server it says several times "ERROR[main]: WARNING: Mod name conflict detected". What should I do? |
13:31 |
|
Fixer joined #minetest-dev |
13:35 |
RealBadAngel |
uncheck mods one by one to see which one is causing problems |
13:36 |
RealBadAngel |
propably you have 2 versions of the same mod |
13:36 |
|
dfelinto joined #minetest-dev |
13:37 |
RealBadAngel |
maybe a modpacks you have installed have the very same mod in? |
13:39 |
|
steven2 joined #minetest-dev |
13:42 |
|
Calinou joined #minetest-dev |
13:44 |
steven2 |
or should I install every related mod into the main folder "animals_modpack"? |
13:53 |
kaeza |
steven2, it should say something like `WARNING[Main]: Mod name conflict detected: "default"` |
13:53 |
|
STHGOM joined #minetest-dev |
13:54 |
steven2 |
yes, several names, I was moving repeated folders. Now I get errors, let me see... |
13:54 |
steven2 |
moving out* |
13:54 |
kaeza |
also, let's move this conversation to #minetest |
13:55 |
Obani |
Animals modpack ? isn't this dead ? |
13:58 |
kaeza |
not "dead", but not very active either |
13:58 |
steven2 |
okay, kaeza. Obani: I got it from http://wiki.minetest.net/Drinking_glass which tells about http://wiki.minetest.net/Mods/MOB_Framework . Is there any other better mod to add animals? |
13:58 |
kaeza |
anyone seen sapier around lately? |
13:59 |
steven2 |
Last visited: Wed Dec 30, 2015 20:48 |
13:59 |
Obani |
steven2, mobs_redo ? https://forum.minetest.net/viewtopic.php?f=11&t=9917&sid=2bcb5046946f0c662777b6da0069c4c2 |
14:00 |
kaeza |
steven2, depends if you want "smart" (note the quotes) or dumb mobs :P |
14:01 |
steven2 |
which is, then, "smart"? :) |
14:01 |
kaeza |
mobs_redo is one, as Obani said |
14:02 |
kaeza |
eh, mobs_redo is "dumb" |
14:02 |
kaeza |
no offence to the respective modders; dumb is generally fast, smart is generally slow |
14:03 |
kaeza |
MOBF, I would call "smart" |
14:03 |
steven2 |
slow? how so? |
14:05 |
steven2 |
does it affect too much performance? |
14:06 |
kaeza |
too much computation. the things are quite smart: path finding, line of sight, etc. the others are basically "if player is near, go after them, nevermind walls, holes, and all that" |
14:06 |
kaeza |
though they may have changed lately |
14:07 |
kaeza |
they are quite heavy on performance, yes, but don't have any hard numbers handy |
14:07 |
kaeza |
YMMV |
14:08 |
steven2 |
okay, thanks Obani, will have it in mind; will try first this one. Let's move to #minetest then, kaeza |
14:13 |
red-001 |
minetest.register_biome isn't documented in the dev wiki |
14:17 |
red-001 |
is it possibly to use multiple filler nodes for a biome? |
14:20 |
|
jin_xi joined #minetest-dev |
14:58 |
|
STHGOM joined #minetest-dev |
15:10 |
|
Terusthebird joined #minetest-dev |
15:29 |
|
Hunterz joined #minetest-dev |
15:34 |
|
kaadmy joined #minetest-dev |
15:40 |
|
kaeza joined #minetest-dev |
16:04 |
|
Hunterz1 joined #minetest-dev |
16:11 |
|
rubenwardy joined #minetest-dev |
16:18 |
|
hmmmm joined #minetest-dev |
16:19 |
|
fling joined #minetest-dev |
16:36 |
|
Sockbat joined #minetest-dev |
16:48 |
|
Calinou joined #minetest-dev |
16:59 |
|
jin_xi joined #minetest-dev |
17:04 |
|
sofar joined #minetest-dev |
17:20 |
|
Krock joined #minetest-dev |
17:23 |
|
sofar joined #minetest-dev |
17:28 |
|
red-001 joined #minetest-dev |
17:30 |
|
red-001 joined #minetest-dev |
17:52 |
|
Gael-de-Sailly joined #minetest-dev |
17:59 |
|
ssieb joined #minetest-dev |
18:04 |
|
DFeniks joined #minetest-dev |
18:38 |
red-001 |
est31 was it you that made a password manager for minetest? |
18:44 |
Calinou |
red-001, isn't it sfan5? |
18:44 |
sfan5 |
no |
18:47 |
nore |
red-001: I'm pretty sure it was est31 |
19:14 |
|
steven2 joined #minetest-dev |
19:19 |
red-001 |
does core.start() connect the client to the server? |
19:20 |
red-001 |
interesting minetest has a function for installing mods |
19:28 |
Krock |
that's something new to me |
19:29 |
red-001 |
it seems to be a bit broken |
19:30 |
red-001 |
it's form minetest 0.4.8 |
19:30 |
|
Gael-de-Sailly joined #minetest-dev |
19:31 |
red-001 |
uncomment line 36 and 38 of /builtin/mainmenu/tab_mods.lua |
19:33 |
steven2 |
excuse me, is it related to the menu option (not functional anymore) or just a code function? |
19:33 |
red-001 |
what do you mean? |
19:34 |
steven2 |
into the menu there was an option to install mods, related to Minetest Mod DataBase https://forum.minetest.net/viewtopic.php?f=46&t=7847 |
19:36 |
steven2 |
I have it still, from 1 year ago; but then, it was disabled and the database is not anymore online |
19:36 |
red-001 |
it's a dialog for installing mods from the local hard drive |
19:37 |
red-001 |
the mainmenu calls it but I think the dialog is written in c++ |
19:38 |
steven2 |
this one was meant to install from internet, not from local disk, AFAIK. Do you mean yours? |
19:38 |
red-001 |
no |
19:38 |
red-001 |
take a look at the code |
19:39 |
red-001 |
moddb is unrelated to this |
19:40 |
steven2 |
ah, then you are meaning yours, not mine, okay |
19:40 |
red-001 |
? |
19:40 |
steven2 |
I am talking of the Minetest Mod DataBase |
19:43 |
steven2 |
continue, NVM |
19:44 |
|
Calinou joined #minetest-dev |
19:48 |
red-001 |
WOW |
19:48 |
red-001 |
it still works |
19:59 |
|
Gael-de-Sailly joined #minetest-dev |
20:07 |
Hijiri |
where can I find the definition of register_craft? |
20:13 |
red-001 |
what do you mean? |
20:16 |
Hijiri |
I'm interested in seeing how minetest resolves craft recipes |
20:17 |
red-001 |
try searching the builtin folder |
20:17 |
Hijiri |
I did |
20:17 |
red-001 |
c++ code? |
20:18 |
red-001 |
the /src/client folder |
20:18 |
Hijiri |
I didn't find anything when I did a search on the minetest source |
20:18 |
Hijiri |
ok, I'll check |
20:19 |
Hijiri |
wait, wouldn't register_craft be exported in a lua file somewhere |
20:19 |
red-001 |
no? |
20:20 |
red-001 |
That happens in C++ |
20:20 |
red-001 |
afaik |
20:22 |
Hijiri |
ok, I couldn't find it because it was l_register_craft rather than register_craft I think |
20:44 |
red-001 |
is anyone working on client sided lua? |
20:47 |
ShadowNinja |
The local mod installer was disabled because Irrlicht resets the locale whenever the file finder opens. That breaks formspecs in places that swap the meaning of '.' and ','. |
21:08 |
|
paramat joined #minetest-dev |
21:10 |
paramat |
red-001 register biome is documented in lua_api.txt. multiple filler nodes are not possible |
21:11 |
red-001 |
thanks paramat I figured it out but it should be documented in the wiki. |
21:11 |
paramat |
nore sfan5 ShadowNinja any comments? game#824 game#825 |
21:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/824 -- Default/mapgen: Confine Aspen to one half of deciduous forest by paramat |
21:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/825 -- Default/schematics: Re-add force-placed root node to mapgen trees by paramat |
21:16 |
red-001 |
where can I get source code for old versions of minetest? |
21:19 |
ShadowNinja |
red-001: Clone the main repo and `git checkout <old_ver>` |
21:20 |
red-001 |
thanks didn't look at the tags |
21:21 |
Amaz |
paramat (or another dev), could you maybe see if you could get #2738 merged? I would find that feature very useful... |
21:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2738 -- Make the player collisionbox settable by TeTpaAka |
21:23 |
|
ElectronLibre joined #minetest-dev |
21:29 |
paramat |
that should be merged, but needs more review, est31 are you happy with it? |
21:31 |
red-001 |
could someone review game#667 ? |
21:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
21:33 |
paramat |
unless there are objections i'll merge game 824 825 later, first is a minor biomes tweak, second is returning to what we had a month ago and fixes a bug |
21:42 |
sfan5 |
paramat: +1 from me for game#82{4,5} |
21:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/82 -- Tweaked Mese behavior so that the old Mese object is still available. by VanessaE |
21:42 |
paramat |
thanks |
21:53 |
paramat |
nore sfan5 this big change needs review and input, if/when you have time, game#793 |
21:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
21:53 |
sfan5 |
might take a look at it l8r |
21:53 |
|
proller joined #minetest-dev |
22:21 |
RealBadAngel |
what about #3610? |
22:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel |
22:22 |
RealBadAngel |
all the pieces im coding lately are in the very same areas i need them all for further work |
22:23 |
paramat |
yeah this needs approval, i'll +1 but the code is beyond me |
22:25 |
paramat |
ok it can be merged now, i might do this later if no-one else does |
22:26 |
RealBadAngel |
i need that to be in, so i can rebase #3650 |
22:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/3650 -- Use meshes for highlighted objects by RealBadAngel |
22:26 |
paramat |
oh what about the double-spinning? see my previous comment |
22:27 |
|
EvergreenTree joined #minetest-dev |
22:27 |
RealBadAngel |
those are separate cases, cant do much about it, we do have 3: selected, pointed and dragged one |
22:28 |
paramat |
however that could be tweaked later |
22:28 |
paramat |
ok |
22:28 |
RealBadAngel |
thx to how the formspecs are done i cannot control almost anything here |
22:28 |
paramat |
i'll merge it within an hour |
22:28 |
RealBadAngel |
adding timers to animations even was pain in the ass |
22:30 |
hmmmm |
paramat, it needs more review than that. |
22:30 |
hmmmm |
come on. |
22:31 |
RealBadAngel |
hmmm, which one? 3610? |
22:31 |
hmmmm |
both of them |
22:31 |
hmmmm |
i don't see the necessary approvals to push such a change |
22:31 |
RealBadAngel |
code was reviewed by nrzkt already |
22:32 |
RealBadAngel |
all the issues fixed, added the settings |
22:32 |
RealBadAngel |
i cannot see any other problems with it, but lotsa thumbs up |
22:33 |
paramat |
well my +1 is not from understanding the code |
22:34 |
paramat |
ShadowNinja semi-approves if FPS isn't affected too much, which i confirmed |
22:34 |
RealBadAngel |
hmmmm, but youre right about 3650, its fresh one - whole last night of straight coding, so i need some support with it |
22:34 |
hmmmm |
paramat, please don't do that |
22:34 |
hmmmm |
i told you before |
22:35 |
hmmmm |
if you don't understand the code, voice your support for the idea but don't give it a +1 |
22:35 |
hmmmm |
this is a CODE review |
22:35 |
paramat |
ok |
22:35 |
hmmmm |
not a concept review |
22:35 |
RealBadAngel |
hmmmm, cant you just take a look at code if you think it need it? |
22:35 |
hmmmm |
doing a code review isn't a 5 minute thing |
22:35 |
paramat |
you're right |
22:36 |
hmmmm |
and even if I do due dilligence and completely understand it, there's no guarantee i won't miss something as well |
22:36 |
hmmmm |
come on just because i'm inactive doesn't mean that minetest needs to become as unstable as freeminer and so on |
22:36 |
hmmmm |
that's our distinctive advantage over freeminer. this is why people choose minetest when they're presented with a set of choices |
22:37 |
hmmmm |
stability and quality control |
22:37 |
hmmmm |
and support |
22:38 |
RealBadAngel |
that PR has over 80 comments, lotsa folks tried that |
22:39 |
RealBadAngel |
so please dont say its some random unstable code |
22:40 |
RealBadAngel |
in case you havent noticed, this PR fixes some issues, visual improvements are just side effects of it |
22:41 |
RealBadAngel |
a) remove faulty rendering items to inventory textures b) absurdly costly preloading item visuals c) blackouts when switching inventory pages |
22:41 |
paramat |
but did est31, sfan5 or ShadowNinja review the code? |
22:42 |
RealBadAngel |
nrzkt reviewed it |
22:42 |
paramat |
ah |
22:42 |
RealBadAngel |
est31 tested it and confirmed its working |
22:42 |
RealBadAngel |
sfan5 thumbed it up |
22:42 |
paramat |
we need a +1 from nerz then |
22:43 |
RealBadAngel |
do we have some more active devs around? ;) |
22:43 |
hmmmm |
i'll have a look |
22:44 |
RealBadAngel |
hmmmm, thx |
22:47 |
paramat |
sorry i should not have +1 |
22:56 |
|
red-001 joined #minetest-dev |
22:58 |
red-001 |
RealBadAngel I see you added a fog shader could it be used to fix #3576? |
22:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3576 -- Cloud is not rendered when player is inside in that cloud |
22:59 |
RealBadAngel |
yeah i can render the cloud inside easily with shaders |
23:03 |
RealBadAngel |
actually it could be used both for clouds and on the ground fog |
23:05 |
RealBadAngel |
maybe we will have some weather system in the future, could be nice |
23:05 |
red-001 |
nice |
23:06 |
* red-001 |
hopes to see client sided lua soon |
23:06 |
paramat |
our current fog is okay though |
23:06 |
RealBadAngel |
paramat, i dont mean that distant fog |
23:06 |
paramat |
ok |
23:07 |
RealBadAngel |
i mean walking in foggy areas, over swamps etc |
23:07 |
red-001 |
distance fog looks ok |
23:08 |
RealBadAngel |
something like that: http://s12.postimage.org/5yrynvph9/Senza_titolo_1.jpg |
23:20 |
ShadowNinja |
#3653 : one WIP Windows unicode support & other fixes. |
23:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/3653 -- [WIP] Rewrite filesystem helpers by ShadowNinja |
23:30 |
RealBadAngel |
paramat, see my comment with some screenshots on what 3650 can do |
23:30 |
paramat |
ok |
23:31 |
RealBadAngel |
the last two screenies are default box and halo textures |
23:31 |
RealBadAngel |
others i made in gimp in a few seconds ;) |
23:31 |
RealBadAngel |
i mean textures for the mesh not screenies ;) |
23:38 |
|
jordan4ibanez joined #minetest-dev |
23:44 |
RealBadAngel |
paramat, and how do you like those screenshots? |
23:45 |
paramat |
default box seems ok because it's really thin |
23:47 |
paramat |
i'm not too keen on halo highlighting old or new so won't judge that |
23:48 |
paramat |
anyway the line-box should be similar thinness to what we have now when acting on a node |
23:50 |
RealBadAngel |
default box is close enough to old look imho |
23:51 |
RealBadAngel |
but as you can see you can change it easily, and in ways not possible before |
23:53 |
paramat |
it's a texture so i guess 1 pixel along the edges of a 64px texture |
23:54 |
paramat |
or 128px |
23:54 |
RealBadAngel |
its actually 512px atm |
23:55 |
RealBadAngel |
ive made it bigger for higher screen resolutions |
23:55 |
RealBadAngel |
so its smoother |
23:56 |
paramat |
yeah i can see the detail on the box lines in some screens |
23:56 |
RealBadAngel |
can be also preprocessed a bit to make lines a bit fuzzier |
23:57 |
RealBadAngel |
btw, how do you like this halo one? http://i.imgur.com/cx7wk8M.png |
23:58 |
paramat |
well IMO the default should have the minimum texture size that makes thin lines as before when with 1 pixel of black along the edges, 128px might be enough |
23:59 |
paramat |
these halos are far too strong, need to see the item clearly |
23:59 |
RealBadAngel |
halo is changing colors with time |
23:59 |
RealBadAngel |
its not static effect |