Time Nick Message 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 03:11 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/. 03:44 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. 04:25 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 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 07:35 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 07:52 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 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? 09:54 RealBadAngel red-001, since always? ;) 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 ;) 10:23 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 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? 13:35 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 13:37 RealBadAngel maybe a modpacks you have installed have the very same mod in? 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"` 13:54 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? 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 19:19 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 19:31 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 19:48 red-001 WOW 19:48 red-001 it still works 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 ','. 21:10 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 ` 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 21:29 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 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 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 22:58 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 ;) 23:44 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