Time |
Nick |
Message |
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02:12 |
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02:28 |
ShadowNinja |
hmmmm: It seems one of your threading checks fails (sometimes?) on OSX: https://travis-ci.org/minetest/minetest/jobs/110273533 |
02:31 |
est31 |
it fails sometimes on other platforms too i think |
03:30 |
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05:04 |
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05:45 |
RealBadAngel |
est31, i was observing once compiling and tests was failing one time, then on the second run it was ok |
05:46 |
RealBadAngel |
and the compilation process was fired many times (thats strange too) |
05:53 |
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05:58 |
RealBadAngel |
est31, can you review #3736 ? |
05:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3736 -- Minimap: show player markers by RealBadAngel |
05:58 |
est31 |
RealBadAngel, sorry no i am busy |
05:59 |
RealBadAngel |
you dont have to now, just when you can. it shall be rdy imho |
06:00 |
RealBadAngel |
its not that big change ~40 lines or something like that |
06:06 |
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06:55 |
OldCoder |
Is a mapchunk 5x5x5 or 8x8x8 ? |
07:11 |
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08:03 |
RealBadAngel |
OldCoder, 5 |
08:08 |
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08:18 |
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08:21 |
paramat |
however mapgen processes the mapchunk plus a shell of mapblocks, total 7x7x7 mapblocks. some features extend out into the shell: caves, dungeons, trees |
08:42 |
OldCoder |
RealBadAngel, paramat thank you |
08:49 |
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08:51 |
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09:04 |
paramat |
celeron55 so that we can close game#480 please could you edit the repo description of MTGame, changing 'minetest_game' to 'Minetest Game'? |
09:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/480 -- Actually rename Minetest (the subgame) |
09:53 |
celeron55 |
paramat: to what exactly should it be changed? |
09:54 |
paramat |
[minetest_game] to [Minetest Game] |
09:55 |
celeron55 |
i think i'll change it more than that |
09:55 |
paramat |
ok |
09:56 |
celeron55 |
has there been any talk about whether "the main game" is a proper wording |
09:56 |
celeron55 |
"default game" might make more sense at this point |
09:57 |
celeron55 |
or vanilla or something |
09:57 |
paramat |
no talk of that, 'default' seems good to me |
09:57 |
celeron55 |
i'm changing this to "Minetest Game - The default game for the Minetest engine [https://github.com/minetest/minetest/]" |
09:58 |
paramat |
+1 |
09:58 |
paramat |
thanks |
10:00 |
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10:00 |
paramat |
yes looks and reads better |
10:11 |
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11:00 |
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11:08 |
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13:00 |
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13:00 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
13:03 |
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13:14 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3742 |
13:15 |
RealBadAngel |
small fix, apparently CAOs have their position updated with camera offset on the fly already |
13:16 |
nrzkt |
i notice this problem :) |
13:18 |
RealBadAngel |
i was takin a look at water lighting problem |
13:19 |
RealBadAngel |
cant remember now the issue nr |
13:19 |
RealBadAngel |
the one with different light for placed water sources |
13:21 |
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13:21 |
RealBadAngel |
i think i might be having solution to this |
13:21 |
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13:48 |
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14:17 |
RealBadAngel |
i wonder why this wasnt polished and merged: tps://github.com/minetest/minetest/pull/2375 |
14:17 |
RealBadAngel |
#2375 |
14:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/2375 -- Fix superflous shader setting updates by rubenwardy |
14:19 |
RealBadAngel |
that could really save shitload of time |
14:23 |
Fixer |
^_> |
14:23 |
Fixer |
i will look at them again, will recompile in this hour |
14:25 |
Fixer |
RealBadAngel, any updates on 3720? |
14:25 |
RealBadAngel |
#3720 |
14:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/3720 -- Use real camera clipping and single view_range setting by RealBadAngel |
14:26 |
RealBadAngel |
i will update it today |
14:26 |
RealBadAngel |
theres small bugfix there for camera.cpp |
14:26 |
RealBadAngel |
it should go first |
14:33 |
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14:36 |
paramat |
will merge #3742 #3724 soon |
14:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3742 -- Camera: Don't count camera offset twice for Nametagged CAOs by RealBadAngel |
14:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat |
14:36 |
paramat |
very soon |
14:41 |
paramat |
looks like i can merge #3738 too |
14:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/3738 -- Require request_insecure_environment to be called from the mod's main scope by ShadowNinja |
14:49 |
paramat |
now merging these 3 |
14:56 |
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14:59 |
paramat |
merged! |
15:21 |
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15:31 |
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15:32 |
mwambanatanga |
A question about mt API: how does one find an empty node within range? find_nodes_in_area(minp, maxp, {'air'}) yields nothing. |
15:32 |
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15:34 |
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15:34 |
RealBadAngel |
ive reworked minimap overlay a bit: http://i.imgur.com/A32nf5n.png |
15:35 |
RealBadAngel |
cleaner font, deeper shadow |
15:42 |
paramat |
seems better |
15:48 |
RealBadAngel |
pushed it if you wanna try it ingame |
15:49 |
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16:02 |
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16:02 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
16:12 |
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16:30 |
Fixer |
will try |
16:50 |
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16:50 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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18:24 |
Fixer |
RealBadAngel, do we need 1px dot in circle minimap center? |
18:25 |
RealBadAngel |
Fixer, ? |
18:25 |
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18:25 |
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18:25 |
Fixer |
RealBadAngel, to indicate player |
18:25 |
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18:25 |
Dragonop |
I think RBA diapproved that |
18:25 |
Dragonop |
I was the one that asked about it |
18:26 |
Fixer |
ah ok |
18:26 |
RealBadAngel |
Fixer, that would cover cetral area of minimap and you wont see on minimap what are you building |
18:26 |
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18:26 |
Fixer |
RealBadAngel, btw, how glass is displayed on minimap? |
18:27 |
RealBadAngel |
cant you see the center of the circle? |
18:27 |
Fixer |
i can |
18:27 |
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18:27 |
RealBadAngel |
so you got an answer |
18:28 |
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18:28 |
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18:28 |
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18:28 |
RealBadAngel |
Fixer, for each texture kinda average colour is get, excluding transparent pixels ofc |
18:28 |
RealBadAngel |
so glass would take color of edges |
18:28 |
Fixer |
RealBadAngel, i was walking on glass above stone and it was black %) |
18:29 |
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18:29 |
Fixer |
RealBadAngel, like that https://i.imgur.com/YhP6As9.jpg |
18:30 |
RealBadAngel |
yeah, eaxactly |
18:30 |
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18:30 |
RealBadAngel |
its color of the frames |
18:30 |
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18:31 |
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18:31 |
Fixer |
lol |
18:31 |
Fixer |
nice one |
18:31 |
RealBadAngel |
the auto color picker cant be made other way |
18:32 |
Fixer |
RealBadAngel, what about squared minimap N-E-W-S thing? agree/disagree? |
18:32 |
RealBadAngel |
about that im kinda neutral, maybe to keep it consistent |
18:32 |
Calinou |
we should use N-S-F-W instead |
18:33 |
RealBadAngel |
? |
18:33 |
Fixer |
RealBadAngel, i'm close to neutral too |
18:33 |
RealBadAngel |
F? |
18:33 |
Fixer |
not suitable for workf |
18:34 |
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18:34 |
RealBadAngel |
o, hi Jeija |
18:35 |
Jeija |
hi RealBadAngel |
18:35 |
RealBadAngel |
Fixer, anyway it looks like folks would like to get it translated |
18:35 |
Fixer |
RealBadAngel, lol |
18:35 |
RealBadAngel |
as if that letters would be too hard to understand |
18:36 |
Fixer |
RealBadAngel, yeah, thats overcomplicates everything |
18:36 |
RealBadAngel |
that doesnt make any sense |
18:36 |
Fixer |
RealBadAngel, wonder why that 40% fps boost PR was closed |
18:36 |
RealBadAngel |
PPWS in polish |
18:36 |
Dragonop |
NSEO in spanish |
18:37 |
RealBadAngel |
at least you have different letters lol |
18:37 |
Dragonop |
haha |
18:37 |
RealBadAngel |
but i do not wonder that PA raised that, germans do translate even xxx movies ;) |
18:39 |
Dragonop |
lol, btw, translating that wouldn't require adding more textures, or making the texture generate on the fly? |
18:40 |
RealBadAngel |
Dragonop, for sake of rotating 4 letters i wont be writing code to print to texture, put there shadows and rotate them |
18:41 |
RealBadAngel |
*of translating |
18:41 |
RealBadAngel |
i will just reuse my texture elsewhere |
18:41 |
RealBadAngel |
it can be used in a texture pack |
18:41 |
Dragonop |
I guess, it's a nice texture |
18:43 |
Dragonop |
I hope it gets merged |
18:44 |
Fixer |
people that have english problem can make their own textures |
18:45 |
Fixer |
add motif like look |
18:45 |
sofar |
A simple arrow to the north should be good |
18:46 |
RealBadAngel |
sofar, i can imagine, "follow the arrow direction" go "opposite the arrow, then to the left of the arrow, no no that left |
18:46 |
Fixer |
lol |
18:46 |
Fixer |
yes, NEWS is better |
18:46 |
Dragonop |
haha |
18:47 |
Fixer |
or some guy following arrow forever |
18:48 |
RealBadAngel |
sofar, using arrow is bringing so much information there as putting there an apple for example |
18:48 |
Dragonop |
I did't know which way was East or West until I was 12... maybe it would be good for the kids to have NEWS |
18:50 |
RealBadAngel |
with arrow you will have to put in the docs "Arrow on the minimap shows North. To find out what North is please visit: https://en.wikipedia.org/wiki/Cardinal_direction" If you havent understood this please use Google Translate." |
18:53 |
RealBadAngel |
also why the hell letters here are white? its racists |
18:54 |
RealBadAngel |
we shall colorize the letters according to language used. and put some flowers around for female players ;) |
18:54 |
sofar |
NEWS is fine with me, but if you're willing to compromise with terror^H^H linguistic fanatics, then an arrow may be a good compromise :) |
18:56 |
Dragonop |
And what about the color of the arrow? jk, I think an option to switch to NEWS and an arrow would be good too |
18:59 |
RealBadAngel |
idk, lets see what happens to the texture i proposed |
19:13 |
est31 |
any core dev want to look at #3729 |
19:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/3729 -- Add scriptapi interface to HTTPFetchRequest with security by Jeija |
19:14 |
est31 |
ShadowNinja, ? |
19:19 |
ShadowNinja |
est31: Well, it's missing the R.I.E. fix. I think all the security is overkill for just an HTTP API though. |
19:20 |
est31 |
you can do lots of harm with HTTP alone |
19:20 |
est31 |
classical example is to try password combinations for the internet router |
19:20 |
est31 |
have default password "0000" ? -> they control your internet |
19:20 |
est31 |
or you can crawl the web for outdated wordpress sites |
19:20 |
est31 |
stuff like that |
19:22 |
ShadowNinja |
est31: O.K. Mods listed in secure.trusted_mods should also have access though -- since they can do it anyway with other functions. |
19:23 |
est31 |
good point |
19:23 |
Jeija |
ShadowNinja, will change that; by the way is it intentional that mods in secure.trusted_mods must be comma seperated without any spaces? |
19:23 |
Jeija |
Like "irc,mesecons,randommod" works but "irc, mesecons, randommod" doesn't? |
19:24 |
ShadowNinja |
Jeija: There's no reason for spaces to be banned, I just didn't bother trimming them. |
19:24 |
ShadowNinja |
Jeija: Default timeout of 1 seems a bit low. Perhaps 3 or 5 seconds? |
19:25 |
Jeija |
okay, 3s should be enough though |
19:26 |
ShadowNinja |
Jeija: Also, you could make post_data work with either a string or table like tiles= does in node definitions. That would fix the "one or the other" oddity on the Lua side. |
19:26 |
Jeija |
okay |
19:36 |
est31 |
nrzkt, for disabling player markers on minimap: I am preparing a PR that allows this and many other things, but it conflicts with the #3736 PR |
19:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3736 -- Minimap: show player markers by RealBadAngel |
19:37 |
est31 |
I think its best to merge 3736 first then I can continue work on my PR |
19:37 |
est31 |
does that sound good? |
19:41 |
est31 |
RealBadAngel, you there? |
19:42 |
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19:43 |
paramat |
will merge games 817 849 850 852 very soon |
19:45 |
sofar |
neat |
19:47 |
paramat |
not sure if 850 will conflict with 852 but i'll try it |
19:49 |
sofar |
let me know and I can resolve it |
19:52 |
nrzkt |
est31 okay for me |
19:52 |
paramat |
now merging those 4 to game |
19:52 |
est31 |
nrzkt, does the pr look good then? |
19:55 |
nrzkt |
yes |
19:56 |
RealBadAngel |
est31, ok with me. i didnt wanted to mess client side feature code with server/network one |
19:57 |
est31 |
okay. |
19:57 |
est31 |
RealBadAngel, how do you plan to use the green player markers? |
19:58 |
Jeija |
Updated #3729 according to ShadowNinja 's suggestions |
19:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3729 -- Add scriptapi interface to HTTPFetchRequest with security by Jeija |
20:00 |
paramat |
merging was a success |
20:01 |
RealBadAngel |
est31, propably for waypoints |
20:05 |
est31 |
ok |
20:06 |
est31 |
RealBadAngel, can you still remove the green waypoints, |
20:06 |
est31 |
ermm markers |
20:06 |
est31 |
they can be added when we get waypoints |
20:07 |
est31 |
but before I want to do the minimap customisation patch |
20:09 |
RealBadAngel |
ok, gimme 5 minutes |
20:09 |
est31 |
also see the other comments on the PR |
20:09 |
est31 |
but nrzkt has given his +1 so only my +1 required |
20:09 |
est31 |
and when thats all done, the pr can be merged |
20:16 |
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20:17 |
RealBadAngel |
est31, done |
20:18 |
RealBadAngel |
bout the colors again, ive planned to have 3, players mobs waypoints |
20:18 |
RealBadAngel |
rgb |
20:18 |
sofar |
paramat: about TNT |
20:19 |
sofar |
paramat: perhaps red-001 and me can do an entire TNT mod overhaul addressing all the comments |
20:19 |
est31 |
RealBadAngel, see comments |
20:19 |
sofar |
paramat: then we can skip touching TNT for this release for now |
20:19 |
RealBadAngel |
ooops |
20:20 |
paramat |
sofar agreed |
20:20 |
sofar |
paramat: I'm convinced we're gonna come up with way more changes to it. |
20:21 |
paramat |
RBA maybe green for players, red for mobs, blue for waypoints? |
20:21 |
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20:21 |
RealBadAngel |
paramat, something like that |
20:22 |
paramat |
i liked the bright green for players, less intrusive than red |
20:22 |
RealBadAngel |
atm we do have only one kind, and the red is best visible one |
20:22 |
paramat |
yes ok for now |
20:22 |
sofar |
paramat: I'll talk to red-001 when I catch him |
20:22 |
sofar |
I'm sure he'll be OK with that |
20:23 |
RealBadAngel |
paramat, i still need to find a good blue and work a bit on green |
20:23 |
sofar |
get a navy blue? |
20:23 |
sofar |
it'll stand out against water |
20:24 |
RealBadAngel |
tried many, somehow i havent found one good lookin |
20:24 |
RealBadAngel |
also with green its kinda hard, because of grass and radar mode |
20:24 |
sofar |
well in radar mode the shape/border will make it stand out |
20:25 |
RealBadAngel |
but that green is almost good imho |
20:25 |
paramat |
for visibility they might be better as bright, light (pastel) colours |
20:25 |
RealBadAngel |
i propably prepare a few versions so folks can vote |
20:26 |
paramat |
combined with the black circle should make them clear |
20:26 |
RealBadAngel |
we will see |
20:27 |
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20:28 |
RealBadAngel |
meanwhile there should be some flag for CAOs, or a function like isMob() |
20:29 |
RealBadAngel |
or maybe treat nametags "#skeleton" like something not to display and show as mob on minimap |
20:33 |
RealBadAngel |
est31, anything more? |
20:33 |
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20:34 |
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20:35 |
est31 |
nope |
20:37 |
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20:38 |
RealBadAngel |
est31, btw remember this one? https://github.com/minetest/minetest/issues/2375 |
20:38 |
RealBadAngel |
i think that this is needed |
20:38 |
Obani |
#2375 |
20:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/2375 -- Fix superflous shader setting updates by rubenwardy |
20:39 |
Obani |
I think that too ^^ |
20:39 |
RealBadAngel |
we do have shitload of shaders and here indeed we can save lotsa time |
20:40 |
RealBadAngel |
for nodes we do have number_of_materials x number_of_drawtypes shaders |
20:57 |
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21:06 |
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21:08 |
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21:20 |
sofar |
paramat: thanks a bunch for updating saveschems |
21:21 |
paramat |
oh yeah |
21:33 |
sofar |
Calinou: mind if I push a fix for https://github.com/minetest-mods/moreblocks/issues/32 ? |
21:37 |
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21:39 |
Calinou |
sofar, go ahead, we can revert it if it goes wrong |
21:41 |
est31 |
aargh |
21:41 |
est31 |
RealBadAngel, are you sure that Mapper::~Mapper() does what it sould? |
21:41 |
est31 |
especially the code like driver->removeTexture(data->texture); |
21:41 |
est31 |
removing the texture source should be enough, no? |
21:42 |
sofar |
Calinou: it's kinda trivial, plus easy to test |
21:43 |
sofar |
https://github.com/minetest-mods/moreblocks/commit/f92a938d7590e68c2a34d45866a52aa09d6c8fd6 |
21:44 |
nrzkt |
sofar, it's not a place for moreblocks here :) |
21:45 |
sofar |
I know, but he isn't in #minetest ... I suppose I could have PM'd him |
21:45 |
sofar |
oh, I looked wrong, too |
21:47 |
nrzkt |
RealBadAngel, => https://lut.im/QVanqKxZP0/qQa7K2XFFgArhTu1.png |
21:47 |
nrzkt |
i think your coordinates are wrong :D |
21:47 |
nrzkt |
look at the point, nrz2 is not in water |
21:48 |
nrzkt |
the nametag problem is fixed but now there is another problem :) |
21:52 |
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22:28 |
est31 |
ah I think there is a bug |
22:28 |
est31 |
double free |
22:29 |
est31 |
and leak |
22:29 |
est31 |
ahhh |
22:29 |
est31 |
well even more to add to my minimap patch |
22:34 |
est31 |
or... |
22:34 |
est31 |
perhaps the code is okay |
22:34 |
est31 |
either way, it will be even more okay thanks to my patch |
23:48 |
ShadowNinja |
Merging #3745 + a newline so the line is shorter. |
23:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3745 -- Ignore spaces in secure.trusted_mods setting by Jeija |
23:48 |
est31 |
ok |