Time |
Nick |
Message |
00:02 |
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00:02 |
est31 |
added a comment https://github.com/est31/minetest/commit/b8ac7b80e6031f1322b76d638256f8e4a52e89d1 |
00:03 |
est31 |
paramat, can you give it a look |
00:03 |
paramat |
just did, seems good +1 |
00:03 |
est31 |
will fix #3939 |
00:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/3939 -- Hiding nametags stopped working |
00:04 |
paramat |
much appreciated |
00:06 |
est31 |
pushed |
00:07 |
est31 |
and yes usually I read the logs, but i dont guarantee it |
00:07 |
est31 |
kahrl, you have added a patch to gist, what about merging it? |
00:12 |
est31 |
And yeah its a good idea that the "merge PR" button is now just a "close PR" one. You always accidentially click the weirdest buttons... |
00:12 |
est31 |
cool that github started improving their service |
00:15 |
ShadowNinja |
Maybe we can start using auto-merging now: https://github.com/blog/2141-squash-your-commits |
00:16 |
ShadowNinja |
It should allow pull requests to be merged much more easily, promoting faster merges. |
00:16 |
ShadowNinja |
It has to be enabled though. celeron55 ^? |
00:18 |
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01:06 |
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02:41 |
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03:06 |
sofar |
!tell pilzadam I'd love to maintain "nether" in minetest-mods - PM me |
03:06 |
ShadowBot |
sofar: O.K. |
03:32 |
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03:40 |
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04:09 |
VanessaE |
sofar: what's the probability of using that new drawtype for pipeworks tubes? |
04:09 |
VanessaE |
(doesn't seem like it would work for steel pipes, but maybe those also?) |
04:10 |
VanessaE |
(actually, it wouldn't work for steel pipes, as those are mesh nodes) |
04:10 |
sofar |
aren't those meshes? |
04:10 |
sofar |
yes |
04:11 |
sofar |
pipeworks tubes should work. I forgot who it was but someone already hacked up a lot of technic conversions |
04:11 |
sofar |
they worked nicely |
04:11 |
VanessaE |
technic has already been patched, works well. |
04:11 |
sofar |
ahhh good |
04:11 |
sofar |
yup, we can do pipeworks as well soon |
04:12 |
sofar |
might as well now |
04:12 |
VanessaE |
nore: *poke* |
04:13 |
VanessaE |
what about mesecons? that one I guess would be kinda tricky, no doubt? |
04:13 |
sofar |
well, you could convert some of mesecons wire, but not all |
04:13 |
VanessaE |
that's what I thought |
04:14 |
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05:11 |
VanessaE |
I must be missing something - is there a way to have a mod (or modpack) provide settings equivalent to minetest.conf (i.e. stuff that takes effect before the server's mods are initialized)? |
05:12 |
sofar |
you can set stuff in minetest.conf |
05:12 |
sofar |
but it's during mod initialization that you have the first chance |
05:12 |
VanessaE |
damn it. |
05:13 |
sofar |
that's only a problem if you need to share settings between mods |
05:13 |
sofar |
but yes, modpacks :( |
05:13 |
VanessaE |
I just converted dreambuilder into a normal modpack, and I was hoping to include a minetest.conf equivalent to what the subgame had before. |
05:13 |
sofar |
make a dreambuilder_settings mod, have all the mods depend on it |
05:13 |
sofar |
something like that will work |
05:13 |
VanessaE |
ew. |
05:15 |
VanessaE |
I'll figure out another way. |
05:19 |
VanessaE |
strike that, there's no way to do what I want without an equivalent to a subgame's minetest.conf. |
05:20 |
VanessaE |
(specifically, one of the things the subgame used to do was disable the mesh cache) |
06:20 |
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13:00 |
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13:02 |
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13:24 |
nore |
hm, does anyone know how to detect user language? |
13:24 |
nore |
I'm trying to add this client-side translation thing |
13:24 |
nrzkt |
on Linux LANG is the answer |
13:24 |
nore |
and it works well, except that I can't find the language |
13:25 |
nrzkt |
nore what is your exact thing ? |
13:25 |
nore |
nrzkt: well, I'd like to be able to get the language name |
13:25 |
est31 |
we already have code to get the language name |
13:25 |
nore |
like "fr", "de", etc in the menu |
13:25 |
nore |
est31: where? |
13:25 |
Krock |
nore, could there be a gettext function? |
13:25 |
est31 |
ah |
13:25 |
nore |
I can't find it |
13:26 |
nore |
and even setlocale(LC_ALL, NULL) does strange things |
13:26 |
nrzkt |
haha welcome to locales :( |
13:26 |
nore |
like, always replying the same thing |
13:26 |
nore |
even if I set language to "de" or "C" |
13:26 |
nore |
I get my fr locale (with LC_NUMERIC=C) |
13:27 |
nore |
and, even more strange, if I do 'LANG="" bin/minetest' |
13:27 |
Obani |
est31, will utf8 based chat be in 0.4.14 ? |
13:27 |
est31 |
Obani, no |
13:27 |
nore |
language does not work anymore |
13:27 |
est31 |
nore, the language seems to be overwritten by minetest |
13:27 |
nore |
even if I set it in minetest.conf |
13:27 |
nore |
est31: I know it is |
13:27 |
est31 |
init_gettext from src/gettext.cpp |
13:27 |
nore |
that's what I'm saying |
13:28 |
nore |
after mt overrides it, I get the same answer |
13:28 |
nore |
(I'm changing it by writing the language name in minetest.conf) |
13:29 |
est31 |
ahh |
13:29 |
nore |
and what I don't understand is why I always get the same answer |
13:29 |
est31 |
that seems to happen only on windows |
13:29 |
nore |
and why language doesn't work if I set LANG="" before launching mt |
13:30 |
est31 |
man this code is a mess too |
13:30 |
nore |
est31: no, there's a call if not windows too |
13:30 |
est31 |
tons of #ifdef here ifdef there |
13:30 |
est31 |
no idea what happens |
13:31 |
nore |
well, what should happen since I'm on a linux laptop |
13:31 |
nore |
// Add user specified locale to environment |
13:31 |
nore |
setenv("LANGUAGE", configured_language.c_str(), 1); |
13:31 |
nore |
// Reload locale with changed environment |
13:31 |
nore |
setlocale(LC_ALL, ""); |
13:32 |
nore |
I don't know why LANGUAGE is set and not LANG though |
13:32 |
sfan5 |
iirc LANGUAGE overrides LANG |
13:32 |
sfan5 |
if you have set LANG to de and set LANGUAGE to fr you get french |
13:32 |
sfan5 |
s/overrides/has higher priority than/ |
13:33 |
nore |
sfan5: hm, if I set LANG instead, language does not work anymore |
13:33 |
sfan5 |
hm |
13:34 |
sfan5 |
% LANGUAGE=de_DE.UTF-8 LANG=C bash --version | tail -1 |
13:34 |
sfan5 |
There is NO WARRANTY, to the extent permitted by law. |
13:34 |
sfan5 |
doesnt seem to be that way |
13:34 |
sfan5 |
% LANGUAGE=de_DE.UTF-8 bash --version | tail -1 |
13:34 |
sfan5 |
Für den größtmöglichen gesetzlich zulässigen Umfang wird jede Haftung ausgeschlossen. |
13:34 |
sfan5 |
not setting LANG obviously works |
13:34 |
nore |
other, unrelated problem: is there a reason why fonts are awful when I set the language to fr? |
13:36 |
nore |
sfan5: if I do LANG=C bin/minetest, language does not work anymore |
13:37 |
nore |
even if I add language=fr to minetest.conf |
13:37 |
sfan5 |
i would call that a feature |
13:38 |
nore |
sfan5: well, if I do LANG=de_DE.UTF-8 bin/minetest, I get no languge either |
13:38 |
nore |
so not really feature :/ |
13:38 |
nore |
but if I replace LANG with LANGUAGE, it works?? |
13:39 |
sfan5 |
most likely because LANGUAGE is overriden in the code |
13:40 |
nore |
ok, but why if I do LANG=de_DE.UTF-8 I get nothing, even if I have language=de in minetest.conf too? |
13:42 |
sfan5 |
magic maybe |
13:42 |
nore |
(also, when I try to query LC_ALL, I get "C") |
13:43 |
nore |
and if I didn't do this, I *always* get "LC_CTYPE=fr_FR.UTF-8;LC_NUMERIC=C;LC_TIME=fr_FR.UTF-8;LC_COLLATE=fr_FR.UTF-8;LC_MONETARY=fr_FR.UTF-8;LC_MESSAGES=fr_FR.UTF-8;LC_PAPER=fr_FR.UTF-8;LC_NAME=fr_FR.UTF-8;LC_ADDRESS=fr_FR.UTF-8;LC_TELEPHONE=fr_FR.UTF-8;LC_MEASUREMENT=fr_FR.UTF-8;LC_IDENTIFICATION=fr_FR.UTF-8" |
13:43 |
nore |
i.e. fr_FR.UTF-8, with LC_NUMERIC=C |
13:43 |
nore |
even if I set language to de for example |
13:45 |
sfan5 |
thats because minetest only sets LANGUAGE to the one in minetest.conf |
13:46 |
nore |
hm... |
13:46 |
nore |
so LANGUAGE has priority over LC_* |
13:46 |
nore |
? |
13:47 |
sfan5 |
no idea |
13:47 |
nore |
looks like so then |
13:48 |
nore |
I'm still not able to understand why LANG=de_DE.UTF-8 bin/minetest gets me an english mt, even if language is set to "de" in minetest.conf |
13:55 |
Zeno` |
doesn't quite make sense does it |
13:56 |
Zeno` |
last time I tried I had a lot of trouble setting the language |
13:56 |
Zeno` |
more trouble than I expected |
13:57 |
Zeno` |
maybe it's easier on Windows |
14:04 |
nore |
what do you think about not translating game content except if the user sets the language in minetest.conf/in the menu then? |
14:05 |
nore |
or, maybe I have an idea |
14:05 |
nore |
translate a string called LANG_CODE |
14:05 |
nore |
and it would have to be translated to each language's code |
14:05 |
nore |
and then, we can use gettext :) |
14:06 |
nore |
it's a bit hacky, but maybe the best solution |
14:06 |
nore |
what do you think? |
14:07 |
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15:08 |
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15:22 |
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15:39 |
nore |
#3950 |
15:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/3950 -- Add client-side translations by Ekdohibs |
15:54 |
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17:19 |
neoascetic |
Did anyone have problems with doubleclick event on touchpad while playing? |
17:24 |
nore |
PilzAdam: do you have an idea to avoid large strings server-side? |
17:25 |
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17:49 |
PilzAdam |
nore, like I said in the comment on the PR: the client could send the preferred languages to the server |
17:49 |
PilzAdam |
then the server only sends the already translated strings to the client |
17:49 |
nore |
PilzAdam: yes, but how would the server know the translated strings? |
17:49 |
VanessaE |
qwrwed reports a facedir bug: a mesh node with paramtype2="wallmounted", such as homedecor shutters and I think default wooden signs, some rotations put the model and the selection box in different places: https://forum.minetest.net/viewtopic.php?p=212897#p212897 |
17:50 |
PilzAdam |
this would be totally backward compatible; just an additional package at init phase is needed |
17:50 |
nore |
also, some of these strings are in metadata (infotext for example) |
17:50 |
nore |
for example, a furnace |
17:50 |
PilzAdam |
mods could provide compiled gettext files |
17:51 |
PilzAdam |
the server could some kind of markup internally |
17:51 |
nore |
it sets texts like "Furnace is cooking (42% remaining)", or something like that |
17:51 |
PilzAdam |
but it shouldn't expose this to the client |
17:51 |
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17:51 |
nore |
so two problems: it isn't easy to translate that without help from the mod |
17:51 |
nore |
and second one, this is an infotext |
17:52 |
nore |
so it resides in metadata |
17:52 |
nore |
which would have then to be modified before being sent to client |
17:52 |
nore |
and server would still have to store all the translations somewhere |
17:52 |
nore |
(so, a long string) |
17:52 |
PilzAdam |
hm.. metadata is indeed a problem |
17:53 |
PilzAdam |
maybe use your way for metadata, and mine for everything else (descriptions, HUD elements, etc) |
17:54 |
PilzAdam |
although: if you save all translations to the metadata, then updating the translation files wouldn't automatically update all nodes on the map |
17:55 |
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17:55 |
nore |
and where would the translations for descriptions be stored? I'd suggest in the format that I used |
17:55 |
nore |
PilzAdam: yes, but again, if you change the text that is written, all nodes aren't updated |
17:55 |
nore |
so it works the same way as now |
17:56 |
nore |
not really a problem, thus |
17:56 |
nore |
sorry, gtg now |
17:56 |
PilzAdam |
the translation would be stored in *.mo files in the mods |
17:56 |
PilzAdam |
and the server simply uses gettext before sending anything to the client |
17:56 |
nore |
PilzAdam: and what about dynamic strings? |
17:57 |
nore |
(let's say, for HUD for example) |
17:57 |
PilzAdam |
there could be an API method that translates into a markup format (like you proposed), but the server resolves it before sending to the client |
17:58 |
nore |
that looks fine |
17:59 |
PilzAdam |
so the mod calls minetest.translate("Health: %d", 100), which results in "Health: 100\v{de: Leben: 100}", but the server still only sends "Health 100" or "Leben 100" to the client |
18:02 |
nore |
yeah, that could be done in another pr though :) |
18:02 |
nore |
I don't think it is really a problem right now |
18:26 |
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18:29 |
celeron55 |
has anyone yet used the new squash+rebase github button? |
18:30 |
celeron55 |
looks like probably no |
18:34 |
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20:20 |
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20:22 |
hmmmm |
hey |
20:22 |
hmmmm |
hmm paramat isn't on |
20:50 |
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21:44 |
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21:44 |
paramat |
hi hmmmm |
21:56 |
paramat |
hmmmm i might work on #2759 soon, please could you read through that sometime just in case something occurs to you? |
21:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed) |
22:07 |
ShadowNinja |
MT tries to generate chunks if any of the blocks in them are missing, even if some of them have m_generated=true. This means that my map converter tool will have to pad out chunks with empty blocks to make a complete chunk, or face mapgen greifing (core mg should be overridden but waste CPU cycles, mod mg like in moretrees will cause greifing though). |
22:07 |
ShadowNinja |
This also causes the "/deleteblocks regenerates the whole area around the deleted area" issue. |
22:08 |
ShadowNinja |
Also, doc/world_format.txt is wrong about the generated flag: http://ix.io/vuo/diff |
22:09 |
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22:09 |
paramat |
seems correct behaviour |
22:10 |
hmmmm |
I think what ShadowNinja wants to do is not pass blocks to the generator if they're marked as m_generated == true |
22:10 |
hmmmm |
but this is not possible... |
22:13 |
ShadowNinja |
hmmmm: I got it working more-or-less, I just had trouble with getting lighting to update when the lighting_expired flag was set. |
22:13 |
hmmmm |
how did you get it working? |
22:15 |
ShadowNinja |
hmmmm: Here's the meat of it: http://ix.io/vur/diff |
22:16 |
hmmmm |
that is a huge misunderstanding of how the emerge thread works... |
22:17 |
hmmmm |
consider the case where a non-generated block has been requested but exists in the same chunk as one that's already been generated. |
22:18 |
ShadowNinja |
Perhaps only skip Lua mapgen then. |
22:19 |
hmmmm |
it doesn't work that way either. now you just broke a bunch of mods. |
22:19 |
ShadowNinja |
That could be an issue for full-blown Lua mapgens though. |
22:20 |
ShadowNinja |
Maybe just return an empty block in that case. MT itself won't actually generate chunk with missing blocks. |
22:20 |
hmmmm |
I think I considered a strategy back when I was working on mapgen multithreading but rejected it for some reason I don't immediately recall |
22:20 |
hmmmm |
s/a strategy/that strategy/ |
22:24 |
ShadowNinja |
Any better ideas? It not I'll have to modify my converter to just pad out chunks with empty/stone blocks. |
22:25 |
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22:26 |
hmmmm |
So you want your converter to place the map right inside the mapgen? |
22:26 |
hmmmm |
place the converted map right inside of the map-generated map |
22:27 |
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22:29 |
hmmmm |
that's not going to blend well anyway |
22:33 |
ShadowNinja |
hmmmm: Yes, ideally the MT mapgen should handle everything not included, but not touch the included blocks. |
22:34 |
ShadowNinja |
That'll be hard though, because of the chunk abstraction. |
22:34 |
hmmmm |
maybe there should be a do_not_touch_this_block flag |
22:34 |
hmmmm |
m_immutable |
22:34 |
hmmmm |
any attempts to write back to the block would simply not succeed |
22:35 |
hmmmm |
so moretrees can do whatever it so desires to the block in the voxelmanipulator - but good luck getting it committed back to Map! |
22:36 |
ShadowNinja |
Hmmm, could I just set chunksize=1 in map_meta.txt to get what I want? |
22:36 |
hmmmm |
yes |
22:36 |
hmmmm |
but you'll get no caves or dungeons |
22:36 |
ShadowNinja |
That's acceptable. |
22:43 |
paramat |
comments on #2721 ? is it even possible? |
22:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2721 -- Possibility to rotate entity's collision box |
22:52 |
VanessaE |
it is not. |
22:53 |
VanessaE |
not unless you want to rotate it by whole 90 degree increments anyway |
22:53 |
VanessaE |
the collision system can't otherwise work with it. |
22:53 |
paramat |
yeah, the idea suggested is alter the cuboid dimensions as the object rotates |
22:55 |
VanessaE |
misleading title :P THAT should be possible I would think |
22:55 |
paramat |
btw VanessaE the 'official' moretrees lighting bug thread is now this #3421 and has some more results |
22:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3421 -- Moretrees lighting bug: Mapgen 1 up 1 down overgeneration changes lighting behaviour |
22:57 |
VanessaE |
https://github.com/minetest/minetest/issues/3421#issuecomment-202032200 "1 light level darker than they should be [in water]" isn't unique to tree growth btw. |
22:57 |
VanessaE |
that also used to happen when dumping a bucket of water into a source that was placed on-generated. |
22:58 |
VanessaE |
that's progress though |
23:01 |
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23:03 |
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23:29 |
paramat |
closed #2773 |
23:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/2773 -- Allow semi-transparent pixels in detail texture of connected glass |
23:31 |
hmmmm |
you should keep it open to track the issue... |
23:31 |
hmmmm |
don't tell them that you're not going to fix it because you personally don't know how and/or it's a lot of work |
23:36 |
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23:38 |
paramat |
the z-sorting issue is seperate and can be tracked seperately, in our situation we can't add transparency to glass |
23:39 |
hmmmm |
then why not link to the existing issue and close it as a duplicate? |
23:40 |
paramat |
ok. i also misunderstood slightly |
23:40 |
Fixer |
VanessaE, yes, i confirmed that water bug lighting too |
23:41 |
paramat |
re-opened for now |
23:41 |
VanessaE |
hmmmm: you once said that proper alpha/z-sorting should be fixable, but a LOT of work. just how much work are we talking about here? |
23:41 |
hmmmm |
i don't know really |
23:41 |
hmmmm |
i started it on it a while ago but shelved the feature because i got bored |
23:41 |
hmmmm |
maybe i should work on that |
23:42 |
VanessaE |
(I only ask because both the engine and game have undergone a shit ton more work in the couple of years since you mentioned that, that I wonder if it's more a matter of wanting to make the effort than being able to) |
23:42 |
VanessaE |
looks like you just answered my question :) |
23:43 |
paramat |
closed #2778 |
23:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2778 -- Textures sometimes corrupted |
23:53 |
MyTeke_ChrisWMas |
Awesome.. |