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06:57 |
sloanonlinux |
Hello |
06:57 |
sloanonlinux |
So anybody working on the object dragging issue? |
06:59 |
OldCoder |
sloanonlinux, try linking the Issue and also wait until people are here |
06:59 |
OldCoder |
I think the weekend might be good |
06:59 |
OldCoder |
Many of these people are in Europe, remember... |
06:59 |
OldCoder |
It is 9:00am on a business day there |
07:00 |
OldCoder |
Some of them need to work |
07:00 |
jin_xi |
sloanonlinux: what is the object dragging issue? is there a specific report about it? |
07:00 |
OldCoder |
sloanonlinux, link the Issue |
07:00 |
OldCoder |
at GitHub |
07:00 |
OldCoder |
and ask for feedback on how to modify it |
07:00 |
* OldCoder |
needs to go o/ |
07:01 |
sloanonlinux |
jin_xi: https://github.com/minetest/minetest/issues/2964 |
07:04 |
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07:06 |
jin_xi |
thanks, i doubt someone is currently working on this but thats just a guess |
07:06 |
sloanonlinux |
Where's the code? |
07:07 |
jin_xi |
give me a minute i'll do some looking |
07:08 |
jin_xi |
i'd say relevant code is in guiFormSpecMenu.cpp |
07:10 |
sloanonlinux |
Searching |
07:11 |
asl97 |
sloanonlinux: check the on_event function |
07:11 |
asl97 |
https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L3120 |
07:11 |
asl97 |
i see a `m_selected_dragging = false;` which suggest it's there |
07:13 |
sloanonlinux |
Ok now I just need to put a breakpoint there and debug it somehow |
07:14 |
sloanonlinux |
Can you recommend a tool for me? |
07:15 |
asl97 |
sloanonlinux: i don't really use a tool for debugging, i just follow the code flow and throw some prints if the flow is too complex for me to follow |
07:15 |
jin_xi |
i use ack and qtcreator for navigating the source. as for debugging i find lots of printf most useful, but thats mainly my ignorance |
07:16 |
sloanonlinux |
I wonder if an IDE like code::blocks or geany would be helpful |
07:17 |
jin_xi |
qtcreator is an ide and its very useful. it parses the cmake.txt and all the source so you get very easy navigation to definitions and such and smart autocomplete |
07:18 |
sloanonlinux |
I will install it then, thank you :) |
07:19 |
sloanonlinux |
And I don't program much at all, I used to mess with autohotkey a lot, I improved a minetest addon and I improved the hexchat slap plugin to do other stuff |
07:19 |
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07:21 |
asl97 |
jin_xi: isn't it mainly focus on qt stuff? |
07:21 |
jin_xi |
you gotta start somewhere :) i have always found mt is quite nice to hack on. some areas like formspecs do suck though |
07:22 |
jin_xi |
asl97: the most qt stuff is in all the other qt dev apps like designer and such, creator as an ide can deal with plain c++ just fine. as i said it does play nice with lots of non qt specific tools, for example cmake |
07:23 |
sloanonlinux |
jin_xi perhaps printf will be fine |
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16:51 |
Fixer |
render, why it is that way? https://i.imgur.com/seo8Zhp.png and https://i.imgur.com/HDNvVln.png (looks crappy) |
16:52 |
asl97 |
Fixer: smooth lighting? |
16:52 |
Fixer |
yes |
16:53 |
asl97 |
it's probably just another lighting bug |
16:54 |
Zeno` |
it's not a bug |
16:54 |
Zeno` |
it's just that... well, the lighting algorithm is.... |
16:54 |
Fixer |
crap? |
16:54 |
Zeno` |
yeah |
16:54 |
Fixer |
can it be at least improved? |
16:54 |
asl97 |
i was going for buggy/poor |
16:55 |
Zeno` |
It can probably be improved (maybe) |
16:55 |
Zeno` |
probably maybe :) |
16:56 |
Zeno` |
it's slow as mud already though |
16:56 |
Fixer |
can't put any descent lightning with this shit |
16:56 |
Fixer |
lighting* |
16:57 |
asl97 |
Fixer: it probably work fine without smooth lighting |
16:57 |
Fixer |
this looks somewhat better https://i.imgur.com/5fvcxod.png |
16:58 |
Zeno` |
if you look at the algorithm, (I'm saying this from memory, it's been over a year since I looked at it), it works from left to right |
16:58 |
Fixer |
asl97: "better", cough: https://i.imgur.com/bLVOh4n.png |
16:58 |
Zeno` |
so what is seen in that picture is, unfortunately, what I was expect |
16:59 |
Fixer |
no way i gonna play with smooth off |
16:59 |
Zeno` |
ok, that's shit |
16:59 |
asl97 |
square lighting xD |
16:59 |
Fixer |
reminds me of doom: https://i.imgur.com/BMGDbkz.png |
17:00 |
Zeno` |
nah doom wasn't that shit |
17:00 |
Zeno` |
lighting has been a known problem for a long time |
17:01 |
Zeno` |
it's the slowest part of the engine for a start |
17:02 |
Zeno` |
I did improve the speed by about 50% but it's still a major bottleneck |
17:03 |
Calinou |
Fixer: Doom uses a 2D sector system for lights, not comparable |
17:03 |
Fixer |
if i immerse it deeper into wall, it looks somewhat less crappy https://i.imgur.com/1poUyDz.png |
17:03 |
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est joined #minetest-dev |
17:03 |
Fixer |
but less brightness |
17:05 |
Zeno` |
https://www.youtube.com/watch?v=gnBPHWk5FQ8 |
17:06 |
Zeno` |
If you get caught between the moon and NYC |
17:06 |
Zeno` |
the best that you can do is fall in love |
17:07 |
Fixer |
i will post a feature request |
17:08 |
Zeno` |
a fall in love feature request! |
17:08 |
Zeno` |
it's not a dating site mate :P |
17:09 |
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17:09 |
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17:13 |
Fixer |
https://i.imgur.com/vyH44QC.png |
17:15 |
hmmmm |
lighting sucks, i get it |
17:15 |
hmmmm |
:/ |
17:17 |
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17:17 |
Fixer |
light in walls is no go, looks like pure shit |
17:17 |
Fixer |
so i resort to hanging lamps |
17:19 |
Fixer |
somewhat suspicious about this -> https://i.imgur.com/mw6SkUB.png |
17:21 |
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17:21 |
Zeno` |
without making the algorithm even slower I'm not sure what we can do |
17:22 |
Zeno` |
apart from implement hardware lighting which is a huge task |
17:22 |
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17:22 |
rubenwardy |
I'd much rather have a larger view range and faster chunk loading than fancier lighting |
17:23 |
Zeno` |
even with hardware lighting for rendering will still have to keep the current stuff for ABMs etc |
17:24 |
Fixer |
is "sucks" allowed in minetest github issue tracker? |
17:24 |
est31 |
i dont think why it should not be allowed |
17:25 |
est31 |
we have no "children speak only" rule |
17:25 |
kaeza |
there's also this BTW: http://picpaste.com/pics/screenshot_20160616_142225-uROW1QXw.1466097887.jpg |
17:25 |
kaeza |
(that should be pitch black) |
17:25 |
rubenwardy |
The issue tracker is for developers, not for children |
17:25 |
est31 |
^ |
17:26 |
Zeno` |
although it could probably be "reversed" for ABMs to make it quicker |
17:26 |
Zeno` |
don't use "sucks" in the issue tracker though |
17:27 |
rubenwardy |
sucks is unprofessional and vague though |
17:27 |
Zeno` |
even though I don't find it offensive I'm sure that using some different words can make it more powerful |
17:27 |
Zeno` |
yeah |
17:27 |
Zeno` |
I mean, I say stuff all the time casually (like "sucks") but it can be better phrased |
17:27 |
Fixer |
crap is better? |
17:27 |
Zeno` |
lol, I prefer "pooh" |
17:28 |
asl97 |
Zeno`: reversed.... max light is 14, that's a lot of node to check |
17:28 |
Zeno` |
seriously, just say that it's... hmm this is tricky |
17:28 |
rubenwardy |
Just say what you want :P |
17:28 |
Zeno` |
asl97, not really if you only check from the ABMs |
17:29 |
Zeno` |
asl97, at the moment it does it "forwards" for every node |
17:29 |
Zeno` |
and yeah it's a lot of nodes |
17:30 |
asl97 |
wait what.... i thought you mean search for light nodes to find the lighting value on demand |
17:30 |
Zeno` |
I do |
17:30 |
Zeno` |
but you don't have to search forever |
17:30 |
asl97 |
14**3 = 2744 for each node |
17:31 |
Zeno` |
you only search backwards until the threshold is reached |
17:31 |
asl97 |
wait no |
17:31 |
Zeno` |
how it works now is that a light value is calculate for every node in existence |
17:32 |
asl97 |
29**3 = 24389, 14 on each side + 1 for the center |
17:32 |
Zeno` |
asl97, and what does it currently do? |
17:32 |
asl97 |
um... idk |
17:34 |
Zeno` |
anyway, it's all just nonsense talk since we don't have hardware lighting :) |
17:38 |
Zeno` |
I'd like to see hardware lighting btw |
17:38 |
asl97 |
doesn't it currently just loop through each of the light node and do max(latest_light, current_light-distance)? |
17:38 |
Zeno` |
but it's not something I feel that I'm capable of doing |
17:38 |
Zeno` |
asl97, kind of yes |
17:39 |
Zeno` |
for every node |
17:39 |
Zeno` |
hmm |
17:40 |
Zeno` |
I see what you mean |
17:40 |
Zeno` |
it'd have to stay anywya |
17:40 |
Zeno` |
a cache would not help because the end effect would be the same... you're right |
17:42 |
asl97 |
looking backward from a node (which would have to be done for every node) would be slower than having only the lighting node set the brightness |
17:42 |
Zeno` |
it *might* be slightly quicker if only things that rely on a light value are calculated but it wouldn't be worth it I don't think |
17:42 |
Zeno` |
asl97, yeah I was thinking wrong |
17:42 |
Zeno` |
every node, however is already "travelled" |
17:43 |
Zeno` |
but essentially you're right |
17:44 |
Zeno` |
I apologise for thing out aloud :D |
17:44 |
Zeno` |
s/thing/thinking |
17:45 |
asl97 |
Zeno`: even if it's 'travelled' and cache, it still have to add the distance dimming |
17:46 |
Zeno` |
which is, essentially, how it works now |
17:47 |
Zeno` |
well, not really |
17:47 |
Zeno` |
it's from light sources |
17:47 |
Zeno` |
as I said, I was wrong |
17:50 |
Zeno` |
but that's ok |
17:50 |
Zeno` |
thinking of crazy and dumb stuff is part of the process |
17:52 |
hmmmm |
[01:22 PM] <Zeno`> apart from implement hardware lighting which is a huge task :) that's what I wanna do |
17:53 |
hmmmm |
i've gotta get the biome crap in a good place first though |
17:53 |
Zeno` |
hmmmm, if you can do it then that would be more than a milestone |
17:53 |
hmmmm |
i have a feeling that the actual implementation wouldn't be too hard |
17:53 |
hmmmm |
it'd just be a lot of accounting work |
17:54 |
hmmmm |
but i'll reserve judgment until i actually try it |
17:54 |
Zeno` |
it'd be nice |
17:56 |
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18:10 |
asl97 |
if i understand what you mean by hardware lighting correct, even with it, the server would still need to calculate lighting for the mods which need light value, although those could be calculate on demand |
18:10 |
est31 |
yes |
18:11 |
est31 |
and essentially every user would have to calculate it |
18:11 |
est31 |
instead of the server once calculating it for all players |
18:39 |
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18:46 |
paramat |
too much negativity about our lighting, you're noticing the few problems and these of course make a disproportionally large impression than what works well, overall it works fairly well. hardware lighting has it's own problems like keeping large underground spaces dark |
18:48 |
VanessaE |
paramat: admit it. client-side lighting SUCKS. |
18:48 |
VanessaE |
that's why some folks want to get the client to do more work on it, even if the server already does - there's a big difference between flat, per node solid lighting that mods needs, and smooth, continuously-variable lighting that clients need to look goodf. |
18:48 |
VanessaE |
-f |
18:50 |
VanessaE |
(whether the answer is "hardware" lighting is a different matter) |
18:50 |
paramat |
you mean 'server-side lighting sucks'? |
18:50 |
VanessaE |
I mean client-side lighting sucks |
18:50 |
VanessaE |
server-side lighting is mostly okay |
18:51 |
paramat |
oh misunderstood |
18:52 |
VanessaE |
I mean hell, the client can't even smoothly-light a nodebox. |
18:52 |
VanessaE |
or signlike, or any other drawtype besides whole cubes. |
18:52 |
VanessaE |
frankly, it looks like shit in a well-built modern minetest world |
18:52 |
paramat |
i see. maybe it's not obvious how hard it is to get right until you code it |
18:53 |
VanessaE |
actually, it's quite obvious, otherwise maybe I'd have taken a crack at it already |
18:53 |
paramat |
'sucks' and 'shit' are huge exaggerations |
18:54 |
paramat |
stuff generally looks fairly good |
18:55 |
paramat |
working on mapgen i'm really aware of the problems, but keep it in perspective |
18:56 |
VanessaE |
let's see.... flat lighting on most nodes, no colored lighting, block shadows are generic blurred triangles that don't represent the shape of the object, shadows don't follow the sun, entities/players have no shadows, entities/flatly lit, everything always seems too dark until you pour more lights into the scene than needed, lights can't spread more than 16 nodes.... |
18:56 |
VanessaE |
those are just the visual effects, not counting already-discussed bugs in the server side (e.g. spawn_tree()) |
18:57 |
hmmmm |
sorry paramat vanessae is right |
18:57 |
hmmmm |
lighting has got to be the weakest area of minetest righ tnow |
18:57 |
hmmmm |
compared to most other games it sucks |
18:57 |
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18:57 |
hmmmm |
maybe it worked for minecraft in the early days but we should be beyond that |
18:58 |
asl97 |
unless you raycast everything light related and cause performance to sucks, i don't really see anyway to improve it |
18:58 |
paramat |
VE most of those don't bother me, it just becomes MT's character |
18:58 |
VanessaE |
paramat: that's a poor way to establish "character", honestly. |
18:59 |
asl97 |
and i kind of like the square lighting |
18:59 |
est31 |
idk how lighting algorithms work |
18:59 |
est31 |
maybe with raycasting |
18:59 |
VanessaE |
I get it, there's no one available to work on it (who has time, skill, and knowledge of the area), but it doesn't change the fact that the lighting sucks. |
18:59 |
est31 |
maybe differently |
18:59 |
paramat |
MT has a simple retro character, the lighting has a suitable character |
18:59 |
est31 |
and then there are guys like paramat |
18:59 |
est31 |
"mt is simple, it must stay broken" |
19:00 |
est31 |
sorry paramat ;) |
19:00 |
asl97 |
what happen to the shader lighting stuff that RBA did? |
19:00 |
hmmmm |
that requires a new third party library |
19:00 |
hmmmm |
one that cements irrlicht even harder to mt |
19:00 |
paramat |
problem is many apply their reaction to the bugs to the whole system, obviously the bugs suck |
19:00 |
hmmmm |
and it still needs a ton of work |
19:00 |
paramat |
est i don't mean that |
19:01 |
hmmmm |
i get what paramat is saying though, there are lots of people who like minetest because it's simple |
19:01 |
hmmmm |
and they're deeply unsatisfied with the directino |
19:01 |
est31 |
well yeah |
19:01 |
hmmmm |
instead of trying to have some kind of modern hardware-based lighting just do what you've been doing very well |
19:01 |
hmmmm |
perfect it |
19:01 |
est31 |
minetest is a melting pot of people who want a simple broken game |
19:01 |
hmmmm |
but that's sorta minetest classic's territory though, isn't it? you know, the darkrose/xyz 0.3.x fork? |
19:01 |
est31 |
and people who want more modern aspects |
19:02 |
hmmmm |
people of differing opinions will always exist |
19:02 |
hmmmm |
MT Classic is there btw, and it's a fork i support the concept of |
19:02 |
hmmmm |
i think it's a good thing |
19:02 |
VanessaE |
if you want the "simplified, classic" appearance, play Voxelands (MT classic). |
19:02 |
VanessaE |
for G*d sakes, let MT itself evolve. |
19:03 |
VanessaE |
this isn't 1995 anymore :P |
19:04 |
VanessaE |
as for RBA's lighting shaders, they might have been useful but one thing he had a bad habit of doing was showing screenshots without releasing any of the interrim code that produced them |
19:05 |
asl97 |
VanessaE: so i guess that is lost for good.... |
19:05 |
hmmmm |
btw rba isn't the only person capable of making shaders, just the only one interested |
19:05 |
paramat |
i'm not against improvement, i'm pointing out lack of perspective and over-negativity, i'm saying that implementing hardware lighting will certainly make other types of bug arise |
19:05 |
VanessaE |
asl97: unless Mati or someone else can get access to his computer and upload the remains of his code, yes. |
19:05 |
hmmmm |
of course it's not a silver bullet. |
19:06 |
hmmmm |
but it's a huge leap forward |
19:06 |
paramat |
remember i actually would love to see realtime shadows with sunlight direction |
19:06 |
VanessaE |
paramat: you could call it "over-negativity" if I had, for example, bitched about the lighting continuously. Surely you've noticed that I've had very little to say about it client-side, and others less so. I've only spoken up now because it needs said. |
19:07 |
asl97 |
there will always be bugs, some are just much more noticable |
19:07 |
paramat |
no i can call it over-negativity now :) |
19:08 |
paramat |
now go look through the sceenshot thread, some actually look good |
19:08 |
VanessaE |
as for shaders, RBA and I talked about that stuff in private a LOT. having lighting and shadows track the sun was, to his mind, trivial. |
19:08 |
VanessaE |
but he never implemented it because other stuff needed done first. |
19:09 |
hmmmm |
that is trivial |
19:09 |
VanessaE |
paramat: do you actually PLAY the game? |
19:09 |
paramat |
his plan was a hybrid, per-node lighting modulating hardware lighting |
19:09 |
VanessaE |
I mean on a public server with well-built surroundings |
19:10 |
paramat |
i don't play on servers much, mostly naturally generated world |
19:10 |
VanessaE |
that's why you never notice the problems. |
19:10 |
asl97 |
most of us played it in the past and stopped for one reason or another |
19:10 |
kaeza |
this is real nice. now the client tab is completely unusable since https://github.com/minetest/minetest/commit/65db88d24e65972b34da824743ba7dc6d307def0 |
19:10 |
VanessaE |
kaeza: agreed. I HATE that "feature" |
19:10 |
Fixer |
disagree |
19:10 |
Fixer |
i like it |
19:11 |
asl97 |
kaeza: me too, mostly cause it 'phone home' |
19:11 |
VanessaE |
I would love to see the favorites split off from the public list again. it just sucks. |
19:11 |
kaeza |
asl97, Fixer, it's not about style, it's about #1959 |
19:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/1959 -- Checking public serverlist checkbox causes minetest to freeze. |
19:12 |
kaeza |
now it happens ALL the time |
19:12 |
Fixer |
kaeza: where is this checkbox everybody talks about? |
19:12 |
asl97 |
Fixer: gone due to the merge |
19:12 |
VanessaE |
Fixer: removed. now the list merges public servers with favorites |
19:12 |
VanessaE |
so by definition every time you open the client tab it has to fetch the list |
19:12 |
Fixer |
right, but why bug appears? |
19:13 |
Fixer |
VanessaE: right |
19:13 |
Fixer |
it was like that for ages |
19:13 |
kaeza |
Fixer, RTFPR? |
19:13 |
rubenwardy |
From a UI point of view, I like the merge |
19:13 |
rubenwardy |
but it shouldn't cause a freeze at all |
19:13 |
kaeza |
err RTFI, rather |
19:13 |
VanessaE |
rubenwardy: I hate it. there's no visible delineation between favorites and the rest. |
19:14 |
Fixer |
kaeza: try deleting your favourites? |
19:14 |
VanessaE |
in a modern UI one might choose to change the background color of one versus the other, or something. |
19:14 |
Fixer |
kaeza: try clean game |
19:14 |
rubenwardy |
The stars are moved to the top though, aren't they, VanessaE? |
19:14 |
Fixer |
without config |
19:14 |
rubenwardy |
and a change in background would be good |
19:14 |
VanessaE |
rubenwardy: I don't know. I just know I hate the current situation. it was better with a separate list. |
19:15 |
asl97 |
fun fact, if it timeout when fetching the list, you can't reload it. |
19:15 |
asl97 |
iirc, it use to be able to reload it by toggling the button |
19:15 |
Fixer |
VanessaE: it was unintuitive |
19:15 |
kaeza |
Fixer, read the part about a race condition causing th program to lock up, which only happened before when the checkbox was selected, and now it happens regardless? |
19:15 |
Fixer |
asl97: changing tabs helps |
19:15 |
Fixer |
kaeza: strange, never seen this problem |
19:16 |
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19:16 |
rubenwardy |
VanessaE: favourites are moved to the top |
19:16 |
kaeza |
bleh |
19:16 |
kaeza |
Fixer, Windows? |
19:16 |
Fixer |
kaeza: yes |
19:16 |
VanessaE |
rubenwardy: it still sucks. |
19:17 |
kaeza |
Fixer, MinGW? |
19:17 |
kaeza |
32, 64? |
19:17 |
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19:17 |
Fixer |
kaeza: cross-compile on debian gnu/linux with mingw64 |
19:17 |
Fixer |
stable |
19:18 |
asl97 |
great, it phones home everytime i change tabs to client :| |
19:18 |
Fixer |
asl97: phones home? it just fetches the list, it does not send any telemetry, or does it? |
19:18 |
kaeza |
^ that is bad too, BTW |
19:19 |
kaeza |
can't comment on the style, because I don't even know how it looks like |
19:20 |
Fixer |
gregorycu as always forget to look at it month ago %) |
19:22 |
asl97 |
Fixer: you haven't seen the stat have you? |
19:23 |
rubenwardy |
All the server list gets is the IP and the user agent |
19:23 |
paramat |
hmmmm #4216 is updated. related: i'm working on adding cracked sandstone and will do this next |
19:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise. Add new parameters by paramat |
19:23 |
hmmmm |
thanks |
19:23 |
hmmmm |
one thing about your commit messages though |
19:23 |
hmmmm |
i notice they're always... choppy |
19:23 |
hmmmm |
like |
19:23 |
hmmmm |
Thing: Blah. Foobar. Blah blah blah. |
19:23 |
hmmmm |
if you do multiple things, why not write your commit message in the format of: |
19:24 |
hmmmm |
Component: High level summary here. |
19:24 |
hmmmm |
- individual item number 1 |
19:24 |
hmmmm |
- individual item number 2 |
19:24 |
hmmmm |
Rationale here |
19:24 |
hmmmm |
? |
19:24 |
paramat |
i mostly do already |
19:24 |
paramat |
well recently anyway |
19:25 |
asl97 |
rubenwardy: including the time of when you open minetest to play on a server, including private server |
19:25 |
rubenwardy |
the user agent can include details about device and OS |
19:25 |
rubenwardy |
So? |
19:25 |
asl97 |
it tracks usage of minetest |
19:25 |
rubenwardy |
The forum also gets the time of when you open the forum |
19:25 |
paramat |
my commit message in that PR is like that, just no bullet point symbols |
19:26 |
hmmmm |
hmmm |
19:26 |
Fixer |
kaeza: try running it via gdb |
19:26 |
hmmmm |
could you write the subject part something to be like |
19:26 |
asl97 |
that cause you open the forum, imo joining a private home server shouldn't phone home |
19:26 |
hmmmm |
well |
19:26 |
kaeza |
rubenwardy, apples and oranges. when I go to the forums, I expect the owner to see that data, but not when playing a local game |
19:26 |
hmmmm |
"Generalize. Add new parameters." hardly summarizes what that commit actually does |
19:27 |
hmmmm |
it's like an omni-commit that does 10 different things |
19:27 |
hmmmm |
maybe just write something like "DungeonGen: Make many misc. generalizations and adjustments" |
19:27 |
hmmmm |
? |
19:28 |
paramat |
the summary is difficult because i'm keeping it to 1 line |
19:28 |
paramat |
ok |
19:29 |
hmmmm |
yeah and paramat in the future could you please keep individual, complete changes in separate commits? |
19:29 |
hmmmm |
you can have multiple commits in the same PR you know |
19:30 |
paramat |
i was assuming a mostly complete summary was better than a more vague one you suggest |
19:30 |
hmmmm |
if a commit is atomic, it's easier to track down which modifications correlate to what was intended, and in the case of a bug where a bisect is required it's much easier to see what changes actually caused it |
19:30 |
hmmmm |
well you can't do anything more complete than just "lots of stuff changed here" and then list each one in the respective bulletpoint |
19:30 |
hmmmm |
because there's too much |
19:31 |
paramat |
yeah i know i can have multiple commits in a PR |
19:33 |
paramat |
yes i agree it's better, it's also a slow and difficult way to work, so i try to find a reasonable balance |
19:34 |
hmmmm |
it's not |
19:34 |
hmmmm |
you probably just haven't discovered git add -p yet |
19:34 |
paramat |
i haven't :) |
19:34 |
hmmmm |
it'll change the way you do everything |
19:35 |
paramat |
my issue is, how to update an early commit in the stack without screwing up the later ones? |
19:36 |
hmmmm |
there's a way to do that using git rebase -i |
19:36 |
kaeza |
okay, so it works fine under gdb. now I get tons of "Invalid parameter passed to C runtime function." messages |
19:36 |
paramat |
ok looking into -p |
19:37 |
hmmmm |
i think |
19:37 |
hmmmm |
edit and pick? |
19:38 |
hmmmm |
or fixup |
19:38 |
hmmmm |
SHRUG |
19:38 |
hmmmm |
okay yeah, it was edit |
19:39 |
hmmmm |
you got commit A at HEAD, and commit B at HEAD~1 |
19:39 |
hmmmm |
you see a problem with commit be and make a fix |
19:39 |
hmmmm |
then you commit that one and then git rebase -i HEAD~2 |
19:39 |
hmmmm |
now you mark the last commit (the one you wanted to amend) with edit |
19:41 |
hmmmm |
looks like you can do this without creating a new commit too: http://stackoverflow.com/questions/1186535/how-to-modify-a-specified-commit-in-git |
19:41 |
paramat |
thanks |
19:44 |
hmmmm |
`man git-rebase` should be required reading for everybody btw |
19:52 |
est31 |
git rebase -i is really one of the most useful parts of git |
19:52 |
est31 |
imagine doing that with svn or something |
19:52 |
sfan5 |
svn hahahaha |
19:53 |
sfan5 |
people still use that? |
19:53 |
hmmmm |
yup :/ |
19:53 |
est31 |
yes, for example irrlicht |
19:53 |
hmmmm |
hey at least it's not visual sourcesafe |
19:54 |
asl97 |
#4224 possible close? |
19:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/4224 -- Hiding collision boxes |
19:54 |
paramat |
nore sfan5 could you look at game#1134 ? |
19:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1134 -- add fall_damage_add_percent to farming:straw by cdqwertz |
19:54 |
hmmmm |
sometimes I wonder if I'm the only one who listens to this https://www.youtube.com/watch?v=1gI_HGDgG7c on repeat when coding deep windows-specific stuff |
19:54 |
Fixer |
hmmmm: i was expecting some 1 hour tutorial for dummies like me |
19:55 |
sfan5 |
paramat: lgtm, interesting idea to reduce fall dmg |
19:55 |
paramat |
ok |
19:55 |
hmmmm |
perfect tunes to jam out on while reading about PnP power requests |
19:58 |
Fixer |
you are the only one who listens to this |
19:58 |
paramat |
yes i'll attend to 4224 |
20:00 |
est31 |
https://www.youtube.com/watch?v=04FOUQpnGsc |
20:00 |
est31 |
that man is funny |
20:01 |
Fixer |
hype level over 9000 |
20:02 |
paramat |
well 4224 is a valid request to hide by default |
20:05 |
Fixer |
i wonder who on earth stars minetest on github |
20:06 |
nore |
paramat: looks good |
20:06 |
paramat |
thanks |
20:07 |
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20:12 |
asl97 |
at the rate the number of issue and pull request are building, it would probably reach 900 before the end of the year |
20:12 |
kaeza |
blah. gdb is witchcraft to me. plus MinGW sucks |
20:12 |
* kaeza |
reverts 65db88d |
20:18 |
paramat |
nore sfan5 both or either of these recipes? game#1108 |
20:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1 |
20:19 |
paramat |
i think game#348 needs wear |
20:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/348 -- Add snappy groups to axes for faster digging of plants by Calinou |
20:20 |
paramat |
^ Calinou could you attend to that? |
20:20 |
Calinou |
paramat: you can close it |
20:21 |
paramat |
ok |
20:21 |
paramat |
someone else can always open a new PR for this if they want |
20:22 |
paramat |
that was our oldest issue |
20:30 |
paramat |
+1 for #4177 any more comments? |
20:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4177 -- Add `place_param2` nodedef field. by sofar |
20:31 |
paramat |
will be good for those new plantlike options sofar is working on, and addresses game#1116 |
20:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1116 -- Make a ton of crafted blocks rotatable. by sofar |
21:12 |
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22:16 |
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22:23 |
paramat |
hmmmm i hope this is okay now #4216 |
22:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise use, add capabilities, various modifications by paramat |
22:41 |
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22:48 |
paramat |
est31 hmmmm any opinions on #4177 ? |
22:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/4177 -- Add `place_param2` nodedef field. by sofar |
22:49 |
est31 |
generally okay |
22:49 |
est31 |
but didnt look at the code |
23:34 |
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23:48 |
Hijiri |
Does the settexturemod method on lua entities basically allow you to append stuff after the entity's texture? Does it apply the mod to all frames in an animated sprite? |