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03:49 |
SloanOnLinux |
hi |
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05:46 |
paramat |
~tell tenplus1 saplings need light 13, only a meselamp (light level 14) directly next to (not diagonally adjacent) will work |
05:46 |
ShadowBot |
paramat: O.K. |
06:04 |
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07:13 |
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07:15 |
Zeno` |
I don't get what's going on with #4142 |
07:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/4142 -- Item description bug |
07:16 |
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07:16 |
Zeno` |
ugh |
07:16 |
Zeno` |
the macro is wrong |
07:19 |
Zeno` |
I dunno... I think it's insane |
07:19 |
Zeno` |
or I am |
07:19 |
Zeno` |
maybe I need to nest #ifs instead of having it all on one line, I dunno |
07:20 |
Zeno` |
it seems like it should be much simpler than this :/ |
07:21 |
Zeno` |
yeah it needs to be nested ifs to check the version correctly |
07:21 |
Zeno` |
*sigh* |
07:29 |
Zeno` |
rofl |
07:30 |
Zeno` |
http://dpaste.com/3YYQZ9J |
07:30 |
Zeno` |
very elegant :) |
07:30 |
Zeno` |
missing an endif |
07:30 |
Zeno` |
http://dpaste.com/2KQVSFK |
07:31 |
Zeno` |
surely there is a better way :/ |
07:31 |
Zeno` |
actually that will break for version 1.9.0, 1.9.1 etc |
07:32 |
Zeno` |
need more nesting! |
07:37 |
Zeno` |
actually, bugger it |
07:38 |
Zeno` |
something like #if (IRRLICHT_VERSION_MAJOR * 100000 + IRRLICHT_VERSION_MINOR * 100 + IRRLICHT_VERSION_REVISION) > 010802 |
07:38 |
Zeno` |
>= |
07:43 |
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07:46 |
celeron55 |
yeah, except that obviously 10000 instead of 100000 and 10802 instead of 010802 |
07:49 |
Zeno` |
oops, yes |
07:49 |
Zeno` |
I just typed that to give a general idea though... not on my dev computer |
07:52 |
Krock |
why not just add a new makro to convert that MAJOR MINOR REVISION mess into a single number? |
07:52 |
Krock |
so that one could be used in the whole project |
07:54 |
Zeno` |
it's probably worthwhile yes |
07:59 |
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08:00 |
Zeno` |
Krock, certainly worthwhile because there are similar issues elsewhere in the code |
08:01 |
Krock |
yes and those #if checks could be so much shorter with less effort |
08:03 |
Zeno` |
it should probably be in cmake though |
08:09 |
Zeno` |
#4302 |
08:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/4302 -- Change method for checking Irrlicht version; fixes tooltip height bug by Zeno- |
08:10 |
paramat |
nice |
08:10 |
Zeno` |
I'm cooking dinner but I might look into the cmake thing after dinner |
08:12 |
Krock |
testing #4303 |
08:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/4303 -- Anticheat: Use the physics_override modifiers aswell by SmallJoker |
08:15 |
Zeno` |
what's an item /msg Krock hi |
08:15 |
Zeno` |
oops |
08:16 |
Zeno` |
that didn't work out well |
08:16 |
Krock |
lolwat |
08:24 |
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08:32 |
Zeno` |
#4142 doesn't make sense |
08:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/4142 -- Item description bug |
08:32 |
Zeno` |
from irrlicht changelog " IGUIStaticText::getTextHeight returns now the correct height for texts with newlines even WordWrap is not set." |
08:32 |
Zeno` |
(for 1.8.2) |
08:32 |
Zeno` |
but the rpgtest mod needs the /old/ code |
08:36 |
Zeno` |
hmm |
08:43 |
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08:49 |
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08:55 |
OldCoder |
A world host has noted that 0.4.14 changes F10 to make console takes 100% of screen |
08:55 |
OldCoder |
She greatly objects. Would it make sense to allow the percentage to be a preference? |
08:56 |
OldCoder |
make console take * |
08:56 |
OldCoder |
There are no performance issues involved |
08:58 |
VanessaE |
tell her to press T instead. |
08:58 |
OldCoder |
Is there a reason this could not be a preference? |
08:58 |
VanessaE |
idk. I objected as well. |
08:58 |
Krock |
Yes, the regular chat window shows a minimized form of F10 |
08:59 |
VanessaE |
I suppose at the end, it's probably best this way |
08:59 |
OldCoder |
Krock, right... a very short form |
08:59 |
OldCoder |
Is there a reason the player could not be empowered |
08:59 |
VanessaE |
since T or / will bring up the short console and you could use F10 for the large one |
08:59 |
OldCoder |
to select other than the hardwired nmber? |
08:59 |
OldCoder |
See question; would there be any reason |
09:00 |
OldCoder |
Not to allow player to override? |
09:00 |
Krock |
I think it should be possible to configure the shown lines in the T-chat windows instead of F10 |
09:00 |
Krock |
because F10 is like the full-chatter mode |
09:00 |
OldCoder |
Krock, see question |
09:00 |
OldCoder |
For any mode |
09:00 |
OldCoder |
Where testing for a preference |
09:00 |
OldCoder |
and implementing it |
09:00 |
Krock |
so, two settings |
09:00 |
OldCoder |
Does not slow things |
09:00 |
OldCoder |
Possibly two preferences, yes |
09:01 |
OldCoder |
For any mode where testing for a preference and implementing |
09:01 |
OldCoder |
does not slow performance |
09:01 |
OldCoder |
Would there be any reason to object to such a preference? |
09:02 |
Krock |
I'd say that belongs into a new GitHub issue ^^ |
09:02 |
OldCoder |
Just garnering initial input |
09:02 |
OldCoder |
Thank you |
09:04 |
Zeno` |
I participated in that discussion as well |
09:05 |
Zeno` |
to me it seems silly to have a 2560x1440 console heh |
09:05 |
Zeno` |
and that assumes I'm not using all 3 monitors! |
09:06 |
Krock |
you have a long chat history. that needs space :P |
09:06 |
T4im |
some margin + a bit more padding wouldn't hurt it |
09:07 |
T4im |
just to have the text a bit off the screen edges (which might make the fullscreen issue less of an issue) |
09:11 |
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09:13 |
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09:14 |
OldCoder |
So, let each player choose what works for him or her |
09:14 |
* OldCoder |
will work up a pull request this Summer |
09:14 |
OldCoder |
Default can be 100% (or maybe 98%) if that was consensus before |
09:53 |
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10:09 |
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10:15 |
paramat |
no setting needed for F10 because that is obviously intended to be fullscreen. if there's a setting it only needs to be for 'T' |
10:16 |
paramat |
the whole screen going dark with F10 is actually helpful visually, makes the text easier to read |
10:17 |
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10:19 |
paramat |
indeed a few columns of indent might be nice to bring text in from screen edge, but keep the screen dark all the way to the edge |
10:21 |
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10:27 |
Zeno` |
I actually find long (non-wrapped) harder to read |
10:27 |
Zeno` |
at least slower |
10:41 |
T4im |
harder, but faster, apparently |
10:41 |
T4im |
"Other studies […] continued to show that reading rates increased as characters per line increased. These same studies have reliably shown that users prefer shorter line lengths." |
10:43 |
Zeno` |
maybe faster because they never get to the end of the line before reading the next =D |
10:43 |
T4im |
well, I guess because you don't have to carriage return your eyes :P |
10:43 |
T4im |
at the same time, it's probably easier to get "lost", I'd imagine |
10:44 |
T4im |
or in a multi monitor setup, carriage returning your head, Zeno` ;) |
10:44 |
Zeno` |
I dunno |
10:44 |
Zeno` |
I don't read just a single word at once |
10:45 |
Zeno` |
maybe I'm just weird but I read in "chunks" and I do get lost on long lines |
10:45 |
T4im |
there must be some usability studies that can recommend a line lengths, I mean neither too short nor too long is nice |
10:46 |
Zeno` |
it's not really related to the current issue though... line lengths are the same whether the console takes up 10% or 100% of the vertical space |
10:46 |
T4im |
they are fixed width? |
10:46 |
Zeno` |
they are however wide the console is |
10:47 |
Zeno` |
I don't think they wrap do they? |
10:47 |
T4im |
nvm, I overread the "vertical" in your sentence |
10:47 |
Zeno` |
heh |
10:47 |
Zeno` |
I think my IRC window fits about 80-120 characters across |
10:48 |
Zeno` |
I could count them I guess :/ |
10:48 |
Zeno` |
76-80 |
10:48 |
T4im |
you could also copy a text of the right width into a console and pipe it to "wc" |
10:48 |
Zeno` |
exactly what I just did heh |
10:49 |
Zeno` |
it's 78 |
10:49 |
Zeno` |
I wonder how that happened |
10:49 |
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10:49 |
Zeno` |
I never explicitly set the line width, just adjusted window size and pane sizes until it looked "right" |
10:50 |
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10:50 |
Zeno` |
I never explicitly set the line width, just adjusted window size and pane sizes until it looked "right" |
10:52 |
Zeno` |
<T4im> nvm, I overread the "vertical" in your sentence <--- What's your characters per line set to? |
10:52 |
Zeno` |
:D |
10:53 |
T4im |
137 including names and timestamps |
10:53 |
T4im |
but that constantly changes :P |
10:53 |
Zeno` |
well, that should be ok |
10:53 |
Zeno` |
I accept your characters per line |
10:53 |
Zeno` |
lol |
10:55 |
T4im |
it appears the whole faster vs acceptance idea seems to be widespread in usability recommendations |
10:55 |
paramat |
yeah i prefer shorter lines too, easier to locate the next line to read |
10:57 |
paramat |
most chat is short lines anyway |
10:57 |
Zeno` |
I think paramat hit the nail on the head |
10:58 |
Zeno` |
if I scan across a huge line of text my eye loses track of where the next line is when I get to the end of the line and they jump back to the left hand side |
10:58 |
Zeno` |
T4im, so studies say longer lines are better? |
10:59 |
paramat |
shorter is certainly optimum, 'faster' is not better |
10:59 |
Zeno` |
for speed? |
10:59 |
T4im |
ah, that explains the acceptance part, it's a trade off between carriage return amount and time |
11:00 |
Zeno` |
interesting |
11:05 |
T4im |
well, if you think of it, it's plausible, for the same text you have more CR with shorter lines, but also can aim faster (a CR should follow fitt's law here, which means distance decreases speed and size of the target increases it) |
11:05 |
T4im |
but if you increase text size, you make the lines shorter again x) |
11:07 |
Zeno` |
I just did my own study and concluded that short lines are faster AND easier to read |
11:08 |
Zeno` |
will submit to Journal of Psychology once I write the paper |
11:09 |
Zeno` |
I'll mention fitt's law to sound cool |
11:10 |
T4im |
it's a fundamental thing to consider in ui's, imo |
11:10 |
Zeno` |
will give me credibility with the journal's editors if a cite /something/ at least |
11:10 |
T4im |
:D |
11:10 |
* T4im |
feels mocked |
11:10 |
Zeno` |
nah I was mocking myself really |
11:11 |
Zeno` |
but I see my mistake and how you may have felt that. I apologise |
11:11 |
T4im |
heh, no prob |
11:12 |
T4im |
lets not force wrap text though :P I think that might mess with tabular printed data for example |
11:12 |
Zeno` |
yeah |
11:12 |
T4im |
which doesn't have the problem of long lines anway as much |
11:13 |
Zeno` |
we could always use latex to process the console and present the console as a PDF anyway |
11:13 |
T4im |
image replacement might actually be a cool thing |
11:14 |
T4im |
"Hey, could you please stop placing [default:cobble] everywhere?" |
11:15 |
Zeno` |
:-o |
11:16 |
T4im |
might also help with a few language barrier issues then |
11:17 |
T4im |
"no [default:cobble]! nein! nei! ne!" |
11:17 |
T4im |
x) |
11:20 |
Zeno` |
well, it does have some merit |
11:20 |
Zeno` |
and would look cool for sure |
11:20 |
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11:21 |
Calinou |
emoji in Minetest! |
11:22 |
SloanOnLinux |
What?? :o |
11:24 |
SloanOnLinux |
Calinou: Tell me more |
11:24 |
Calinou |
no, they aren't here |
11:25 |
Calinou |
but what Zeno` suggested is close to emoji |
11:27 |
Zeno` |
T4im suggested it |
11:28 |
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12:13 |
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12:33 |
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12:35 |
paramat |
nore any opinion on game#1002 ? One more -1 can close it. |
12:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1002 -- Add sandstone wall to Walls mod by vlapsley |
12:36 |
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13:56 |
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13:58 |
Zeno` |
merging #4298 |
13:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4298 -- Fix typos by Snipie |
13:59 |
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14:03 |
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15:02 |
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15:11 |
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15:17 |
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15:29 |
paramat |
will merge game#1173 game#1185 in a moment |
15:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1173 -- Always return the leftover ItemStack for on_place and on_rightclick by t4im |
15:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1185 -- Doors: Fix trapdoor crash on can_dig with nil-player by t4im |
15:30 |
paramat |
merging |
15:31 |
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15:40 |
paramat |
merged 1173 but that caused a conflict in 1185 T4im |
15:45 |
T4im |
yea, let me quickly rebase it |
15:47 |
T4im |
done |
16:07 |
est31 |
If any of the devs want to review something: #4249 #4296 |
16:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4249 -- Add multithreading ability to mapblock mesh creation by ElementW |
16:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4296 -- Builtin: Fix check for a player object in core.check_player_privs by t4im |
16:07 |
est31 |
nore, sfan5 sofar Tesseract Zeno` ^ |
16:15 |
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16:59 |
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17:09 |
paramat |
hmmmm #4249 might interest you |
17:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/4249 -- Add multithreading ability to mapblock mesh creation by ElementW |
17:09 |
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18:13 |
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18:38 |
paramat |
game#1187 |
18:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1187 -- Bones: New textures by paramat |
18:41 |
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18:41 |
paramat |
^ nore sofar |
18:42 |
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18:49 |
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18:59 |
Krock |
Could someone please be so nice and label #4303 with [@ Server / Client / Env.] and [Bugfix] ? |
18:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/4303 -- Anticheat: Use the physics_override modifiers aswell by SmallJoker |
19:00 |
Krock |
Reviews are welcome too, for sure :P |
19:08 |
paramat |
yeah |
19:11 |
Krock |
Thanks :) |
19:18 |
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19:18 |
rdococ |
...Hiya. |
19:23 |
rdococ |
I was messing around with the nodes_shader for whatever reason. But now I'm confused. When I set the blue return value to day + night, the blue shows up in artificial light sources. |
19:23 |
rdococ |
I'm not exactly sure what these values mean, but I don't think that's meant to happen. Correct me if I'm wrong. |
19:25 |
Krock |
well, our shaders expert is not here anymore. Not sure if anyone can help you |
19:27 |
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19:28 |
rdococ |
"Light intensity is parsed as a fake SColor... where the Red means sun light, Green means moon light, Blue means light sources." from a post |
19:29 |
rdococ |
However, underground where there are no caves, sunlight and moonlight must be zero, yes? |
19:30 |
rdococ |
Now, if the return color, the color that I believe is the one actually used, has a blue value of color.b = day + night, then why would the torch light appear light blue? |
19:30 |
rdococ |
Am I missing something here? I'm really confused. |
19:31 |
rdococ |
(There is the chance that the lighting system has changed since Mon Apr 15, the day the post was made.) |
19:31 |
VanessaE |
it wouldn't. light sources are always hard-coded to appear yellowish |
19:31 |
VanessaE |
it's been the bane of many modders for a while now :) |
19:32 |
rdococ |
I'm messing around with the node shader. I wanted to make it appear more yellowish to give it an effect. |
19:32 |
paramat |
i don't understand that code (yet) |
19:33 |
rdococ |
Additionally, it looks like I made night look as bright as day. |
19:33 |
rdococ |
But only the blue increases with moonlight. |
19:34 |
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19:34 |
rdococ |
(in the code.) |
19:34 |
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19:46 |
rdococ |
okay, so I've mapped the rgb values to the fake values - red means sunlight, green means "moonlight" and blue means "artificial light" |
19:54 |
rdococ |
I've got it under control now. In my experience, the "red" means natural light and the "green" means artificial light. I use dayNightRatio to then distinguish day from night. |
19:58 |
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19:59 |
rdococ |
huh... |
19:59 |
rdococ |
apparently, red increases with artificial light too |
20:00 |
rdococ |
but this hits the 1.0 limit when light from a torch combines with natural lighting. so I can't tell between torch light alone, and natural plus torch light |
20:01 |
rdococ |
actually, no, there's a chance I still can |
20:01 |
rdococ |
wait, no, there isnt |
20:07 |
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20:12 |
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20:14 |
rdococ |
but it looks cool |
20:16 |
rdococ |
Hmm... do you think night time should be blue or purple? |
20:37 |
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20:46 |
rdococ |
How are you meant to distinguish torch light in the day from torch light underground?! |
20:57 |
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21:01 |
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21:02 |
paramat |
deep blue. full moon light is scattered as in daytime to create blue sky |
21:13 |
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21:18 |
rdococ |
k |
21:19 |
rdococ |
I wish I could tell whether torch light is in daylight or if it's shadowed... |
21:19 |
rdococ |
but I don't think I can |
21:36 |
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21:55 |
rdococ |
ty |
22:09 |
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