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02:12 |
agrecascino |
i modified the camera class, and have a bool in it now, to enable a feature, i need to flip this bool in lua, so how do i add the function to do it |
02:22 |
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07:44 |
jin_xi |
oh lol someone made a pr of the tiling issue and it got merged? lol, mt might not be dead yet but it's smelling very bad already |
07:46 |
Hijiri |
!tell agrecascino check out the source files in src/script/lua_api |
07:46 |
ShadowBot |
Hijiri: O.K. |
07:47 |
jin_xi |
srs, any big fix and contribution by new devs get put in limbo vor vague reasons until the authors give up and move on and the little shitfixes by players who can barely code get merged... |
08:18 |
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09:35 |
rubenwardy |
I'd like reviews for these, if anyone is free(ish): #4416 #4417 #4294 Thanks |
09:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4416 -- Formspecs: Fix background elements from interferring with each other by rubenwardy |
09:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4417 -- Formspecs: Add text field enter key event, allow fields to disable form close on enter by rubenwardy |
09:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4294 -- Formspecs: Add container[] and container_end[] elements by rubenwardy |
09:59 |
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13:23 |
Megaf |
Hi all, so JSONCPP and LevelDB broken on Minetest on Debian Stretch |
13:23 |
Megaf |
both fail when linking |
13:42 |
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13:51 |
celeron55 |
Megaf: do you want it fixed? if so, put the build logs in a pastebin or something |
13:52 |
Megaf |
celeron55: some devs here are already aware of the issue and they are coming up with the fix I believe, at least for the JSON bug, the LevelDB is new, I will be openining an issue later, don't worry |
14:20 |
srifqi |
Get an error when compiling: C:\cpp-build\minetest-master\src\client\clientlauncher.cpp:538:43: error: 'strcasecmp' was not declared in this scope |
14:21 |
srifqi |
porting::getVideoDriverName(drivers[i]))) { |
14:21 |
srifqi |
Any ideas? |
14:33 |
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15:10 |
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15:28 |
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16:13 |
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16:25 |
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16:31 |
paramat |
nore sfan5 sofar Tesseract any opinions on game#1255 ? |
16:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1255 -- Fire: Use 'enable fire' setting instead of 'disable fire' by paramat |
16:34 |
sofar |
I'm fine with it |
16:34 |
sofar |
paramat: :+1: from me. |
16:34 |
paramat |
thanks |
16:36 |
Krock |
wohoo! two pulls of mine less |
16:36 |
rubenwardy |
1 |
16:37 |
Krock |
+1 (if I could) |
16:38 |
Krock |
1 moment. how does it know that enable_fire defaults to true when not set? |
16:39 |
Krock |
ah. that's done by "not <disable_fire>" |
16:39 |
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16:40 |
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16:41 |
paramat |
'not nil' = true |
16:42 |
paramat |
game#361 has 3 -1s, possible close |
16:42 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/361 -- Allow defining burntime via the fuel group by PilzAdam |
16:43 |
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16:52 |
paramat |
for game#1259 i suggest the MIT license |
16:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1259 -- Change mod WTFPL licenses to allow Minetest use in schools etc. |
16:53 |
endev15 |
paramat: WTFPL has been overused for a long time. MIT is just as good anyway, and gives almost the same freedom. |
16:53 |
Krock |
MIT is a too big change IMO. We should use the nearest license - CC0 |
16:54 |
* Krock |
reads the stuff about patents |
16:56 |
Calinou |
software patents are very unlikely to be an issue for us, but better safe than sorry |
16:56 |
endev15 |
It's not that different. AFAIK MIT puts almost no restriction on reuse, a bit tighter than WTFPL, but close enough |
16:56 |
Krock |
tldrlegal.com tells me that MIT requires to include the license where CC0 does not require that |
16:57 |
Krock |
meh, they're both good |
16:58 |
endev15 |
All you've gotta do is include a LICENSE file in the root dir of your project |
16:58 |
xunto |
When I read the topic, I thought that the problem with WTFPL in school is "Fuck") |
16:58 |
celeron55 |
there's literally no reason for MIT over CC0; why are people even considering it |
16:59 |
Krock |
so this means 16 new license files |
16:59 |
endev15 |
The WTFPL isn't really a legit license to begin with |
16:59 |
endev15 |
That's not so bad, 16 new license file. |
17:00 |
Krock |
celeron55, because there are many different people. some might want to claim a patent on their new cobble nodes ;) |
17:01 |
endev15 |
what are the chances? (I guess you'd better be safe than sorry, but.. really...) |
17:01 |
Calinou |
celeron55: CC0 is not OSI-approved |
17:01 |
Calinou |
it's a little thing, but it can matter |
17:01 |
Krock |
Just use CC-BY-NC-SA |
17:01 |
* Krock |
hides |
17:01 |
celeron55 |
Calinou: ok, that might be a reason |
17:01 |
Calinou |
the FSF approves both MIT and CC0 though |
17:02 |
celeron55 |
well, OSI would probably approve it if they just took 5 minutes to look at it |
17:02 |
Calinou |
actually, no |
17:02 |
endev15 |
MIT seems like a better choice from the beginning. |
17:03 |
celeron55 |
they do have a reason? i guess i'll have to take a look |
17:03 |
Calinou |
Creative Commons withdrawed their license after OSI review because it was unlikely to be approved |
17:03 |
sfan5 |
paramat: i would be fine with either CC0 and MIT |
17:03 |
Calinou |
CC0 explicitly denies patent grant, ie. you *never* get patent rights no matter what |
17:03 |
Calinou |
in MIT, BSD… it's considered implicit |
17:03 |
Calinou |
Apache 2 has explicit patent grant |
17:03 |
celeron55 |
oh ok |
17:04 |
celeron55 |
but WTFPL doesn't do patent grant either |
17:04 |
endev15 |
Is anyone really gonna need that? |
17:05 |
celeron55 |
also... actually, if you just change WTFPL to MIT, it doesn't mean the original author grants any patents to you 8) |
17:05 |
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17:05 |
celeron55 |
it means you fooled yourself |
17:05 |
celeron55 |
and everyone after you |
17:05 |
Calinou |
endev15: yeah, for our purpose, CC0 is surely ok |
17:06 |
celeron55 |
anyway given that caveat, MIT and BSD do make sense |
17:10 |
endev15 |
They definitely do. |
17:11 |
Calinou |
MIT is more popular than BSD these days, also shorter |
17:11 |
Calinou |
if you want absolute shortest, there's ISC but the FSF deems it confusing (don't really know why) |
17:12 |
endev15 |
MIT seems about as open as it gets without creating other issues. And as short. |
17:14 |
Calinou |
https://en.wikipedia.org/wiki/ISC_license - on my screen, it's like 5 lines |
17:14 |
Calinou |
wrapped to 80 characters, probably less than 12 :P |
17:14 |
paramat |
whatever we choose i intend to add 'license.txt' files |
17:14 |
Calinou |
paramat: the CC0 is also quite longer than MIT |
17:14 |
Warr1024 |
IIRC, ISC, MIT, and BSD 2-clause are considered about equivalent... |
17:15 |
Warr1024 |
I've always liked the ternsess of ISC, but MIT seems to be more popular. |
17:15 |
Calinou |
Warr1024: yeah, it's mostly a matter of length at this point |
17:18 |
Warr1024 |
If there are issues with the language of the WTFPL, you could always fork it and make the "What The Heck Public License" too. Relicinsing under it would be allowed for WTFPL content, and also pretty close to the spirit of the original :-) |
17:19 |
endev15 |
Yeah, still not as nice as something like the MIT license. |
17:20 |
Warr1024 |
I never liked the WTFPL license because it was too restrictive. You're only explicitly allowed to do what the fuck you WANT (i.e. not what the fuck you NEED to, but don't really want to). |
17:21 |
endev15 |
Same thing.. |
17:22 |
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17:26 |
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17:27 |
paramat |
#4456 seems good and tested |
17:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/4456 -- Fix for failure to find jsoncpp in android build by Rogier-5 |
17:28 |
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17:38 |
paramat |
we need new node(s) for tundra, permafrost, currently it uses snowy green grass which is not suitable |
17:41 |
Calinou |
btw, you might like https://github.com/idleberg/Creative-Commons-Markdown which is an effort to format all CC licenses to Markdown |
17:41 |
endev15 |
paramat: I could work on some textures.. |
17:42 |
paramat |
yes a permafrost texture would be good |
17:42 |
paramat |
apparently gravelly frozen dirt |
17:42 |
sofar |
paramat: how about something like moss? |
17:42 |
endev15 |
Do we have one right now? Or is it something new? |
17:42 |
paramat |
new |
17:42 |
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17:43 |
paramat |
yeah possibly a mossy surface node too |
17:43 |
sofar |
permafrost sounds like a good idea, could make it melt near heat source? |
17:43 |
endev15 |
mossy dirt for pine forests |
17:43 |
sofar |
"dirt with moss"? |
17:44 |
endev15 |
pretty much |
17:44 |
endev15 |
I need a break from CSS anyway. |
17:46 |
endev15 |
dirt really needs to be lightened up a bit |
17:48 |
paramat |
i was thinking a gravelly greyish dirt, to look 'barren' and suitable |
17:49 |
paramat |
moss looks red-brownish |
17:49 |
sofar |
could maybe add a special stone for boreal rock outcroppings? |
17:50 |
sofar |
e.g. slate |
17:50 |
paramat |
i have considered boulder decorations |
17:50 |
sofar |
yeah, that would be nice, I like that |
17:50 |
sofar |
should be not too hard to make boulders with schematics that look nice and rounded |
17:51 |
endev15 |
I'm starting with the base dirt texture. Adjusting the hues to make it seem more barren. Then applying a few grey-ish pixels, following by an ice-like coating. |
17:51 |
endev15 |
* followed with |
17:51 |
paramat |
sounds good |
17:51 |
sofar |
don't make it too light |
17:51 |
sofar |
permafrost often has dark brown or blackish tones |
17:51 |
paramat |
see gravel for gravel particles |
17:51 |
endev15 |
I was thinking about making the ice coating partly transparent |
17:52 |
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17:52 |
paramat |
yes dark / blackish tones |
17:54 |
sofar |
make it contrasty |
17:54 |
sofar |
there's too many monochromatic nodes alreday |
17:59 |
endev15 |
Wish my friend still had a computer.. IMO he was like the texture-making-master. |
18:01 |
paramat |
too keep a greyish look to tundra perhaps the surface node 'dirt with moss' can also be a dark greyish gravelly dirt, just less frozen |
18:05 |
endev15 |
Just figuring out the best transparency for the ice. Then I think that the dirt should be a bit more grey as well. not sure. |
18:07 |
endev15 |
here's what i've got so far. |
18:07 |
endev15 |
https://endev.xyz/cloud/index.php/s/g7S5iWyMfOGXuOU |
18:12 |
paramat |
too icy i think, permafrost is more like dark grey dirt, it doesn't much look like ice |
18:12 |
paramat |
thanks though |
18:16 |
paramat |
a few subtle 'frosty' pixels perhaps |
18:23 |
endev15 |
Yeah.. I was thinking that it needs to be a bit more transparent, and then add some icy/frosty pixels. |
18:29 |
endev15 |
paramat: improved it a bit. don't really like the way I did the frosty pixels. I either need less, or more subtle, like you said before. |
18:31 |
paramat |
best i open an issue then we can discuss and submit textures there. |
18:32 |
endev15 |
yeah, that'd probably be best. You can also join me on my IRC server, irc.endev.xyz port 6697, #minetest |
18:33 |
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21:26 |
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21:26 |
agrecascino |
help, im having an issue with getting the parent node of a nametag |
21:27 |
agrecascino |
basically, the parent_node position value makes no sense |
21:48 |
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23:01 |
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23:02 |
est31 |
man, we really need some devs to sit down one day and review all this stuff proposed in this PR queue |
23:02 |
est31 |
PR merging session, or whatever |
23:13 |
agrecascino |
it seems that the nametag rendering code is using irrlicht scenenodes, and im not sure how irrlicht coords translate to minetest coords |
23:16 |
Calinou |
isn't 10 Irrlicht units = 1 Minetest unit? |
23:16 |
sofar |
yes |
23:30 |
agrecascino |
i'm getting the coordinates of the parent node, for the nametag, but they seem to be wayyyyyy off, and im not sure why |