Time |
Nick |
Message |
00:01 |
red-002 |
yes and makes sense for them to change the music based on time |
00:01 |
red-002 |
unlike mt |
00:01 |
red-002 |
unless mobs get added to default |
00:02 |
VanessaE |
like I said, you only need a few themes. menu, daylight on the surface, night on the surface, in a cave, and something that plays if you've been in a fight more than a few seconds |
00:02 |
red-002 |
yeah that sounds good |
00:03 |
paramat |
to be clear i'm thinking about very forced-obvious mainstream movie music, where a snister place must have scary dark music etc |
00:03 |
paramat |
(sinister) |
00:03 |
VanessaE |
oh hell no, nothing like that |
00:03 |
red-002 |
I would say that is bad editing |
00:03 |
VanessaE |
I was talking more subtle - like when it gets dark on the surface, the theme switches to a minor chord or something |
00:03 |
red-002 |
^ |
00:04 |
VanessaE |
(but is otherwise substantially the same theme) |
00:04 |
red-002 |
maybe slowly change the theme? |
00:04 |
red-002 |
or would that be too complex? |
00:05 |
paramat |
well, i wouldn't expect music to be upbeat in daytime and darker at night, that itself is rather obvious |
00:05 |
paramat |
stereotyped |
00:05 |
paramat |
anyway, we have no way of creating in-game music yet so .. |
00:06 |
red-002 |
it's used so often I'm not sure if you can even all it a stereotype |
00:06 |
red-002 |
call* |
00:07 |
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00:07 |
red-002 |
just because a lot of people do it doesn't mean it's bad |
00:09 |
red-002 |
I mean you can have one theme if you want to but that would be incredibly bland |
00:09 |
paramat |
also doesn't mean it's good :] |
00:10 |
red-002 |
yes but that's not the reason I argue for it |
00:11 |
red-002 |
I argue for it because it improves the experiences of playing the game |
00:11 |
paramat |
i found MT lacking music refreshing, in no way did that disappoint |
00:12 |
red-002 |
well I disagree I even turn off the sound altogether sometimes because it just gets so borning with only footsteps and digging |
00:13 |
paramat |
it's not essential to enjoy the game, you can listen to your own choice of music |
00:13 |
VanessaE |
paramat: that's where your argument falls down |
00:13 |
paramat |
you would also tire of game music |
00:13 |
VanessaE |
"it's not essential" is a very poor argument for leaving something out |
00:13 |
red-002 |
^ |
00:14 |
red-002 |
you could say that chat is not essential |
00:14 |
VanessaE |
otherwise, all minetest would have is stone, air, and a mese pick or so |
00:14 |
paramat |
i'm not using that as an argument, just an observation |
00:14 |
VanessaE |
music isn't essential, but it does make a game more enjoyable for most. |
00:15 |
VanessaE |
the irony here is that I play with sound disabled. |
00:15 |
VanessaE |
(or rather, muted) |
00:15 |
paramat |
yes, can do, if done well |
00:15 |
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00:16 |
red-002 |
I can't enjoy games nearly as much without sound in my personal experience |
00:17 |
red-002 |
and right now that is the optimal way to play minetest |
00:17 |
paramat |
sound or music? |
00:18 |
red-002 |
music and sound |
00:18 |
paramat |
sounds are important yes |
00:18 |
red-002 |
if you are missing either the game isn't very enjoyable |
00:18 |
paramat |
well i feel sorry for you |
00:18 |
paramat |
put a CD on |
00:18 |
red-002 |
no sound - you lack feedback |
00:19 |
red-002 |
no music you get really tired of the sounds |
00:19 |
red-002 |
yeah I do that someone of the time but it would be nicer to have background music that matches the visuals |
00:19 |
red-002 |
even if not directly |
00:20 |
red-002 |
that and ambient sounds of the biome |
00:20 |
paramat |
you can match the visuals with what is suitable from your own music collection |
00:20 |
red-002 |
I suppose |
00:20 |
paramat |
ambient music is good for that |
00:21 |
paramat |
after a while you will get bored of the game music anyway if you hear it to many times |
00:21 |
paramat |
(too) |
00:21 |
red-002 |
still that's not an argument for not including music |
00:22 |
red-002 |
you will get bored of everything at some point |
00:22 |
paramat |
i agree |
00:22 |
red-002 |
that's like saying we don't need textures because they get boring |
00:23 |
paramat |
yeah |
00:26 |
red-002 |
could you maybe give an example of what exactly you are arguing against? |
00:32 |
paramat |
that should be clear. bad usage of music and bad attitudes to the subject. but meh i got carried away arguing about it, wasted too much time already :] |
00:33 |
paramat |
#5262 |
00:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5262 -- Mesh updates: Add setting to limit updates per-frame by paramat |
00:33 |
paramat |
for testing mostly |
00:33 |
VanessaE |
paramat: fix the screwdriver ;) |
00:33 |
VanessaE |
that's something no one can argue about ;) |
00:36 |
paramat |
i think i'll leave that to juhdanad |
00:37 |
paramat |
or someone else |
00:37 |
VanessaE |
he's been MIA for a few days.. but ok |
00:38 |
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00:39 |
red-002 |
aren't #5259 and #5228 the same thing? |
00:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5259 -- make biome value directly passable by mapgen |
00:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5228 -- Lua API for providing a custom biome system |
00:46 |
paramat |
yeah very similar |
00:47 |
red-002 |
I would suggest closing one of them |
00:47 |
paramat |
yes |
00:48 |
paramat |
thanks |
00:54 |
Fixer |
paramat: i wonder if it possible to slow down it past 1, like 0.5, 0.2 in 5262 |
00:54 |
Fixer |
to process 1 mesh every 2 frames |
00:55 |
Fixer |
this will probably need modification of code |
00:55 |
VanessaE |
doubt it, but it would probably be trivial to add a "skip 'n' frames between mesh updates" counter |
00:56 |
paramat |
< 1 is not helpful though |
00:56 |
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00:56 |
VanessaE |
but that's probably useless. does any mesh update ever take more than 1/30 second? |
00:56 |
paramat |
it's too slow |
00:56 |
VanessaE |
(or 1/60 second perhaps) |
00:57 |
VanessaE |
if you slowed the number of processed meshes to one per frame, even at 30 FPS that would still be a lot of meshes updated before the user even realizes there's been much of a delay |
00:58 |
paramat |
without my commit i'm finding my freezes do not seem to be linked to a large number of meshes processed during a frame |
00:58 |
paramat |
might try the sleep thang .. |
00:59 |
Fixer |
paramat: my spikes are directly linked to meshes processed |
01:02 |
Fixer |
paramat: <celeron55> this indicates the spike is somehow caused by mesh generation (something inside MapBlockMesh::MapBlockMesh), not by something that is ran in the main thread, which seems weird |
01:04 |
paramat |
yes saw that. i still get long freezes with my commit set to 5 |
01:04 |
paramat |
thinking there's another issue |
01:05 |
paramat |
not even sure anymore my commit helps |
01:06 |
* paramat |
is suddenly very unsure |
01:08 |
Fixer |
check if long freezes coincide with mainloop_other |
01:09 |
paramat |
hm they might do actually |
01:09 |
Fixer |
paramat: long freezes are of different origin, stutters are microfreezes, most of them are shorter than 200ms |
01:09 |
paramat |
ok |
01:10 |
Fixer |
stutters coincide with mesh updates, thats what celeron also said |
01:10 |
Fixer |
long freeze are different bug :/ |
01:12 |
paramat |
what debug output detects stutter best? |
01:13 |
Fixer |
F5 - drawtime graph |
01:13 |
Fixer |
and mesh update graph |
01:13 |
Fixer |
look for spikes |
01:13 |
Fixer |
in windows I use fraps |
01:14 |
paramat |
'mainloop draw' ok |
01:15 |
Fixer |
paramat: you can limit fps at say 100, than walk and look at drawtime and mesh update graphs, and check spikes that above average |
01:15 |
Fixer |
paramat: but only those that related to mesh updates |
01:15 |
Fixer |
paramat: it is very easy to see, both go up |
01:17 |
Fixer |
go in jungle forest |
01:17 |
Fixer |
play in singleplayer |
01:17 |
Fixer |
i go sleep now |
01:17 |
paramat |
ok thanks. enough for today |
01:17 |
Fixer |
3:00 |
02:09 |
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02:18 |
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02:40 |
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02:51 |
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03:15 |
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03:15 |
lhofhansl |
Hi folks... Just saw the jitter discussion yesterday. I have tried various things wanted to give an update. |
03:16 |
lhofhansl |
First #5050, that's similar to Fixer's sleep. Didn't help much. Probably 40 was too big. |
03:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5050 -- Limit per round MapBlockMeshes created in MeshUpdateThread by lhofhansl |
03:17 |
lhofhansl |
Also try to limit here: https://github.com/minetest/minetest/blob/master/src/client.cpp#L540, but didn't post a patch, since it didn't do much either. |
03:18 |
lhofhansl |
I found that #5239 helped (reduced work on block load - spent in Voxelmanipulator), but Fixer could confirm that it improves things. |
03:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/5239 -- Only add direct neighbors for each MapBlock loaded on the client. by lhofhansl |
03:19 |
lhofhansl |
The Fixer's sleep helps, but it slows down map loading _significantly_ specifically with a larger v_range. |
03:20 |
lhofhansl |
Not wonder really... Slower map loading, less jitter. The source of the jitter is still not clear then. It must be something on the main thread, or it wouldn't cause jitter. |
03:20 |
lhofhansl |
Anyway... Nobody here it seems :) |
03:35 |
sofar |
lhofhansl: cool |
03:36 |
sofar |
lhofhansl: no worries one day we'll drill down into it |
03:36 |
lhofhansl |
Very elusive this one. |
03:36 |
sofar |
at one point we'll need to use latencytop or some real hardware profiler |
03:37 |
lhofhansl |
I'm using the Linux perf counters which should be pretty accurate. |
03:38 |
lhofhansl |
but so far they have pointed me to things that looked promising, but did not end up fixing the problem. |
03:38 |
lhofhansl |
#5239 looked very promising at first (lots of work done on the main thread) |
03:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5239 -- Only add direct neighbors for each MapBlock loaded on the client. by lhofhansl |
03:39 |
lhofhansl |
but leads to rendering issues (with lighting) and Fixer says does not help on his setup at all. |
03:41 |
lhofhansl |
The key is track not general CPU, but what the main thread is doing (just stating the obvious) |
03:41 |
lhofhansl |
I'll keep at it, when I get time. |
03:47 |
cheapie |
<insert rant about minetest_game screwdriver + colorfacedir here> |
03:48 |
cheapie |
mt_game #1567 is the bug in question, by the way. |
03:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1567 -- Configure mods menu: scrolling by clicking arrows or bar enables/disables mods |
04:03 |
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04:28 |
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06:18 |
lhofhansl |
I see a great improvement in jitter when I inline MeshMakeData->fill (from here https://github.com/minetest/minetest/blob/master/src/client.cpp#L1593) into the updateThread here: https://github.com/minetest/minetest/blob/master/src/client.cpp#L180 |
06:19 |
lhofhansl |
However, now there's a race condition somewhere that sometimes crashes client :( But that's the direction to continue in |
06:22 |
lhofhansl |
The jitter is in fact gone in this - some synchronization will likely be needed to add, so we'll get some of it back. |
06:45 |
sofar |
neat |
07:06 |
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07:19 |
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07:20 |
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08:15 |
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09:30 |
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10:27 |
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11:13 |
red-002 |
could someone else review #5252 ? |
11:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/5252 -- Add support for the new arguments of `request_shutdown` to the `/shutdown` chatcommand. by red-001 |
11:13 |
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11:16 |
nerzhul |
red-002, okay for me, merging |
11:20 |
red-002 |
thanks |
11:47 |
red-002 |
#5266 |
11:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5266 -- Fix not being able to damage players in minimal by red-001 |
11:49 |
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12:04 |
red-002 |
#4468 anyone? |
12:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/4468 -- Load textures from the subfolders in texturepacks. by red-001 |
12:05 |
red-002 |
also what is the action needed tag for? |
12:08 |
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12:13 |
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12:22 |
red-002 |
#4642 |
12:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4642 -- Allow the join/leave message to be overridden by mods. by red-001 |
12:22 |
red-002 |
updated and rebased |
12:23 |
red-002 |
does the controversial tag still apply? |
12:24 |
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13:01 |
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13:02 |
paramat |
#5258 is simple and fixes remaining world-edge crashes |
13:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5258 -- Voxelmanip: Do not emerge or blit to blocks over map gen limit by paramat |
13:03 |
paramat |
#5215 is fairly trivial i might merge it later |
13:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/5215 -- Firelike drawtype: Fix visual_scale being applied squared by paramat |
13:04 |
red-002 |
#5260 is really trivial |
13:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5260 -- Use the `ARRLEN` macro in more places and remove an unused macro. by red-001 |
13:06 |
paramat |
looking |
13:08 |
paramat |
+1 |
13:44 |
red-002 |
what do you think of adding a way to log the chat to the client? |
14:00 |
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14:04 |
rubenwardy |
would other's find it useful if src/ was split up into client/server/assorted-common-code folders? Or just me. I find a long flat list annoying to navigate (even with fast file search) |
14:07 |
Fixer |
paramat: if you seen similar kind of freeze/stutter that are not linked to mesh updates and appears on mainloop_other like on this screenshot, you can confirm it in this issue: https://github.com/minetest/minetest/issues/3758 |
14:08 |
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14:09 |
Fixer |
paramat: screenshot of freeze https://imgur.com/a/jVihx |
14:10 |
paramat |
ok |
14:11 |
paramat |
splitting /src would not help me, just creates longer navigation to the file i want |
14:11 |
paramat |
for me it's ok |
14:11 |
rubenwardy |
longer than scrolling? |
14:13 |
paramat |
hm good point |
14:13 |
paramat |
it would take me a long time to remember which section a file is in, that would make it difficult |
14:14 |
paramat |
usually i can't be sure, which means searchiing through several subfolders |
14:14 |
paramat |
(searching) |
14:22 |
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14:24 |
nerzhul |
merging #5260 |
14:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/5260 -- Use the `ARRLEN` macro in more places and remove an unused macro. by red-001 |
14:26 |
red-002 |
red-002, looks like you forgot to add the two approvals label to #5266 ? |
14:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5266 -- Fix not being able to damage players in minimal by red-001 |
14:27 |
rubenwardy |
done |
14:28 |
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14:28 |
nerzhul |
why did you autoincrement red-002 ? |
14:30 |
nerzhul |
red-003++ |
14:31 |
red-003 |
I think I was connected with two clients or something |
14:36 |
nerzhul |
merged #5266 |
14:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/5266 -- Fix not being able to damage players in minimal by red-001 |
14:36 |
nerzhul |
thanks for your involvement red-001 |
14:36 |
nerzhul |
we really should think and merge CSM |
14:36 |
red-001 |
^ |
14:37 |
nerzhul |
i don't want to rebase branch too many times |
14:37 |
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14:37 |
red-001 |
I should also fix my two PR's for csm |
14:44 |
juhdanad |
Hi all! Should the Minetest screwdriver rotate the wallmounted nodes? |
14:44 |
red-001 |
if possible yes |
14:45 |
red-001 |
imo that is |
14:45 |
red-001 |
as long as nodes can disable it that is |
14:47 |
Fixer |
wanna also rotate some doors (bug danger)? %) |
14:48 |
juhdanad |
To use trapdoors as regular doors? |
14:50 |
Fixer |
door rotation was disabled due to bugs, but some people may want horizontal doors o_0 currently trapdoors are nice workaround |
14:53 |
Fixer |
juhdanad: wallmounted signs and ladders? |
14:53 |
red-001 |
I think I fixed the issue with #5152 on non-windows platforms |
14:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 |
14:53 |
Fixer |
and torches |
14:56 |
Fixer |
juhdanad: yes! i want it, one day i needed to rotate some sign on table and few ladders, it can be useful |
15:02 |
Calinou |
I'd really like to see a merge of https://github.com/minetest/minetest/pull/5057 btw :) |
15:02 |
Calinou |
my UHD laptop wants it badly :p |
15:02 |
red-001 |
#5057 |
15:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5057 -- Undersampling by numberZero |
15:03 |
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15:03 |
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15:08 |
Fixer |
Calinou: why? your GPU is not good enough for minetest? |
15:09 |
Calinou |
Fixer: my laptop has only an IGP, it's too slow for running Minetest at 3840x2160 |
15:09 |
Calinou |
running it downsampled by factor 2 (1920x1080) would be fine |
15:09 |
Calinou |
without changing screen resolution, which affects text rendering and the desktop as well, which isn't desirable |
15:11 |
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15:11 |
Calinou |
15 FPS with a large scene at view range 250, I'd get probably twice as much with downsampling :) |
15:13 |
Calinou |
21 FPS with shaders disabled, it helps a bit... I'd still like to have 40 FPS at all times at least |
15:14 |
lisac |
Calinou, What is the point of playing with 250 view range anyways? |
15:14 |
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15:14 |
Calinou |
lisac: being able to see far away is a huge game changer, trust me :P |
15:15 |
lisac |
lol, I'd have to. I've only got A8 7600. |
15:15 |
Calinou |
i7-7500U here |
15:15 |
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15:15 |
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15:15 |
lisac |
lol |
15:15 |
lisac |
I gotta restart my PC. |
15:15 |
lisac |
my front panel audio is not working |
15:16 |
lisac |
probably badly connected. |
15:16 |
lisac |
be back later |
15:16 |
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15:17 |
zorman2000 |
Hi all, using the most recent Android client, I have spotted a few bugs which seems to be from Minetest Game |
15:18 |
zorman2000 |
I'm unsure however what is the correct Github repo to report them. Should I report them to the minetest_game repo? |
15:18 |
red-001 |
what are the bugs? |
15:18 |
zorman2000 |
The bugs are a few missing biomes (which seems to me to be related to changing default mapgen to v7) and a bad inventory texture for the cart |
15:19 |
red-001 |
sounds like mt_game |
15:19 |
zorman2000 |
Yes, had the same feeling.... thanks! |
15:21 |
red-001 |
does this happen in singleplayer? |
15:21 |
zorman2000 |
Yes |
15:22 |
red-001 |
yeah that sounds like something worth reporting then |
15:29 |
Fixer |
big vrange is game changer for me too, much more immersive |
15:33 |
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15:40 |
rubenwardy |
zorman2000, definitely sounds like |
15:40 |
rubenwardy |
https://github.com/minetest/minetest_game |
15:44 |
zorman2000 |
Thanks rubenwardy |
15:44 |
zorman2000 |
Issue: https://github.com/minetest/minetest_game/issues/1575 |
15:44 |
zorman2000 |
game#1575 |
15:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1575 -- Bugs using the newest Android client |
15:52 |
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16:08 |
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16:08 |
pilino1234 |
game#1576 |
16:08 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1576 -- Setting sane default settings for Minetest Game |
16:10 |
Krock |
-1 from me. people might want to have another time speed and then they wonder why it's write protected in MTG. |
16:10 |
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16:11 |
rubenwardy |
really those mods shouldn't be writing to minetest.conf for that |
16:11 |
rubenwardy |
there should be a better API for determining between game, global, and world configurations |
16:11 |
Krock |
overwriting settings is never good. cancel that PR |
16:11 |
pilino1234 |
It's not a PR yet, just a proposal :) |
16:11 |
Krock |
ah, I thought there was a PR for it already |
16:12 |
pilino1234 |
I think mt game should make sure that it works, regardless of what other subgames have been doing |
16:12 |
red-001 |
still -1 |
16:12 |
red-001 |
you shouldn't force people you use certain settings |
16:12 |
pilino1234 |
If people want to play with different gravity in mt game, just use /set in-game |
16:13 |
pilino1234 |
But for the casual player switching b/w a space subgame and mt game, it should be user-friendly |
16:13 |
rubenwardy |
also, the space game shouldn't be setting settings for gravity - it should use the player physics API |
16:15 |
pilino1234 |
I noticed this with Foghrye4's saturn subgame |
16:16 |
pilino1234 |
It's being done all over the place... https://github.com/search?q=minetest.setting_set&type=Code&utf8=%E2%9C%93 |
16:17 |
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16:19 |
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16:20 |
Krock |
pilino1234, these are mods that are supposed to take affect on such things |
16:20 |
luizrpgluiz |
Hello, would it be complicated to put javascript support to make mods for the minetest? |
16:20 |
red-001 |
luizrpgluiz, yes |
16:21 |
rubenwardy |
it's unlikely to happen, most core devs are opposed to JS |
16:21 |
Krock |
luizrpgluiz, nah. Just find a C++/C library to compile that stuff and embed it in < 2000 lines of code |
16:22 |
rubenwardy |
the best way to make it happen is to abstract away the Lua API, and then make a fork to add JS support (or allow .dlls to do so) |
16:22 |
red-001 |
it would be pretty nice to have c++ mods |
16:22 |
pilino1234 |
Krock, some. Others are subgames changing global settings to their needs (time_speed etc.) |
16:23 |
red-001 |
that way lua support could just be a c++ mod |
16:23 |
Krock |
red-001, that's already possible right now. You can use "require" in lua to load libraries |
16:23 |
luizrpgluiz |
At the moment then it is not possible to put another script language in the game? |
16:23 |
rubenwardy |
although there's not much point to have JS, really - JS's power (imo) is from promises and tons of libraries - neither of these would be applicable to Minetest |
16:23 |
Krock |
it's just slow AF but works |
16:24 |
rubenwardy |
you could make a Lua library which runs a JS vm (you can require c, as said) |
16:24 |
red-001 |
that's more of a workaround |
16:25 |
rubenwardy |
relevant: https://forum.minetest.net/viewtopic.php?id=5227 |
16:25 |
Krock |
pilino1234, still. MTG should not do it similar to them. I've seen servers with a lower time speed to make it more realistic |
16:25 |
rubenwardy |
!title |
16:25 |
ShadowBot |
Replace Lua with JavaScript - Minetest Forums |
16:25 |
red-001 |
I was talking about using dynamically loaded libraries for mods |
16:25 |
luizrpgluiz |
Who had promised that it would be possible to use more than one world in the minetest? |
16:26 |
pilino1234 |
Krock: I see. So it would need a new engine API for per-subgame settings for this to work correctly? |
16:26 |
rubenwardy |
per-world |
16:26 |
Krock |
red-001, yes I know. But it's not a good idea from two sides: number 1 is called security and 2: portability |
16:26 |
rubenwardy |
there are already per-subgame settings |
16:27 |
red-001 |
isn't there already per-world settings |
16:27 |
Krock |
red-001, people would have to compile their mods or download compiled ones |
16:27 |
red-001 |
world.mt |
16:27 |
rubenwardy |
I don't think those are settings |
16:27 |
rubenwardy |
and I don't think you can set them from lua |
16:27 |
pilino1234 |
rubenwardy, so that's what MT game should be using instead of what I did? Will that override what other subgames have done to minetest.conf? |
16:27 |
red-001 |
rubenwardy, they the same format |
16:27 |
rubenwardy |
doesn't mean they're settings |
16:27 |
red-001 |
and they are loaded by the same code |
16:27 |
luizrpgluiz |
Because it has a minecraft plugin or mod that can use more than one world in the same game |
16:27 |
rubenwardy |
same parser, different storage |
16:28 |
red-001 |
so what do you call them? |
16:28 |
rubenwardy |
pilino1234: MTG shouldn't be changed at all |
16:28 |
pilino1234 |
I think it should have sane default values, at least for now while other subgames can "break" it |
16:28 |
rubenwardy |
world.mt is just key-value world meta data in the key=value format |
16:29 |
Krock |
reading key and value into a key-value table ... :P |
16:31 |
Krock |
Also, there's now an up-to-date pull of the node metadata-only changes: 5268 |
16:31 |
Krock |
* #5268 |
16:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/5268 -- Send only changed node metadata to clients instead of whole mapblock by SmallJoker |
16:32 |
rubenwardy |
I looked through that, and couldn't see any problems - but it's not an area I know well, so I can't review reliably |
16:36 |
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16:48 |
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16:51 |
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16:54 |
paramat |
juhdanad don't rotate doors yet, i seem to remember some debate over whether to do that or not, i'll look for the discussion |
16:54 |
paramat |
but yes rotation of coloured nodes is wanted very much |
16:55 |
paramat |
game#1567 |
16:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1567 -- Screwdriver does nothing when used on colorfacedir or colorwallmounted nodes |
16:56 |
paramat |
juhdanad https://github.com/minetest/minetest_game/commit/6dcf541f6e4d0b03d57d36766e7e87641e551837 |
16:57 |
juhdanad |
Thank you, I won't modify door code. |
16:58 |
paramat |
i think the intention is to not rotate doors, it's not much needed anyway and would look bad |
16:59 |
juhdanad |
(Oh, by the way I will be on a trip next week so I won't be able to communicate with you) |
16:59 |
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16:59 |
paramat |
might cause weird behaviour due to the hidden node above etc. |
16:59 |
paramat |
ok |
16:59 |
paramat |
you will be missed |
17:02 |
VanessaE |
juhdanad: re: screwdriver rotating wallmounted nodes -- it used to at one time, I don't know why that feature was removed/quit working. |
17:03 |
VanessaE |
I would suggest rotating doors is fine, so long as protection is accounted for and both door nodes (if any) are handled. |
17:03 |
VanessaE |
(I don't remember if default doors are single mesh nodes or still two separate nodes) |
17:03 |
juhdanad |
And trapdoors? They are easy and bug-free to rotate. |
17:03 |
VanessaE |
trapdoors is fine too |
17:03 |
VanessaE |
some players might want to use them as a "half door" |
17:04 |
paramat |
one mesh but there is a 'hidden' node in the top half |
17:04 |
VanessaE |
(provided the open/close code can handle that orientation) |
17:04 |
VanessaE |
paramat: ok, so more or less the same as e.g. homedecor's doors and such. |
17:06 |
juhdanad |
Currently in vanilla Minetest game players can place rotated trapdoors, but they always open upwards. |
17:06 |
paramat |
rotating trapdoors seems ok as long as it's not too complex to do |
17:08 |
juhdanad |
With the current state of my new pull I was able to get trapdoors that open sideways (like big doors) and downwards. Is it acceptable then? |
17:09 |
paramat |
fine for me |
17:09 |
paramat |
and useful |
17:11 |
zorman2000 |
juhdanad: are you sure they only open up? |
17:11 |
zorman2000 |
I can get trapdoors that when rotated open sideways |
17:12 |
VanessaE |
ditto |
17:13 |
VanessaE |
or at least I used to. there's a pub near spawn on my "creative building" (30008) server that has one serving as a sort of "half door" between the patron' area and the space behind the bar. |
17:16 |
juhdanad |
Yes, it was possible to rotate trapdoors before; false alarm. Sorry, I just saw that when you place a trapdoor on the ceiling, it is not oriented accordingly. |
17:21 |
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17:21 |
VanessaE |
I look forward to your fixes |
17:22 |
juhdanad |
game#1577 |
17:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1577 -- Let screwdriver use wallmounted and colored nodes by juhdanad |
17:23 |
VanessaE |
juhdanad: works for me. |
17:23 |
VanessaE |
:+1: |
17:24 |
paramat |
fast |
17:27 |
VanessaE |
note to self: write a "fix_after_screwdriver" routine :) |
17:28 |
VanessaE |
(not a bug, just something I need to fix in unified_dyes) |
17:30 |
kaeza |
not related to that PR, but what's the reason for that `nextrange` function? |
17:32 |
kaeza |
isn't that basically `(x+1)%max` ? |
17:32 |
juhdanad |
Yes, it is. |
17:33 |
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17:43 |
juhdanad |
What program does Travis use to check Lua syntax? |
17:44 |
red-001 |
luacheck iirc |
17:44 |
red-001 |
#4962 |
17:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 |
17:48 |
red-001 |
sfan5, Are all the issues you had with it fixed? |
17:48 |
sfan5 |
dunno |
17:48 |
sfan5 |
will have too look at it again |
17:57 |
juhdanad |
Oh, and 'lhofhansl' and 'juhdanad' are easy to remember. :) |
17:58 |
paramat |
lets aim to get juhdanad's light bug fix PR reviewed during next week then |
17:58 |
Krock |
yes, they are, lhofdanad |
18:01 |
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18:05 |
VanessaE |
juhdanad: the screwdriver works 100% now, thanks :) |
18:06 |
juhdanad |
VanessaE: I pushed a new version to resolve Travis build errors, but I only removed unused assignments from the code, so it still should work fine. |
18:06 |
VanessaE |
no prob. suggestion: rotate wallmounted nodes around Y first. |
18:07 |
VanessaE |
i.e. north wall, then east, then south, then west wall, then top, then bottom |
18:08 |
juhdanad |
Dose the order matter? |
18:08 |
juhdanad |
*Does |
18:08 |
VanessaE |
no |
18:08 |
VanessaE |
only to the extent that the user probably doesn't expect it to flip back and forth as it rotates around ;) |
18:10 |
juhdanad |
I will try to do that, but first I would like to update builtin to support colored nodes (for example colored signs do not pop out when you remove the wall behind them) |
18:10 |
Shara |
shara |
18:10 |
VanessaE |
colored signs? |
18:11 |
juhdanad |
Or any attached node. |
18:12 |
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18:12 |
VanessaE |
I just tried that with a torch. delete the wall, the torch falls down. |
18:13 |
juhdanad |
Not if the torch is colorwallmounted, I suppose. |
18:13 |
VanessaE |
ahh |
18:13 |
VanessaE |
now I understand. |
18:14 |
juhdanad |
Because I naively thought that a C++ search for CPT2_WALLMOUNTED will show me anything that needs to be corrected... |
18:19 |
VanessaE |
hm, default signs can't be rotated properly. |
18:19 |
VanessaE |
(they just get forced to the floor and then don't move after that) |
18:20 |
VanessaE |
(guess it wasn't 100% ;) ) |
18:25 |
juhdanad |
VanessaE: you can only rotate a sign if there is a free node next to it. |
18:25 |
VanessaE |
interesting |
18:25 |
VanessaE |
I didn't know that |
18:25 |
juhdanad |
Put the sign in a corner and try rotating then! |
18:26 |
Fixer |
i have harder suggestion |
18:26 |
Fixer |
VanessaE: put a sign on upper part of a door to block the view :} |
18:27 |
VanessaE |
juhdanad: oh, sure enough. still needs to follow that suggestion about rotation order |
18:27 |
VanessaE |
Fixer: heh |
18:27 |
Fixer |
VanessaE: try it, i need this |
18:27 |
juhdanad |
Fixer: You can't put a sign on a door unless the door is walkable. |
18:29 |
Fixer |
also https://i.imgur.com/KG8GUGt.png |
18:29 |
Fixer |
probably not related |
18:29 |
Fixer |
ha |
18:29 |
Fixer |
it is possible to put sign on door now |
18:29 |
Fixer |
nevermind then |
18:30 |
Fixer |
it is only bed remainingf |
18:30 |
VanessaE |
Fixer: like this, http://imgur.com/a/j5z0L |
18:30 |
VanessaE |
:) |
18:30 |
Fixer |
https://i.imgur.com/8vsAZIp.png |
18:30 |
VanessaE |
(signs_lib's signs don't fall :) ) |
18:30 |
Fixer |
yes |
18:30 |
Fixer |
defaults too |
18:31 |
VanessaE |
default signs do fall. |
18:31 |
Fixer |
no |
18:31 |
VanessaE |
oh wait, you mean if placed on a door? |
18:31 |
Fixer |
if i open doors, they still hover |
18:31 |
Fixer |
nevermind, topic closed |
18:31 |
VanessaE |
heh |
18:33 |
Fixer |
i will post a bug for signs on bed |
18:34 |
rubenwardy |
#5269 |
18:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5269 -- Lua API Documentation Cleanups by rubenwardy |
18:39 |
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18:42 |
Fixer |
i can rotate the ladder now |
18:42 |
Fixer |
but not the sign... |
18:43 |
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18:43 |
juhdanad |
Fixer: you can rotate the sign if there is another wall to which the sign can attach itself. |
18:43 |
juhdanad |
Put the sign in a corner! |
18:44 |
Fixer |
ah, i see |
18:45 |
juhdanad |
It is because the sign drops itself if there is nothing behind it. |
18:45 |
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18:46 |
Fixer |
juhdanad: i wonder if it possible to rotate it like that https://i.imgur.com/SyPTCQn.png |
18:47 |
VanessaE |
not possible with a sign. |
18:47 |
VanessaE |
(they're wallmounted, so they don't have that orientation) |
18:48 |
Fixer |
ah |
18:48 |
Fixer |
ok |
18:48 |
Fixer |
no problem, i can live with that |
18:50 |
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20:03 |
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20:21 |
red-002 |
nerzhul, could you review #5152 ? |
20:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 |
20:28 |
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20:29 |
Krock |
red-002, what are the preview files supposed to be? testing? |
20:29 |
red-002 |
testing and examples |
20:30 |
red-002 |
the samething as minimal |
20:30 |
red-002 |
same thing* |
20:31 |
Krock |
print(dump(itemstack:set_count("95"))) |
20:31 |
Krock |
ever tested this? it's not converted to a numeric value anywhere |
20:40 |
red-002 |
it worked correctly |
20:40 |
Krock |
uh, interesting |
20:40 |
red-002 |
lua doesn't care about this sort of stuff iirc |
20:40 |
kaeza |
it probably uses lua_tonumber |
20:41 |
red-002 |
^ |
20:41 |
kaeza |
which auto-converts strings which look like a number |
20:41 |
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20:43 |
kaeza |
why isn't it using luaL_checknumber is another matter :) |
20:51 |
red-002 |
I don't see what's bad about auto converting |
20:53 |
Krock |
apparently luaL_checkinteger does this auto-converting |
20:55 |
red-002 |
weird print(1 + '1') gives you a different result to print(1+1) |
20:55 |
red-002 |
2.0 vs 2 |
21:19 |
celeron55 |
not in luajit 8) |
21:19 |
celeron55 |
and possibly also previous lua versions |
21:21 |
Krock |
can't reproduce that calculation results above |
21:21 |
Krock |
s/that/these/ |
21:22 |
red-002 |
could be a bug in https://www.lua.org/cgi-bin/demo |
21:23 |
red-002 |
which is Lua 5.3 |
21:24 |
Krock |
inb4 print(string.format("%.1f", 1 + 1)) |
21:52 |
Krock |
paramat, you got ninja'd on some lines (bulk node light PR) |
21:58 |
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21:59 |
paramat |
hehe i just saw |
22:03 |
paramat |
Krock was it you who tested this PR? |
22:04 |
Krock |
no, it was another pull but I can test it tomorrow :) |
22:06 |
paramat |
ok |
22:14 |
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22:16 |
paramat |
i'll merge #5206 #5251 #5258 soon, anyone able to +1 #5271 ? semi trivial |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5206 -- Cache enable_damage in statbars.lua by tenplus1 |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5251 -- Multiplayer menu: fix attempt to open nonexistant image. by sofar |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5258 -- Voxelmanip: Do not emerge or blit to blocks over map gen limit by paramat |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/5271 -- Small fix for colorwallmounted and colorfacedir nodes by juhdanad |
22:16 |
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22:36 |
sofar |
just did |
22:37 |
paramat |
thanks, will merge all 4 in a few minutes |
22:43 |
red-002 |
maybe all server settings should be per-world |
22:44 |
red-002 |
and minetest.conf should only be used for client settings |
22:44 |
sofar |
^^ |
22:44 |
Fixer |
i agree it is suboptimal right now |
22:47 |
red-002 |
it shouldn't be too hard to do |
22:49 |
red-002 |
no need for global and local settings |
22:49 |
red-002 |
maybe if a lot of people request it minetest.conf could be used to supply the default vaules |
22:53 |
paramat |
merging .. |
22:56 |
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22:59 |
paramat |
.. complete |
22:59 |
red-002 |
could someone remove the rebase need label from #5152 ? |
22:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 |
22:59 |
paramat |
yes |
22:59 |
red-002 |
also it's no longer WIP |
22:59 |
paramat |
i was about to ask |
22:59 |
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23:00 |
red-002 |
it might need a bit more testing but I verified most of the functions seem to work |
23:02 |
Fixer |
compiled 5 mins earlier :/ |
23:05 |
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23:10 |
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23:14 |
red-002 |
#5273 |
23:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/5273 -- Extend is_yes() by red-001 |
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