Time |
Nick |
Message |
00:15 |
Fixer |
https://github.com/minetest/minetest_game/issues/1613 |
00:16 |
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00:17 |
paramat |
hm |
00:17 |
paramat |
the sound has a 'pos' |
00:18 |
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00:18 |
paramat |
maybe pointed_thing.above is failing |
00:19 |
paramat |
maybe if a player uses it while not actually pointing at a node |
00:20 |
Fixer |
when I tested it I don't pointed it at something |
00:20 |
Fixer |
point* |
00:20 |
Fixer |
have not |
00:20 |
Fixer |
nevermind |
00:21 |
paramat |
pos may need a fallback |
00:21 |
paramat |
as in the player position |
00:22 |
Fixer |
was writing a book in minetest and alt-tabing and discovered nonworking backspace, after some clicking it started to work again |
00:25 |
Fixer |
space was working at the time I believe |
00:30 |
paramat |
yes pos is nil if not pointing at a node |
00:30 |
paramat |
will fix tomorrow. i guess some players will try to ignite nothing |
00:34 |
paramat |
=/ |
00:36 |
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00:36 |
Fixer |
hah |
00:46 |
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00:53 |
Fixer |
another one related to book: https://github.com/minetest/minetest_game/issues/1614 Ways to reproduce are not clear, but try alt-tabbing many times and writing some text here and there |
00:54 |
sofar |
paramat: Fixer: I think they're pointing to an entity and not nothing |
00:54 |
sofar |
at least, that seems more likely |
00:55 |
Fixer |
sofar: when i tested I pointed at nothing iirc |
00:55 |
Fixer |
was pointing to horizon |
00:55 |
Fixer |
but I may be wrong, I can retest tommorrow |
00:56 |
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01:08 |
Fixer |
updated my book bugreport, try it |
01:33 |
paramat |
yeah could be an entity perhaps |
01:40 |
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02:00 |
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03:05 |
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03:21 |
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03:23 |
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03:34 |
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03:34 |
Vadtec |
What algorithm does minetest use for generating its noise? simplex noise? |
03:35 |
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03:35 |
OldCoder |
http://dev.minetest.net/PerlinNoiseMap |
03:35 |
OldCoder |
Vadtec, ^ |
03:38 |
Vadtec |
OldCoder, ok, so.... hrm... maybe my googlefu is failing me, but every perlin/simplex noise algo ive seen is limited to ranges like 0-255 or 0-512 |
03:38 |
* Vadtec |
heads to github to check the source code |
03:38 |
OldCoder |
Vadtec, I'm not an expert at the noise issue. However, #minetest-dev can tell you... |
03:38 |
OldCoder |
When people are there and if you are brief |
03:39 |
OldCoder |
They can be persnickety at times |
03:39 |
Vadtec |
im just trying to figure out how to make/implement/alter a perlin/simplex noise function to achieve the same range that minetest does |
03:40 |
Vadtec |
all the implementations ive seen have arrays of values, and expanding said arrays doesnt seem to generate any larger noise values |
03:41 |
Vadtec |
im no mathematician |
03:41 |
Vadtec |
so its all greek to me as far as the math goes |
03:47 |
OldCoder |
Vadtec, see above |
03:47 |
OldCoder |
Vadtec, I'm not an expert at the noise issue. However, #minetest-dev can tell you... |
03:47 |
OldCoder |
When people are there and if you are brief |
03:47 |
OldCoder |
There are 2 or 3 |
03:47 |
OldCoder |
people there at different times |
03:47 |
Vadtec |
yeah, i saw, thanks |
03:47 |
OldCoder |
who are authorities on the matter |
03:47 |
OldCoder |
Good luck |
03:54 |
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12:16 |
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12:26 |
nrzkt |
merging #5362 |
12:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5362 -- GUI: Convert loading screen's progress bar to image by kilbith |
12:38 |
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14:57 |
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16:18 |
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16:21 |
juhdanad |
Hi! Is it difficult to create (read-only) object references in client scripting? |
16:21 |
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16:48 |
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17:53 |
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17:56 |
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18:05 |
paramat |
sofar and all, for bush decay, shall i change my PR to use 'default:after_place_leaves' so that players can place decaying leaves with sneak? |
18:05 |
paramat |
'place param2' is cleaner though |
18:07 |
juhdanad |
It sounds a good idea, however not many people will know about that feature. |
18:08 |
paramat |
'after place leaves' is actually the known behaviour of tree leaves |
18:08 |
sofar |
I would consider making a PR that entirely removes default_after_place_leaves |
18:08 |
sofar |
it's such a niche function |
18:08 |
sofar |
someone make a mod for that |
18:09 |
paramat |
certainly. anyway for now i'll use 'after plave leaves' in the PR |
18:09 |
paramat |
(place) |
18:14 |
juhdanad |
Does anyone have some spare time to review #5227? I have already read the changes and they look good, also the rendering works in practice. |
18:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/5227 -- [squashed] Refactor content_mapblock by numberZero |
18:15 |
juhdanad |
(at least I tried really special drawtypes, and SmallJoker tried it on a server, and it worked fine) |
18:27 |
paramat |
yes that PR is fairly important because it's delaying other work |
18:29 |
paramat |
my daily request: please can anyone review #4967 ? i think this one is also high priority for review |
18:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/4967 -- New bulk node light update by juhdanad |
18:33 |
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18:48 |
sofar |
I really want to get those in asap |
18:51 |
paramat |
game#1617 hopefully correct |
18:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1617 -- Flint & steel sounds: Fix bugs caused by nil position by paramat |
18:56 |
paramat |
tested and works |
18:56 |
sofar |
why is that thing even bothering doing `local pt = pointed_thing` ? |
18:56 |
sofar |
lol |
18:56 |
paramat |
good point |
18:57 |
sofar |
smne lkes rly shrt code |
18:57 |
paramat |
will update |
19:06 |
sofar |
still fine - I would just merge it |
19:06 |
Krock |
LTGM |
19:10 |
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19:10 |
paramat |
yes i have 4 PRs i will merge soon, once i update the bush decay one |
19:17 |
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19:20 |
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19:23 |
paramat |
will merge games 1607 1611 1612 1617 in a few mins |
19:24 |
sofar |
I just merged #5162 |
19:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/5162 -- Optimize item.lua by tenplus1 |
19:25 |
paramat |
nice |
19:30 |
sofar |
we have a lot that can be merged |
19:30 |
sofar |
could really use some review |
19:30 |
sofar |
CSM is one of them |
19:30 |
sofar |
I should try and validate that |
19:31 |
paramat |
merging to game |
19:32 |
sofar |
paramat: can you review the rotation pr me and whatshisname made? |
19:32 |
sofar |
that needs merging too |
19:32 |
paramat |
i can try |
19:33 |
sofar |
like, rotate a bed, a door, a torch, maybe a ladder |
19:34 |
sofar |
game#1584 |
19:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1584 -- Screwdriver: allow simple wallmounted rotation. by sofar |
19:34 |
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19:37 |
paramat |
bush decay conflicted with another PR so will rebase it |
19:37 |
paramat |
merged 3 of those |
19:41 |
Thomas-S |
Is the failed Travis check a problem for game#1580? |
19:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1580 -- Change doors to default.can_interact_with_node() by Thomas--S |
19:42 |
sofar |
huh |
19:43 |
sofar |
looks like luacheck was upgraded in travis |
19:43 |
sofar |
none of those are relevant to your patch I think |
19:44 |
sofar |
0.19.0-17 days ago2,248 downloads |
19:45 |
sofar |
yup |
19:46 |
sofar |
weird, I get different warnings |
19:47 |
sofar |
bullcrap, it now complains about `unpack` |
19:49 |
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20:05 |
paramat |
thanks for reviews, so i will merge #4967 later |
20:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/4967 -- New bulk node light update by juhdanad |
20:10 |
Krock |
sofar, are there more helper functions in the builtin that should be added there? :P |
20:10 |
sofar |
unpack isn't builtin, it's a lua thing |
20:11 |
sofar |
that's the only new one though that I found |
20:14 |
Krock |
oh, I thought that was a MT-special helper function. Good to know that it's shipped with Lua directly :) |
20:19 |
Fixer |
seen sapling(k) induced squarish kind of shadow bug (like for tnt) that 4967 should fix (i hope) |
20:19 |
Fixer |
on hometown server |
20:35 |
sofar |
tnt+fire bug found |
20:41 |
paramat |
saplings are grown using 'place schematic' which uses a light update fixed by 4967 |
20:45 |
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20:52 |
paramat |
i'll also merge #5294 and #5349 later (with 4967) |
20:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/5294 -- Optimize minimap by numberZero |
20:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/5349 -- Climb speed: Increase default setting from 2 to 3 by paramat |
20:59 |
sofar |
game#1620 |
20:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1620 -- TNT: start fire nodetimers for created fire nodes. by sofar |
21:01 |
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21:02 |
juhdanad |
Could you help me? I once configured Minetest to build the server too. How can I turn it off? |
21:03 |
nerzhul |
-DBUILD_SERVER=0 |
21:09 |
juhdanad |
That worked, thank you! |
21:10 |
sofar |
nerzhul: CSM seems to work just fine, but it's terribly verbose on the cmdline :) |
21:10 |
nerzhul |
due to preview mod i think :) |
21:10 |
sofar |
yes |
21:10 |
nerzhul |
it's a preview, we could disable it before merge but keeping it to ensure everything is working when intended |
21:10 |
sofar |
did you ever think of using it more in minimal? I see the death screen is in there now |
21:11 |
sofar |
yeah, I think it's OK |
21:11 |
nerzhul |
for death screen yeah we should add it to minimal or base client mod |
21:24 |
sofar |
hmm, so, there is currently no way to enable/disable client side mods |
21:24 |
sofar |
also, no /clientmods ? |
21:24 |
nerzhul |
sofar, it was not intended to be done when PR was started |
21:24 |
sofar |
it's alright |
21:24 |
sofar |
I'm doing functional testing :) |
21:25 |
sofar |
these will be bug reports to be filed when it gets merged |
21:25 |
nerzhul |
what is a /clientmods ? a command ? no, this is the beginning we are adding API, after we can be free to add API or functional |
21:25 |
juhdanad |
Will there be a way to enable/disable client mods? |
21:25 |
nerzhul |
not server side because it's not intended to be the use case, client mods are pure client customisation for their own local gameplay |
21:25 |
sofar |
juhdanad: there isn't right now - I assume it will be wanted in the future |
21:26 |
nerzhul |
but client side we can add a boolean |
21:26 |
nerzhul |
it's quite simple to handle, just check if enabled when creating luastack and calling client mod callbacks |
21:27 |
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21:27 |
nerzhul |
the only remaining problem is the death formspec which is standard and we converted it to pure mod |
21:27 |
juhdanad |
nerzhul: maybe servers would like to hand out Hud handling to clients. |
21:28 |
nerzhul |
juhdanad, hud is not managed by CSM at this moment as we didn't found a real solution to current server HUD problems due to history |
21:28 |
nerzhul |
for example custom hud with more slots |
21:28 |
sofar |
nuke the old stuff from orbit |
21:28 |
nerzhul |
the current possibilities are callbacks on events, and create formspec, just look at #5088 to know the current features |
21:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul |
21:28 |
nerzhul |
it's the early stages |
21:29 |
nerzhul |
and the callbacks doesn't permit many things because we don't have api for, they are mainly reading client informations, not writing, atm |
21:29 |
nerzhul |
after merge, modders and devs like you will be free to help |
21:30 |
nerzhul |
i prefer to keep the branch frozen to merge it after a last rebase |
21:30 |
sofar |
is there a handle to localplayer in CSM? |
21:30 |
sofar |
a global one? |
21:30 |
nerzhul |
just look at the pr |
21:30 |
sofar |
I'm lazy |
21:30 |
nerzhul |
me too :p |
21:30 |
nerzhul |
you can also display chat messages, and we prepared the local commands |
21:31 |
sofar |
trying to play a sound but it loops |
21:31 |
juhdanad |
nerzhul: one more question, are read-only client active object references implementable? Without them, Lua get_pointed_thing() is impossible. |
21:32 |
nerzhul |
juhdanad, it's possible without doubt, we just need to create a LuaCAO object reference and make it obtainable using core.get_cao |
21:32 |
nerzhul |
we also have the global step implemented, permitting mods to do their periodic needs |
21:32 |
sofar |
nerzhul: client side sounds are looped - seems a bug |
21:32 |
juhdanad |
I'm looking forward to that! |
21:32 |
nerzhul |
sofar, strange it uses the same behaviour as server |
21:32 |
sofar |
minetest.after(10, function() |
21:32 |
sofar |
minetest.sound_play("doors_door_close", {gain = 1.0, loop = false}) |
21:32 |
sofar |
end) |
21:33 |
sofar |
still loops, incorrect API usage? |
21:33 |
nerzhul |
sofar, => https://github.com/minetest/minetest/pull/5088/files#diff-c74ce8020dc55a1a287e78c2976e0e7eR27 |
21:33 |
nerzhul |
it's the same call for client & server, we extracted sound API from server to share it between client & server |
21:33 |
sofar |
so, completely incompat format |
21:34 |
sofar |
param #2 server side is {soundparams} table format |
21:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/2 -- Burned wood |
21:34 |
sofar |
now it wants a bool? |
21:34 |
nerzhul |
sofar, => https://github.com/minetest/minetest/pull/5088/files#diff-ec9c246444a86a039da70669e6740c89L966 |
21:34 |
nerzhul |
it's the original call |
21:35 |
nerzhul |
in fact it's extract from mainmenu, err, not server |
21:35 |
sofar |
that seems broken then |
21:35 |
sofar |
it should be the one from server |
21:35 |
sofar |
since client side needs to play sounds in worldpos |
21:35 |
sofar |
and where other players are |
21:35 |
nerzhul |
sofar, if it's broken it's broken client side in mainmenu too |
21:36 |
sofar |
no, mainmenu has no concept of pos |
21:36 |
nerzhul |
sofar, you are free to PR on the branch and i will merge the fix |
21:36 |
sofar |
it's fine in mainmenu to always play centered :) |
21:36 |
nerzhul |
i don't have time to do all things, look at this changeset, it's huge, but needs more hands :) |
21:36 |
sofar |
we can consider it a bug |
21:36 |
sofar |
and fix after |
21:37 |
nerzhul |
it's possible as CSM will not be used by server owners at first, and stable clients are released at tagging |
21:37 |
sofar |
it'll be fun for people experimenting client-side |
21:37 |
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21:37 |
sofar |
someone is going to make an ambiance mod right away |
21:38 |
sofar |
and that will work already (even with this bug) |
21:38 |
nerzhul |
sofar, i want a client side ambiance mod yeah |
21:38 |
nerzhul |
also i want to handle chat with colors client side too :p |
21:38 |
nerzhul |
that was 2 interesting goals |
21:39 |
nerzhul |
CSM adds many interesting client features, merging it will permit to implement and discuss about features in separated PR with a common codebase easily :) |
21:40 |
nerzhul |
and yes, we need core.get_local_player() with a LocalPlayer CAO object reference, like other CAO, it's mandatory to add more things |
21:40 |
Fixer |
i would like to see more ambience for sure |
21:41 |
nerzhul |
imagine a player chat, we permit to add a volatile text over his head using Lua, in a later future :p |
21:41 |
nerzhul |
Change the player text adding HP bar for example over his head :) |
21:45 |
sofar |
why not a global static ref to `localplayer` that's cached and always usable? |
21:45 |
sofar |
seems much more logical |
21:45 |
sofar |
even `player` would do |
21:46 |
sofar |
well, that would be an easy conflict, so, perhaps `localplayer` is OK |
21:51 |
nerzhul |
it's possible, just code it and pr |
21:51 |
sofar |
you know what's funny in preview |
21:51 |
sofar |
it prints on_placenode but that's the node *before* placement |
21:52 |
sofar |
we need _after_ versions too |
21:52 |
sofar |
and then we need versions of where the server updates the mesh |
21:52 |
sofar |
so you can do things like queue placed nodes, and only print when the server confirms placement |
21:52 |
sofar |
anyway |
21:55 |
nerzhul |
sofar, we may have before_node and after_node in the same call i think |
22:16 |
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