Time |
Nick |
Message |
00:00 |
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betterthanyou711 joined #minetest-dev |
00:01 |
paramat |
i'll merge #5327 #5386 later. would like to merge mgv7 caverns too if anyone can review #5382 |
00:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5327 -- Fix various problems with sneaking by sfan5 |
00:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5386 -- Get biome list: Downgrade missing biome message to infostream by paramat |
00:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5382 -- Mgv7: Add optional giant caverns at depth by paramat |
00:06 |
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00:17 |
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proller joined #minetest-dev |
00:47 |
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00:47 |
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octacian joined #minetest-dev |
01:02 |
VanessaE |
oh 5327 is gonna piss off a lot of people, paramat..... |
01:02 |
VanessaE |
here, you're gonna need this. |
01:02 |
* VanessaE |
hands paramat a fire-proof suit |
01:03 |
paramat |
hehe |
01:05 |
VanessaE |
also regarding your comments in 5349, I LOVE the vertical carts idea. |
01:06 |
VanessaE |
just needs proper vertical rails instead of ladders and you're gold. |
01:06 |
VanessaE |
or rather, fixer's comments. |
01:07 |
VanessaE |
I think if you add that, sneak elevators (the only real reason anyone wanted that glitch) would be irrelevant. |
01:09 |
paramat |
yes vertical carts can be fast too, to match the 6n/s of sneak ladder. expensive to build though. a water column plus boat is a good replacement |
01:10 |
VanessaE |
I don't like the water+boat idea |
01:10 |
VanessaE |
seems too unrealistic |
01:11 |
VanessaE |
but a cart traveling on a vertical rail is a pretty basic game mechanic since the earliest days of games, so it makes sense. |
01:13 |
VanessaE |
Super Mario Brothers featured something similar in some levels, if I remember right - a girder traveling on a vertical cable/wire |
01:13 |
VanessaE |
or that might have been Donkey Kong |
01:13 |
VanessaE |
I forget, been too many years :P |
01:13 |
kaeza |
<VanessaE> oh 5327 is gonna piss off a lot of people, paramat..... |
01:14 |
kaeza |
my floating island is now inaccessible, thank you |
01:14 |
kaeza |
>:( |
01:14 |
kaeza |
but seriously, good that it's finally fixed |
01:16 |
Shara |
As much as I want some sneak issues fixed, the losses from it are really, really bad. |
01:18 |
VanessaE |
so yeah. paramat add super-fast vertical carts and a special vertical rail. |
01:19 |
VanessaE |
make the recipe for the rails cheap, and even reuse the existing cart, and I think the complaints will be at a bare minimum. |
01:19 |
paramat |
perhaps i'll defer that to the carts expert Krock :] |
01:19 |
Shara |
Cart changes won't help me at all, but I agree that would be very to do in general. |
01:19 |
Shara |
very good* |
01:19 |
VanessaE |
"Krock's not here, man!" |
01:20 |
paramat |
we do need modders to come up with replacements for the desired sneak bugs |
01:20 |
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octacian joined #minetest-dev |
01:20 |
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octacian joined #minetest-dev |
01:21 |
Shara |
paramat: I have been thinking about it a lot, but don't really have a good idea. |
01:22 |
paramat |
Fixer suggests a rope mod |
01:22 |
Shara |
I was thinking about a tool to create handholds, but couldn't settle on a way to implement that I actually liked. |
01:23 |
VanessaE |
sofar: *poke* |
01:23 |
VanessaE |
paramat: I really favor the vertical carts idea. ropes seem too "in your face" in a way |
01:24 |
VanessaE |
plus a cart would better play into the notion that your player should get tired from a super long climb |
01:25 |
paramat |
alternating holes in a wall as handholds is sort-of reasonable but they're too far apart, more reasonable would be alternating slabs and slab-sized air gaps |
01:26 |
paramat |
a mod might be able to detect these and make the column next to them 'climbable' airlike nodes |
01:26 |
Shara |
paramat: what I had in mind would sadly need full node ladders where you climb while standing in the next node. |
01:26 |
VanessaE |
paramat: well the old sneak elevator always went into a corner (or was formed as such), so it really DID make sense - I mean, if you can have a game like Crazy Climber... |
01:27 |
paramat |
the sneak elevator doesn't need a corner https://github.com/minetest/minetest/pull/5327#issuecomment-283882605 |
01:27 |
Shara |
I was thinking tool converts stone nodes to stone nodes with handholds, then when you dig them it's just back to normal cobble. |
01:27 |
paramat |
yeah good idea |
01:27 |
Shara |
But I need a way to handle the air node being the climable one instead. |
01:28 |
Shara |
And then it just feels a bit messy :) |
01:28 |
VanessaE |
paramat: yep, I know, but usually that's how people built them |
01:29 |
Shara |
Done in corners they could look just like part of the building. |
01:30 |
VanessaE |
Shara: that's not a bad idea, could even be done with an LBM |
01:30 |
VanessaE |
(but it would be VERY tricky to avoid damaging a building that's simply made that way) |
01:31 |
Shara |
I am really thinking it would just work on stone. I want somethign that preserves player's ability to move around the giant valleys caves |
01:32 |
paramat |
just 'on_construct' add a 'drawtype = airlike' 'climbable = true' node next to the handholds node |
01:32 |
paramat |
'on destruct' remove it |
01:32 |
Shara |
Yea. Just thinking through how it would work. |
01:32 |
Shara |
I'll probably give it a try. |
01:33 |
VanessaE |
Shara: well, make it work on stone and any "foo-in-stone" ore. |
01:33 |
VanessaE |
(if it were LBM) |
01:35 |
Shara |
Haven't done much with LBMs yet, so will see what happens. Hopefully the attempt won't cause me to hide under a stone. |
01:37 |
paramat |
in terms of game balance, the speed of a sneak elevator compared to the work put into it is very out of balance with ladders, staircases, carts on a slope, almost makes them obsolete |
01:38 |
paramat |
but players got used to it |
01:38 |
Shara |
Amount of verticle height makes most other methods tedious. |
01:38 |
paramat |
yeah |
01:40 |
paramat |
so i made the ladder recipe almost twice as generous and increased climb speed. we can make rails more generous too |
01:40 |
Shara |
Climb speed increase is good. I just don't much like ladders. |
01:41 |
Shara |
Carrying stacks of ladders underground feels less realistic than sneak ladders to me... but that's why I want to do something with handholds. |
01:42 |
VanessaE |
offtopic: adjust the client and/or server to interpret a leading backslash \ as equivalent to a forward slash / for starting a command. :P |
01:47 |
paramat |
i'll make a PR for rails recipe and do the same strict pixel-volume thing, should hopefully be more generous |
01:49 |
sofar |
VanessaE: ouch |
01:49 |
VanessaE |
sofar: --> #-project |
02:49 |
paramat |
will merge #5327 #5386 in a moment |
02:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/5327 -- Fix various problems with sneaking by sfan5 |
02:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/5386 -- Get biome list: Downgrade missing biome message to infostream by paramat |
02:59 |
paramat |
merging .. |
02:59 |
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XtremeHacker joined #minetest-dev |
03:02 |
paramat |
it is done! =/ |
03:04 |
VanessaE |
better put on that flame-proof suit |
03:04 |
paramat |
wow closes 4 year old issue 329 |
03:09 |
kaeza |
well, I have this if you need it: https://forum.minetest.net/viewtopic.php?id=4469 |
03:09 |
VanessaE |
HA! |
03:11 |
kaeza |
also, CSM merged? :o |
03:12 |
VanessaE |
yep |
03:18 |
paramat |
hehe |
03:18 |
paramat |
potentially 7 issues closed by 5327 |
03:20 |
paramat |
game#1624 could be merged now i've downgraded those messages |
03:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1624 -- Biomes: Add and auto-select mgv7 floatland biomes by paramat |
03:39 |
paramat |
nice, 6 steel ingots can actually give 42 rail nodes, volumewise |
03:50 |
paramat |
to provide enough wood for the sleepers the recipe would be 6 ingots plus 9 wood nodes in the centre (or 28 sticks, but no point) |
04:18 |
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Hunterz joined #minetest-dev |
04:30 |
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Lunatrius joined #minetest-dev |
05:34 |
kaeza |
hm, there doesn't seem to be a way to get the player position in CSM yet? |
05:36 |
Zeno` |
hacker! |
05:37 |
kaeza |
what |
05:38 |
kaeza |
the sneaking fix brought other small issues |
05:38 |
kaeza |
fences are now magnetic :D |
05:39 |
kaeza |
place a fence, stand next to it, not touching but the player's collision box should be inside the node, and jump while sneaking |
05:39 |
kaeza |
you are instantly "attracted" to the fence |
05:40 |
Zeno` |
feature :D |
05:42 |
kaeza |
also can't go through a door while sneaking |
05:46 |
Zeno` |
really? |
05:53 |
sofar |
I don't see the fence problem |
05:54 |
sofar |
you can't sneak through the fencegate and door, though, indeed |
05:56 |
kaeza |
other way I could reproduce is to place a stairs node, stand on the first step against the second one, then hit sneak |
05:57 |
kaeza |
uh, stand on the first step but a bit away from the second one |
06:07 |
kaeza |
https://youtu.be/yy5GkPGhjRw |
06:15 |
kaeza |
on the bright side, climbing stairs seems faster now thanks to that mini-teleportation :P |
06:16 |
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06:17 |
Zeno` |
I've written a new PR. Proof of concept is here: http://dpaste.com/2QV0Y80 |
06:19 |
VanessaE |
suggestion: if two or more mt_game wooden gates are stacked vertically, they should open/close together (like Homedecor's gates do) |
06:22 |
sofar |
Zeno`: nice |
06:26 |
Zeno` |
hehe thanks |
06:43 |
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06:46 |
nerzhul |
sofar, if you are around, can you look at red-001 pr #5113 ? thanks |
06:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5113 -- [CSM] Give CSM access to core.colorize by red-001 |
06:47 |
nerzhul |
thanks for your reviews :) |
06:53 |
nerzhul |
merging #5396 |
06:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5396 -- [CSM] Add ModStorageAPI by nerzhul |
07:22 |
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07:33 |
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red-001 joined #minetest-dev |
08:08 |
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red-001 joined #minetest-dev |
08:08 |
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08:09 |
nerzhul |
if someone has time to review #5401, it's fairly trivial, it exposed clientenvironment partially with 5 calls to client |
08:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/5401 -- [CSM] Add core.get_timeofday & core.get_day_count env calls by nerzhul |
08:12 |
red-001 |
+1 on the idea |
08:19 |
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08:25 |
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08:44 |
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09:00 |
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09:10 |
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09:15 |
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09:34 |
nrzkt |
merging #5399 |
09:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5399 -- [CSM] Add minimap API modifiers by nerzhul |
09:35 |
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10:08 |
nrzkt |
I'm pushing an indent fix, due to merge on previous commit, with github resolution tool ... :( |
10:42 |
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11:27 |
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12:11 |
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12:12 |
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12:23 |
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12:29 |
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12:31 |
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12:43 |
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13:21 |
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est31 joined #minetest-dev |
13:26 |
est31 |
the sneak ladder thing got merged? that's sad |
13:26 |
est31 |
well, I guess I dont really care about minetest any more |
13:26 |
est31 |
not playing it any more and stuff |
13:27 |
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13:29 |
twoelk |
maybe have cheap cobble ladders? |
13:29 |
twoelk |
regarding such as simple notches cut into stone |
13:30 |
est31 |
or the ability to build long ladders cheaply |
13:31 |
est31 |
and not getting them griefed |
13:31 |
est31 |
its usually hard to protect such long ladders |
13:31 |
est31 |
which is why sneak ladders are so good, you dont need to protect them |
13:31 |
est31 |
if someone griefed them, its trivial to fix them |
13:33 |
twoelk |
indeed, being able to build things cheaply is vital in some environments |
13:33 |
twoelk |
for example roads built of cheap material last longer |
13:34 |
twoelk |
this is where society on minetest servers differs from real life |
13:36 |
est31 |
yeah xD |
13:37 |
Fixer |
est31: now ladders have a life! |
13:38 |
Fixer |
i've also realised that there are not that much really deep sneak ladders, they are useful on short and mid distances, but it is very long to make them to great depths, i've noticed some people just dig down and place water source below at finish, then use /spawn - problem solved |
13:39 |
Fixer |
est31: you sound like some guy who quit minetest development over usage of mese crystals %) |
13:41 |
Fixer |
haters gonna hate, i used sneak-features everywhere, but i still think disabling that adds a challenge to game, to mining, makes player think were is he walking and how, you can't just ooops i'm falling, shift activated, superhero landing 100 nodes down without damage |
13:41 |
Fixer |
use ladders, water shaft, boat elevators etc etc |
14:03 |
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14:31 |
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XtremeHacker joined #minetest-dev |
14:40 |
Zeno` |
the sneak ladder fix has all sorts of problems |
14:40 |
Zeno` |
see log |
14:40 |
Zeno` |
Fixer: the PR was flawed |
14:40 |
Zeno` |
It should never have been merged |
14:42 |
nrzkt |
oh ! hi Zeno` |
14:43 |
Zeno` |
hi |
14:43 |
nrzkt |
how are you dude ? |
14:43 |
Zeno` |
not great. Sorry |
14:47 |
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14:49 |
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14:49 |
sfan5 |
Zeno`: are you alluding to the various arguments already presented in the pr discussion? |
14:50 |
Zeno` |
nope... in the log |
14:50 |
sfan5 |
where |
15:35 |
sofar |
I'm sure there will be other issues found |
15:35 |
sofar |
the PR was open for long enough time for everyone to review |
15:37 |
nrzkt |
hi sofar |
15:37 |
nrzkt |
thanks for your reviews |
15:38 |
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15:44 |
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15:53 |
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16:05 |
Fixer |
sfan5: did not understand your question about the grass, if you ask why grasses convert dirt below, that was reworked in minetest some time ago, very useful for grass spread and terraforming |
16:09 |
Fixer |
sfan5: if i need to terraform some grass to my needs, i just place dirt and certain type of grass and it will convert and spread more, more or less like in mc |
16:11 |
sofar |
merging game#1580 |
16:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1580 -- Change doors to default.can_interact_with_node() by Thomas--S |
17:12 |
Zeno` |
sofar, so it was merged without testing? |
17:13 |
Zeno` |
Because it sure looks like it to me atm |
17:14 |
sofar |
I played with it for days |
17:15 |
sofar |
2, maybe 3? |
17:15 |
Zeno` |
ok, well maybe I am seeing things differently |
17:15 |
Zeno` |
which might be the case because I was against it |
17:15 |
Zeno` |
so maybe I'm biased |
17:16 |
sofar |
I get that |
17:16 |
sofar |
many people also have been playing way longer and using that feature |
17:16 |
sofar |
but I still claim that 90% of users don't even know about what it was |
17:17 |
sofar |
or how to use it |
17:17 |
Zeno` |
maybe yeah |
17:17 |
VanessaE |
hell 60 or 70 percent of the Minetest userbase these days can't use sneak elevators anyway |
17:18 |
VanessaE |
(because you can't sneak and jump at the same time on a tablet/phone) |
17:18 |
Zeno` |
heh, true |
17:18 |
Zeno` |
make that 90% though :P |
17:28 |
sofar |
however, I'm not convinced that there won't be any errors in it |
17:28 |
sofar |
but I *hate* the attitude that every commit needs to somehow be "magic" |
17:28 |
sofar |
you can't develop software like that |
17:29 |
sofar |
incremental development and iterative bugfixing is a much healthier way to develop software |
17:29 |
sofar |
accept failures occur and deal rationally with them, like an adult |
17:34 |
Fixer |
Zeno`: i've also tested that sneaking pr too |
17:34 |
Fixer |
now MT feels challenging and great again |
17:34 |
Fixer |
terrain is meaningful and great again |
17:35 |
Fixer |
you can't just ninja anything |
17:37 |
Wayward_One |
<VanessaE> (because you can't sneak and jump at the same time on a tablet/phone) |
17:38 |
Wayward_One |
Actually, you can, and I have utilized sneak ladders quite often on my tablet |
17:38 |
VanessaE |
really? |
17:38 |
VanessaE |
I was under the impression tablets couldn't do that |
17:38 |
VanessaE |
nevertheless, sofar is that that 90% of the userbase doesn't know what a sneak elevator even is. |
17:38 |
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17:40 |
twoelk |
butbut I did, my advantage is gone :( |
17:41 |
sofar |
not really |
17:41 |
VanessaE |
besides, with default keybindings, you can climb ladders fast can't you? |
17:41 |
sofar |
a /home and a vertical shaft with water are still functional ways to get up/down insanely fast |
17:41 |
VanessaE |
(space + E, isn't it?) |
17:42 |
VanessaE |
and anyway, use travelnet booths or elevators. that's a cheap mod anyone can install |
17:42 |
VanessaE |
so sneak elevators are useless anyway |
17:43 |
twoelk |
well, sneak elevaters could be made at every place at any time without advance planning or setting home to a single place |
17:43 |
VanessaE |
true. |
17:44 |
twoelk |
but meh, destroy everything that is unique to minetest and make it like all them others ;-P |
17:45 |
sofar |
gimmicks like the sneak ladder is what makes minetest weak |
17:45 |
twoelk |
define weak |
17:45 |
sofar |
it avoids the confrontation with the things it actually needs to be a better game |
17:45 |
sofar |
"but I can go up this mine really fast" |
17:45 |
sofar |
yeah but, mines are boring and totally not dangerous |
17:46 |
twoelk |
like take away feature a and replace with feature b? |
17:46 |
sofar |
I just ran into the pub mines in xanadu the other day with three sticks and an apple |
17:47 |
sofar |
mese monster killed me in 5 seconds... awesome |
17:47 |
sofar |
yeah that's a great monster alright |
17:47 |
twoelk |
I agree that the sneak code had to be fixed - but doing away with sneak ladders doesn't make the game better in my opinion |
17:47 |
sofar |
boop boop but I have a sneak elevator |
17:48 |
sofar |
it does, it makes ladders more useful |
17:48 |
sofar |
it also removes cheats to go through solid blocks |
17:48 |
sofar |
completely bogus features |
17:48 |
twoelk |
xanadu does have cheap cobble ladders, wich I think are a good thing |
17:51 |
twoelk |
anyways, with buildingsbreaking sneakfix, new leafdecay, visualsbreaking new colormetadata andsomethingotherbreakingiforgot we should call the next release 0.5.0 |
17:52 |
VanessaE |
considering CSM also went in.... 0.5.0 might not be such a bad idea., |
17:52 |
twoelk |
+1 |
17:53 |
nore |
would 0.5.0 finally be there? \o/ |
17:53 |
twoelk |
all the breaking stuff would surely justify it |
17:53 |
twoelk |
and warn people to be carefull withold maps |
17:55 |
twoelk |
ah yes, not to forget the modbreaking modsecuritythingity |
17:59 |
sofar |
nore: need node setmeta first though :) |
18:00 |
sofar |
at a minimum for tiles[] |
18:00 |
nore |
sofar: that one ^^' |
18:00 |
nore |
I haven't even completed the rebase last year |
18:00 |
sofar |
I've got a PR here or there like that |
18:00 |
nore |
now last rebase is 2 year old and there was the content_mapblock refactor |
18:00 |
sofar |
maybe it's easier now |
18:01 |
nore |
for tiles[] only it might not have the efficiency problem at least |
18:01 |
sofar |
well what else could you want? |
18:01 |
nore |
but well, it would be easier to just rewrite it from scratch |
18:01 |
sofar |
swapping mesh in nodemeta seems over engineered |
18:01 |
nore |
hmm, dynamic nodebox maybe |
18:02 |
sofar |
ok, sure, that's not such a bad idea |
18:02 |
nore |
or even imagine an ingame node editor :) |
18:02 |
nore |
anyway, rewriting from scratch might be easier |
18:02 |
nore |
oh, and all the light fixes as well |
18:02 |
nore |
this makes it harder to rebase since it changed things in the light code |
18:03 |
sofar |
oh yes |
18:03 |
nore |
well, it changed things everywhere |
18:03 |
sofar |
node set meta: node light value |
18:03 |
sofar |
to vary node light level |
18:03 |
nore |
yeah |
18:03 |
nore |
actually, it should be rebased/redone piecewise |
18:03 |
sofar |
hmm what about things like physics properties/node damage/speed? |
18:04 |
twoelk |
keep that for 0.6.0 |
18:04 |
nore |
the first being changing MapNode to NodeWithDef almost everywhere in the code |
18:04 |
* twoelk |
runs and hides |
18:04 |
nore |
once that is done meta_set_nodedef will not be such a big thing |
18:04 |
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Amaz joined #minetest-dev |
18:04 |
nore |
that was what I tried unsuccessfully to rebase last time |
18:05 |
nore |
but if I must finish one of my PRs, I think clientside-translate is more important |
18:05 |
nore |
and more mature as well |
18:06 |
* sofar |
hisses |
18:07 |
* twoelk |
muses on personalized local translations to surprise his nephews |
18:07 |
nore |
twoelk: well, it could even work if you put the translations in texture packs, but only if the server has translations enabled :p |
18:08 |
Amaz |
Is anyone else getting bugs with the minimap now? (After the clientside api for it was merged...) I'm getting this: http://i.imgur.com/4EpJkTw.png (Notice the infotext!) |
18:08 |
Amaz |
This is with client side modding enabled, btw |
18:09 |
Amaz |
And I can't seem to enable it at all with csm disabled. When I press f9, the minimap appears briefly, and then dissapears... |
18:12 |
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18:13 |
sofar |
nerzhul: http://i.imgur.com/4EpJkTw.png |
18:14 |
Amaz |
nerzhul: Do you know anything about this? http://irc.minetest.net/minetest-dev/2017-03-16#i_4832336 |
18:14 |
nerzhul |
sofar, strange minimap, i didn't had this problem |
18:14 |
sofar |
Amaz has |
18:14 |
sofar |
note the GL error |
18:15 |
nerzhul |
sofar, you read the API we don't change textures :) |
18:15 |
sofar |
I know |
18:18 |
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18:19 |
nerzhul |
i don't know really where the problem is, because i jsut use the primitives, maybe ther is a little bit hacky things in minimap itself, maybe you can help us to find error by telling me how to reproduce ? I go to lunch |
18:21 |
Amaz |
I enabled CSM (only the preview mod), and then pressed f9 to cycle through the modes. When it should be hidden, the wierd texture comes up. |
18:22 |
Amaz |
I'm not so sure about the OpenGl message, sometimes it comes up, sometimes it doesn't... |
18:22 |
kilbith |
Amaz: two questions, 1. what's the bad commit 2. do you use shaders |
18:23 |
Amaz |
And if I change the shape while it's "hidden" this happens: http://i.imgur.com/undefined.png |
18:23 |
Amaz |
kilbith: Yes, I'm using shaders, & I think this is the bad commit: https://github.com/minetest/minetest/commit/40ce538aad9af8f7634c4ba7e9f12246fb23b31c |
18:23 |
Amaz |
(I'm compiling to make sure) |
18:25 |
kilbith |
try disabling shaders and let us know |
18:26 |
Amaz |
Okay, will do :) |
18:27 |
Amaz |
The minimap remains present when it should be hidden even with shaders off. |
18:27 |
kilbith |
how does it look with shaders off |
18:27 |
Amaz |
And I still (seemingly randomly) get the message: "ERROR[Main]: Irrlicht: Invalid size of image for OpenGL Texture." |
18:28 |
Amaz |
Exactly the same |
18:28 |
Amaz |
It also happens on a clean build, with a new config file |
18:29 |
Amaz |
Minimap works fine here: https://github.com/minetest/minetest/commit/eb88e5dd4b181a90b382c036cf6c4f42e63e8cc2 but is broken here: https://github.com/minetest/minetest/commit/40ce538aad9af8f7634c4ba7e9f12246fb23b31c |
18:31 |
Amaz |
Don't know if this would affect it at all, but my graphics card is a GeForce 8400, I'm using openGL 3.0, and am on Antergos. |
18:31 |
kilbith |
doesn't matter now |
18:40 |
Amaz |
Hm, I removed the minimap code from the preview mod, and now I can't display the minimap at all, like without CSM enabled... (But this is with CSM.) |
18:46 |
Wayward_One |
#5403 |
18:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/5403 -- Loading image shows incorrectly on Android |
18:46 |
Amaz |
Should I make an issue about the minimap bug? |
18:47 |
kilbith |
yes |
18:47 |
Amaz |
kk |
18:50 |
Amaz |
#5404 |
18:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/5404 -- Minimap bug |
18:51 |
Amaz |
Not a very informative title, but I couldn't think of anything better (I just added CSM, to clarify it's related to that :)) |
18:52 |
* Amaz |
will be afk for around half an hour now |
18:52 |
nerzhul |
Amaz, okay it's a state mismatch which should be handled in the API because API is very atomic in terms of attributes |
18:53 |
Amaz |
Okay |
18:57 |
nerzhul |
Amaz, with CSM disable the minimap is never shown, you said ? |
18:58 |
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18:58 |
kilbith |
Wayward_One: you're up-to-date with git HEAD? |
19:01 |
nerzhul |
Amaz, i have the fix for disabled state from lua i think, for the disabled CSM not permitting to toggle i tihink i have it too |
19:02 |
nerzhul |
Amaz, the texture is shown in which case ? |
19:02 |
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19:03 |
nerzhul |
Amaz, the minimap toggling mode is okay, now only hiding seems to be broken |
19:08 |
kilbith |
Wayward_One: still up? |
19:14 |
Amaz |
Sorry, was afk |
19:15 |
Amaz |
The texture was not showing if CSM was disabled, or if I removed the preview code from the preview mod (same behaviour in both cases) |
19:16 |
Krock |
kilbith, I believe it could also have to do with the function call "getSize()" of the texture instead of "getOriginalSize" |
19:17 |
nerzhul |
Amaz, i have fix for the bad texture now i'm facing to a problem with show/hide functions which doesn't seems to work well after the fix :) |
19:18 |
Amaz |
Okay :) |
19:20 |
nerzhul |
Amaz, please test #5405 it's not finished yet but partially fixed your problems, i just have problem with the current complexity of flagging if we show minimap or not |
19:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5405 -- [CSM] Fix minimap problems by nerzhul |
19:29 |
Wayward_One |
kilbith, sorry, was afk. i'm up to date as of last night. i'll try those patches soon |
19:29 |
kilbith |
thanks |
19:30 |
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20:04 |
Wayward_One |
kilbith, neither patch worked :/ |
20:20 |
kilbith |
sad |
20:22 |
kilbith |
I'll see if I can grab a tablet tomorrow at work |
20:23 |
twoelk |
duh - just updated mt and ran right into the minimap bug :-( |
20:24 |
nerzhul |
twoelk, #5405 i'm working on it |
20:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/5405 -- [CSM] Fix minimap problems by nerzhul |
20:29 |
nerzhul |
i think i will do a refactor PR on the Game class there are many areas which needs optimisations |
20:29 |
nerzhul |
for example processInput which pass reference to 4 members of a structure and copy last elements instead of passing just the structure itself |
20:31 |
nerzhul |
sofar, sfan5 can you look at 5405 it fixes the recent minimap problems |
20:32 |
nerzhul |
it's a partial lua minimap change revert due to our current minimap design which has some problems on flagging how to show minimap |
20:33 |
nerzhul |
s/how/if/ |
20:33 |
nerzhul |
twoelk, Amaz please test this patch and config it's good to you |
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21:47 |
juhdanad |
Hi everyone! |
21:47 |
juhdanad |
Does anyone use the old, flat item style? |
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23:01 |
sofar |
flat item style? |
23:01 |
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23:55 |
kaeza |
sfan5, this: http://irc.minetest.net/minetest-dev/2017-03-16#i_4831654 |