Time |
Nick |
Message |
00:04 |
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00:07 |
electrodude512 |
How do I enable a client side mod? I saw the "preview" one, but I can't figure out how to enable it. |
00:07 |
rubenwardy |
I think they're enabled by default |
00:09 |
electrodude512 |
Not on my test world. I'll try it on a new world. |
00:09 |
electrodude512 |
Not on a new world either. |
00:12 |
electrodude512 |
Is there any way for CSM to communicate with a server mod? |
00:12 |
electrodude512 |
(I mean, I could abuse core.on_receiving_chat_messages, but that's disgusting) |
00:14 |
electrodude512 |
I want a server-side smartphone item that, when right-clicked, tells my client-side smartphone mod to show the smartphone's GUI |
00:14 |
electrodude512 |
and the smartphone needs to be able to communicate with the world via some sort of wireless digilines that I'll worry about later |
00:15 |
electrodude512 |
Cheating isn't a problem, since the player could legitimately program the smartphone to do all of the same things he could achieve by cheating. |
00:27 |
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00:42 |
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01:49 |
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02:02 |
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02:10 |
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02:40 |
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02:51 |
paramat |
game#1708 |
02:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1708 -- Textures: Reduce contrast of snow ripples by paramat |
03:14 |
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03:15 |
paramat |
game#1709 |
03:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1709 -- Tin: Tune mapgen, bugfix, fix texture credits by paramat |
03:21 |
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05:21 |
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05:23 |
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05:27 |
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06:55 |
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06:58 |
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07:14 |
destt |
Hey, I just made a PR here: https://github.com/minetest/minetest/pull/5644 |
07:14 |
destt |
This is my first time contributing (in general), so I will gladly welcome all feedback |
07:16 |
Zeno` |
seems ok to me |
07:17 |
Zeno` |
thanks |
07:20 |
Zeno` |
approved |
07:21 |
Zeno` |
just need to wait for second approval now, although I could probably label it as trivial (may as well wait though) |
07:21 |
destt |
Yeah, it's definitely trivial |
07:21 |
sofar |
aw cmon, we're not going to give him a hard time first? |
07:21 |
sofar |
:) |
07:21 |
Zeno` |
:D |
07:22 |
destt |
:) |
07:22 |
sofar |
labelled trivial, merge before I haze him |
07:23 |
Zeno` |
merging |
07:24 |
destt |
Yay! |
07:24 |
Zeno` |
thanks destt |
07:24 |
paramat |
hang on |
07:24 |
destt |
You're welcome! |
07:25 |
destt |
paramat: what's up? |
07:25 |
paramat |
it can be better :] |
07:26 |
Zeno` |
paramat, if you grep for m_cache_view_bobbing it doesn't seem to be used anywhere except for line 470 of camera.cpp. *Perhaps* that should check m_cache_view_bobbing_amount instead? Is that what you mean? |
07:27 |
Zeno` |
hmm... yeah. Maybe it should |
07:28 |
Zeno` |
&& m_cache_view_bobbing_amount != 0 |
07:28 |
Zeno` |
not really sure now |
07:28 |
Zeno` |
yeah |
07:28 |
Zeno` |
Just saw your comment paramat |
07:29 |
Zeno` |
I'll revert? |
07:29 |
paramat |
yes if you don't mind |
07:30 |
Zeno` |
ok doing so now. Can you make that minor change then destt? |
07:30 |
destt |
Yup, working on it right now |
07:31 |
paramat |
thanks |
07:31 |
paramat |
it might need testing to see if my suggested method also breaks footstep sounds |
07:32 |
Zeno` |
ok |
07:32 |
Zeno` |
nice catch. I noticed it about 2 seconds after I clicked commit actually LOL |
07:32 |
Zeno` |
destt, you'll probably need to make a new PR |
07:33 |
destt |
Zeno: ok |
07:33 |
destt |
paramat: looks like the footsteps sounds are disabled now. :/ |
07:33 |
Zeno` |
(it's reverted btw) |
07:35 |
destt |
Where would the code be for playing the footstep sounds? |
07:35 |
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07:36 |
paramat |
strictly, trivial PRs need '5-15 mins' notice before merging (sorry to mention it) |
07:37 |
destt |
That's okay! I don't mind - I was expecting to miss something on my first try |
07:38 |
paramat |
hmm so this gets more complex now, sorry to make things complex for you |
07:38 |
paramat |
erm i can't remember where, i'll have to do some searching |
07:39 |
destt |
No problem, at least it'll be interesting |
07:39 |
Zeno` |
yeah I guess, paramat. My apologies :P :D |
07:40 |
Zeno` |
how does it get more complex though? |
07:40 |
destt |
searching through the files for footstep, looks like the sounds are registered through an abm? |
07:42 |
paramat |
no problem |
07:42 |
paramat |
complex as in finding out why a conditional here disables footsteps |
07:43 |
paramat |
we'll then get to the cause of the bug |
07:43 |
paramat |
added another comment to the first PR |
07:45 |
Zeno` |
that's really weird |
07:46 |
paramat |
must be something about 'm_view_bobbing_state = 1;' that affects footsteps |
07:47 |
paramat |
which is wrong of course |
07:47 |
Zeno` |
yeah, but if you look at the usages for that I can't see how (which is weird) |
07:48 |
Zeno` |
unless it's used Lua-side somehow but I can't see how because the only usages of m_view_bobbing_state are in camera.cpp and .h |
07:48 |
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07:48 |
destt |
Maybe when 'm_view_bobbing_anim' gets changed something happens |
07:48 |
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07:49 |
destt |
Yeah, look around 181 |
07:49 |
destt |
in camera.cpp |
07:49 |
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07:49 |
destt |
does ViewBobbingStep trigger the footstep sound? |
07:50 |
paramat |
it should not, but maybe somehow it does |
07:52 |
nerzhul |
hio paramat |
07:52 |
nerzhul |
merging #5559 (it's now a subset of original PR) |
07:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/5559 -- Pass clang-format on various cpp/header files by nerzhul |
07:53 |
nerzhul |
i will finish #5475 now |
07:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul |
07:53 |
paramat |
oops, sorry, it does and it should |
07:55 |
paramat |
there's also playPLayerStep() above which should play it when view bobbing is off |
07:56 |
paramat |
but perhaps is not somehow |
07:57 |
paramat |
we may have been having footsteps played by the wrong code all this time |
07:58 |
nerzhul |
ShadowNinja, there is dev meeting every saturday ? :o |
07:59 |
destt |
No, it looks like playPlayerStep() does play the sound |
07:59 |
destt |
but viewBobbingStep() calls playPlayerStep() |
07:59 |
destt |
Looks like playPlayerStep() is never called outside of that context |
08:00 |
destt |
Oh, except for in playerRegainGround() |
08:02 |
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08:03 |
paramat |
yeah |
08:03 |
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silwol joined #minetest-dev |
08:04 |
paramat |
maybe footstep sounds are only played by view bobbing code and the bool was a mistake |
08:05 |
paramat |
if so we would need to add a way to trigger footsteps in a more lightweight way when view bobbing is disabled |
08:05 |
paramat |
i can see that having view_bobbing_amount = 0 causes a lot of unnecessary code to be run |
08:06 |
paramat |
(view bob animation but with amplitude 0) |
08:11 |
destt |
Hmm. I think I see what's happening |
08:13 |
paramat |
the view bobbing bool goes back 6 years |
08:15 |
destt |
Huh |
08:16 |
destt |
I think what needs to happen here is a decoupling between the graphical view bobbing and the actual footsteps taken |
08:17 |
paramat |
it's just weird that the bug was not found earlier |
08:17 |
destt |
Do we need there to be a seperate viewBobbingStep event? |
08:17 |
destt |
^indeed |
08:18 |
paramat |
well i suspect view bobbing code has been providing footstep sounds all along |
08:18 |
red-NaN |
are footstep sounds in sync with view bobbing? |
08:18 |
paramat |
and there needs to be an independent way to trigger them when view bobbing is turned off |
08:18 |
paramat |
looks like it |
08:19 |
paramat |
ah, so maybe we need the timing code of view bobbing |
08:19 |
paramat |
to time the footsteps |
08:20 |
paramat |
but disable all the camera bob animation stuff |
08:20 |
destt |
yeah |
08:20 |
nerzhul |
i will push a revert for https://github.com/minetest/minetest/commit/7a6502a7a5007e4bed8c1dd10af39d4fa2b296a4 as est31 requested, now PPA supports properly signed commits |
08:21 |
paramat |
this is becoming oddly interesting |
08:21 |
paramat |
ok nerz |
08:23 |
nerzhul |
and i push also a clang-format fix since previous PR which cover recent changes by adding two files in ignore and fix 1 |
08:25 |
nerzhul |
i don't understand what happen on #5644, merge + revert ? why both |
08:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/5644 -- Remove view_bobbing bool in settings by desttinghim |
08:26 |
paramat |
it was quickly reverted |
08:26 |
paramat |
as it was not the best solution |
08:27 |
destt |
AHA! Found a way to make this work |
08:28 |
destt |
camera.cpp line 282 - add m_cache_view_bobbing_amount != 0 to the if statement |
08:28 |
destt |
Although that seems a little hackish |
08:28 |
destt |
It's a start |
08:28 |
paramat |
looking |
08:31 |
paramat |
ok i see, not bad |
08:32 |
Zeno` |
nerzhul, it was reverted about 3 minutes after it was committed. So rewriting history was appropriate |
08:32 |
nerzhul |
Zeno`, oh it's not the processus of reverting, reading IRC logs and the function i just wasn't able to understand it :p |
08:33 |
Zeno` |
ah ok :) |
08:35 |
paramat |
destt that seems ok actually |
08:35 |
destt |
paramat alright. Do we still want to remove the bool? |
08:35 |
paramat |
yes |
08:36 |
paramat |
otherwise using it will stop footsteps |
08:36 |
paramat |
and it's a duplicated setting |
08:36 |
destt |
alright |
08:36 |
paramat |
i've always used bobbing_amount = 0 to stop bobbibg |
08:36 |
paramat |
*bobbing |
08:37 |
paramat |
anyway i'll review tomorrow if it isn't already merged |
08:40 |
destt |
Ok. Should I get the branch down to one commit? |
08:42 |
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08:44 |
paramat |
and i think add the extra condition to the start of the conditional at line 283 so it short-circuits the conditional straight away |
08:44 |
nerzhul |
sfan5, are you around ? |
08:46 |
paramat |
yes one commit if you can |
08:46 |
paramat |
^ destt |
08:46 |
destt |
Got it |
08:48 |
nerzhul |
wtf there is something wrong with CSM it seems |
08:48 |
nerzhul |
assert(type(callbacks) == "table") is always false |
08:49 |
paramat |
and in docs could you change 'Multiplier for view bobbing' to something like 'Enable view bobbing and amount of view bobbing' |
09:00 |
destt |
paramat, I've changed the source in setting_translation_file.cpp, but what should I run to generate the translations? |
09:07 |
red-NaN |
isn't callbacks the function used to run callbacks? |
09:15 |
destt |
Here's the complete PR for view bobbing: https://github.com/minetest/minetest/pull/5645 |
09:16 |
destt |
I think I got the docs correct, but I'm not sure. In any case, I'm going to bed |
09:17 |
nerzhul |
red-NaN, it's fixed, strangely my build switched to RUN_IN_PLACE=false when changing branch :) |
09:18 |
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09:28 |
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09:29 |
sfan5 |
nerzhul: i'm around yes |
09:31 |
nerzhul |
sfan5, i finished #5475 |
09:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul |
09:33 |
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09:33 |
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09:40 |
sfan5 |
nerzhul: code looks good i'll test it one more time |
09:41 |
nerzhul |
no problem, waiting for your test heh :) |
09:41 |
nerzhul |
after merge i will add doc to minetest wiki |
10:13 |
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10:14 |
sfan5 |
nerzhul: would be nice if it could "rmdir players" so only players.bak is left |
10:15 |
sfan5 |
hm is the player save interval configurable |
10:15 |
sfan5 |
nvm there is none |
10:16 |
sfan5 |
and hm do empty slots need to be stored? |
10:19 |
sfan5 |
migrating 1277 players takes 40s |
10:19 |
sfan5 |
alright i guess |
10:20 |
nerzhul |
yeah, it's quite good |
10:20 |
nerzhul |
7k players 1min 30 (VanessaE players) |
10:20 |
sfan5 |
fire:flint_and_steel 1 22000 "\u0001\u0002\u0003" |
10:20 |
sfan5 |
whats that unicode stuff doing there |
10:20 |
nerzhul |
for the empty slow i kept the files behaviour (why do we store it in files ?), i think it can be removed, but i'm not sure of the side effect |
10:21 |
sfan5 |
okay then keep it |
10:21 |
nerzhul |
i don't know for unicode, we only read data like other backends, there is not conversions :) |
10:21 |
nerzhul |
no* |
10:21 |
sfan5 |
k |
10:21 |
sfan5 |
you have my +1 |
10:22 |
sfan5 |
but it would be nice if you could still add the rmdir i mentioned |
10:23 |
juhdanad |
sfan5: the unicode part is the new metadata format. |
10:24 |
nerzhul |
nice for the +1 |
10:24 |
nerzhul |
for rmdir i propose to remove only if there is no migration failure, okay ? |
10:24 |
juhdanad |
Example metadata: "\u0001palette_index\u00023\u0003" is {palette_index=3} |
10:39 |
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10:41 |
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10:42 |
sfan5 |
oh so that's empty meta then |
10:42 |
sfan5 |
nerzhul: yeah |
10:49 |
sfan5 |
wait wasn't the metadata thing supposed to be replaced with json |
10:50 |
juhdanad |
I don't know... |
11:03 |
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11:09 |
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11:21 |
nerzhul |
sfan5, https://github.com/minetest/minetest/pull/5475/commits/7e92f462479fd2527748c33c980e1d1f92e835ed |
11:21 |
nerzhul |
i added this commit |
11:21 |
nerzhul |
it works like a charm |
11:22 |
sfan5 |
lgtm |
11:22 |
nerzhul |
i will merge #5475 when travis pass |
11:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul |
11:27 |
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12:26 |
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12:29 |
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12:30 |
juhdanad |
Can I increase the map block serialization version without increasing the network protocol version? |
12:30 |
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12:35 |
nerzhul |
i think it's possible, what do you need ? |
12:35 |
nerzhul |
after many time #5475 is now merged ! |
12:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul |
12:41 |
juhdanad |
nerzhul: I'm changing the light banks' meaning to artificial and sunlight. |
12:42 |
juhdanad |
So only the map block data changes, but there are no new server-client commands. |
12:43 |
nerzhul |
i updated http://wiki.minetest.net/Database_backends and dinstinguish players from map |
12:44 |
nerzhul |
i haven't translated to french, i will do it later |
12:44 |
nerzhul |
http://wiki.minetest.net/Command_line also updated |
12:46 |
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13:09 |
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14:01 |
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14:15 |
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14:22 |
nerzhul |
i push a master lint fix since previous commit |
14:30 |
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14:47 |
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15:19 |
ShadowNinja |
nerzhul: Yep, at 1800Z. You weren't around when we first scheduled it. Are you availible at that time? |
15:22 |
nerzhul |
i was here on first time, but i didn't know it was every week |
15:42 |
destt |
Zeno` Is bug/feature #2360 still relevant? It's tagged as trivial, so I am considering working on it |
15:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2360 -- Add some useful global variables to Lua API |
15:45 |
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16:11 |
cx384 |
Why isn't it possible to craft mossy cobblestone stairs/slabs with mossy cobblestone? You can only get them by using the ABM. https://github.com/minetest/minetest_game/blob/master/mods/stairs/init.lua#L343 |
16:13 |
Krock |
there wouldn't be much moss left if you bang the hammer into the stone to break it apart |
16:13 |
Krock |
aka crafting |
16:14 |
cx384 |
oh ok |
16:28 |
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16:31 |
destt |
Logically that makes sense, but from a building perspective that can be kind of annoying |
16:38 |
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16:48 |
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16:50 |
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16:51 |
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16:58 |
Fixer_ |
gameplay question: do not play walking sounds when sneaking, engine or minetest_game? |
16:58 |
DS-minetest |
Fixer_: i would say engine |
17:00 |
nore |
I would say up to the game to specify on a per-node basis |
17:00 |
nore |
(in the sound definitions, probably) |
17:16 |
Krock |
if there's a footstep sound defined, then it's an engine problem |
17:17 |
Hijiri |
#5612 |
17:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo |
17:23 |
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17:36 |
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17:38 |
paramat |
nore sfan5 sofar Krock would you like to go through some old game PRs in 20mins? |
17:38 |
sfan5 |
sure |
17:39 |
Krock |
I'm here. |
17:41 |
nore |
paramat: hmm tonight I think I will be very busy with the results of the first round of the French presidential election, but I can give a quick look |
17:48 |
destt2 |
paramat I got that view_bobbing PR finished |
17:49 |
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17:55 |
paramat |
although maybe an hour or 2 later would be better for sofar in west USA? nore sfan5 Krock ShadowNinja? how about 1 hour from now? |
17:55 |
sfan5 |
thats also fine |
17:56 |
paramat |
would be better for me too |
17:57 |
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17:58 |
paramat |
ok 1 hour from now then |
17:58 |
paramat |
destt ok will look |
17:58 |
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17:58 |
paramat |
destt2 |
17:59 |
Krock |
that's about the time when I'll leave but there shuoldn't be too many important discussions for MTG I think :) |
18:00 |
thePalin- |
Weird question, is there any weird way you have to compile minetest to get it to work without irrlicht? |
18:00 |
thePalin- |
I'm noting that minetestserver doesn't link against it, but the source requires some headers |
18:00 |
sfan5 |
Krock: todays topic: "do we merge dreambuilder into mtg?" |
18:00 |
paramat |
! |
18:00 |
Krock |
sfan5, *rns away* |
18:00 |
Krock |
*runs |
18:00 |
sfan5 |
thePalin-: minetest: impossible, minetestserver: sure just pass -DIRRLICHT_INCLUDE_DIR=/where/you/extracted/irrlicht/include |
18:01 |
thePalin- |
Oh this'll be fun |
18:01 |
Krock |
-DBUILD_CLIENT=0 |
18:01 |
sfan5 |
and that obviously |
18:01 |
thePalin- |
I'm working on the gentoo ebuild |
18:01 |
sfan5 |
i should consider providing statically linked server builds |
18:01 |
sfan5 |
so people would stop using 0.4.10 on debian |
18:02 |
thePalin- |
really? ew |
18:06 |
thePalin- |
Uno momento, fixing my bouncer :P |
18:08 |
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18:09 |
thePalindrome |
There we go |
18:14 |
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18:24 |
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18:28 |
Thomas-S |
Is it already known that when you join a new server (master branch) with an old client (stable), no light is seen? |
18:28 |
sfan5 |
no light? |
18:29 |
Thomas-S |
Yes, no light. Everything is pitch-black. |
18:29 |
paramat |
that should not happen |
18:30 |
paramat |
might be mods |
18:30 |
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18:33 |
sfan5 |
Thomas-S: can't confirm https://kitsunemimi.pw/i/37f3a2fc1fe59bbc.png |
18:33 |
Thomas-S |
I try to reproduce it again. |
18:41 |
Thomas-S |
Regarding mods: Only minetest_game; I can't reproduce when joining a remote server, but I can reproduce when joining a local new server with a local old client |
18:42 |
sfan5 |
this is exactly what i did in my screenshot |
18:43 |
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18:48 |
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18:48 |
paramat |
rubenwardy would you like to go through some old game PRs in 10mins? |
18:49 |
paramat |
^ sofar too? |
18:51 |
rubenwardy |
sure |
18:51 |
ShadowNinja |
This time would normally work for me, but I've got something soon today, so I'll have to leave right about when it starts. |
18:51 |
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18:51 |
paramat |
ok |
18:52 |
paramat |
it's not too important :] |
18:54 |
juhdanad |
May I add a topic? Should Minetest have biome-colored grass? |
18:55 |
paramat |
we're working on more variety |
18:55 |
paramat |
there's an issue for MC-style smooth variation (but i'm strongly opposed) |
18:56 |
paramat |
other subgames may want to use that though |
18:56 |
paramat |
(i mean i'm opposed for MTG) |
18:57 |
juhdanad |
I thought to something like that: https://cloud.githubusercontent.com/assets/20600448/22669223/f707bf12-ecc3-11e6-9fbc-372212ead773.png |
18:58 |
paramat |
intensive to render all those soft overlays, but i think sofar is interested in doing this in a new sugame |
18:58 |
paramat |
*subgame |
18:59 |
paramat |
plus we need some engine stuff to support |
18:59 |
paramat |
heat/humidity at point |
19:00 |
paramat |
nore sfan5 rubenwardy Krock sofar MTG PRs oldest first .. |
19:01 |
paramat |
game#793 |
19:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar |
19:01 |
paramat |
guess we have to wait for sofar to finish this |
19:02 |
paramat |
"this is still in my queue." |
19:03 |
paramat |
i'm neutral |
19:03 |
sfan5 |
is it heavy on graphics |
19:05 |
paramat |
is a meshnode with an angled lid heavier than say 2 nodebox cuboids? |
19:05 |
rubenwardy |
I like that PR |
19:05 |
paramat |
or rather 'much more'? |
19:05 |
rubenwardy |
sfan5, it's not animated, it's just two states like a door |
19:06 |
paramat |
and it's 2 cuboids |
19:07 |
paramat |
game#1013 if the engine part went in? i oppose the engine part |
19:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1013 -- Make cacti hurt players. by sofar |
19:07 |
paramat |
hm maybe we consider the engine part first |
19:08 |
kilbith |
"is a meshnode with an angled lid heavier than say 2 nodebox cuboids?" -> same number of vertices |
19:09 |
paramat |
yeah might be the same |
19:09 |
juhdanad |
Nodeboxes are heavier than regular nodes, because they don't have hidden face removal. |
19:09 |
rubenwardy |
^ |
19:09 |
kilbith |
that's true but the angled lid has all faces exposed |
19:09 |
juhdanad |
I don't know if the closed chest is regular. |
19:10 |
sfan5 |
rubenwardy: then +1 from me |
19:10 |
paramat |
i expect the closed one is just a cube |
19:10 |
paramat |
or cuboid |
19:10 |
paramat |
nore doesn't like the formspec delay |
19:11 |
kilbith |
I dislike that PR too |
19:12 |
juhdanad |
the closed chest is also a mesh, ti seems: https://github.com/minetest/minetest_game/pull/793/files#diff-4c0fc0806e6a443774cea3aea5f3febeR1872 |
19:12 |
sfan5 |
+1 for the cacti thing from me |
19:14 |
paramat |
#3961 related PR |
19:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/3961 -- damage_per_second: Clean up and Increase damage box by sofar |
19:14 |
paramat |
final comment would be preferable |
19:14 |
rubenwardy |
I support the concept of cactus damage |
19:15 |
paramat |
ok, the engine part is the issue then |
19:15 |
paramat |
game#1070 |
19:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1070 -- Add igniter playername to tnt node metadata by jhcole |
19:17 |
paramat |
passing player name through a gunpowder trail seems ridiculous if this does that |
19:18 |
sfan5 |
not needed imo |
19:18 |
paramat |
players would be able to ignite tnt with fire or lava anyway so i don't see the use |
19:20 |
rubenwardy |
there is one usecase: achievements |
19:20 |
rubenwardy |
I'm not familiar with the tnt mod though, would it be possible to hack this functionality on externally? |
19:22 |
paramat |
please add your +1s -1s as we go through |
19:24 |
paramat |
sofar is the tnt expert |
19:25 |
paramat |
game#1229 |
19:25 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1229 -- Bones: Iterate player inventory lists dynamically. by t4im |
19:25 |
paramat |
t4im has disappeared btw, am concerned |
19:26 |
paramat |
github actvity suddenly stops mid-Oct |
19:26 |
paramat |
hopefully just lost interest :] |
19:26 |
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19:27 |
tenplus1 |
plz plz plz devs : https://github.com/minetest/minetest/pull/5622 <-- we need 'dis |
19:27 |
paramat |
onety-one it's WIP |
19:27 |
paramat |
not forgotten |
19:27 |
tenplus1 |
glad to hear... the visual slide when detaching on servers is ver noticable... boats/carts/kb |
19:28 |
sfan5 |
paramat: bones pr might be nice but doesnt seem to be pressing |
19:28 |
sfan5 |
(+1) |
19:28 |
paramat |
i don't understand the PR |
19:28 |
paramat |
so neutral |
19:28 |
tenplus1 |
when detatching from an entity the player slides back to the position from 0,0,0 which is very annoying |
19:29 |
tenplus1 |
the pull places the player entity at the actual coords to prevent slide... that's it |
19:29 |
paramat |
not that one |
19:29 |
paramat |
rubenwardy still adopting? |
19:29 |
rubenwardy |
it's nice, but isn't pressing I agree |
19:29 |
rubenwardy |
after exams :P |
19:29 |
paramat |
fine |
19:29 |
tenplus1 |
:P |
19:29 |
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19:30 |
paramat |
game#1387 |
19:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1387 -- Gunpowder (and tnt.burn) will trigger the on_ignite of nodes by Ferk |
19:31 |
paramat |
i need to rethink this one |
19:36 |
paramat |
i like the idea, lighting coalblocks with gunpowder, and gunpowder should be ignited using on-ignite anyway |
19:38 |
paramat |
i'm still +1 but i should test |
19:39 |
paramat |
author is not very active in MT recently |
19:41 |
paramat |
i don't agree gunpowder should ignite all flammable nodes, it can be selective through 'on ignite' |
19:42 |
rubenwardy |
same, I don't see it lighting a wood floor |
19:42 |
paramat |
gunpowder would act essentially just like flint and steel |
19:48 |
paramat |
i'll test this tonight then +1, any more +1s? |
19:48 |
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19:54 |
paramat |
i'll also ask so-far his opinion |
19:56 |
paramat |
rubenwardy since you confused on_ignite with on_burn are you ok with this? |
20:02 |
paramat |
ok seems ruben is busy, we can restart later if anyoone wants to |
20:02 |
paramat |
*anyone |
20:03 |
VanessaE |
feature request: if down and fast are both bound to "E" with "use = climb down", make it climb down fast if fast is enabled |
20:04 |
VanessaE |
("fast is enabled" meaning you pressed 'J' to toggle it on, of course) |
20:05 |
paramat |
issue please :] |
20:05 |
VanessaE |
too lazy. :) |
20:07 |
paramat |
ok, quickly forgotten :] |
20:07 |
VanessaE |
heh |
20:32 |
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21:02 |
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21:06 |
paramat |
oh good grief just seen minetest channel :] |
21:07 |
paramat |
'sneak is offtopic' O_o |
21:08 |
* red-001 |
hides inside a soapbox |
21:08 |
sfan5 |
don't bring that here please |
21:08 |
paramat |
ok |
21:09 |
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21:09 |
paramat |
sorry wrong place obviously |
21:10 |
sfan5 |
paramat: there's a few game prs with 2 approvals |
21:10 |
sfan5 |
game#1707 |
21:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1707 -- Automatic item colorization for creative mode by juhdanad |
21:10 |
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21:10 |
sfan5 |
game#1709 |
21:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1709 -- Tin: Tune mapgen, bugfix, fix texture credits by paramat |
21:13 |
paramat |
yeah i can merge those and snow texture |
21:13 |
paramat |
i was going to later |
21:18 |
destt |
Hey, I think I finally got my PR done https://github.com/minetest/minetest/pull/5645#discussion_r112841591 |
21:24 |
paramat |
looking |
21:25 |
paramat |
+1 |
21:28 |
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21:56 |
paramat |
nore your opinion on game#1693 ? |
21:56 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh |
21:57 |
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21:58 |
paramat |
will merge game#1707 game#1708 game#1709 in a few mins |
21:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1707 -- Automatic item colorization for creative mode by juhdanad |
21:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1708 -- Textures: Reduce contrast of snow ripples by paramat |
21:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1709 -- Tin: Tune mapgen, bugfix, fix texture credits by paramat |
21:59 |
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22:08 |
paramat |
merging |
22:12 |
paramat |
complete |
22:14 |
* VanessaE |
hopes that doesn't break Unified Dyes :P |
22:52 |
ShadowNinja |
I won't be available next Saturday, so I need someone else to run the developer meeting. |
22:53 |
paramat |
ok |
23:00 |
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23:28 |
paramat |
game#1387 tested +1 rubenwardy sofar nore ShadowNinja? |
23:28 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1387 -- Gunpowder (and tnt.burn) will trigger the on_ignite of nodes by Ferk |
23:28 |
paramat |
just needs a line removing on merge |
23:32 |
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