Time |
Nick |
Message |
00:04 |
paramat |
fixer's bug confirmed, cannot walk through any 2-node high gap, not just doors |
00:08 |
paramat |
yes setting collisionbox in MTG fixes the bug |
00:09 |
paramat |
"for players (0, -1, 0) is ground level" so box has to be set as player:set_properties({collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.75, 0.3},}) |
00:09 |
paramat |
that's the offset issue |
00:09 |
paramat |
will commit to MTG to fix |
00:10 |
VanessaE |
um |
00:10 |
VanessaE |
shouldn't there be some default size set by the engine instead? |
00:10 |
VanessaE |
sounds like this will break pretty much every subgame in existendce. |
00:10 |
VanessaE |
existence* |
00:14 |
paramat |
hmm |
00:15 |
paramat |
yeah |
00:16 |
paramat |
ok will try to fix in engine |
00:26 |
paramat |
found a player box default in the engine which is slightly wrong, will edit |
00:41 |
paramat |
works |
01:04 |
paramat |
bugfix #5715 any support? if not will merge in 1-2hrs |
01:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat |
01:04 |
paramat |
high priority |
01:10 |
paramat |
hang on will update docs |
01:29 |
paramat |
done |
03:02 |
paramat |
now how about #5704 ? seems obvious to do but it's probably not trivial, maybe best i wait |
03:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat |
03:08 |
benrob0329 |
sofar: i can get mt to crash by spamming esc + rightclick with new chests |
03:10 |
benrob0329 |
debug: https://pastebin.com/6b5cvnqs |
03:10 |
paramat |
please open an issue? |
03:10 |
benrob0329 |
ok |
03:12 |
benrob0329 |
game#1727 |
03:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1727 -- Chests: Crash on Esc Spam |
03:34 |
paramat |
i'll merge #5715 in an hour |
03:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat |
03:38 |
paramat |
and #5714 (trivial) |
03:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5714 -- Replace occurrence of luaL_reg in l_camera.cpp by t0ny2 |
03:40 |
paramat |
weird but good to see PR and issue numbers falling |
03:42 |
Hijiri |
ground level = player position? |
03:42 |
Hijiri |
I'm not sure it makes sense to call it ground level since the ground won't be there if an entity's collisionbox has a negative miny |
03:46 |
paramat |
hmm .. |
03:47 |
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GreenDimond joined #minetest-dev |
03:48 |
GreenDimond |
Found out you can leave a chest in it's open state if you press and hold 'ESC' and rightclick. Don't think it's a bug or anything but it's kinda funny. |
03:48 |
paramat |
'foot level' |
03:48 |
paramat |
feet level |
03:48 |
paramat |
yes that's been reported :] |
03:48 |
GreenDimond |
Really? I thought he said it crashed... |
03:49 |
paramat |
separate report |
03:49 |
GreenDimond |
Oh? *looking... |
03:49 |
paramat |
maybe the crash fix will fix both behaviours |
03:49 |
paramat |
reported on IRC but doubt there's an issue |
03:49 |
GreenDimond |
Aw man. I kinda like it. Works for decorative purposes :P |
03:50 |
paramat |
ok i'll improve 5715 docs before merge |
03:50 |
GreenDimond |
LOL and using that glitch you can make the chest appear as if it opened into the block above it |
03:54 |
GreenDimond |
http://pasteboard.co/3g7yZK19Y.png :] |
03:55 |
GreenDimond |
Also interesting http://pasteboard.co/3g8Omzapj.png |
03:59 |
benrob0329 |
lol, that is to be expected |
03:59 |
benrob0329 |
MC solves that by making chests slightly smaller |
04:00 |
GreenDimond |
Expected or not, it's funny :P |
04:03 |
GreenDimond |
Creates unintentional options for builders kindof http://pasteboard.co/3ghky1C91.png :P |
04:06 |
GreenDimond |
"MC solves that by making chests slightly smaller" Look closely at the new chest and it *is* actually slightly smaller than the selection box... |
04:07 |
sofar |
to prevent z fighting |
04:07 |
sofar |
but mc's chest is a full 2/16 smaller |
04:07 |
GreenDimond |
ah that makes sense |
04:08 |
GreenDimond |
Yep |
04:08 |
GreenDimond |
Also saves the chest state on exit which is nice :P |
04:08 |
GreenDimond |
since it is a separate node i guess |
04:10 |
GreenDimond |
If I change the black part of the chest texture to transparent would I see the inside of the outer texture? |
04:14 |
sofar |
no |
04:15 |
sofar |
you would see "through" the chest and end up looking at the node below it |
04:17 |
GreenDimond |
sofar http://pasteboard.co/3gw8NUQHO.png :) |
04:18 |
sofar |
huh, error in the texture of the rear part |
04:18 |
sofar |
how did that happen |
04:18 |
sofar |
looks interesting actually |
04:19 |
sofar |
I forgot culling is off for the chest |
04:19 |
sofar |
so yeah that works |
04:19 |
GreenDimond |
however if I remove the wood block it does the z fighting ting |
04:19 |
GreenDimond |
*thing |
04:19 |
GreenDimond |
actually it might be y |
04:19 |
sofar |
it's just called z fighting no matter the direction |
04:19 |
GreenDimond |
ah oki |
04:21 |
GreenDimond |
hrm. if you watch the chest as it opens, it doesnt change the back texture, it squishes it down... |
04:21 |
GreenDimond |
none of the pixels actually disapear |
04:22 |
sofar |
oh! that's a UV map issue then |
04:22 |
sofar |
time to whip out blender |
04:22 |
GreenDimond |
lol :) |
04:22 |
GreenDimond |
The chest also shrinks xD |
04:23 |
GreenDimond |
Well, if you look at it from the correct angle |
04:23 |
sofar |
yes! it's a UV map bug! |
04:23 |
sofar |
ding ding ding |
04:23 |
sofar |
alright, I'll submit a PR to fix |
04:23 |
* GreenDimond |
found his first bug in Minetest. |
04:23 |
GreenDimond |
*feels good* |
04:23 |
GreenDimond |
btw same for locked chest |
04:25 |
GreenDimond |
oh is there an issue or PR for the problem with panes/bars not connecting to blocks as corners? |
04:26 |
GreenDimond |
*some blocks |
04:27 |
GreenDimond |
As in cobble, baked clay (from mod), etc.. |
04:28 |
sofar |
bbl in a bit |
04:28 |
GreenDimond |
well nvm on the cobble |
04:29 |
GreenDimond |
gonna go now cyas |
04:44 |
|
paramat joined #minetest-dev |
05:04 |
sofar |
~tell GreenDimond fix pending for the UV map as well |
05:04 |
ShadowBot |
sofar: O.K. |
05:07 |
paramat |
will merge #5714 #5715 in a moment |
05:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5714 -- Replace occurrence of luaL_reg in l_camera.cpp by t0ny2 |
05:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat |
05:08 |
benrob0329 |
I guess I rebuilt at a bad time then :P |
05:11 |
|
GreenDimond joined #minetest-dev |
05:11 |
GreenDimond |
aw :) |
05:13 |
paramat |
merging |
05:17 |
paramat |
done |
05:34 |
|
GreenDimond joined #minetest-dev |
05:35 |
GreenDimond |
*sigh* sofar, I want to test, but I can barely get my mods on GitHub. Could you inform me how to merge the PR to my fork? :/ |
05:35 |
sofar |
several ways |
05:36 |
sofar |
I like this one: |
05:36 |
GreenDimond |
easiest way? |
05:36 |
GreenDimond |
or whichever :P |
05:36 |
GreenDimond |
as long as you can tell me xD |
05:36 |
sofar |
curl -I https://github.com/minetest/minetest_game/pull/1728.patch | git am |
05:36 |
sofar |
run that in git/minetest_game |
05:37 |
GreenDimond |
I guess I need curl |
05:38 |
GreenDimond |
patch is empty.. |
05:38 |
GreenDimond |
must have done it wrong |
05:38 |
GreenDimond |
wait a sec |
05:38 |
GreenDimond |
I dont have a git/minetest_game |
05:39 |
GreenDimond |
i have a minetest_game/.git |
05:46 |
GreenDimond |
meh :/ |
05:46 |
GreenDimond |
sofar, n00b question, where is the git/minetest_game? I can't find it... |
05:46 |
sofar |
go in to minetest_game |
05:46 |
sofar |
that |
05:46 |
sofar |
that's your minetest_game git tree |
05:47 |
sofar |
that's what I meant |
05:47 |
GreenDimond |
ah ic |
05:47 |
GreenDimond |
meh. still says it is empty |
05:47 |
GreenDimond |
"Patch is empty. Was it split wrong?" |
05:48 |
GreenDimond |
I am in /home/user/minetest-daily/minetest/games/minetest_game btw |
05:50 |
GreenDimond |
and now it says "(23) Failed writing body" |
05:50 |
GreenDimond |
what am I doing wrong o_0 |
05:53 |
GreenDimond |
maybe I am in the wrong minetest_game, sofar? |
05:53 |
sofar |
oh |
05:53 |
sofar |
typo |
05:54 |
sofar |
change -I to -L |
05:54 |
GreenDimond |
Did something different but still failed |
05:55 |
GreenDimond |
fatal: previous rebase directory .git/rebase-apply still exists but mbox given. blablabla stuff with % curl: (23) Failed writing body (461 != 1370) |
05:55 |
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Fritigern joined #minetest-dev |
05:56 |
sofar |
git am --abort |
05:56 |
sofar |
then retry |
05:56 |
GreenDimond |
huh. worked. |
05:57 |
GreenDimond |
sofar: UV mapping fixed. i can still get it to stay open though |
05:58 |
GreenDimond |
takes some doing, but I can |
05:58 |
sofar |
that was always intended |
05:58 |
sofar |
fixing that is not that interesting |
05:58 |
GreenDimond |
oh. |
05:58 |
GreenDimond |
derp. |
05:58 |
sofar |
I could care less |
05:59 |
GreenDimond |
^tru |
05:59 |
sofar |
some players may like the visual, and it resets on server reboot properly |
05:59 |
sofar |
I could work a little harder on player logout |
05:59 |
GreenDimond |
the other part to test is spam esc and rightclick? |
05:59 |
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Hunterz joined #minetest-dev |
05:59 |
sofar |
yes |
06:00 |
GreenDimond |
by 'spam' he means press&hold right? |
06:00 |
GreenDimond |
what I have been doing the past hour :P |
06:01 |
GreenDimond |
sofar, it never crashed when I did that in the first place, so I guess the fix worked? xD I dunno |
06:02 |
sofar |
no, just click it really fast |
06:02 |
sofar |
you have to do it within 0.2 seconds |
06:03 |
sofar |
two right clicks |
06:03 |
sofar |
lol |
06:03 |
GreenDimond |
I can get like 5 in |
06:03 |
GreenDimond |
if I can do >1 clicks before the formspec shows up, methinks it worked |
06:05 |
GreenDimond |
looks lood sofar. Im off now. gotta get some sleeps :) |
06:05 |
GreenDimond |
*good |
06:06 |
GreenDimond |
thats what happens when you type when falling asleep |
06:06 |
Zeno` |
sofar, sofar, sofar |
06:06 |
Zeno` |
it's "I could not care less", or "I couldn't care less" |
06:06 |
Zeno` |
*sigh* |
06:06 |
Zeno` |
:P |
06:07 |
sofar |
I could care more |
06:07 |
GreenDimond |
but everyone says "I could care less" :P |
06:07 |
GreenDimond |
I could just not care at all xD |
06:07 |
sofar |
I could never become a native english speaker |
06:08 |
GreenDimond |
anywhos, g'nite. |
06:08 |
Zeno` |
I could care less what everyone else thinks it should be |
06:08 |
sofar |
hehe |
06:08 |
sofar |
I could stop watching Pocoyo with my daughter |
06:14 |
benrob0329 |
sofar: even native speakers say it, so your good :-) |
06:46 |
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06:59 |
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07:17 |
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07:27 |
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08:21 |
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09:05 |
nerzhul |
pusher another LINT on l_util and l_settings.h to fix LINT |
09:06 |
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09:08 |
nerzhul |
i think there is a detection rpoblem on PR or they are too old and mergeable and travis doesn't lint :( |
09:17 |
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09:23 |
nerzhul |
Krock, Zeno` sofar can you look at #5716 ? It's a fairly patch permitting to solve #5709 |
09:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/5716 -- Player attrs: permits to remove an attribute by setting value to nil by nerzhul |
09:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/5709 -- Remove player attribute |
09:25 |
nerzhul |
fairly tiny* |
09:30 |
Krock |
two comments from my side |
09:30 |
nerzhul |
i see, which indent ? |
09:30 |
Krock |
otherwise ok |
09:30 |
nerzhul |
it's like set_inventory_formspec |
09:30 |
Krock |
in both lines, see documentation above |
09:31 |
nerzhul |
above there is value ssection |
09:31 |
nerzhul |
but look at set_inventory_formspec just after, it's the same indent :) |
09:31 |
Krock |
the description of set_inventory_formspec is indented with four spaces more |
09:31 |
nerzhul |
oh i see tab vs spaces |
09:32 |
Krock |
arguments/descriptions always are indented further |
09:32 |
nerzhul |
it's now fixed :) |
09:32 |
Krock |
good now. |
09:32 |
nerzhul |
nice |
09:32 |
nerzhul |
i will merge it in ~15min it's not a huge change :) |
09:34 |
Krock |
ack |
10:25 |
nerzhul |
merged, CI was slow |
11:03 |
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11:32 |
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Fixer joined #minetest-dev |
11:58 |
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12:49 |
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13:05 |
Fixer |
collision bug still not fixed when connecting to multiplayer servers https://github.com/minetest/minetest/issues/5713 |
13:08 |
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13:08 |
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13:37 |
nerzhul |
Fixer, it's a server side fix, servers should update |
13:38 |
Fixer |
oh boy |
13:56 |
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13:59 |
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14:18 |
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14:45 |
Krock |
merging game#1726 in 15 mins |
14:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1726 -- Add option to disable lavacooling by Ezhh |
15:10 |
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15:33 |
red-001 |
#5719 |
15:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/5719 -- Rework escape/pause menu by red-001 |
15:39 |
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16:00 |
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16:21 |
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16:25 |
Krock |
oops. totally forgot the pull. merging now |
16:42 |
Fixer |
top kek: https://i.imgur.com/aQXXofz.png (some guy died and I had insane fps laaag and it crashed) |
16:43 |
Krock |
eeks. |
16:43 |
Krock |
this win 7 style ruins the w2k one |
16:50 |
Fixer |
more info |
16:51 |
Fixer |
that handsomepig blowed up around 99 TNT and I crashed at very same moment |
16:52 |
Krock |
if you had an error dump + the debug database, it would be possible to track down the issue |
16:52 |
Fixer |
unfortunately i don't |
16:53 |
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16:59 |
Fixer |
he plans to explode another megabomb, i'm ready with debug build |
17:01 |
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17:02 |
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17:07 |
nerzhul |
for the TNT problem i have a working thing in CPP, it's a because node update run on a single server step (thank you lua :p) |
17:08 |
nerzhul |
i spread node updates in a queue in CPP on AppleTree and node update is spread on multiple step permitting to nuke 10000 TNT if you want :p |
17:11 |
Fixer |
that explosion occured on multiplayer server, my client fps got to 0 because of entities (and I was in other part of map), i've seen his death messages and crashed at very same moment during lowest fps |
17:12 |
Krock |
nerzhul, don't we have limited mapblock updates for that? |
17:12 |
Fixer |
coincidence? don't think so (tm) |
17:18 |
nerzhul |
Krock, if you run a while (please do all node updates) do (loop) end |
17:18 |
nerzhul |
:) |
17:18 |
nerzhul |
all is in example :) |
17:59 |
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18:06 |
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19:01 |
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19:09 |
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20:13 |
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20:35 |
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20:35 |
paramat |
i think i can fix #5718 will try later |
20:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/5718 -- "Climbing" out of water seems randomly broken |
20:36 |
paramat |
also since player collisionbox, step height and footstep bool are now taken from player properties i need to check the defaults and also set these in MTG |
20:38 |
red-001 |
updated #5719 |
20:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/5719 -- Rework escape/pause menu by red-001 |
20:40 |
red-001 |
has #5715 fixed not being able to climb stairs? |
20:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat |
20:51 |
paramat |
not sure |
20:51 |
paramat |
will test and try to fix later |
20:52 |
paramat |
could be step height stuff as in https://github.com/minetest/minetest/issues/5718#issuecomment-299728646 |
20:56 |
Beerholder_ |
Oh my what did I get myself into with this web browser in the Minetest core engine <:-((( Getting stuck on making it available in the C++ Lua API -_- |
20:57 |
Beerholder_ |
The browser should only ever be started on the client as it spawns a Chrome web browser. Should never be started on the server |
20:58 |
red-001 |
cef? |
20:58 |
Beerholder_ |
But it should be scriptable on the server via a server mod, and that is where I get stuck. I can't register my functions as the server does not know anything about the chrome browser |
20:58 |
Beerholder_ |
Yup, cef .... |
20:59 |
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20:59 |
red-001 |
add it to l_client.cpp/.h? |
20:59 |
red-001 |
that's only used by the client |
20:59 |
red-001 |
or add a new file e.g. l_browser.cpp |
21:00 |
red-001 |
probaly better to add it to a new file |
21:01 |
Beerholder_ |
Yup I have l_webpage.cpp/h, is better indeed. Problem is that if I do it client only, whenever I have a mod on the server (e.g. registering the node, doing a formspec where you can enter the URL and then change the web page shown on a node), I try to do local webpage = core:get_web_page("webpagename") |
21:01 |
Beerholder_ |
That obviously returns nil -_- |
21:03 |
Beerholder_ |
No actuall, the get_web_page method is not even found as I do not register it in the server_scripting |
21:03 |
red-001 |
add a new packet? |
21:03 |
red-001 |
to_client_goto_site |
21:03 |
Beerholder_ |
Mmmmmh, ok ... |
21:03 |
Beerholder_ |
It did cross my mind as to what was possible with packets ... |
21:05 |
Beerholder_ |
In any case what is done on the server is different as to what is done on the client I guess ... So I will probably have two different l_browser.cpp/h implementations depending on client and server? |
21:05 |
Beerholder_ |
As in e.g. l_browser_client and l_browser_server.cpp/h |
21:06 |
rubenwardy |
abstraction would be better |
21:06 |
rubenwardy |
ie: the lua part works exactly the same, but they call different code in the end |
21:06 |
rubenwardy |
by lua part I mean l_browser |
21:06 |
Beerholder_ |
You have a point there yes |
21:06 |
Beerholder_ |
Just define interface and the implementation is different on server and client |
21:07 |
Beerholder_ |
Then in the Lua part I can keep everything the same |
21:09 |
red-001 |
you could use IGameDef for that |
21:11 |
Beerholder_ |
Ah, ok, so there is a server and client implementation of IGameDef? I can have a look at that, or at least as an example |
21:12 |
Beerholder_ |
It might still be cleaner to keep it a separate interface though so that I do not interfere too much with the core engine ... |
21:13 |
Beerholder_ |
I already have some ifdefs in some places where I'd rather not have them XD |
21:15 |
Beerholder_ |
Come to think of it, I might want to get rid of those by interfacing as well and doing a Null/ stub version of the browser |
21:15 |
Beerholder_ |
#ifdef _CEF_ENABLED do the actual implementation, else do the dummy with methods that do nothing |
21:16 |
Beerholder_ |
Then I could switch which source files to use in the makefile |
21:16 |
Beerholder_ |
Rather than having ifdefs in the code |
21:17 |
Beerholder_ |
Ok, I will give this some more thought |
21:17 |
Beerholder_ |
Thanks for the pointers! |
21:18 |
rubenwardy |
pointers would be helpful if you're doing polymorphism |
21:19 |
paramat |
#5704 ? simple and obvious |
21:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat |
21:24 |
paramat |
will merge #5704 in 3hrs if no objections |
21:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat |
21:27 |
Beerholder_ |
void pointers, my favorite kind of pointers ;) |
21:54 |
celeron55 |
what the... |
21:54 |
celeron55 |
putting chrome inside minetest sounds like the definition of insanity |
21:55 |
celeron55 |
but i guess whatever floats your boat |
21:56 |
kilbith |
we need that in order to use e.g. Scratch inside Minetest to control a robot, in schools |
21:56 |
kilbith |
that's what Microsoft made recently |
21:57 |
celeron55 |
that sounds even more insane |
21:58 |
kilbith |
no, that sounds one of the rare chance for Minetest to succeed commercially |
21:58 |
celeron55 |
CEF is like 50MB, right? |
22:00 |
celeron55 |
and controlled by google |
22:01 |
kilbith |
doesn't seem so |
22:01 |
kilbith |
https://en.wikipedia.org/wiki/Chromium_Embedded_Framework |
22:01 |
kilbith |
but anyway, its license is very permissive |
22:04 |
celeron55 |
succeeding commercially doesn't need an embedded web browser, it needs someone to ask for money for something |
22:04 |
celeron55 |
and it's not my goal anyway so it's moot point |
22:05 |
kilbith |
asking for money requires to have something appealing to sell |
22:05 |
kilbith |
it's not your goal, but there are commercial forks |
22:05 |
kilbith |
it's always better when upstream cooperates |
22:05 |
paramat |
a web browser in MT would very probably not be approved, maybe it will not be a PR though |
22:06 |
celeron55 |
i'm assuming this is a fork of some kind, which is fine to me |
22:06 |
celeron55 |
that's what i meant by "whatever floats your boat" |
22:06 |
kilbith |
as I said, it's always better when upstream is willing to maintain that shit with us |
22:06 |
kilbith |
(us = forkers) |
22:15 |
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22:16 |
celeron55 |
calling it shit sounds like it's some kind of crap nobody wants to touch unless they get paid a lot |
22:16 |
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22:17 |
kilbith |
if it's the only way to put it down your throat, we are willing to pay |
22:18 |
kilbith |
Beerholder is one of our collaborator btw |
22:18 |
Beerholder_ |
CEF3 is BSD license |
22:19 |
Beerholder_ |
And yes it is a fork |
22:19 |
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22:19 |
Beerholder_ |
Whether it will at some time be part of Minetest remains to be seen, but whatever I do will be available on github :) |
22:19 |
celeron55 |
i'll figure out my opinion about what to do with it once i see the implementation; but if you REALLY want to get it upstream, modularity is key; don't spam existing code with ifdefs |
22:20 |
celeron55 |
and official builds probably don't want to include it |
22:20 |
Beerholder_ |
Of course I don't want to spam existing code with ifdefs and the CMake already has a flag to disable it |
22:20 |
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22:21 |
rubenwardy |
plus modularity will make it easier to rebase on top of upstream changes too |
22:21 |
Beerholder_ |
It started as a proof of concept, and there is some interest which made me pursue it more |
22:22 |
Beerholder_ |
But in the end if I can make it to be designed in such a way that it fits design principles of Minetest that has the preference of course |
22:22 |
Beerholder_ |
Hence me lurking around here :) |
22:22 |
celeron55 |
in any case technically it's like putting a house on top of a car |
22:22 |
celeron55 |
the other way would make more sense |
22:23 |
celeron55 |
i don't know what kind of UX you're aiming for though |
22:23 |
celeron55 |
a public plan would probably benefit everyone |
22:27 |
celeron55 |
if you want to open scratch from minetest, and not minetest from scratch, i guess then you have no choice |
22:28 |
rubenwardy |
I had this on my to do list |
22:28 |
rubenwardy |
(which is very long) |
22:28 |
rubenwardy |
well, ideas list |
22:28 |
rubenwardy |
although I was thinking of making the program as a separate thing to launch and communicate with Minetest |
22:29 |
rubenwardy |
would make implementation and UI much easier |
22:29 |
celeron55 |
*if you want to open scratch inside minetest, and not minetest inside scratch, i guess then you have no choice |
22:29 |
celeron55 |
cef sounds like popup windows are not allowed |
22:30 |
celeron55 |
let's just wait for the plan to be publicized so we can just read it instead of asking random questions |
22:35 |
celeron55 |
i should note that after 7 years of running minetest with basically no money involved, handling any kind of monetary compensation from a company for something being added and maintained upstream would probably be a disaster |
22:36 |
celeron55 |
so your only option is to spend your money in making the code so god damn good that people want to pet it like a cat |
22:39 |
nore |
just saying http://www.catb.org/~esr/jargon/html/Z/Zawinskis-Law.html :) |
22:40 |
celeron55 |
web browsers have basically been operating systems since 10 years ago |
22:40 |
VanessaE |
nore: already achieved. :) |
22:40 |
Beerholder_ |
Good thing CEF runs in a separate process and the interfacing with it is minimal |
22:41 |
Beerholder_ |
Which, btw, makes it replaceable with anything else |
22:41 |
rubenwardy |
it's certainly a very interesting project |
22:41 |
Beerholder_ |
Whether this will all happen in the end remains, of course, to be seen |
22:42 |
Beerholder_ |
But like I said, this started as a PoC and I did not think much about it except for others to have a look at |
22:42 |
rubenwardy |
and it's a shame that the engine isn't more modular on the C++ side, to allow C++ modules/plugins |
22:42 |
Beerholder_ |
Seems there is interest, for educational purposes, so I am working on it still, for free by the way and all code available on github |
22:42 |
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22:43 |
Beerholder_ |
But to be honest, the only trick is to just mem copy one buffer to a texture buffer ;) |
22:44 |
VanessaE |
rubenwardy: the problem there is requiring users to compile mods |
22:44 |
rubenwardy |
VanessaE, better than requiring users to recompile the entire engine |
22:45 |
VanessaE |
minetest would need to integrate use of some C++ JIT compiler or something |
22:45 |
rubenwardy |
and also makes it easier for patches to rebase if they're modular |
22:45 |
rubenwardy |
ofc there's a limit to how modular you can make things |
22:45 |
rubenwardy |
and you risk going into factory land |
22:45 |
celeron55 |
in order to have a module, you have to have an interface that is never changed |
22:46 |
celeron55 |
or rarely |
22:47 |
celeron55 |
i'm not sure how hairy that kind of interfaces would get in MT internals; depends of course whether you want API or ABI stability |
22:47 |
celeron55 |
stable ABI is probably practically impossible |
22:48 |
rubenwardy |
yeah, it would get complex fast |
22:48 |
celeron55 |
well... always is, just because it's C++ |
22:49 |
celeron55 |
a C++ API between any parts of minetest requires a lot of datatypes starting from stuff like MapNode, MapBlock, like a thousand irrlicht types, tens of weird constants and defines and whatnot |
22:50 |
rubenwardy |
Bouncing ideas, but if you made most of the module communication through messages, rather than function calls, it would be a little easier. Although inefficient due to decoding |
22:51 |
celeron55 |
then you can't do most things |
22:51 |
rubenwardy |
Disclaimer: I've not done ABI before |
22:51 |
rubenwardy |
nor am I saying Minetest should do this, it's quite late in the game |
22:51 |
celeron55 |
and you end up needing awful amounts of serialization and whatever |
22:51 |
rubenwardy |
exactly |
22:51 |
rubenwardy |
ruins the point |
23:02 |
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