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03:02 |
VanessaE |
#6042 |
03:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/6042 -- Make dropped items colorable by juhdanad |
03:02 |
VanessaE |
can someone please review that and merge it? |
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11:18 |
paramat |
Krock please could you revew game#1822 and game#1820 ? then i can merge those later today |
11:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1822 -- Add tin block slab and stair by Fixer-007 |
11:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1820 -- Add corner stair nodes 4 by TumeniNodes |
11:19 |
VanessaE |
Calinou: ^^^ stairsplus will need updating... |
11:22 |
Calinou |
ah, inner/outer corner stairs are being added to minetest_game |
11:23 |
Calinou |
does this mean the equivalent Stairs+ nodes should be removed, and aliased to the minetest_game ones? |
11:23 |
Calinou |
(what about the Stairs+ node types being only in More Blocks?) |
11:23 |
VanessaE |
yeah, that's what I'd do |
11:23 |
VanessaE |
but best wait till 0.4.17 |
11:25 |
Krock |
brb, testing 1820 in perhaps a half hour |
11:37 |
paramat |
ok thanks |
11:45 |
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12:28 |
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12:31 |
Noxarivis[m] |
Is minetest considering using appimage or somewhat like that for Linux |
12:31 |
Noxarivis[m] |
? |
12:32 |
paramat |
as far as i know, no |
12:42 |
Krock |
Noxarivis[m], there are appimage builds on the forum subforum "builds" |
12:49 |
Calinou |
they're quite out of date |
12:50 |
Calinou |
I need to send a pull request to nerzhul/nrzkt so builds are made via GitLab CI automatically |
13:02 |
paramat |
Krock the crafting is correct, see comments :] |
13:03 |
paramat |
no, you're right |
13:03 |
paramat |
sorry |
13:03 |
Krock |
:P |
13:05 |
paramat |
can i fix that on merge then? |
13:05 |
paramat |
otherwise we'll have to wait until tonight |
13:07 |
paramat |
^ Krock , assuming you are +1 for the rest of it |
13:08 |
Krock |
yes, already approved it before I saw the recipes in the last moment :3 |
13:08 |
paramat |
thanks for being around, all other mtg devs are absent |
13:08 |
paramat |
ok great |
13:09 |
paramat |
ah didn't see youe approval because it wasn't in the label |
13:09 |
paramat |
*your |
13:10 |
paramat |
ok will merge game#1818 game#1820 game#1822 very soon |
13:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1818 -- Saplings: Reduce grow time to ABM equivalent by paramat |
13:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1820 -- Add corner stair nodes 4 by TumeniNodes |
13:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1822 -- Add tin block slab and stair by Fixer-007 |
13:11 |
paramat |
in 15 mins |
13:24 |
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13:54 |
paramat |
merging |
13:55 |
juhdanad |
Corner stairs! Great, I missed them from Minetest! |
13:59 |
paramat |
done |
14:02 |
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14:52 |
kilbith |
what happened to the clouds in the mainmenu |
14:52 |
kilbith |
they're slightly purple now |
14:54 |
kilbith |
(especially the 2D clouds) |
14:59 |
kilbith |
I'm sure someone confused RGBA and ARGB on irr:video::SColorf |
14:59 |
kilbith |
yet another time |
15:04 |
KaadmY |
Could also be the blend mode on cloyuds |
15:05 |
kilbith |
https://github.com/minetest/minetest/issues/5692#issuecomment-298473934 |
15:05 |
kilbith |
^ exactly what I have (4th screenshot) |
15:05 |
kilbith |
it was fixed at some point but did re-appear recently |
15:10 |
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15:19 |
paramat |
? do you mean the horizon haze colour should match the cloud colour set by the cloud API? |
15:21 |
kilbith |
are you asking me? |
15:24 |
kilbith |
I think he ignores me and don't understand the context |
15:29 |
paramat |
ok |
15:29 |
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15:29 |
Wuzzy |
What does frame_blend in object:set_animation mean? (Lua API) |
15:30 |
paramat |
sorry, misunderstood |
15:31 |
paramat |
yes clouds in menu are off-colour for some reason |
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16:46 |
KaadmY |
Wuzzy: it probably blends between the previous and current animations |
16:46 |
Wuzzy |
i have no idea how it can be used. documentation is non-existant |
16:46 |
KaadmY |
MTG has the code to enable blending, but it breaks badly presumably an Irrlicht bug |
16:47 |
KaadmY |
In mods/default/model.lua or player.lua |
16:51 |
red-001 |
https://www.youtube.com/watch?v=PBMOG_dTbWo |
16:51 |
red-001 |
!title |
16:51 |
ShadowBot |
red-001: Error: That URL appears to have no HTML title within the first 4KB. |
16:51 |
red-001 |
'Dynamic shadows with shaders! (proof of concept for Minetest :P)' |
16:52 |
red-001 |
KaadmY, |
16:53 |
juhdanad |
Wuzzy: animation_blend is the animation's transition time. |
16:54 |
Wuzzy |
what does that mean? |
16:54 |
juhdanad |
Well, I don't really know, just found that: https://github.com/minetest/minetest/blob/master/src/content_cao.cpp#L1422 |
16:55 |
juhdanad |
There is the documentation of that function: http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#a424d2dc577842949094a9d8c2a3eba0e |
16:56 |
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16:59 |
red-001 |
we need shadows |
16:59 |
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17:00 |
juhdanad |
Wuzzy: I think when you change the state of the animation, there is a smooth transition between the two states. |
17:01 |
paramat |
#5981 will be merged within a day or so once i finish testing |
17:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5981 -- Biomes/decorations/ores: Make relative to 'water_level' setting by paramat |
17:01 |
Wuzzy |
And what kind of values do I have to input? |
17:01 |
Wuzzy |
true or false? |
17:01 |
juhdanad |
It is a real number, the time of the blending animation in seconds. |
17:06 |
ShadowNinja |
Krock, nerzhul, nore, paramat, rubenwardy, sfan5, sofar, celeron55: Dev meeting an an hour. |
17:16 |
ShadowNinja |
bigfoot547: Here. |
17:18 |
paramat |
the normal time tends to be bad for nerz, how about an hour later? |
17:22 |
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17:26 |
red-001 |
wait an hour |
17:26 |
red-001 |
maybe someone will be on |
17:27 |
red-001 |
in any case you want to talk to celeron55 |
17:27 |
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17:28 |
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17:29 |
KaadmY |
red-001: :O |
17:30 |
ShadowNinja |
paramat: That wouldn't work for other people though. |
17:36 |
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17:39 |
paramat |
yes late in finland, ok |
17:42 |
kilbith |
nerz's time is dinner time in france usually |
18:01 |
ShadowNinja |
Meeting now. First thing I'd like to cover is #5819 (Fix default item callbacks to work with nil users). Needs a little work before merge, but should be pretty easy. |
18:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5819 -- Fix default item callbacks to work with nil users by raymoo |
18:02 |
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18:03 |
ShadowNinja |
Calinou: Website screenshots when you get a chance :-) |
18:04 |
Calinou |
thanks for the reminder, I completely forgot about it :| |
18:04 |
Calinou |
sorry |
18:04 |
ShadowNinja |
Also, my fix for the unittest bug: https://github.com/minetest/minetest/issues/4810#issuecomment-304474260 |
18:06 |
ShadowNinja |
Anyone here? :-P paramat? |
18:09 |
paramat |
here |
18:09 |
ShadowNinja |
paramat: Any comment on those two items? |
18:11 |
paramat |
i would have to review 5819 in my own time |
18:12 |
paramat |
same with 4810 |
18:17 |
paramat |
ShadowNinja since you're here could you add your opinion to game#1777 ? most mtg devs are absent |
18:17 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1777 -- Crafting: Remove duplicate reversed recipes by paramat |
18:18 |
ShadowNinja |
paramat: Seems fine. |
18:18 |
paramat |
thanks |
18:19 |
Krock |
ShadowNinja, your patch in 4810 seems fine |
18:20 |
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18:20 |
paramat |
sorry, for those PRs you posted it would take me a long time to understand and review, can't do it in a meeting |
18:21 |
Krock |
I can try to solve the rebase troubles and requested changes of #5819 tomorrow to get it along |
18:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/5819 -- Fix default item callbacks to work with nil users by raymoo |
18:23 |
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18:27 |
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18:29 |
paramat |
what are your opinions on the method to use for game#1794 ? i would prefer normal base texture colourisation to allow a bed for every wool colour, instead of hardware colourisation limited to 8 colours. there's no advantage to hardware colourisation for just a few beds and it's more complex and potentially problematic |
18:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1794 -- [WIP] make beds colored by DS-Minetest |
18:30 |
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18:31 |
juhdanad |
I recommend not to use a palette, as it can contain only 8 colors. (by the way why are the beds facedir, not wallmounted?) |
18:33 |
juhdanad |
But you still can use hardware colorization for each bed node (via static color), and then you still end up with one texture. |
18:34 |
DS-minetest |
but with many nodes |
18:34 |
DS-minetest |
i think, it's true what paramat writes. using a palette isn't good |
18:34 |
juhdanad |
Yes, that is true. But it is only 16 nodes, not 256. |
18:35 |
DS-minetest |
32 nodes |
18:35 |
DS-minetest |
64 nodes |
18:35 |
DS-minetest |
(up and down and fancy) |
18:36 |
paramat |
aha static colour |
18:36 |
juhdanad |
If you want to implement this with palettes, you can: register two nodes for a bed, with different palettes. |
18:36 |
DS-minetest |
yeah, ive thought about that too |
18:36 |
juhdanad |
paramat: what is correct? color or colour? I don't really know. |
18:37 |
DS-minetest |
color AE colour BE |
18:37 |
paramat |
however there's no need to use hardware colourisation as there's no advantage for a few nodes |
18:38 |
paramat |
MT code uses 'color' so we go with that |
18:38 |
juhdanad |
DS-minetest: the pull requests required by your PR to colorize items are opened in the Minetest repository. |
18:38 |
paramat |
i'm just english |
18:38 |
DS-minetest |
juhdanad: i know :) |
18:39 |
juhdanad |
And if you want to see an example of facedir nodes with more than 8 colors, see the Homedecor mod's code, or ask VanessaE. It is not so hard to implement. |
18:45 |
paramat |
beds are facedir because wallmounted is the wrong rotation type for them |
18:46 |
paramat |
they're not 'wallmounted' nodes obviously |
18:46 |
DS-minetest |
an color_only_horizontal_facedir paramtype2 would be useful |
18:47 |
paramat |
'color only'? |
18:47 |
DS-minetest |
2 bits for rotation, 6 for color |
18:47 |
paramat |
oh i see |
18:48 |
juhdanad |
I see that too specific... |
18:49 |
DS-minetest |
well, many nodes only need horizontal rotation |
18:49 |
DS-minetest |
eg. an anvil |
18:50 |
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18:50 |
juhdanad |
If I remember well, wallmounted supports up, down and the the four horizontal rotations, isn't it? |
18:51 |
paramat |
correct |
18:51 |
paramat |
but all have just one orientation: upright if on a wall |
18:52 |
paramat |
and fixed for up and down |
18:53 |
VanessaE |
DS-minetest suggestion has merit |
18:53 |
VanessaE |
there are quite a number of nodes in my mods that would have benefited from a 2+6 setup. |
18:54 |
DS-minetest |
imo it should be possible to do with mesh more that you can also do with nodeboxes. eg. connecting and wallmounted |
18:56 |
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18:56 |
VanessaE |
homedecor's beds are just one kind. there's also chairs, sofas, those small gooseneck lamps, and I forget what all else. |
18:56 |
red-001 |
that meeting had one bad turn out |
18:57 |
VanessaE |
each of these has no reason to have any kind of orientation other than on-the-floor facing E/W/N/S |
18:57 |
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18:58 |
paramat |
adding another rotation type just for this colourisation use is questionable though, you end up having to add the non-colourisation version too |
18:58 |
VanessaE |
true. |
18:58 |
VanessaE |
of course, there's not a whole lot of use for a non-colored version of that kind of rotation |
18:59 |
paramat |
turn out was good compared to last week :] (1) |
18:59 |
VanessaE |
one could juse use facedir or wallmounted then |
18:59 |
VanessaE |
just* |
18:59 |
VanessaE |
come to think of it, |
18:59 |
VanessaE |
don't we already technically have that kind of rotation as "legacy wallmounted" or something? |
19:00 |
juhdanad |
So how about new "standingcolor" drawtype? |
19:00 |
VanessaE |
paramtype2* |
19:00 |
juhdanad |
Right. |
19:01 |
VanessaE |
something more like simplecolorfacedir? |
19:01 |
DS-minetest |
well, the 6 bits of non colored version can be used by the mod by itself. eg. mesecons' noteblock already uses param2. but having an only-white palette would work, too |
19:01 |
VanessaE |
in the rush to implement 6dfacedir years ago, the notion of a simple 2-bit rotation sorta got lost in the noise. |
19:02 |
VanessaE |
DS-minetest: or just not having assigned a palette at all should do the same thing imho |
19:02 |
VanessaE |
no palette == all white "dummy" internal palette |
19:03 |
VanessaE |
if it doesn't already do that, it should. :) |
19:03 |
juhdanad |
It does internally do that. |
19:03 |
juhdanad |
-do |
19:03 |
VanessaE |
I thought so. that eliminates the need to define a non-colored 2-bit rotation to go with the proposed colored one |
19:06 |
VanessaE |
of course adding such a scheme would mean more work for me (in the form of LBMs to convert fake-wallmounted nodes) :P |
19:06 |
VanessaE |
and yet another palette to support in unified dyes :P |
19:07 |
DS-minetest |
what happens if a palette with 256 pixels is possible but there's only a palette with 16 pixels? does it start from the beginning again? |
19:07 |
juhdanad |
No, it stretches the palette. |
19:07 |
VanessaE |
the palette is padded with white I think. |
19:07 |
VanessaE |
if the palette has too many entries, it's truncated (unified dyes abuses this to allow for a human-readable palette file :) ) |
19:08 |
juhdanad |
It is explained in lua_api.txt: 0<=param1<=15 will refer to the first pixel. |
19:08 |
VanessaE |
ah. |
19:09 |
juhdanad |
VanessaE: did you know that you can use texture modifiers in palette names? So you can select the region you wish to use from a larger palette. |
19:09 |
VanessaE |
I tried that once. didn't work out so well. |
19:09 |
juhdanad |
Maybe I did something wrong then. |
19:10 |
VanessaE |
I was able to slice-and-dice and build the desired image, but minetest refused to accept the result |
19:10 |
VanessaE |
(I forget what it did, though) |
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19:14 |
VanessaE |
no worries, juhdanad. you make good, useful features. shit happens, right? |
19:15 |
juhdanad |
Thank you very much. I'm not really afraid of smaller bugs. |
19:15 |
DS-minetest |
hah, i found a problem in the lua code style guidelines: not possible but wanted: `local f = {} function f["bla"]() print(foobar) end` somehow something like this gives an error |
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20:07 |
paramat |
updated and fixed #5981 might merge later |
20:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5981 -- Biomes/decorations/ores: Make relative to 'water_level' setting by paramat |
20:11 |
paramat |
#5748 seems ready now if anyone can review |
20:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/5748 -- Underwater plantlike drawtype by numberZero |
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23:56 |
KaadmY |
FYI teleporting a really long distance (1000, 10, 1000 from 0,10,0) breaks the arm intertia |