Time Nick Message 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? 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 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know, no 12:42 Krock Noxarivis[m], there are appimage builds on the forum subforum "builds" 12:49 Calinou they're quite out of date 12:50 Calinou I need to send a pull request to nerzhul/nrzkt so builds are made via GitLab CI automatically 13:02 paramat Krock the crafting is correct, see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 13:54 paramat merging 13:55 juhdanad Corner stairs! Great, I missed them from Minetest! 13:59 paramat done 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) 14:58 bigfoot547 The cloud color reflects the previous skybox/fog color when the game was running 14:58 bigfoot547 They use the same cloud thing I think 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 15:19 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? 15:23 bigfoot547 paramat, I'm not saying it should, I'm saying it does. 15:24 kilbith I think he ignores me and don't understand the context 15:29 paramat ok 15:29 Wuzzy What does frame_blend in object:set_animation mean? (Lua API) 15:30 bigfoot547 Try nocliping into the ground, turning off fly, and looking straight down until the sky is black. Then log out and see the clouds. 15:30 paramat sorry, misunderstood 15:31 paramat yes clouds in menu are off-colour for some reason 15:32 bigfoot547 nu, it's fine paramat :) 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 16:59 red-001 we need shadows 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. 17:08 bigfoot547 Where do you have your dev meetings, anyway? 17:16 ShadowNinja bigfoot547: Here. 17:16 bigfoot547 ok 17:18 paramat the normal time tends to be bad for nerz, how about an hour later? 17:18 bigfoot547 You should have a special cloak for minetest staff: "*!*@minetest/developer/*" 17:20 bigfoot547 hello? 17:24 bigfoot547 Anyone on? 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 17:29 KaadmY red-001: :O 17:30 ShadowNinja paramat: That wouldn't work for other people though. 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 18:03 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 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 18:29 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 18:31 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 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 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 18:58 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) 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 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 23:56 KaadmY FYI teleporting a really long distance (1000, 10, 1000 from 0,10,0) breaks the arm intertia