Time Nick Message 00:23 Calinou "View range as far as the eye can see" 00:23 Calinou that'd be a bit long… ;) 05:55 nore so, I think I found how to ask clang-format to use mixed indent; now we need to see if it's breaker other files or not 05:55 nore (spoilers: I bet it will) 06:19 nerzhul nore, ForContinuationAndIndentation means tabs are not always used, what case does that fix ? 06:19 nore nerzhul: things like: 06:20 nore errorstream << ... 06:20 nore << 06:20 nore instead of having 8 spaces replaced by a tab in the second line 06:21 nerzhul we don't align the operators generally, we have only 1 or 2 tabs for continuation 06:22 nore well, clang-format requires that is is aligned, but with a tab + spaces 06:22 nerzhul just let file or section in ignore, else it's not compliant with the rules if i'm correct 06:22 nerzhul i think LINT will report many errors now, we will see :p 06:29 nore I... 06:29 nore I don't understand 06:30 nore it's asking me again to put a tab instead of 8 spaces 06:31 nore I give up 08:41 celeron55 https://github.com/celeron55/buildat/blob/master/util/uncrustify.cfg https://github.com/celeron55/buildat/blob/master/util/uncrustify.cpp.cfg https://github.com/celeron55/buildat/blob/master/util/uncrustify.header.cfg 08:42 celeron55 that was buildat's uncrustify configuration; i did do some post-processing using sed and python but if someone wants to try, maybe by modifying those a bit it's possible to get what MT's current style is 08:42 celeron55 these are kind of crazy: 08:42 celeron55 https://github.com/celeron55/buildat/blob/master/util/codestyle.sh 08:42 celeron55 https://github.com/celeron55/buildat/blob/master/util/cpp_indent.py 08:43 celeron55 but maybe not needed 08:44 celeron55 i recommend reading through codestyle.sh, it's funny 08:45 celeron55 and cpp_indent.py also 08:46 celeron55 with that entire set-up it's certainly possible to format to exactly whatever style we want, that i'm sure about 08:47 celeron55 it's just silly to have to entirely re-do the indenting after a code formatting tool because the tool just can't do what you want 08:47 celeron55 for example uncrustify is unable to indent lambdas as direct function parameters reasonably 08:47 celeron55 i had to write cpp_indent.py to fix them after uncrustify messed them up 08:48 celeron55 possibly running cpp_indent.py after clang-format could work? idk 10:40 nerzhul hello, merging #6241 in ~5mins 10:40 ShadowBot https://github.com/minetest/minetest/issues/6241 -- Do not add base position to player selection box by stujones11 11:33 Megaf nerzhul, did you merge that? 11:34 nore any ideas on how to fix #5894 (I put a comment on what causes the bug, but I don't know how to fix it) 11:34 ShadowBot https://github.com/minetest/minetest/issues/5894 -- Formspec element list[] fails to get inventory of other node via nodemeta for certain coordinates 12:18 nerzhul Megaf, i merged it now, i forget :p 12:22 Megaf oh, rebuilding... 12:32 paramat bug #6305 fix is ready and tested #6300 12:32 ShadowBot https://github.com/minetest/minetest/issues/6305 -- Item entities vibrate and bob on, or fall through, slippery nodes 12:32 ShadowBot https://github.com/minetest/minetest/issues/6300 -- Item entity: Fix and improve motion on slippery nodes by paramat 12:45 nerzhul wow 12:45 nerzhul this code has a certain performance cost 12:46 nerzhul especially the 3 calls to core when changing acceleration and properties 17:41 KaadmY Opinions on #6165 in its current state? 17:41 ShadowBot https://github.com/minetest/minetest/issues/6165 -- Advanced lighting by kaadmy 18:18 paramat Krock nerzhul or anyone, can anyone +1 #6300 ? i'm assuming Krock is happy to work on nerzhul's request in the other PR 18:18 ShadowBot https://github.com/minetest/minetest/issues/6300 -- Item entity: Fix and improve motion on slippery nodes by paramat 18:19 Krock I could also include this fix in the mentioned PR 18:21 paramat ok if you want 18:22 paramat and i'll review your PR 19:08 Krock entity code, especially the builtin item is PITA. We need a function to get the collision information 19:11 Krock hopefully I'll get it done tomorrow 19:12 nerzhul i vlidated #6287 19:12 ShadowBot https://github.com/minetest/minetest/issues/6287 -- Respect object property hp_max field for players by SmallJoker 19:13 nerzhul can someone validate the #6302 cleanup, it's basicly code reorganization 19:13 ShadowBot https://github.com/minetest/minetest/issues/6302 -- Network cleanup by nerzhul 19:25 paramat reviewed #4370 19:25 ShadowBot https://github.com/minetest/minetest/issues/4370 -- Builtin item: Tidy up the code by SmallJoker 19:34 paramat i'm considering whether being able to see the F5 'wireframe mode' should be a HUD flag not a priv 19:35 paramat that could then possibly be developed later with 1 or more extra HUD flags to control what sort of debug info a player can see, for example position/direction or nodename of pointed node 19:52 paramat it seems likely that we will have a new HUD flag to control whether position/direction/pointed node is shown, so wireframe mode would make sense as a HUD flag 19:53 paramat hehe wuzzy has 125 open issues in engine 19:59 paramat this would also fix #6288 19:59 ShadowBot https://github.com/minetest/minetest/issues/6288 -- Wireframe mode stays enabled when debug priv got revoked 20:01 rubenwardy Heh 20:02 rubenwardy It should just be a priv 20:02 KaadmY It shouldn't be debug though 20:02 KaadmY Maybe "debug_wireframe"? 20:11 nerzhul merging #6287 in ~10 mins 20:11 ShadowBot https://github.com/minetest/minetest/issues/6287 -- Respect object property hp_max field for players by SmallJoker 20:15 paramat privs are messy to use though, we're going to move zoom from a priv to a player property for that reason