Time |
Nick |
Message |
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14:03 |
Krock |
Some simple fixes: #7481 #7492 -- devs? |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/7481 -- Fix mod channels crash by red-001 |
14:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/7492 -- Fix small memory leaks in client. by red-001 |
14:47 |
rubenwardy |
nerzhul: is there an issue for the crash? |
15:06 |
nerzhul |
rubenwardy, i don't know |
15:06 |
nerzhul |
okay for me for 7481 |
15:06 |
nerzhul |
mergin |
15:07 |
rubenwardy |
there was a closed on |
15:07 |
nerzhul |
second is okay for me too |
15:07 |
nerzhul |
it's nicer, and safer |
15:18 |
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15:40 |
Krock |
Will merge #7481 in 5 minutes |
15:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/7481 -- Fix mod channels crash by red-001 |
15:43 |
Krock |
Any reviews for this fix? #7476 |
15:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/7476 -- core.spawn_falling_node: Keep metadata by SmallJoker |
15:45 |
Krock |
merging former.. |
15:51 |
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15:57 |
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16:11 |
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16:25 |
Krock |
Q: Does Weblate run util/updatepo.sh or do we do that more or less regularly? |
16:29 |
Krock |
A: Yes, we run that and Weblate will provide them after a while in their git repo |
16:45 |
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17:14 |
paramat |
nerzhul are you able to fix the app in the play store? or maybe someone else should try? |
17:15 |
nerzhul |
i will look at the merged PR, build stable-0.4 with them and re-test app, then publish if okay or better |
17:15 |
nerzhul |
(i will look until sunday) |
17:16 |
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17:17 |
paramat |
ok |
17:18 |
paramat |
maybe someone could add a message to the store to apologise and explain? |
17:26 |
celeron55 |
i can do that, but what exactly should it say? |
17:27 |
celeron55 |
it seems it's possible to edit the release notes, which are shown on the play store page |
17:28 |
celeron55 |
that's the "What's New" text |
17:28 |
celeron55 |
oh, of course the full description is editable also |
17:28 |
celeron55 |
it's the first text in a desktop browser at least |
17:37 |
celeron55 |
i added something to it now 8) |
17:38 |
celeron55 |
(the english one) |
18:06 |
paramat |
thanks |
18:06 |
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18:08 |
paramat |
lol "oopsie-doopsie, something bwoke, our team of monkeys is furiously working on it ..." |
18:08 |
srifqi |
Do we have different language of description for Minetest on Google Play? |
18:09 |
srifqi |
"Android goblin" :D |
18:21 |
Krock |
paramat, something like that. would be nice :D |
18:34 |
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18:56 |
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19:01 |
Krock |
rubenwardy, #7469 does not respect the tooltip delay setting |
19:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/7469 -- Formspecs: Add tooltip element for area by rubenwardy |
19:01 |
Krock |
however, neither do the item descriptions |
19:01 |
rubenwardy |
Que |
19:01 |
rubenwardy |
Delay before appearing? |
19:02 |
Krock |
yes |
19:02 |
Krock |
https://github.com/rubenwardy/minetest/blob/eca7d3b6181d0f53f52a34a7120f71acc0b2d7b6/src/gui/guiFormSpecMenu.cpp#L2696 |
19:02 |
rubenwardy |
Yeah, I copied from item descriptions |
19:02 |
rubenwardy |
Argh, that link doesn't work on mobile |
19:02 |
Krock |
sorry :/ |
19:03 |
rubenwardy |
Also, the setting is arguable because tooltips could be more than help |
19:03 |
rubenwardy |
Arguable in that it probably shouldn't apply to all tooltips |
19:03 |
Krock |
so rather remove the tooltip setting? |
19:03 |
rubenwardy |
Maybe a delay argument is needed in tooltip[ |
19:03 |
rubenwardy |
Would be easy to do |
19:04 |
rubenwardy |
Err, not seen how delays are done though |
19:04 |
Krock |
the linked code points to where tooltips are delayed. it used getTimeMs to calculate the last hovered time |
19:04 |
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19:05 |
Krock |
using the GUI element to check whether the pointed thing has changed or not |
19:06 |
Krock |
however, there's no GUI element for tooltip[ in this case so it might not be that helpful |
19:06 |
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20:05 |
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20:18 |
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20:31 |
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20:40 |
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21:33 |
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21:41 |
paramat |
vehicles really need improvement, they're glitchy even in singleplayer, i assume this needs server-sent CSM? |
21:42 |
red-001 |
glitchy in singlerplayer would also indicate other issues |
21:42 |
sfan5 |
csm could help here, but just adding server-side csm will not solve this problem |
21:49 |
paramat |
i'm sort of wondering if SSCSM is necessary to improve vehicles |
21:53 |
VanessaE |
idk which vehicles mod you're talking about, but *csm won't help. three probs I've seen "in the field" are input lag, the usual network lag, and players just leaving the damn things everywhere. one minor prob is smoothly turning the player with the vehicle |
21:54 |
paramat |
in singleplayer my vehicles work, but occasionally seem to run into invisible walls and stop momentarily. watching 'dtime' in the entity's on_step it seems to spike to high values occasionally, causing control lags |
21:54 |
paramat |
and this is with a custom lightweight game in singleplayer. i get the feeling vehicles will be even worse on a server |
21:54 |
rubenwardy |
CSM will help with input and network lag |
21:56 |
VanessaE |
how will it help with network lag? I'm thinking more about relaying movements to other players |
21:56 |
paramat |
seems there needs to be client side prediction type stuff, stuff that the player model uses |
21:56 |
paramat |
so i mean, enable vehcles to work as well as the player model |
21:57 |
paramat |
btw this is experience with my own car mod, so well coded :3 based on boats but improved |
21:58 |
paramat |
smooth interpolated turning would be good too, quite jerky currently |
21:59 |
Krock |
ehem |
21:59 |
Krock |
#6825 |
21:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/6825 -- Smooth yaw by SmallJoker |
21:59 |
paramat |
i'm experimenting with taking 'dtime' into account when turning the car, acts better but becomes visually more jerky |
21:59 |
paramat |
oh yeah .. |
22:00 |
VanessaE |
the last vehicle mod I used (which iirc contained yours) also had the problem of lack of realistic physics, even just video-game-grade. Send a car down a steep hill behaves more like a person - not enough inertia, etc. |
22:00 |
paramat |
ok will test |
22:00 |
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22:01 |
paramat |
working on it. i have a car that can skid and drift, modelled using laws of physics |
22:02 |
paramat |
but behaviour on slopes is not realistic. that's more difficult, and we don't have slopes usually |
22:09 |
paramat |
(i mean, they're a bunch of cubes and we would need to calculate slope from surrounding nodes) |
22:46 |
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23:27 |
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23:33 |
paramat |
#7335 solved, will fix |
23:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/7335 -- Mapgen valleys mapgen flags cannot be disabled |
23:44 |
paramat |
#7495 a 1-character PR |
23:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/7495 -- Mgvalleys: Fix 'mgvalleys_spflags' setting name by paramat |
23:50 |
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