Time |
Nick |
Message |
00:01 |
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00:02 |
paramat |
i'll attend to #8394 |
00:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/8394 -- Undefined value of num_emerge_threads when syntax error in config file |
00:35 |
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00:59 |
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01:21 |
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01:25 |
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01:41 |
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01:41 |
ANAND |
p_gimeno: #7895 |
01:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/7895 -- [WIP] Add luacheck to check builtin by rubenwardy |
01:42 |
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01:45 |
p_gimeno |
ah thanks ANAND |
01:46 |
ANAND |
:) |
02:39 |
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02:48 |
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03:52 |
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05:17 |
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08:29 |
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09:18 |
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09:58 |
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10:19 |
nerzhul |
merging #8396 |
10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/8396 -- num_emerge_threads: Initialise value to cope with setting syntax error by paramat |
10:47 |
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11:17 |
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11:29 |
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11:32 |
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12:06 |
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12:28 |
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12:28 |
ANAND |
Would someone be able to take a look at #7557 and #7587? Maybe even dish out an approval, if possible :) |
12:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/7557 -- Expose player FOV to Lua API by ClobberXD |
12:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/7587 -- Implement on_wielditem_change callback registration by ClobberXD |
12:29 |
ANAND |
I just realized ShadowBot communicates via channel notices. Neat way to say someone's name without pinging them |
14:06 |
nerzhul |
sfan5: approved #8399, now merging |
14:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/8399 -- httpfetch: Disable IPv6 here too if requested by settings by sfan5 |
14:11 |
p_gimeno |
nerzhul: could you cherry-pick #8396 into backport-5 too? |
14:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/8396 -- num_emerge_threads: Initialise value to cope with setting syntax error by paramat |
14:13 |
nerzhul |
i let rubenwardy manage this as he is the branch owner currently |
14:30 |
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14:53 |
sfan5 |
thanks nerzhul |
14:53 |
nerzhul |
np |
15:09 |
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16:11 |
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16:43 |
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17:50 |
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18:07 |
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18:22 |
rubenwardy |
https://forum.minetest.net/viewtopic.php?f=47&t=22363 |
18:25 |
p_gimeno |
there seem to be two bugs, one for texture and one for scale |
18:27 |
p_gimeno |
the one for texture rotation is probably the same as #8358 |
18:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/8358 -- Nodebox facedir no longer rotates textures to follow it. |
18:27 |
p_gimeno |
indeed he's using nodebox |
18:29 |
p_gimeno |
the scale thing *might* be a consequence of #8019 |
18:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/8019 -- Use true pitch/yaw/roll rotations without loss of precision by pgimeno by pauloue |
18:29 |
p_gimeno |
I'd have to investigate |
18:34 |
p_gimeno |
trying to make a minimal mod that reproduces the issue |
18:47 |
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18:59 |
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19:01 |
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19:24 |
sfan5 |
p_gimeno: https://github.com/minetest/minetest/issues/8358#issuecomment-474063944 |
19:24 |
sfan5 |
any idea here? |
19:25 |
p_gimeno |
sfan5: currently bisecting the size issue, I'll take a look when I finish |
19:26 |
p_gimeno |
the selection box looks wrong in 0.4.17, so it's most likely a bugfix commit |
19:32 |
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19:45 |
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19:47 |
p_gimeno |
sfan5: on first sight, that's not code I've ever touched and I have no idea whether it's good or bad. I will take a deeper look but I hope numberZero can take a look at it at some point. |
19:53 |
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19:59 |
p_gimeno |
the size issue appears to have been introduced here: https://github.com/minetest/minetest/commit/75320e7e88ab5088a46c9e42c1e789cbdacb13b0 but I can't look further now, RL calls |
20:16 |
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20:16 |
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20:17 |
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20:31 |
sfan5 |
p_gimeno: "hope numberZero can take a look" at some point definitely, but it would be nice if this fix could go into 5.0.1 |
20:31 |
sfan5 |
and for that sufficiently understanding the fix would be nice |
20:32 |
paramat |
hm more serious bugs suddenly appearing, i think a fix for these is needed for 5.0.1 |
20:32 |
rubenwardy |
I emailed him a few days ago |
20:32 |
rubenwardy |
I think this should delay 5.0.1 |
20:34 |
* VanessaE |
looks at paramat... told you so :P |
20:47 |
paramat |
well now yes :) as it seems to happen without overlay textures, and there is a visual scale bug too |
20:49 |
paramat |
global textures was merged oct 2017 and these 2 bugs weren't noticed until now, amazing |
20:50 |
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20:55 |
sfan5 |
paramat: https://github.com/minetest/minetest/issues/8358#issuecomment-474097220 |
20:55 |
sfan5 |
I guess it's worth testing if both of those fixes break the global textures feature and whether they can just be merged like this |
20:59 |
paramat |
nice thanks |
21:00 |
paramat |
do you need someone else to make the PRs for these patchs? |
21:01 |
sfan5 |
I can do it myself, will do some more testing first |
21:02 |
sfan5 |
by the way, do you agree with having #8261 for 5.0.1? |
21:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/8261 -- Use player as starting point instead of camera when pointing node by srifqi |
21:03 |
paramat |
https://github.com/minetest/minetest/commit/c0fb5dd3179a0cf70457f5948c0aaca69cbf4c0c needs merging to backport-5 |
21:06 |
paramat |
8261 doesn't seem essential, placing nodes in 3rd person is a pain anyway |
21:08 |
paramat |
i prefer we don't merge low priority bugfixes for 5.0.1 |
21:09 |
sfan5 |
I agree with that |
21:13 |
nerzhul |
+1 |
21:21 |
p_gimeno |
back now |
21:21 |
p_gimeno |
the visual scale issue is no doubt a change of behaviour, but I'm not sure whether to call it a bug |
21:21 |
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21:22 |
sfan5 |
so after looking at the code a bit more I begin to understand why a few things were done |
21:22 |
p_gimeno |
as blachner says in the forum post: > OK I read in the documentation that visual_scale is for the wielded image. So this may be a bug in Minetest 0.4.17 and is corrected now? |
21:23 |
sfan5 |
the nodebox -> mesh conversion is likely gone to make world-aligned textures work on nodeboxes |
21:23 |
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21:23 |
sfan5 |
since meshes are handled differently, this also explains how the texture rotation bug happened |
21:24 |
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21:27 |
paramat |
hm in docs it says visual scale is 'Supported for drawtypes "plantlike", "signlike", "torchlike", "firelike", "mesh".' only |
21:27 |
sfan5 |
internally, nodeboxes used to be meshes |
21:27 |
paramat |
but if nodeboxes were converted to meashes ... |
21:27 |
paramat |
yeah |
21:27 |
paramat |
*meshes |
21:27 |
sfan5 |
I'd say we should support this feature, even if it wasn't intentional |
21:28 |
sfan5 |
well, s/intentional/documented/ |
21:28 |
sfan5 |
the code intentionally applied scaling |
21:28 |
paramat |
any nodebox should really be scaled in it's dimensions, not by visual scale |
21:29 |
paramat |
but yes, long term use makes it a feature |
21:29 |
p_gimeno |
are there any references on someone else impacted by the size issue? |
21:31 |
p_gimeno |
I mean, it doesn't seem to be in wide enough use as to have broken anything major, and blachner has already found a workaround |
21:31 |
paramat |
i'm ok with visial scale scaling nodeboxes if it can be done simply, otherwise, it was never documented as supported |
21:32 |
paramat |
we're free to do either |
21:33 |
sfan5 |
right |
21:34 |
sfan5 |
so the rotation fix I have appears to be side-effect free |
21:34 |
sfan5 |
the scale fix is in conflict with other parts of the code and will cause world-aligned nodeboxes to break |
21:35 |
paramat |
so for 5.0.1 i think fix rotation only |
21:37 |
p_gimeno |
if anyone interested, here's the repro mod I've used: https://notabug.org/pgimeno/Gists/src/minetest--scale-and-texture-issue |
21:37 |
paramat |
and maybe never scale nodeboxes, call it a necessary mod update for 5.0.0 |
21:42 |
p_gimeno |
the selection box looks wrong when visual scale is working |
21:43 |
sfan5 |
it was always like that IIRC |
21:43 |
sfan5 |
paramat: fixing will not necessarily break stuff |
21:43 |
sfan5 |
that's just for the "fix" I quickly came up with after looking at the changes |
21:43 |
paramat |
oh ok |
21:43 |
paramat |
edited |
21:50 |
sfan5 |
#8401 created |
21:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/8401 -- Fix texture rotation for wallmounted nodeboxes by sfan5 |
21:53 |
p_gimeno |
sweet! sfan5++ |
21:53 |
sfan5 |
fixing the scale issue should also be pretty easy but I can't find the method that turns nodeboxes into meshes |
21:56 |
paramat |
i'd prefer to not risk trying to 'fix' that for 5.0.1. i'm not sure it should ever be 'fixed' |
21:56 |
p_gimeno |
let's see what tenplus1 answers, it will help assessing the impact |
21:58 |
paramat |
+1 for 8401, simple |
21:59 |
sfan5 |
paramat: you know what MT caves are missing? random places where there's just one water or lava source |
21:59 |
sfan5 |
makes exploring them much more interesting |
21:59 |
paramat |
MTG could add single source nodes as ore |
21:59 |
sfan5 |
are those guaranteed to be placed next to air? |
22:00 |
paramat |
hmm problem is, massive floods in caverns |
22:01 |
paramat |
no, ore can't be placed according to nearby air |
22:02 |
sfan5 |
hm |
22:02 |
sfan5 |
having it enclosed in a wall would suck |
22:02 |
paramat |
unless we add a new ore type that checks neighbours |
22:03 |
sfan5 |
also, focus on ambience & sounds would be nice |
22:03 |
sfan5 |
after playing minecraft, minetest feels like your sound is broken |
22:03 |
paramat |
yeah. i have a water ambience PR ready in MTG |
22:04 |
sfan5 |
do chests make sounds yet? lava? |
22:04 |
paramat |
but to do lava too efficiently needs a new engine feature |
22:04 |
paramat |
chests yes |
22:04 |
paramat |
lava no |
22:07 |
sfan5 |
chest sounds don't work |
22:07 |
Shara |
paramat: use my little trick to stop flodding. |
22:07 |
Shara |
flooding* |
22:07 |
paramat |
oh of course |
22:08 |
Shara |
As I've done with marsh water in HW |
22:08 |
paramat |
we can use underground decorations to place liquid nodes |
22:08 |
paramat |
yeah |
22:08 |
paramat |
although i think sfan wants flooding in caves? |
22:09 |
Shara |
Normal underground liquids can already flood, but it would be weird to have single node sources generating huge floods |
22:09 |
paramat |
if only MT liquids didn't spread out so much ... |
22:10 |
Shara |
But to be honest, I think MTG underground needs much more than a little extra liquid to make interesting |
22:10 |
paramat |
lol yes |
22:10 |
Shara |
Different stone types already, please |
22:10 |
sfan5 |
sounds appears to be broken on my installation |
22:10 |
sfan5 |
?.? |
22:13 |
p_gimeno |
marble and granite? |
22:13 |
sfan5 |
>mute_sound = true |
22:14 |
sfan5 |
how exactly did this happen |
22:14 |
p_gimeno |
you know the song... don't diorise, anderise, polarise, chance, dance, dismiss, apologise |
22:17 |
benrob0329 |
Shara: underground lakes with glowing mushrooms and stalactites :D |
22:18 |
paramat |
merging game#2337 |
22:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2337 -- Update init.lua by Niwla23 |
22:18 |
Shara |
Underground anything other than rock, liquid and ore would be nice :) |
22:20 |
benrob0329 |
Heck, having the rare underground temple/village on an island in the lake would make it all the more interesting |
22:24 |
p_gimeno |
or having any kind of buildings other than dungeons underground, for the matter. First few times I saw a dungeon I was awed because it looked like some Aztec ruins or something. |
22:36 |
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22:42 |
sfan5 |
paramat: here's a few https://imgur.com/a/cFMJqMi |
22:42 |
sfan5 |
not huge floods, just a few here and there that makes it less trivial to just walk through caves |
22:43 |
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22:48 |
paramat |
ah MC |
22:48 |
paramat |
seems to use a smaller liquid range, our 8 is huge |
22:48 |
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22:49 |
paramat |
but altering that in MTG would break stuff =/ |
22:50 |
rubenwardy |
not even that |
22:50 |
rubenwardy |
it looks like flow prioritises the gradient of the landscape |
22:50 |
paramat |
yes |
22:50 |
rubenwardy |
maybe not |
22:50 |
rubenwardy |
I see at least 7 in one of the pictures |
22:51 |
paramat |
well, MC liquid heads for the nearest drop if one is within a certain range |
22:52 |
paramat |
so spreads out on a large flat area, flows without spreading on steep slopes |
22:53 |
paramat |
as far as i know, saw a video a few years ago |
22:53 |
sfan5 |
it still does that |
23:01 |
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23:03 |
paramat |
liquid source node decorations can be placed in cave ceilings, a big problem is, even if rare, a massive cavern would then have far too many in the ceiling and too much flooding |
23:28 |
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23:35 |
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23:42 |
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23:56 |
Shara |
I don't really see adding single water sources, ones that spill or otherwise, making any meaningful difference to the game. It's not like a liquid source is new content. And one source node that spreads ridiculously far is just weird. So is the ability to then stop a whole flood by removing one node. |