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IRC log for #minetest-dev, 2019-08-03

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Time Nick Message
01:06 ANAND rubenwardy, re: #8736, Minimum tier should at least be getting 30 FPS. No one deserves less than 30.
01:06 ShadowBot https://github.com/minetest/minetest/issues/8736 -- Define and document minimum and recommended requirements
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07:07 ANAND Also, you missed the (arguably) most important factor: screen resolution
07:08 ANAND I can turn all the dials to max. and still get 60 FPS, if my res. is 640x480 :P
07:37 cheapie ANAND: Heck, I can play MT with playable frame rates on a ViRGE/GX if I use a resolution of like 100x100 :P
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09:28 ANAND cheapie: Exactly! That's why screen res. is an important (if not the most important) part of performance tests.
09:28 Krock well so travis cannot create files?
09:28 Krock Test assertion failed: world_config.updateConfigFile(path.c_str()) == true
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10:04 p_gimeno maybe a permissions issue?
10:09 Krock git clone issue
10:09 Krock the directory is no longer created as soon world.mt is removed
10:10 Krock fixed that now
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11:45 Krock ANAND: what should I change the comment to?
11:45 Krock it's correct
11:49 Krock sfan5: dynamic_cast: 0 occurrences. c-style cast: 12 matches in l_object.cpp
11:49 sfan5 well then don't
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12:12 red-045 DS-minetest: you can't just load the server sent files into the same VFS as client CSM files?
12:13 DS-minetest red? Hi! o/
12:13 red-045 Hello
12:14 DS-minetest I though, the "virtual filesystem" of minetest just makes real paths out of something like mymod:folder/file.lua
12:14 red-045 it doesn't, at least it didn't
12:15 red-045 The way it was implemented in the initial PR it was a mapping of all those paths to real paths
12:16 red-045 so that it wouldn't try to validate filesystem paths like server-sided mod security
12:16 sfan5 it should be turned into a VFS imo
12:16 red-045 like a real VFS?
12:16 DS-minetest sscsms should be kept in ram, right?
12:16 red-045 considering right now it's more a mapping
12:16 red-045 more of a*
12:17 sfan5 a mapping is not a vfs, so yes that's what I'm saying
12:17 red-045 A real VFS would be ideal
12:17 DS-minetest it would be possible to map the file buffers to the paths
12:17 red-045 DS-minetest: well there was some controversy about that, but I would go with yes
12:17 DS-minetest lua can load from buffers
12:18 red-045 that's what I did initially
12:18 red-045 but there was some concerns with wasting memory iirc
12:19 DS-minetest huh?
12:19 sfan5 you can always add an option to keep the vfs contents compressed
12:19 DS-minetest btw. should the mod files be deleted after mod loading?
12:20 red-045 well I can't answer that with a yes or no
12:20 red-045 depends on how you want to structure this code
12:20 celeron55 most files are compressed anyway
12:20 red-045 and how you want people to use CSM
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14:05 red-045 on the topic of running lua in a sandboxed process it's a good idea, but not exactly easy
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14:09 DS-minetest what are the difficulties?
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14:12 red-045 how you implement communications with the main process
14:12 red-045 and I suppose making it cross-platform
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14:44 rubenwardy Krock: added patch comments, now writing tests for noclip
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14:47 rubenwardy oh so, Minetest doesn't support negative element positions?
14:47 rubenwardy for GUIs
14:47 rubenwardy makes testing a bit painful
14:47 rubenwardy hmmm
14:49 rubenwardy damn it
14:49 rubenwardy it limits it to 0,0 in container
14:49 rubenwardy that's so stupid
14:49 rubenwardy who did that
14:50 rubenwardy IT WAS ME
14:52 Krock https://i.kym-cdn.com/entries/icons/mobile/000/023/397/C-658VsXoAo3ovC.jpg
14:54 rubenwardy why does firefox lag when selecting things, it's so annoying
14:55 Krock perfectly smooth here, with about 1/3rd of your CPU's performance
14:57 rubenwardy it's weird
14:57 rubenwardy what OS are you on?
14:57 rubenwardy also, this is on lua_api.txt
14:57 Krock bun2 18.04.2
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15:00 rubenwardy Krock:  https://user-images.githubusercontent.com/2122943/62413517-b9381f00-b607-11e9-8286-45d20a3f75df.png
15:01 Krock so I can see the dropdown, checkbox, scrollbar, list and button text do not work properly
15:01 Krock ninja. already seen that
15:01 rubenwardy wait
15:01 rubenwardy I forgot to add the styles for those
15:01 rubenwardy but the item image button isn't clipping correctly on the left
15:02 Krock there was a PR recently to fix that
15:02 Krock #8652
15:02 rubenwardy updated: https://user-images.githubusercontent.com/2122943/62413545-1a5ff280-b608-11e9-87de-d3c620fd60d1.png
15:02 ShadowBot https://github.com/minetest/minetest/issues/8652 -- Fix missing item images clipping in formspecs by pyrollo
15:03 DS-minetest the text on the left still isn't clipped
15:04 DS-minetest (with #8740, the clipping of all elements would work fine)
15:04 ShadowBot https://github.com/minetest/minetest/issues/8740 -- Formspec draw order by DS-Minetest
15:04 rubenwardy am I forgetting elements?
15:04 rubenwardy because I went down my list
15:05 rubenwardy wait, the list only includes elements which have   setNoclipEnabled(bool) methods in C++
15:07 Krock even if, those can be added in a later PR as well
15:07 Krock what counts is that the current supported elements work fine
15:07 rubenwardy yeah
15:07 rubenwardy those are all tested
15:07 rubenwardy using the two formspec pages, and tracked using that todo list
15:13 rubenwardy I've rebased #7895
15:13 ShadowBot https://github.com/minetest/minetest/issues/7895 -- Add luacheck to check builtin by rubenwardy
15:21 rubenwardy merging trivial bug fix(?) in 15m: https://github.com/rubenwardy/minetest/commit/41ad0f4f202b47daab0841a56bf27c3990670344
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15:39 rubenwardy huh, that was weird
15:39 rubenwardy my dedi wasn't responding to me, but IRC remained attached
15:39 rubenwardy but everyone timed out on the MT server
15:53 rubenwardy yay, green ticks
15:58 rubenwardy Krock: would you like to check #7895 again, and how should it be merged?
15:58 ShadowBot https://github.com/minetest/minetest/issues/7895 -- Add luacheck to check builtin by rubenwardy
15:59 rubenwardy I suggest something like:      Add luacheck configuration,     Fix Luacheck warnings in non-mainmenu builtin,      Fix Luacheck warnings in mainmenu builtin
15:59 rubenwardy although, not sure on the value of that
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16:07 rubenwardy I'll merge #8383 later tonight
16:07 ShadowBot https://github.com/minetest/minetest/issues/8383 -- Add formspec styling using a style[] tag by rubenwardy
16:08 rubenwardy the next big PR is scrolling_container
16:08 rubenwardy on the formspec block list
16:08 DS-minetest \o/
16:08 DS-minetest but I've outsourced some parts
16:09 rubenwardy lol?
16:09 DS-minetest the reorder PR and the bgcolor PR
16:09 DS-minetest they are both from scroll_container and should be merged before
16:09 rubenwardy oh really?
16:09 DS-minetest (the scroll_container PR is too bloated)
16:10 DS-minetest yes
16:10 rubenwardy oh, were they previously contained by scroll_container?
16:10 DS-minetest yes
16:11 DS-minetest I did write that in the title comments
16:14 rubenwardy I thought it was the other way around - they depended on scroll
16:15 DS-minetest no, scroll ships all that changes, which is why it is so big
16:16 DS-minetest (I will rebase scroll_container after reorder is merged)
16:22 ANAND #8271 is ready for review again
16:22 ShadowBot https://github.com/minetest/minetest/issues/8271 -- Fix breath statbar scaling; defer breath_bar hiding by one second by ClobberXD
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16:24 Krock testing 8271
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16:33 ANAND Krock: Sorry, that was an unintentional line comment
16:33 Krock what?
16:35 ANAND My line comment in 8742
16:35 Krock ah. I rephrased the comment now anyway. I hope it's better than before
16:36 GreenDimond I asked this yesterday but it was sleeping hours for most of the devs. I modified GenericCAO::setChildrenVisible() to always do obj->setVisible(true) (just for testing), but the attachment still doesnt draw. Is there another check somewhere that overrides the visibility of the object according to the camera mode?
16:36 Krock the parent needs to be visible too
16:36 GreenDimond You might be the one that knows the most about this, Krock ;P
16:36 Krock ninjas
16:36 GreenDimond :0
16:37 Krock already tried that earlier btw
16:37 GreenDimond so I need to figure out how to not need the parent visible
16:37 Krock the attached node in front was drawn but the collision box never changed its position unless I switchde to 2nd/3rd perspective
16:38 Krock weird stuff
16:39 GreenDimond Should(tm) be simple enough to work around
16:39 Krock thought the same for the attachment fix PR and it took me days
16:40 Sokomine rubenwardy: at which position is #8680 on the list? it would allow for rpg-like chats with npc
16:40 ShadowBot https://github.com/minetest/minetest/issues/8680 -- Formspec: Add HTML-like element by kilbith
16:40 Krock everything was already sent as wanted, but the order to attach the stuff was completely messed up
16:40 rubenwardy Near the bottom lol
16:40 rubenwardy You can already have RPG like chats
16:41 rubenwardy Hypertext is massively overkill for that
16:41 Krock chats aren't that input friendly like buttons
16:42 rubenwardy To left align the text in a button, you can use a label and an invisible button
16:42 Sokomine how, rubenwardy? i know of no way that doesn't look awfully bad. current formspecs fail miserably at multiline-text
16:42 rubenwardy Invisible buttons created using FS styling
16:42 rubenwardy Not sure whether text areas go behind buttons
16:43 Sokomine hmm. is the size of the buttens sufficiently adjustable? keep in mind that the length of the texts may vary greatly. possible responses might range from "no" to a several lines long reply
16:43 DS-minetest text areas are normal elements, buttons, too, so ordering them should work
16:44 Sokomine #8680 isn't perfect because there's no identation (like in tables) - but it is almost perfect. "links" can be clicked, and multi-line text looks good
16:44 ShadowBot https://github.com/minetest/minetest/issues/8680 -- Formspec: Add HTML-like element by kilbith
16:45 Sokomine i don't see a chance of solving this mod-side with textareas. how should the mod know in advance which size to assign to a textarea?
16:47 rubenwardy Can you share a screenshot of what you mean by RPG like dialog?
16:47 Sokomine moment please
16:51 GreenDimond Krock: Do you know where the check is for player visibility is off he top of your head?
16:51 GreenDimond check for*
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16:56 Krock camera.cpp and game.cpp
16:56 Krock both for CAMERA_MODE_*
16:56 Sokomine rubenwardy: https://forum.minetest.net/download/file.php?mode=view&id=19525
16:56 GreenDimond Thanks
16:57 ANAND game.cpp:L2877
16:58 GreenDimond ?
16:58 GreenDimond That line is self attachment
16:59 Krock using a debug build? not bad
17:00 GreenDimond Krock: Maybe you misunderstood.. I changed the function run from l_camera.cpp and game.cpp itself. (setChildrenVisible). It always sets visible to true.
17:01 GreenDimond Regardless of what is passed
17:01 GreenDimond Just for testing because I couldnt get it to display
17:01 GreenDimond And it still didnt draw
17:01 Krock https://github.com/minetest/minetest/blob/master/src/client/game.cpp#L2877
17:01 ANAND ^
17:01 Krock <Krock> the parent needs to be visible too
17:02 GreenDimond Is that an irrlicht thing or something?
17:02 Krock I suppose
17:02 ANAND Yes
17:02 GreenDimond Arg
17:02 Krock the function there will call node->setVisible(x) at some point
17:03 Krock maybe there's an option to not depend the visibility on parents? I didn't look into the docs for that functionality
17:06 ANAND See http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_scene_node.html#a2e3a88fe87d11caa7986a203afe6838c
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17:07 ANAND and http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_scene_node.html#a1aef4f0feccebcd0d38373beadbc1827
17:07 ANAND setVisible and isVisible docs
17:07 GreenDimond Yeah im reading it rn
17:08 ANAND Both of them suggest that the parent has to be visible in order for the children to be visible
17:08 GreenDimond Perhaps I can manually add the node to the renderer
17:09 ANAND If this is about displaying player's attachments in first-person mode, one could attach the children to a dummy node instead of the player maybe?
17:09 GreenDimond I feel like thats a hack
17:09 ANAND It is :(
17:09 GreenDimond But if nothing else works, that would
17:10 GreenDimond Let me try manually adding the node to the renderer
17:10 ANAND But that dummy node might need to be attached to the player in turn. o_O
17:10 GreenDimond yuck x2
17:10 ANAND Stupid idea
17:11 ANAND Hmm, what if the player is visible?
17:11 GreenDimond Then you have a face in your face :)
17:12 ANAND The camera should be moved to where the "eyes" are, ofc
17:12 GreenDimond that is also a hack
17:12 GreenDimond One which shouldnt have to happen
17:12 GreenDimond And would mess up a lot of stuff
17:12 ANAND But that's how a camera is supposed to work ;)
17:12 ANAND But yea, it'd break some stuff
17:13 GreenDimond > thats how its supposed to work
17:13 GreenDimond Well, yes.. but actually no
17:13 GreenDimond ;p
17:13 ANAND That's literally the definition of first-person mode :)
17:14 ANAND Well, not literally
17:14 GreenDimond You arent supposed to work around the local mesh, you are supposed to hide it ;p
17:15 ANAND Noooo :'(
17:16 ANAND I want to be able to see my body when I look down :D
17:16 Lone_Wolf ^
17:17 ANAND Camera offset can even be set from the Lua API, btw
17:17 GreenDimond Yes
17:21 ANAND Imma rotate myself by 90 degrees and align my head with a pillow
17:21 ANAND G'nite ;)
17:24 GreenDimond Hey it almost worked!
17:24 GreenDimond In first person mode it appears but doesnt update position x)
17:24 GreenDimond Progress!
17:42 rubenwardy merging #8383 in 30
17:42 ShadowBot https://github.com/minetest/minetest/issues/8383 -- Add formspec styling using a style[] tag by rubenwardy
17:45 Krock 30 potatoes
17:45 * DS-minetest has successfully run a sscsm
17:46 DS-minetest (with cpcsm script)
17:47 Krock nore, rubenwardy, sofar: Would you be available for a meeting in a few minutes?
17:47 rubenwardy I'm currently making lasagne
17:47 Krock okay. chances for a meeting this week dropped to 0%
17:48 rubenwardy I can pop in and out though
17:48 rubenwardy so go ahead
17:50 GreenDimond So the place where irrlicht decides to draw entities or not is in OnRegisterSceneNode() .. If I understand correctly, registering my own OnRegister for GenericCAO doing the same function without checking for IsVisible should in theory fix the problem?
17:53 Krock perhaps?
17:53 Krock try & error is a learning strategy as well
17:54 GreenDimond True
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18:55 GreenDimond So it looks like I have to make my own scene node to do onregisterscenenode
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19:13 paramat core devs, please consider and comment in #8745
19:13 ShadowBot https://github.com/minetest/minetest/issues/8745 -- Add a modernised Mapgen v61?
19:14 rubenwardy don't we need v8-v60 first?
19:14 GreenDimond ^
19:14 GreenDimond also are you gonna be working on this and watershed at the same time?
19:19 paramat lol
19:19 paramat it won't affect how i work on watershed
19:25 Sokomine regarding the formspec pr with the html links: rubenwardy had equally spaced answers in mind. those can be done with textarea[]. but that won't help me at all. possible answers to select from may vary a lot in length
19:26 Sokomine paramat: i need to take a look at the biomes for the lakes. seems they work pretty straightforward...but i wonder what happens if a mod changes anything? nothing i guess? sometimes a way to pass modified heightmap, biomemap and in particular voxelmanip up to the next mod would be very helpful
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19:40 paramat you could use the 'get biome data at point' API?
19:41 paramat that gives you biome, heat and humidity values. or yes you could use the biomemap for per-node biome information
19:43 paramat oh erm, this is not dev talk, you can private message me in IRC if you want
19:43 paramat well, the 2nd bit is dev talk
19:51 paramat merging game#2433
19:51 ShadowBot https://github.com/minetest/minetest_game/issues/2433 -- Make the creative mod hand dig 'dig_immediate' nodes fast by paramat
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20:02 Sokomine yes...i'm sure the "there's a lake here"-information could be of intrest for other mods. so the biomemap ought to be changed and passed on. same with other data. but then we need some order in which mods work on the data
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20:51 p_gimeno ~tell paramat about 8745: YESSS PLEASEEE! http://irc.minetest.net/minetest/2019-03-27#i_5519275
20:51 ShadowBot p_gimeno: O.K.
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21:20 paramat =)
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21:26 paramat Sokomine ok i see what you mean. correct, the mapgen objects (heatmap, humidmap, biomemap, heightmap, voxelmanip) are not modified or modifiable by mods. however, heat, humidity and biome are very rarely changed by a mod ...
21:28 paramat ... also, for mapgen objects other than the voxelmanip, often multiple mods will want to access the original data instead of the modified data. so it's probably best to leave them alone and leave it to mods to pass modified data ...
21:31 paramat ... however, the voxelmanip is rather different and it may be good to modify it and pass it on, as suggested in an issue
21:34 Sokomine passing the voxelmanip data on would be a great help, yes. still...even biomemap might have been changed. just imagine a new biome type "lake shore" or "house" beeing added
21:39 Sokomine modas just placing a structure may not need to change the heightmap. but mgvillages flattens the area. the origianl heightmap will be wrong afterwards. trouble is there's no real solution on which mod ought to come in which order. passing voxelmanip on might speed things up a lot; passing the other data on might help with consistency
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21:55 DS-minetest will there be styling properties to customize everything of a formspec element?
21:55 DS-minetest eg. for labels of elements
21:56 DS-minetest and for the real text
21:56 DS-minetest and the one background and the other
21:56 DS-minetest of the texts
22:11 paramat i don't think the biomemap should contain anything other than the IDs of the registered biomes
22:38 Sokomine hmm. maybe you're right. something else placed there needs information on a diffrent level. the original biome is still there in theory (although human settlers do change a biome a lot)
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