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 |
02:54 |
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04:01 |
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04:21 |
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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 |
07:59 |
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08:09 |
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08:13 |
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08:38 |
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08:43 |
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09:18 |
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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 |
09:45 |
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09:46 |
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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 |
10:38 |
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10:43 |
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10:51 |
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10:54 |
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11:03 |
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11:21 |
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11:29 |
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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 |
12:02 |
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12:02 |
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12:07 |
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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 |
12:34 |
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13:32 |
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13:43 |
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13:50 |
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13:55 |
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14:00 |
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14:00 |
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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 |
14:08 |
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14:08 |
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14:09 |
DS-minetest |
what are the difficulties? |
14:11 |
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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 |
14:17 |
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14:44 |
rubenwardy |
Krock: added patch comments, now writing tests for noclip |
14:47 |
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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 |
14:59 |
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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 |
15:28 |
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15:29 |
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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 |
16:03 |
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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 |
16:23 |
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16:24 |
Krock |
testing 8271 |
16:28 |
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16:28 |
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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* |
16:51 |
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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 |
17:07 |
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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 |
18:05 |
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18:27 |
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18:55 |
GreenDimond |
So it looks like I have to make my own scene node to do onregisterscenenode |
19:12 |
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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 |
19:29 |
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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 |
19:51 |
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19:55 |
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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 |
20:19 |
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20:31 |
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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. |
21:11 |
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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) |
23:38 |
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