Time |
Nick |
Message |
01:52 |
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03:29 |
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03:36 |
ANAND |
Trivial documentation PR: #8912 |
03:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/8912 -- lua_api.txt: Improve privilege definition docs by ClobberXD |
03:38 |
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04:21 |
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04:47 |
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05:08 |
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06:12 |
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07:32 |
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08:01 |
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08:42 |
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08:58 |
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10:01 |
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10:11 |
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10:19 |
Krock |
will merge #8912 in 15 mins |
10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/8912 -- lua_api.txt: Improve privilege definition docs by ClobberXD |
10:34 |
Krock |
mergign |
10:58 |
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11:08 |
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11:09 |
Krock |
#8914 |
11:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/8914 -- Lua API documentation: Various fixes: by SmallJoker |
11:10 |
sfan5 |
re Special sound files: aren't there also mainmenu sounds? |
11:11 |
Krock |
there are? |
11:12 |
Krock |
can't find more special names by searching for "playSound(" |
11:13 |
Krock |
#1651 |
11:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/1651 -- Menu music (WIP) by RealBadAngel |
11:13 |
sfan5 |
hmm you might be right |
11:14 |
Krock |
nice, it's still there in builtin |
11:14 |
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ensonic joined #minetest-dev |
11:14 |
Krock |
main_menu.ogg is another one. thanks |
11:16 |
Krock |
updated |
11:17 |
sfan5 |
not capable to save raw binary -> incaptable of saving raw binary |
11:17 |
sfan5 |
"due to errorous UTF-8 corrections from JsonCPP" ??? |
11:17 |
Krock |
yes |
11:18 |
Krock |
http://irc.minetest.net/minetest-hub/2019-09-07#i_5586897 for reference |
11:18 |
sfan5 |
JSON does not support saving arbitrary binary data, jsoncpp is in the right here by treating strings as utf-8 |
11:18 |
Krock |
yeah.. |
11:18 |
Krock |
how else should I write it there? I mean the other backends can do that |
11:18 |
Krock |
and the mod storage backend is not defined |
11:19 |
sfan5 |
due to restrictions of JSON used internally |
11:20 |
Krock |
"used internally" sounds weird |
11:21 |
Krock |
dropping that part, former sounds clear enough |
11:21 |
sfan5 |
whose stupid idea was it to use json anyway? |
11:21 |
pmp-p |
+1 |
11:21 |
sfan5 |
you could just have dumped the binary serialized meta directly into the file |
11:22 |
Krock |
*shrug* |
11:22 |
Krock |
the person responsible isn't online |
11:22 |
sfan5 |
anyway |
11:23 |
Krock |
base64 encoding actually turns out to be smaller than escaping |
11:23 |
sfan5 |
for the special groups it would be nice to note when a group is not handeled by the engine |
11:23 |
sfan5 |
e.g. not_in_creative_inventory isn't |
11:24 |
sfan5 |
the description of level is also very vague, so I'm guessing it's also not implemented in the engine |
11:24 |
Krock |
level is implemented in the engine |
11:24 |
Krock |
it's used to calculate the tool wear |
11:24 |
Krock |
but I did not plan to update that description |
11:25 |
sfan5 |
also "Node and item groups:" technically should read "Node, item and tool groups:" since tool is its own category later on |
11:25 |
sfan5 |
oh I see, updating the description would be nice then |
11:33 |
Krock |
updated |
11:37 |
Krock |
-: |
12:56 |
rdococ |
tools are just a type of item, aren't they? |
12:57 |
sfan5 |
yes |
12:58 |
Krock |
nodes too, technically |
12:59 |
Krock |
at least they're added to registered_items |
13:15 |
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14:06 |
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Cornelia joined #minetest-dev |
14:39 |
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14:49 |
Krock |
#8856 is btw also ready for a review. The remaining issues have been solved, and TravisCI fails thanks to setup issues |
14:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/8856 -- Send cumulated inventory changes only each step by SmallJoker |
15:33 |
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15:39 |
paramat |
i'm proposing that #8897 is obvious and trivial, but will merge in a few hours to give people time to consider if they want |
15:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/8897 -- Dungeons: Remove non-functional 'projecting dungeons' setting by paramat |
16:01 |
paramat |
is what monte48 suggests here https://github.com/minetest/minetest_game/pull/2466#issuecomment-529196737 a good idea? |
16:01 |
paramat |
auto-set translations to item descriptions |
16:03 |
sfan5 |
no |
16:03 |
sfan5 |
mods know best how to translate stuff themselves |
16:05 |
paramat |
ok, that makes sense |
16:06 |
paramat |
game#2466 is large so i think we should attend to it to avoid creating conflicts |
16:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2466 -- Add support for MT 5 game translation (rebasing #2368) by yquemener |
16:11 |
rubenwardy |
? #8916 |
16:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/8916 -- Add more visual feedback for button states by Df458 |
16:12 |
Krock |
paramat: did not test the dungeons PR but the code looks good |
16:15 |
Krock |
paramat: https://github.com/minetest/minetest/pull/8914#discussion_r322017633 |
16:16 |
Krock |
The sentence above the list was thought to be some kind of sentence beginning |
16:17 |
Krock |
"The player" alone is not clear enough that it's played only for LocalPlayer |
16:21 |
paramat |
ok i see. your suggestion is fine for me |
16:22 |
paramat |
hm well 'the own player', i wonder if there's a clearer way to say that |
16:22 |
paramat |
'the client player'? |
16:22 |
paramat |
'client's player'? |
16:23 |
paramat |
'the own player' is awkward english |
16:23 |
Krock |
client is ambiguous |
16:23 |
Krock |
this.m_player |
16:23 |
paramat |
lol |
16:24 |
Krock |
I know it might be weird but it's the shortest way I could ensure that LocalPlayer is meant |
16:24 |
paramat |
'local player'? |
16:25 |
Krock |
local might also imply singleplayer |
16:25 |
paramat |
and thanks, will merge #8879 in 5 mins |
16:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/8879 -- [Android] Keyboard control broken on 5.x build |
16:25 |
Krock |
but yeah.. would be an option |
16:25 |
Krock |
wrong number |
16:26 |
Krock |
#8897 |
16:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/8897 -- Dungeons: Remove non-functional 'projecting dungeons' setting by paramat |
16:26 |
paramat |
ugh thanks |
16:26 |
Krock |
changing to "the local player". will merge the PR in 15 minutes |
16:27 |
paramat |
but player damage sounds apply to a singleplayer? sorry, confused |
16:27 |
paramat |
ok +1 |
16:28 |
Krock |
rubenwardy: tbh that PR came quite unexpected. I thought it were yet another feature request lying around and waiting for someone to pick it up |
16:28 |
rubenwardy |
they have been working on it on discord |
16:28 |
Krock |
ah. okay. |
16:41 |
Krock |
mergign |
16:42 |
Krock |
paramat: may I? |
16:44 |
Krock |
(assuming away) |
16:48 |
paramat |
yes fine |
16:48 |
paramat |
'ok +1' above |
16:49 |
paramat |
merging #8897 |
16:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/8897 -- Dungeons: Remove non-functional 'projecting dungeons' setting by paramat |
16:59 |
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17:00 |
rubenwardy |
I propose a feature freeze on the 29th |
17:04 |
paramat |
ok fo rme |
17:04 |
paramat |
*for |
17:04 |
paramat |
i'll need help with game#2466 as i'm not good with translations |
17:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2466 -- Add support for MT 5 game translation (rebasing #2368) by yquemener |
17:05 |
Krock |
that's long time enough. set the date as fixed |
17:27 |
p_gimeno |
is player_damage played when the client-side player gets damage? 'local' is not very clear to me |
17:29 |
Krock |
scroll up |
17:29 |
p_gimeno |
yeah, I've read the discussion but I'm unclear on what local means |
17:31 |
Krock |
thanks for the feedback. I also thought of other words but well "the own player" isn't nice either |
17:32 |
p_gimeno |
I still don't know when it's played, though |
17:33 |
Krock |
"when"? When you die. |
17:33 |
Krock |
or when you're damaged |
17:33 |
jas_ |
falling |
17:33 |
jas_ |
the sound is played when the player takes damage from falling |
17:33 |
jas_ |
Played when the player takes damage from falling. |
17:35 |
p_gimeno |
so, does the server send a sound playing message with that sound when it detects damage? |
17:37 |
p_gimeno |
or is it played by the client when the server sends a damage message? |
17:40 |
p_gimeno |
I'm trying to make sense of what 'local' refers to and why the distinction is important. I think it may be important for player_falling_damage, because I think that's played when the client-side player takes damage from falling locally, regardless of what the server knows. |
17:40 |
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17:40 |
p_gimeno |
I may be wrong on that, though. |
17:48 |
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17:50 |
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17:57 |
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18:17 |
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18:21 |
Krock |
p_gimeno: it's when the screen flashes red |
18:21 |
Krock |
that is either by a server packet or locally re-handled damage |
18:23 |
Krock |
the distinction is important because the sound is not played by the server |
18:23 |
Krock |
it won't be placed if you hit other players |
18:23 |
Krock |
*played |
18:26 |
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18:56 |
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19:24 |
Wuzzy |
Krock: “ * `main_menu`: Looped sound in the main menu (gain = 1.0)” |
19:24 |
Wuzzy |
how would this one work? |
19:24 |
Wuzzy |
i mean, if i put it in a game or mod, i have to launch the game or mod, but then I am no longer in the main menu |
19:24 |
Wuzzy |
it doesn't make sense |
19:25 |
Wuzzy |
Or am I supposed to but this file in some magic location? |
19:25 |
Krock |
MTDIR/sounds/main_menu.ogg.? |
19:26 |
Krock |
I'm not the one who implemented it, and the only way to get "media packs" in the main menu aside texture packs is inside "sounds" |
19:26 |
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19:27 |
Krock |
see RBA's PR if you want per-game sounds. obviously out of scope for this doc PR |
19:28 |
Wuzzy |
ok, but then why the hell is main_menu.ogg mentioned in lua_api.txt? :D |
19:29 |
Wuzzy |
So it seems main_menu.ogg is purely an user feature, not a game/mod feature |
19:30 |
sfan5 |
it's documented because it exists |
19:31 |
Wuzzy |
you are missing the point |
19:31 |
Wuzzy |
main_menu.ogg has nothing to do with mods or games |
19:31 |
Wuzzy |
I just tested it |
19:31 |
Wuzzy |
put main_menu.ogg in ~/.minetest/sounds and it will play in the main menu |
19:32 |
sfan5 |
would you like for the documentation to be removed? |
19:32 |
Wuzzy |
my point is, while i agree this should obviously be documented, it doesn't make sense to document it as a "Lua API" feature. it has nothing to do with lua |
19:32 |
sfan5 |
i get that you are technically right, but it does not matter |
19:32 |
Wuzzy |
its very confusing |
19:32 |
Wuzzy |
the document also doesn't specify that the file goes into ~/.minetest/sounds |
19:33 |
Wuzzy |
unlike for player_damage, which goes into ~/.minetest/mods/<modname>/sounds |
19:33 |
Wuzzy |
(or the corresponding game dir, ofc) |
19:35 |
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19:37 |
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19:45 |
Krock |
please open a PR to correct it |
19:46 |
Krock |
so that it's exactly how you'd like to have it |
19:52 |
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20:11 |
paramat |
my intended engine work for 5.1.0 is (at minimum): 1. create more dungeon structure variation using the new capabilities of dungeon parameters, including rare mega-dungeons. 2. Add per-mapgen mapgen parameters for the 'randomwalk' caves: min/max number per chunk, and proportion that are flooded |
20:16 |
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20:26 |
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20:36 |
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20:45 |
Wuzzy |
paramat: mega-dungeons? |
20:45 |
Wuzzy |
like dungeons, but huuuuuge? |
20:45 |
Wuzzy |
how huge? |
20:46 |
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20:46 |
rubenwardy |
we found some huge ones in my livestream yesterday |
20:46 |
Wuzzy |
pics or it didnt happen :P |
20:47 |
rubenwardy |
also a cavern which was 300+ |
20:59 |
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21:08 |
paramat |
sofar please see https://github.com/minetest/minetest_game/pull/2466#issuecomment-529239391 onwards |
21:10 |
paramat |
my idea is to rarely generate a dungeon with far more rooms than normal, and larger rooms/corridors, like almost filling a mapchunk |
21:17 |
paramat |
but that may be best as a separate PR, basic dungeon structure has priority for development |
21:29 |
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21:49 |
sfan5 |
Wuzzy: btw next time you review a PR please use github's review function, it makes it much easier to see which code it applies too |
21:50 |
Wuzzy |
I can't. It requires JavaScript. |
21:51 |
sfan5 |
eh okay |
22:00 |
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22:06 |
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22:16 |
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22:17 |
rubenwardy |
game#2468 |
22:17 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2468 -- Allow flooding of farming crops by rubenwardy |
22:18 |
sfan5 |
fine by me |
23:11 |
sfan5 |
paramat: do you plan to update your game#2064 PR? |
23:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2064 -- Add initial environmental sounds mod with flowing water sounds by paramat |
23:11 |
sfan5 |
would be very much nice to have |
23:13 |
paramat |
oh ok, thanks for the interest, will do so |
23:14 |
paramat |
there didn't seem to be much support until now |