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15:15 |
rubenwardy |
merging #9258 when CI completes |
15:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/9258 -- GUIFormspecMenu: Add animated_image[] element by Df458 |
15:32 |
sfan5 |
>[GitHub] Minetest has approved a third-party application that you use |
15:32 |
sfan5 |
>"Travis CI for Open Source" from Travis CI |
15:32 |
sfan5 |
? |
15:33 |
rubenwardy |
? |
15:35 |
Krock |
seems about right |
15:38 |
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17:01 |
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17:11 |
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17:12 |
R3KoN |
hi, I've been adding in-inventory manipulation keys, like 1-8 for swapping items from inventories into the player's first 1-8 slots, and dropping straight from the inventory when an item is hovered. I was wondering if such a thing would be wanted in the minetest core? |
17:18 |
Krock |
better than shift + click? |
17:18 |
R3KoN |
The implementation is a lil intrusive because I needed to make a 'swap' operation call both on_*_inventory_take/put |
17:19 |
R3KoN |
Krock: definitely. It allows you to put an item in slot 1/2/3 with just a single keypress when hovering the item |
17:20 |
Krock |
oh I see. that sounds good |
17:21 |
R3KoN |
It's a Minecraft feature I was really missing in MT, so... why not add it. |
17:23 |
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17:24 |
R3KoN |
Also, I was wondering if a swap should call on_*_inventory_take/put to see if it's allowed (it doesn't actually care about returned ItemStack sizes, it just wants to know if it's non-zero), or would it make more sense to add some sort of callback like on_*_inventory_swap |
17:24 |
kilbith |
normally this is my code: https://github.com/minetest/minetest/commit/7ce21788f86d489d6dc08d9b2d3f6e3f8495b64e#diff-a5f388b70e87ab0b0fe8c91bede30944R67-R82 |
17:24 |
kilbith |
not Df548's |
17:24 |
kilbith |
but anyway... |
17:28 |
rubenwardy |
Apparently squashing in GitHub takes the pr author rather than the first commit |
17:29 |
kilbith |
yes but you can amend to two authors |
17:30 |
kilbith |
I don't really mind it though |
17:30 |
rubenwardy |
The files are also missing the LGPL header |
17:32 |
sfan5 |
that code you linked looks like it reimplements what src/tileanimation.cpp does |
17:34 |
rubenwardy |
It is similar, but it is a GUI element to which draws as a flat scaled image |
17:35 |
rubenwardy |
The code there is a mixture of kilbith and df458, due to review requests |
17:35 |
kilbith |
hmmm I can't find the similarities honestly |
17:35 |
kilbith |
doesn't matter |
17:35 |
kilbith |
so next is scroll_container |
17:35 |
rubenwardy |
Yes |
17:35 |
rubenwardy |
I can't remember if they updated that |
17:36 |
kilbith |
DS-Minetest said they haven't the time for it |
17:36 |
rubenwardy |
Ah |
17:37 |
kilbith |
Krock: I don't have the energy to open a separate just for reintroducing the old coordinates system on hypertext |
17:37 |
kilbith |
and that's easy as pie, you can do it |
17:38 |
kilbith |
* a separate PR |
17:39 |
Krock |
what do you want? |
17:39 |
Krock |
like.. which calculations? |
17:42 |
kilbith |
Krock: you just have to copy-paste this part of code: https://github.com/minetest/minetest/blob/master/src/gui/guiFormSpecMenu.cpp#L1545-L1566 |
17:42 |
Krock |
ok |
17:43 |
kilbith |
you only remove the code after `else` |
17:43 |
kilbith |
and you change `textarea` to `hypertext` ofc |
17:44 |
kilbith |
that function handles the field[] too |
17:46 |
Krock |
done |
17:46 |
Krock |
kilbith: thanks. I rewrote that code a while ago |
17:48 |
kilbith |
ohhh |
17:48 |
kilbith |
I didn't realize it could handle the old system already |
17:48 |
kilbith |
it was just miscalculating it |
17:49 |
Krock |
Hypertext merged on 3 Nov 2019 |
17:50 |
Krock |
changing that code would still be okay because it's not yet included in any release |
17:50 |
kilbith |
yes and it wasn't working at all |
17:51 |
Krock |
#9392 ready for review again |
17:51 |
kilbith |
ok so the only downside of stacked frames in animated_image[] is that it doesn't allow to play a fake "video" extracted with ffmpeg |
17:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/9392 -- guiHyperText: Fix blinky cursor on link hover by SmallJoker |
17:53 |
Krock |
native video support would be a wiser decision. such media does not need to be pre-loaded at all and is best streamed directly from the source on demand |
17:53 |
kilbith |
this would need a separate thread |
17:53 |
Krock |
same goes for sounds, but changing the media fetching code to get this to work is quite tricky |
17:54 |
kilbith |
video[1,2;5,10;star_wars.mp4] |
17:55 |
Krock |
telnet to blinkenlights.nl |
17:57 |
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17:57 |
kilbith |
but I'm pretty sure you can stack images with imagemagick |
17:58 |
kilbith |
https://superuser.com/questions/1163549/stack-images-vertically-and-center |
17:58 |
kilbith |
so ffmpeg + imagemagick is the way to go |
18:09 |
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18:09 |
kilbith_ |
the 9-sliced button in /formspec is really nice btw |
18:14 |
rubenwardy |
9 slice all the things |
18:14 |
rubenwardy |
Having a nice pixel elements makes it look so much better than ugly gradients |
18:14 |
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18:15 |
kilbith_ |
why not slicing a given texture into the code directly? |
18:16 |
kilbith_ |
the modder would just have to specify the border width |
18:18 |
Krock |
that already happens? |
18:19 |
kilbith_ |
no, 9 textures must me provided to a separate element |
18:19 |
kilbith_ |
one texture should be provided and the engine cuts it |
18:20 |
kilbith_ |
oh wait |
18:20 |
kilbith_ |
nevermind |
18:20 |
Krock |
my question was a statement |
18:20 |
An0n3m0us |
Hello there; I have a question. Why doesn't mtg have doors made out of different woods, like fences and (soon) mese posts? |
18:20 |
kilbith_ |
that already happend yes |
18:20 |
Krock |
An0n3m0us: because just changing the color doesn't make a door unique |
18:21 |
An0n3m0us |
How do you mean? The fences are made out of different woods. |
18:21 |
Krock |
wooden doors should IMO also look different to the steel one. Save designs look boring |
18:21 |
An0n3m0us |
I agree there. |
18:22 |
Krock |
s/Save/Same/ |
18:22 |
An0n3m0us |
The wooden door should look more 'rough' compared to steel. |
18:22 |
An0n3m0us |
The ts_doors mod has really nice textures for doors; and they have it for the other woods too. |
18:23 |
Krock |
kilbith_: 9-slice buttons are definitely a go-to for well designed games now |
18:23 |
An0n3m0us |
I was thinking that maybe it could be implemented into mtg. |
18:23 |
Krock |
putting styles into prepends to change all button styles. yeah that would be amazing |
18:24 |
Krock |
An0n3m0us: if the license fits it's only a question whether the players like it |
18:24 |
An0n3m0us |
Yeah, but how would one determine that? |
18:24 |
An0n3m0us |
Yeah; but how would one determine that? |
18:24 |
Krock |
former by the README and license notices, latter by creating a PR |
18:25 |
An0n3m0us |
Oops, edit doesn't work like I expected xD |
18:25 |
Krock |
or issue.. |
18:28 |
An0n3m0us |
And why do the door items look flat? Shouldn't they be like this: https://i.paste.pics/84382311f94fbf73e66349f1ecb5cfd5.png |
18:35 |
An0n3m0us |
Also, when one looks at a steel door or locked chest; it shows the infotext to the left. Wouldn't it look better positioned just below the top of the screen, but centered on the x-axis? Example: https://i.paste.pics/cc52562f6d0c79cf6eaed85ede41b34f.png |
18:38 |
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18:46 |
An0n3m0us |
Actually, a second thing about that; I think it should have a rectangle beneath it with a low opacity; kinda like this (the opacity is a little too high): https://i.paste.pics/fa8960d60b10556ad7d99846a7d10e42.png |
18:50 |
Krock |
why not right below the cursor? |
18:51 |
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18:51 |
Krock |
it's probably there to not disturb players who know what they want |
18:52 |
Krock |
mainly for unlocked property where it's quite redundant |
18:52 |
An0n3m0us |
I think below the cursor wouldn't look good; it will get in the way. |
18:54 |
An0n3m0us |
Whereas at the top; how many times do ones eyes need to look at the top edge of the screen? I haven't counted, but I bet it's lower than on the sides or in the middle of the screen. That means it will cause less obstruction to the players view. |
18:55 |
An0n3m0us |
Above the HUD bar might work too; but I think that won't work well since other mods use stuff there like sprint bar and stuff. |
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