Time |
Nick |
Message |
00:12 |
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01:06 |
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01:09 |
paramat |
merging #9205 and #9415 |
01:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/9205 -- Falling nodes: Add support for facedir, colorfacedirr, wallmounted, colorwallmounted, color, airlike, signlike, torchlike and glow by Wuzzy2 |
01:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/9415 -- Lua_api.txt: Add documentation of VoxelArea 'ystride', 'zstride' by paramat |
01:53 |
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12:41 |
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12:49 |
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12:57 |
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13:01 |
p_gimeno |
About this post: https://github.com/minetest/minetest/pull/9327#issuecomment-576680220 |
13:01 |
p_gimeno |
"I'm gonna try to modify the algo so the problem becomes |
13:01 |
p_gimeno |
(position+distance)-distance == position |
13:01 |
p_gimeno |
which I hope always resolves to true for position value range possible in MT" |
13:01 |
p_gimeno |
no, that's not the case, there are many cases where A + B - B != A independently of the range |
13:14 |
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13:30 |
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13:41 |
Krock |
floating point strikes back |
14:20 |
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14:24 |
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14:27 |
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14:33 |
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14:34 |
sfan5 |
also #9399 could use a review |
14:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/9399 -- More SAO related changes (revised) by sfan5 |
14:36 |
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14:36 |
Krock |
that PR looks good (didn't test yet) - but how long are the entity references now valid? |
14:36 |
Krock |
are they valid in the same callback? |
14:37 |
sfan5 |
until someone marks them for deletion (the PR doesn't change how long they are valid) |
14:38 |
sfan5 |
within the same callback an ObjectRef will definitely stay valid |
14:38 |
Krock |
+1 on that comment from lhofhansl, but I'd prefer to not revert the PR but rather to improve it |
14:39 |
Krock |
I mean. if obj:remove() is called, the reference should be sort of "garbage collected" when the callback is done |
14:39 |
sfan5 |
it is and has always been |
14:39 |
sfan5 |
the only thing that has changed is that calling obj:remove() instantly makes obj unusable |
14:40 |
Krock |
so the only difference is that functions will stop working after remove() |
14:40 |
sfan5 |
yeah |
14:43 |
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15:02 |
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16:13 |
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16:14 |
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16:30 |
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18:07 |
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18:10 |
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18:12 |
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18:37 |
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19:03 |
sfan5 |
Krock: "There were already warnings when invalid/deleted objects were accessed" really? |
19:04 |
Krock |
yess_base.cpp |
19:04 |
Krock |
*yes s_base.cpp L405 |
19:05 |
sfan5 |
that's to catch bugs where the engine makes an invalid object accessible to lua |
19:17 |
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19:30 |
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19:31 |
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19:36 |
Krock |
rather trivial #9423 |
19:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/9423 -- GUIFormSpecMenu: Add basic element highlighing debug feature by SmallJoker |
19:42 |
Krock |
paramat: "aux1" is a more unique name, and also matches the current code |
19:42 |
Krock |
"aux" is also a setting in the sound system - something entirely else. |
19:43 |
Krock |
not in Minetest, though. but it's safer to give a special key a special name |
19:48 |
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19:56 |
paramat |
yes, aux1 is ok for me |
19:59 |
paramat |
please clarify in the thread whether you mean 'aux1' internally or everywhere |
20:13 |
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20:28 |
rubenwardy |
I've closed #3949 |
20:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/3949 -- Add games that should be bundled with Minetest |
20:30 |
paramat |
good. that does not really belong in issues |
20:35 |
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20:47 |
paramat |
i agree with closing #3778 anyone else? |
20:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3778 -- Include Tutorial subgame with Minetest |
20:53 |
p_gimeno |
I agree too. When I first went to try Minetest, I didn't get it, and looked for a tutorial. I found that world, it was obviously showcasing the engine's capabilities, but that didn't really get me started on how to play. Only when I found a certain series of videos, I got how survival mode works and how you're supposed to play it (even if it allows making other games). |
20:55 |
p_gimeno |
IOW, it's not a tutorial on how minetest_game works, but on the possibilities of the engine. :-1: |
21:03 |
rubenwardy |
I need feedback on my main menu changes |
21:03 |
rubenwardy |
my plans are in 3 steps: |
21:04 |
rubenwardy |
- move layout code from tab view, to make it much easier to change the style |
21:04 |
rubenwardy |
- add a new game selection menu which is shown when MT is first open. Game bar is removed, and game selection applies to all the main menu |
21:04 |
rubenwardy |
- a new mainmenu layout |
21:05 |
rubenwardy |
oh, and step 0: get user feedback for a new design |
21:49 |
paramat |
input on 'aux' or 'aux1' appreciated #9417 |
21:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/9417 -- Use "Aux" key name consistently by Wuzzy2 |
21:58 |
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22:04 |
rubenwardy |
https://rwdy.uk/IAx6K.png |
22:08 |
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22:09 |
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22:13 |
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22:18 |
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22:19 |
kilbith |
rubenwardy: lovely |
22:19 |
kilbith |
congrats |
22:20 |
rubenwardy |
it's a mockup |
22:20 |
rubenwardy |
https://rwdy.uk/ZxRWL.png |
22:21 |
rubenwardy |
I worry that partitioning games may confuse users. The hierarchy of this launch screen also isn't so clear |
22:21 |
kilbith |
something missing is the possibility to add an image next to the text inside the buttons |
22:21 |
rubenwardy |
should more important content be left or right? |
22:22 |
rubenwardy |
that button is made using multiple fs elements |
22:22 |
rubenwardy |
problem is that you can't click through the button |
22:22 |
rubenwardy |
you also can't click through the text area |
22:22 |
rubenwardy |
which means I have an invisible button on top of the whole composite button |
22:23 |
kilbith |
I think games should be put left as it's "hierarchically" upper to mods |
22:23 |
rubenwardy |
yeah, ok |
22:23 |
rubenwardy |
I was reading that people see right-most stuff first |
22:24 |
rubenwardy |
but that doesn't feel right to me |
22:24 |
kilbith |
they read in diagonal top-left to bottom-right, more or less |
22:25 |
kilbith |
and which button are you talking about? |
22:25 |
kilbith |
and which textarea? |
22:25 |
kilbith |
btw both contents should use scroll_container obviously |
22:26 |
rubenwardy |
the game buttons to the right is screenshot of an actual formspec, which uses - a text area for the text, an image, a background button, and a foreground invisible button to be clickable |
22:26 |
rubenwardy |
yes |
22:26 |
rubenwardy |
well, I may limit the left to a number so that it almost never needs to be scrolled |
22:26 |
rubenwardy |
and only load those 3 from CDB |
22:27 |
kilbith |
hmm |
22:28 |
kilbith |
here's an idea: remove the borders on buttons on right, apply a subtle background by default, and clearer one when hovering -- BONUS (needs engine change): show the game's description when hovering |
22:29 |
kilbith |
* a subtle background with rounded corners |
22:32 |
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22:32 |
rubenwardy |
https://rwdy.uk/Ksl9E.png |
22:32 |
rubenwardy |
it's a pain to restyle things as the buttons is a screenshot |
22:32 |
rubenwardy |
but I'll make a note of that |
22:32 |
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22:33 |
rubenwardy |
<rubenwardy> https://rwdy.uk/Ksl9E.png |
22:33 |
rubenwardy |
<rubenwardy> it's a pain to restyle things as the buttons is a screenshot |
22:33 |
rubenwardy |
<rubenwardy> but I'll make a note of that |
22:33 |
rubenwardy |
the mock up is here: https://www.figma.com/proto/sXoPmpoSl7RzBQcbMJbUFn/MinetestMainMenu?node-id=0%3A1&scaling=min-zoom |
22:33 |
rubenwardy |
still WIP |
22:36 |
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23:13 |
rubenwardy |
https://github.com/minetest/minetest/issues/6733#issuecomment-590007032 |
23:13 |
rubenwardy |
https://www.figma.com/proto/sXoPmpoSl7RzBQcbMJbUFn/MinetestMainMenu?node-id=0%3A1&scaling=min-zoom now works |