Time Nick Message 00:22 turok hi all. looking to make my first contributions to minetest... followed the contribution messaging, environment is set up, best to just pick a "beginner friendly" issue and go for it? 17:49 Krock !tell turok Yes, although there are only 6 of them. Best would be to pick something you dislike in Minetest, and check for similar requests. Try&error is also a way to get familiar with the code 17:49 ShadowBot Krock: O.K. 17:55 Krock will merge #9550 in 15 minutes 17:55 ShadowBot https://github.com/minetest/minetest/issues/9550 -- Connection: Fix deadlock in debug mode by SmallJoker 17:55 Krock #9548 needs a second review 17:55 ShadowBot https://github.com/minetest/minetest/issues/9548 -- Fix alignment tags adding unwanted newlines by pyrollo 18:12 Krock merging.. 18:46 sfan5 merging #9548 in 10 m 18:46 ShadowBot https://github.com/minetest/minetest/issues/9548 -- Fix alignment tags adding unwanted newlines by pyrollo 18:59 Krock rubenwardy: https://github.com/minetest/minetest/issues/8553#issuecomment-604621479 18:59 Krock this is not about what's drawn behind 18:59 Krock but rather poor rendering performance of textures with alpha 19:00 Krock which makes sense - because each transparent overlay needs to be calculated using the underlying pixels 19:01 Krock which is probably also the reason why Freetype rendering is so slow 19:06 sfan5 if you disable antialiasing, shouldn't 1-bit transparency suffice for font rendering? 19:10 sfan5 > * **Note**: This will be removed or modified in a future version. 19:10 sfan5 extremely useful 19:17 sfan5 https://github.com/minetest/minetest/commit/e297c7391#diff-1305560bd8befb32862f0feeefabd02eR547 19:17 sfan5 I guess it could be marked as stable? 19:21 Krock yes 19:27 rubenwardy OpenGL supports blending and alpha though? 19:32 Krock yes it does, although hardware can implement it poorly 19:32 sfan5 Krock: https://github.com/minetest/minetest/pull/9555 19:32 Krock another question: is it even possible for the server to get the player's password when SRP is used? 19:33 Krock sfan5: not sure why you opened a PR for that. feel free to merge that patch 19:34 sfan5 because I did more than just delete the line, maybe someone would have found something wrong with the additional documentation 19:34 sfan5 but sure 19:49 Wuzzy what's the point of ephemeral sounds? 19:50 Wuzzy it seems completely pointless to me. If i dont need the handle, i just ignore the return value 19:53 sfan5 less network traffic and memory usage, purely engine internal reasons 19:54 Wuzzy ah its a performance thing 19:55 Wuzzy Please can you add this (that it's a performance thing) to the docs? Otherwise most modders will consider this feature to be useless, and not use it (although they should) 19:57 sfan5 the documentation does recommend usecases for ephemeral sounds, though without explaining the background 19:59 Wuzzy true 19:59 rubenwardy might be worth deprecating playing a sound with `ephemeral` as nil, so that mods opt into using non-ephemeral sounds 20:00 Wuzzy this would generate MASSIVe log spam tho 20:00 rubenwardy deprecation notices only occur once iirc 20:00 rubenwardy although, that may only apply to strict.lua 20:00 Wuzzy not for set_sky... 20:00 rubenwardy and you can fix the deprecation by adding the argument explicitly 20:00 rubenwardy which will work in previous versions 20:01 Wuzzy set_sky currently generates log warnings although paramat suggested to consider the new set_sky API as experimental..... 20:01 Wuzzy i mean, if you use the 5.1.0 syntax of set_sky you get punished with log warnings 20:01 rubenwardy is the API for the new set_sky sound? 20:01 sfan5 deprecation notices are logged each time 20:01 Wuzzy IMO yes 20:02 sfan5 the bigger problem with them is that I get the impression that no modders use them 20:02 sfan5 since they are disabled by default 20:02 rubenwardy aw, it's just the strict.lua global variable checking that doesn't log multiple times 20:02 rubenwardy I swear deprecations do log by default? 20:02 rubenwardy log to warnings 20:02 Wuzzy there is a PR that will scream all warnings to chat (if you enable it). this is VERY important for dev. still not merged :(((( 20:03 Wuzzy rubenwardy: yes they are logged but they are not screamed into chat. that's annoying when you're a gamedev like me ^^ 20:04 Krock only renamed functions (getpos -> set_pos) are logged once per line 20:04 sfan5 # Handling for deprecated Lua API calls: 20:04 sfan5 # - legacy: (try to) mimic old behaviour (default for release). 20:04 Krock but that deprecation wrapper could be re-used for other functions as well 20:04 Krock problem is the tail calls in LuaJIT 20:04 sfan5 the others being "log" or "error" 20:05 Wuzzy sfan5: yes I have set it to "log" but I want it to be screamed at. I always forget to check the logfile afterwards. It's better if I *instantly* see all warnings while testing ? 20:05 sfan5 why afterwards, do you not have a console window open to run minetest? 20:07 Krock also print() is shorter than minetest.chat_send_all 20:07 Krock regarding the debugging potential in console/terminal 20:08 Wuzzy print doesn't seem reliable/official tho 20:08 Wuzzy is print() logged? 20:08 Wuzzy i.e. goes into logfile? 20:08 Krock no, but for testing you don't need it logged anyway 20:09 Wuzzy good point 20:09 Krock also - the print output is thread-safe, since it wraps the minetest.log() function 20:09 Wuzzy i always do minetest.log("error", msg) because it's shorter than minetest.chat_send_all and its in RED ? 20:09 Wuzzy (for temporary testing, ofcourse) 20:10 rubenwardy ha, real modders use error(msg) 20:10 rubenwardy that's even more read 20:10 rubenwardy -a 20:11 Wuzzy oh right 20:12 rubenwardy although, it's not actually red 20:12 rubenwardy but it's more in your face 20:12 rubenwardy (I'm joking) 20:12 Wuzzy red is a lie. colors are a lie. everyhing is an illusion 20:12 rubenwardy (obviously real modders log by writing to a default:book in a chest at 0,0,0) 20:13 Krock rubenwardy: oh yes, enslaved node item 20:13 Wuzzy (implying that real modders use MTG? no, that doesn't make sense) 20:14 Wuzzy paramat: I feel the cloud density has been massively nerfed in MTG btw 20:14 Wuzzy in most regions clouds are much less dense. its rare to see a 5.1.0-style density now 20:14 Wuzzy and i think i never saw a density actually higher than in 5.1.0 20:16 sfan5 well it's now dependent on the biome(?) 20:21 Wuzzy humidity* 20:22 Wuzzy it's semi-dependent on the humidity actually 20:22 Wuzzy there's a separate noise as well 20:24 Wuzzy Please somebody look at #9453 20:24 ShadowBot https://github.com/minetest/minetest/issues/9453 -- Document builtin entities by Wuzzy2 20:25 Wuzzy ah, and also this small bugfix PR: #9302 20:25 ShadowBot https://github.com/minetest/minetest/issues/9302 -- Fix z-fighting of large stacked plantlike nodes by Wuzzy2 21:18 kilbith sfan5: we have had some disruptions at kidscode owing to the get_connected_players porting to C++ 21:19 sfan5 did you pull in the later fixes for it too? 21:19 kilbith it seems to behave differently under the hood than than the Lua version 21:19 kilbith yes 21:20 sfan5 these two? https://github.com/minetest/minetest/commit/7a7bfdca7c2dcbfe40467f64544112551abd7316 https://github.com/minetest/minetest/commit/1761d7d0f8a778e25ca70216520472a61610cbe5 21:20 sfan5 how does the "disruption" manifest? 21:21 kilbith oh nevermind, sorry 21:21 kilbith we don't have pulled these 21:22 kilbith we have 1761d7d0f8a7 (Fix core.get_connected_players() returning unusable ObjectRefs) 21:23 kilbith not 7a7bfdca7c2dcb 21:23 sfan5 7a7bfdca is for a niche situation 21:47 Wuzzy oh no! i just realized you are forced to set pixel size for img in hypertext ? 21:47 Wuzzy isn't it possible to enter relative "inventory slot" sizes, just like the normal image[] formspec element? 21:48 Wuzzy this is a very odd design decision btw. ALL formspec elements use relative sizes, not absolute pixel counts. why make img in hypertext the exception? ? 23:07 kilbith_ HTML standards man 23:20 nephele html in formspecs? 23:21 Wuzzy no 23:23 Wuzzy formspecs will get a hypertext[] formspec element. It's a simple markup language, but it's NOT the same as HTML. It's also not SGML-compatible. 23:24 nephele is there a design spec for that? 23:26 Wuzzy idk 23:27 Wuzzy but you can look into lua_api.txt to see how it works 23:29 Wuzzy nephele: I have recently added a test for the hypertext[] in devtest: 23:29 Wuzzy https://git.minetest.land/Wuzzy/devtest/src/branch/master/mods/testformspec/formspec.lua 23:29 Wuzzy to test in-game, say "/test_formspec" then click "Hypertext" 23:30 nephele Oof, that heavily looks like html 23:31 nephele I kind of wonder why it isn't just normal formspec syntax? 23:40 rubenwardy because normal formspec syntax is terrible 23:44 nephele I disagree, but even if that were the case copying html and using both is surely worse .-. 23:45 Wuzzy html was not copied. 23:45 Wuzzy its NOT HTML 23:45 Wuzzy it just looks kinda like it 23:46 nephele It looks very much like a subset of it 23:46 kilbith WUzzy always liking to argue 23:46 Wuzzy its not a subset either 23:46 kilbith is there anything that relax you in life 23:47 nephele If the goal is to be /not/ html then copying it's brace style isn't a good idea either imo, if it's different atleast make it properly different 23:47 Wuzzy tbh i dont care 23:47 Wuzzy btw rubenwardy how do you escape "<" and ">" in hypertext? 23:52 kilbith_ nephele: do you have a better idea? 23:58 nephele I'd likely just do it with the formspec syntax as is... i don't really like having to switch context like that :) 23:58 kilbith_ Wuzzy: \<\> 23:58 kilbith_ just checked 23:59 nephele (that would be regardless of whether the formspec syntax changes or not= 23:59 rubenwardy Wuzzy: formspec_escape 23:59 kilbith_ nephele: was that you which I had an argument on this topic few months ago? 23:59 nephele I don't know 23:59 Wuzzy rubenwardy: wat.