Time  Nick      Message
06:50 hoodedice documentation on PostgreSQL_TYPE_INCLUDE_DIR is missing in https://github.com/minetest/minetest#cmake-options
16:57 Krock     will merge #9814 in 10 minutes
16:57 ShadowBot https://github.com/minetest/minetest/issues/9814 -- Add ability to scale HUD text by LoneWolfHT
17:07 Krock     merging
17:07 Krock     uh.. force push
17:08 Krock     ..?
17:09 Krock     whatever, looks good. Has been tested.
17:55 sfan5     ACTION[Main]: 0x55e09085e600 "default_cloud.png"
17:55 sfan5     ACTION[Main]: 0x55e090944f40 "default_cloud.png^[applyfiltersformesh"
17:55 sfan5     the engine has each texture twice even when [applyfiltersformesh does nothing by default
17:55 sfan5     pretty smart
18:03 Krock     pretty smart that we re-engineer the node looks in the builtin falling node when most code could be used from WieldMeshSceneNode::setItem
18:04 Krock     set_properties({node = { name = "default:snow", param2 = ?? }})
18:05 Krock     and pass that MapNode information to  MapblockMeshGenerator::renderSingle
18:22 sfan5     yes that was my plan for later to fix the issue with visuals
18:53 sfan5     for the problem I mentionedd earlier: #9894
18:53 ShadowBot https://github.com/minetest/minetest/issues/9894 -- Stop wasting memory on identical textures when texture filtering is disabled by sfan5
18:57 sfan5     merging #9852 in 10m
18:57 ShadowBot https://github.com/minetest/minetest/issues/9852 -- Rework functionality of leveled nodes by Wuzzy2
19:08 sfan5     Wuzzy: is it intentional that some nodes in devtest have translations?
19:08 sfan5     (sorry if the readme mentions this, can't be bothered to read it right now)
19:08 Wuzzy     is this a problem?
19:08 Wuzzy     should the S()-es be removed?
19:09 Wuzzy     they dont really have translations, just the S()-es for now. i can remove them if you want
19:09 sfan5     nah not important, maybe they'll be useful in the future
19:09 Wuzzy     good
19:09 Wuzzy     anything else on the devtest todo list?
19:10 Wuzzy     the other things that have been complained about ... are they important enough to block devtest?
19:10 sfan5     no I was about to approve it after fixing the merge conflict
19:11 Wuzzy     oh noooo. not another merge conflict >_>
19:11 Wuzzy     sigh
19:12 sfan5     took me less than 30 seconds to fix it
19:12 Krock     wouldn't happen if the game had a new name
19:12 Wuzzy     oh. thanks ?
19:13 Wuzzy     Krock: well i deliberately did NOT rename it because to not mess up review process. i plan to do the rename one PR later...
19:13 Wuzzy     unless you like the name "Minimal development test" more for some reason
19:14 Krock     I don't care about that
19:14 Wuzzy     I'm more worried about my builtin translate PR. This is about to collect conflicts FAST ?
19:14 Krock     as long the game can be identified as development testing game it's totally fine
19:14 sfan5     it still has the warning in chat right?
19:14 Krock     yes
19:14 Wuzzy     yes
19:15 Krock     mentions [devtest], though :P
19:15 Wuzzy     ?
19:15 Wuzzy     sigh
19:15 sfan5     hm?
19:15 Krock     no wait
19:15 Wuzzy     i wonder if this will make it in before the end of 2020. lol
19:16 sfan5     I could fix that now either way since I'm making a commit either way
19:16 Krock     I checked the wrong game. This is the original devtest, not the replaced minimal
19:16 Wuzzy     thank you
19:16 Wuzzy     hey i like this new form of collaboration. less work for me. ?
19:20 Wuzzy     note that ideally, with the new Minimal there comes also a change in dev philosophy. The new minimal should NOT just be merged and then ignored. I wish that a new policy be adopted. Like, every new feature should automatically come with a new testcase in Minimal (when applicable). otherwise, Minimal will quickly detoriate over time again, which would be sad
19:21 Wuzzy     e.g. if you add e.g. a new drawtype, add examples in Minimal as well in the PR. How about making this a new requirement for PRs?
19:22 Wuzzy     This is similar to the documentation reqirement which is already in place, for similar reason. Agree?
19:28 Wuzzy     lol you really optimized the textures to squeeze literally 8 bytes out of them. that's true perfectionism. Fun fact: I already ran my own optimizer (zopflipng) over all the PNGs. Which optimizer did you use?
19:28 sfan5     optipng -strip all -o7