Time |
Nick |
Message |
00:04 |
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00:27 |
paramat |
merging 9910 |
00:32 |
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00:35 |
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00:44 |
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01:20 |
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01:24 |
ANAND |
Minimal HP change test assertions are failing again |
01:24 |
ANAND |
I'm on 7ec76e53 |
01:25 |
ANAND |
That's probably just a couple of commits behind master |
01:27 |
ANAND |
I "fixed" this by deleting the old world and creating a new one, but I'm getting this on the new world too. |
01:28 |
ANAND |
I remember my HP being pretty low, the last time I was able to play in the world |
01:29 |
ANAND |
I'm thinking the assertion failure happens bc the code doesn't properly handle the case of player having low HP already |
01:35 |
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02:27 |
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05:15 |
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06:06 |
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07:20 |
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07:35 |
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07:53 |
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08:00 |
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08:19 |
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08:26 |
sfan5 |
ANAND: those assertions also fail when you have damage disabled |
08:30 |
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08:56 |
nephele |
Any thoughts on a drawing api for mt? Basically a "hudpaint" or so callback in which a couple of calls are valid to precisely draw the hud, as in draw a line, draw a texture, draw a text (and get the drawn size), draw a color in a given space (like a square) etc |
08:59 |
sfan5 |
I doubt that such direct drawing is going to be implemented for performance, security or other reasons |
09:24 |
nephele |
I am just testing the water, why do you think that performance and security are issues here? Personally i would like such an api to be able to efficiently draw a hud without bending over backwards to use the hud elements there are now, so i am not really sure why performance would be an issue, likewise security |
09:39 |
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10:25 |
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10:29 |
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10:46 |
sfan5 |
nephele: performance would be because the client would have to call into Lua to draw the GUI very often, security is because you'd be exposing additional APIs but I don't expect that to be an issue in practice (it just has to be considered) |
10:48 |
nephele |
it's only 60times per second usually, i don't expect the performance to be horrible (and if the drawer has a buffer he can just return that immidiently if nothing in his model has changed) |
10:52 |
ANAND |
sfan5: I hadn't disabled damage in either my old minimal test world or my new one. While I didn't specifically note the events that led to the assertion fail in my old world, I did note that I had very low health just before leaving my world the last time. |
10:55 |
ANAND |
The reason for the assertion fail might be due to my HP being clamped at 0 when the code expects it to go as far as (curr_HP - damage)? |
10:55 |
ANAND |
I'm just speculating, but I suspect this might be the reason |
10:55 |
ANAND |
nephele: Related #9962 |
10:55 |
ShadowBot |
ANAND: Error: That URL raised <HTTP Error 404: Not Found> |
10:56 |
ANAND |
Oh sorry |
10:56 |
ANAND |
#9662 :P |
10:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/9662 -- Low-level HUD element to allow mods to "draw" elements on the screen |
10:56 |
ANAND |
Does that satisfy your use-case? |
10:59 |
nephele |
No, not really, the current api is giving me massive trouble the way it is designed now, especially with no way to get apparent sizes for textures, no way to get aparent sizes for text, and no way to have a reliable coordinate system (since it will scale with the scale factor) |
11:00 |
nephele |
#also having to keep track of every element and unregistering it or deduplicating it with regards to the next state is a bit troublesome, but not a massive problem |
11:02 |
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11:02 |
ANAND |
Ohh, are you requesting for dynamic elements that allow modifications every tick? :O |
11:03 |
ANAND |
It's a neat idea, really. Performance would be my concern as well - there would be a lot of Lua<-->C++ overhead as sfan noted. |
11:03 |
nephele |
No, i don't need every tick neccesarily, although ideally a low-latency input would redraw as soon as the state changes, my main usecase is building a ui that does change based on my view of the state, it doesn't matter much whether i re-make the hud elements that will be drawn or draw them myselves that much |
11:04 |
ANAND |
Mhmm |
11:05 |
nephele |
I suppose the current system would work fine with some more primitives, exposing the scale factor /instead/ of scaling the coordinate system (and have a whenchanged callback for that), and a way to get the appart size of text which was laid out, aswell as getting the size of textures ahead of time (and laid out sizes) |
11:06 |
nephele |
apparent* |
11:11 |
sfan5 |
merging #9893 in 10 minutes |
11:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/9893 -- Cleanup of particle & particlespawner structures and code by sfan5 |
11:19 |
nephele |
ANAND, I did check that specific mr now, i really hate the api there, makes it much more complicated to use it, i would just have different primitives for square and triangle instead of shoving all into one element |
11:21 |
nephele |
(also for current elements it's really wierd that one needs to use "text" or something to specify the texture, does that have any reason?) |
11:21 |
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11:24 |
nephele |
err, issue actually... not mr :F |
12:19 |
Krock |
will push https://krock-works.uk.to/u/patches/0001-MacOS-Fix-environ-not-being-found.patch in 10 minutes |
12:19 |
Krock |
#9904 afterwards, with removed baces |
12:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/9904 -- Check for valid base64 before decoding by Lejo1 |
12:22 |
sfan5 |
Krock: if you name it apple_environ anyway why not inline the *_NSGetEnviron()? |
12:22 |
Krock |
yes, right. |
12:30 |
Krock |
pushing (2) |
14:33 |
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14:45 |
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15:02 |
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15:20 |
Krock |
interestingly, std::vector<char> + resize + memcpy is faster than std::stringstream << value |
15:20 |
Krock |
vector: 100ms to append "test" 10 million times |
15:20 |
Krock |
stringstream: 200ms |
15:23 |
Krock |
though stringstream catches up fast in time with larger amounts of data |
15:34 |
Krock |
also push_back vs emplace_back makes no difference at all |
15:34 |
Krock |
at least for primitives |
15:42 |
ANAND |
emplace_back doesn't make much sense when used with primitives |
15:45 |
ANAND |
I'm sure it'd only be negligibly faster than push_back for small objects. |
15:50 |
ANAND |
But std::vector being faster than stringstream comes as a surprise to me. That's very interesting. |
16:24 |
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16:32 |
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16:53 |
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17:02 |
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17:23 |
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18:16 |
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18:17 |
appguru |
Tryin' to get PRs merged, see #minetest |
18:18 |
sfan5 |
then why not do that here? |
18:18 |
appguru |
Alright, I'll start with asking for #9903 to be merged. |
18:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/9903 -- Properly implement exposing the zoom key by appgurueu |
18:19 |
appguru |
I think I have resolved any possible attribution issues as I merged raistlin's branch. |
18:20 |
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18:21 |
Lone_Wolf |
I get this crash in Nodecore with 5.3 it's happening to everyone else too https://pastebin.com/1udEPyXf |
18:22 |
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18:30 |
appguru |
it does "scene::IMesh *mesh = m_meshnode->getMesh();" which is later dereferenced for upright sprites, could be a null pointer |
18:31 |
appguru |
"scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);" could also be a null pointer |
18:33 |
appguru |
Lone_Wolf: what are you doing to cause the error? |
18:40 |
Lone_Wolf |
Walking around in an NC world |
18:40 |
appguru |
how long? |
18:42 |
sfan5 |
rubenwardy: random UI idea: in the bottombar with the games add a button that directly takes you to contentdb to browse and install games |
18:43 |
rubenwardy |
that's in my main menu redesigns, effectively |
18:44 |
sfan5 |
I expected a response like this |
18:44 |
sfan5 |
but why not add this now until the redesign is ready in a few versions? |
18:45 |
appguru |
I might get my mainmenu redesign done until 5.3 |
18:46 |
sfan5 |
the intended release date for 5.3 isn't in 6 months if you are expecting that |
18:52 |
rubenwardy |
users don't understand the game bar |
18:52 |
rubenwardy |
it's been shown a lot of times |
18:52 |
rubenwardy |
it could be added, wouldn't be that hard, the whole thing needs to be improved though |
18:53 |
rubenwardy |
although actually |
18:53 |
rubenwardy |
could be an idea to keep it |
18:54 |
sfan5 |
the idea is just to make CDB even more obvious with quick, small change |
18:54 |
appguru |
How about making the content tab the first one? |
18:54 |
rubenwardy |
yeah, adding a plus to such a list makes it obvious how to add stuff |
18:55 |
appguru |
but the plus combined with the scroll buttons will lead to confusion |
18:55 |
appguru |
unless you plan on using a scroll container |
18:57 |
rubenwardy |
I'll make it so the last element is a plus, and it scrolls with the content |
18:57 |
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19:04 |
rubenwardy |
it probably should also be changed to a scroll container |
19:35 |
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19:36 |
Krock |
#9914 |
19:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/9914 -- POC: Introduce SerializeStream helper class by SmallJoker |
19:37 |
Krock |
scroll container end |
21:20 |
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22:44 |
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22:56 |
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23:04 |
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23:32 |
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