Time |
Nick |
Message |
01:24 |
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02:48 |
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03:02 |
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03:03 |
ronoaldo |
Any change #10636 make into 5.4 milestone release? |
03:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/10636 -- Improve touch event handling by numberZero |
03:04 |
ronoaldo |
s/change/chance/ |
03:16 |
rubenwardy |
It's already tagged |
03:17 |
ronoaldo |
super! any test/debug needed into that one? it is now split into two (or three) ones but I got lost on that part ... |
03:21 |
rubenwardy |
Yeah, it would be great to try that out if you have Android studio |
03:21 |
rubenwardy |
And an Android phone |
03:21 |
ronoaldo |
ok, I have and got it working to build from sources. |
03:22 |
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03:32 |
ronoaldo |
During build, is it expected to get warnings like this: "deps/Android/Irrlicht/include/IGUIButton.h:216:16: note: overridden virtual function is here" |
03:34 |
rubenwardy |
Yeah |
03:34 |
rubenwardy |
That's because irrlicht is old and predates "override" |
03:34 |
rubenwardy |
Should probably be marked as a system header so that warnings are disabled |
03:37 |
ronoaldo |
For checking out that branch, I should be doing a pull from this remote right? numberZero:rethink-touch-event-handling |
03:38 |
ronoaldo |
Rephrasing my question: how you guys usually checkout PRs source for testing? |
03:39 |
ronoaldo |
git remote add + git fetch + git checkout? or a separete folder for each one? |
03:41 |
rubenwardy |
The former |
03:42 |
rubenwardy |
I use git hub so I can just paste in the pr URL |
03:42 |
rubenwardy |
Because I'm lazy |
03:42 |
rubenwardy |
Git hub is a command line tool, it's no means required |
03:42 |
rubenwardy |
Oh, and it's also common for Devs to use. Wget/am, but that usually doesn't work much for me |
03:42 |
rubenwardy |
!dev git |
03:42 |
ShadowBot |
rubenwardy: Error: That URL raised <HTTP Error 404: Not Found> |
03:43 |
rubenwardy |
!dev Git |
03:43 |
ShadowBot |
Git - Minetest Developer Wiki -- http://dev.minetest.net/Git |
03:43 |
rubenwardy |
Has some help I think |
03:43 |
rubenwardy |
And I'm off to bed now o/ |
03:44 |
ronoaldo |
k! thanks for the tips, now building and testing |
03:55 |
ronoaldo |
Not sure if proper channel but any info about this? https://dev.minetest.net/MinetestWiki:Lua_API_Wiki_Documentation_Cleanup - does this still need to happen? I can help with some scripting if needed, to automate the deletion task, or to add the template to all child pages |
03:57 |
ronoaldo |
on the subject: this is super nice to read: https://minetest.gitlab.io/minetest/ - honestly, the lua_api.txt file is quite large to be easy to digest, and the navigation provided by the gitlab page is very interesting. |
05:00 |
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08:00 |
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09:04 |
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09:04 |
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09:22 |
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09:36 |
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10:26 |
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11:15 |
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11:50 |
MTDiscord |
<wwar> The 3rd person camera has too many bugs... i didn't report this before bc i thought you will fix it, When using 3rd person's camera you can look through blocks and even interact through blocks i saw this since i started the game and i guess it is even older, And when you us 3rd person' camera the interact reach is starts from the place we see so you could interact behind yourself... i guess our interact must start from the |
11:50 |
MTDiscord |
character itself, so we can do the samething as 1st person view, and that will ignore some glitchs from happening like interacting behind the character, there is that when you use that camera you can look between the blocks if there isnt a corner and that is totally a bug can make players interact through blocks and find mines underground... |
11:53 |
MTDiscord |
<wwar> And there is that on phone devises, when you open the chat you stop falling, it shows like you are flying for others... |
11:56 |
sfan5 |
please open issues for those |
12:00 |
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12:19 |
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12:42 |
MTDiscord |
<wwar> How&where... |
12:43 |
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12:43 |
sfan5 |
https://github.com/minetest/minetest/issues/new/choose |
12:45 |
MTDiscord |
<wwar> Lemme check that |
13:38 |
MTDiscord |
<wwar> Ok i posted the 3rd person's view problems as issue #10841 |
13:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/10841 -- Some Bugs in 3rd Person's view |
13:39 |
MTDiscord |
<wwar> Thanks for the help sfan :) |
13:43 |
MTDiscord |
<wwar> Shall i open an issue for the chat-flying bug? |
13:45 |
sfan5 |
yes |
13:45 |
MTDiscord |
<wwar> Alr. |
13:57 |
MTDiscord |
<wwar> 10842 |
13:57 |
MTDiscord |
<wwar> #10842 |
13:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/10842 -- Chat-Fly Glitch |
14:29 |
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14:57 |
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15:08 |
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15:31 |
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15:32 |
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15:49 |
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15:51 |
MTDiscord |
<Lone_Wolf> heh, that fly bug is just like an old Pixel Gun 3D one (A voxel-based FPS) |
15:52 |
MTDiscord |
<wwar> Lol |
16:15 |
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16:15 |
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16:15 |
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16:15 |
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16:15 |
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16:23 |
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16:24 |
Krock |
@Lone_Wolf How did you test #10819 in general? Going through all items? |
16:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/10819 -- [DONT SQUASH] Rework use_texture_alpha by sfan5 |
16:25 |
MTDiscord |
<Jonathon> @Lone_Wolf ☝️ since the ping didnt work |
16:26 |
Krock |
PR needs a rebase too |
16:26 |
Krock |
Jonathon: How come? Isn't that you can ping users on Discord? |
16:26 |
Krock |
*that how |
16:27 |
MTDiscord |
<Jonathon> I think greenxenith has that disabled atm since it was randomly pinging users |
16:27 |
MTDiscord |
<Jonathon> *disabled on the relay |
17:00 |
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17:30 |
sfan5 |
merging #10602 in 5m |
17:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/10602 -- ObjectRef: fix some v3f checks by Zughy |
17:40 |
Krock |
translation updates might be due soon too |
17:41 |
Krock |
assuming 5.4.0 is ready within the next few weeks |
17:42 |
rubenwardy |
I suggest feature freeze next week |
17:46 |
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18:05 |
rubenwardy |
merging #10562 in 10 |
18:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/10562 -- Removed some obsolete code by Zughy |
18:06 |
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18:18 |
MTDiscord |
<Lone_Wolf> I went through all the items in a modded world. Only 1 alarm which turned out to be false |
18:18 |
MTDiscord |
<Lone_Wolf> I also went through devtest too |
18:30 |
Krock |
okay |
18:31 |
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18:32 |
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18:37 |
rubenwardy |
merging #10791 in 10 |
18:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/10791 -- Load system-wide texture packs too by Zughy |
18:37 |
Krock |
Shall I replace #2276 (->close) with #10841 (->open)? latter offers more use-cases/information |
18:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/2276 -- 3rd person camera shake in confined spaces |
18:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/10841 -- Some Bugs in 3rd Person's view |
18:38 |
rubenwardy |
makes sense |
18:38 |
rubenwardy |
the duplicate rule recommends that |
18:38 |
Krock |
thanks for the feedback |
18:43 |
rubenwardy |
So, `Ore` contains a static const field called NEEDS_NOISE |
18:43 |
rubenwardy |
this field is redefined in subclasses |
18:43 |
rubenwardy |
the thing is that C++ doesn't support polymorphism (ie: vtables) with static fields types like this |
18:44 |
rubenwardy |
so it will always use the Ore::NEEDS_NOISE value |
18:44 |
Krock |
good catch |
18:44 |
rubenwardy |
am I misunderstanding? |
18:44 |
Krock |
sorry, cannot confirm but your argumentation makes sense |
18:45 |
sfan5 |
link to source? |
18:46 |
rubenwardy |
https://github.com/minetest/minetest/blob/master/src/mapgen/mg_ore.h#L55 |
18:46 |
Krock |
mg_ore.cpp |
18:50 |
sfan5 |
where is that even used |
18:50 |
rubenwardy |
hm, just l_mapgen |
18:52 |
rubenwardy |
fix is #10846 |
18:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/10846 -- MgOre: Fix invalid field polymorphism by rubenwardy |
19:02 |
sfan5 |
lgtm |
19:02 |
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19:03 |
rubenwardy |
okie, will merge in 5 |
19:26 |
MTDiscord |
<wwar> Thanks for reopening, @Krock can you remove the [Duplicate] sign from #10841 before someone removes it? |
19:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/10841 -- Some Bugs in 3rd Person's view |
19:26 |
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19:27 |
MTDiscord |
<wwar> Thanks |
19:28 |
Krock |
well yes. too late. |
19:29 |
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19:37 |
Zughy[m]1 |
should I close #10792 and let you core devs handle it in a meeting? |
19:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/10792 -- Clang-format: increase column limit from 90 to 105 by Zughy |
20:00 |
ronoaldo |
Is this a concerning build log or nope? |
20:00 |
ronoaldo |
https://pastebin.com/bE9199mg |
20:05 |
rubenwardy |
err yes |
20:06 |
ronoaldo |
this raised when building master to test the new buttons on desktop and phone; they look amazing by the way |
20:06 |
MTDiscord |
<wwar> The light system on minetest is terrible, the light generally stops with chunks and be like a line... |
20:08 |
rubenwardy |
I've not seen that happen much |
20:08 |
rubenwardy |
only with schematic placement |
20:08 |
MTDiscord |
<wwar> It does |
20:08 |
rubenwardy |
is it reproducable for you? |
20:08 |
rubenwardy |
are you using emerge threads > 1 ? |
20:08 |
rubenwardy |
are you using any mapgen mods? |
20:09 |
MTDiscord |
<wwar> When u load a big place and it become night the lights turns to dark by chunks |
20:09 |
MTDiscord |
<wwar> I use normal minetest without editing that things |
20:10 |
MTDiscord |
<wwar> I cant understand what you mean by reproducable for me |
20:11 |
rubenwardy |
reproducable means that it doesn't happen just once, but you can make it happen again |
20:11 |
rubenwardy |
this is important when fixing bugs because it allows you to test |
20:11 |
MTDiscord |
<wwar> I see |
20:11 |
MTDiscord |
<wwar> Well usually it is like that |
20:12 |
MTDiscord |
<wwar> > are you using emerge threads > 1 ? No it is 1 |
20:12 |
MTDiscord |
<wwar> And i never changed that and i dont know what it does |
20:14 |
numzero |
sounds like shaderless client |
20:14 |
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20:15 |
MTDiscord |
<wwar> Yes shaderless |
20:15 |
rubenwardy |
ahh I see |
20:15 |
MTDiscord |
<numzero> shaders are required for smooth day/night transition |
20:15 |
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20:15 |
MTDiscord |
<wwar> Ok |
20:16 |
MTDiscord |
<wwar> Some mods make light when holding a node |
20:16 |
MTDiscord |
<wwar> Like torch |
20:16 |
MTDiscord |
<wwar> But when u walk through doors, signs and this stuff the light stops |
20:16 |
MTDiscord |
<numzero> ofc, because all such mods are hacks |
20:16 |
MTDiscord |
<wwar> That is something with the engine i guess |
20:16 |
MTDiscord |
<numzero> the engine doesn’t support dynamic lights at all |
20:17 |
MTDiscord |
<numzero> only nodes can emit light |
20:17 |
MTDiscord |
<wwar> > ofc, because all such mods are hacks ?? Not a CSM its a mode for servers |
20:17 |
MTDiscord |
<wwar> Like the ones we download from 'content' |
20:18 |
MTDiscord |
<numzero> not sure of CSM but server-side mods place an invisible light-emitting node at the player position to emulate dynamic light |
20:18 |
MTDiscord |
<numzero> that’s laggy and can’t be done if there is some node (like a sign) already |
20:18 |
MTDiscord |
<wwar> So they use diffrent way to make light? |
20:18 |
MTDiscord |
<numzero> I’m not sure is anything like that possible at all in CSM |
20:19 |
MTDiscord |
<wwar> I already said that are not CSMs |
20:19 |
MTDiscord |
<wwar> Thanks btw |
20:20 |
MTDiscord |
<numzero> so, repeating the points. Only nodes can emit light. Not player, nor entities. |
20:21 |
specing |
what kind of a noob makes an engine where all the light is only static? |
20:21 |
MTDiscord |
<wwar> Going inside placed thing with size other than normal block size stops it |
20:22 |
rubenwardy |
light is dynamic |
20:22 |
rubenwardy |
it changes at runtime |
20:22 |
rubenwardy |
heh, ignore that |
20:23 |
MTDiscord |
<wwar> Minecraft has better way to make light |
20:24 |
MTDiscord |
<wwar> And i guess more light lvls can be good |
20:24 |
MTDiscord |
<numzero> If I understand you correctly, that’s because only one node can be at any given position at any given time. The mod emulating dynamic lighting needs to place a node at player position to do its job, but can’t do that if there is another node already. |
20:25 |
MTDiscord |
<wwar> Makes sense |
20:25 |
MTDiscord |
<numzero> Maybe, but then light could spread farther than a single mapblock (unless changing thier size too), and that may cause problems. |
20:27 |
MTDiscord |
<numzero> ugh, IRC doesn’t show replies... that was on “more light levels” |
20:27 |
MTDiscord |
<wwar> I guess the difference between light levels is much |
20:29 |
MTDiscord |
<wwar> > Maybe, but then light could spread farther than a single mapblock (unless changing thier size too), and that may cause problems. There is a way to ignore this but i guess it needs much work, making 1 block = 2 light levels can be very cool |
20:30 |
MTDiscord |
<numzero> btw that sounds a bit OT on this channel |
20:30 |
MTDiscord |
<wwar> #general <=? |
20:30 |
MTDiscord |
<numzero> yes |
20:38 |
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21:08 |
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21:25 |
rubenwardy |
#10838 is a fairly simple bugfix that needs another approval |
21:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/10838 -- Do not close game on escape in error windows by yamanq |
21:37 |
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