Time Nick Message 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. 03:32 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 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. 11:50 MTDiscord 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 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 12:42 MTDiscord How&where... 12:43 sfan5 https://github.com/minetest/minetest/issues/new/choose 12:45 MTDiscord Lemme check that 13:38 MTDiscord 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 Thanks for the help sfan :) 13:43 MTDiscord Shall i open an issue for the chat-flying bug? 13:45 sfan5 yes 13:45 MTDiscord Alr. 13:57 MTDiscord 10842 13:57 MTDiscord #10842 13:57 ShadowBot https://github.com/minetest/minetest/issues/10842 -- Chat-Fly Glitch 15:51 MTDiscord heh, that fly bug is just like an old Pixel Gun 3D one (A voxel-based FPS) 15:52 MTDiscord Lol 16:24 Krock @L​one_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 @Lone_Wolf ☝️ since the ping didnt work 16:26 Krock PR needs a rebase too 16:26 Krock J​onathon: How come? Isn't that you can ping users on Discord? 16:26 Krock *that how 16:27 MTDiscord I think greenxenith has that disabled atm since it was randomly pinging users 16:27 MTDiscord *disabled on the relay 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 18:05 rubenwardy merging #10562 in 10 18:05 ShadowBot https://github.com/minetest/minetest/issues/10562 -- Removed some obsolete code by Zughy 18:18 MTDiscord I went through all the items in a modded world. Only 1 alarm which turned out to be false 18:18 MTDiscord I also went through devtest too 18:30 Krock okay 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 19:03 rubenwardy okie, will merge in 5 19:26 MTDiscord 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 19:27 MTDiscord Thanks 19:28 Krock well yes. too late. 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 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 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 When u load a big place and it become night the lights turns to dark by chunks 20:09 MTDiscord I use normal minetest without editing that things 20:10 MTDiscord 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 I see 20:11 MTDiscord Well usually it is like that 20:12 MTDiscord > are you using emerge threads > 1 ? No it is 1 20:12 MTDiscord And i never changed that and i dont know what it does 20:14 numzero sounds like shaderless client 20:15 MTDiscord Yes shaderless 20:15 rubenwardy ahh I see 20:15 MTDiscord shaders are required for smooth day/night transition 20:15 MTDiscord Ok 20:16 MTDiscord Some mods make light when holding a node 20:16 MTDiscord Like torch 20:16 MTDiscord But when u walk through doors, signs and this stuff the light stops 20:16 MTDiscord ofc, because all such mods are hacks 20:16 MTDiscord That is something with the engine i guess 20:16 MTDiscord the engine doesn’t support dynamic lights at all 20:17 MTDiscord only nodes can emit light 20:17 MTDiscord > ofc, because all such mods are hacks ?? Not a CSM its a mode for servers 20:17 MTDiscord Like the ones we download from 'content' 20:18 MTDiscord 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 that’s laggy and can’t be done if there is some node (like a sign) already 20:18 MTDiscord So they use diffrent way to make light? 20:18 MTDiscord I’m not sure is anything like that possible at all in CSM 20:19 MTDiscord I already said that are not CSMs 20:19 MTDiscord Thanks btw 20:20 MTDiscord 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 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 Minecraft has better way to make light 20:24 MTDiscord And i guess more light lvls can be good 20:24 MTDiscord 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 Makes sense 20:25 MTDiscord Maybe, but then light could spread farther than a single mapblock (unless changing thier size too), and that may cause problems. 20:27 MTDiscord ugh, IRC doesn’t show replies... that was on “more light levels” 20:27 MTDiscord I guess the difference between light levels is much 20:29 MTDiscord > 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 btw that sounds a bit OT on this channel 20:30 MTDiscord #general <=? 20:30 MTDiscord yes 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