Time |
Nick |
Message |
00:15 |
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ronoaldo joined #minetest-dev |
01:00 |
ronoaldo |
Do we have utf-8 support for minetest_game translation? |
01:07 |
rubenwardy |
it should just work |
01:14 |
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01:33 |
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01:45 |
rubenwardy |
Is the override character (":") for item names an undocumented feature, or am I blind? |
02:49 |
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03:39 |
ronoaldo |
It's documented in lua_api i guess... |
03:49 |
MTDiscord |
<exe_virus> nowhere in lua_api.txt does this string <string> exist: <":"> |
03:50 |
ronoaldo |
let me check where I saw that |
03:52 |
ronoaldo |
It's under naming conventions: https://minetest.gitlab.io/minetest/mods/#naming-conventions |
03:52 |
ronoaldo |
I believe that the site I linked is generated from lua_api.txt, right? If not, then it is only stated there. |
03:56 |
MTDiscord |
<exe_virus> it's generated from lua_api.txt, thank you |
03:56 |
MTDiscord |
<exe_virus> rubenwardy will be happy to know it's documented somewhere ? |
04:02 |
ronoaldo |
Nice :) I just added a PR for early review; I asked for some other portuguese speakers to help review the translations. |
05:00 |
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05:08 |
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05:31 |
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08:00 |
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08:57 |
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09:17 |
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10:00 |
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10:12 |
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10:46 |
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10:57 |
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11:29 |
rubenwardy |
ah thanks ronoaldo. I searched for ":" but not `:` |
11:55 |
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12:29 |
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14:12 |
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14:37 |
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14:53 |
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15:03 |
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15:08 |
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15:46 |
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16:09 |
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16:37 |
rubenwardy |
what are you thinking about 5.4.0 Krock sfan5? |
16:37 |
rubenwardy |
Did you have a fix for the short_description issue? |
16:39 |
rubenwardy |
regarding short desc and translations: if a translation has newlines, I think the best thing to do would be to clip within the translations |
16:39 |
rubenwardy |
rather than including a newline in the short_desc |
16:48 |
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17:07 |
sfan5 |
translations are a problem indeed but I don't think we handled that previously |
17:08 |
sfan5 |
so the current PR for it should probably be fine(?) |
17:09 |
Krock |
rubenwardy: I don't really see a point in short_description overall, hence no motivation to troubleshoot that so far |
17:09 |
Krock |
clipping translations might lead in untranslatable strings |
17:13 |
sfan5 |
solution: recommend mods to split the first and rest of description into two translations |
17:13 |
sfan5 |
(mtg already does) |
17:15 |
Krock |
I also need to look into the wrongly reported itemstack move counts sometime |
17:24 |
rubenwardy |
the current PR doesn't break anything, the bugalready exists |
17:30 |
Krock |
it only bothers me that the short description isn't necessary the shortest, but it can't be helped. I'll give my approval on that one |
17:32 |
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17:42 |
rubenwardy |
I think that #10731 should either be merged and a new release candidate made, or removed from the milestone. It's fine to make an exception but it shouldn't be merged last minute |
17:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/10731 -- Add physics modifier API by rubenwardy |
17:42 |
rubenwardy |
and thanks Kr.ock |
17:44 |
rubenwardy |
I'm currently investing the Android slow loading issue |
17:44 |
rubenwardy |
I've noticed that searching for resources takes a while, even before networking |
17:52 |
Krock |
it's a feature PR and release is hopefully soon. perhaps delay t for 5.5.0-dev, so that it can be tested well? |
17:52 |
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17:53 |
Krock |
perhaps just the network that's bugged and does not process enough packets in time |
17:54 |
rubenwardy |
done |
17:57 |
sfan5 |
i'll review the physics modifier PR and then we can merge it and put out RC2 |
18:08 |
sfan5 |
or maybe not idk |
18:10 |
rubenwardy |
I wish it had been reviewed and merged back when it was added to the milestone, that would have left at least a week before release - 2 weeks now |
18:10 |
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18:11 |
rubenwardy |
we have the feature freeze rules for a reason, I think if you merge a feature like that you should delay for another week |
18:11 |
rubenwardy |
err, you should reset the 1 week counter * |
18:12 |
LoneWolfHT |
I'll start modding with it, although it probably won't get good testing |
18:13 |
LoneWolfHT |
Is it server-side or client-side? |
18:13 |
rubenwardy |
server-side |
18:13 |
LoneWolfHT |
I guess it would be fine if it was added after 5.4 then |
18:14 |
LoneWolfHT |
For servers at least |
18:17 |
MTDiscord |
<Jonathon> it would be nice to have for 5.4 as then we no longer have to deal with physics headaches anymore (hopefully) |
18:19 |
MTDiscord |
<Flamore> Physics improved in 5.4? |
18:31 |
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proller joined #minetest-dev |
18:32 |
sfan5 |
nah just the way you set them |
18:40 |
rubenwardy |
Updated the physics modifiers PR |
18:40 |
rubenwardy |
merging #10943 in 10 |
18:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/10943 -- Fix short_description fallback order by rubenwardy |
18:41 |
rubenwardy |
there's also #10937 which I think is arguably more important for this release |
18:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/10937 -- Add nametag background setting and object property by rubenwardy |
18:53 |
sfan5 |
I already reviewed that one at least |
19:14 |
MTDiscord |
<Jonathon> So physics wont be in 5.4 then? :| |
19:40 |
rubenwardy |
merging #10937 in 10 |
19:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/10937 -- Add nametag background setting and object property by rubenwardy |
19:49 |
rubenwardy |
ha, I said that exactly, to a second, an hour from the previous one |
20:08 |
sfan5 |
rubenwardy: I think 10731 is missing a method to at least retrieve all modifiers and perhaps one to unset all of them |
20:09 |
sfan5 |
because at some point someone is going to want to do that and there is currently no way to do that |
20:10 |
sfan5 |
and are we sure nobody will ever want to have multiple, then add, then multiply different values? |
20:10 |
sfan5 |
man this is such a hard problem |
20:11 |
sfan5 |
maybe the engine should merely make it easy for games to provide their own implementation? |
20:11 |
LoneWolfHT |
Does the dependency installer update already installed mods if needed? |
20:12 |
sfan5 |
I don't think the current proposal is bad but it's hard to be confident in putting it in when we are forced to support a potentially suboptimal system for all time |
20:55 |
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21:32 |
rubenwardy |
> and are we sure nobody will ever want to have multiple, then add, then multiply different values? |
21:32 |
rubenwardy |
So, I had two ideas for this: you'd either have a new types of multiplier called "premultiply" and "postadd", or you allow specifying an order. I think it would be worth waiting for user feedback before doing anything like that |
21:33 |
rubenwardy |
> maybe the engine should merely make it easy for games to provide their own implementation? |
21:33 |
rubenwardy |
This could be that way. If you added an ability to get modifiers, then mods could use set_physics_override to handle the modifiers themselves with backwards compat |
21:34 |
rubenwardy |
The current problem we have is having many different mods for doing this - see XKCD standards. It results in conflicts, which are confusing to the user |
21:34 |
rubenwardy |
If there are concerns over API design then this should probably wait for 5.5.0 |
21:37 |
sfan5 |
yes |
21:37 |
sfan5 |
for the "engine only makes it easy to do, but provides no impl." way I envision games* shipping their own implementation |
21:37 |
sfan5 |
* at least the ones that are meant to be moddable, so Minetest Game of course |
21:39 |
sfan5 |
you could even keep a similar (set|add)_ api and then call a redefinable minetest.resolve_physics_modifiers() when the engine needs the value |
21:40 |
Calinou |
I just built the latest Minetest version and it seems a lot of progress has been done in the last 6 months, kudos :) |
21:40 |
Calinou |
it feels a lot more polished now, I noticed various small but impactful changes |
21:40 |
Calinou |
the new interaction crosshair is a great idea, although it's not very visible compared to the custom default crosshair I'm using |
21:46 |
LoneWolfHT |
object_crosshair.png is the texture for that IIRC |
21:46 |
Calinou |
I see, I'll make a custom crosshair for that too then |
21:46 |
Calinou |
might make it yellow as well to bring attention :) |
21:47 |
LoneWolfHT |
There was an object_crosshair_color setting but it was removed before the PR got merged |
21:49 |
Calinou |
if the crosshair itself can be colored, it's fine |
21:54 |
LoneWolfHT |
Yeah, the change applies to both |
21:54 |
Calinou |
I mean, I can change the color of object_crosshair.png but not crosshair.png in an image editor |
21:56 |
rubenwardy |
Maybe make crosshair.png RGB rather than indexed? |
21:57 |
LoneWolfHT |
No, they mean they can give them seperate colors in order to get around the lack of an object_crosshair_color setting |
21:57 |
LoneWolfHT |
This is a confusing topic lol |
21:58 |
rubenwardy |
I don't get it |
21:58 |
rubenwardy |
oh right, they don't want to change crosshair.png. Not that they can't |
22:02 |
Calinou |
yeah, I made a PR for that a while ago but it was closed |
22:03 |
rubenwardy |
so you can't change it? |
22:14 |
Calinou |
I can change it locally, but it would be nice if the default was more visible |
22:14 |
Calinou |
the 1-pixel crosshair with no outline disappears quickly if you look at a bright surface :) |
22:18 |
Calinou |
on the other hand, I don't remember where my crosshair texture is… it's not in the Minetest source folder or in my ~/.minetest |
22:21 |
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23:05 |
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23:06 |
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