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Nick |
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02:02 |
MTDiscord |
<Jonathon> sfan5 or krock: could this old PR https://github.com/minetest/minetest/pull/8448 be looked at if you have a chance? it already has one approval and would be useful to have |
02:41 |
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10:49 |
celeron55 |
ExeVirus said he'd like to be a triager on github, any opinions? |
11:29 |
Krock |
would that imply issue management? |
11:29 |
Krock |
if so, then yes I suppose it's okay. |
11:35 |
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11:36 |
Krock |
@Jonathon I wonder how helpful this would be on "normal" stacks. If they consist of more than 1 item, you could no longer tell how many there are |
11:36 |
Krock |
for sure, as long it's a tool, I don't see any issue with it |
11:37 |
Krock |
* non-stackable tool, for that matter |
12:09 |
MTDiscord |
<wwar> @wsor ^ didnt ping |
12:34 |
celeron55 |
Krock: yes it means issue and PR management |
12:36 |
Krock |
okay. seems fine. |
13:19 |
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13:27 |
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13:55 |
MTDiscord |
<Jonathon> Krock: doesnt matter as the PR is providing options to modders if they wish to configure it. Simple example tho, you could hide the amount in the stack if you wanted it to be a mystery. Alternatively in creative you could use this to hide and overlay whatever info you think would be handy since to a degree you dont need stack sizes in creative |
13:59 |
Krock |
"you dont need stack sizes in creative" is true, but you could still have large stacks (/giveme for example, or by collecting drops, whatsoever) without knowing how many there are |
14:00 |
Krock |
but it's really up to the modder to take care of that |
14:02 |
MTDiscord |
<wwar> People in creative need stacks for food for example |
14:04 |
\c |
ok, stuff that. Has the UI been improved or even worked on in the last 4 years? |
14:04 |
\c |
(rhetorical question) |
14:08 |
\c |
And, why has my name been removed from the credits? |
14:14 |
sfan5 |
? |
14:22 |
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14:30 |
\c |
? |
14:31 |
MTDiscord |
<Jonathon> Krock: also color coding itemsta ks counts is on the table with that PR, it gives the modder more control while not affecting the defaults. |
14:39 |
Krock |
color coding alone is not supported by the looks of it |
14:40 |
Krock |
because the count_text.empty() check is done on the raw string, without processing color tags etc |
14:40 |
MTDiscord |
<Jonathon> > I've tested using colorized strings (with minetest.colorize) now. The color works but somehow the text is extremely far to the right. I'll try to fix this. Edit: Fixed. |
14:41 |
Krock |
I'll give this a try somewhen, but right now I believe it needs unescape_enriched() before the empty string check to automatically insert the stack size when none is provided |
14:58 |
kilbith |
btw: \o == Zeno` in case people didn't know ;) |
14:58 |
kilbith |
welcome back Zeno` |
15:00 |
kilbith |
I mean \c |
15:00 |
sfan5 |
in that case the answer is: it wasn't, it has merely moved down two sections |
15:04 |
Krock |
oh. Zeno. wb |
15:07 |
kilbith |
we need to pull back hmmmm to care about nrz |
15:07 |
kilbith |
miss the good ol' fights |
15:14 |
\c |
hmmmm won't come back |
15:15 |
\c |
I doubt I'll come back either. I only ever did optimisations really and I don't have a linux box anymore |
15:16 |
\c |
i did some stuff for whatsy on android |
15:17 |
\c |
which kilbith and others got annoyed about |
15:17 |
\c |
but *shrug* |
15:18 |
kilbith |
? |
15:18 |
kilbith |
I don't remember that |
15:19 |
\c |
kilbith, I think at the time you were annoyed that he was making money from minetest |
15:19 |
kilbith |
who? |
15:19 |
kilbith |
ah you mean MultiCraft |
15:19 |
\c |
yes |
15:20 |
kilbith |
that belongs to the past now |
15:20 |
\c |
but it doesn't matter. All the old regulars (you, Vanessa, Shara, Krock, cheapie, etc etc etc etc) are here still |
15:20 |
\c |
yeah it was a long time ago |
15:21 |
\c |
if I could work out how to get linux to behave with a 4k monitor I'd be tempted to make changes and submit PRs |
15:22 |
\c |
but, alas, linux high dpi seems to be even worse than windows 10! |
15:22 |
kilbith |
works fine with Ubuntu 21.04 |
15:23 |
\c |
gtk or kde? |
15:23 |
\c |
kde/qt |
15:23 |
kilbith |
gtk 4 but not sure |
15:24 |
\c |
i hate gtk. *sigh* I'll give linux another go soon |
15:24 |
kilbith |
anyway, that's the least worst distro for 4K support |
15:27 |
\c |
wsl is ok |
15:28 |
\c |
in fact if the next release lives up to expecations then dual boot is gone for good |
15:29 |
sfan5 |
it's not that mt doesn't compile on windows, just not as a convenient |
15:29 |
sfan5 |
hi btw |
15:30 |
Krock |
you could cross-compile it in WSL or use vcpkg + Visual Studio * (?) |
15:30 |
Krock |
the build process should be somewhat easier now |
15:34 |
MTDiscord |
<Benrob0329> \c: Most modern DEs have UI scaling nowadays, you just have to set it to be larger for HiDPI screens. GNOME, KDE, and Cinnamon all have the setting (though it looks like KDE might still have some issues with it, for some reason) |
15:35 |
MTDiscord |
<exe_virus> I personally do the MSVC toolchain for minetest, works but it was roughly 80 minutes to get everything just right |
15:38 |
MTDiscord |
<josiah_wi> Speaking of Windows builds, why doesn't the CI find Irrlicht after I updated the binary URL? Is it not installed to root (do I need to specify an installation path)? |
15:40 |
\c |
is krock still making windows builds? |
15:41 |
\c |
sfan used to make win build as well, didn't he? |
15:45 |
sfan5 |
@josiah_wi there is no root folder so to speak, if you look further down the file it used to specify the path to irrlicht manually |
15:47 |
nrz_ |
haha kilbith, you are in a nostlagia era ? :D |
15:48 |
Krock |
\c: no, since 0.5.0-dev and the move to full-featured C++11 I dropped Windows (XP). GitLab pipelines and sfan still produce them tho |
15:49 |
\c |
yikes |
15:51 |
pgimeno |
chit-chat to #minetest please |
15:51 |
pgimeno |
(maybe a bit late) |
15:52 |
\c |
pgimeno If I wasn't a core dev I'd call this chit-chat. But, I am a core dev so it's not chit-chat |
15:54 |
\c |
despite the "credits" I still have commit privs to the repo |
15:55 |
sfan5 |
(most people on that list still do) |
15:57 |
\c |
yes |
15:58 |
\c |
confirm :) |
15:58 |
\c |
On discord I am Clexane |
15:59 |
\c |
VanessaE support me here, lol |
16:00 |
* VanessaE |
hides :P |
16:00 |
MTDiscord |
<Clexane> Thanks @Benrob0329 |
16:00 |
\c |
cheers Benrob |
16:00 |
MTDiscord |
<Benrob0329> NP |
16:00 |
\c |
don't hide VE :P |
16:01 |
MTDiscord |
<Clexane> I suppose I need to clone and do some dev now haha |
16:01 |
MTDiscord |
<VanessaE> yep, you've been roped in ? |
16:01 |
MTDiscord |
<Clexane> looks like it |
16:01 |
MTDiscord |
<Clexane> well, done it once, can do it again |
16:05 |
MTDiscord |
<Benrob0329> There's a lot of PR review needed right now, some good ones are ageing |
16:05 |
\c |
Cloning mt now |
16:06 |
\c |
tentatively my plan is to do a quick code review (meh) and profile it on linux (not windows) |
16:06 |
\c |
are we still on github? |
16:06 |
sfan5 |
nrz_: are you happy with 11244 now? |
16:06 |
sfan5 |
\c: yes |
16:07 |
\c |
ok, well I'm bored and VE has convinced me to start coding again |
16:08 |
\c |
so... let's do it |
16:08 |
\c |
VE didn't really convince me (or ask me) I just enjoy teasing her |
16:13 |
nrz_ |
sfan5: go ahead |
16:13 |
VanessaE |
:P |
16:17 |
VanessaE |
all I had to do was say "good to see you're still around :)" and after some catching up, he's all "welp, that's it, I'm all-in".... so my mere presence inspired him :) |
16:20 |
\c |
last time my focus was on optimisation |
16:20 |
\c |
this time my interest is in the UI |
16:21 |
\c |
just gotta get this dev env set up |
16:22 |
\c |
I'll probably profile and do performance PRs again, but I really think the UI can do with some work |
16:22 |
rubenwardy |
\c: formspecs have had a lot of improvements, including styling, new layout elements, and others |
16:22 |
rubenwardy |
V-rob is working on a formspec replacement |
16:23 |
\c |
rubenwardy yeah, I'll check that out |
16:23 |
rubenwardy |
There's designs for a new mainmenu, but it's largely halted for now |
16:23 |
rubenwardy |
Due to my time and the formspec replacement |
16:23 |
\c |
time is always the problem |
16:23 |
\c |
but.. let me install this and look where things are at |
16:24 |
\c |
I don't have realbadangle or hmmm to commit >2000 line changes now, but let's just see |
16:25 |
rubenwardy |
Also, inactive/previous core devs shouldn't have commit access but it's easy to reinstate |
16:25 |
\c |
I just ran the pre-compiled MT on Win10 and it does seem to play nice with 4k. Nice |
16:26 |
rubenwardy |
That's a surprise |
16:26 |
rubenwardy |
:D |
16:26 |
\c |
lol, maybe. But it does look ok |
16:26 |
\c |
(as far as scaling goes anyway) |
16:26 |
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16:27 |
Pexin |
5.4.1? |
16:31 |
sfan5 |
windows used to not do dpi scaling, it was just missing reading of the system dpi and I added that a while ago |
16:34 |
sfan5 |
merging #11244 in 15m |
16:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/11244 -- Shadow mapping render pass by 0xLiso |
16:35 |
VanessaE |
noooooooo |
16:36 |
VanessaE |
it's still too buggy |
16:36 |
MTDiscord |
<Benrob0329> Its optional though, and can see incremental improvements with wider testing |
16:37 |
VanessaE |
I thought devs were rather opposed to that? |
16:37 |
VanessaE |
I mean the "merge if buggy, fix later" idea |
16:37 |
sfan5 |
no matter what the solution is keeping the 100+ comment PR around is not feasible |
16:38 |
VanessaE |
mmh |
16:38 |
sfan5 |
and I have confirmed that it at least doesn't break anything if disabled ;) |
16:38 |
VanessaE |
fine, but that just means effort needs to be redoubled to tune it up before next MT release |
16:39 |
sfan5 |
we have the time |
16:50 |
Pexin |
the project has the time, but nobody working on the project has the time :] |
17:05 |
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17:07 |
MTDiscord |
<Jonathon> lol, yes |
17:08 |
kilbith |
now we need more emphasis on zstd and Lua async jobs and we are good to go with the greatest release of MT |
17:13 |
sfan5 |
eh, the engine could also use some de-hardcoding and APIs to control stuff |
17:14 |
sfan5 |
for example the camera, then someone could make an RTS using the engine |
17:15 |
sfan5 |
merging game#2884, game#2872 in a variable amount of minutes |
17:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2884 -- Fix problem with sharing table in door nodes lua definitions. Issue 2882. by sfence |
17:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2872 -- Filename Incorrectly Documented by AntumDeluge |
17:25 |
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17:43 |
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18:11 |
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18:29 |
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18:33 |
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19:21 |
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19:23 |
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19:51 |
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19:56 |
nrz_ |
sfan5, we can invent a camera API creating the client stuff yeah :D |
19:56 |
nrz_ |
that can permit for example to use camera from vehicles instead of char :D |
19:58 |
MTDiscord |
<exe_virus> Wouldn't it be better to make the character model a vehicle, and allow more varied player phsyics, so that you could have a lag free vehicle? |
19:58 |
MTDiscord |
<exe_virus> That's my thinking... |
19:58 |
sfan5 |
we can implement client-side prediction in addition to that |
20:02 |
MTDiscord |
<exe_virus> true, for the most part. The use case I'm thinking of is a boat, or bike, or car, etc. The client won't be able to predict changes in that movement besides previous acceleration. For example, If I hit the down key on a car, bike, or boat, I would slow down the next frame, but according to my acceleration it wouldn't change and the client would be out of sync. If instead I was in a plane with inverted controls, it would instead raise |
20:02 |
MTDiscord |
my nose upwards. It's quite hard to build that kind of prediction into the client, unless it's scripted? |
20:06 |
sfan5 |
scripted prediction is what I mean |
20:32 |
MTDiscord |
<exe_virus> okay, on the same page. thanks! |
20:55 |
MTDiscord |
<exe_virus> So discussing with benrob just now, it occurred to us that minetest should support a newer format for animated meshes, instead of .b3d and no longer blender supported .x files. The one we chose as a first go is .gltf from Khronos Group. I found a MIT license parser and loader for the format, .gtlf supports a single binary file, containing textures model, etc. https://github.com/syoyo/tinygltf I personally think we should only |
20:55 |
MTDiscord |
support the separated one that allows us to use our current texture loader and only parse the .gltf and .bin file (animations, materials / verticies, normals, texture coords ). Thoughts? should I just make an issue for the subject? |
20:58 |
sfan5 |
agree on only loading model (or related) but not texture data from gltf |
20:59 |
sfan5 |
I'm pretty sure we're better off writing our own GLTF loader instead of integrating a third-party one, we already have a json parser and the rest should just be some binary wrangling |
20:59 |
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21:00 |
MTDiscord |
<exe_virus> well, they are using the same json library we are, so I figure we can steal their parser code |
21:06 |
MTDiscord |
<exe_virus> It's MIT so we give credit for the base code and move on. Mostly I appreciate the structures for parsing are already written and all possible options are dealt with. |
21:11 |
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