Time Nick Message 02:02 MTDiscord 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 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. 11:36 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 @wsor ^ didnt ping 12:34 celeron55 Krock: yes it means issue and PR management 12:36 Krock okay. seems fine. 13:55 MTDiscord 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 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 ? 14:30 \c ? 14:31 MTDiscord 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 > 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 \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 I personally do the MSVC toolchain for minetest, works but it was roughly 80 minutes to get everything just right 15:38 MTDiscord 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 Thanks @Benrob0329 16:00 \c cheers Benrob 16:00 MTDiscord NP 16:00 \c don't hide VE :P 16:01 MTDiscord I suppose I need to clone and do some dev now haha 16:01 MTDiscord yep, you've been roped in ? 16:01 MTDiscord looks like it 16:01 MTDiscord well, done it once, can do it again 16:05 MTDiscord 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) 16:27 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 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 :] 17:07 MTDiscord 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 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 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 That's my thinking... 19:58 sfan5 we can implement client-side prediction in addition to that 20:02 MTDiscord 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 okay, on the same page. thanks! 20:55 MTDiscord 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 21:00 MTDiscord well, they are using the same json library we are, so I figure we can steal their parser code 21:06 MTDiscord 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.