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IRC log for #minetest-dev, 2022-05-22

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All times shown according to UTC.

Time Nick Message
04:00 MTDiscord joined #minetest-dev
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14:11 HuguesRoss Merging #9588 in 15
14:11 ShadowBot https://github.com/minetest/minetest/issues/9588 -- Add relative numbers for commands by prepending ~ by Wuzzy2
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15:43 rubenwardy Is HID a common term? Sounds like HCI (Human-Computer Interface)
15:43 erle only in USB actually
15:44 erle rubenwardy if you call something HID, i bet people will think of this https://en.wikipedia.org/wiki/USB_human_interface_device_class
15:46 erle rubenwardy i'd not use HID if you want to send stuff like resolution or dpi
15:46 rubenwardy yeah sounds like the wrong term
15:47 erle well, technically monitors are human interface devices, but people use HID mostly for inputs
15:47 rubenwardy there are two APIs that are updated using the same code path in the engine, I'm currently calling this ClientDynamicInfo but that's a bit vague
15:47 rubenwardy The two APIs are   1) window/display info (size, dpi, scaling)   and     2) input info (touchscreen, keyboard, mouse, gamepad)
15:49 erle hmmm, i'd probably borrow whatever naming and categorization i can from web APIs, starting with HTTP headers and CSS media queries
15:56 erle rubenwardy, do you know about HTTP client hints? it sounds like good naming
15:56 Pexin input/output config?
15:57 Pexin input/display?
16:00 HuguesRoss joined #minetest-dev
16:01 erle great, i looked up how extensive client hints can be and it seems they went WAY overboard with this … “The Sec-CH-UA-WoW64 request header field gives a server information about whether or not a user agent binary is running in 32-bit mode on 64-bit Windows.” https://wicg.github.io/ua-client-hints/#sec-ch-ua-wow64
16:45 rubenwardy updated #12367
16:45 ShadowBot https://github.com/minetest/minetest/issues/12367 -- Add window info to minetest.get_player_information() by rubenwardy
17:30 rubenwardy core dev meeting in 1h30
17:30 rubenwardy !dev Meetings
17:30 ShadowBot Meetings - Minetest Developer Wiki -- http://dev.minetest.net/Meetings
17:31 rubenwardy x2028: you haven't added your stuff
18:12 BuckarooBanzai joined #minetest-dev
19:16 Krock meeting? rubenwardy
19:17 rubenwardy Yo
19:18 HuguesRoss Hello
19:18 Krock I didn't have much time for Minetest recently, hence I'm glad the meeting points aren't long either
19:19 Krock nore nrz sfan5 (pinging just in case)
19:19 rubenwardy x2048 v-rob
19:19 MTDiscord <rubenwardy> @x2048
19:20 Krock > #11545 <- someone should review this
19:20 ShadowBot https://github.com/minetest/minetest/issues/11545 -- Animated particlespawners by velartrill
19:21 HuguesRoss I was meaning to look at it a while ago but it slipped my mind... I can try to handle that this week
19:22 HuguesRoss As an aside, merging #12339
19:22 Krock the PR is kinda massive, hence I'd suggest to read through the PR and check for potential malfunctions
19:22 ShadowBot https://github.com/minetest/minetest/issues/12339 -- Add missing comma in example in lua_api.txt by Wuzzy2
19:23 Krock alright
19:26 Krock even the documentation alone looks very sophisticated, if not overengineered
19:27 Krock neither a trivial testing code nor devtest additions
19:32 Krock > #12367 some questions here
19:32 ShadowBot https://github.com/minetest/minetest/issues/12367 -- Add minetest.get_player_window_information() by rubenwardy
19:33 Krock the discussion seems to happen on GitHub directly, so what's the request here?
19:34 rubenwardy sfan5 has answered most of the questions on GitHub already
19:34 rubenwardy So not much need for action here
19:35 Krock okay good
19:36 Pexin would it be appropriate to ask coredev general opinion about #12353
19:36 ShadowBot https://github.com/minetest/minetest/issues/12353 -- Fix acceleration by appgurueu
19:37 Krock rubenwardy: why only window parameters? in get_player_information you could also provide the input method (keyboard vs touchscreen) if that's needed in the future
19:37 rubenwardy Other issue
19:37 rubenwardy I've already implemented that
19:37 rubenwardy On a local branch, it depends on that window pr though
19:38 rubenwardy #12264
19:38 ShadowBot https://github.com/minetest/minetest/issues/12264 -- Add API to get user input mechanisms (ie: touchscreen? gamepad? keyboard?)
19:38 MTDiscord <x2048> Can't join in full today, sorry. As for #12545, I am reviewing it as mentioned yesterday
19:38 ShadowBot MTDiscord: Error: That URL raised <HTTP Error 404: Not Found>
19:38 MTDiscord <x2048> Sorry, #11545
19:38 ShadowBot https://github.com/minetest/minetest/issues/11545 -- Animated particlespawners by velartrill
19:38 HuguesRoss In that case I'll remove myself for now and focus elsewhere
19:39 rubenwardy Excellent
19:41 rubenwardy I could add input methods to that PR, but I have it ready for another PR as I didn't want to add too much to one PR
19:42 HuguesRoss That seems fine to me
19:47 Krock Pexin: in general I'd love to see the maths corrected there
19:47 Krock however, I wonder how it would be implemented properly
19:48 Krock (so that it does not need to be delayed for MT 6.0)
19:48 sfan5 *waves*
19:48 Krock hi there
19:49 sfan5 if there are any quick questions I can answer them otherwise ill be afk to go for a walk
19:49 Krock I'm basically braindead right now, so will leave afterwards too. No questions from my side.
19:50 Krock goals as usual - process the milestones and whatever.
19:52 Krock Pexin: I think it's important to check how much of a breaking change this is, and whether a setting to specify the "movement code version" could help to compensate the new calculations using different speed/acceleration values
19:52 Pexin Krock: yeah, I couldn't help imagining it becoming a situation with old_move new_move and newer_move and then things get even more ridiculous
19:52 Pexin or similar
19:52 Krock I had in mind to purge old_move soon anyway. It's garbage code which might be used by 3 people
19:53 Krock or at least attempt to do that, and check who's going to notice at all
19:53 erle maybe sofar can chime in, as maintainer of a parkour game?
19:55 erle Krock what is the case against opting in to different move code per entity?
19:56 Krock code complexity and more legacy you have to carry around
19:56 Krock would you want to specify a physics version for each entity you create? probably not.
19:57 MTDiscord <luatic> reminder: #11427 still exists
19:57 ShadowBot https://github.com/minetest/minetest/issues/11427 -- Redo serialize.lua by appgurueu
19:57 rubenwardy also, no one is going to specify it
19:57 erle Krock, probably yes, because i need to touch the move code of every single one to ensure it behaves as intended
19:58 MTDiscord <luatic> Krock: An object & particle property could be added to implement this feature in a non-compat-breaking way
19:58 erle besides parkour, there are cases like “this mechanism throws entities around” or “animals can just *barely* jump or not jump over a fence”
19:59 MTDiscord <luatic> erle: There is no discussion concerning whether this is compat breaking, it certainly is.
19:59 MTDiscord <luatic> (and to an unacceptable extent; a major release is mandatory)
19:59 erle luatic i am talking from a gamedev perspective here
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20:00 erle luatic, a major release is a cop out for changing gravity. every single game that has jump mechanics or entities flopping around would still be broken. the “major release” is only a label saying “yeah, we did this”. it does not fix anything.
20:01 erle luatic IMO labeling it is the *minimum* you should do for compat problems. it's not “we say it and everyone else has to adjust their stuff and now it's fine”.
20:01 MTDiscord <luatic> the major release will break almost every mod in some way though - that is required to be able to do some spring cleaning, getting rid of legacy compat code
20:03 erle luatic i guess you and me have a fundamentally different worldview of how much libraries and engines should bend over to support their consumers. since we are both not coredevs, this is pointless then.
20:12 celeron55 i think adding a new version of movement code without a major release should be completely doable and probably makes sense at some point
20:12 erle celeron55, btw, here is an example for a PR that i once looked at and tested and found fine back in *october 2021* that has not gotten any coredev attention since then, even though it worked (at some point) and is on the roadmap (according to the label) and wuzzy is obviously not going to do anything on it without further feedback. what has to be done to get this approved, except, maybe, a rebase? https://github.com/minetest/mine
20:12 erle test/pull/11115
20:12 erle https://github.com/minetest/minetest/pull/11115
20:12 erle oh IRC
20:13 celeron55 the interface between movement physics and the rest of stuff isn't so large that the engine couldn't nicely host many movement implementations. there's one thing which will cause issues though: if movement is optimized by some sort of global precalculated state. then that limits movement implementations as the engine shouldn't calculate global stuff for many implementations in parallel
20:14 celeron55 so don't start optimizing movement code too much before it's the final version of movement code 8)
20:31 Zughy[m] Please remember about https://forum.minetest.net/viewtopic.php?f=7&amp;t=28060 (you told me a couple weeks ago to discuss this in the next meeting)
20:32 rubenwardy I think the meeting has ended
20:32 rubenwardy doesn't seem to be much availability
20:34 celeron55 out of those only #11742 and #1566 are still open
20:35 ShadowBot https://github.com/minetest/minetest/issues/11742 -- Creating float vector with x outside of -2.14748e+06 < x < 2.14748e+06 crashes server
20:35 ShadowBot https://github.com/minetest/minetest/issues/1566 -- saving username/password login per server basis
20:40 rubenwardy New android release is  -100% vs. all previous releases, congrats
20:41 rubenwardy probs because there's not been much data yet
21:00 erle #11742 is a crash that can easily be fixed by making sure that vectors that get emitted are in the range of vectors that are accepted
21:00 ShadowBot https://github.com/minetest/minetest/issues/11742 -- Creating float vector with x outside of -2.14748e+06 < x < 2.14748e+06 crashes server
21:01 erle the problem here is that even giving the vector as an argument to a function crashes minetest
21:10 Zughy[m] I just want to be sure my topic doesn't get ignored and postponed again
21:11 Zughy[m] because I did what it was in my power, but I can't do anything without inputs from above in those specific cases
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23:44 sofar erle: want to give me a quick recap of what the proposed chante is?
23:44 sofar I'm not entirely following, been kinda out of the loop :)
23:49 erle sofar it turns out that acceleration has been calculated wrong for about forever, i believe for physical objects that undergo acceleration. fixing this obviously changes the influence of gravity. luatic can fill you in on this.
23:49 erle joined #minetest-dev
23:49 erle sofar, sorry, i accidentally exited the game.
23:49 erle the irc client i mean
23:51 erle sofar, look here i think https://github.com/minetest/minetest/pull/11855
23:52 erle sofar also https://github.com/minetest/minetest/issues/12340
23:55 erle sofar basically, the current state is broken. but also: changing it potentially affects or breaks a lot of things. here is the fix from luatic https://github.com/minetest/minetest/pull/12353

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