Time |
Nick |
Message |
01:13 |
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01:16 |
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01:20 |
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02:19 |
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02:23 |
kilbith |
a very small prototype I'm making for a french public institution, it features the Camera API: https://www.youtube.com/watch?v=mfUyf2XlHKE&t=8s |
02:26 |
MTDiscord |
<Jonathon> for those of us who dont know French, what is the gist of the hud text? |
02:28 |
kilbith |
some gibberish, it's a mini demo for our customers |
02:29 |
MTDiscord |
<Jonathon> ah, thank you |
02:29 |
kilbith |
each letter is associated with a *blip* sound, in some old-school plateformer fashion |
02:30 |
kilbith |
* platformer |
02:39 |
rubenwardy |
That looks cool |
02:39 |
rubenwardy |
Although, it reminds me of how insufficient animation APIs are in Minetest, especially for UIs |
02:44 |
kilbith |
the HUD also tentatively break with UTF-8 chars, I was forced to trim all accented chars; I consider hiring a dev to fix that as UTF-8 = hell |
02:53 |
rubenwardy |
For my games, I have test GUIs which have a metric shittonne of unicode characters for testing |
02:55 |
kilbith |
GUI do work, HUD not |
02:56 |
rubenwardy |
Formspecs working correctly? Never happened before |
02:57 |
kilbith |
hmmm I may know why |
02:57 |
kilbith |
an accented char is two bytes (afaik), and I iterate byte by byte |
02:57 |
kilbith |
so it may not work until the next byte is in the loop |
02:59 |
kilbith |
I need that loop actually: https://github.com/minetest-mods/i3/blob/main/src/common.lua#L83 |
03:04 |
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03:12 |
rubenwardy |
Ah, problem in the mod then. We need to add a utf8 library to Lua for this |
03:13 |
MTDiscord |
<Jonathon> wasnt v-rob working on this? |
03:14 |
MTDiscord |
<Jonathon> https://github.com/minetest/minetest/pull/12066 |
03:22 |
kilbith |
afaik LuaJIT already have the utf8 lib builtin |
04:00 |
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05:18 |
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05:52 |
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05:54 |
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06:05 |
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06:33 |
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06:42 |
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06:56 |
rubenwardy |
could do with this https://matklad.github.io/2021/02/06/ARCHITECTURE.md.html |
07:16 |
sfan5 |
rubenwardy: technically the right thing to link is #12418 but that fix isn't all that important |
07:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/12418 -- Remove float vector range checks from scriptapi by sfan5 |
07:16 |
sfan5 |
if you want to highlight a security fix I think you know which one |
07:18 |
sfan5 |
(the other commit is the more conservative fix that was supposed to go in 5.5.2) |
07:26 |
rubenwardy |
thanks |
07:26 |
rubenwardy |
the links are more for my own reference, ideally an advisory would be used if it exists |
07:26 |
rubenwardy |
but there's no need for really low priority stuff |
07:57 |
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09:45 |
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10:10 |
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10:23 |
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11:01 |
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11:01 |
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12:05 |
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13:23 |
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13:24 |
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13:30 |
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13:37 |
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14:10 |
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16:02 |
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16:49 |
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16:57 |
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18:03 |
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18:32 |
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19:09 |
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19:56 |
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20:21 |
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20:24 |
sfan5 |
https://0x0.st/o1ne.png who caused this to happen in devtest |
20:32 |
sfan5 |
we should really have a reference rendering of devtest nodes that can at least be compared manually |
20:44 |
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20:52 |
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20:54 |
schwarzwald[m] |
Or a git hook that doesn't allow you to commit unless you've run the devtest executable at least once since your last code changes. |
20:55 |
schwarzwald[m] |
I wonder whether that red text is obvious enough to people who have a color blindness. |
21:03 |
x2048 |
#12559 :) I literally spent an hour traversing through code to understand why tiled_n renders like this |
21:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/12559 -- Devtest tiled:tiled_n texture is misleading |
21:03 |
sfan5 |
I checked the docs first :) |
21:04 |
x2048 |
Good habit :) |
21:05 |
sfan5 |
rotation the stair sometimes changed the texture tho so I think there's some kind of bug |
21:05 |
sfan5 |
unless I misunderstood the docs |
21:05 |
sfan5 |
rotating* |
21:05 |
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21:18 |
x2048 |
how do you rotate the nodes in devtest? |
21:19 |
sfan5 |
param2 tool |
21:22 |
x2048 |
of course, thank you! |
21:30 |
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21:43 |
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22:37 |
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22:48 |
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22:57 |
MTDiscord |
<Ronoaldo> sfan5: thank you so much for the help with the arm64 (aarch64) build. Using Lua from git fixed the crashes. You nailed it! |
23:09 |
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23:29 |
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