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IRC log for #minetest-dev, 2022-09-13

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All times shown according to UTC.

Time Nick Message
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11:37 rubenwardy merging #12747 in 10
11:37 ShadowBot https://github.com/minetest/minetest/issues/12747 -- Fix tooltips for dropdown, scrollbar and more by Desour
11:37 rubenwardy (i won't do the other one as it's changed since approval)
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13:43 MTDiscord <luatic> When do core devs consider contributors eligible to become core devs?
13:48 MTDiscord <luatic> f.E. https://github.com/TurkeyMcMac has demonstrated sufficient C++ & engine knowledge IMO to be considered for core dev
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17:48 kilbith and they don't spend their time foolishly making fun of people on Discord
17:49 kilbith or try to make their ego shine by trying to outsmart everyone else
17:49 kilbith isn't it luatic?
17:53 MTDiscord <GreenXenith> (making fun of)(people on discord) or (making fun of people)(on discord)
17:54 kilbith and of course who react everytime I bring up the word "Discord"
17:54 kilbith * who you
17:55 MTDiscord <GreenXenith> Just asking a question my friend
17:56 kilbith (making fun of people)(on discord) to answer it
17:57 MTDiscord <GreenXenith> Thank you
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18:10 MTDiscord <luatic> No, the only other nick of TurkeyMcMac is jwmhjwmh (they use this on the forums), I'm luatic ;)
18:11 kilbith the question was targetted at you.
18:11 kilbith I know who TurkeyMcMac is
18:12 MTDiscord <luatic> sorry, it wasn't obvious to me who "it" was referring to
18:12 MTDiscord <luatic> are you asking me whether I'm "[trying] to make my ego shine by triying to outsmart everyone else"?
18:12 MTDiscord <luatic> trying*
18:13 kilbith that and above one
18:13 kilbith will you stop it already?
18:13 MTDiscord <luatic> what have I done now?
18:14 MTDiscord <luatic> I like to think about and tinker with things, that's all
18:15 kilbith no, that's not all
18:16 kilbith it's not a good idea to antagonize people who work in the engine, you know; we are not that much here
18:17 MTDiscord <luatic> (1) Who are you to tell me of my ulterior motives? (2) I'm not antagonizing anyone
18:17 kilbith well I can point you out things that don't work in /msg
18:18 MTDiscord <luatic> ok?
18:19 MTDiscord <luatic> for the record kilbith, I have no intentions of becoming core dev since I'm well aware that I'm not nearly sufficiently proficient in C++ or familiar with the MT codebase
18:20 kilbith I guess we're not talking about the same things
18:21 kilbith it's the repeated attacks and passive aggressive comments you leave against me on this fucking server
18:21 MTDiscord <luatic> I basically tried to suggest an addition to the core dev team, and you replied by... agreeing and attacking me? Not even in response to the suggestion? And you accuse me of wasting core dev time?
18:21 kilbith and I request you to stop this immediately
18:21 MTDiscord <luatic> kilbith: quotes - with context - please
18:22 MTDiscord <Jordach> how about quit alienating people on personal disagreements and opinion
18:23 MTDiscord <ROllerozxa> just another evening in #minetest-dev isn't it
18:23 MTDiscord <luatic> kilbith: Let's move to #minetest
18:23 MTDiscord <ElCeejo> no
18:23 MTDiscord <ElCeejo> keep fighting
18:24 MTDiscord <ElCeejo> it's fun to watch
18:24 MTDiscord <luatic> dev is not for "fighting"
18:24 MTDiscord <ElCeejo> anything is for fighting if the enforcers are too afraid to get involved.
18:26 Krock ah yes the good old fights. never missed those
18:26 kilbith PilzAdam vs RBA, a great classic
18:26 kilbith or hmmmm vs nrz
18:26 kilbith miss those too
18:27 Krock regarding TurkeyMcMac. if they would like to join the role of a core dev (or triager, for that matter), it would be best if they could leave a request here
18:27 nrz_ i don't have time to battle, but kilbith never changes, it's because he's french, and french people prefer to be angry than fixing things generally ?
18:28 kilbith well and you never change as well, your english is still as shitty as before
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18:28 MTDiscord <Jordach> no the french often perform great execution of actions when it comes to it
18:28 kilbith I better be an ass than an idiot
18:28 MTDiscord <ElCeejo> I like this quote
18:29 MTDiscord <ElCeejo> very good
18:29 nrz_ insulting people doesn't make them being kicked here it seems :p yes it doesn't change ?
18:31 kilbith pushing your shitty code doesn't make you revoked, yes it doesn't change
18:32 kilbith you see luatic, when you shit on people, always do it in front of them
18:32 MTDiscord <luatic> if what you're trying to say is "don't go behind people's back", then I agree; I wouldn't "shit on people" at all though
18:32 MTDiscord <ElCeejo> I find taking a shit on people from behind to be rather challenging
18:33 nrz_ i think kilbith has toilet issues, many shit everywhere
18:33 MTDiscord <luatic> why can't you formulate your criticism respectfully rather than "taking a shit on people"?
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18:33 MTDiscord <luatic> peoples' backs*
18:34 kilbith usually I do more favors than criticisms, but people more easily retain the latter
18:34 nrz_ luatic, maybe he needs a colonoscopy
18:36 Desour so, only shit at people if they lie on their back, or if you can do it with pressure?
18:36 schwarzwald[m] Even the developers some don't necessarily like are contributing something to keeping the project lively.
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21:59 MTDiscord <Benrob0329> ?
22:10 Zughy[m] Desour: you're crazy with your latest PR (and I don't want to be a core dev that has to review that), but when I saw "fixes 6 issues" I was moved. I hope it can make it, it seems very promising :)
22:31 rubenwardy jesus christ
22:36 MTDiscord <savilli> One commit for 5k lines change, should have called it minor bugfixes
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22:39 MTDiscord <savilli> Actually, I would be very concerned if someone even would be able to review it
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22:45 Sokomine just wondering something currently: entities can have diffrent textures (skins). meshes can't. would it be possible to register diffrent sets of textures for meshes as well? like with entities? so that the number of blocks doesn't have to be that high? like with hardware coloring, an index could indicate which texture set to take
22:46 Sokomine sadly hardware coloring is not always the solution
22:47 MTDiscord <Benrob0329> I don't think this is a new suggestion, in fact I'm quite certain it predates hardware coloring
22:47 Sokomine 8 diffrent versions for a common mesh node on the map might already reduce the number of blocks registered significantly
22:47 Desour mesh nodes can have multiple tiles, AFAIK
22:47 Sokomine oh
22:47 MTDiscord <Benrob0329> thats not the thing, Desour
22:47 Sokomine yes, multiple tiles (textures i think?) are pretty common
22:47 Sokomine but that is due to the model
22:48 MTDiscord <Benrob0329> You can use the multiple tiles to apply the correct texture to the different materials on a mesh, but you cannot change between them on a single node
22:49 Sokomine benrob0329: exactly. i was wondering if using diffrent tile sets might be possible
22:49 Desour ah, so a paramtype2 to choose from a fixed set of visuals?
22:49 MTDiscord <Benrob0329> something like that, yes
22:49 Sokomine exactly. the 8 free bits of param2 would then decide which set of tiles to use
22:49 Desour that should be easy to implement
22:50 Sokomine oh? sure about that? it might help in a lot of situatons...
22:50 Desour just add a vector of meshes/textures in the nodedef struct in C++, and in the mesh generator use the param2 to index that vector
22:51 Sokomine right now, server owners have to balance amounts of nodes that can be put into the saw vs. needs of their builders. won't help much in existing worlds (conversion...) but could offer a lot of options for new nodes
22:51 Sokomine hm! that would be a great feature :-)
22:51 Sokomine it would also be a lot easier to use than hardware coloring
22:52 Sokomine if you're wondering why i come up with it now: there has been the wish to allow other dirt types for my cottages feldweg (dirt road). such a dirt road may not always lead through a meadow...lots of other grass variants exist
22:52 Desour but all you get from that is fewer content types and node defs, idk if that's really such a big benefit
22:54 Sokomine hard to tell how much impact it'd have internally. the textures would still have to be transferred. same as the then slightly more complex node definitions
22:56 Sokomine if you're intrested: we're looking at variants on the your-land test server on port 30001. an exploding number of nodes is still a problem...i remember when vanessaes' servers hit the 4k limit
22:57 Desour I haven't yet looked into what parts of node and item defs at client connect are so slow. did anyone else?
22:59 Desour and the max number of content types is of course meh. we could fix that by making param0 meanings local to the mapblock, with a lookup table param0->content_t. then we could have 32 bit content_t and still use 16 bit (or even 8 bit) param0
23:13 Sokomine i suspect it may have to do with each texture beeing stored as a seperate file? after years of playing mt on diffrent servers i suspect a cd into the cache folder would be a rather bad idea
23:15 Sokomine perhaps. i think the main reason to use hardware coloring was because it comes at hardly any extra costs regarding storage resources
23:18 Desour the only good way to find out is to measure the time each part takes, as always
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23:23 Zughy[m] rubenwardy: seems like you want to review it
23:23 rubenwardy it's certainly a needed change, but it's basically unreviewable
23:23 Zughy[m] out of curiosity Desour : is it possible to split it in more PRs?
23:24 Desour partly maybe
23:27 Zughy[m] because I don't think anyone will ever be able to review all those changes, and it'd be a pity to see it dying in a corner
23:32 Desour about half of the new lines (1.7k) is in two kinda new files (`sound_openal_internal\.(h|cpp)`), where one can just read the code and doesn't have to deal with diffs.   I will try to rip out some of the changes into separate commits
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