Time Nick Message 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) 13:43 MTDiscord When do core devs consider contributors eligible to become core devs? 13:48 MTDiscord f.E. https://github.com/TurkeyMcMac has demonstrated sufficient C++ & engine knowledge IMO to be considered for core dev 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 (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 Just asking a question my friend 17:56 kilbith (making fun of people)(on discord) to answer it 17:57 MTDiscord Thank you 18:10 MTDiscord 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 sorry, it wasn't obvious to me who "it" was referring to 18:12 MTDiscord are you asking me whether I'm "[trying] to make my ego shine by triying to outsmart everyone else"? 18:12 MTDiscord trying* 18:13 kilbith that and above one 18:13 kilbith will you stop it already? 18:13 MTDiscord what have I done now? 18:14 MTDiscord 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 (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 ok? 18:19 MTDiscord 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 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 kilbith: quotes - with context - please 18:22 MTDiscord how about quit alienating people on personal disagreements and opinion 18:23 MTDiscord just another evening in #minetest-dev isn't it 18:23 MTDiscord kilbith: Let's move to #minetest 18:23 MTDiscord no 18:23 MTDiscord keep fighting 18:24 MTDiscord it's fun to watch 18:24 MTDiscord dev is not for "fighting" 18:24 MTDiscord 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 18:28 MTDiscord 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 I like this quote 18:29 MTDiscord 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 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 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 why can't you formulate your criticism respectfully rather than "taking a shit on people"? 18:33 MTDiscord 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. 21:59 MTDiscord ? 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 One commit for 5k lines change, should have called it minor bugfixes 22:39 MTDiscord Actually, I would be very concerned if someone even would be able to review it 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 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 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 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 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 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