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IRC log for #minetest-dev, 2022-09-25

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03:46 ensayia good evening
03:49 ensayia Is there a direct function to remove one item from a player inventory and exchange it for another? I have an item that checks if you use it on a stone group (working) and I want it to be removed from the player's inventory and replaced with a tool. I can simply add the new item and clear the itemstack (the breakable has a max stack of one anyway) but that fails to give the player the new tool if the inventory is full. I was
03:49 ensayia hoping there's a way to do a 1:1 swap.
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04:00 ensayia Oh goodness nevermind. A little looking and using my brain later, I can just make a new ItemStack() with my chosen item and return that instead.
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11:34 sfan5 merging #12794, #12804, #11934 in 5m
11:34 ShadowBot https://github.com/minetest/minetest/issues/12794 -- Fix two spelling mistakes by coldtobi
11:34 ShadowBot https://github.com/minetest/minetest/issues/12804 -- Fix double escape in update checker dialog by appgurueu
11:34 ShadowBot https://github.com/minetest/minetest/issues/11934 -- Briefly explain how facedir rotations work by aerkiaga
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13:47 Wuzzy What is the official policy regarding protocol bumps? When to bump / when not to bump?
13:48 sfan5 during development do it when necessary but it's also done at least once per release
13:55 sfan5 Krock: if you have tested #11939 feel free to count one approval from me
13:55 ShadowBot https://github.com/minetest/minetest/issues/11939 -- Restore and enhance bouncy behavior by pecksin
13:55 sfan5 (since I didn't do more than look at the code)
13:56 Zughy[m] TurkeyMcMac core dev before the meeting? To have some PRs of them merged
13:56 Zughy[m] *their
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14:14 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. https://dev.minetest.net/ https://irc.minetest.net/ https://github.com/minetest
14:14 Krock a bump becomes necessary when no other (reasonably easy) solution can be implemented. for packets, there's usually the option to append new bytes (server-side) and old clients will not read them. no version checks needed for that.
14:15 Krock however in your case, a bump (i.e. increase) is necessary to differentiate new clients from older ones
14:16 Krock sec
14:17 Krock ah yes. I was wrong about my serialize() comment and got confused by the C++ comment
14:18 Wuzzy is it theoretically possible to do a release (non-patch) without a prot bump?
14:19 Krock sure. that has happened in the past
14:19 Wuzzy ok
14:20 Krock and modders got upset that there's no way to find out whether a client supports a certain feature or not
14:20 Wuzzy don't we have minetest.features for that?
14:20 Krock yes, also checks like "if objectref.newfunction then" presence checks
14:20 Wuzzy perhaps this isnt updated often enough (often forgotten) maybe
14:21 Krock also formspec versioning, hence I did not support that change
14:21 Krock s/change/versioning task for each release/
14:22 Wuzzy ohhhh i just see in lua_api.txt modders actually know the prot version of the players!!!
14:22 Wuzzy interesting
14:23 Wuzzy i always thought it was internal only
14:23 sfan5 minetest.features and checking whether functions exist are for the server-side
14:26 Wuzzy Krock, I am still confused about your problem with #12807
14:26 ShadowBot https://github.com/minetest/minetest/issues/12807 -- Fix liquid drawtype faces sometimes not rendering by Wuzzy2
14:27 Krock liquid_alternative is not taken into consideration for non-liquids
14:27 Krock it'll always be CONTENT_IGNORE
14:28 Krock see src/nodedef.cpp L1684
14:28 Wuzzy oh wait...
14:29 Wuzzy WTF this if is completely wrong now!
14:30 Wuzzy because it now completely ignored liquidtype. I meant to put an OR here... ouch
14:31 Wuzzy obviously the alternative liquids need to be set in both cases: if its liquid in the sense of drawtype, or liuqid in the sense of flowing physics (or both, obv)
14:32 Krock aren't there nodes to test that in devtest?
14:33 sfan5 is liquid_alternative_flowing_id used for drawing, physics or both?
14:33 Wuzzy hmmm lemme check
14:33 Wuzzy i think both
14:34 Krock should be for both because content_t is faster than std::string
14:34 Wuzzy yes both
14:34 Krock (to look up the flowing node)
14:34 Wuzzy it makes sense, how else should minetest know which node is the flowing one?
14:37 Krock map.cpp L573  > liquid_kind = cf.liquid_alternative_flowing_id;    this is the relevant part for the flow queue processing sfan5
14:40 Wuzzy its also in rendering, see client/content_mapblock.cpp line 457
14:41 Wuzzy when I think about it, i think we should update lua_txt.txt to make adding the alternative liquids a requirement. this is currently not explained very well. only exception could be if there is no flowing liquid counterpart
14:42 Wuzzy i could add this in the same PR, is that OK? (#12807)
14:42 ShadowBot https://github.com/minetest/minetest/issues/12807 -- Fix liquid drawtype faces sometimes not rendering by Wuzzy2
14:45 Krock it would be cleanest to have a separate PR. after all, you might find even more to correct in the liquids documentation
14:47 Wuzzy ok
15:23 Krock Wuzzy: is the (name == f.name) comparison necessary?
15:23 Krock integer comparisons are much faster than string
15:24 Wuzzy let me think...
15:25 Wuzzy my theory was that there might be a modder who deliberately does not specify the alternative liquids...
15:25 Wuzzy but i now thing this is unreasonable ...
15:25 Wuzzy yeah this name check can probably be nuked
15:25 Wuzzy no wait
15:26 Wuzzy what if a modder has only a node with drawtype = "liquid" (source rendering only) but no flowing variant (cuz it never flows)?
15:26 Wuzzy in that case, the alternative comparison would be CONTENT_IGNORE == CONTENT_IGNORE nad thus always true :-/
15:27 Wuzzy oh wait again
15:28 Krock * always false
15:28 Wuzzy i already check for ignore haha
15:28 Wuzzy ok u know what?
15:28 Wuzzy I add more dummy nodes just to test this :P
15:29 Wuzzy (not in the PR for now, just a quick test)
15:30 Wuzzy at least the reported bug is fixed in that PR :P
15:30 Wuzzy (not that this is an excuse)
15:31 sfan5 unless you have a very special case you never want to compare names, only ids or properties
15:32 Wuzzy yeah this is a good point
15:33 Wuzzy this might actually be a strong case for forcing modders to *always* specify the alternative liquids then (even if its just for self-reference)
15:34 Wuzzy so even the single source node (with no flowing node) would be required to have a liquid_alternative_source
15:34 Wuzzy Yeah i think this might do the trick and then i can drop the name check safely
15:43 MTDiscord <luatic> Krock: Is this a C++-side or a Lua-side comparison
15:44 Krock topic .. ?
15:44 MTDiscord <luatic> "integer comparisons are much faster than string"
15:44 Krock C++ and I know well that there's short string optimizations, but these only work on .. well.. short strings.
15:44 MTDiscord <luatic> Lua-side, strings are the cleanest way to implement enums since all strings are interned and thus comparisons are as fast as number comparisons
15:45 Krock good to know
15:45 MTDiscord <luatic> I don't think there's a way to leverage Lua's string interning on the C++ side of things though if you always convert to a C++ str
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16:04 Wuzzy oh i didnt know that, thanks
16:04 Wuzzy luatic, where did you read that?
16:04 Wuzzy or do you happen to be the inventor of Lua? :D
16:06 Wuzzy alright, the name check in the liquid PR is gone now. I tested, and it turned out to be completely unneccessary. Performance! :D
16:25 Krock Wuzzy: https://i.postimg.cc/HLSXkTCJ/grafik.png
16:26 Krock is this correct?
16:26 Krock I suppose the texture could be transparent for less impact
16:29 Wuzzy hmm
16:29 Wuzzy question is if we show a face there, which one? red or blue liquid?
16:29 Wuzzy lemme check if this is a regression
16:30 Wuzzy Krock: ok, this is old behavior that this PR does not touch
16:31 Krock that's good, I suppose.
16:32 Wuzzy i think im going to make the doc work on alternative liquids then because it needs work
16:32 Wuzzy (new PR)
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16:45 MTDiscord <luatic> Wuzzy: I don't remember where I read that (probably the PIL? doesn't seem to be in the reference manual), but it's an important thing to keep in mind - it enables the efficiency of strings in some places (e.g. as table keys). You can verify this yourself using collectgarbage"count" and creating the same string, say, a million times.
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17:34 Zughy[m] What time is the meeting? In an hour?
17:36 Krock 24 minutes
18:00 Zughy[m] Let's go
18:03 Zughy[m] Krock: nrz:
18:04 Zughy[m] > Set visibility of players/hide them from others has been rebased twice, it's from 2020. Can anyone have a look at it? Or put it in the 5.7.0 milestone, I don't know
18:05 Zughy[m] It's #9863
18:05 ShadowBot https://github.com/minetest/minetest/issues/9863 -- Set visibility of players/hide them from others by Lejo1
18:07 Wuzzy so do i understand this right?
18:07 Wuzzy a player that is hidden is not seen by anyone else but they can still interact with the world?
18:08 Zughy[m] Yes
18:09 MTDiscord <Jonathon> seems that all that can be done by mods, the only useful bit is not sending it to clients
18:09 Wuzzy weird that such a plyer does not even show up in get_player_names? making it invisible to the server too? O_O
18:10 Wuzzy Jonathon yeah but this seems the point as an anti-hack measure =)
18:10 Zughy[m] It's basically Minecraft vanish
18:11 Wuzzy hmmm are there chat commands in it? i dont see any. would make sense imo
18:11 Wuzzy on the other hand, will collide with mods then :/
18:11 Wuzzy yeah probably lets not overload this pr lol
18:12 Wuzzy sadly, i cant compile it right now. irrlichtmt fail. do i need an old version?
18:12 MTDiscord <Jonathon> seems something like https://github.com/minetest/minetest/issues/8045 would be better that gives mods control of the key thing, rather than a bulk action which mods can already do most of
18:13 Zughy[m] Imho it makes sense as an administration tool, as it makes you completely undetectable by players, cheaters included
18:13 MTDiscord <Jonathon> sure, my only thing is bulking a bunch of stuff together
18:14 Wuzzy the code doesnt look like "bulking stuff together" tho
18:14 MTDiscord <Jonathon> mods such as cloaking, catcommands implement this already, except for the sending of the player to clients
18:15 MTDiscord <Jonathon> > object, in get_player_names or in the /status info three bluked items
18:15 Wuzzy do they have to overwrite anything?
18:16 Wuzzy ok the get_player_names thing seems completely out of place tho
18:16 MTDiscord <Jonathon> the mods? yeah. overwriting certain minetest table functions is common when you start to do things like this
18:16 Wuzzy strange. but this does not actually appear in the diff. the PR text is lying!!! :O
18:17 Krock couldn't "is_visible" be adapted with additional functionality for players?
18:17 Wuzzy ok i think it is much better if things can be done without overwriting the minetest table (unless intended by minetest). it always feels hacky and clunky with a potential for mod conflict
18:18 Wuzzy ok lets ask a different question: can anyone compile and test this? Because i can't! :D
18:18 MTDiscord <Jonathon> https://github.com/minetest/minetest/pull/8397 was the closed pr for just hiding players, entities
18:18 Krock apply the diff, not the patch. (if you want to test)
18:19 Zughy[m] Krock: Funny enough, is_visible is completely broken at the moment (I opened an issue months ago)
18:20 Krock and if it worked, it would break attachment chains for sure
18:20 rubenwardy Wuzzy: get_player_names is a client-side API thing. The purpose is to hide from the client
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18:21 Krock I'd rather have basic features like hiding objects and leave the integration to mods, such as announcing the "leave" message or reassembling the status message (once that becomes configurable)
18:22 MTDiscord <Jonathon> ^this
18:22 Krock or just don't care at all and let mods use transparent textures and make the player not pointable
18:23 MTDiscord <Jonathon> you can already overwrite the status command i believe
18:23 Krock join/leave messages: yes. status? I don't think so.
18:23 MTDiscord <Jonathon> its just a chatcommand
18:24 Krock core.get_server_status
18:24 Krock well yes I guess...
18:24 MTDiscord <Jonathon> . //lua minetest.chat_send_all(dump(minetest.registered_chatcommands["status"]))
18:25 Wuzzy hmmm, attachment chains sure sounds like an issue
18:26 Wuzzy protip. there is luacmd mod, you dont need WorldEdit
18:27 MTDiscord <Jonathon> protip, i dont care
18:27 Zughy[m] rubenwardy: you were the one supporting it, thoughts?
18:27 Zughy[m] Let's be civil, thank you
18:27 Wuzzy hmmm overwriting the status command by hand soudns really ugly tho. you must rewrite the *entire* status, you cant just cleanly replace portions of it without messing up the rest
18:28 rubenwardy it's not visibility, it's also sending updates
18:28 MTDiscord <Jonathon> wuzzy: thats incorrect
18:28 rubenwardy tbh I supported it because I started to review it in the past, it's not something I want to do right now
18:28 Wuzzy and the !!!FUN!!! begins if minetest ever decides to change the status line
18:28 Krock Wuzzy: hacky approach: retrieve the original value and string replace the hidden users
18:28 MTDiscord <Jonathon> and that already happened
18:28 MTDiscord <Jonathon> this is why minetest.get_server_max_lag() exists
18:29 Wuzzy yes
18:30 Wuzzy the status text is NOT meant to be parsed as far i know
18:30 MTDiscord <Jonathon> you can build the whole string without needing to parse it
18:31 MTDiscord <Jonathon> its just like entity on steps, if minetest changes it, mods have to update as well
18:31 MTDiscord <Jonathon> *entity on steps with move result
18:32 Wuzzy that's true but your output might differ from minetest's builtin output then, esp if minetest will add more info in status text in future
18:32 Wuzzy so I don't consider "overwrite everything" to be a *true* solution to all problems
18:32 Wuzzy i mean this problem specifically
18:32 Krock so if the status message and join/leave things can be done in mods, what else is left over?
18:33 Wuzzy not sending player from clients i guess
18:33 MTDiscord <Jonathon> krock: not sending the player/entity to the client
18:34 MTDiscord <Jonathon> in which case: https://github.com/minetest/minetest/issues/8045 https://github.com/minetest/minetest/pull/8397 are relevant
18:34 Krock yes, and if it's marked for removal, attachments will appear detached for other players
18:35 Wuzzy Are attachments client-dependent in any way?
18:35 Wuzzy If yes, i'm afraid this whole feature idea might be dead on arrival :-/
18:35 Wuzzy or needs a complete new approach
18:36 Krock it won't be an issue if they're set to invisible too, so I guess it's not much of an issue if that's implemented
18:36 Wuzzy ok but *do* clients have to know about attachments at all?
18:37 Krock I cannot imagine a case where that would be necessary
18:37 Wuzzy ah, good
18:37 Wuzzy well, i meant more like, right now
18:37 Krock but the 3rd person view of the parent (player) must see them
18:38 Wuzzy i wondered if attachments are entirely server-side
18:38 rubenwardy they're entirely client-side because of bone positions
18:39 rubenwardy which is a bit broken imo
18:39 Wuzzy O_O
18:39 Krock fixing attachments was a joy ride /s
18:39 rubenwardy well, or maybe it assumes the bone position is null. In any case, they're not fully resolved until the client
18:40 Wuzzy so this means if you attach an object to a player and set this player "hidden" this will probably lead to hilarious breakage on other clients?
18:40 Krock the server uses the parent's position for calculations because it does not have the model information
18:40 rubenwardy yeah, you'd need to hide the child object too
18:40 Wuzzy can someone test this theory (still can't compile :( )
18:40 MTDiscord <Jordach> reminder that first person attachments were kind of designed to hint at the inclusion of per client visible entities only
18:41 Krock I don't see a feature overlap of attachments and per-player visibility
18:41 Krock they're separate features
18:41 rubenwardy it's not just visibility, it's not sending the players to other clients
18:41 rubenwardy visibility is misleading
18:41 rubenwardy like, there's already an object visibility feature - is_visibility
18:42 rubenwardy this feature stops the player being sent to other clients
18:42 MTDiscord <luatic> the main purpose of this probably is to allow observing cheaters without them knowing of your presence
18:42 Wuzzy ok the code definitely needs cleanup and rename every word like "visibility" with something else because this is very confusing right now. Everyone will think of "is_visible"
18:42 MTDiscord <luatic> cheatibility
18:42 MTDiscord <Jonathon> the other purpose is collisions
18:42 MTDiscord <luatic> anyways, this PR is suspiciously simple
18:43 Krock it looks somewhat hacky
18:43 MTDiscord <Jordach> there's an even easier manner
18:43 MTDiscord <luatic> ^
18:43 rubenwardy Wuzzy: already commented that
18:43 MTDiscord <Jordach> just set the invisible player's vertex data to pure alpha
18:43 MTDiscord <luatic> what
18:43 MTDiscord <luatic> there are a million ways to hide a player
18:43 MTDiscord <luatic> and a million ways for cheat clients to reveal invisible entities
18:43 MTDiscord <Jordach> obviously
18:44 MTDiscord <luatic> although you could spam fake invisible entities so cheat clients couldn't distinguish them from the real ones :3
18:44 Wuzzy not if the player isnt sent to clients at all. then you would have to directly hack into the server or something
18:44 Desour if you attach something to an invisible player, it's like you'd spill dye over them. it makes them visible. invisible players with attachments that are visible is impossible by design
18:45 Wuzzy how about if a player is marked as hidden, the entire "attachment tree" is automatically considered hidden by impliation, too?
18:45 Wuzzy something strange about this PR, its only limited to players, and not generalized to objects. :/
18:46 MTDiscord <luatic> Anyways, I have a bad feeling that this PR in its current state might cause breakage because it introduces another semi-consistent state: You now have an entity that exists on some clients but not on others. Apart from attached entities: What about attached particlespawners and attached sounds? A bunch of error messages?
18:46 Wuzzy and i kinda agree, the join/leave and status msg thing *might* be already too over-the-top.
18:47 Wuzzy yeah i kinda agree the PR from the concept (NOT TESTEED!!!!!!) doesnt seem the greatest. as a modder, i am also not very excited about it
18:48 Wuzzy darn, i really wish Lejo1 were here.
18:48 MTDiscord <luatic> I think the proper solution is to implement #8045 by having a set {[playername] = true} as part of object properties for each entity - why is this constrained to players in its current form? Such a change would probably be nontrivial to make properly, because you'd have to consider how to gracefully handle all the attached stuff. Ideally you'd figure out how to only send this to players who also got the entity.
18:48 ShadowBot https://github.com/minetest/minetest/issues/8045 -- Allow Changing Entity Visibility On A Per-Player Basis
18:49 MTDiscord <luatic> and yes, the "fake join/leave message" should definitely be left up to mods
18:49 Krock yes sure you could make it overly fucking complicated
18:50 Wuzzy Question: What is the *actual* use case for this, anyway? Why is is_visible=false not enough? Sneaking to cheating players seems like a little contrived. Zughy, comments?
18:50 Wuzzy not that i am completely opposed to the idea, just confused
18:53 Wuzzy When we're done with this "hidden players" PR, may I shamelessly plug #11465? :-) its already in 5.7.0 milestone and hope to see it in 5.7.0
18:53 ShadowBot https://github.com/minetest/minetest/issues/11465 -- New physics overrides by Wuzzy2
18:57 Krock so the use-cases are rather limited to puzzles?
18:57 Krock or minigames
18:58 Wuzzy about hidden players? i dont know, i dont feel strongly about the pr and i think this is one of the "back to the drawing board" situations, i mostly agree with the concerns of others
18:58 Krock I don't see too much demand for it due to the existing "speed" override. it might not be perfect but works well enough mostly
18:58 Krock (I meant your PR)
18:59 Wuzzy its bascially more fine-grained control of the player physics, especially in liquids and the use cases for that is definitly not limited to puzzle games
19:00 Wuzzy basically allowing to swim/sneak/climb faster or slower as a powerup/potion/punishment etc
19:01 Wuzzy Would also definitely be very useful for the MineClones to re-implement effects like Dolphin Grace (Swim faster) or Swift Sneak (sneak faster)
19:02 Wuzzy ok. do you agree with the PR at least *conceptuall* or is this dead-on-arrival for you?
19:05 Krock I'm not sure. On one hand it's too fine-grained, on the other hand it's more reliable than surrounding node checks by mods
19:06 Krock there's also at least two rebase errors that snuck in: https://github.com/minetest/minetest/pull/11465/files#diff-60afc4b1ee298e01efae55db3b202d0bdbffd3919d7f0bc3212a4d300522eacaR617
19:06 Krock should be * and not *=
19:07 Wuzzy oh yes the rebase... i wanted to talk about that
19:07 MTDiscord <luatic> as for the collision part of the player hiding PR, that shouldn't be tied to that but rather the "physical" object property
19:07 MTDiscord <luatic> see #10139
19:07 ShadowBot https://github.com/minetest/minetest/issues/10139 -- Allow physical = false for players
19:08 Wuzzy a new rebase is needed for the player physics pr and i am currently stuck
19:08 Wuzzy thanks for telling me about the *=, noted
19:08 Krock the best approach is usually to squash all commits before rebase
19:09 Krock that way you'll only need to fix conflicts once
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19:11 Wuzzy I struggle to resolve this rebase conflict in the player physcis PR: https://hastebin.com/raw/xarijocofu
19:11 Zughy[m] It's been an hour on the same point, so what's the verdict?
19:11 Wuzzy oh yeah ok lets decide that first, sorry
19:12 Wuzzy my personal non-coredev opinion: It looks like a case for "back to the drawing board" because it touches too many things, i mostly agree with others on the concerns
19:12 Zughy[m] My take: conceptually, it's a great tool for server admins to check on cheaters. I can't judge the code, I'm only speaking as a server admin
19:13 sfan5 Wuzzy: the relevant code moved
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19:13 Zughy[m] Oh lol, Ruben has already closed it
19:14 Wuzzy xD
19:14 Wuzzy well thats ONE way to resolve it
19:14 Krock Zughy[m]: it seems to be useful indeed but the implementation is flawed regardless. I left a comment there.
19:14 rubenwardy oh I thought we'd moved on to physics overrides given Krock's comment
19:16 Krock I thought so too
19:16 Zughy[m] Physics override were not in the list 👀
19:16 Krock doesn't matter
19:16 Zughy[m] *s *on
19:17 Krock dev meetings exist to discuss concepts so it's okay to throw them in (as long it does not get too much)
19:17 Wuzzy thank u
19:17 Krock is there anything more to discuss about these two PRs?
19:18 Wuzzy yes, about the 2nd one
19:19 Wuzzy so I am stuck at the rebase (not the *= thing). this diff: https://hastebin.com/raw/xarijocofu has something which confuses me which is the HACK
19:19 Wuzzy why is it there and what should i do with it?
19:19 Krock keep the upper part and add your multiplicator
19:19 Krock since you're using normalized values (from factor 1) in a multiplication, you don't even need to care about that
19:20 Krock since it scales proportionally anyway
19:20 Wuzzy is the HACK from the recent jump acceleration thingie?
19:21 Krock yes. you should be able to run a git blame on that line and I'll point to the acceleration commit
19:21 Wuzzy yea
19:21 MTDiscord <luatic> the comment? yes. the hack? no.
19:21 Wuzzy huh?
19:21 MTDiscord <luatic> the hack was from nerzhul if I'm not mistaken :D
19:21 Krock well anyway
19:22 Krock is it okay if we move on to the next topic?
19:22 Wuzzy its ok, i can work fixing the pr later
19:22 Wuzzy thanks
19:22 Krock > #9776
19:22 ShadowBot https://github.com/minetest/minetest/issues/9776 -- Show relative screenshot filename on chat when applicable by juozaspo
19:23 Krock concept / review
19:23 Krock I don't see much need for it
19:24 Krock people run their Minetest binary from anywhere and might not even keep track of the link target
19:24 Wuzzy as an user, i don't have strong feelings about it. its nicer if the printed path is a bit shorter but really no big deal
19:24 Krock the full path does not really hurt. it's more helpful to me
19:24 Wuzzy yeah, kinda agree
19:25 MTDiscord <luatic> Controversial QoL thing?
19:25 MTDiscord <luatic> I mean you could go "let's add a setting" but meh
19:25 Krock also std::filesystem should be available now
19:25 MTDiscord <luatic> probably tag it as low priority?
19:26 MTDiscord <luatic> I mean it is kinda inconvenient to have full paths in your screenshots or screencasts
19:26 Desour as a user, I don't like to see a long absolute path printed to chat every time, especially if it's not canonicalized
19:27 MTDiscord <luatic> printing paths to chat at all is probably bad UX
19:28 MTDiscord <luatic> not like I will memorize the path to then look it up in my filesystem - I'll just sort my screenshots folder alphabetically / by last modification
19:28 Desour screenshot filename is good to have imo, but the full path is not necessary if you've set it manually
19:28 MTDiscord <luatic> if you take a screenshot of the entire screen, you don't get a notification with the filename either (well on Android you actually do IIRC?)
19:29 Desour how about a "open screenshot dir" button in mainmenu?
19:29 MTDiscord <luatic> good idea
19:29 MTDiscord <luatic> + any other visual feedback - e.g. screen flashing white
19:29 MTDiscord <luatic> then we can remove printing stuff to chat entirely IMO
19:29 MTDiscord <luatic> also allows taking a series of screenshots without cluttering up chat
19:29 MTDiscord <luatic> esp. valuable if you want to take screenshots of chat ig
19:30 Krock there's already a button to open the user path
19:30 Krock screenshots within them
19:30 Krock see About tab in the Main Menu
19:30 Desour but screenshot dir != user path i.G.
19:31 rubenwardy there's the screenshot_path setting
19:31 Krock usually it is, unless you specified a custom location
19:31 rubenwardy defaults to `screenshot`
19:31 rubenwardy which is relative to CWD I gues?
19:31 Krock relative to the user path
19:31 Krock so either bin/..  or  ~/.minetest
19:31 Wuzzy ok in that case an extra button might be overkill
19:32 Wuzzy but no strong opinion
19:32 rubenwardy "Saved screenshots/foofoofoobar.png in user data directory"
19:32 rubenwardy eh, problem there is when the path is absolute or ../ to leave
19:33 Krock what if it's outside the user data dir? overengineering..
19:33 rubenwardy or just absolute path
19:36 Desour by default it says the absolute path of minetest/bin, then /../screenshots/<filename>
19:36 Desour (with non-system-wide build)
19:36 Desour the "/../" is ugly
19:36 Wuzzy i agree with "overengineering" :D
19:37 rubenwardy ok, so the conclusion is to just print the absolute path
19:38 Wuzzy as an user, i have no problem with that decision
19:43 Krock meeting done?
19:44 vampirefrog joined #minetest-dev
19:45 Wuzzy what about the "one approval" PRs?
19:48 jwmhjwmh joined #minetest-dev
19:49 Krock long, ongoing process
19:49 Krock considering they've already got an approval it can be assumed that a merge is still in reach
19:49 jwmhjwmh joined #minetest-dev
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20:23 Zughy[m] The screen flashing white when taking a screenshot is a nice idea
20:24 Wuzzy :)
20:24 Wuzzy FYI: #11465 is usable again now.
20:24 ShadowBot https://github.com/minetest/minetest/issues/11465 -- New physics overrides by Wuzzy2
20:25 Desour the other players need to see the camera flash too. place a light source at the players head for a frame
20:27 Zughy[m] If I'm against something that is not dev related, do I have the authority to reject it (possible close) or it's something just for core devs? I'm talking about #12648
20:27 ShadowBot https://github.com/minetest/minetest/issues/12648 -- Make relative number support for chat commands visible in syntax help
20:34 sfan5 what "not dev related" is there to it?
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21:22 Zughy[m] It's UX, not code
21:26 Desour how's that not part of dev?
21:31 Desour if you don't like something, write a message at the issue. AFAIK, the triager role doesn't permit you to decide UX related stuff as you wish
21:35 Wuzzy Zughy[m], why do you want to close this?
21:36 Zughy[m] I agree with the first comment
21:36 Zughy[m] <Desour> "how's that not part of dev?" <- Have you seen the mainmenu? I did
21:37 Zughy[m] *I have, whatever
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21:40 Desour Zughy[m]: the mock thing? yes. how's this relevant here?
22:00 jwmhjwmh joined #minetest-dev
22:35 panwolfram joined #minetest-dev
22:40 Zughy[m] No, the current main menu
22:44 Desour ? of course I have seen minetest's mainmenu
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