Time Nick Message 02:02 MTDiscord Hey, while I'm talking a big feature I want to get merged someday, how do I build up repore with smaller merges? would code clean up be most welcome? Or perhaps PR reviews? Or general triage. I guess which is most helpful for the next few weeks 02:03 MTDiscord Talking = working 04:02 srifqi Zughy: i do not have a keyboard with numpad with me right now, but the -/+ button works for changing viewing range. i never have edited any keymap setting iirc 07:39 [MTMatrix] srifqi: they don't on the numpad anymore, only the ones in the "body" of the keyboard 07:42 rubenwardy Sounds like a bug 08:11 MTDiscord No bug, #13773 08:12 ShadowBot https://github.com/minetest/minetest/issues/13773 -- Don't trigger a key event if a key with the same associated char was pressed by savilli 08:13 MTDiscord "Numpad Plus" and "Plus" are now considered two different keys, and "Increase Viewing Range" is still bound to "Plus" by default 08:16 MTDiscord I'm not sure what can be done about this problem. I don't think that PR should simply be reverted, it's useful to be able to bind e.g. "1" and "Numpad 1" to different actions. 08:35 rubenwardy Should be bound to both keys by default then 09:00 [MTMatrix] ^ 09:52 erle zughy doing the real QA work here 09:53 erle rubenwardy is binding to both easily possible even? 09:55 rubenwardy Should be made possible 09:58 [MTMatrix] erle: I'd like to discuss a raise of the 10% 10:01 erle rubenwardy i agree, but if i am not mistaken about the data model, it binds functionality to keys and it would need to be the other way around for it to work well with 2 keys 1 feature, right? 10:01 erle maybe this changed recently? 10:02 rubenwardy Key binding should be many to many 10:02 erle but it is not right now, is it? 10:02 rubenwardy The same key should trigger different actions on different contexts, and different inputs triggering the same action allows for different input methods 10:03 rubenwardy Ie: forward should be triggered by W, up, and left joystick on a gamepad 10:03 erle would be something like “keymap_increase_viewing_range_min = KEY_PLUS,KEY_KEYPAD_PLUS” (or how these names are right now) possible or not? 10:04 erle rubenwardy i raise you one more: the W should not be the there but it should point to the physical position in the default config. otherwise it only works on qwerty and derivatives. 10:04 erle i3 window manager for example does this, initial keys are defined by keycode i think, not by letter 10:05 erle thus the shortcuts are always at the same position regardless of layout 10:05 erle not sure if this is easily possible at all maybe v-rob knows 10:07 erle like KeyboardEvent.code in javascript https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code 10:07 erle > This property is useful when you want to handle keys based on their physical positions on the input device rather than the characters associated with those keys; this is especially common when writing code to handle input for games 10:08 rubenwardy Doesn't really make a difference 10:08 erle well, i have neo2 keyboard layout, thus i run into many bugs with games 10:08 rubenwardy Just have some position code rather than w in the config 10:08 erle yes 10:09 erle interface-wise, just put two key buttons after the functionality in the dialog or how would you solve it? 10:10 rubenwardy The dialog needs to be overhauled 10:59 pgimeno love2d (through SDL) differentiates between keys (what the keycap says) and scancodes (the key in a certain position in a US keyboard) 11:00 [MTMatrix] keycap is hard 👀 11:00 pgimeno for example, wasd works with scancodes even in a French keyboard 11:00 pgimeno however, if you use keys, you have to bind them to zqsd in a French keyboard 11:01 pgimeno I don't know if Irrlicht will support something equivalent to that 12:47 sfan5 not like we can't make it support that 12:55 erle ig it could even be perfectly backwards compatible without qwerty users being any wiser if minetest a) accepted both keycap labels and scan codes from config b) always showed keycap labels in the interface 13:10 Desour ideally, it should not only be possible to bind to scancodes and keycodes, but also to written chars (e.g. '/' for command) and key combos 13:10 Desour it would be nice if advanced binds could even use lua 13:11 Desour it would generally be nice to have settings via client lua scripting 13:18 jonadab You don't want to replace the entire settings interface with lua code, because that would leave mid-tier users out in the cold. Could be a useful additional feature, though. 13:19 Desour I'd imagine there to be a builtin settings lua that by default reads the classic minetest.conf file 13:19 Desour simple things should obviously not require programming 14:34 MTDiscord That feature request escalated quickly 14:35 MTDiscord Please bring back the old numpad +/- behavior -> let's add Lua configuration files 14:51 Desour merging #13394 in 15 14:51 ShadowBot https://github.com/minetest/minetest/issues/13394 -- Particle cleanup by Desour 15:00 MTDiscord Does anyone have a vcpkg manifest for Minetest? My vcpkg is telling me it doesn't have a classic mode and I can't use it to install packages without a manifest. 18:14 json87 How is the Minetest Game branch going? 18:17 json87 Will Minetest Game be separated from the engine in 5.8.0? 18:17 ROllerozxa hopefully 18:19 json87 I follow the development every day 18:19 json87 Engine 18:23 json87 Rolleroxsa do you think your PR is ready for a merger? 18:27 ROllerozxa well #13850 has been merged which solves most of the issues for people updating from an older version 18:27 ShadowBot https://github.com/minetest/minetest/issues/13850 -- Notify users that they need to reinstall MTG if they still want it by grorp 18:28 ROllerozxa you can see this comment from ruben which lists the remaining things before it's merged, 2. being completed now: https://github.com/minetest/minetest/pull/13818#issuecomment-1742113761