Time |
Nick |
Message |
00:14 |
MTDiscord |
<exe_virus> Okay, done driving for two days. On to the grocery... Looking around here you've all been busy bees |
00:14 |
MTDiscord |
<Benrob0329> oh yes, lots has been done |
00:15 |
MTDiscord |
<Benrob0329> I just "finished" the vector namespace PR (needs review and probably a couple revisions) and am about to start looking into the other PRs everyone else has opened |
00:41 |
MTDiscord |
<josiah_wi> I don't have time today to review PRs, but tomorrow I'll check what I can review. |
04:36 |
MTDiscord |
<Jonathon> whats the point of reviewing WIP/marked as draft PR's? |
04:36 |
MTDiscord |
<Jonathon> obviously not complete |
04:40 |
MTDiscord |
<Jonathon> also if the client and the server has the same api, do i need to duplicate the explanations, or just refer to above? |
04:52 |
MTDiscord |
<Jonathon> well, duplicated for now |
04:52 |
MTDiscord |
<Jonathon> is there a way to link a specific header in asciidoc if two have the same name? |
05:00 |
|
MTDiscord joined #minetest-docs |
08:46 |
MTDiscord |
<GreenXenith> I've opened a megatracker issue for progress on matching lua_api.txt coverage https://github.com/minetest/minetest_docs/issues/16 |
08:47 |
MTDiscord |
<GreenXenith> I tried to condense it using dropdowns but now if you tick a box the issue hangs for 2 seconds and the dropdown collapses, so I may have to get rid of the dropdowns |
08:48 |
MTDiscord |
<GreenXenith> Also, there are significant issues with the voxelarea documentation, and I foresee snowballing problems if we don't address how to actually write the documentation. |
08:50 |
MTDiscord |
<GreenXenith> Ive written a bunch of notes on it here https://gist.github.com/GreenXenith/3a269c5511fee3afd4fbe23517a1c94c; I would have used highlights but github doesnt support them, so I've bolded the problem areas and footnoted everything. This is both notes for @Luatic and the doc team in general, as this kind of stuff needs to be prevented later. |
08:52 |
MTDiscord |
<GreenXenith> Essentially, we need a guide on what "good documentation" looks like, what kind of jargon to avoid, and when to use certain amounts of detail. |
08:53 |
MTDiscord |
<GreenXenith> As it stands, it looks like the vmanip documentation was written by an experienced developer for an experienced developer |
08:55 |
MTDiscord |
<GreenXenith> The project goals, policies, and documentation requirements need to be moved from the proposal to the readme as well. |
09:00 |
MTDiscord |
<GreenXenith> And on the note of requirements, point 1 (ironically) needs to be clarified, point 2 needs explanation (somewhere) on how to show and explain examples, point 3 needs to be reworded to be about specific sections being linkable, and point 4 needs to be adjusted/clarified with something of the idea "easy enough to understand for a beginner, useful enough for a developer". |
09:56 |
MTDiscord |
<j45> does anyone actually know what the colors property in the object properties table does/the wanted value for it? |
10:56 |
MTDiscord |
<GreenXenith> It's probably to assign a solid color to uv groups to support meshes of the same style |
10:57 |
MTDiscord |
<GreenXenith> let's see who git blames |
10:59 |
MTDiscord |
<GreenXenith> wow, this is a 9 year old feature I didnt know existed until now |
10:59 |
MTDiscord |
<GreenXenith> wasnt someone asking about this recently |
10:59 |
MTDiscord |
<j45> :hypereyes: |
11:00 |
MTDiscord |
<j45> according to fleck, color is multiplied with texture |
11:00 |
MTDiscord |
<j45> so i would assume, as it is a table of colors, the first colour would be multiplied with the first texture, the second with the second... ect |
11:00 |
MTDiscord |
<j45> cuz textures is also a table |
11:01 |
MTDiscord |
<GreenXenith> time for science |
11:10 |
MTDiscord |
<j45> https://github.com/minetest/minetest/blob/master/src/script/common/c_converter.cpp#L322-L339 it used this function so from this i assume it allows: {a = ,r = , g = , b =} (between 0 and 255) a number a string so i guess it is colorspec |
11:11 |
MTDiscord |
<GreenXenith> I already assumed that |
11:12 |
MTDiscord |
<j45> lol |
11:13 |
MTDiscord |
<GreenXenith> Doesnt appear to be a functional feature |
11:13 |
MTDiscord |
<luatic> GreenXenith: I feel basic terminology belongs somewhere else |
11:13 |
MTDiscord |
<j45> reading the engine code isnt as bad as i imagined, as long as you are reading the right bit |
11:13 |
MTDiscord |
<luatic> Not sprinkled everywhere |
11:13 |
MTDiscord |
<GreenXenith> Gonna need more context than that |
11:13 |
MTDiscord |
<luatic> https://gist.github.com/GreenXenith/3a269c5511fee3afd4fbe23517a1c94c |
11:14 |
MTDiscord |
<GreenXenith> Still gonna need more context |
11:14 |
MTDiscord |
<GreenXenith> I never said "include basic terminology", I said dont overload on useless information and technical jargon |
11:14 |
MTDiscord |
<luatic> Programming-related terminology like "OOP" and "imperative" as well as MT-related terminology like "emerged" |
11:14 |
MTDiscord |
<GreenXenith> Anyway, according to the original color commit (e42eeec): "New object property which allows changing the color and alpha of mesh materials. Due to the current lighting systems it doesn't work yet, but the full implementation is there" |
11:14 |
MTDiscord |
<j45> should i ask in dev irc? |
11:15 |
MTDiscord |
<j45> has it still not been fixed from 9 years ago? lol |
11:15 |
MTDiscord |
<GreenXenith> I wouldnt be surprised |
11:15 |
MTDiscord |
<GreenXenith> To be blunt, I dont really care what you as a developer think, I care what an inexperienced user thinks when they read this for the first time |
11:16 |
MTDiscord |
<GreenXenith> (re: terminology) |
11:16 |
MTDiscord |
<GreenXenith> And when an inexperienced user reads this, they are going to leave |
11:16 |
MTDiscord |
<luatic> Feel free to rework it |
11:16 |
MTDiscord |
<luatic> I will take your PR as an example as how to do it better next time :) |
11:17 |
MTDiscord |
<GreenXenith> I called for discussion on standardization, not throwing myself at an issue that may recurr |
11:17 |
MTDiscord |
<GreenXenith> Take your snark elsewhere |
11:17 |
MTDiscord |
<luatic> That wasn't meant to be read in a snarky tone |
11:17 |
MTDiscord |
<GreenXenith> Apologies then, I read it that way |
11:18 |
MTDiscord |
<luatic> IMO you could even directly commit small fixes for readability improvements |
11:19 |
MTDiscord |
<GreenXenith> re: 9 year old broken feature; Honestly, even if it were functional, if its only for color multiplication its useless with texture mods |
11:19 |
MTDiscord |
<GreenXenith> So id hope you can use it without textures |
11:19 |
MTDiscord |
<luatic> not exactly useless, texture mods have lots of downsides (such as filling up the cache) |
11:20 |
MTDiscord |
<GreenXenith> re: fixing; I forgot to mention I excluded (most) grammatical notes since the main issues are with overall style and purpose |
11:20 |
MTDiscord |
<GreenXenith> with a 9 year old feature, I wouldnt be surprised if it isnt hardware coloring and also fills up the cache |
11:21 |
MTDiscord |
<GreenXenith> To cite the doc requirements, the current version is not accessible to all readers, regardless of skill level |
11:23 |
MTDiscord |
<GreenXenith> The more pressing issue with the emerge thing is less "not knowing what it is", more not knowing where it came from since "emin" and "emax" dont exactly convey "emerged min" if you dont know what read_from_map returns |
11:23 |
MTDiscord |
<luatic> cpp // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest // has directional lighting, it should work automatically. if (!m_prop.colors.empty()) { m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0]; m_spritenode->getMaterial(0).DiffuseColor = |
11:23 |
MTDiscord |
m_prop.colors[0]; m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0]; } |
11:23 |
MTDiscord |
<GreenXenith> >directional lighting |
11:23 |
MTDiscord |
<GreenXenith> >2012 |
11:23 |
MTDiscord |
<GreenXenith> color me impressed |
11:23 |
MTDiscord |
<luatic> hehe |
11:24 |
MTDiscord |
<GreenXenith> or dont, as the case may be |
11:24 |
MTDiscord |
<luatic> but it never happened, did it? |
11:24 |
MTDiscord |
<j45> so it doesnt work?? XD |
11:24 |
MTDiscord |
<GreenXenith> Even if it did happen, how would they know the implementation would use those properties in particular? |
11:24 |
MTDiscord |
<luatic> Wait lua // Set mesh color (only if lighting is disabled) if (!m_prop.colors.empty() && m_glow < 0) setMeshColor(mesh, m_prop.colors[0]); |
11:25 |
MTDiscord |
<luatic> See if meshes can be colored |
11:25 |
MTDiscord |
<GreenXenith> thats .. .what I tested on |
11:25 |
MTDiscord |
<luatic> with a glow of 0? |
11:25 |
MTDiscord |
<GreenXenith> is default glow not 0? |
11:25 |
MTDiscord |
<j45> it is i think |
11:25 |
MTDiscord |
<j45> yes, it is |
11:26 |
MTDiscord |
<luatic> well, it wants a glow less than 0 |
11:26 |
MTDiscord |
<GreenXenith> ah, indeed |
11:26 |
MTDiscord |
<j45> mt PR time? |
11:27 |
MTDiscord |
<GreenXenith> glow of -1 still nothing, I would assume the engine maxes the values somewhere |
11:27 |
MTDiscord |
<luatic> you can only get a glow < 0 at night |
11:27 |
MTDiscord |
<luatic> or wait |
11:27 |
MTDiscord |
<GreenXenith> fun fact: glow < 0 makes glow max |
11:27 |
MTDiscord |
<j45> so it underflows? |
11:28 |
MTDiscord |
<luatic> m_glow < 0 is impossible it seems |
11:28 |
MTDiscord |
<luatic> ded code |
11:30 |
MTDiscord |
<j45> gotta love this engine |
11:31 |
MTDiscord |
<GreenXenith> (derp, glow < 0 disables lighting) |
11:31 |
MTDiscord |
<luatic> and do the colors show then? |
11:31 |
MTDiscord |
<luatic> because it's still very much possible that our shaders don't give a heck |
11:32 |
MTDiscord |
<GreenXenith> > glow of -1 still nothing |
11:32 |
MTDiscord |
<luatic> either way this "feature" is broken |
11:32 |
MTDiscord |
<luatic> should document it as such |
11:32 |
MTDiscord |
<GreenXenith> or .. just remove the documentation |
11:32 |
MTDiscord |
<luatic> no |
11:32 |
MTDiscord |
<GreenXenith> should probably open an issue to remove it, it never worked and therefore shouldnt be documented |
11:33 |
MTDiscord |
<GreenXenith> its not even a deprecation |
11:33 |
MTDiscord |
<luatic> it's a "caution" or "warning: don't use 'colors'" IMO |
11:33 |
MTDiscord |
<j45> i will just add a warning saying that it doesnt work |
11:34 |
MTDiscord |
<GreenXenith> "caution: dont use the foobar key because it doesnt do anything" is stupid |
11:34 |
MTDiscord |
<luatic> because while the feature still "exists" (ie if they dump their props they will read "colors"), people will wonder why it's not documented by us |
11:34 |
MTDiscord |
<luatic> it does do something, it even gets sent to the client |
11:34 |
MTDiscord |
<luatic> you can set and get it |
11:34 |
MTDiscord |
<GreenXenith> arent there other properties that get dumped that arent documented |
11:34 |
MTDiscord |
<luatic> now I wonder whether you could use it for colorspec to colorstring |
11:34 |
MTDiscord |
<j45> WARNING: This is feature is not functional. |
11:34 |
MTDiscord |
<luatic> remove the first "is" |
11:35 |
MTDiscord |
<j45> oh thanks |
11:35 |
MTDiscord |
<luatic> are there? |
11:35 |
MTDiscord |
<j45> i really need to start coffee-ing |
11:35 |
MTDiscord |
<GreenXenith> I really need to sleep |
11:35 |
MTDiscord |
<GreenXenith> its 3:30AM |
11:35 |
MTDiscord |
<j45> go sleep than |
11:35 |
MTDiscord |
<luatic> good night |
11:35 |
MTDiscord |
<j45> gn |
11:36 |
MTDiscord |
<GreenXenith> how the colors get documented doesnt really matter, what matters is we answered the original question: It does not work. |
11:36 |
MTDiscord |
<j45> yes |
11:37 |
MTDiscord |
<luatic> Fun fact: You could abuse the object properties to convert a colorspec into an ARGB8 "colortable": lua object:set_properties{colors = "green#08"} local colortable = object:get_properties().colors[1] |
11:38 |
MTDiscord |
<GreenXenith> that is disgusting |
11:39 |
MTDiscord |
<j45> ^ |
11:39 |
MTDiscord |
<luatic> I know. Don't worry, I wouldn't use this in my mods as I already have modlib.minetest.colorspec. |
11:39 |
MTDiscord |
<exe_virus> Bedtime?* |
11:39 |
MTDiscord |
<luatic> ||inb4 "that's disgusting too"|| |
11:40 |
MTDiscord |
<GreenXenith> good thing minetest.colorspec_to_bytes exists in 5.5 |
11:40 |
MTDiscord |
<j45> go sleep GX |
11:40 |
MTDiscord |
<luatic> dad instincts? |
11:40 |
MTDiscord |
<exe_virus> No, just genuine concern for anyone staying up what sounds like an extra 4 hours |
11:40 |
MTDiscord |
<j45> ono this convo is gonna get out of hand |
11:41 |
MTDiscord |
<GreenXenith> I woke up at noon, so ive only been up 9 hours. that doesnt mean im not tired though. |
11:43 |
MTDiscord |
<GreenXenith> So yeah, goodnight. Ill see how much doc discussion I miss when I wake up ;p |
11:44 |
MTDiscord |
<j45> gn! |
11:53 |
MTDiscord |
<j45> i was just checking lua_api.txt and i noticed https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7190 contradicts https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L7215 |
12:03 |
MTDiscord |
<j45> https://discord.com/channels/369122544273588224/747163566800633906/927532536962367538 btw |
12:18 |
MTDiscord |
<j45> is there any point in having the approved column in the project board? after all, isnt one approval all we need? |
12:30 |
|
appguru joined #minetest-docs |
13:26 |
MTDiscord |
<Sublayer plank> ^ this |
13:29 |
MTDiscord |
<Sublayer plank> I feel like we should try to make the documentation at least a bit easier for inexperienced users (which currently lua_api.txt sorta lacks) |
13:30 |
MTDiscord |
<Sublayer plank> but at the same time, don't dumb it down too much |
13:56 |
|
appguru joined #minetest-docs |
15:04 |
MTDiscord |
<Benrob0329> We do need to make some doc writing guidelines, as well as organization, and user presentation. |
15:05 |
MTDiscord |
<Benrob0329> I think that we should try to get the current PRs finished so that we have some material to work with |
15:12 |
MTDiscord |
<j45> the only thing left for #12 is expanding on the wielditem value for the visual property |
15:16 |
MTDiscord |
<luatic> Consider noting that it does support hardware colorization |
15:17 |
MTDiscord |
<luatic> wield3d doesn't take advantage of this which means my colored brushes don't get shown properly >:( |
15:17 |
MTDiscord |
<luatic> (and yes I have a WIP wield mod which does it properly) |
15:18 |
MTDiscord |
<exe_virus> Second what Benrob says, we have enough pending info we could define the style and look and guides etc. |
15:18 |
MTDiscord |
<luatic> https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2174-L2176 <- these two are supported |
15:25 |
ROllerozxa |
it's a bit irritating that asciidoc doesn't support separately aligning headers to the cells themselves |
15:29 |
|
appguru joined #minetest-docs |
15:37 |
MTDiscord |
<Benrob0329> Can you give an example? |
15:48 |
ROllerozxa |
I want to left align a table column since it contains a sizable chunk of text, but this requires that column's header cell to be left aligned as well. There's an example for it in the PR I'm just about to open for my supported file formats page. |
15:55 |
ROllerozxa |
oh, github's asciidoc preview automatically centers table headers... but asciidoctor-generated html doesn't for me |
16:01 |
MTDiscord |
<Benrob0329> Try [.left]##Header## |
16:02 |
MTDiscord |
<Benrob0329> 'scuse me, [.center]##Header## |
16:02 |
MTDiscord |
<Benrob0329> With your header in place of Header |
16:03 |
MTDiscord |
<Benrob0329> This kinda feels like an output style kind of thing though, not something we should set in the AsciiDoc |
16:08 |
MTDiscord |
<Benrob0329> Oh wait, there's a thing to do this |
16:09 |
MTDiscord |
<Benrob0329> https://docs.asciidoctor.org/asciidoc/latest/tables/format-cell-content/ |
16:11 |
MTDiscord |
<Benrob0329> Try prefixing a ^ to the cell |
16:11 |
MTDiscord |
<Benrob0329> (Mean literally the ^ character) |
16:11 |
ROllerozxa |
yep, that works, thanks! |
16:51 |
MTDiscord |
<j45> the wielditem value? |
16:51 |
MTDiscord |
<luatic> yes |
16:52 |
MTDiscord |
<j45> should i do that in a TIP or a CAUTION? |
16:53 |
MTDiscord |
<Benrob0329> Is this a helpful note, or a precautionary one? |
16:53 |
MTDiscord |
<Benrob0329> Will things go wrong if they don't follow your advise? |
16:53 |
MTDiscord |
<j45> they will waste time i guess |
16:54 |
MTDiscord |
<josiah_wi> I'd say CAUTION then. |
16:54 |
MTDiscord |
<luatic> TIP |
16:55 |
MTDiscord |
<Benrob0329> Generally think if it like this: "TIP: It's easier if you do this.", "CAUTION: It won't work unless you do this.", "WARNING: This will be a security vulnerability or a crash if you don't do this." |
16:57 |
MTDiscord |
<Benrob0329> I need to change a few WARNINGs to CAUTUONs in my PR actually, I had forgotten we have CAUTION until I saw it in Luatic's PR |
16:57 |
MTDiscord |
<j45> @josiah_wi what do you mean here? |
16:57 |
MTDiscord |
<j45> https://cdn.discordapp.com/attachments/926231483155378176/927606674188013618/unknown.png |
16:58 |
MTDiscord |
<josiah_wi> Ah, I meant that the field type could be a link to another documentation page, or another documentation section. |
16:58 |
MTDiscord |
<josiah_wi> Everywhere I put something_def I'm assuming it will be a link to more documentation. |
16:59 |
MTDiscord |
<j45> should i comment that out or leave it there? |
17:00 |
MTDiscord |
<josiah_wi> Hmm, it doesn't really belong on the page, so I'd say comment it out. |
17:01 |
MTDiscord |
<luatic> ^ |
17:01 |
MTDiscord |
<luatic> This one is a tip which makes the user recall that meta controls an itemstacks appearance |
17:18 |
MTDiscord |
<j45> :hypereyes: |
17:18 |
MTDiscord |
<j45> https://cdn.discordapp.com/attachments/926231483155378176/927611972290232370/unknown.png |
17:18 |
MTDiscord |
<j45> https://cdn.discordapp.com/attachments/926231483155378176/927611972520906803/unknown.png |
17:20 |
MTDiscord |
<j45> i think #12 might be ready, can someone check? |
17:24 |
MTDiscord |
<josiah_wi> Let me render it quick and make sure it all looks good. |
17:24 |
MTDiscord |
<j45> sure |
17:25 |
MTDiscord |
<josiah_wi> > Whether or not a model is backface culled. |
17:25 |
MTDiscord |
<josiah_wi> Maybe modders normall know about this, but I happen to know about it just barely from seeing graphics discussions. |
17:26 |
MTDiscord |
<josiah_wi> Since we're targeting an audience possibly including young modders etc. would a link to a definition, or some explanation be appropriate? |
17:26 |
MTDiscord |
<josiah_wi> Lemme just put a review. |
17:26 |
MTDiscord |
<j45> ok |
17:35 |
MTDiscord |
<josiah_wi> j45, I highly recommend installing asciidoctor to preview stuff. |
17:35 |
MTDiscord |
<josiah_wi> There are a couple places where you need a newline before a TIP etc. and this is easily noticed by looking at the HTML. |
17:37 |
MTDiscord |
<josiah_wi> Review submitted. |
17:38 |
MTDiscord |
<j45> i do have a previewer and it all seems to work |
17:38 |
MTDiscord |
<j45> https://cdn.discordapp.com/attachments/926231483155378176/927617022332907530/unknown.png |
17:38 |
MTDiscord |
<j45> https://cdn.discordapp.com/attachments/926231483155378176/927617022601359432/unknown.png |
17:40 |
MTDiscord |
<josiah_wi> For HTML the newline before a TIP is necessary, as far as asciidoctor is concerned. ? |
17:40 |
MTDiscord |
<josiah_wi> I marked the two places where I noticed it did not display correctly in my browser. |
17:43 |
MTDiscord |
<Benrob0329> Generally if you use a technical term, either linking to further documentation or giving a brief explanation in parentheses is probably best. |
17:44 |
MTDiscord |
<Benrob0329> > backface culled (the faces who's back is towards us aren't rendered). |
17:44 |
MTDiscord |
<Benrob0329> For example. |
17:46 |
MTDiscord |
<Benrob0329> Also @GreenXenith, so that you specifically see this too: The goal right now is (and has been) to rough in some docs and then agree on the good parts between them, and make everything more consistent. |
17:46 |
MTDiscord |
<josiah_wi> Ah, I'll keep that in mind also. |
17:46 |
MTDiscord |
<Benrob0329> So don't get too panicked that everything is a little haphazard right now. |
17:47 |
MTDiscord |
<j45> Whether or not a model is backface culled (the faces who’s back is towards a player aren’t rendered). is this better? |
17:47 |
MTDiscord |
<Benrob0329> I should probably make an issue or update the README with that info, but it didn't seem strictly necessary before. |
17:47 |
MTDiscord |
<Benrob0329> @j45 Act like you're speaking to the reader |
17:48 |
MTDiscord |
<j45> Whether or not the faces of a model that aren’t facing a player rendered. |
17:49 |
MTDiscord |
<Benrob0329> You're getting more technical, not less |
17:49 |
MTDiscord |
<j45> Whether bits of a model that a player cant see are loaded. |
17:50 |
MTDiscord |
<Benrob0329> That's not always true though, and ignores transparent textures |
17:51 |
MTDiscord |
<j45> maybe i should just link https://en.wikipedia.org/wiki/Back-face_culling |
17:52 |
MTDiscord |
<Benrob0329> That seems like a horrible solution for what should have a brief explanation |
17:53 |
MTDiscord |
<Benrob0329> "backface culled (the faces of the model who's back is towards you aren't shown)" |
17:54 |
MTDiscord |
<Benrob0329> But then, if this is for the backface_culling option, why are you restating that it controls backface culling and not explaining what that means to begin with? |
17:55 |
MTDiscord |
<Benrob0329> We need to avoid "the floor here is made out of floor" statements |
17:59 |
MTDiscord |
<Benrob0329> Something like: asciidoc === `backface_culling`: `bool` When `true`:: Faces who's back is towards the camera aren't rendered. Otherwise:: Faces are rendered no matter their orientation. |
17:59 |
MTDiscord |
<j45> i have pushed my last commit for today as i need to go, and school starts again tmr but i hope to make some more progress after school if i can |
17:59 |
MTDiscord |
<luatic> But then you have to go into detail about the normal-based definition of "backface" |
17:59 |
MTDiscord |
<luatic> and normal recalculation... |
18:00 |
MTDiscord |
<Benrob0329> We need to here? |
18:00 |
MTDiscord |
<Jonathon> no |
18:00 |
MTDiscord |
<Benrob0329> That seems like it deserves its own whole thing, this is just supposed to give a useful explanation of what this property does |
18:01 |
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<luatic> Alright. |
18:01 |
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<Benrob0329> Stating the self-evident is not useful, but info vomiting isn't either |
20:51 |
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<exe_virus> That's was links are for |
22:07 |
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<GreenXenith> I hope "some" is not a very big number, because I dont know about you but Id rather get things mostly right on the first try than have to go over all 700 entries again later |
22:14 |
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<Benrob0329> The currently slated docs is probably what "some" means |
22:15 |
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<Benrob0329> Currently, I'm trying to get Git to behave and let me fast forward the commits that don't touch mine at all but it doesn't want to let me without a merge commit |
22:26 |
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<josiah_wi> Rebase FTW. |
22:27 |
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<Benrob0329> rebases are still a PITA |
22:28 |
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<Benrob0329> especially when the merged PRs seem to be made up of 20 tiny commits |
22:28 |
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<josiah_wi> Hmm. |
22:29 |
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<josiah_wi> We may need to coordinate what files we work on better. |
22:29 |
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<Benrob0329> Well, it doesn't touch the file I wrote (vector.adoc) but git is still being picky |
22:30 |
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<josiah_wi> If it doesn't touch it, rebase should just fast forward. ? |
22:31 |
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<josiah_wi> The issue there is that you then would need to force push your branch I think. |
22:31 |
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<josiah_wi> Which is a pain. |
22:31 |
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<Benrob0329> eh, force pushing isn't bad |
22:32 |
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<josiah_wi> The best solution is probably to not merge master into your working branch. ? |
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22:46 |
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<Benrob0329> Alright, got it |
22:46 |
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<Benrob0329> I was using entirely the wrong commands |
22:47 |
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<Benrob0329> If your branch falls behind master, run git rebase master and you should be good. |
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23:39 |
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<josiah_wi> Do I remember correctly that it changes the commit refs of the new commits, though? |
23:39 |
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<josiah_wi> (Meaning you have to force push, which is something to keep in mind when collaborating.) |
23:43 |
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<Benrob0329> Yes, but for a PR branch that shouldn't matter much unless other people have local copies of your fork |
23:58 |
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<Jonathon> https://github.com/minetest/minetest/issues/11927 if we care |
23:58 |
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<Jonathon> (hardware coloring documentation) |