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fruitsnack |
Hello, where entity origin should be since 5.0? Before mob implementations and player had entity origin at their legs, should it be in the middle now with collision boxes extending in both directions (for example if mob is two nodes tall collision box min and max height will be -1 and 1) |
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14:21 |
deltasquared |
so just updated to 5.1.0 as shipped by my distro and... segfault on joining world :/ |
14:22 |
deltasquared |
gonna check distro bug trackers first. (arch linux) |
14:22 |
deltasquared |
... huh, nothing yet |
14:23 |
deltasquared |
> Invalid size of image for opengl texture |
14:26 |
deltasquared |
also a thread that was in something to do with font code at the time... (one sec prepping log) |
14:27 |
Krock |
dump to pastebin |
14:30 |
deltasquared |
Krock: doing so now |
14:31 |
deltasquared |
https://a.uguu.se/2v7BGupuysbg_log.trunc.txt (warning, embedded colour codes, having some difficulty getting journalctl to not emit them) |
14:32 |
deltasquared |
the two active threads I spot are getGlyphIndexByChar() and fdatasync() (apparently being driven by sqlite there) |
14:33 |
Krock |
no, that's just showing what the other threads do |
14:33 |
Krock |
the issue is probably that you didn't specify a valid font |
14:33 |
Krock |
or it's missing |
14:34 |
deltasquared |
no font changes were performed as a result of this upgrade to v5.1.0 |
14:34 |
deltasquared |
furthermore this only occurs on world load |
14:35 |
deltasquared |
not at menu (I use the same font for everything) |
14:35 |
Krock |
indicates that there's an issue with the monospace font |
14:36 |
deltasquared |
shipped version of irrlicht by distro not changed. font not changed. it's still there, and is the same as I was using it on v5.0.1 |
14:36 |
deltasquared |
I had minetest open before the upgrade, then re-opened it after the upgrade, and this started occurring |
14:36 |
deltasquared |
_nothing else has changed_ |
14:36 |
deltasquared |
so what gives |
14:37 |
Krock |
does it also happen in master (5.2.0-dev)? |
14:38 |
deltasquared |
y'know you could at least try to phrase that bearing in mind it's slightly non-trivial to do so on a moment's notice, y'know :P but fine |
14:39 |
Krock |
also, what freetype version was used before/after? is Minetest built with freetype? |
14:39 |
Krock |
sorry? |
14:41 |
Krock |
error happens somewhere here. https://github.com/minetest/minetest/blob/master/src/irrlicht_changes/CGUITTFont.cpp#L405 |
14:43 |
deltasquared |
checking now, sorry I was just kicking off a dev build. |
14:43 |
deltasquared |
I'm also checking my package logs again, one moment |
14:43 |
deltasquared |
freetype2 before and after is 2.10.1 |
14:44 |
deltasquared |
I'm not sure how to check if freetype is enabled in the build seeing as I can't get at the in-game pause menu, but I'm 90% certain it is enabled |
14:45 |
deltasquared |
the pkgbuild says it is using freetype. https://git.archlinux.org/svntogit/community.git/tree/trunk/PKGBUILD?h=packages/minetest |
14:45 |
Krock |
if you have some spare time, please run Minetest in gdb. It usually provides nicer looking dumps |
14:47 |
deltasquared |
so whatever it is still occurs on the v5.2.0 hot off the presses |
14:50 |
deltasquared |
... ok, how. so resetting my config fixed it. yet it was a valid config before the upgrade. I'm going to need to narrow down which line caused issues... |
14:51 |
Krock |
check the font paths first. the issue lies somewhere there |
14:52 |
Krock |
I also have custom fonts, even testing without TTF stuff which was horribly broken a while ago. Yet no such problem |
14:54 |
deltasquared |
Krock: the files it reference still exist |
14:54 |
deltasquared |
and I know in any case the monospace font wouldn't have been disturbed, it's one I generated myself from a pcf using a script, so it's not like it would be suddenly borked |
14:55 |
deltasquared |
gah. if only arch didn't make it such a pita to backpedal a version in a hurry |
14:55 |
deltasquared |
... ah, it's hiding there in my cache. let's see what that does |
14:55 |
deltasquared |
(v5.0.1 that is. good thing I didn't purge it entirely) |
14:56 |
deltasquared |
ok, v5.0.1 definitely works |
14:56 |
deltasquared |
(with the crash-y config) |
14:57 |
deltasquared |
so what I'm going to do now is I'll start with a blank config file (thus letting MT populate with defaults) and add a line back one at a time from the "failing" one, to see which one breaks things |
15:15 |
deltasquared |
Krock: was there any code changed that affected how the effective font size is calculated? |
15:15 |
deltasquared |
I've noticed before gui_scaling also scaled the font_size variables |
15:16 |
deltasquared |
I've had problems before because this particular monospace font (it was that line after "bisecting" it) that was generated from a pcf has strictly one size to it |
15:16 |
deltasquared |
and that MT loading the wrong size would cause it to crash |
15:17 |
deltasquared |
(null pointer somewhere I guess?) |
15:19 |
deltasquared |
so basically if that effective value ever gets changed (either because of ui scaling change or something else)... KABOOM |
15:20 |
deltasquared |
less than graceful error handling but it seems there's not very much MT could do if that is the case again |
15:21 |
deltasquared |
except that now with taking all scaling settings out of minetest.conf I can no longer find a valid mono_font_size value :( |
15:22 |
deltasquared |
so yeah, anything that changed that affected font size lookup of any kind? (multiple sizes perhaps... in which case my use of a bitmap font is most definitely doomed anyway) |
15:26 |
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15:43 |
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15:43 |
Krock |
*reads* |
15:45 |
Krock |
gui_scaling -> size calculation https://github.com/minetest/minetest/blob/master/src/client/fontengine.cpp#L271-L272 |
15:46 |
Krock |
the calculation there did not change. checking the prop.size orgins |
15:47 |
Krock |
deltasquared: what values did you use previously? gui_scaling and mono_font_size? |
15:48 |
Krock |
*what kind of values did |
15:59 |
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16:02 |
Krock |
OH |
16:03 |
Krock |
deltasquared: I did some F6 profiler changes which now also use monospace fonts |
16:04 |
Krock |
thing is, it's not the full size but like * 0.85 to be not too disturbing |
16:05 |
Krock |
#8750 |
16:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/8750 -- Better F6 profiler by SmallJoker |
16:05 |
Krock |
https://github.com/minetest/minetest/blob/master/src/client/gameui.cpp#L83-L84 |
16:07 |
Krock |
deltasquared: hence your font would also need support for "math.floor(font_size * 0.9)" |
16:09 |
Krock |
or if you're using the fallback font (due to missing characters for your language) "math.floor(fallback_font_size * 0.9)" |
16:19 |
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16:30 |
deltasquared |
Krock: ok interesting. the different sizes in that case is slightly annoying |
16:31 |
deltasquared |
as for what values I used previously, one sec |
16:32 |
deltasquared |
... ah, in this circumstance gui scale was 1.0 and mono_font_size = 12 |
16:32 |
deltasquared |
so in other words due to the profiler I'd need a scalable font basically |
16:32 |
deltasquared |
shame I can't use one specifically for the chat and/or just force the font sizes individually. |
16:33 |
MinetestBot |
[git] MuhdNurHidayat -> minetest/minetest_game: Add Malay translation 7106056 https://git.io/Je1HI (2019-11-30T16:31:40Z) |
16:33 |
MinetestBot |
[git] Aresiel -> minetest/minetest_game: Add Swedish translation 10dce79 https://git.io/Je1HL (2019-11-30T16:31:29Z) |
16:33 |
deltasquared |
(I confess the chat *when open*, i.e. mono font, is the main reason I use this problematic font) |
16:34 |
deltasquared |
/and/ this particular font even if it were pre-scaled inside the font kinda looks horrendous, as it's designed to be pixel sharp. |
16:34 |
deltasquared |
it's terminus in case you're wondering; I converted just the size I wanted to use (12px) to an otb font and plonked that in my /usr/share/fonts. |
16:35 |
deltasquared |
so in all fairness, it is a limitation in the font, in the same way that it can be seen as a web page's fault when it's not responsive to screen or font size scaling. |
16:36 |
Krock |
well, it's possible to create fonts with sharp edges that are scalable |
16:36 |
Krock |
although I must admit that I never designed fonts |
16:36 |
deltasquared |
Krock: idk how though from an existing pcf font. I don't even recall how I made /this/ one, it was a one-liner given to me in #archlinux IIRC |
16:37 |
deltasquared |
pixel fonts aren't really intended nor do they look good at non-integer scaling of their base size in any case |
16:37 |
deltasquared |
honestly my preference in this case would have been to keep the profiler using the same font size as I can live with that given I wanted to use this precise font size |
16:38 |
deltasquared |
(I'm not a fan of terminus's larger sizes even) |
16:38 |
Krock |
hmm. If you really want to us the very same font, please edit the scale multiplier from 0.9f to 1. This is somewhat a rarity and thus, an edge-case |
16:38 |
Krock |
sadly the profiler takes up a notable amount of space if run in singleplayer |
16:38 |
deltasquared |
this is true. guess I never was bothered that much by it |
16:39 |
deltasquared |
bearing in mind the other reason for that tiny font size is my current ongoing project with small hdmi screens, so I was /already/ dealing with various screen elements taking up a fair chunk of space. |
16:39 |
Krock |
maybe my screen is just a bit small, thus I also tried to keep the profiler readable but not too disturbing from the actual game. Just so you got a little insight in my thoughts |
16:40 |
deltasquared |
you'll be glad to know MT handles 800x480 just fine with a hud scaler applied (assuming my font selection was working) :) |
16:40 |
Krock |
heh :D |
16:40 |
deltasquared |
the idea was a switch-like handheld |
16:40 |
deltasquared |
the screen itself is a 7" newhaven module |
16:40 |
deltasquared |
(it even has controllable backlight! albeit via a PWM signal) |
16:40 |
Krock |
the latency of such screen can be quite horrible, though. |
16:40 |
deltasquared |
Krock: it has no latency at all |
16:40 |
deltasquared |
it has no scaler |
16:41 |
* Krock |
looks up |
16:41 |
deltasquared |
it's direct to scan-out from hdmi |
16:41 |
deltasquared |
newhaven display is what you're after |
16:41 |
deltasquared |
basically, it takes the hdmi signal from a fixed resolution only and throws that directly at the panel |
16:42 |
deltasquared |
it /only/ supports 800x480 and will display garbage if you try to do anything else (assuming your OS isn't smart enough to realise that from the EDID info) |
16:42 |
Krock |
miniature screen :D |
16:42 |
deltasquared |
and for some ineffable reason, it runs at ~66hz |
16:42 |
Krock |
66.6 Hz? |
16:42 |
deltasquared |
more like 65.89hz |
16:42 |
deltasquared |
hold on |
16:42 |
deltasquared |
oh, 65.40 my apologies |
16:43 |
deltasquared |
anyway, that produces a /lot/ of fun in apps that assume a nice 50, 59 or 60hz |
16:43 |
Krock |
the user guide shows 65.68 Hz but that's tolerances |
16:43 |
deltasquared |
what model you looking at? |
16:43 |
deltasquared |
just so I know it's the same |
16:43 |
Krock |
http://www.newhavendisplay.com/userguides/NHD-7.0-HDMI-N_User_Guide.pdf |
16:43 |
deltasquared |
ah, that's the one |
16:43 |
deltasquared |
non-touch model here so I can get those pixels in all their matte glory |
16:44 |
deltasquared |
I have an even smaller one as well, that one was some random rpi screen off amazon. |
16:44 |
Krock |
apps should expect any frame rate since 120 Hz and 144 Hz displays became a thing |
16:44 |
deltasquared |
Krock: tell that to crash n.sane trilogy |
16:44 |
deltasquared |
I have the smaller mounted on a frame that allows me to attach it to a harness around a steam controller. |
16:45 |
deltasquared |
essentially, I could play minetest on a handheld :D |
16:45 |
deltasquared |
albeit tethered atm |
16:45 |
deltasquared |
I have a compute stick I intend to fix that |
16:45 |
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16:46 |
deltasquared |
so yeah, I was pleasantly surprised minetest held up on such an esoteric setup at least |
16:46 |
deltasquared |
given that other games had... issues |
16:46 |
deltasquared |
mostly tearing |
16:46 |
deltasquared |
apparently even modern games don't get what vsync actually means |
16:46 |
deltasquared |
*some modern games |
16:46 |
nephele |
oh hi deltasquared |
16:47 |
Krock |
PS: If you want to gain some frames per second but are willing to sacrifice colored text and text shadows: check out bitmap fonts |
16:47 |
Krock |
those are also pixel-sharp but ignore the font scaling setting |
16:47 |
deltasquared |
Krock: well MT stopped supporting pcf fonts before which lead me to using the otb translation |
16:47 |
deltasquared |
it just wouldn't launch after an update one day |
16:47 |
deltasquared |
oh wait, I think that was a freetype thing? I remember reading about it /somewhere/... |
16:48 |
Krock |
this was probably before I started developing. I never saw pcf fonts in use before |
16:48 |
deltasquared |
nephele: apologies, can you remind me where we have met before again |
16:48 |
deltasquared |
Krock: so what bitmap formats does MT do currently? |
16:48 |
deltasquared |
I can look into performing a separate conversion |
16:48 |
Krock |
no no, bitmap fonts are separate from freetype. they're basically used when you compile Minetest without freetype |
16:48 |
deltasquared |
right |
16:48 |
deltasquared |
so again what formats |
16:49 |
Krock |
https://github.com/kahrl/irrtum |
16:49 |
deltasquared |
does this solve that issue I've noticed where large amounts of chat takes an FPS hit by any chance? |
16:49 |
nephele |
deltasquared: the vanessae server chatroom thingy |
16:49 |
Krock |
well, it's a single image which contains the supported characters that are then rendered 1:1 to the screen |
16:49 |
Krock |
yeah |
16:50 |
nephele |
i used 'nepugia' there though |
16:50 |
deltasquared |
oooooooooh hi |
16:50 |
deltasquared |
Krock: so basically an old school UV glyph atlas? I approve :D |
16:51 |
Krock |
sorry, I don't know the format. Only thing I know is that there's a conversion tool, lack of colored text but faster drawing |
16:51 |
Krock |
looking for the comparison.... |
16:51 |
deltasquared |
/home/user/dot/Downloads/irrtum/graybitmap.cpp:72:11: warning: control reaches end of non-void function |
16:51 |
deltasquared |
tut tut :P |
16:52 |
Krock |
https://github.com/minetest/minetest/pull/8641#issuecomment-507056996 |
16:52 |
nephele |
so sad that valve doesnt make steam controllers anymore |
16:53 |
Krock |
so yeah.. on weak hardware you can really gain some frames by using bitmap fonts |
16:53 |
deltasquared |
nephele: get em while they're on fire sale I guess |
16:53 |
nephele |
They aren't |
16:53 |
deltasquared |
gone already? I heard they were being cleared out for $5 each |
16:53 |
nephele |
only found out that they were on sale after they were sold out |
16:53 |
deltasquared |
dang |
16:53 |
nephele |
and that was two days ago :) |
16:53 |
deltasquared |
/to be fair/, you're not missing too much |
16:54 |
deltasquared |
the touchpad is definitely useful, but it's not fantastic, just good |
16:54 |
nephele |
are you kidding? best controller i own |
16:54 |
nephele |
i hate analog sticks, the digital trackpads are soooo much better |
16:54 |
deltasquared |
I actually want to make my own SC-like controller at some point |
16:54 |
deltasquared |
I found where to buy that tiny trackpad |
16:54 |
deltasquared |
I'd just need to learn how to talk to it |
16:54 |
Krock |
Minetest compatibility? |
16:54 |
deltasquared |
Krock: of the steam controller? |
16:54 |
nephele |
deltasquared: sounds nice, want to do something similar |
16:55 |
deltasquared |
I wrote my own mapper |
16:55 |
nephele |
the board the SC uses is known too |
16:55 |
nephele |
i kind of want to remove the analog stick though |
16:55 |
deltasquared |
Krock: I wrote my own bindings in a program I wrote using lua and lua-evdev. |
16:55 |
Krock |
deltasquared: yeah, so you need a conversion script in order to use it like keyboard? |
16:55 |
nephele |
Krock: either you need a driver, or you need the steam software |
16:55 |
Krock |
ah |
16:55 |
deltasquared |
I picked the former |
16:56 |
deltasquared |
screw being tied to proprietaREEEEEEEEEEe software |
16:56 |
nephele |
The format is kind of known by now |
16:56 |
deltasquared |
nephele: it's supported by evdev |
16:56 |
nephele |
want to write a driver for haiku at some point :3 |
16:56 |
nephele |
deltasquared: uhh? what? |
16:56 |
nephele |
it's "just" usb_hid |
16:56 |
nephele |
so any support would be interesting in userspace |
16:56 |
deltasquared |
modern linux kernels expose the SC like any other game controller, so no need to muck around with hid raw stuff |
16:57 |
nephele |
linux has a steam controller driver, yes |
16:57 |
deltasquared |
hid_steam |
16:57 |
nephele |
on haiku i can make a steam-like per-window binding, and without steam owo |
16:57 |
deltasquared |
anyway, I wrote a "driver" using lua-evdev. https://github.com/thetaepsilon/sc_lunar_mapper |
16:58 |
deltasquared |
per-window binding, man I would kill for that |
16:58 |
deltasquared |
without needing hacks like xorg snooping |
16:58 |
deltasquared |
I have to change bindings manually atm |
16:58 |
nephele |
It's a lot easier on haiku |
16:58 |
nephele |
applications have an application signature |
16:58 |
nephele |
so i can map to that |
16:58 |
deltasquared |
I wish it was possible to propogate up the stack such a signature on linux |
16:58 |
deltasquared |
there's no built-in concept of "what's the user looking at right now" |
16:58 |
nephele |
It's possible |
16:59 |
nephele |
Just write a display server that has that as a requirement to talk to it ;) |
16:59 |
deltasquared |
yeah no thanks, I have limited free time as it is :P |
16:59 |
nephele |
haha |
16:59 |
deltasquared |
Krock: my SC bindings for minetest look like the following |
16:59 |
nephele |
linux isn't a desktop OS anyhow |
16:59 |
deltasquared |
right pad -> mouse (duh) |
16:59 |
deltasquared |
LT and RT are attack and place |
16:59 |
deltasquared |
when they bottom out that is |
17:00 |
nephele |
deltasquared: does your thing do motion sensor -> mouse too? |
17:00 |
deltasquared |
nephele: not atm |
17:00 |
nephele |
That is my favorite layout usually for the controller |
17:00 |
deltasquared |
it's a separate evdev device see |
17:00 |
deltasquared |
also I think it may be turned off by default until you tickle it with some HID commands, not sure, was reading about that somewhere |
17:00 |
deltasquared |
anyway, item switch was two of the gamepad buttons |
17:00 |
deltasquared |
motion was the thumbstick |
17:00 |
deltasquared |
screenshot was the steam button. |
17:01 |
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17:01 |
deltasquared |
ESC was the left "select" arrow |
17:01 |
deltasquared |
can't remember what I used the right "start" arrow for |
17:01 |
deltasquared |
one of the shoulder buttons was enable full render, other was fast move |
17:01 |
deltasquared |
left paddle sneak, right paddle jump |
17:01 |
deltasquared |
zoom was pressing the touchpad in (it clicks) |
17:02 |
deltasquared |
IIRC I found the left "dpad" touchpad annoying so I didn't bind it. |
17:02 |
nephele |
binding the digital pad to movement speed and direction would be fun |
17:02 |
nephele |
but that requires a way for minetest to accept such movements |
17:02 |
nephele |
instead of the generic wasd 100% in direction movement |
17:02 |
deltasquared |
ah, the "start" arrow was open inventory. |
17:02 |
nephele |
deltasquared: to use or to bind? |
17:03 |
deltasquared |
nephele: to use |
17:03 |
deltasquared |
especially when I was resting my thumb. didn't figure out a way to prevent false trigger. |
17:03 |
deltasquared |
and I didn't like the way it clicked |
17:03 |
nephele |
clicked? |
17:03 |
nephele |
why are you clicking it? |
17:03 |
deltasquared |
when you pressed the dpad it can click in four places |
17:04 |
nephele |
there is no dpad on the steam controller |
17:04 |
deltasquared |
nephele: I say "dpad" in quotes |
17:04 |
deltasquared |
I mean the left touchpad that has arrows on it |
17:04 |
nephele |
it has some markings, but they are irrelevant |
17:04 |
nephele |
it is a perfectly working touchpad |
17:04 |
nephele |
and i love to use it for movement controlls, used that for many many games :) |
17:04 |
nephele |
but with the steam software |
17:05 |
deltasquared |
it also has four "click" zones. I've seen the raw event stream, I know what it can do |
17:05 |
nephele |
uhh, it doesn't seem to have that in hw? |
17:05 |
deltasquared |
as in, you can press it in at up, down, left, right, and they are dedicated button events |
17:05 |
deltasquared |
mine does... I swear it does. hold on |
17:05 |
deltasquared |
gotta get it out :) |
17:05 |
nephele |
i can click anywhere i want |
17:06 |
nephele |
on steam it is just a "clicked" event usually |
17:06 |
nephele |
and i don't see a reason to use it different to that, seeing as i just use touch-> movement normally |
17:08 |
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17:08 |
deltasquared |
nephele: it has dedicated hardware events for pressing in the four dpad directions. https://a.uguu.se/jVqLzNMrBZBn_dpad.png |
17:08 |
deltasquared |
I filtered out the touch events there so you just see buttons |
17:08 |
deltasquared |
notice the btn_thumb event at the start and end as I initially press then release |
17:08 |
nephele |
deltasquared: how do you know? |
17:09 |
deltasquared |
nephele: that's a live dump from the device |
17:09 |
deltasquared |
with no software intercepting it |
17:09 |
nephele |
no, that's evdev |
17:09 |
deltasquared |
yeah and? |
17:09 |
nephele |
as in linuxes kernel driver, no? |
17:09 |
nephele |
not the hid events |
17:09 |
deltasquared |
huh, never thought the kernel would be sugar coating it xD |
17:09 |
deltasquared |
idk then |
17:09 |
Andrey01 |
hello, why does get_properties() method output entity def without custom properties? |
17:09 |
deltasquared |
nephele: could always just ignore the dpad emulation if that is the kernel I guess |
17:10 |
nephele |
deltasquared: what would the steam controller driver do other than that? |
17:10 |
nephele |
isn't it it's sole purpose to make it a bit easier to use? |
17:10 |
deltasquared |
nephele: couldn't say |
17:10 |
Andrey01 |
I`ve added my own props and they`re not in that table |
17:11 |
deltasquared |
nephele: it seems strange though that the kernel would not expose a generic "touchpad pushed in" event in that case though :/ |
17:11 |
nephele |
since there is no specs i can't tell you specifically |
17:11 |
nephele |
but that it would be a dpad seems strange |
17:11 |
nephele |
since i can push it on all positions |
17:11 |
nephele |
what would it be if i push the top right? |
17:12 |
nephele |
if it's just generic events it would just be the hid stuff no? |
17:13 |
nephele |
Krock: does any movement api exists that minetest would accept for input? |
17:13 |
nephele |
to specify how much speed the player should move in |
17:13 |
deltasquared |
that would be great, I could have true analog then |
17:13 |
deltasquared |
I have to coerce to keypresses from the analog stick currently |
17:13 |
Krock |
physics overriders |
17:13 |
deltasquared |
Krock: I think nephele meant in the client |
17:14 |
deltasquared |
to send input events to the client |
17:14 |
Krock |
key settings |
17:14 |
deltasquared |
more directly than key presses |
17:14 |
deltasquared |
Imma guess the answer is no |
17:14 |
nephele |
Krock: an api to input stuff, instead of sending "wasd" |
17:14 |
nephele |
To more directly control the player |
17:14 |
nephele |
like dinput or directx input do with the thumbsticks on windows |
17:14 |
deltasquared |
if MT doesn't support analog input though there's not a real distinction from sending buttons is there |
17:15 |
Krock |
not that I'd know of |
17:15 |
nephele |
deltasquared: should just specify an api and try to push that :P |
17:15 |
deltasquared |
nephele: that's annoying. you can't actually press the virtual dpad up and right at the same time. that sucks :/ |
17:15 |
deltasquared |
just tried it |
17:15 |
nephele |
deltasquared: by the way, i want in on your like-steam controller controlled |
17:15 |
deltasquared |
nephele: ??? |
17:15 |
nephele |
deltasquared: huh? but that works fine with steam |
17:16 |
nephele |
deltasquared: you said you wanted build a similar controller |
17:16 |
nephele |
:) |
17:16 |
deltasquared |
oh, do you want the part link for the touchpad at least? |
17:16 |
deltasquared |
I haven't really invested any time into it yet |
17:16 |
nephele |
That's why i said i want in :P |
17:16 |
deltasquared |
I was figuring out how to interface it last time I thought about it |
17:16 |
nephele |
We could use the same board the steam controller uses |
17:17 |
deltasquared |
Krock: btw, I got this from that tool... https://a.uguu.se/5EOwXQbavnQd_Terminus-Medium.otb.png |
17:17 |
nephele |
Add to that a 3d mould we specify to print and it should be produceable by consumers :) |
17:17 |
deltasquared |
Krock: is that correct? they don't look much like characters |
17:17 |
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17:17 |
Andrey01 |
and also minetest.registered_entities doesn`t save user properties, I dont understand why? |
17:18 |
hecks |
what the hell: ERROR[Server]: Server::ActiveObjectMgr::addActiveObjectRaw(): no free id available |
17:18 |
nephele |
deltasquared: do you have another comms channel other than minetest? to plot a controller :) |
17:18 |
nephele |
other than irc i ment... |
17:18 |
Krock |
deltasquared: that totally went wrong. Maybe it only works for scalable TTF |
17:19 |
deltasquared |
Krock: guess I'd have to try and convert it some other way (from the origin pcf instead of the otb I made) |
17:19 |
Krock |
hecks: congrats for filling up the pool with 2^32 objects |
17:19 |
hecks |
wow, I have like 3 objects actually |
17:19 |
deltasquared |
how the hell is that server not on fire |
17:19 |
hecks |
but I guess something is trying to recreate thme in a loop |
17:19 |
Krock |
deltasquared: it will look like this: https://krock-works.uk.to/u/DejaVuSansMono_15pt.png |
17:19 |
deltasquared |
nephele: one that I pay attention to on a reliable basis? none currently |
17:19 |
deltasquared |
suggestions are welcome... (PM?) |
17:20 |
nephele |
not like email or something? |
17:20 |
deltasquared |
erm |
17:20 |
deltasquared |
my email... betrays my real name xD |
17:20 |
nephele |
my git has my real name in plain view :P |
17:20 |
deltasquared |
yet it's the only one I can access from anywhere |
17:20 |
deltasquared |
on account of the diceware password being burned into memory by now |
17:20 |
deltasquared |
for reference, the touchpads that apparently the SC uses - https://eu.mouser.com/new/cirque/glidepoint-circle-trackpads/ |
17:21 |
deltasquared |
I should make a video sometime of me playing minetest on my "gameboy" |
17:21 |
deltasquared |
(the screen on it's harness around the controller) |
17:22 |
Krock |
hecks: actually it's that 1) there are only 2^16-1 active objects possible (at this moment) and 2) overflows in the ID assignment are handled wrong |
17:22 |
hecks |
I'm doing my own persistence using entities without static_save, so, it's probably trying to "load" an entity infinite times |
17:22 |
Krock |
ignore 2 |
17:23 |
hecks |
while I'm fiddling with active block management |
17:23 |
Krock |
in 1 of 2^16 entities you'll get this error once due to integer overflow |
17:23 |
Krock |
minetest bug |
17:24 |
hecks |
can't be the case with fresh worlds |
17:24 |
Krock |
actually no. the code also handles ID = 0 correctly as reserved |
17:24 |
Krock |
for now it appears to be a mod issue |
17:25 |
hecks |
it's my problem, it was just... puzzling |
17:25 |
hecks |
you'd think creating 1<<32 entities would take a measurable amount of time, guess not |
17:29 |
Andrey01 |
does anybody know where custom properties of entity def table are being saved? They are really neither in minetest.registered_entities nor in self |
17:29 |
hecks |
getmetatable(self).__index ? |
17:30 |
hecks |
docs said something about metatables |
17:30 |
rubenwardy |
Andrey01: code please |
17:32 |
hecks |
oh now I see the part where it creates 0xFFFFFFFF entities, it does actually take a few seconds, you can see it by mapblocks not loading anymore :) |
17:39 |
Andrey01 |
rubenwardy: https://pastebin.com/xSbSQ1da |
17:39 |
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17:45 |
Krock |
* 2^16 objects. I don't know why I thought of 32 bits |
17:51 |
Andrey01 |
rubenwardy, have you not reviewed my code yet? |
17:51 |
rubenwardy |
I'm busy with other things |
17:58 |
hecks |
minetest.forceload_block wants a "position" but what kind of position is this? in nodes? in blocks? |
17:59 |
rubenwardy |
in nodes |
17:59 |
hecks |
thank you |
17:59 |
rubenwardy |
the API tries not to expose mapblocks to the Lua API |
18:00 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L1278 |
18:00 |
rubenwardy |
really forceload_Block should be forceload_area, and take minp/maxp |
18:00 |
sfan5 |
are you sure? |
18:00 |
hecks |
uh oh |
18:00 |
rubenwardy |
bad documentation then |
18:02 |
rubenwardy |
sfan5: the position is converted to blocks in Lua: https://github.com/minetest/minetest/pull/1094/ |
18:02 |
rubenwardy |
hecks: it's in nodes |
18:02 |
sfan5 |
ah |
18:02 |
sfan5 |
that's unexpected |
18:02 |
hecks |
alright |
18:02 |
rubenwardy |
I think that's bad practice |
18:02 |
hecks |
it's acceptable if there's no official "convert to block coords" function |
18:03 |
hecks |
also if this used minp/maxp, how would you deallocate forced blocks? |
18:03 |
rubenwardy |
it's bad practice for the Lua API to hijack the C++ code like this |
18:03 |
hecks |
you mean forceloading in general? |
18:03 |
rubenwardy |
no, that PR I linked |
18:03 |
hecks |
oh |
18:03 |
rubenwardy |
there should be a comment in the C++ at least |
18:04 |
hecks |
anyway I do need forceloading badly to ensure MT doesn't eat entities when I don't want it to, and the way it works now with individual blocks is ideal |
18:10 |
Andrey01 |
so again question: does minetest.registered_entities save inside custom properties or not? And then where can they be saved? |
18:11 |
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18:11 |
hecks |
Andrey01: I don't know the answer to this, but, if nothing else works you can wrap the registration in something that stashes the extra data somewhere |
18:16 |
rubenwardy |
Andrey01: custom properties will be saved in registered_entities and then accessable through self due to metatables |
18:16 |
rubenwardy |
oh |
18:16 |
rubenwardy |
you can't define custom object properties |
18:16 |
rubenwardy |
that's an engine API |
18:16 |
rubenwardy |
you can only store things in seld |
18:16 |
rubenwardy |
*self |
18:16 |
rubenwardy |
do: self.head |
18:17 |
rubenwardy |
an object property in an engine API to set various different things like view appearance, it's not to store arbitrary data |
18:18 |
Andrey01 |
ah, thanks |
18:18 |
Krock |
fun fact: linked lists are possible in Lua, even though it might be quite pointless |
18:19 |
hecks |
heresy |
18:19 |
rubenwardy |
Andrey01: be aware that head won't be copied for each new entity, as it's a metatable |
18:19 |
Krock |
and pointer-less (insert knee slapping here) |
18:19 |
rubenwardy |
you'll need to do something like rawset(self, "head", table.copy(self.head)) if it's a mutable table iirc |
18:20 |
rubenwardy |
*table.deepcopy() |
18:20 |
rubenwardy |
it's a string though, so is fine |
18:20 |
rubenwardy |
strings are immutable |
18:20 |
Krock |
Minetest's function is called table.copy() which does a deep copy |
18:20 |
rubenwardy |
ah |
18:20 |
Krock |
FYI |
18:20 |
rubenwardy |
I had doubts |
18:21 |
Krock |
I had grep "table." lua_api.txt |
18:21 |
Krock |
actually "table\." |
18:21 |
hecks |
deep copies considered harmful |
18:21 |
rubenwardy |
then again, I always end up typing "minetest.file_exists()" and then having to search the lua_api to find that it's just "file_exists" |
18:22 |
Krock |
file_exists does not exist in lua_api |
18:23 |
Krock |
minetest.get_dir_list is documented, though |
18:23 |
rubenwardy |
oh yeah, it's undocumented: https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L208 |
18:24 |
Krock |
lovely |
18:24 |
rubenwardy |
probably shouldn't be using that, then |
18:25 |
Krock |
this really should be a minetest namespace/table function |
18:25 |
Krock |
and get_last_folder cleanup_path should not even exist in the global env |
18:37 |
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18:38 |
hecks |
yee https://a.uguu.se/rvqY81HYe8bS_blkloader.mp4 |
18:38 |
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18:41 |
hecks |
now for the diamond question, how do I make UI work on different DPIs |
18:42 |
hecks |
hud and item icons in particular |
18:44 |
hecks |
at default dpi, item graphics must be 16x16 or they'll scale horribly... at 96 dpi, they must be 24x24 |
18:45 |
hecks |
I might have to screech at people to use 96 to play this which is a less than ideal thing to do |
18:46 |
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23:05 |
Copenhagen_Bram |
hello |
23:16 |
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23:19 |
hisforever |
Hi is there a way to hide the tool bar while taking a screen shot? |
23:24 |
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23:24 |
nephele |
one of the f(n) keys hide the hud, i forgot which one though |
23:24 |
Calinou |
hisforever, nephele: press F1 to toggle the HUD |
23:24 |
Calinou |
(and F2 to toggle the chat, if any) |
23:26 |
hisforever |
thanks my friends I like sharing screenshots you are great in here |
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