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IRC log for #minetest, 2019-11-30

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07:07 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)
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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
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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)"
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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
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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.
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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
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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 hecks joined #minetest
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
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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?
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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
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18:38 hecks yee https://a.uguu.se/rvqY81HYe8bS_blkloader.mp4
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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
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23:05 Copenhagen_Bram hello
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23:19 hisforever Hi is there a way to hide the tool bar while taking a screen shot?
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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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