Time Nick Message 00:03 hmmmm RealBadAngel, well that's very odd, because there's no logical way that can happen 00:03 hmmmm vanessa, if you and pilzadam can't find a workaround to the variable number of arguments, i'll remove that 00:04 PilzAdam I alrady pushed the solution for that 00:04 hmmmm does that fix third party mods too? 00:04 VanessaE hmmmm: it's already fixed and seems to work fine for e.g. mesecons 00:04 hmmmm okay, great 00:06 RealBadAngel hmmmm, it looks like placing tree nodes is skipped, but not apples 00:06 hmmmm again, not possible 00:06 hmmmm make_tree is never even called 00:06 RealBadAngel so who placed all those apples there? :) 00:06 hmmmm something else must've happened 00:07 RealBadAngel your update with trees happened 00:07 hmmmm i'll look at it myself 00:07 RealBadAngel disable trees and create new world 00:09 PilzAdam RealBadAngel, I cant reproduce this 00:10 hmmmm i'm looking for floating apples, and i'm not finding 00:10 hmmmm pilzadam.... shadows on water seem blocky now 00:10 hmmmm i think it was your update with new_style_water perhaps 00:10 hmmmm shadows are still smooth on not-water 00:12 hmmmm well, good thing i can't find the bug that RBA is talking about, because that would be completely illogical 00:27 PilzAdam hmmmm, http://irc.minetest.ru/minetest-dev/2013-01-23#i_2832524 00:31 RealBadAngel hmmm, will try to hunt the bug later 00:32 RealBadAngel now im busy polishing 6d facedir for release 01:50 hmmmm hey pilzadam, it'd be neat if we had a cooling sound effect for when water touches lava 02:00 hmmmm also, when chunksize != 5, on_generate seems to give problems; it calls PseudoRandom.next() with max < min, but it doesn't tell me *where* the error happened 02:00 hmmmm anybody have an idea on how to track something like this down? 02:06 hmmmm seems to happen with basically any chunksize greater than 5.. specifically the numbers are 62, 64, -62, -64, or some variation thereof, if there's any significance to that. it happens in one of the generate_ores. 02:34 hmmmm on an unrelated note, i tried setting buildable_to to false for content_ignore, and that didn't fix the node placement problem at all.. it might be that the initial analysis of the problem was wrong 02:35 RealBadAngel hmmm, now we are dealing with prerotated node's textures 02:35 RealBadAngel like pistons, or stuff like this 02:35 RealBadAngel its pain in the ass and not correct 02:36 RealBadAngel question is we shall go in direction that node shall be defined with nonrotated textures only 02:36 RealBadAngel and rotations will make facedir only 02:36 RealBadAngel or take care of sins of the past and got code partially fucked up 02:37 RealBadAngel facedir alone cannot check if a texture is prerotated 02:38 VanessaE better honor the manual rotations 02:38 hmmmm we should do things the right way perhaps 02:38 VanessaE you never know what kind of weird corner case might need it 02:38 RealBadAngel no corner cases this way 02:38 RealBadAngel 0 rotations when definin a node 02:38 RealBadAngel simple as that 02:39 RealBadAngel is 0 simple? isnt it? 02:39 RealBadAngel :) 02:39 VanessaE corner case: 02:39 VanessaE well, no strike that 02:39 RealBadAngel thx to prerotations we cannot make it right 02:39 RealBadAngel we got right textures flipped 02:41 RealBadAngel note: problem is raising only when prerotated node is given new extra facedir values 02:41 RealBadAngel with old range it is ok 02:42 RealBadAngel but trying to rotate prerotated and trying to keep it lookin ok, fucks up properly defined ones 02:43 RealBadAngel and introducing flips on textures 02:43 RealBadAngel VanessaE, go on 02:43 VanessaE nevermind. 02:43 RealBadAngel :) so? 02:43 VanessaE I withdraw the question, your honor :D 02:43 RealBadAngel so, lets do it right 02:44 RealBadAngel hmmmm, agree? 02:44 hmmmm yes, remove manual rotations and do things the right way 02:44 VanessaE but only when they're applied to a node with facedir 02:44 RealBadAngel aye sir 02:44 hmmmm thank you :) 02:45 hmmmm we're finally cleaning crap up 02:45 khonkhortisan yep 02:45 RealBadAngel VanessaE, we r talkin facedir only now 02:45 VanessaE right. 03:33 VanessaE now, side note: can we please have the game drop focus from the world when the F10 console is open? 03:33 VanessaE (so that moving the mouse moves a mouse pointer instead of panning/tilting) 03:41 khonkhortisan that's really easy to do 03:41 khonkhortisan I think? 03:41 VanessaE beats me. 05:41 hmmmm you know, i find it absolutely hilarious that luajit was dismissed back then 05:41 hmmmm it's being used by quite a lot of people now and they all say there is a very noticable improvement in everything 05:42 hmmmm in my mind, anybody who says that a speed improvement isn't worth it is a complete idiot and must be disregarded for the safety of the project 08:59 celeron55 23:37:17 < troller> idea about sources: maybe use automatic formater like astyle or indent or... ? 08:59 celeron55 i shot this one down years ago, and still will 08:59 celeron55 i think the programmer should have the freedom to format his code whatever way he wants 08:59 celeron55 it's a human right 09:00 celeron55 using automatic formatter is like removing the steering wheel from a car; it just isn't fun anymore 14:25 realbadangel_ hi all 14:26 realbadangel_ hmmmm, agree about luajit. especially when speedup cost absolutely nothin 14:30 realbadangel_ we are all looking for ways to speed up our code. hard 14:31 realbadangel_ and it seems like at least 100% is lyin on the street. just to pick it up 14:53 hmmmm hopefully with the ores-in-core and decorationdef, we can remove the call to on_generated completely if nothing is registered, trimming a decent 150ms from chunk generation time 14:54 hmmmm 150ms doesn't seem like a lot until you realize that there's more than one chunk being generated 14:54 realbadangel_ hell more than one 14:56 realbadangel_ btw i thought a bit about apple bug 14:56 realbadangel_ i think i know from where it came from 14:57 realbadangel_ vanessae disabled tree generation by changing aliases to air 14:58 realbadangel_ now propably we do have new mapgen alias: apple , right? 14:58 hmmmm ah, that explains it 14:58 hmmmm yes, apple 14:59 realbadangel_ tree is being generated but to air 14:59 PilzAdam mapgen_apple 14:59 realbadangel_ btw, what a waste of cycles... 14:59 hmmmm it is a waste of cycles until we figure out the decorationdef crap 15:00 hmmmm that's going to be the ultimate solution to all of this, i imagine 15:00 realbadangel_ dont imagine. bet 15:00 hmmmm well i don't know because i don't have any of that coded out, only the ore generation 15:01 realbadangel_ havin an idea really helps to get it coded 15:03 realbadangel_ start from definin empty biomes 15:03 realbadangel_ and then lets fill them with contens just 15:04 hmmmm well the original idea behind decorationdef was to have a biome contain one or more of these, and the trees (or other things) would be PseduoRandomly scattered throughout the biome 15:04 hmmmm eliminating the need for tree perlin noise 15:04 hmmmm and so on 15:04 hmmmm but how do i frame this into a mapgen v6 context, with no biome support 15:05 realbadangel_ does v7 support it? 15:05 hmmmm well yes, that's the whole point of v7 and that's what makes it so different 15:05 hmmmm the biomes 15:06 realbadangel_ remember today mornin? my question? 15:06 hmmmm what was your question? 15:06 realbadangel_ about doin something right 15:06 hmmmm remove the manual rotations? 15:06 realbadangel_ yes 15:06 hmmmm i was in that conversation 15:06 hmmmm i said yes 15:06 realbadangel_ do it right 15:07 realbadangel_ so 15:07 hmmmm oh 15:07 realbadangel_ do it 15:07 hmmmm that'd change a little too much and it'd be a whole different mapgen 15:07 hmmmm it still can be done right, i just need to think harder of how i'm going to do it 15:07 * realbadangel_ marks in the chan thin red line 15:07 realbadangel_ dare to cross? :) 15:08 hmmmm meh 15:08 hmmmm i don't 15:08 realbadangel_ chicken :P 15:09 realbadangel_ but seriously 15:09 realbadangel_ such decisions have to be made 15:09 realbadangel_ otherwise we will have all the time, desert, desert, some desert, beach, oh tree, and water 15:10 hmmmm again - just wait for mapgen v7 15:10 hmmmm anyway i have an idea 15:10 hmmmm a part of decorationdef could be placement style 15:10 hmmmm perlin noise placed, pseudorandomly placed, so on 15:11 realbadangel_ can i have an idea? 15:11 hmmmm for example like we have right now with deserts and cactuses, that would be defined by a model, its perlin noise occurance, its div size 15:11 hmmmm huh. 15:11 hmmmm oh nevermind, i don't even need a placement style 15:12 realbadangel_ plant noise. for whole world 15:12 hmmmm everything follows from perlin noise + pseduorandom div placement 15:12 hmmmm that would be included with this idea 15:12 realbadangel_ then when noise tells you to plant something 15:12 hmmmm in order to have "plant noise for the whole world" you just define all these decorations and use the same exact perlin noise parameters 15:12 realbadangel_ check where you are 15:12 realbadangel_ to put correct plant 15:13 hmmmm alright yes this is good 15:13 hmmmm i can do this 15:13 realbadangel_ so the main noise is the trigger 15:13 realbadangel_ to plant 15:14 hmmmm no no 15:14 hmmmm you can have separate noises 15:14 realbadangel_ main plant noise 15:14 hmmmm why would you want that? 15:15 realbadangel_ to be it an ecosphere 15:15 realbadangel_ undepedent 15:15 hmmmm but you do understand that 'plants' can be absolutely anything, including mushrooms in caves and so on 15:15 hmmmm stones 15:15 realbadangel_ exactly 15:15 hmmmm glowstone things in the nether 15:16 hmmmm so it would be weird if you had all these things exactly correlated 15:16 realbadangel_ when ecosphere tells you to grow 15:16 realbadangel_ check where you are 15:16 hmmmm but it's not necessarily a biological process 15:16 realbadangel_ and what can be grown here 15:17 realbadangel_ when youre close to the borders of biomes 15:17 realbadangel_ make it fuzzy 15:17 hmmmm but there's only two biomes, desert and normal 15:17 hmmmm lol, i'm talking about V6. 15:17 realbadangel_ im talkin bout the future :) 15:19 realbadangel_ btw could you take a look at chasm and riverbeds mods? 15:19 realbadangel_ c55 asked me to check chasm with luajit and i found that mods very nice 15:20 hmmmm i would, but not today, i have a big paper due tomorrow that i didn't even start on 15:20 realbadangel_ sure 15:20 realbadangel_ but fyi those things shall be hardcoded 15:20 realbadangel_ imho at least 15:21 realbadangel_ such things makin landscape 15:21 realbadangel_ and bringing variety 15:21 hmmmm what, the chasms? 15:21 realbadangel_ and theyre pretty cool 15:21 realbadangel_ chasms and riverbeds 15:22 hmmmm chasms would be neat, they can be added to mapgen v6 if done well enough, just that you'd need to specify the 'chasm' flag to enable 15:22 hmmmm just as long as it doesn't change anything fundamental with v6 15:22 realbadangel_ take a look at mod 15:22 realbadangel_ its pretty simple 15:22 hmmmm the reason why proller's modifications had to go into a separate mapgen was because it modified several fundamental structures and what not 15:24 realbadangel_ stoppin sun and moving earth was also a fundamental change 15:24 realbadangel_ and hard to make 15:53 PilzAdam wtf https://travis-ci.org/minetest/minetest/builds/5628096 15:54 hmmmm probably just a hiccup 16:01 PilzAdam do we want this? https://github.com/minetest/minetest/pull/409 16:03 khonkhortisan yes, I should be able to grab a ladder in front of my eyes with my hands, and not have to jump onto it with my feet 16:03 PilzAdam ehm 16:03 khonkhortisan unless I misunderstand what that does 16:04 PilzAdam you do :-) 16:05 PilzAdam it fixes "elevators" like this where you only have to hold sneak and jump: http://www.zimg.eu/i/250259109 16:41 ShadowNinja PilzAdam: I think fixing it is fine now that we can go fast on ladders 16:46 VanessaE I disagree, sneak elevators is unique to minetest, and doesn't really differ from what someone could do (in theory) in reality 16:46 VanessaE (aside from them not needing any supports in the game) 16:47 VanessaE besides, fast on ladders is busted anyway 16:47 VanessaE you should not be able to shoot 20m up off the top. 16:48 khonkhortisan that should be reserved for swimming 16:48 Jordach i would like to highlight realistically, a person who takes in parkour could actually use a sneak elevator 16:49 jin_xi while carrying 30m^3 of stone and wielding an axe 16:49 Jordach still possible 16:50 VanessaE wtf is parkour? 16:50 Jordach VanessaE, shortest point for A > B 16:50 VanessaE oh 16:51 Jordach which means: http://www.youtube.com/watch?v=p-OUNPqRzII 16:52 khonkhortisan that looks dangerous, even in a game 16:52 Jordach marktraceur does it 16:54 hmmmm or more realistically, http://www.youtube.com/watch?v=KwqW_lg7X68 16:56 khonkhortisan that double wall flip was almost a headkick 16:58 VanessaE *watches hmmmm's video* 17:00 VanessaE (whoever ripped this video needs lessons in smooth framerates) 17:00 hmmmm it's a really old video, is it not? 17:00 VanessaE dunno 17:00 hmmmm uploaded 2006 17:01 VanessaE obviously ripped from a video tape though 17:16 thexyz great, windows.h defines some weird std::min/std::max replacements 17:16 thexyz http://stackoverflow.com/questions/2789481/problem-calling-stdmax 17:17 hmmmm let's use MYMIN and MYMAX 17:17 thexyz we can (std::min)(a, b) as well 17:18 thexyz or #define NOMINMAX somewhere 17:18 thexyz which is better, i guess 17:18 thexyz before including windows.h, that is 17:19 khonkhortisan If it's different across oses, the winner is the way that's most common. 17:19 thexyz https://github.com/FessWolf?tab=activity 17:20 khonkhortisan not the best place to put a comment, right in the middle of the function call 17:21 PilzAdam thexyz, Id say #define NOMINMAX to prevent doing the same error again 17:22 thexyz I agree, now, where does it include windows.h? 17:23 celeron55 put it directly in the cmake configuration 17:23 celeron55 trying to make it always go before windows.h via source files is a pain 17:23 khonkhortisan debug.h filesys.cpp gettext.h porting.h (twice!) socket.cpp 17:24 thexyz mapgen_indev.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall MapgenV6::makeChunk(class BlockMakeData *)" (?makeChunk@MapgenV6@@UAEXPAVBlockMakeData@@@Z) 17:24 thexyz odd 17:24 khonkhortisan winresource.rc 17:25 celeron55 thexyz: http://stackoverflow.com/questions/9017573/define-preprocessor-macro-through-cmake 17:28 celeron55 maybe http://paste.dy.fi/Y8k 17:28 celeron55 umm actually, not there but upper so that it's in the WIN32 block 8) 17:30 hmmmm khonkhortisan, what are those, places where windows.h is included? 17:31 hmmmm it'd be nice if someone defined _WINNT_VERSION and remove those #ifndef blah #define blah 0x0600s 17:31 hmmmm i needed that so MingW would compile with OpenThread() being used 17:31 khonkhortisan yes 17:34 khonkhortisan Does it matter if luajit compiles to a .so? Can I still copy it to liblua.a? It seemed to work. 17:36 hmmmm not really sure 17:40 thexyz that's pointless 17:40 khonkhortisan what, luajit? 17:40 thexyz no 17:40 thexyz msvc linking problems 17:46 hmmmm thexyz, if you figure out why that virtual function won't link, tell me, because i don't see why it wouldn't work either 17:49 thexyz sure 17:51 PilzAdam hmmmm, do you mean stonebricks (as added to minetest_game) by "Smoothstone" in the TODO in the wiki? 17:52 hmmmm i guess... are those the half-height slabs that you stack onto eachother to make a full, smooth slab? 17:52 hmmmm what i'm talking about was in minecraft classic 17:52 PilzAdam kinda 17:52 hmmmm i guess that's it then 17:53 hmmmm anyway did you ever find a cooling sound for when lava and water meet? 17:55 Exio hmmmm: hm, i don't think you meant those, http://forum.minetest.net/viewtopic.php?id=509 (the stone squares) 17:56 hmmmm oh i don't 17:56 hmmmm if i find a picture i'll show you 17:57 hmmmm back when i actually played minetest, i remember i ripped the texture from minecraft and defined my own node that looked like i wanted 17:57 Exio the bricks are using the texture of cobblestone 17:57 Exio stone bricks, not bricks * :P 18:01 khonkhortisan Can I change "unkn own block" to "unkn own node"? 18:04 khonkhortisan I think I will. 21:35 troller its possible to make multithread mapgen? 21:35 VanessaE that's being worked on 21:35 PilzAdam mapgen is already multthreaded, isnt it? 21:35 VanessaE it already is multi-threaded now 21:36 VanessaE but the multi-threading capability is not considered "stable" yet. 21:36 Exio what is the definition of 'stable'? 21:37 VanessaE Exio: works without risking lockups and uses all available CPU when (and only when) needed? 21:37 troller now its uses only one cpu at 100% 21:37 Exio i don't get it 21:37 Exio troller: emerge_threads= 21:37 troller i want to 4-8 paralel blocks gen 21:37 troller thanks 21:37 VanessaE Exio: at present, some parts of the mapgen have sort of build-in waiting periods for no apparent reason. 21:38 Exio for no apparent reason? you mean lua? :) 21:38 VanessaE in other places, some parts of the mapgen get stuck waiting for other parts to finish, but really shouldn't. 21:38 VanessaE hmmmm can explain it better, but that's good enough i thinl 21:38 VanessaE thnk 21:38 VanessaE .... 21:38 Exio hehe 21:38 Exio poor VanessaE 21:39 Exio the "single thread performance" here is not perfect, and a phenom has more IPC 21:39 Exio *but* if i use the other cores, i see a speedup 21:39 Exio it can be a lot faster, i don't say it can't be 21:47 VanessaE I currently run my server with two mapgen threads. Don't wanna break it. 21:47 Exio my singleplayer works with 8 threads 21:48 PilzAdam what is the default? 2*cores - 2? 21:48 Exio 1 21:48 Exio if "enabled autodetect", cores-2 (or 1 if negative/0) 22:21 jojoa1997|Tablet when will mobs be added back. i kno they were in lua but why get rid of them when they were faster 22:25 Exio the old mobs were in the core, engine, C++ 22:26 Exio there are some pull requests for adding path-finding algorythms, what should be added soon(tm) 22:26 Exio i'd say, don't panic and keep touched with minetest! 22:26 Exio k 23:35 Exio something about the issues in the repository 23:35 Exio does anyone with 'admin' perms in it is going to "clean" and "mark" them? 23:35 Exio there are a lot of what are, or resolved, or are feature requests, or.. and so 23:36 Exio having a way for having only bugs, or only feature requests and so would be nice 23:37 PilzAdam yea, I can go through them tomorow or so 23:37 Exio thanks 23:46 Exio hahaha 23:46 Exio 314 files changed, 43793 insertions(+), 14772 deletions(-) 23:46 Exio my "fork"