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IRC log for #minetest-dev, 2013-07-16

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Time Nick Message
00:02 Yepoleb joined #minetest-dev
00:06 * PilzAdam closes oldest open issue
00:46 kahrl wow, very promising
00:46 kahrl I implemented the software renderer for ^[inventorycube
00:47 kahrl partially: it only draws the top face so far and there's no antialiasing / texture filtering
00:47 kahrl but according to TimeTaker it takes 0ms
00:49 Exio4 after some work it will be an under zero time! :P
00:49 PilzAdam it can pass a flag to the mapgen to pregenerate a world before you start the game then ;-)
00:59 kahrl draws all three sides -> still 0ms
01:00 kahrl dangit, not optimized enough yet :P
01:01 VanessaE heh
01:01 kahrl sneak preview: http://paste.dy.fi/BmC
01:01 PilzAdam why dont you have a ns timetaker?
01:05 kahrl didn't know it could do that. "inventorycube took 139014ms"
01:05 kahrl ^ I assume that should be ns
01:07 Exio4 what cpu?
01:07 Exio4 force it to run at a lower speed ;P
01:09 kahrl i5 760 @ 2.80GHz
01:10 Exio4 kk
01:11 Exio4 why is the singlethread performance of all the cpus around better than mine :(
01:11 Exio4 :P
01:17 VanessaE https://github.com/minetest/minetest/issues/831
01:18 VanessaE finally caught that bastard. :)
01:24 kahrl looks complicated...
01:27 hmmmm kahrl, TimeTaker timetaker("inventorycube", NULL, PRECISION_MICRO);
01:27 hmmmm also great work :)
01:29 hmmmm of course 0ms doesn't mean too much when that needs to be run ~5000 times
01:30 Exio4 lets say it is 1ms, that is "only" 4s~ for 4000 nodes
01:30 Exio4 nothing compared to now
01:31 hmmmm that code looks like something that could easily be SSE'd if you wanted to waste some time
01:32 Exio4 some fallback "C" code should be available though
01:33 hmmmm is that ever not the case?
01:55 kahrl if anyone wants to try it and see what it does to load times: https://github.com/kahrl/minetest/tree/optimize_invtex
01:56 VanessaE ok, I'll bite.
01:56 kahrl ah yes, I'd be interested in what it does in your case
01:57 kahrl since it only optimizes nodes with drawtype "normal"
01:59 VanessaE on my server, that's still about, oh, two thirds of the nodes, give or take a bit
02:00 VanessaE ok, first run to build the cache, then I'll time it.
02:04 Exio4 being able to load the "whole" game in less than a second with default is amazing ;P
02:05 VanessaE 26 seconds to get through the sign-on + media cache.  Add roughly 99 seconds to render the textures (512px).  total of 125 seconds from "Connect" to seeing the world.
02:06 Exio4 kahrl: wouldn't be possible to make it multithreaded "now"? ;P
02:06 Exio4 yes, i love multithreading
02:06 Exio4 VanessaE: from where was i able to download the game?
02:06 sokomine if it helps: i tracked a stack of (this time) flowers down to the bottom and collected 58 of them that where embedded in stone. the same has happened with other kinds of blocks that where dropped
02:07 VanessaE my game?
02:07 Exio4 yes
02:07 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/VanessaE_Game.tar.bz2
02:07 Exio4 for reaching those 4100 nodes
02:07 Exio4 thanks
02:07 VanessaE it's slightly out of date but recent enough to be relevant
02:07 VanessaE but it only has ~4090 or so nodes.
02:09 kahrl VanessaE: how does that compare to without the patch?
02:09 kahrl in case you know or want to test
02:09 VanessaE kahrl: let me try it and see.  hold
02:10 kahrl Exio4: multithreading would certainly be easier :) but TextureSource isn't written with that in mind
02:10 Exio4 hehe
02:15 VanessaE kahrl: with current HEAD, it's 24 seconds to get through the sign-on/defs/cache, 161 seconds total.
02:15 VanessaE so a rather LARGE boost in fact.
02:15 VanessaE 125 vs 161 seconds
02:16 kahrl nice
02:16 VanessaE I wonder if there's anything that can be done to improve that ~24 seconds it takes to sign in before the rendering step begins
02:16 kahrl I guess the rest is mostly due to extruding
02:16 VanessaE yes
02:18 VanessaE (most of the 24 seconds is spent waiting in the "Media..." step even though it's all cached)
02:19 kahrl no idea but probably
02:19 VanessaE btw, my server officially has >4096 nodes now (blame sokomine :P )
02:36 VanessaE Exio4: the first time you run that game, btw, it will create a file in your world folder for pipeworks' settings.  Set the last line (mese sand tubes) to 'true' and it'll push you well over the 4096 mark, if you wanna mess with it.
02:36 Exio4 kk
02:36 VanessaE (actually it may already be set as such)
02:41 Naked is that the node limit of the game?
02:42 VanessaE Naked: by default, 4096.  but a one-line tweak can raise it higher if necessary.
02:50 Naked there is no negative side effects by raising it?
02:50 Exio4 not now
02:50 Exio4 ^^
02:50 Naked then why isnt it even higher normally?
02:51 Naked should be in the hundred thousands without negative effects to the engine and game
02:51 Naked and why so high? because the game can without negative effects
02:51 Naked just cuz it can
02:52 VanessaE Naked: nope, no apparent ill effect as long as folks remember to update their clients for kahrl's commit
02:53 Exio4 VanessaE: your hate is insanely resource intensive ;P
02:53 VanessaE hate?
02:53 Exio4 game
02:53 VanessaE o.O
02:53 VanessaE wow talk about a typo
02:53 Exio4 sorry, i'm not right
02:53 Exio4 game => hate
02:54 VanessaE yes I know it's resource-intensive.  I don't cater to anemic laptops :P
02:54 Exio4 <- minetest
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06:05 celeron55 kahrl: are you intending to extend that to nodeboxes?
06:06 celeron55 i figure it wouldn't be impossible
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12:17 kahrl celeron55: should be possible, though I'd have to find a way to pass the nodebox from ItemDefManager to TextureSource
13:23 Exio4 seriously though, would be a 100HP health system be possible to get merged?
13:24 PilzAdam whats the benefit of it?
13:25 Exio4 more control for the damage, you'll be having 10 times more "accuracy" in that
13:26 proller and make damage depend on high/low temparature!
13:26 Exio4 small damage would be easy
13:26 Exio4 +to do
13:27 proller but it will be better with protecting clothes
14:38 PilzAdam https://github.com/minetest/minetest/pull/833
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14:53 proller want!!! https://github.com/proller/minetest/commit/3a2f331bbc79293a7a230051706774cdede6f71c
14:53 proller and than https://github.com/proller/minetest/commit/35d5be75c8810bb6d692be1b0084e95642d81afb
14:54 proller PilzAdam, 833 - strange
14:55 proller its better be based on viscosity
14:55 PilzAdam hm?
14:55 PilzAdam why restrict modders in their abilities?
14:56 proller why restrict? viscosity already exists
14:56 PilzAdam I also dont want to break maps
14:56 PilzAdam people might want slow liquids that flow very far, or fast liquids that dont spread far
14:57 proller and this flooding logic is very strange
14:57 proller why liquid increase volume ?
14:57 PilzAdam so what? dissalow strange things is a rule for the API?
14:57 proller PilzAdam, its not liquids
14:58 proller liquid can be fast and far OR slow and  dont far
14:58 proller its one property
14:59 proller and must change levels to ~64 to really far
14:59 proller max levels 8=>64
15:00 PilzAdam thats not possible with the current liquid mask
15:00 proller need to change mask
15:01 proller its will bit break maps
15:01 PilzAdam that would break compatibilty of maps, wouldnt it?
15:01 proller better no use new liquid 8)
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15:01 proller to use
15:02 proller i want to make one water block instead of source & flowing with 65 levels
15:02 proller 64
15:02 Exio4 hmm, what?
15:02 proller its possible with finite_liquids
15:03 Exio4 finite_liquids != normal liquids
15:03 proller normal liquids != liquids
15:04 proller they much more normal
15:04 Exio4 do you see a health bar irl?
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15:05 proller do you see stupid liquids in other games?
15:05 PilzAdam proller, yes, MC
15:05 Exio4 i actually like the behavior of those "stupid liquids"
15:05 PilzAdam I actually dont know a game that has realistic liquids
15:06 proller terraria
15:06 proller dwarf fortress
15:06 proller Exio4, its not liquid
15:06 proller PilzAdam, why MT must copy stupidests things from MC ?
15:07 Exio4 what are they? (if not liquids)
15:07 PilzAdam hmm... maybe because MT copied everything else from MC?
15:07 proller now liquids - most ugly
15:07 proller PilzAdam, not everything
15:07 proller why do nt copy 255 height limit?
15:08 Exio4 i don't like the idea behind finite_liquids
15:08 proller Exio4, why?
15:08 PilzAdam I like the finite liquid idea, but its poorly implemented
15:08 proller its better to rename to new_liquds
15:08 Exio4 well, that too 8)
15:09 PilzAdam proller, hows it better?
15:09 Exio4 proller: do you know work for redhat now?
15:09 proller PilzAdam, its inherit all poor from old liquids
15:09 PilzAdam finite liquids are unusable currently, people may think that we develop into a wrong direction
15:09 proller unusable what?
15:10 PilzAdam compared to the current liquids, that is
15:10 proller what is unusable ?
15:10 PilzAdam I made a list a while ago
15:10 PilzAdam AFAIK nothing of this list is fixed yet
15:10 proller its all problems in old liquids too
15:10 PilzAdam no
15:11 proller yes
15:11 PilzAdam lol
15:11 Exio4 PilzAdam: i guess he works for redhat now
15:11 Exio4 oh, i see
15:12 Exio4 proller: reasking, do you work for redhat? :>
15:12 proller NO
15:12 PilzAdam https://gist.github.com/PilzAdam/5687050
15:12 PilzAdam look at the finite liquid mod for minecraft
15:13 proller i have no minecraft
15:13 PilzAdam there are videos on youtube
15:13 proller 1 - somebody fix that? - but its must be in old too
15:14 proller 2 - some graphical must be fixed, but it all from old liquid
15:14 proller 3 - old too!
15:14 proller 4 - old too!
15:15 proller and 4 partialy solved in v7?
15:15 PilzAdam 4 means that caves can actually remove complete oceans, that is definitely not in the current liquids
15:16 PilzAdam and why do you even base the finite liquids on the current ones when you say they dont fit together?
15:16 PilzAdam implement the finite liquids correctly and dont care about the current ones
15:16 proller by default now ocean is renewable, and it will fill any cave
15:16 PilzAdam thats against the finite liquid idea
15:17 proller now finite compatible with old
15:17 PilzAdam I think that the finite liquids were merged way too early in the core, they are hardly usable at all
15:18 proller its used on my server, and peoples like it
15:18 proller old liquids is not liquids and totally unusable it that way
15:19 PilzAdam stop saying that the current liquids are "no liquids", we make the game so we define what liquid means in the world
15:19 proller its make world ugly
15:19 PilzAdam you can say that the current liquids are not realistic, but a world consisting of cubes isnt realistic either
15:20 proller cubes - its main game idea
15:20 proller its cool
15:21 proller every who place old liquid on ground say WTF!!
15:23 proller peoples makes dam on my server
15:28 proller part of MT finite liquids already working, rain&snow under progress
15:29 proller pressure is hard to calculate on huge volumes
15:29 proller initial sponge in pull to _game
15:29 PilzAdam proller, why dont you do all the stuff in a seperate fork and merge it back in master if its completly done?
15:30 proller flowing push - in todo
15:30 proller and current liquids works on huge oceans, i think MC liquids cant
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15:30 proller because nithing is "completly"
15:31 proller nothing
15:31 proller why celeron55 dont write complete game and than not publish it ?
15:32 proller long forks is hard to support
15:32 PilzAdam I mean for the weather stuff, I have no idea what you plan and what your goal is
15:32 Exio4 proller: c55 wrote the game 'just for the lulz'
15:33 Exio4 i'm pretty sure he never thought about people commiting or even playing it
15:35 Anchakor1 aren't finite liquids boring?
15:35 Calinou they are boring and laggy
15:36 Calinou :)
15:37 proller PilzAdam, rain/snow
15:37 proller like irl 8)
15:38 proller Calinou, did you use rollback ?
15:38 Calinou no
15:38 proller now its laggy falling
15:38 Exio4 fix it then
15:39 proller i tried to make fallung water, but falling code too slow and buggy and must be rewrited in.... core! 8)
15:39 proller and always 49 objects error
15:41 proller Calinou, old liquid not laggy?
15:43 Calinou less laggy and glitchy, obviously
15:44 Anchakor1 why make finite liquids when they are boring and even use more resources?
15:46 Exio4 that second thing, too
15:46 Exio4 they are more resource-intensive
15:49 hmmmm i don't like finite liquids
15:49 proller Anchakor, its boring not for all
15:49 hmmmm but at least they're there
15:50 proller hmmmm, why you dislike?
15:50 hmmmm not sure, regular water is more predictable and 'standard'
15:50 hmmmm i know how to work with it
15:51 Exio4 hmmmm: you just don't like how it behaves
15:51 Exio4 it is a different way to "manage" liquids, i don't like how finite_liquid works in a voxel-game either
15:52 proller how it must works?
15:53 Anchakor1 I think from gameplay perspective finite liquids don't add anything and cost more CPU
15:54 hmmmm does it use more CPU?
15:54 hmmmm i never checked and nobody ever talked about that
15:56 proller Anchakor1, its add flooding
15:57 proller you cam make pool, dam
15:57 proller pipes with real liquid transfer
15:57 Anchakor1 you can make it with infinite water too
15:57 proller no
15:57 Anchakor1 it is just more realistic
15:57 proller old water cant flood cave
15:58 Anchakor1 you mean like completely, yes that it can't
15:58 proller its make sloped wall from blue blocks
15:58 proller finite is flooding as real
15:58 Anchakor1 but that would mean all underwater caves will be full of water
15:58 Anchakor1 that would be really annoying
15:59 proller and its good and make more diverse gaming
16:00 proller sometimes you must fight with water/lava
16:01 proller and its makes possible like real snow-rain
16:01 Anchakor1 I don't mind if there was a game mode like this, but not the normal one
16:02 proller its now disabled by default
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16:08 proller its can disturb in creative mode, but must be in survival
16:09 Anchakor1 lol I was imagining it exactly the opposite way
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16:21 celeron55 i propose that you take on this fight by making youtube videos with the liquids
16:21 celeron55 then people will vote on which is more interesting!
16:23 celeron55 i do think that a very good implementation of finite liquids would be best
16:24 celeron55 and yes, i imply that currently stuff isn't particularly impressive
16:28 celeron55 (or not even good by pretty much any standard)
16:29 proller i cant make video, maybe somebody can
16:31 proller it can be bit more impressive with rain-snow, but it needs ~week to complete
16:31 proller very good - liquids must fall as sand - need to make faster nodeupdate (core?)
16:32 proller and must be fixed visual,
16:32 celeron55 currently when i start a finite liquid world, it just... doesn't work
16:32 proller and better to make 64 levels and broke backward compatibility
16:33 proller how?
16:33 celeron55 nothing flows anywhere
16:33 proller strange
16:33 celeron55 also one thing is that the finiteness of water should be a per-world setting
16:34 proller maybe, but finite_ can start work on old world
16:35 celeron55 there's no way MT would be moved completely to finite liquid until it works 100% perfectly
16:35 proller ant with it possible to start making 64 levels
16:36 celeron55 and at the current rate, i can predict that it won't be that perfect until after years
16:36 celeron55 so well-made coexistance of both is a must
16:37 proller maybe year
16:38 hmmmm celeron, pilzadam pretty much broke regular liquid transforming by setting the default max number of loops to 1000
16:38 proller maybe just slower ?
16:38 hmmmm you need to set it to 10000 if you want things to actually move
16:38 hmmmm definitely not.... it's at a complete halt
16:38 proller better to set update interval to 0.1
16:38 hmmmm I have my update interval at 0.2
16:38 proller and halt ?
16:39 hmmmm it's just completely stopped
16:39 proller its 5000 per second
16:39 hmmmm this means that there are liquids stuck in the queue
16:39 proller maybe need enable flowing touching abm ?
16:39 hmmmm or the same ones keep getting readded
16:39 hmmmm that's pretty hackish, proller
16:39 hmmmm i'd like to fix the actual problem
16:39 proller btw finite have no this problem 8)
16:40 hmmmm obviously not, but that's for a different reason
16:40 proller its better algorithmically
16:41 Exio4 the implementation isn't that good though
16:41 hmmmm i do believe that regular water could be done better too
16:41 proller its have convergence
16:42 proller Exio4, i making it better, but i cant do it in one time
16:42 celeron55 finite water has convergence? lol
16:42 celeron55 in a finite world with caves, for sure
16:42 celeron55 ehm
16:42 celeron55 infinite*
16:42 celeron55 infinite world, that is
16:43 proller celeron55, by default 0- level is self-renewing, and it make always 0 queue at time
16:43 proller all caves is finite
16:44 proller very rare water can flow to -100 in caves
16:44 proller most caves flooded per 2-5 minutes
16:44 Jordach what if people made lakes at level 0
16:44 Jordach or even infinite pools at that
16:45 proller now is problem with huge caves in indev mapgen - its disaster, and can take hours to fill
16:45 proller bit it fill!
16:45 celeron55 for sure, with 100% CPU consumption and 2 seconds of lag for 10 hours? 8)
16:45 celeron55 well, at least our players are used to such
16:46 proller no lag with 1000 nodes per cycle
16:46 celeron55 a rare privilege for developers
16:46 Exio4 it is not a valid reason though
16:46 proller on slow cpu can set queue to 300
16:47 celeron55 do you realize how little 300 nodes is?
16:47 celeron55 it's a 7x7x6 piece
16:47 proller 300 x 10 times per second
16:48 celeron55 anyway, currently nothing happens in a finite liquid world for me
16:48 proller active area around player filled in 5-15 minutes, for fill huge cave you must moving around
16:49 proller celeron55, its enabled ?
16:49 proller maybe menu bug ?
16:50 proller its must fill an caves on new area
16:50 proller all caves
16:50 proller immediate
16:50 celeron55 hmm, now something happens
16:52 proller you can force it by digging around water
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17:02 proller still want to https://github.com/proller/minetest/commit/3a2f331bbc79293a7a230051706774cdede6f71c
17:03 celeron55 this appears to be somewhat better than i expected
17:04 celeron55 really the most annoying thing is that it looks like it's flowing often while it really practically isn't
17:06 celeron55 (except reeaaaallly slowly)
17:07 Jordach celeron55, like real water
17:07 Jordach the bottleneck is the space for the water to flow into
17:07 Jordach </physics>
17:08 proller its need in something like flowing flag, draw animation depend on it, and push player on flowing
17:08 hmmmm proller, just to let you know, I might need to change getHeat and getHumidity in the future
17:08 hmmmm well
17:08 hmmmm you use heat in a different way than i do actually
17:08 proller and delete this flag maybe when queue =0
17:09 proller hmmmm, no problem, its not final, needs day-night changes, more adjusting, ....
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17:10 hmmmm see, for biome calculations, temperature is supposed to be static but instead you use 3d perlin noise to make it vary with time
17:10 proller hmmmm, but close to your way
17:11 hmmmm actaully same thing with humidity
17:11 hmmmm it's completely different
17:11 Jordach proller, use things as intended
17:11 Jordach not differently as it will break at some point
17:11 proller and later add biome-defined corrections to getHeat and getHumidity
17:12 hmmmm if you want temperature and humidity to vary, but not completely change, that's a bit more complex
17:13 hmmmm like you use the static heat/humidity perlin noise values and then vary that by 3d noise on a limited scale
17:13 proller yes, i want to get something basicaly works, and then tune it
17:14 hmmmm also it's important to note that 3d perlin noise with one dimension held constant isn't equal to 2d perlin noise, since the 3d variant doesn't use easeCurve() before interpolation
17:15 hmmmm I really don't like how all the 3d perlin noise is angled and I am considering changing this by *gasp* adding a noiseparams field
17:15 hmmmm it's going to be quite a bit of re-working but i intend to maintain full backward compatibility
17:18 proller my features is very wip and you can change anything around
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17:19 proller i want to make working rain collector hills first and than long tune it
17:20 celeron55 have you considered how you are going to handle it at large scale+
17:20 celeron55 ?*
17:20 hmmmm if you intend for your implementation of weather to become part of mainstream minetest, there are quite a few things that need to be changed beforehand that you'll probably never get to
17:20 celeron55 because it really doesn't make sense if a player needs to walk somewhere to get water in somewhere
17:20 celeron55 from the sky, that is
17:21 proller now you can stay in one place and get rain or snow after some time
17:21 hmmmm like, you poll each individual point for temp/humidity, which only makes sense if these are being done randomly
17:21 hmmmm you have that on an ABM or something?
17:21 celeron55 proller: do you know the system that is used for slowly running abms?
17:22 celeron55 mapblocks store a timestamp of when they were last unloaded, and when they are loaded, stuff can be simulated based on that
17:48 loggingbot_ joined #minetest-dev
17:48 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
17:50 celeron55 when you add stuff to the engine, first consider whether it's useful or at least not a deadweight in this: http://c55.me/random/2013-05/screenshot_1726683685.png
17:50 celeron55 8)
17:51 celeron55 it gives some perspective
17:51 celeron55 (yes, we have a lot of deadweight for that; some of that isn't really doable otherwise though so it's kind of reasonable)
17:53 Anchakor_ wtf is this, meteor shower?
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19:05 sapier1 PLZ test https://github.com/minetest/minetest/pull/825 if I didn't miss any of your thousands of requests everything fixable should be fixe
19:05 sapier1 d
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19:31 proller sapier, good
19:32 sapier don't tell me good unless you tested it ;-P
19:33 proller its hard to test before merge
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19:35 sapier but it should be tested by someone except the one who wrote it ... I know how it works so I tend to do things as they are intended to be done
19:36 proller its contain important fixes ;)
19:36 proller and https://github.com/minetest/minetest/pull/825/files#L11R315
19:36 proller it must be done via function
19:37 proller json_vaue_to_number
19:37 sapier no
19:37 proller 5+ copypastes in file
19:37 proller why>
19:37 sapier there only is a toInt in json which doesn't convert
19:38 proller no, move this strings to function and use
19:38 sapier didn't you volonteer to rewrite that file anyway?
19:38 proller 315..321
19:38 proller yes, i want to rewrite
19:38 proller but now have no time
19:39 sapier ok so no need to do partial work now
19:39 proller ok
19:39 sapier it's working the way it is and rewriting twice isn't really usefull
19:44 sapier ok last thing done ... modmgr and gamemgr are now enabled by default ... 6 weeks after starting finaly the main purpose for doing this shows up
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22:39 PilzAdam hmmmm, http://forum.minetest.net/viewtopic.php?pid=100302#p100302
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23:19 hdastwb I get the impression that the implementation of minetest.dir_to_facedir hasn't been updated for 6d facedir yet; should it be updated to support +/- y as well?
23:20 hdastwb also, is minetest.facedir_to_dir a viable addition to the API?
23:20 PilzAdam no, it would break placing of stairs
23:20 hdastwb placing stairs calls it with +/- y parameters?
23:20 PilzAdam facedir_to_dir would be useful

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