Time Nick Message 00:43 hmmmm yay 0.4.10 is out 00:43 hmmmm clap clap 00:43 ShadowNinja celeron55: Are the launchpad builds done yet? 00:50 ShadowNinja Also, I asked to join the minetestdevs team. 00:59 hmmmm hrmm 00:59 hmmmm i bet multi-threaded emerge is more broken than i originally thought 01:00 hmmmm whenever a block is not found on disk, I need to check to see if the containing chunk has been queued for generation or if it's already in the process of being generated 01:03 hmmmm #1425 01:04 VanessaE https://github.com/minetest/minetest/issues/1425 01:04 hmmmm oh thanks bot 01:04 VanessaE :P 01:04 hmmmm jeez 02:46 ShadowNinja minetest_game is broken. xpanes has issues with unknown nodes, and TNT is, um... very, very, very badly optimized... 02:47 ShadowNinja I fixed xpanes, I'm pretty much writing over TNT with my local super-fast version of the nuke mod. 03:06 stormchaser3000 i really don't like the minetest_next being merged into minetest_game 03:06 stormchaser3000 (no offense to blockmen) 03:41 hmmmm am I the only one who thinks that Database_Dummy should in fact be the base Database class rather than having Database act as a pure virtual interface? 03:42 hmmmm not to mention all of the database class names violate the code style conventions ... 03:52 hmmmm what the frig this is bananas 03:52 hmmmm why does Database_Redis throw exceptions but nothing else does 04:55 ShadowNinja http://ix.io/dhK/diff Cleans up TNT and makes it's holes circular instead of square. Performance can't really be tested because the old version used minetest.after a lot. 04:56 ShadowNinja I'll push the xpanes cleanup now since it's changes are only internal. 04:56 ShadowNinja TNT has slightly larger explosions now. range=3 was too wimpy so I set it to 4 by default. 05:56 hmmmm celeron55: was there any reason in particular why you decided to create the blocks being generated and insert them into the map in initBlockMake rather than only manipulate the map in finishBlockMake? 06:06 ShadowNinja celeron55: Also, /topic remove 1 07:06 * sfan5 just tagged 0.4.10 in minetest_game and updated the stable-0.4 branches in minetest and _game 08:04 sfan5 RealBadAngel: are these blinking water blocks your fault? https://mediacru.sh/KKvDs0OGcEQ5 08:09 casimir sfan5, the link to the arm android build in the forum gives 404. 08:09 sfan5 *sigh* 08:09 VanessaE sfan5: I've seen that problem on my box also. 08:10 sfan5 casimir: fixed 08:11 casimir :) 08:11 VanessaE (and I still see it happen) 08:32 RealBadAngel sfan5, i dont think so 08:47 BlockMen ShadowNinja, first, plz respect the new maintainer rules of _game. They are set to avoid problems like before (everyone is doing all/nothing at game) 08:48 BlockMen sencond, why do you remove informations like this https://github.com/minetest/minetest_game/commit/ca7f6bb97a832f948d209aa061bf5b09462af15b#diff-cae7529fac2d92bfafc7a78857ba2b8aL65 ? 08:48 BlockMen third, why dont you use spaces in your tnt changes? 08:49 BlockMen *or does ix.io just displays it wrong? 11:23 Taoki Sooo... now that 0.4.10 is out, and the feature freeze should be over, what are the best new additions we can expect to see in the engine soon :D 11:24 Taoki I guess there isn't a list of them, unless a dev knows by memory 11:33 Taoki Ahhh, I just looked at the GIT. minetest_next has become minetest_game, and the freeze seems to be over! +1 to that, totally 11:33 Taoki I didn't see any use to the frozen minetest_game. Combining it and neXt will likely be a lot more helpful... especially with great new features making it to 0.4.10! 11:35 Taoki Hmm... but there is one big problem: The default textured formspecs break mods that set their own inventory formspec :/ 12:05 Taoki It was my fault actually... seems I have to run custom inventory formspec with minetest.after(0) now 12:23 VanessaE oh dear G*d whose idea was it to darken the screen when opening a formspec? 12:23 VanessaE that's gotta go. like no. 12:23 VanessaE now* 12:27 PenguinDad VanessaE: https://github.com/minetest/minetest_game/commit/104018d711ff0a581344299d78aaa6c0bd42a023 12:28 PenguinDad Most likely BlockMen 12:29 VanessaE it's horrible. get rid of it 12:35 ShadowNinja BlockMen: I can't open that link, but I assume you mean ---register panes and bars. I removed that because the panes and bars aren't actually registered there (and when they are it's pretty obvious). I made TNT use tabs for indentation, but I'm pretty sure it was like that before. I do use spaces for clarity. I don't know what the new rules are, other than "minetest_game isn't frozen anymore". 13:19 Taoki Can't complain about darkening the background when opening a formspec. Though I guess it could do without that 13:20 Taoki I didn't even notice really, just read VanessaE's post and saw :P I think it's fine personally 13:28 Taoki There is however a big issue with function default.get_hotbar_bg(x,y)! You can only define 7 slots, whereas this could be useful for mods with multiple slots too (eg: Custom hotbar sizes) 13:28 Taoki Then again, that function can be copied really, so yeah 13:37 sfan5 Taoki: file a bug, maybe someone will fix this 13:37 Taoki sfan5: It's okish actually. Since that's meant to work for the default formspec either way 13:38 Taoki I've written my own 3-line function to do this in my mods :P 13:50 VanessaE sfan5: in the glass doors, use a transparent image for the top side of the bottom half. 13:50 VanessaE that'll get rid of that annoying split in the door texture 13:51 VanessaE (unless you insist on it being divided in two :P ) 13:51 sfan5 VanessaE: -> github issue please 13:53 VanessaE too busy updating HDX to follow suit :P 14:31 celeron55 could someone from _next post on the forum how it's development works? 14:31 celeron55 or wiki or both 14:32 celeron55 this has to be clear in order to not cause a mess and sad people 14:33 Taoki celeron55: Very good decision to integrate _next into minetest_game IMO, and remove that freeze. This is seriously the best thing we could do now I believe, and a wise choice to take this action before releasing 4.10 14:34 Taoki If someone wants a game to base mods on, someone could package the last version of minetest_game before the neXt integration, and allow servers to still run that with existing mods 14:35 Taoki People should find 4.10 a lot more exciting with the influx of changes thrown into its GIT for this release. Just engine changes would have probably not gone too noticed 14:35 RealBadAngel celeron55, i managed to finally solve issue with faces shading. sorry it took so long 14:36 Taoki Yep. Just finished testing RBA's changes, no more flickering and shaders should also be faster now 14:36 RealBadAngel but the code was spread all over mapblock_mesh.cpp 14:36 sfan5 celeron55: is there an existing wiki page for that? 14:37 celeron55 probably no, dunno 14:37 sfan5 I'll create a new one 14:38 Taoki celeron55: Either way, I'm not sure how much advice from me matters. But many voices are saying 4.10 was released with a lot of bugs remaining. Any chance that you might consider a new mini-release in a few weeks or days, before 4.11? Like maybe a 0.4.10.1 14:39 Jordach Taoki, 0.4.10* 14:39 Taoki IMO this would be a good thing to do somehow. Waiting 6 more months to fix important things doesn't sound that well 14:40 Taoki Yes, I meant 0.4.10 not just 4.10, was reflexively simplifying :P 14:50 sfan5 celeron55: http://dev.minetest.net/minetest_game_Development 14:50 Calinou 0.4.10 is released, topic should probably be changed, it's not feature freeze anymore 14:51 Calinou or do you keep feature freeze on, in case you release a bug fix update? 14:52 Calinou sfan5, sounds good 14:52 Calinou but you exactly said “no workbench” then “workbench if everyone agrees” :P 14:53 * Taoki noticed that too, and agrees with the second :) 14:54 Taoki Actually I just proposed another version of the workbench mod for pull request :3 14:55 Calinou I don't think everyone will agree on it though :P 14:55 Taoki In case they do that is 14:55 Taoki Since that's what I read last night 14:55 RealBadAngel https://github.com/minetest/minetest/pull/1456/ 14:56 RealBadAngel ^^ that should solve faces shading issues once and for all 14:56 Taoki Yep... pull that please :) 14:56 RealBadAngel no matter what lighting or shaders, its done in just one place 15:01 VanessaE RealBadAngel: is it wise to calculate square roots there? 15:02 RealBadAngel it hasnt changed 15:02 VanessaE ok. I suppose it hasn't, at that. 15:02 RealBadAngel i just coded it different way 15:02 RealBadAngel but its gone from shaders 15:04 VanessaE it didn't really need to be in a shader anyway :) 15:04 RealBadAngel if it has to be calculated somwhere better once on mapblock refresh and in core 15:04 Taoki ^ 15:05 Taoki RealBadAngel: BTW. I kept wanting to suggest something for a while, which should be a minor change and very useful at that 15:06 Taoki RealBadAngel: The sun and moon colors can now be changed via tonemap, but sky color remains constant. Can you please add a third tonemap, representing sky color at given times of day? Starting at midday and ending at midnight, with dusk / dawn at the middle. 15:06 Taoki So people who use tonemaps in their games can also colorize the actual sky 15:06 sfan5 Calinou: only the direction was written by me, the rest came from BlockMen 15:06 RealBadAngel sfan5, that water flickering, could you check that again? 15:07 RealBadAngel i removed one bug about that i think 15:08 RealBadAngel https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L355 15:08 RealBadAngel such bug could be responsible for so weird behaviours 15:13 RealBadAngel Taoki, good idea 15:13 Taoki RealBadAngel: Any thoughts on my idea about the tonemap? 15:13 Taoki Haha, just when I asked :D 15:13 Taoki Thanks. Hopefully isn't hard to implement 15:14 Taoki Shouldn't affect the directional fog colors this time either. Let me know if you have any questions about that though 15:40 sfan5 RealBadAngel: error: client/shaders/nodes_shader/opengl_vertex.glsl: patch does not apply 15:41 RealBadAngel weird 15:44 RealBadAngel sfan5, travis havent found any problems 15:44 sfan5 travis does not do git am 15:44 RealBadAngel lemme try it too 15:46 RealBadAngel no problem with it 15:47 sfan5 https://github.com/minetest/minetest/pull/1456.patch did you try with that one? 15:51 RealBadAngel i have just cherry picked that commit into my local clone of minetest repo 15:51 RealBadAngel i could push it right now 15:53 sfan5 can you git format-patch -1 and paste that somewhere 15:57 RealBadAngel sfan5, http://paste.scsys.co.uk/406677 15:58 sfan5 still does not apply.. 15:58 sfan5 just push it 16:07 RealBadAngel ok 16:13 RealBadAngel sfan5, can you check that water issue now? 16:43 sfan5 RealBadAngel: no longer blinks; but the bug that individual chunks of water sometimes get opaque remains 16:44 RealBadAngel that has to be something another 16:45 RealBadAngel and also can be so good hidden ;) 16:49 VanessaE sfan5: I have that glitch too. 16:49 VanessaE (random opaqueness) 16:50 RealBadAngel how to reproduce it? 16:51 sfan5 1) use minetest 16:51 sfan5 at least for me 16:51 VanessaE RealBadAngel: make sure fog is enabled and probably shaders too and... just look around. it's view angle and view pitch dependent. 16:53 RealBadAngel could any of you record a vid with that? 17:00 VanessaE https://www.youtube.com/watch?v=7HlHDz3Ord4 17:00 VanessaE RealBadAngel: not mine, but this is what happens. 17:01 VanessaE notice the date of the video: March 29. So this is a somewhat old bug 17:03 BlockMen gonna push this in a few minutes https://github.com/BlockMen/minetest/commit/00b37ef0152ce7e19ca6d42120b588f246faa994 17:04 VanessaE BlockMen: privilege* 17:04 VanessaE (x3) 17:04 BlockMen oh, will fix 17:05 sapier is version already resetted? 17:05 VanessaE also about f4, maybe you mean mapblocks are not *updated* anymore 17:05 VanessaE they're still drawn. 17:06 sapier great ... we're formaly still at release mode while everyone commits new features 17:09 BlockMen sapier, should i do aswell (now)? 17:09 sapier already donw 17:14 BlockMen https://github.com/BlockMen/minetest/commit/e69d66078417ee6193d3ac2adc129c220a5af4d1 17:14 BlockMen last chance for comments 17:17 BlockMen and why is the topic still "0.4.10 feature freeze"? 18:18 sapier uagh ... sqlite3 is a perfect example for why not to use goto 19:23 dzho oh? 19:30 Taoki Why is enable_freetype not default in cmake? I always have to enable that manually after I configure... was wondering if there's a purpose. 21:12 sapier I found a workaround for sqlite on android ... but I can't even tell how ugly it is 21:14 sapier https://github.com/minetest/minetest/pull/1457