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IRC log for #minetest-dev, 2014-11-01

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All times shown according to UTC.

Time Nick Message
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02:16 ShadowNinja Made a new split function to fix my problem (well, copied it off the lua-users wiki and modified it).  http://sprunge.us/VMjB
02:18 Sokomine lua is not the most practical language when it comes to string functions
02:19 kahrl I don't like changing how standard functions work
02:20 kahrl oh nvm, it isn't a standard function
02:20 kahrl still changing it could break a lot of code
02:23 kahrl does the new version work completely the same as the old one when just one argument is passed?
02:24 ShadowNinja kahrl: Seems so: http://sprunge.us/GgHP  Can you think of any other tests?
02:25 kahrl what if delim is length >= 2?
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02:26 kahrl (I guess the old version had a bug when sep contained a ] or some other regex special character... no need to replicate that bug
02:26 kahrl )
02:26 RealBadAngel hi
02:26 RealBadAngel whats up?
02:28 ShadowNinja Ugh, one descrepancy: ("a:::b"):split_old("::") -> {"a", "b"} ("a:::b"):split_new("::") -> {"a", ":b"}  Bat that seems like a bug.
02:28 ShadowNinja But*
02:29 ShadowNinja kahrl: Thoughts?
02:29 ShadowNinja kahrl: And the new one has the same issue/feature.
02:29 kahrl ShadowNinja: the old version does this: s="a:b;c"; s:split(":;") --> {"a","b","c"}
02:29 kahrl so the separator isn't meant as a substring but a set of characters
02:31 ShadowNinja kahrl: That's broken too.  Maybe I'll just use two seperate functions with a branch.
02:31 ShadowNinja Oh, or...
02:31 kahrl well, not really broken, but perhaps surprising
02:31 kahrl at least it should be documented
02:32 kahrl lua_api.txt leaves one in the dark there
02:34 kahrl everything in builtin seems to pass use 1-character sep
02:34 kahrl s/use/only
02:34 ShadowNinja kahrl: Alright, they're functioning identically again, just had to add [] to the patters.
02:34 ShadowNinja pattern*
02:34 ShadowNinja kahrl: Anything else?
02:35 kahrl honestly I prefer the substring matching to the character-set matching
02:35 kahrl it's less surprising
02:36 ShadowNinja Possibly, but I need something compatible right now.
02:36 ShadowNinja Could add a substring param.
02:36 kahrl nah, YAGNI
02:37 kahrl we haven't needed it yet, so it's unlikely we will
02:38 kahrl is any performance critical code using split and would be slowed down by the new version?
02:39 kahrl doesn't look like it to me
02:45 kahrl ShadowNinja: alright, I don't see any other problems, so push it if you don't see any either
02:47 ShadowNinja kahrl: O.K.  can you review the patch that this was created to implement (look up).
02:47 ShadowNinja s/\./?/
02:50 Zeno` umm... my conf file seems to grow ... currently has about 500 empty lines tacked onto the end of it and I only deleted them last week
02:51 kahrl this? http://sprunge.us/JgjM?diff
02:52 kahrl Zeno`: can confirm
03:44 hmmmm has anyone gotten spooked yet?
03:45 hmmmm all this shitty code... how can you not?  8)
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11:06 Krock #1791
11:06 ShadowBot https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker
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11:58 Krock hmm I wonder how it's possible to check if a ServerActiveObject is a player
12:01 Krock could someone give me a hint?
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12:51 Zeno` from C++? getType() probably
12:51 Zeno` if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {}   (probably)
13:02 Krock ok thx
13:02 Krock yes
13:03 Krock Zeno`, wouldn't it be ->getSendType() ?
14:01 Krock okay, the code 'object->getSendType() == ACTIVEOBJECT_TYPE_PLAYER' seems to return false all the time
14:02 Krock trying with getType() now
14:13 Krock updated #1791 works fine
14:13 ShadowBot https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker
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17:17 hmmmm please take a look:  https://github.com/kwolekr/minetest/commit​/9e811a92e7846b958e4bc84aeb30bad8b51e8e1d
17:17 hmmmm this is basically phase 1 of the huge mapgen-related crap organization
17:18 hmmmm I won't push this to upstream until I get 3 approvals
17:18 hmmmm because it's so huge
17:18 hmmmm and probably breaks things
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17:34 Krock looks huge. I guess it's tested, right?
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17:44 hmmmm it compiles and things seem to work.
17:45 Krock great.
17:45 hmmmm really wish we had a dedicated QA team
17:45 hmmmm i want to make commits with a higher degree of certainty other than "it compiles"
17:46 Krock well then, testing is the only soulation. What do you mean with QA?
17:47 hmmmm QA people who would create strategies to automate testing of things
17:47 hmmmm write up unit tests
17:47 hmmmm perform in-depth tests of things when requested by developers
17:47 Krock basically, self-tests?
17:48 hmmmm yes, that's a unit test
17:49 Krock ah. the idea is good. now we only need people who would do this :/
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17:58 Calinou <hmmmm> really wish we had a dedicated QA team
17:58 Calinou how so
17:58 Calinou give us instructions
17:58 Calinou don't expect all QA people to be programmers
17:59 Calinou ie. I can't write unit tests
17:59 PenguinDad hmmmm: try running bfd with it and see if it works
17:59 hmmmm yeah... that's the problem though
17:59 hmmmm no idea what bfd is.
17:59 VanessaE Big Freakin' Dig
17:59 VanessaE Jordach's game
17:59 PenguinDad hmmmm: https://github.com/Jordach/big_freaking_dig
18:01 hmmmm can somebody else do that
18:01 paramat hmmmm, my mgv5 commits are rebased, squashed into one and ready for an initial review https://github.com/paramat/minetest/commits/mgv5
18:08 hmmmm move the part where you resolve the node names into the mapgen's constructor
18:08 hmmmm also i think contour() should stay in noise.cpp
18:09 hmmmm it certainly doesn't hurt
18:09 hmmmm hmm, what are MGV5_FOO and MGV5_BAR for?
18:09 paramat ah i couldnt work out how to access it from there
18:09 hmmmm what do you mean
18:09 paramat lol
18:09 paramat those were temporary spflags examples
18:09 hmmmm oh
18:10 paramat i thought i had removed all trace of those
18:10 hmmmm add a function prototype for contour() to noise.h
18:10 kilbith thanks for all the mapgen work, hmmmm
18:10 hmmmm hah... no problem
18:10 hmmmm thanks
18:10 paramat okay
18:10 * paramat takes note
18:10 hmmmm thank paramat better, he's probably written more mapgen crap than i :)
18:10 hmmmm i don't do much anymore
18:10 kilbith of course
18:11 Krock >mapgen crap
18:11 Krock this doesn't fit together
18:11 hmmmm it's all a bunch of crap
18:12 Krock no no. mapgen is holy
18:12 kahrl holy crap?
18:12 Krock even crap can be holy
18:12 paramat 'move the part where you resolve the node names into the mapgen's constructor' move to where? you mean 'c_stone = ndef->getId("mapgen_stone");' lines?
18:14 Krock 100% shop talk
18:14 hmmmm paramat, yes
18:14 hmmmm like current upstream's mapgens
18:14 paramat okay
18:15 paramat also spflags could be added for lava, dirt blobs, whatever
18:19 paramat 130ms makechunk time on my machine (excluding lighting calculations), i have no idea if that is fast for core mapgen hehe
18:19 Krock holy crap.
18:19 Krock 5 times faster than my simple mapgen
18:20 hmmmm you need to compare it relative to the other mapgens
18:20 hmmmm v6 is pretty fast
18:20 hmmmm it's most likely slower than that
18:20 paramat okay
18:20 paramat it worked out at +10ms per easing
18:21 paramat for the 3d noises
18:21 hmmmm yeah, sounds about right.
18:21 hmmmm we could really optimize that.  it doesn't seem like much but it really adds up since you need a lot of noise
18:21 Krock LuaJIT feels slow from now on.
18:21 hmmmm https://github.com/paramat/minetest/commit​/29c9877569bffb6cd0868bac77af839348fd8686#​diff-54cee86b3578ebb78d854b864bf6244bR388
18:21 paramat so i those to ease 3 of the 5 3d noises
18:21 paramat *chose
18:22 hmmmm that sort of code where you have loop ()  { if () { all of the stuff in here } }
18:22 hmmmm any time you have that, you can make it easier to read by changing it to
18:22 hmmmm loop () { if (!thing) continue;  all the stuff here }
18:22 hmmmm try to minimize the level of indentation
18:23 paramat ah yes indentation ...
18:23 hmmmm ahh you're using my crappy mapgen v7 biome code
18:23 hmmmm :(
18:24 paramat i was copying mgv7's style lol
18:24 hmmmm i tried to make the best out of my horrible biome setup
18:24 hmmmm err, overly simplistic biome model
18:24 hmmmm it makes things worse off in the end because you have to account for things such as "what's the biome underneath this ridge?" and so on
18:25 paramat at least it has noise varied decoration density
18:25 kilbith paramat : https://cdn.mediacru.sh/brIi-t86mAnq.png   <- mountain + 'air sphere' that remove sperically the top-nodes and put lava into the hole, result : volcano. Possible ?
18:26 kilbith (not sure to be clear enough)
18:26 paramat yes possible
18:27 Krock kilbith, it does not garantuee a non-overflowing lava hole
18:27 Krock example, when the lava is placed too high
18:28 kilbith volcano = mountain (>= 50 nodes) - air sphere (mountain top-node - 10 nodes)
18:28 Krock and how to detect the top of a mountain? :P
18:28 kilbith hmm
18:28 kilbith good question
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18:28 paramat yes its better to have a vertical magma channel
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18:31 Krock How about adding more noise functions/generators to minetest?
18:32 paramat im now looking at noise code
18:32 Calinou v6 is unbeatable speed-wise :P
18:32 gravgun Krock: you can do awesome things with perlin noise though
18:32 Krock Calinou, singlenode?
18:32 Calinou I mean, natural mapgens
18:32 gravgun singlenode v6?
18:33 gravgun wait...
18:33 Krock gravgun, yes I know but if you want a more linear stuff, it might not the best soulation
18:33 gravgun Ah, yes
18:34 Krock ^fake
18:35 Krock btw, if the people are already active here - any comments to #1791 ?
18:35 ShadowBot https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker
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18:36 Krock minimal player transfer distance would be 8 nodes
18:36 Calinou keep the default infinite, please
18:37 Calinou also make the default non-infinite value quite large, like, 256 radius
18:37 Krock ehm. unlimited = true disables that setting
18:37 Calinou I mean, the default value should be that transfer distance is not limited
18:37 Krock it is not limited because unlimited is set tu ture by default
18:38 Krock *to true
18:38 Calinou cool
18:38 Krock well, currently it depends on the active block range, possibly I should change that
18:40 casimir Why don't you allow 0 as minimal value? This way people could disable names completely.
18:40 Krock casimir, with that you disable yourself
18:40 PenguinDad lol
18:40 Krock and you get an access violation when hitin F7
18:40 Krock *hitting
18:40 casimir ok
18:41 Calinou client-side option to hide name tags would be cool
18:41 Calinou (hide whenever HUD is hidden)
18:41 Krock yeah
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18:47 Krock *removes the dependencies of active block range*
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19:41 Krock so, updated pull nr. 1791 again
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20:08 Calinou camera.cpp:506
20:08 Calinou m_view_bobbing_speed = MYMIN(speed.getLength(), 80);
20:08 Calinou add this line (to replace the old one)
20:08 Calinou better view bobbing
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