Time Nick Message 00:01 Taoki Any reason why #1266 wasn't merged yet? It's been there for a while... it's a needed correction to make tone maps work properly. 00:01 ShadowBot https://github.com/minetest/minetest/issues/1266 -- Make directional fog colors respect tonemap by MirceaKitsune 00:01 Taoki RealBadAngel: Perhaps you can merge that now. Especially since I created the directional fog, and this is additionally a patch to my code. And it shouldn't give anyone reasons to disagree. 00:11 RealBadAngel im ok with it. kahrl, sfan5 ? 00:19 RealBadAngel Tesseract, and you? 00:20 Tesseract Um, I don't know exactly what that does. 00:21 RealBadAngel when theres sun or moon tone map present it lets fog use it 00:21 RealBadAngel which is logical 00:21 Tesseract Seems O.K. 00:22 RealBadAngel Tesseract, and what about #1925 ? 00:22 ShadowBot https://github.com/minetest/minetest/issues/1925 -- Disable loading .mtl files. Theyre not used anyway. by RealBadAngel 00:24 Tesseract RealBadAngel: Fixes the "couldn't load foo.png for foo.x" errors? 00:24 RealBadAngel fixes could not load xxx.mtl 00:24 Tesseract Never seen that. 00:25 RealBadAngel try anything that loads a mesh 00:25 RealBadAngel i mean .obj files 00:26 RealBadAngel join VE's creative for example to see it for window shutters 01:36 RealBadAngel https://github.com/minetest/minetest/pull/1927 01:36 RealBadAngel #1927 01:36 ShadowBot https://github.com/minetest/minetest/issues/1927 -- Fix lighting artifacts (Issue #1887). by RealBadAngel 01:37 RealBadAngel before we get hardware lighting we have to update all the blocks around (waste of resources :( ) 01:52 hmmmm just realized a problem 01:53 hmmmm i test config file writing now for Settings, but how can i guarantee that writing a floating point value will match the expected output string? 01:54 hmmmm i mean how can I know that ftos(stof("2.0")) == "2" ? 01:55 hmmmm and then what about locale settings... i need somebody who knows more about this to verify TestSettings' correctness 02:10 RealBadAngel a = stof (x); y = stof(a); if (x==y) it is correct 02:10 RealBadAngel a = ftos (x); y = stof(a); if (x==y) it is correct 02:10 RealBadAngel oops ;) 02:14 RealBadAngel hmmmm, why do you need to know the output format anyway? 03:00 hmmmm because i'm comparing strings 03:00 hmmmm paramat: https://github.com/kwolekr/minetest/commit/2fd3d5202051e03303ac2b8e76976a7c4c8477f3 03:00 hmmmm erm he's not here 03:00 hmmmm everyone: https://github.com/kwolekr/minetest/commit/2fd3d5202051e03303ac2b8e76976a7c4c8477f3 03:13 paramat thanks hmmmmm 03:14 paramat wow you've been working hard 03:15 paramat so lacunarity for no change to before is 2 03:17 paramat ah i just researched, lacunarity is exactly what i was thinking of adjusting in the noise code 03:17 paramat this will allow a wide range of detail with fewer 'octaves' 03:18 paramat this ties into my studies of microtonal music theory 03:19 paramat some people are making music where the 'octave' is not a doubling of frequency 03:20 paramat such as this https://www.youtube.com/watch?v=wBOxnO10KjE 03:28 hmmmm lacunarity is best between 1.5 and 3.5 03:30 paramat for the last week or so i get this error message when starting a new world in mgv5/v6/v7: ERROR[main]: ServerMap::loadMapMeta(): could not open/home/../minetest/bin/../worlds/x/map_meta.txt 03:32 hmmmm hrmm 03:32 hmmmm i personally haven't 03:33 hmmmm i've heard of that problem existing months ago when somebody made some other change 03:34 paramat will report as an issue 03:38 hmmmm i'm going to add a 'point noise value buffer' mode to NoiseParams 03:39 hmmmm in this mode, the noise calculation functions will bypass the intermediate buffers and write directly to the result buffer using the point-polled value functions. the purpose of this is to accomodate "crazy" noiseparams settings such as a very low spread factor, without creating crazy requirements 03:39 hmmmm and higher octaves too 03:40 hmmmm i'm wondering if, on InvalidNoiseParamsException, if I should write an error message about invalid noise params but switch to this point-buffer mode 03:40 hmmmm and have execution continue on 03:41 hmmmm basically it'd make the Noise class equivalent to celeron's 0.3.x-era NoiseBuffer class 03:41 paramat interesting 03:57 hmmmm i actually kind of like that fractal song you pasted the link to 03:58 hmmmm it sounds creepy and off-tune 04:36 paramat that music video and artwork is actually an old experiment of mine =} (i confess!) 04:39 paramat hmmmm im not sure crazy noise params should be accomodated, if the smallest spread is less than 1 it can't be expressed in nodes, if octaves are high that's also a waste of processing 04:40 paramat better to throw an error so people learn 04:41 paramat is 'point noise value buffer' useful for intelligent use? 04:51 hmmmm it can allow minetest to use marginally less memory... 04:51 hmmmm i guess 04:52 hmmmm at the expense of vastly slower noise computation :-) 04:55 paramat i suggest not bothering then 05:14 hmmmm WOW 05:14 hmmmm no freaking way gcc is this stupid 05:15 hmmmm for (size_t i = 0; i != sx * sy * sz; i++) result[i] = result[i] * np->scale + np->offset; is 4us slower than for (size_t i = 0; i != sx * sy * sz; i++) result[i] = result[i] * np->scale + np->offset; 05:15 hmmmm with -O2 05:18 hmmmm erm not stupid... just very careful 05:18 hmmmm if I make sx, sy, and sz local variables, there is no difference in performance 05:19 hmmmm protip: if you're checking a loop condition against a class member, cache the result first. it might result in less pretty code but it's faster 05:21 hmmmm sx * sy * sz in this case was pretty blatant, but something less obvious might be like a size member. for (size_t i = 0; i != m_size; i++) { do stuff here on data } - bad 05:21 hmmmm size_t localsize = m_size; for (size_t i = 0; i != localsize; i++) { ... - good 05:57 kahrl nice 05:57 kahrl go to the multiplayer tab, type a nonexisting address and name ;_; and connect 05:58 kahrl then abort. voila: the name field is gone 05:59 kahrl lesson: _never_ dump user input into a formspec without escaping it 06:16 kahrl will push this in 30 minutes: https://gist.github.com/kahrl/591a33feeccf4f901c58 06:16 kahrl fixed the above 06:28 Zeno` I had to look up "lacunarity" on wikipedia 06:28 Zeno` And I still have no idea what it means 06:44 kahrl as far as I can tell, a fractal is lacunar if the sizes of the holes vary a lot if you look at different parts of the fractal 06:44 kahrl I had to read the wikipedia definition several times though ;) 06:45 RealBadAngel #1927 06:45 ShadowBot https://github.com/minetest/minetest/issues/1927 -- Fix lighting artifacts (Issue #1887). by RealBadAngel 06:46 paramat before, the ratio of the spreads of adjacent octaves was always 2 (hence octave, a doubling of frequency), now that ratio (lacunarity) can be set 06:48 Zeno` ok, I think I get it now 06:49 Zeno` RBA, I'll test now 06:49 paramat doubling spatial frequency = halving spatial wavelength = halving 'spread' 06:51 Zeno` hmm ok 06:51 Zeno` I guess the best way for me to understand properly is to experiment 06:54 Zeno` RBA, I can no longer reproduce the issues I was experiencing 06:54 Zeno` So I'm guessing it's truly fixed :) 06:55 Zeno` yep +1 ! 06:56 Zeno` All the test locations I had "bookmarked" where I was experiencing issues no longer show any anomalies 06:56 kahrl RealBadAngel: I don't understand the addUpdateMeshTaskForNode changes 06:57 kahrl why can you skip those mesh updates? 06:57 RealBadAngel simply because addUpdateMeshTaskWithEdge already does them 06:58 RealBadAngel no need to update mesh twice 06:58 kahrl but you call addUpdateMeshTask and not addUpdateMeshTaskWithEdge 06:58 RealBadAngel i call the last one 06:59 kahrl not in line 2647 07:00 RealBadAngel https://github.com/minetest/minetest/pull/1927/files#diff-34f48ad91ac6c202ac60b0348ae90e30R2351 07:00 RealBadAngel https://github.com/minetest/minetest/pull/1927/files#diff-34f48ad91ac6c202ac60b0348ae90e30R2373 07:00 kahrl I saw that but what does that have to do with addUpdateMeshTaskForNode? 07:01 RealBadAngel one calls another 07:01 RealBadAngel result was a few unnecesary mesh updates 07:02 RealBadAngel we need to update block where node is and then addUpdateMeshTaskWithEdge which will update surroundings 07:02 kahrl it's broken 07:02 kahrl if you dig a node at a block boundary the crack doesn't appear 07:03 RealBadAngel lemme check 07:03 * Zeno` finds block boundary 07:04 RealBadAngel checked, no problems with cracks 07:04 kahrl try it from the other side 07:05 kahrl only one direction is affected 07:05 kahrl well, 3 of the 6 directions to be exact 07:06 RealBadAngel huh, indeed theres problem with it 07:09 RealBadAngel but i can see crack missing only at bottom of the node 07:09 kahrl it should happen at the x-, y- and z- faces 07:14 RealBadAngel youre right, ive removed too much there, will fix that 07:19 RealBadAngel kahrl, check now 07:19 kahrl looks good now, will test 07:22 kahrl all the artifacts are gone now 07:22 kahrl good job :) 07:23 kahrl if it works for Zeno` too it can be merged 07:24 Zeno` give me 5 minutes? 07:24 Zeno` Just on the phone 07:25 kahrl sure 07:29 RealBadAngel when we will switch to real lighting we will have to re-revert those changes 07:29 Zeno` ok, my test locations are now fine (lighting wise) 07:29 RealBadAngel only lighting forces us to make so many mesh updates 07:30 Zeno` so yes, it resolves the issue :) 07:31 Zeno` re-re-re-revert? 07:31 Zeno` heh 07:31 RealBadAngel updating surrounding blocks meshes i mean 07:31 kahrl revert the revert that reverted the reverting revert 07:31 RealBadAngel hehe 07:32 RealBadAngel only those in update node makes sense, because removing a node can make face in adjacent block visible again 07:33 RealBadAngel any other updates in adjacent blocks are forced by lighting 07:36 Zeno` Anyone looked at #1873 ? 07:36 ShadowBot https://github.com/minetest/minetest/issues/1873 -- Temporary fix for irrlicht bug that cause MT not going to be compiled on BSD-like by neoascetic 07:37 Zeno` If I was going to address that bug I probably would have first done it the way neoascetic has done. There is already an #ifdef for POSIX anyway. I'd like to get away from irrlicht types altogether but that is a different story. 07:38 kahrl Zeno`: why is there an #ifndef _MSC_VER? 07:38 Zeno` kahrl, simply to include stdint 07:38 Zeno` same as the #else below already did 07:39 kahrl oh I see 07:39 Zeno` http://sourceforge.net/p/irrlicht/bugs/433/ explains it nicely and I really don't have an issue with this patch 07:41 kahrl I think it would be better if stdint.h was always included 07:41 Zeno` some compilers don't have it 07:41 kahrl just to avoid the case where a dev writes code that relies on it that then doesn't work on windows 07:42 kahrl huh 07:42 Zeno` I don't think older versions of MSCV do. Do you know which versions do and which don't? 07:42 kahrl those aren't C++ compilers then 07:42 kahrl or do they only have cstdint 07:42 Zeno` *shrug* I read it somewhere or maybe Krock told me 07:43 kahrl MSVC 2010 definitely has it 07:43 kahrl do we support older ones? 07:43 Zeno` I guess that's a question to answer 07:43 Zeno` I don't know 07:44 Zeno` If we don't then it's a non-issue and we include stdint all the time 07:44 Zeno` Actually that might make sense 07:45 Zeno` Supporting a 2008 version of Visual Studio seems a bit much... 07:46 kahrl it would be good to have a wiki page that explicitly spells out the compilers we currently support 07:46 Zeno` A bigger question (related) is do we support non-conforming compilers? :) 07:46 kahrl well we support at least one version of MSVC so yes ;) 07:47 Zeno` :) 07:48 kahrl and I guess since we don't set -pedantic, g++ isn't conforming either 07:51 kahrl that reminds me, I need to fix some struct/class differences 07:51 Zeno` Just setting -Wextra is bad enough 07:51 Zeno` I won't even try with -pedantic 07:52 Zeno` Oh also... do you know why -Wall is not included as a flag for release builds? 07:52 kahrl shall I push RBA's lighting fix? 07:52 Zeno` yep 07:52 kahrl no idea 07:52 kahrl I don't do releases ;) 07:54 Zeno` https://github.com/minetest/minetest/blob/master/src/CMakeLists.txt#L661 07:54 Zeno` to me it seems strange to omit just because you're building a release version, but maybe there is a reason 07:55 Zeno` Hmm, I wonder why it's not picked up from line 657 07:56 Zeno` nvm, maybe it was fixed already 08:02 kahrl https://gist.github.com/kahrl/08a2403e35b85b1ff12c 08:02 kahrl I'll fix those forward declarations 08:20 Zeno` who said you were allowed to use a script? 08:20 Zeno` seems like cheating! 08:21 kahrl heh 08:26 hmmmm https://github.com/minetest/minetest/commit/2a7c6d27b32711e2439bf56715d813ef96b8f904 09:03 Zeno` he missed an optimisation :( 09:04 Zeno` Noise::transformNoiseMap() is apparently called a lot with np->scale and np->offset ~= 1.0 09:04 Zeno` np->scale ~= 1.0 and np->offset ~= 0 sorry 12:52 Zeno` will merge #1930 when travis finishes 12:52 ShadowBot https://github.com/minetest/minetest/issues/1930 -- Fix compiler warning (signed vs. unsigned) by Zeno- 13:01 Zeno` done 13:04 Zeno` Can someone else look at #1873 please? 13:04 ShadowBot https://github.com/minetest/minetest/issues/1873 -- Temporary fix for irrlicht bug that cause MT not going to be compiled on BSD-like by neoascetic 13:04 Zeno` kahrl and I discussed this earlier (check logs) and it seems to be a perfectly reasonable solution to an irrlicht problem to me 13:05 Zeno` Perhaps the word "temporary" can be removed from the commit message 13:06 Zeno` All it's doing is making sure that stdint is included before irrtypes.h :/ 15:40 hmmmm Zeno`: yeah, most of the time offset == 0 and scale == 1, which is why it's a separate function you could optionally call 15:40 hmmmm you save a good 6 microseconds that way 15:51 hmmmm 6 * 80 = 480 microseconds if using 3d noise 15:54 Zeno` ahh, ok, it's already checked then? (my comment was half tongue-in-cheek btw) 17:50 RealBadAngel hi guys 17:51 VanessaE greetz 17:51 Calinou hi RealBadAngel 17:51 RealBadAngel and ladies :) 17:51 RealBadAngel shit, wrong order ;) 17:51 Calinou there is no wrong order here 17:52 RealBadAngel Calinou, ladies first, i should have check the list first ;) 17:52 RealBadAngel anyway, theres a call to fix visual_scale parameter 17:53 VanessaE but is there anything to fix? 17:53 RealBadAngel atm, at lua side its single float, copied onto the vector in the engine 17:54 RealBadAngel so you cant control desired dimension, just all of them 17:54 RealBadAngel problem is, this way is used everywhere 17:55 RealBadAngel we need (like really) to switch from single float to a vector of 3 floats 17:55 Calinou like wield_scale? 17:56 RealBadAngel like visual_scale too 17:56 VanessaE oh right, forgot about that idea. 17:56 RealBadAngel with Z=0 in scale we could have old flat plants for example 17:58 RealBadAngel and control thickness of all extruded things 17:59 RealBadAngel not to mention separate factor for x and y could be also useful 19:16 Taoki Since I'm seeing a lot of misc stuff is being merged, can someone also look at #1926 ? It's a small fix, which would allow me to add swimming sounds to minetest_game and already enables ladder climbing sounds out of the box. 19:16 ShadowBot https://github.com/minetest/minetest/issues/1926 -- Liquid & climbing footsteps by MirceaKitsune 19:18 Krock Btw, why was the feature with >right-clicking once to put a single item into the inventory< changed to 2 clicks? 19:23 Taoki Also, I tested how view bobbing while swimming and climbing looks, and IMO that is also a large improvement because it looks a whole lot better and more realistic. So this kinda improves two things simultaneously. 19:23 Calinou yes, I like view bobbing when swimming/climbing, good idea 19:23 Calinou (I have view bobbing off but wield item bobbing on) 19:24 Calinou Taoki, also can you increase max bobbing speed? 19:24 Calinou m_view_bobbing_speed = MYMIN(speed.getLength(), 40); 19:24 Calinou change the 40 for a bigger value, I suggest 80 19:24 Calinou or 75 19:24 Taoki I think someone else made a separate pull request for that, which changes that max to 100 19:24 Taoki Might have commented on it just yesterday 19:24 Calinou someone_else = "Calinou", 19:25 Krock #1921 comments please 19:25 ShadowBot https://github.com/minetest/minetest/issues/1921 -- Ignore .name directories and files by SmallJoker 19:25 Calinou if only I was a core dev, I could merge simple stuff like that :( 19:26 Krock Calinou, and that's bad to merge on your own 19:26 Calinou I mean, other people's PRs 19:26 Taoki Another nice thing about view bobbing working while swimming, is that the bob cycle speed depends on movement speed. So the view and wield item bob more slowly when you swim or climb then when you walk, wich looks and feels very correct :) 19:43 paramat hi nore sfan5 please could you merge https://github.com/minetest/minetest_game/pull/366 ? roots are removed as requested, rebased 19:46 Taoki Looks nice! Would have been even nicer with non-mgv7 snow biomes though. 19:54 Calinou https://github.com/minetest/minetest_game/pull/354 19:54 Calinou can this be merged? core dev has approved it 19:58 * shadowzon wonders how she can vote it up 19:59 shadowzon or do I have to be added? 19:59 kilbith need a Zeno clone for _game 20:02 Calinou feel free to vote it up, but it won't do much 20:03 shadowzon I'm new to github so I don't know how to vote up 20:06 paramat 4000 commits! 20:08 PenguinDad paramat: come back when we reached 9001 :P 20:39 twoelk paramat: thinking about them trees with roots of yours, how about being able to plant saplings on trunks similar to real life grafting https://en.wikipedia.org/wiki/Grafting 20:44 paramat idea is okay but personally i can't get enthusiastic about adding it =) 20:46 twoelk might be usefull to have cultivated varieties such as discussed here http://irc.minetest.ru/minetest/2014-08-24#i_3884595 20:47 twoelk or maybe a way to make apple orchards and not wait for the random apple tree