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IRC log for #minetest-dev, 2015-06-01

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All times shown according to UTC.

Time Nick Message
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00:42 RealBadAngel http://picpaste.com/pics/screenshot_20150601_023915-FZGzRFc9.1433119305.png
00:43 Wayward_One whoa
00:44 Wayward_One awesome
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01:52 paramat zat i just thought, your problem with no biome nodes below y = 3 might be due to not using latest 0.4.12dev
01:53 paramat an earlier version of the biome API expects 'shore' nodes, which your biome definitions possibly lack
01:53 paramat best to use latest 0.4.12dev and biome definitions as in biomesdev mod
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01:56 paramat yep 0.4.12 stable has the old biome api which expects 'node top' 'node filler' 'node underwater'
01:57 paramat oops sorry i mean..
01:57 paramat expects 'node shore top' 'node shore filler'
01:58 paramat .. and 'node underwater'
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02:39 paramat http://i.imgur.com/glZFM4A.png projecting dungeons make the best bases. hmmmm
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03:15 hmmmm wait, I'm confused why meshes have a 65536 limit on indicies
03:15 hmmmm don't you mean verticies..?
03:17 VanessaE http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=44672
03:18 VanessaE this started to creep in back right after nodeboxes were added - people started making objects with fucktons of nodeboxes and it started tripping a lower version of that limit.
03:18 VanessaE (I think 16k at the time)
03:19 VanessaE this explains the term, http://irrlicht.sourcearchive.com/documentation/1.7plus-pdfsg1/classirr_1_1video_1_1IVideoDriver_55eba6140492faaed9dca7e16ad8dde2.html
03:19 hmmmm i still don't understand the limit
03:20 VanessaE specifically, "const u16 * indexList,"
03:20 hmmmm yes, the range of an index is 16 bit, meaning it can specify a vertex from 0 to 65535
03:21 hmmmm perhaps the person who added this limit was confused
03:22 VanessaE *shrug* maybe in keeping with AMD and Nvidia recommendations as the poster in the irr.sf.net thread said
03:22 VanessaE s/the poster/one poster/
03:22 hmmmm I have no problem with using 1.07 million indicies
03:22 hmmmm that's 357492 triangles per mesh
03:22 VanessaE O_O
03:22 VanessaE damn dude
03:23 VanessaE and I thought 7k was a lot.
03:23 hmmmm that's pretty small time
03:24 VanessaE well I keep it low for performance sake anyway
03:24 VanessaE high-poly + minetest = wat :)
03:25 hmmmm you have the same amount of polys, just in different mesh buffers
03:25 hmmmm the actual amount of geometry is identical
03:25 VanessaE right
03:29 hmmmm one thing about having high poly counts is that forsynth optimization is correspondingly slower
03:29 VanessaE try filling your test world with homedecor wine racks some time :)
03:29 hmmmm well, it's nuanced
03:30 VanessaE (4.6k polys per, after I shaved it down from > 7k)
03:57 sofar but why? lol
03:57 sofar thats insane
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08:34 rubenwardy #1606
08:35 rubenwardy #1606
08:35 rubenwardy https://github.com/minetest/minetest/pull/1606
08:35 rubenwardy Add mod security
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09:42 BirdyMeows :o
09:42 Darcidride Hi everybody, please, some minetest_game devs can approve/check this PR ? https://github.com/minetest/minetest_game/pull/494#issuecomment-107233546 (thank you in advance :))
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09:45 * BirdyMeows envies people who can sleep
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14:59 * est31 pushes in 5 minutes https://github.com/est31/minetest/commit/3fa4ab9714d924a06e9e19f2bb940af096e06874
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16:18 * est31 pushes in 5 mins: https://github.com/est31/minetest/commit/6df6b2a0e050da70ac5de9e99d4f440512888955
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16:39 est31 pushed
16:39 est31 (more than 5 mins lager)
16:39 est31 later*
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19:52 * est31 needs second reviews for pull requests https://github.com/minetest/minetest/pulls
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20:01 TeTpaAka What should I do about #2738? I can't fix the issue with the offset player location since it is a problem in the file itself.
20:01 TeTpaAka https://github.com/minetest/minetest/pull/2738
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20:15 est31 commented
20:15 TeTpaAka Thanks.
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20:18 neoascetic Hi all! Am I right saying that gettext is not required in server-only build or I am missed something?
20:22 Calinou gettext is never required
20:22 Calinou you definitely don't need it on a server
20:22 neoascetic great
20:23 neoascetic so we don't have i18n support in mods, right?
20:23 Calinou we do using add-ons
20:23 Calinou like intllib
20:23 Calinou and the translation is done server-side
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20:27 paramat sfan5 thanks for approval of turquoise river water, will push later. please could you add comments on https://github.com/minetest/minetest_game/issues/521 sometime?
20:29 neoascetic hi paramat.  will we have something like lakes in mountains, mountines rivers in v7 generator?
20:29 sfan5 paramat: is the top one the new one?
20:30 paramat sfan5 yes
20:30 sfan5 paramat: looks good
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20:30 paramat seems to lack contrast in the comparison, the dungeon screenshot looks better
20:32 paramat neo, not in mgv7 but yes in hmmmm's mgv8 and my own future core mapgen
20:32 paramat thanks
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21:13 VanessaE ShadowNinja: is the problem of Windows clients not handling the '-' character accounted for?
21:13 est31 ?
21:13 VanessaE [06-01 17:09] <MinetestBot> [git] ShadowNinja -> Uberi/MineTest-WorldEdit: Allow more characters in file names https:/ http://git.io/vkDfG (2015-06-01T17:08:43-04:00)
21:14 VanessaE looking at the code I notice that it already had "-" as a valid filename char, but I remember windows clients have problems if they're given a texture with "-" in the filename
21:14 VanessaE but this was a long time ago, I never heard if that had been fixced.
21:14 VanessaE fixed*
21:15 VanessaE hm, that was worldedit, not minetest engine
21:15 VanessaE didn't notice
21:15 VanessaE (my question still applies though :) )
21:17 est31 any updates on the inchra dns thing?
21:17 VanessaE yeah, it's been restored.
21:20 est31 nice
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22:12 RealBadAngel current head is dead
22:12 RealBadAngel who messed with assertions in builtin?
22:13 RealBadAngel assert(core.string_to_privs("a,b").b == true)
22:13 RealBadAngel assert(core.privs_to_string({a=true,b=true}) == "a,b")
22:13 RealBadAngel those two lines causing game to crash
22:13 RealBadAngel either minimal or mt game
22:15 est31 its the last commit
22:15 * est31 's fault
22:16 est31 aand I know the probable reason
22:16 RealBadAngel idk what that code does or is supposed to do
22:16 est31 at least I see an obvious error
22:16 est31 speedup
22:16 RealBadAngel but deleting those two lines does the trick ;)
22:17 kahrl um
22:17 RealBadAngel pity because ive rebased my parallax branch against this pearl ;)
22:17 est31 local string_sub, string_sub = string.sub, string.find
22:17 kahrl when a unit test breaks, you fix the bug, not remove the unit test :P
22:17 est31 ^
22:17 est31 I'll fix it
22:17 est31 one moment
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22:21 est31 https://github.com/est31/minetest/commit/e479337c1a69c68e4e9b0e7d0a6cc96550039bb1
22:21 est31 pushing that^
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22:22 est31 fixed
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22:30 RealBadAngel est31, for christ sake, please compile n try before pushing
22:30 est31 sorry
22:30 est31 I usually do compile
22:30 RealBadAngel i can understand hurry, i was doing the same
22:31 RealBadAngel but better to hold your horses and try it before
22:31 est31 I'll try to test at least basic login/logout when doing lua
23:00 jordan4ibanez Why does minetest default to lifting you up to 0.5 above the center of a node while sneaking instead of collision detecting the nodebox?
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23:54 paramat will push https://github.com/minetest/minetest_game/pull/523 to game soon

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