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IRC log for #minetest-dev, 2015-08-16

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All times shown according to UTC.

Time Nick Message
00:00 twoelk I mean newly set  trees cutting through older trees
00:00 VanessaE I'd have that flag set to false for sapling-grown trees.
00:00 VanessaE true for mapgen-spawned ones
00:00 paramat yeah l-system, i made mgv6 trees do this already (i think)
00:00 RealBadAngel VanessaE, trunk can be placed only in air nodes
00:01 VanessaE RealBadAngel: I know.  and I'd like to turn that behavior off.
00:01 RealBadAngel it cannot overwrite anythin
00:01 RealBadAngel this way it would be able to destroy everythin
00:01 VanessaE sure, if turned on after mapgen time. but that's not the plan here.
00:02 paramat trunk can replace air, ignore or leaf. then no problem for sapling grown too
00:02 VanessaE paramat: that would be sufficient, so long as you can reliably detect leaves :)
00:03 RealBadAngel flag for that should be carried in treedef
00:03 VanessaE (I guess checking the target node name for "leaves" or "needles" would be enough)
00:03 VanessaE RealBadAngel: that's the idea.
00:03 RealBadAngel and tree does know its leaves
00:03 paramat groups
00:03 VanessaE paramat:  oh, right
00:03 RealBadAngel theyre in the treedef
00:04 * twoelk wonders wether trees still grow leaves through walls
00:05 paramat ah
00:05 VanessaE the need for this came up when I finally fixed the bug in moretrees that kept its own jungle trees from spawning -- they now spawn along and just inside of the edges of where the mapgen puts default jungles, so they need to be able to punch through the canopy without being broken by existing leaves.
00:05 RealBadAngel they grow in empy spaces, they dont understand the walls ;)
00:07 twoelk maybe they should only grow if connected to trunk or other leaves
00:07 VanessaE twoelk: one thing that would help that is if the growing routine would abort the current "branch" if it finds something other than air or leaves.
00:08 paramat yep
00:08 VanessaE would only work on lsystem trees though
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00:10 RealBadAngel lsystem tree trunk placement check only for ignore and air
00:11 RealBadAngel there are no checks for anything other
00:12 VanessaE well then it needs to change :)
00:12 VanessaE I should be able to tell it to not check for anything at all, if I want.
00:12 VanessaE (well, ignoring "ignore" for a moment)
00:14 RealBadAngel this way tree will overwrite everything including itself
00:14 RealBadAngel trunks will replace leaves and vice versa
00:14 VanessaE um no
00:14 VanessaE I'm saying only the trunks should overwrite.
00:15 * twoelk sees mods with aggressive building grieving landscape changing plants invading peacefull worlds
00:21 RealBadAngel trees using such thing will look different than without
00:22 RealBadAngel they will have lotsa more trunks nodes places and less leaves
00:22 RealBadAngel *placed
00:23 VanessaE so only make them replace stuff that doesn't match what's in the tree def
00:23 RealBadAngel edit treegen.cpp line 550
00:23 RealBadAngel and remove that if
00:24 RealBadAngel and see how the trees will look like with trunks being able to overwrite leaves
00:25 RealBadAngel you want the tree to being able to "erase" other trees?
00:25 VanessaE yep
00:25 RealBadAngel what for?
00:25 VanessaE see above.
00:26 VanessaE if I spawn (at mapgen time) one of moretrees' jungle trees (which have their own local copy of the default jungle tree trunk node), they should be able to punch right up through the canopy of default jungle trees
00:26 twoelk promoting only their own kind the trees will take over the world at last
00:27 VanessaE btw why aren't you caching vmanip.m_data[vi].getContent() ?
00:27 RealBadAngel why dont you just replace regular trees with lsystem ones?
00:30 * VanessaE shrugs
00:32 VanessaE lsystem trees are pretty slow anyway
00:32 VanessaE I don't want to slow the mapgen down by creating forests of them too
00:34 RealBadAngel ok, i will code such thing for you
00:35 * twoelk goes to bed, dreaming of growing trees, growing strong
00:44 RealBadAngel VanessaE, finally i made good looking grass
00:45 RealBadAngel https://imgrush.com/b8GQJBoASMPO.png
00:46 VanessaE looks good.
00:48 RealBadAngel atm i do have almost all maps done
00:48 RealBadAngel things like chests and furnaces are left
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01:28 Sokomine there are attempts to populate the dungeons with mobs. what adventuretest does there looks pretty intresting. the dungeons as such are good. they're just too empty by default
01:31 Sokomine hmmmm: i'm pretty satisifed with mg_villages by now. it still has bugs, part of the code definitely needs cleanup, but it does work, is fast enough and creates very nice villages
01:42 hmmmm sokomine, I was going to add chests with random contents in dungeons to minetest_game to showcase the mapgen GenerateNotify api
01:42 hmmmm dunno what happened with that though
01:53 Sokomine hmmmm: seems BrandonReese discovered that api as well and populated the dungeons. someone created goblins recently; they're now supposed to live in the dungeons in adventuretest. there's even a video of it
01:53 Sokomine with mtg having no mobs, a bit more furniture and chests with random materials would of course be a very good idea
01:56 * VanessaE mumbles something about homedecor
01:56 VanessaE ;)
02:03 * Sokomine imagines a dungeon master getting angry because players forgot to wipe their shoes on the mat :-)
02:04 VanessaE ha!
02:22 VanessaE bbl
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02:36 paramat game#636 this looks lush with our new grass texture
02:36 ShadowBot https://github.com/minetes​t/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat
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03:00 hmmmm wow there's a lot of stuff going on with mtgame
03:00 hmmmm i guess it's time to update it soon
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09:06 nrzkt nore: #3067 ?
09:06 ShadowBot https://github.com/minetest/minetest/issues/3067 -- Remove unused functions. by onkrot
09:10 nore nrzkt: code looks good, so if it works, +1
09:10 nrzkt ty will push it soon
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16:58 paramat hi nore sfan5 any comments on game#636 ?
16:58 ShadowBot https://github.com/minetes​t/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat
17:00 VanessaE +1 on that, paramat.
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17:17 paramat cool
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17:28 hmmmm god fuckin dammit
17:28 hmmmm https://github.com/minetest/minetest/pull/3067
17:28 hmmmm why do people NEED to remove unused functions?  they're kept there for historical reasons
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17:29 hmmmm if somebody wants to compare the current mapgen lighting with the original baseline, for example, they can use calcLightingOld
17:29 hmmmm I am reverting 5556ba1
17:29 paramat hm i saw that too
17:29 paramat good
17:30 nrzkt hmmmm: it was approved by nore
17:30 nrzkt and me.
17:30 hmmmm well I veto it
17:30 hmmmm it's a bad change
17:30 hmmmm it doesn't actually help minetest in any way
17:30 sfan5 what is legacy_get_id for?
17:31 hmmmm 0.3.x compat crap
17:31 hmmmm if we're going to start removing 0.3.x compatibility, I would rather it be done altogether
17:31 sfan5 but it doesn't seem to be used anywhere else?
17:31 sfan5 (otherwise the current head would fail to build as it has been removed)
17:32 hmmmm right but the thing is i don't appreciate things half-assed
17:32 nrzkt sfan5: exact.
17:33 nrzkt it's only dead code.
17:33 hmmmm if you really wanted to remove this you should remove the entire file content_mapnode.cpp
17:33 nrzkt if it's really 0.3.X code and never called anywhere ok, else no :)
17:34 hmmmm do you realize how big of a step removing 0.3.x support is
17:34 nrzkt i see some parts :)
17:34 hmmmm how does celeron feel about it?
17:34 nrzkt celeron55 <=
17:36 hmmmm and nobody commented on #3066
17:36 ShadowBot https://github.com/minetest/minetest/issues/3066 -- SEnv: Remove static_exists from ActiveObjects in deleted blocks by kwolekr
17:41 paramat 3066: reading the comment seems good in purpose to me +1 can't comment on implementation
17:42 hmmmm :/
17:50 paramat nore sfan5 VanessaE game#637
17:50 ShadowBot https://github.com/minetes​t/minetest_game/issues/637 -- Use the lighter moretrees pine needles texture
17:51 paramat i think est31 is away for a couple of days
17:54 sfan5 paramat: commented
17:54 paramat thanks
17:56 paramat i think nore might prefer the darker one too
18:02 nrzkt paramat: i prefer darker too
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18:36 celeron55 i think 5556ba1 is probably fine
18:36 celeron55 i think that might have become dead code at some point when the unit tests were reworked
18:36 celeron55 maybe
18:39 celeron55 LEGN is internal 0.3 compatibility stuff that has no reason to be used ever again; Mapgen::calcLightingOld has been replaced with a new implementation, altough it might have some value because lighting is subtly broken and the way it used to work might be useful information in debugging it
18:41 celeron55 (anyway; this is git; you can resurrect those pieces of code at any point you want; who even cares)
18:42 celeron55 try to be careful to not remove code that is actually useful in the future though; removing such code would just create more work
18:44 celeron55 and to hmmmm's argument "it doesn't actually help minetest in any way": it does help, because it makes the code less confusing by making everyone less likely to be reading some obsolete dead code when trying to make sense of something
18:47 nrzkt celeron55: agree :)
19:13 hmmmm meh
19:13 hmmmm celeron, well how about 3066?
19:15 Donillo hello
19:15 Donillo did something changed in password handling in git version of server?
19:16 Donillo I can't login onto server via Android client unless password is blanked
19:16 celeron55 hmmmm: it seems fine
19:16 hmmmm so why not add a "+1 LGTM"
19:17 hmmmm Donillo:  yes, something changed
19:18 hmmmm Donillo:  I'm not the password guy though so I can't really be of much help.  I'll be sure to direct your question to the right guy though
19:19 celeron55 actually i do think the function name is kind of confusing
19:20 hmmmm what should it be then
19:20 celeron55 setStaticExistsForActiveObjectsInBlock would make much more sense to me
19:20 celeron55 i.e. add Exists and Active
19:20 hmmmm but this doesn't just set static exists
19:20 hmmmm it sets the static block position as well
19:21 celeron55 hmm
19:21 celeron55 well then take Exists out, but add Active
19:21 hmmmm but Static Objects don't have any attributes related to "static"
19:22 celeron55 well my only argument is that it initially confused me and this would have helped
19:22 hmmmm okay
19:22 hmmmm if the name confuses anybody, that's argument enough to change it
19:24 celeron55 actually also another thing: i am not sure if the thing that is logged as an error is universally an error
19:25 celeron55 wait, yes it is
19:41 paramat nore sfan5 when you have time please comment on game#636 mtgame release possibly on wednesday
19:41 ShadowBot https://github.com/minetes​t/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat
19:52 VanessaE paramat: commented also.
19:53 paramat thanks
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20:21 sloantothebone So how long until minetest 0.4.13 is released?
20:21 sloantothebone Hi c55
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20:53 rubenwardy hmmmm: https://forum.minetest.net/viewtopic.php​?f=6&amp;t=13052&amp;view=unread&amp;sid​=eaba6a643f7cfb2a92962de81d840f4f#unread
20:54 rubenwardy not sure if you've seen that
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21:15 paramat game#638 < VanessaE
21:15 ShadowBot https://github.com/minetes​t/minetest_game/issues/638 -- Default: New stone brick and desert stone brick textures by paramat
21:16 VanessaE +1
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22:04 kilbith hey guys, there's a real nasty bug with FSAA + 3rd person view : https://lut.im/2FxcJCh7/MCji346p
22:04 kilbith you can go through the nodes
22:05 kilbith nvm, forget to disable noclip >_>
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23:18 paramat game#639 another one
23:18 ShadowBot https://github.com/minetes​t/minetest_game/issues/639 -- Boats: Fix sinking through boat when detaching by paramat
23:26 RealBadAngel paramat, you want me to fix that tiling code or you will fix it by yourself?
23:26 paramat can you make a new PR?
23:27 paramat if you test it i'll merge it when i see it

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