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IRC log for #minetest-dev, 2015-10-02

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All times shown according to UTC.

Time Nick Message
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00:24 waressearcher2 I want to find source code, that is "playable" but that doesn't have too much code, something that just generage landscape where you can just walk, without any other features
00:24 waressearcher2 celeron55: you here ?
00:26 waressearcher2 I looked at "0.2.20110731_3" even its code would be too complicated to understand for me and to make it into something
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02:16 paramat hi hmmmm please could you review #3216 sometime? should be quick and easy, please check my bitwise operations, i made it more robust on your request
02:16 ShadowBot https://github.com/minetest/minetest/issues/3216 -- Mapnode: Replace rotateAlongYAxis with improved version by paramat
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02:59 hmmmm hrmm
02:59 hmmmm maybe it would be more clear which bits are being set and unset if hex notation were used for the digit
02:59 hmmmm 0x1F
02:59 hmmmm too bad we can't use binary number literals in C
03:00 hmmmm it looks good though
03:02 hmmmm what would be best is if there was a constant for 0x1F though, to assign meaning to that number for people who might not know that facedir only uses the first 5 bits
03:02 hmmmm it could look arbitrary
03:02 hmmmm maybe like
03:02 hmmmm #define NODE_FACEDIR_MASK 0x1F or something
03:02 hmmmm i don't know
03:03 hmmmm #define NODE_FACEDIR_MASK ((1 << 5) - 1)
03:05 VanessaE that's a bit of a rube goldberg don't you think?
03:10 hmmmm ?
03:10 VanessaE I mean your last line versus the previous
03:10 VanessaE 0x1F is perfectly understandable as a mask
03:11 hmmmm well okay
03:13 VanessaE and btw, it uses the bottom 6 bits for plantlike items.
03:14 hmmmm what does, facedir?
03:14 VanessaE yeah
03:14 hmmmm why
03:14 hmmmm and how
03:14 VanessaE it's used for rotating the plant
03:14 VanessaE (around Y axis only)
03:14 VanessaE I forget the scale, but I *think* it's  step -> 2 degrees of rotation
03:15 VanessaE 1 step*
03:15 hmmmm regular facedir ranges in value from 0 to 23
03:15 VanessaE yep
03:15 hmmmm and plant facedir is 0 to 45??
03:16 hmmmm 47 i mean
03:16 VanessaE something like that yeah
03:16 VanessaE simple rotation-in-not-quite-degrees
03:16 hmmmm what does it mean if there's an in between rotation
03:16 hmmmm ?
03:16 VanessaE in-between?
03:16 hmmmm yes
03:16 hmmmm what does a plant facedir value of 1 mean
03:16 hmmmm you said each step is 2 degrees of rotation
03:17 VanessaE oh, that's 2 degrees off of the 45-degree "baseline" I believe
03:17 VanessaE 10=45, 1=47, 2=49, ...
03:17 VanessaE 1=45*
03:17 VanessaE G*d damn it
03:17 VanessaE 0=45, 1=47, 2=49, ...
03:18 hmmmm well
03:18 hmmmm if plants don't work it's your fault for making it too overcomplicated
03:18 hmmmm :)
03:18 VanessaE don't look at me, RBA coded it :)
03:19 VanessaE (so by definition, it already IS overcomplicated on some level :P )
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03:20 hmmmm ha ha
03:20 VanessaE we settled on a scale of 2:1 to make sure a plant could be rotated all the way around to the point where the textures' orientation would make it "overflow"
03:20 hmmmm there are still some parts of minetest i don't fully understand
03:20 hmmmm this is one of them
03:21 VanessaE one thing I don't understand,
03:22 VanessaE well, hard to explain.  you got moreblocks handy?
03:22 hmmmm nope
03:22 VanessaE ok well get it.  place a table saw and stick some stone into the input slot.
03:22 VanessaE notice how long it takes to render the formspec on the first run
03:22 VanessaE I'm pretty sure that's a render-to-texture thing happening there
03:23 hmmmm probably
03:23 VanessaE I've been wondering why we haven't ditched that in favor of showing the models directly in the formspec
03:25 VanessaE RBA was planning to do that, but as usual he got sidetracked
03:26 VanessaE (not saying it bugs me.  it's just one of those things I fail to understand)
03:29 hmmmm yeah me too
03:30 hmmmm to be honest it'll probably get fixed along with the formspec overhaul
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04:14 paramat ok thanks for the review
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04:20 paramat hmmmmm i'd like to merge as is, i find 31 clearer than 0x1F, and it's consistent with the rest of the function. will merge soon
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04:46 paramat cd ~/mtmapper
04:46 paramat oh oops
05:02 paramat now merging 3216
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05:09 paramat complete, back down to 100 open PRs
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05:25 celeron55 here's a thing https://github.com/celeron55/minetest_nmpr
05:25 celeron55 waressearcher2: ^
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06:06 waressearcher2 celeron55: thanks, what "nmpr" stands for ?
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06:09 hmmmm the initial Network MultiPlayer Release
06:14 waressearcher2 right
06:24 waressearcher2 strange it requires jthread, I think I did compiled 0.4.10.something without having jthread
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06:49 celeron55 waressearcher2: latest versions of 0.4 have a built-in modified jthread
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13:36 est31 honestly I think RBA's plantlike param2 configuration deserves its own param2type
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17:34 kilbith wb RBA
17:35 RealBadAngel hi
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19:53 paramat est31 > RBA's plantlike param2 configuration deserves its own param2type < it should have this. if it's facedir it will be incorrectly rotated
20:21 paramat actually don't bother, i feel plantlike rotation should be removed as it's not used and is adding unnecessary calculations to a heavily-used drawtype in mesh generation
20:26 paramat sfan5 can you add comments to game#682 ? also i will merge these biome tweaks soon game#687
20:26 ShadowBot https://github.com/minetest/minetest_game/issues/682 -- Default: Remove light source from mese ore by paramat
20:26 ShadowBot https://github.com/minetest/minetest_game/issues/687 -- Mgv5/7 biomes: Add shallow dirt waters by paramat
20:26 sfan5 I'll look at them soon
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20:27 paramat ok
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20:37 sfan5 paramat: both ok
20:38 paramat ok thanks
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20:51 RealBadAngel paramat, those calculations are not that heavy. and on the other hand rotations shall be used imho
20:51 RealBadAngel if minetest_game doesnt like to use it, other games may want to
20:53 RealBadAngel for(u16 i = 0; i < 4; i++)
20:53 RealBadAngel vertices[i].Pos.rotateXZBy(46 + n.param2 * 2);
20:54 RealBadAngel code responsible for that is  + n.param2 *2
20:54 RealBadAngel not that much...
20:55 RealBadAngel and facedir has nothing to do with plantlike
20:57 paramat what is param2type for plantlike currently?
21:02 est31 It seems it doesn't care which param2type to use
21:02 est31 once the drawtype is plantlike, its automatically used
21:05 paramat perhaps it should have a param2type so that node rotation knows how to deal with it
21:05 est31 yup
21:05 est31 what I've said earlier this day
21:06 est31 any ideas for a name?
21:11 paramat PLANTROT? hehe
21:11 est31 lol
21:12 est31 2DROTATE?
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21:23 paramat i'm fairly neutral about plantlike rotation being available for modders, however it was partly added with the intention of it being used in mapgen, which now won't happen. also those extra calculations, while lightweight, are in a heavily used part of meshgen. i don't feel the very occasional use by modders justifies this
21:25 waressearcher2 having some issues compiling jthread
21:28 T4im isn't multiplying by 2 basically optimized as just a simple bitshift?
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21:35 est31 well, with the added paramtype2 only those modders will add it who actually use it
21:35 est31 so the code will only be called where modders have enabled it
21:37 est31 whatever, its only very simple computations
21:38 est31 minetest can improve at many areas, but the approach of saying "we remove features" or "we slow it down" isnt the right way
21:45 waressearcher2 I tryed to compile minetest_nmpr and it said it required "jthread" so I got that "jthread_1.0.tgz" but have lot of issues compiling it because the code is from 2002, and issues like adding "std::" or removing ".h" from "iostream.h", so the question I noticed there is jthread included in recent source code of minetest can I somehow build that
21:45 waressearcher2 jthread and will it work with that old minetest_nmpr ?
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21:51 est31 paramat, #3219
21:51 ShadowBot https://github.com/minetest/minetest/issues/3219 -- Add new ContentParamType2 "CPT2_DEGROTATE" by est31
21:51 est31 also, it is possible to use that rotation in lua mapgen right?
21:55 * paramat looks
21:55 paramat in lua mapgen yes i think so
22:00 paramat nice commit, optimises the rotation code
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22:10 paramat sure of it, there is a way to set param2 in the luavoxelmanip
22:33 RealBadAngel Values range 0 - 255 is wrong
22:33 RealBadAngel it should be 0 -179
22:33 RealBadAngel its multiplied *2 to get 0 - 359
22:33 est31 no
22:34 est31 0 - 358
22:34 est31 not 359
22:34 est31 only even numbers
22:34 est31 but yea, will change it
22:34 RealBadAngel 358, right
22:35 RealBadAngel and the code is slower now, theres an extra "if", addition is still there
22:36 RealBadAngel so i wont call it "an optmization" at all
22:36 est31 its no optimisation
22:36 RealBadAngel paramat called it so
22:36 est31 i've opened the PR in order to have a proper content type
22:37 est31 param type sorry
22:39 RealBadAngel yeah, it wasnt documented at all, so its ok
22:52 waressearcher2 I'm trying to compile minetest_nmpr this is the error: http://sprunge.us/aSAj,         also I have irrlicht-1.8 and I took JThread from "minetest 0.2.20110731_3" version
22:52 waressearcher2 I think the problem can be with JThread
22:56 est31 "note: 'pthread_create@@GLIBC_2.1' is defined in DSO /lib/libpthread.so.0 so try adding it to the linker command line"
22:56 est31 have you tried that?
22:56 waressearcher2 no
22:56 waressearcher2 I just run "make"
22:57 waressearcher2 this is the command like I assume
22:57 waressearcher2 g++ -o bin/test src/connection.o src/environment.o src/client.o src/server.o src/socket.o src/mapblock.o src/mapsector.o src/heightmap.o src/map.o src/player.o src/utility.o src/main.o src/test.o -L/usr/X11R6/lib -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -ljthread
22:57 waressearcher2 what should I add ?
23:00 est31 -lpthread ?
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23:53 waressearcher2 that minetest_nmpr is really heavy on CPU I have 85% load on 1.8Gh with just 20FPS
23:53 waressearcher2 no 30FPS and when I walk it drops to 15-20FPS and its the most simple version of minetest

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