Time Nick Message 00:11 * H-H-H watches with interest at the posibility of being able to actually name a book 00:12 * kaadmy burns holes in the screen while staring 00:12 H-H-H even checked the pr and wondered if i dare try to apply it to a local copy and have a play 00:16 RealBadAngel sofar, yeah, but first things first. the metadata stuff 00:17 RealBadAngel but im afraid that too many stuff is using actual system 00:17 sofar Which is why we need a new, opaque storage 00:17 sofar That solves that problem entirely 00:17 sofar And fully backwards compatible 00:18 sofar Just let the old metadata field stay, and deprecate it 00:19 sofar Add itemstack::get_meta() 00:19 sofar Single : 00:19 sofar Note that node meta uses get_meta() 00:20 sofar So that's nicely the same 00:20 RealBadAngel indeed 00:20 RealBadAngel that will make things easier to migrate 00:20 sofar The interface to LuA would be really easy too 00:21 sofar Since ask that code already exists 00:21 sofar All* 00:21 sofar (On my phone... Typo hell) 00:21 kaadmy heh 00:21 RealBadAngel i hate those devices telling me what i had in mind ;) 00:21 kaadmy typosnindeed 00:26 paramat looks like 3578 is ready, will merge that and 3581 in a moment 00:28 RealBadAngel btw, the inventory looks nice, but, why the hell it changes size between tabs? 00:29 RealBadAngel i mean crafting formspec is different sized than the other ones 00:29 paramat it does 00:29 RealBadAngel even tabs are jumping when switching from one to another 00:30 RealBadAngel so you have to instantly move cursor up and down to hit another tab 00:30 paramat yes, each form is made as compact as possible, perhaps better to keep the tabs stationary 00:30 paramat job for kilbith 00:31 RealBadAngel main inventory and tabs shall be same sized and displayed at exactly the same positions 00:31 paramat now merging to engine 00:31 RealBadAngel otherwise it looks bad and annoying 00:32 RealBadAngel yeah, 3578 is fine 00:33 sofar Good, then the mesh doors can go in next 00:34 sofar Paramat: there's a few conflicts between some of the door and trapdoor prs 00:34 sofar I'll fix those depending on merge order 00:34 paramat ok 00:39 sofar I'm thinking the chest PR may run into more opposition :) 00:41 sofar speaking of 00:41 sofar I need to see what kinds of nodes are def.walkable 00:47 paramat merged 00:48 RealBadAngel what about 2827? 00:51 sofar seems like it could use a test and another c++ review 00:51 sofar well the code looks simple enough 00:51 paramat 2827 much wanted 00:52 sofar I can maybe test it later, not right now 00:53 RealBadAngel also #1984 needs some fresh air 00:53 ShadowBot https://github.com/minetest/minetest/issues/1984 -- Rename testsounds/ directory to sounds/ by Calinou 00:54 RealBadAngel the /sounds folder shall be also included in sources 00:54 RealBadAngel so users wont have to create it 00:55 sofar that should badly go in fast 00:55 sofar afk some more... 00:58 sofar Kaea: def.walkable? 00:58 sofar Kaeza? 00:58 kaeza tip: ka 00:58 kaeza :) 00:58 sofar Mobile 00:59 kaeza I see 00:59 kaeza anyway, if a node is `walkable = false`, it has no collision 00:59 kaeza s/is/has/ 00:59 sofar Yes, but e.g. a plant would look weird 01:00 kaeza uh, don't understand 01:01 sofar A lid going through a plant 01:01 sofar E.g. a root that has grown down 01:02 sofar They are climbable, not walkable 01:06 sofar Kaeza: more importantly, as I asked in the PR, what nodes do you think I missed? 01:18 kaeza sofar, my comment about `walkable` is about hidden passage blocks or the like 01:19 kaeza also, in general, I think it's consistent that if a given node lets players pass unimpeded, it should also not block the chest lid 01:20 kaeza in your case, it's unlikely you'd make the "root" node un-walkable 01:23 kaeza key word is "unimpeded". a slab should block the lid, even if the slab thickness is a rounding error 01:24 kaeza (Disclaimer: I'm not on mobile; my english generally sucks) 01:37 VanessaE kaeza: why not introduce a node property, "mass", scale of 0-255 or something. if a chest has a node above it and it's less than some amount, the chest opens and nothing special happens. between that amount and some higher value, the chest opens and causes the item to drop out as an entity. above the higher value (or undefined), the chest can't open. 01:38 VanessaE (the entity idea being that the chest "knocked" the item off of it) 01:41 VanessaE (might also be useful in case someone wanted to create a subgame with physics) 01:56 kaeza VanessaE, sounds too complex for this feature 04:35 sofar alright I'm back 04:35 sofar kaeza: so, thinking about hidden passageways 04:36 sofar kaeza: I'm not sure why you want a lid animation to reveal a hidden passage 04:36 sofar well, it's technically not an animation 04:56 kaeza meh, don't care either way 04:57 sofar kaeza: easily adjusted, later, anyway 05:16 sofar wow 05:16 sofar someone made mumble work in-game 05:17 kaadmy really? 05:17 sofar https://forum.minetest.net/viewtopic.php?f=5&t=6702 05:45 sofar it does the hardest part - 3d positioning info for mumble 05:46 sofar we should hook it up so that clients automatically get sent the right mumble URL 06:35 sofar I really, really do not understand why BlockMen's torch mesh model isn't merged 06:42 Hijiri Is there anything in the mod API to add things to the rollback log, like if a tool allows a player to dig a wide area of nodes at once? 07:00 sofar Hijiri: I really don't know know anything about rollback, sorry, wish I could help 08:19 red-001 hijiri minetest.dig_node should work 08:22 Hijiri red-001: how does it know what player to add to the rollback log? 08:22 sofar RealBadAngel: hey, I'm tired, if you're looking for fancy ideas that are really, really useful, think about animated textures for particle spawners for a bit 08:23 red-001 http://dev.minetest.net/minetest.dig_node 08:23 red-001 it has a digger so I say yes 08:23 Hijiri oh, the version of lua_api.txt I have doesn't have those extra arguments 08:24 Hijiri is that available in 0.4.13? 08:24 * red-001 ? 08:24 red-001 idk 08:24 Hijiri red-001: thanks either way 08:24 red-001 try to use it and see 08:25 Hijiri oh, it's not in the master lua api doc either 08:26 red-001 game#667 08:26 ShadowBot https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 08:26 celeron55 holy shit there are like a million robots suddenly power-crawling like every subdomain of minetest.net and the VPS almost can't handle it 08:26 celeron55 it's like a DoS 08:26 sofar wekk damn 08:27 sofar celeron55: that suck 08:27 sofar s 08:27 red-001 yeah it does 08:27 sofar celeron55: I assume robots.txt is everywhere? 08:28 celeron55 i had pretty bad robots.txt configurations; they are crawling some wiki special pages and stuff 08:28 celeron55 and of course they won't re-read them any time soon 08:28 Hijiri red-001: I found node_dig 08:29 Hijiri it is exactly what I wanted, I think 08:29 sofar celeron55: any idea what crawlers? 08:29 celeron55 i think yesterday it was mostly bingbot 08:29 celeron55 now it's http://ahrefs.com/robot/ 08:29 Hijiri I think dig_node is misdocumented on the wiki, because the C++ source looks like it only uses the position 08:29 Hijiri https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L251 08:30 celeron55 yandex too, actually 08:32 sofar celeron55: start adding 08:32 sofar Crawl-delay: xxx 08:33 sofar 10 is a good starting value 08:33 sofar right under User-Agent: * 08:39 celeron55 yeah; that just doesn't help now that they already read it and just go with what there was 08:39 sofar it'll help dissipate the problem 08:39 celeron55 i blocked the ahrefs one from the wikis now; they don't need this information anyway 08:39 sofar you have iptables I assume? 08:40 celeron55 ehm, how does that matter? 08:40 celeron55 i obviously don't because that's a linux thing 08:41 sofar ah, sorry, was just about to suggest an iptables rule to rate limit ips 08:41 sofar I have no idea what you run on the servers 08:41 celeron55 well i can rate-limit and block stuff in nginx 08:41 sofar true 08:41 celeron55 i run openbsd on it 09:06 yunfan celeron55: why not netbsd 09:09 celeron55 because why not openbsd 8) 09:11 everamzah obsd has songs with each release 09:11 everamzah so there's that 09:11 yunfan well netbsd could run on more platform 09:11 yunfan i installed it on my rpi model B 09:50 nrzkt celeron55, use a rate limiting on PF 14:15 red-001 game#667 14:15 ShadowBot https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 14:30 red-001 game#602 14:30 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 14:31 red-001 sofar is the commit message ok? 15:01 sofar_ red-001: yeah, fine 15:06 H-H-H1 sofar i love the fact that i can now add Title by Owner as a inventory tooltip for books now ty 15:07 sofar that code will all change, though 15:07 dfelinto sneak peak of what I’ve been cooking: https://pbs.twimg.com/media/CZLA3dVUMAAND_L.jpg:large 15:07 dfelinto basically minetest running with head-tracking + stereo 3d in mesa-3d (a horizontal 3d display) 15:07 dfelinto I still need to solve some culling issues, but overall it’s running fine :) 15:08 H-H-H1 bring on the occulus :P 15:08 dfelinto oculus is the next target. I’ll start looking at it next week :) 15:08 dfelinto it will be an experimental branch though. no committment at ever sending it to master 15:12 H-H-H1 good luck will be interesting to see how you get on 15:13 dfelinto it shouldn’t be too hard now that I figured how to handle and use my own projection matrix in minetest :) 15:13 dfelinto the fact that minetest (or rather: irrlicht) uses directx proj matrices even even running via OpenGL was the hardest thing to debug … living and learning :) 15:15 H-H-H1 sorry sofar was that comment for me? 15:15 sofar H-H-H1: yes 15:16 H-H-H1 oh ok then i just patched my minetest for the benefit of my health then haha 15:21 red-001 dfelinto wow thats awesome 15:21 red-001 minetest in 3d and not this https://www.youtube.com/watch?v=IAek-eEb490 15:22 dfelinto haha about that … I have a WIP patch to fix the stereo system adopted by minetest. Now that I figured how to handle the matrices for minetest I should be able to finish it up. it will help even tha anaglyph case 15:23 dfelinto which, if it wasn’t existent, it would have been hell for me to tackle. so, I’m very impressed with minetest so far 15:24 dfelinto (as a developer, as a user I honestly heard about minetest for the 1st time ever last month, so I’m sure there will still be plenty of minetest features that will impress me :) 15:27 red-001 is making a 3d version basically rendering the video output twice and adding so sort of head tracking? 15:30 dfelinto red-001: it depends on what you call 3d. the current implementation of minetest has two renders, each one with the camera rotated towards a target in front of the original view. and each of the “cameras” offseted in relation to the original camera (to simulate the left-right eyes) 15:30 dfelinto this is known as toe-in stereo 15:31 dfelinto what I want to finish later is “off-axis” stereo, where the cameras are offseted from the original camera, but instead of rotated towards a target, they face forawrd and we use a projection matrix shifted towards a convergence plane 15:32 red-001 so the second one also needs eye tracking? 15:32 red-001 in order to get the axis right 15:32 dfelinto not really, it still calculates the stereo based off the original camera orientation 15:33 dfelinto for oculus yes you use head tracking (position and orientation), and infere the eyes positions and the correct projection matrices from it (the Oculus SDK calculates the eye position and the projection matrices for you actually) 15:33 dfelinto for the mesa-3d (the picture I shared) it’s a bit different, but basically yes we track the head position, and assume you are always facing the table/display. so no need for eye tracking 15:34 dfelinto or more specifically: https://github.com/dfelinto/minetest/blob/planovision/src/drawscene.cpp#L572 :) 17:27 red-001 how can I get a wiki account ? 18:35 RealBadAngel hi guys, whats up? 18:36 RealBadAngel btw, im reading "Martian" right now, excellent one 18:36 sofar hey 18:37 RealBadAngel that guy sound like minetest modder most of the time ;) 18:38 RealBadAngel im screwed, next day he founds the way to make things work again 18:38 RealBadAngel exactly like us lol 18:39 RealBadAngel must read one for every coder or a geek out there 18:40 sofar did you see my animated particle idea yesterday? 18:40 RealBadAngel yeah 18:40 RealBadAngel drop it 18:40 RealBadAngel irrrenderer comes with native irrlicht particels system 18:41 sofar ok so? 18:41 sofar more code that's more complex? 18:41 RealBadAngel i do have all it code merged alredy 18:41 RealBadAngel i just dont know how to use it 18:42 sofar are you lacking ideas, or the lua side of how to get it working? 18:43 RealBadAngel are you aware that irrlicht have own particles and our way is a workaround? 18:43 kaadmy ^ not surprised 18:43 red-001 wasn't there a PR to fix this 18:43 kaadmy irrlicht is basically an all-in-one gfx library that MT somehow uses poorly 18:43 red-001 I don't think it got merged 18:43 RealBadAngel jinxi tried to do that, i mean let us use them 18:43 sofar RealBadAngel: don't care, I just want to animate particles 18:43 sofar RealBadAngel: so... talk shop 18:44 sofar tell me, what is missing to fix it? 18:44 RealBadAngel start reading its WIP PR 18:44 RealBadAngel he was asking for help to finish it 18:44 RealBadAngel long, long time ago in a galaxy far away... ;) 18:45 red-001 sofar what would animate particles allow to be done? 18:45 sofar just as normal tiles can be animated (torch, furnace) 18:46 sofar you'd set the animation length to e.g. 3 seconds 18:46 sofar and then you'd animate the e.g. TNT explosion particle 18:46 sofar so that it doesn't look lame 18:46 sofar very, very lame 18:46 RealBadAngel https://github.com/minetest/minetest/pull/2587 18:47 RealBadAngel irrlicht one are way faster than ours 18:47 RealBadAngel WAY 18:48 sofar dammit RBA, let's finish that 18:48 RealBadAngel not my area of expetise 18:48 RealBadAngel idk shit about them 18:48 red-001 can someone that know more about c++ please tell me what I messed up? https://github.com/red-001/minetest/commit/19055c335c78dd442b74f31d6bb34405efe124af 18:50 red-001 no matter what I try at most I can get the settings to reset to what they where when I opened the dialog 18:50 sofar I hate these wonderful PR's that go absolutely nowhere 18:50 sofar red-001: I doubt the settings are applied when you close the dialog 18:50 sofar red-001: they're probably changed immediately 18:51 sofar oh, key settings 18:53 RealBadAngel most wonderful was the integrated logic 18:54 RealBadAngel btw, we had even RGB torches befor 18:54 RealBadAngel +e 18:58 RealBadAngel but but fuck torches 18:58 red-001 red gree blue? 18:58 RealBadAngel yeah 18:58 RealBadAngel that was nice but lighhting will be better 18:58 RealBadAngel i miss really fast circuits 18:58 sofar pick a thing, fix it 18:58 sofar let's not start 20 PRs and finish none 18:59 RealBadAngel cirucuits are not a single pr or something to fix 18:59 RealBadAngel it was about implementation 19:00 RealBadAngel we dont have that feature which made mc great 19:00 RealBadAngel mesecons thx to being lua mod are way to slow 19:00 RealBadAngel in mc folks made HUGE CPU's made out of redstone 19:01 RealBadAngel those things were epic 19:01 red-001 yeah 19:01 red-001 they are 19:01 RealBadAngel but more epic is the engine that allows that kind of creative freedom 19:02 RealBadAngel we do suck at it 19:02 sofar core needs fixes more than better ways of doing lua circuits 19:02 RealBadAngel claimin mt is better because we do use lua sucks 19:02 RealBadAngel lua is a bitch 19:02 sofar lua isn't ideal, for sure 19:02 sofar but it's not the problem IMHO 19:03 RealBadAngel ofc not 19:04 sofar many PR's are stranded for no reason 19:04 RealBadAngel mt needs nice gfx (to be modern game) and even nicer physics 19:04 sofar "did someone test this?" 19:04 sofar "code looks good but need 1 more +1" 19:04 RealBadAngel to be real sandbox 19:04 sofar "can you change comment here" 19:04 sofar :) 19:04 red-001 'code style' 19:04 RealBadAngel sofar, welcome to the club 19:04 sofar and meanwhile paramat is going crazy merging stuff by himself 19:05 sofar no offense 19:05 sofar he does a ton 19:05 RealBadAngel more you write, more whites and strange problems are discovered on your pathces 19:05 sofar red-001: code style comments are the best 19:05 sofar red-001: they're the easiest to fix 19:05 red-001 true 19:05 RealBadAngel sofar, paramat is great coder 19:05 RealBadAngel but 19:05 RealBadAngel only when it comes to mapgen 19:06 RealBadAngel we all do have our areas where we are best at 19:06 RealBadAngel im demoscene coder\ 19:07 RealBadAngel atm we do fight one another for tabs, spaces and use of some coding styles 19:07 RealBadAngel instead of cooperating 19:08 * red-001 notices a strange pattern in open source projects 19:08 sofar ah really, look how fast I respin my PRs for style or nitpick comments 19:08 sofar you don't need to fuss about it 19:08 RealBadAngel youre quite new to mt 19:09 RealBadAngel im here for almost 4 yrs 19:09 sofar been doing open source since forever, professionally 19:09 sofar so I can probably connect quicker than most people 19:09 RealBadAngel im coding for 30 yrs already 19:10 sofar OSS, though? 19:10 RealBadAngel Zilog Z80, assm 19:10 sofar but, is that in an OSS community type of setting? 19:11 RealBadAngel no 19:11 RealBadAngel i brought up the platform just 19:12 RealBadAngel we have coded just for fun of coding 19:12 sofar yeah but 19:12 sofar minetest needs people who can collaborate 19:12 RealBadAngel licences? who the fuck have ever heard bout such shit 19:13 sofar being a brilliant code means nothing if you can't constrain yourself to adhere to coding style norms 19:13 sofar or you drop 500 lines of code and walk away 19:13 RealBadAngel thats a pain, i do admit 19:13 sofar I may need to learn irrlicht, and particles, and objects 19:14 sofar but I am well-trained in knowing what it takes to change MT 19:14 RealBadAngel but even hmm said i do my goals with minimal code needed 19:14 sofar yes, I think you get it 19:14 RealBadAngel that was my school 19:14 RealBadAngel code and redo it 100 times 19:14 RealBadAngel to get it faster 19:15 Obani Lol I was making myself a review of MT's PR 19:15 Obani https://github.com/minetest/minetest/pull/817 19:15 RealBadAngel that technique is gone nowadays 19:16 RealBadAngel we were calculating each loop, unrolling them when necessary 19:16 RealBadAngel by hand 19:17 RealBadAngel when i do code something i usually make it work in the first place 19:17 RealBadAngel at all 19:17 RealBadAngel then i do play with the code for a bit 19:18 RealBadAngel to see how it behaves or how can i make it faster 19:18 RealBadAngel when im quite satisfied with results 19:18 RealBadAngel im makin it public 19:18 RealBadAngel because i do know that testers will find holes, so i expect feedback 19:19 RealBadAngel but what is pissing me off, to the bone 19:19 RealBadAngel is closing my PR as celeron did with plants 19:20 RealBadAngel paramat lookin at picture said "its cute" 19:21 RealBadAngel it wasnt raping his vision of minetest and spirit was silent atm 19:21 sofar I get that 19:21 sofar it's personal 19:21 sofar and it isn't personal 19:21 RealBadAngel then c55 joined the discussion and said hes against 19:22 RealBadAngel so paramat started a crusade against my code 19:22 RealBadAngel and trying to remove everything i made till now 19:23 RealBadAngel we do have best qualitiy relief mapping ( as for our kind) 19:23 RealBadAngel but we dont have now files to support it 19:24 RealBadAngel because paramat doesnt know how to create new maps in case he will change a texture 19:25 RealBadAngel game developer have actually claimed he doesnt know how to make GFX and said its too dificult 19:25 RealBadAngel thats why modern game cannot use modern effects 19:25 RealBadAngel its just too hard 19:25 RealBadAngel L O L 19:26 sofar hey, calm down. this type of logic will just annoy the very same people that are going to review your PRs 19:27 RealBadAngel im not a teenager to change moods twice a day 19:27 sofar but you're old enough to understand that it's self-defeating 19:27 RealBadAngel each normal map took me several hours to polish 19:28 sofar they are very hard to make 19:28 RealBadAngel but either i can be man with a vision or just a piece of material responding to the actual winds around 19:28 RealBadAngel which way would YOU pick? 19:29 sofar visions don't move mountains, the shovel does, though 19:29 sofar you need a little of both 19:29 sofar a goal to work for, and small steps 19:29 RealBadAngel atm im taming myself 19:29 sofar what was it again, the journey of a thousand miles 19:30 sofar afk, meeting :/ 19:30 RealBadAngel im so involved with the project that i just dont think i could stop 19:37 RealBadAngel but, look at all the commits history and folks that stopped contributing 19:44 red-001 according to github most people are contributing less in the recent months 21:07 paramat nore sfan5 here are 3 simple mtgame PRs, should be easy to review, any comments/approval? https://github.com/minetest/minetest_game/pull/784 https://github.com/minetest/minetest_game/pull/787 https://github.com/minetest/minetest_game/pull/790 21:12 red-001 my tnt api pr is on the verge of experiencing feature creep.. 21:14 paramat sorry for the lack of game devs, the lack of my input is because i feel very neutral about it. 21:21 sfan5 paramat: 787 is ok 21:28 paramat ok 21:39 red-001 is there a way to detect if a node has be removed by fire? 21:45 sfan5 paramat: game#790 is ok too 21:45 ShadowBot https://github.com/minetest/minetest_game/issues/790 -- Better trapdoor side appearance. by sofar 21:46 paramat -> #minetest :] 21:46 paramat ok 21:47 paramat i might merge those along with game 791 later then 22:12 paramat now merging to game 22:13 red-001 paramat 602 is quite trivial 22:23 red-001 game#794 22:23 ShadowBot https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 22:24 paramat merged 22:25 red-001 an extremely trivial PR that would allow mods to do a lot of hings 22:25 red-001 things* 22:27 paramat i can't judge 602 because i don't have much server/multiplayer understanding, so i'll leave that to other game devs to judge 22:29 red-001 I understand 22:39 paramat hmmmm or anyone https://github.com/minetest/minetest/pull/3590 this adds an option to mgvalleys to use classic MT large pseudorandom caves and mgv7 3D noise tunnels (currently mgvalleys lacks underground caverns) 22:42 paramat :] spawned inside a tree trunk and couldn't even punch my way out 22:43 red-001 This happened to me a *lot* on android 22:43 red-001 underground, in tree, etc 23:07 Robert_Zenz Can somebody have a look at minetest#3358 again, sometime? 23:08 Robert_Zenz https://github.com/minetest/minetest/pull/3358