Time Nick Message 00:16 paramat i need to work on findSpawnPos soon to make it cope with new mapgens. i also have an idea for a 'spawn_scatter' option setting that will scatter spawns over the 2000x2000 area, so that players must travel to find each other and have the option to be all elusive and mysterious 00:25 Fixer i did git clone and want to merge something from Pull requests for "testing", how can I do that? 00:31 red-001 get the diff 00:31 red-001 by adding .diff to the end of the pr url 00:31 red-001 and then apply that 00:33 Fixer ty! 01:13 est31 About forbidding UTF-8 in C++ source code files (even comments): good idea like it 01:14 est31 just dunno about names 01:14 est31 of people 01:21 est31 and paramat about #3634 you seem to oppose any additional functionality if its about graphics, talking all the time about the "spirit" of minetest, etc. and in #3610 you were against an option to turn HUD item rotation on. Some features you even want to abandon (like the normalmaps). But for mapgen, you want to add options? 01:21 ShadowBot https://github.com/minetest/minetest/issues/3634 -- Feature suggestion: spawn scatter 01:21 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel 01:23 paramat yes =} 01:24 Fixer btw, i found a little bug in 3610 01:24 Fixer screenshot attached 01:24 est31 saw it 01:24 est31 edited the comment to fixthe url 01:25 est31 (link was broken) 01:26 Fixer btw I've setup my debian vm with cross-compilation 01:26 Fixer and it even works, looking at filmic hdr and inventory 01:31 paramat i'll try to be consistent in future and oppose all ideas whether good or bad :] 01:33 Fixer it is random luck or it feels like there much more jungle in a valleys right now 01:33 paramat http://i.imgur.com/QdFLeve.png 1/10th scale mgwatershed with floatlands and volcanos 01:33 est31 well it seems to me that "good" is for you something iff its mapgen related 01:33 paramat mgvalleys uses the standard biome system so same jungle density as always 01:34 Fixer must be RNG gods 01:39 RealBadAngel Fixer, fixed that "little" bug 01:39 kaadmy clouds?!?! 01:39 paramat i will oppose a bad mapgen idea, and support a good graphics idea, i just usually dislike RBAs work 01:39 paramat lowered clouds to 1/10th height 01:41 RealBadAngel paramat, i afraid that for you there are no good graphics ideas other than makin it as simple as possible, preferably ascii art propably ;) 01:46 paramat once i confirm no fps drop i'll be ok with 3610, good news it's fast 01:50 RealBadAngel youre displaying a few k of meshes each frame, and wanna test a few k + eight ;) 01:52 RealBadAngel ofc impact is next to nothing 01:54 VanessaE paramat: the irony of your statement is that the inventory is already deliberately slowed down to 20fps or so :) 01:56 paramat sure, i'm only concerned about in-game hotbar 01:56 VanessaE right 02:04 kaadmy VanessaE: why doeb the inventory have slower fps? 02:04 kaadmy save processing power? 02:04 kaadmy does* 02:08 VanessaE I think so. 02:41 paramat cool, confirmed no fps drop, and inventory items are clearer and better lit 05:12 cheapie Is there a way to shift where a player appears to be compared to where they actually are? The model I'm trying to use is floating off the ground a bit. 05:18 est31 there is an old bug in the protocol that the player position is sent with offset one 05:18 est31 current code has to work around 05:19 cheapie So all I can really do is see about editing the mesh I'm using so it's lower down? 05:20 cheapie (and if so, what's the easiest way to do so? It's an obj file, and I don't have the .blend it came from) 05:21 est31 I think so, yes 05:21 est31 hmm no idea 05:21 * cheapie is looking 05:24 cheapie This "MeshLab" thing looks like it might do it, but being the kind of software it is, it likely supports every imaginable operation except that one. 05:26 est31 heh 05:31 cheapie So far that seems to be the case. 05:32 sofar blender can import .obj files and .x with a plugin, and then you can edit it again 05:32 cheapie It does read the file, allow me to move the whole thing downwards, then export it, but it still looks the same in MT. 05:37 cheapie sofar: Blender seems to be working, although it's taking some trial and error since I've never used it before. I should be able to get it this way. Thanks! 05:40 cheapie Heh, I went a bit too far and the car has 4 flat tires now :P 05:40 sofar blender... is a special child 05:42 cheapie Seems good now... on to the actual code. 05:43 cheapie (FWIW, I'm trying to make a non-laggy cars mod by basically turning the player into a car) 06:06 RealBadAngel http://i.imgur.com/gElpzvk.png 06:07 RealBadAngel added DoF to postprocess chain 06:19 cheapie RealBadAngel: Now *that's* pretty. 06:19 cheapie A bit close, but I'm assuming that's by no means final. 06:21 RealBadAngel needs fine tuning here and there, but its working properly 06:22 RealBadAngel and when i said "chain" i meant that all the effects can be set on/off via config 06:22 RealBadAngel and working ok together 06:26 RealBadAngel also whats good, all the effects together have rather minimal impact on FPS 06:29 cheapie Meanwhile, my <50-line non-laggy car mod (well, "car" is a bit of a stretch) is about done. 06:42 sofar and, is it non-laggy? 06:43 sofar if you can make cars non-laggy, I wonder if we can make non-laggy carts, too 06:44 est31 yeey supertuxkart done in minetest engine 06:44 est31 we are networked before they are xD 06:44 sofar I was thinking railroad minecarts, but hey, the sky is the limit :) 06:45 sofar cheapie: interested how you do it, I'd want to see for my `camera` mod 06:45 cheapie This... isn't anything that sophisticated. 06:46 cheapie This should sum up what I'm doing: set_properties({mesh="cars_car.obj",textures={"cars_car.png"}}) 06:46 sofar attach car mesh to player, make player sit animation, override speed physics for player? 06:46 cheapie I could have done that, I suppose, but who needs to actually /see/ a player in the car? :P 06:47 RealBadAngel depends on the car model 06:48 sofar do you modify the collision box? 06:48 cheapie I would have, but VE-Creative (the intended "target") has so many narrow roads and such that I didn't want to. 08:10 red-001 game#816 08:10 ShadowBot https://github.com/minetest/minetest_game/issues/816 -- Make TNT faster by using `VoxelManip()` for removing nodes. by red-001 08:11 red-001 makes tnt 6 times faster with larger radius's 08:16 red-001 ShadowNinja ^ 11:31 Taoki RealBadAngel: God... almost can't believe that's Minetest we're looking at, with those awesome fancy effects. Nice :) 12:52 TenPlus1 hi folks... 12:53 TenPlus1 Question: does anyone know of a way you can test for "nan" values using Lua ?? 12:57 TenPlus1 This page kinda helps but code doesnt work in minetest: http://lua-users.org/wiki/InfAndNanComparisons 13:03 TenPlus1 wb celeron55 13:47 TenPlus1 bye folks 18:37 red-001 what should minetest.is_protected return? 18:39 red-001 should it return true if a player can build in an area? 19:21 RealBadAngel red-001, logical should be to return true if theres protection, so no building possible 19:39 celeron55 maybe you should read the documentation rather than guessing 19:40 celeron55 https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2383 19:50 sofar folks, I'm travelling for the next week, and might miss any pings on IRC... 19:52 Krock have a nice travel! 19:53 kaadmy happy travels! maybe take along a boat or two? 19:55 sofar it's a flying mod 19:56 sofar player:set_attach(plane, {33b}) 20:00 kaadmy no, it's 20:00 kaadmy default.player_attached[player:get_player_name()] = true 20:00 kaadmy or does player:set_attach work? 20:08 sofar lol 20:26 * sofar goes to board 20:29 Hijiri I've used player:set_attach when messing around before 20:29 Hijiri I didn't even know default.player_attached was a thing 20:49 paramat i'd like to merge #3630 later, is tested and fairly simple. < hmmmm 20:49 ShadowBot https://github.com/minetest/minetest/issues/3630 -- Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves by paramat 20:51 hmmmm i'll take a look 20:54 paramat i'll merge #3635 later as is trivial tweaks to mgvalleys 20:54 ShadowBot https://github.com/minetest/minetest/issues/3635 -- Mgvalleys: fix riverbeds below sea level by duane-r 21:03 Fixer !tell est31 https://github.com/minetest/minetest/commit/860d70bd0e228ee542e3e559961bfc7e56888d77 potential problem with server browser, too slow for me, not sure if related, commented in it 21:03 ShadowBot Fixer: O.K. 21:41 paramat nore sfan5 i'll merge game 821 822 814 later 22:04 paramat hmmmm we should consider unhiding singlenode, we now have players asking weekly in #minetest how to enable it, even if it confuses a few newbies it may be worth it 22:04 hmmmm why does singlenode have any purpose whatsoever other than for mods? 22:05 hmmmm i think people just see singlenode someplace and they get "curious" 22:05 hmmmm that doesn't mean they actually want to use it 22:07 paramat some players want to use worldedit in it 22:07 paramat i'm not too bothered either way 22:10 kaadmy maybe have a minetest.conf variable to enable it in the menu? 22:10 paramat nah :] 22:34 red-001 sfaan5 could you take a look at game#602 when you have a chance? 22:34 ShadowBot https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 22:34 red-001 sfan5 22:35 red-001 and game#794 and game#667 22:35 ShadowBot https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 22:35 ShadowBot https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001