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IRC log for #minetest-dev, 2016-04-17

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12:25 Krock #4003 [Bug] [@ Server / Client / Env.]
12:25 ShadowBot https://github.com/minetest/minetest/issues/4003 -- mainmenu: Fix minetest.after timing by SmallJoker
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14:56 MoNTE48 Hi)
14:56 est31 hello MoNTE48 !
14:58 MoNTE48 Today I will have a free evening. What should I do? Remove simple mainmenu for android, add luajit or update vorbis / ogg + reduce the apk size through using systemic griftov?
14:58 MoNTE48 *fonts
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14:59 MoNTE48 https://github.com/MultiCraftProject/MultiCr​aft/blob/master/src/defaultsettings.cpp#L388 est31, pls, see this
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14:59 est31 hmm interesting
15:00 est31 I dont know is that path guaranteed to be existing
15:00 MoNTE48 This reduced the size apk a few mb for me
15:01 MoNTE48 I've been using it for several months. No problem. These 2 font are mandatory for all devices (their use google apps, for example)
15:02 MoNTE48 android not need libogg, this is my updated libvorbis https://github.com/MoNTE48/libvorbis-android reduce size and static linking
15:05 MoNTE48 I just want to pull my requests received road map 0.4.14 and were included in the release. Because 0.4.15 may be a year or more, and the current state of the android port is pain
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15:07 est31 okay I will test the font thing
15:07 est31 can you make the pull request focused on the font only?
15:10 MoNTE48 The font is only 2 lines. You can check it out yourself now or I will pull later
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16:12 Zeno` sofar, #4003
16:12 ShadowBot https://github.com/minetest/minetest/issues/4003 -- mainmenu: Fix minetest.after timing by SmallJoker
16:12 Zeno` wouldn't it be just as good to init last to something < 0.0 ?
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17:22 Topic for #minetest-dev is now Minetest core development and maintenance. No new date for feature freeze decided yet. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
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18:14 sofar so this lighting bug is driving me crazy
18:14 sofar I downloaded the mapfix mod, and all it does is make the map darker :(
18:15 sofar is there a way to force it to fix the map light?
18:26 sofar this is a very old map and I hate to see it slowly dilapidate into blackness :(
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18:52 Fixer o_O
18:54 VanessaE sofar: maybe it's finally time to bite the bullet and do a total rewrite of the whole lighting system :-/
18:56 sofar I think the problem is that I disabled mapgen in certain parts of the map, so now there's a ton of map where there is basically nothing above the map
18:56 sofar it's a converted world
18:56 * sofar just wants it to stop going dark ==((((
18:57 VanessaE yep, that would do it....
18:58 Fixer sofar, check if there are no land above
18:59 sofar there isn't, by definition - I disabled it
18:59 sofar it's like I'm running singlenode mapgen
19:00 Fixer sofar, try adding some ignore above it? and do mapfix again?
19:09 sofar I don't know how to add ignore above it?
19:10 sofar oh I can //set ignore
19:11 sofar but even if I do that, AND if I force vm:set_light_data({15, 15, 15, 15})... it's dark again
19:12 Calinou VanessaE, going full hardware lighting would be too slow, imagine if you place 100 torches
19:12 Calinou that's 100 light sources :P
19:12 Calinou plus the sun/moon
19:12 VanessaE I don't mean hardware lighting
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19:14 sofar http://i.imgur.com/1SWVaPO.jpg
19:14 sofar well, crap
19:14 VanessaE oops? :)
19:15 sofar ffs this has to be fixable
19:15 sofar I can't even manually set light to 15 for every node
19:19 sofar I'm beginning to wonder if the C++ code thinks it's underneath the landscape of some other mapgen
19:19 VanessaE not exactly
19:19 VanessaE a block of "ignore" is treated as "pass through" for whatever's above
19:19 VanessaE and if nothing's above, it goes black.
19:20 VanessaE something like tht
19:20 VanessaE same effect anyways
19:22 sofar but why can't I set light levels myself?
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19:30 sofar setting the air above to "air" seems to help
19:30 sofar first thing that actually made a difference
19:30 PilzAdam ignore above y=0 is treated like light level 15, no?
19:31 PilzAdam sofar, what is your singlenode mapgen outputting?
19:31 sofar mg_name = singlenode
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19:32 sofar I need to check if nodes are just staying ignore
19:33 PilzAdam what is your mapgen_singlenode setting?
19:33 PilzAdam if it has sunlight_propagates then it is set to light_level 15, otherwise 0
19:34 PilzAdam also the light flag for the mapgen has to be set
19:35 sofar for air? or ignore?
19:35 PilzAdam mg_flags = light in mintest.conf
19:36 sofar uhhh
19:36 sofar mg_flags = trees, caves, dungeons, noflat, nolight, decorations
19:36 sofar damn, is the nolight the problem?
19:36 PilzAdam nolight causes all light to be set to 0
19:36 sofar ffs
19:36 sofar how did that get htere :()
19:37 sofar nope, that still makes areas darker
19:38 PilzAdam have you reset your map?
19:38 PilzAdam or are the old, dark blocks still there?
19:38 sofar reset? as in re-gen?
19:38 sofar I can't regen - it's an imported map
19:39 PilzAdam well, there are dark blocks generated above your imported area
19:39 sofar so it seems, yes
19:39 PilzAdam if you now change the mapgen settings then of course the dark blocks won't magically disappear
19:40 PilzAdam maybe re-import the map into a new world?
19:40 PilzAdam also, mg_flags are copied to map_meta.txt, so you need to update that, too
19:41 sofar so much has changed since I did the import...
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19:43 Fixer VanessaE, yes it needs to be fixed, >>> this annoys me https://github.com/minetest/minetest/issues/104
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19:47 VanessaE Fixer: yep, another example of why the whole lighting system is shit
19:47 VanessaE can't say I can do any better, though
19:47 Fixer VanessaE, yeah, that one is biggest problem for me
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19:58 Fixer VanessaE, RBA said solid blocks calculate it for each 6 faces, but what is wrong with say, precalculating light for 6 faces of slabs, panel, etc and writing it down in somewhere in block config?
19:58 sofar wow, tried to replace c_ignore with c_air, and it replaced everything with charcoal blocks
19:59 VanessaE I couldn't say, Fixer.
20:06 sofar oh, wow
20:07 sofar I guess I really don't have a clue how vmanips work
20:07 sofar I just made a block salad
20:07 sofar http://i.imgur.com/3g7SuLq.jpg
20:15 sofar ok, now I've got a fix... getting rid of ignore works
20:17 PilzAdam sofar, ignore can't be placed
20:18 PilzAdam Fixer, the problem is that we only have 1 light point per block
20:18 Fixer ohh
20:18 PilzAdam the only thing we can do is interpolate the edges based on the neighbor light values, but that only works for full nodes
20:20 sofar PilzAdam: I'm not placing ignore, I'm replacing ignore with air
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20:35 paramat ok
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20:37 paramat PilzAdam please could you look at game#1044 ?
20:37 ShadowBot https://github.com/minetest​/minetest_game/issues/1044 -- Flowers: Make flower spread a public function to enable override by paramat
20:39 paramat game#1043 < nore sfan5 ShadowNinja please can anyone review?
20:39 ShadowBot https://github.com/minetest​/minetest_game/issues/1043 -- Default: Create 'grass', 'dry_grass' groups, use in dirt conversion ABM by paramat
20:40 paramat and game#1029 is simple to review
20:40 ShadowBot https://github.com/minetest​/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy
20:59 sfan5 paramat: looked at the code
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21:01 paramat thanks
21:01 paramat i'll do the testing
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21:03 paramat i might merge 1044 as trivial
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21:30 paramat please can anyone look at #3995 ? needs one +1
21:30 ShadowBot https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar
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21:54 sofar paramat: 3995 is technically trivial... I'd merge it with one approval (the hard part is already solved)
21:55 paramat hm possibly :)
21:57 paramat i'll ask hmmmmm later when i chat with him
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22:22 sofar how can I see what ABM's are taking a long time?
22:22 sofar active block modifiers took 217ms (longer than 200ms) etc...
22:22 sofar I'm thinking it's mobs_redo
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22:36 paramat no idea
22:39 sofar mod_profiling crashes my server, so that's broken
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