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IRC log for #minetest-dev, 2016-07-02

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All times shown according to UTC.

Time Nick Message
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07:55 tenplus1 pulls game#1085 and game#1081 both updated and ready for inclusion... coudl a dev have a peek plz
07:55 ShadowBot https://github.com/minetest​/minetest_game/issues/1085 -- Disabling TNT by tenplus1
07:55 ShadowBot https://github.com/minetest​/minetest_game/issues/1081 -- Placing liquid in protected area fixed by tenplus1
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08:19 tenplus1 https://github.com/freeminer/freemin​er/blob/0b85ddb2eff2f501e85f7374ff1a​8624f5829147/src/fm_liquid.cpp#L191
08:23 tenplus1 pull game#669 ready for inclusion also :P
08:23 ShadowBot https://github.com/minetes​t/minetest_game/issues/669 -- Tidy sethome code, add global functions, round coords to 1 decimal by tenplus1
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15:03 twoelk was just wondering about items being vaccumed up by players. Might it not be more usefull for an item to check if a player is near and if so does the needed calculations how to react? This way maybe items cold also be made to react to other things such as flowing water or item manipulating mobs - or someday maybe wind
15:08 Krock yes, the flowing thing was already added by a mod but I forgot its name
15:14 T4im look at an extreme example, let's say pipeworks spill of hundreds of items; that seems a lot faster when searched from the player; and I'd expect players to usually be smaller in numbers than items
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15:17 twoelk but players move around a lot
15:18 twoelk maybe items occupying the same node can be combined
15:18 T4im that would be a performance improvement on its own :D
15:19 T4im at least with some mods
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15:21 everamzah dropped items do combine.  and some mods do move drops in water, or burn in lava, as krock mentioned.  as well as get pulled to nearby players and plopped in their inventory
15:21 everamzah https://github.com/blockmen/wasteland has some, but i dunno where they originate
15:21 everamzah pilzadam mods methinks
15:23 Krock https://forum.minetest.net/viewtopic.php?t=3188
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15:23 Krock ^ twoelk
15:24 Krock C_alinou made a newer version of it - but I'm not suer if it's better
15:38 everamzah also: https://forum.minetest.net/v​iewtopic.php?f=11&t=2656
15:39 T4im everamzah: the background, why this came up, is that hmmmm is considering to built that function into the engine to improve performance
15:40 everamzah ye good
15:40 everamzah plop plop
15:41 everamzah at any rate, item drops already do combine
15:42 T4im nice, haven't noticed that (without mods?)
15:42 everamzah yes, since a while ago
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16:06 Thomas-S Hello! PR #4267 needs a good review, because I don't know how to write C++ code. I only copied some code from this file together, so that the new texture modifier works. Thanks in advance for your efforts.
16:06 ShadowBot https://github.com/minetest/minetest/issues/4267 -- Add an [opacity: texture modifier. by Thomas--S
16:11 Krock Thomas-S, does it really work with overlapping other graphics?
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16:16 Thomas-S Krock, I'll give you an example:
16:17 Thomas-S base_texture.png^(another_​texture.png^[opacity:127)     This will make "another_texure.png" semi-transparent.
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16:19 xunto Thomas-S: I thought that we can do it using `[mask:<file>`, can't we?
16:22 xunto Thomas-S: https://github.com/minetest/minetest/​blob/master/doc/lua_api.txt#L365-L366
16:24 Thomas-S http://i.imgur.com/OAuLSTx.png | Left side: mask | Right side: opacity
16:24 Krock but with a mask you'd need another file
16:24 Thomas-S Both times, I overlay gneiss with default_stone_brick
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16:25 xunto Thomas-S: how do you use mask?
16:25 Thomas-S ts_medieval_gneiss.png^[ma​sk:default_stone_brick.png
16:25 xunto But Krock is right. It needs another file.
16:25 Thomas-S for comparison: ts_medieval_gneiss.png^(default​_stone_brick.png^[opacity:127)
16:26 xunto Thomas-S: you are using it wrong)
16:26 Thomas-S How to use it right?
16:26 xunto default_stone_brick.png^ts_medieval​_gneiss.png^[mask:alpha_mask.png(or something like that)
16:27 Krock orig.png^(overlap.png^[colorize:#FFFF:128)
16:27 Krock half-opaque overlapping
16:28 Krock not tested...
16:28 Thomas-S But then it's also colored white.
16:28 Krock yeah..
16:28 Krock maybe #000F would give a better result, not sure.
16:29 Thomas-S @xunto: But with the new modifier, you don't need a new image, what is basically the goal of the modifiers.
16:29 xunto Thomas-S: yeah, maybe you are right)
16:29 Krock (
16:30 Thomas-S @Krock: Colorizing isn't always possible. Sometimes you have many different colors in an image.
16:30 xunto I don't like core.colorize by the way :/
16:30 xunto Whe is it multiply?
16:30 xunto There are better algorithms.
16:31 xunto *Why does it multiply?
16:48 Zeno` what multiplies?
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16:51 Krock the bugs, Zeno`, the bugs.
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17:01 Zeno` features, Krock
17:01 Krock oh right!
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17:02 twoelk if a bug and a feature breed is thje result dangerous?
17:05 Zeno` depends on their jeans
17:05 * twoelk is feeding his portable git on windows batch files for the first time - the results are not as expected
17:07 hmmmm hey Zeno`?
17:07 hmmmm can you do a review?
17:07 Zeno` of your mapgen refactor?
17:08 hmmmm oh you saw somewhere
17:08 hmmmm it's not really a mapgen refactor but it does involve mapgens somewhat
17:08 Zeno` yeah I wanted to review but lost the lonk
17:08 Zeno` link
17:08 hmmmm https://github.com/kwolekr/minetest/commit​/30b77a79505f4e32df5d00d0c8e2ea50f63900c3
17:08 Zeno` I can't do it now, but just bookmarked it
17:08 hmmmm OK
17:09 Zeno` will do first thing tomorrow :)
17:09 Zeno` err well, today but when I wake up (it's 3:10AM)
17:09 hmmmm heh
17:09 hmmmm that's right, in australia everything is backwards
17:09 hmmmm including the time of day
17:09 Zeno` we're GMT + though!
17:10 Zeno` GMT+10 here
17:10 Zeno` so we're... forward really :P
17:10 * twoelk imagines a kangaroo jumping tail first
17:11 * Zeno` eats the kangaroo
17:12 hmmmm err, rather, upside-down
17:12 twoelk tail first?
17:12 hmmmm that's the saying
17:12 Zeno` twoelk, of course
17:13 hmmmm (btw for people who didn't get the reference:  http://i3.kym-cdn.com/photos/images/newsfe​ed/000/047/237/meanwhile_in_australia.jpg)
17:13 hmmmm i recently realized a lot of people don't get my references
17:13 twoelk sadly "upside-down" is not a feature of minetest yet :-(
17:15 twoelk a trailing bracket too much in that link, else, lol
17:28 twoelk http://i.imgur.com/C41DO08.jpg some time ago on VanessaE's creative server there was a visitor from the "other side" of the globe. Seems to have had difficulties to adjust
17:29 VanessaE hehe
17:29 VanessaE I forgot about that glitch
17:33 Zeno` lol
17:34 * Zeno` wonders why everyone except for BrasiL is upside down
17:39 twoelk I wonder what BrasiL saw
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17:52 Krock hahaha, good one with the australia image
18:02 xunto >(07:48:52 PM) Zeno`: what multiplies?
18:02 xunto Oh, I've mistaken. Forget it. It just doesn't look like real colorize. It's more like we have two images and one of them filled with color and then we just combine them using "Normal" blend mode from gimp...
18:04 xunto Compare it to gimp's colorize. This one is quite more usefull then minetest's.
18:04 xunto https://docs.gimp.org/en/gimp-tool-colorize.html
18:07 xunto > The Colorize tool renders the active layer or selection into a greyscale image seen through a colored glass.
18:07 xunto That what colorize should do, by the way. :D
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18:17 T4im that does sound indeed more appealing
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19:10 tenplus1 hi folks
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19:13 tenplus1 Could one of the devs please look at game#669 in the hope of adding it to minetest, it's been a long time waiting
19:13 ShadowBot https://github.com/minetes​t/minetest_game/issues/669 -- Tidy sethome code, add global functions, round coords to 1 decimal by tenplus1
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23:18 MillersMan Maybe the wrong time to ask this but: Is there any interest in having a generic base-implementation for mapgens that work similar to my Canyon mapgen?
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