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IRC log for #minetest-dev, 2016-09-08

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All times shown according to UTC.

Time Nick Message
00:45 paramat rubenwardy are you happy with game#946 ?
00:45 ShadowBot https://github.com/minetes​t/minetest_game/issues/946 -- Xpanes: convert to connected nodeboxes. by sofar
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01:25 rubenwardy It seems okay, paramat
01:25 rubenwardy I tested it and couldn't see any immediate problems
01:26 rubenwardy I've really used xpanes so I'm unsure on what the old behaviour was
01:26 paramat ok
01:26 paramat i never used xpanes either
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02:08 hmmmm i never said that i don't ever want biomes to be relative to water level, i said that would screw things up if you didn't take care in implementing it
02:09 hmmmm certain biomes could be absolute positioned whereas others could be water level relative
02:09 hmmmm same with decorations (in fact, doesn't that flag already exist for decorations and ores?)
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05:14 paramat will merge game#1283 in a moment
05:14 ShadowBot https://github.com/minetest​/minetest_game/issues/1283 -- Licenses: (Part 4) Remove overlooked WTFPL text. Cleanup by paramat
05:18 paramat merging
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05:25 paramat merged
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06:57 Zeno` Thomas-S, I wouldn't use brackets there. Just don't use brackets on one of the ifs and not the others ;)
06:57 Thomas-S Ok. Thanks for the information. I will update the PR soon.
06:59 Zeno` are 'r', 'g', 'b' and 'a' guarenteed to be lowercase?
07:00 Thomas-S you have to type them lowercase. Do you want uppercase support, too?
07:00 Zeno` I don't know
07:01 Zeno` hmm
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07:02 Zeno` leave it for now. It's probably documented somewhere (or the string is converted to lower case previously I dunno)
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07:11 hmmmm anyone wanna do a second final review on https://github.com/minetest/minetest/pull/4307 ?
07:13 Zeno` reading
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07:15 hmmmm a lotta lookers but no approvers
07:15 Zeno` I looked at this the other day while you had pending questions still
07:16 Zeno` The only question I had at the time was if getWritableNodeDefManager() could return NULL
07:17 Zeno` but by the looks of it if that happened things would already be FUBAR
07:17 Zeno` so it lgtm
07:18 hmmmm nodedef != NULL is already an assumption everywhere else
07:18 Zeno` yeah
07:18 hmmmm if you wanted to assert that i'd recommend doing it in a separate PR all at once
07:18 Zeno` so if it's NULL then things are broken anyhow so it's fine
07:18 Zeno` nope, I think the PR is fine as is
07:18 hmmmm ok
07:19 hmmmm will you add a little thumbs up comment in the PR for a paper trail of approvals though?
07:21 celeron55 "But there is no loop"
07:21 Zeno` *nod*
07:21 celeron55 instant classic
07:22 Zeno` lol
07:22 hmmmm i wasn't paying enough attention when i wrote that
07:23 Zeno` it's still a classic though :D
07:23 Zeno` You could add it to your email sig
07:23 celeron55 it's beautiful
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07:30 hmmmm unless anybody has any objections, i'm just going to change (u16)-1 to U16_MAX and commit 4506
07:30 hmmmm it's kind of pissing me off sitting there
07:31 hmmmm #4506
07:31 ShadowBot https://github.com/minetest/minetest/issues/4506 -- Make getStackMax return the correct maximal stack size by SmallJoker
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07:42 hmmmm what's with #4490??  is modulo actually that expensive in lua and luajit??
07:42 ShadowBot https://github.com/minetest/minetest/issues/4490 -- VoxelArea: faster iter function by HybridDog
07:42 hmmmm somehow i have my doubts
07:45 nore hmmmm: I have doubts as well, but remember that Lua numbers are doubles, and modulo on doubles are quite expensive, I think
07:46 nore So it should be benchmarked
07:46 hmmmm how does modulo even work on doubles?
07:46 hmmmm it either does something wacky or converts it to an integer
07:47 hmmmm lua modulo is wack
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08:37 Zeno` although modulo might or might not be expensive the new way in 4490 is how I would have done it in the first place
08:38 Zeno` mainly because the way it is in the PR is the way we used to do it on the c64, Amiga, 386/486 because modulo *was* expensive :)
08:39 Zeno` so I'm used to seeing it that way heh
08:41 Zeno` Interesting it probably *is* measurably faster
08:41 Zeno` I made a similar change in C++ ages ago that was profiled
08:44 Zeno` not exactly the same, but the idea was to avoid multiplication and this was profiled extensively using valgrind:
08:44 Zeno` https://github.com/minetest/minetest/commi​t/c16b1e26393c133df2d660bae80ae908339b0ae4
08:45 Zeno` hmm, ok it's not at all the same
08:45 Zeno` lol
08:46 Zeno` it was to avoid the calls to the indexing functions which used multiplication
08:46 Zeno` hmm... so it probably is related in a way
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10:53 sfan5 anyone wanna take look at #4499
10:53 ShadowBot https://github.com/minetest/minetest/issues/4499 -- Allow escaping of texture names when passed as an argument to a modifier by sfan5
10:53 sfan5 ?
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13:12 everamzah #4507
13:12 ShadowBot https://github.com/minetest/minetest/issues/4507 -- AreaStore:get_area(areaID) crashes for non-existent ID
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13:58 Zeno` marked as bug
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15:07 everamzah #4508
15:07 ShadowBot https://github.com/minetest/minetest/issues/4508 -- Return nil on empty get_area() by everamzah
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17:42 Tesseract Just got a new computer and ran MT on Windows.  I immediately noticed some major issues with the touchpad: It cuts out when you move (even with the Windows touchpad typing disabler off) and when you stop moving it sometimes slowly drifts off in more or less whatever direction you were heading when you stoped.  The latter even happens with an external mouse.
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17:43 Calinou Tesseract: did you enable smooth mouse accidentally?
17:43 Calinou cinematic mode
17:43 Calinou I think it's not enableable in Git now by default though
17:45 Fixer enabable if you edit keyboard settings
17:45 Fixer no idea who was uncomfy with it
17:45 Fixer Tesseract: try other games
17:46 Fixer maybe it is garbage touchpad
17:48 Tesseract Calinou: No, and it's not that.  When you release the touchpad/mouse it just keeps steadily moving the view indefinitly.
17:48 Calinou try running Minetest in fullscreen
17:48 Calinou screenW = 1920 - screenH = 1080 - fullscreen = 1
17:48 Calinou for example
17:48 sofar I've seen that happen with cheap touchpads
17:48 Tesseract Trying terasology now, this device is pretty powerfull, so maybr it will run at ultra-low settings ;-)
17:48 sofar they retain some charge and drift :/
17:52 Tesseract sofar: It happens with an external mouse too.
17:52 sofar that sounds like bad input logic
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18:11 Tesseract Apparently my installation of Windows doesn't support contnuous alocations over 1.5G or so (which java requires for its heap), and that's not enough for Terasology.
18:12 Fixer o_0
18:17 Calinou Tesseract: 32-bit Windows?
18:17 Calinou if you have 64-bit Windows and Java, this should not be an issue
18:17 Calinou 64-bit Java is a requirement for Terasology
18:17 Calinou www.oracle.com/technetwork/java/javase​/downloads/jdk8-downloads-2133151.html
18:17 Calinou http://www.oracle.com/technetwork/java/jav​ase/downloads/jdk8-downloads-2133151.html
18:18 Tesseract Calinou: It's 64-bit.  Looks like it may be a bug in a "security" update that's since been fixed.  I'm updating now.
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18:25 paramat hmmmm there's no flag for water-relative / absolute limits for ores and decorations, but i feel this is very low priority if needed at all
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18:45 Hijiri #4509
18:45 ShadowBot https://github.com/minetest/minetest/issues/4509 -- Fix inconsistencies between different descriptions of the entity callbacks in docs by raymoo
18:46 Hijiri something like water-relative might be needed if some kind of world layering is introduced
18:46 Hijiri to regenerate things at each layer, assuming the layer wants it
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18:56 paramat yeah
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19:07 hmmmm right
19:07 hmmmm because you can adjust it yourself by querying the effective water_level and adding that onto the y min/max params on registration
19:08 hmmmm that's probably better anyway, because i'm tired of adding new functionality to the lua api to do things that could be done without it
19:08 hmmmm it's already way too bloated
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19:14 est31 Tesseract, I think you are experiencing bug #4287
19:14 ShadowBot https://github.com/minetest/minetest/issues/4287 -- Player's head/camera moving on its own
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19:59 sfan5 i'd still like to get #4499 merged btw
19:59 ShadowBot https://github.com/minetest/minetest/issues/4499 -- Allow escaping of texture names when passed as an argument to a modifier by sfan5
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21:58 paramat hmmmmm often a stacked realm world would want differing biome systems per realm anyway. also any multi-layer mapgen can probably repeat a single biome system by passing a modulo of y
22:03 paramat #4503 is related, but for now i prefer to create the layers within a single mapgen, instead of stacking differing core mapgens
22:03 ShadowBot https://github.com/minetest/minetest/issues/4503 -- Map Layering
22:08 everamzah #4303 only has one +1, and is needed for sprint mods to be effective.
22:08 ShadowBot https://github.com/minetest/minetest/issues/4303 -- Anticheat: Use the physics_override modifiers aswell by SmallJoker
22:25 paramat yeah simple and tested too, any reviews?
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