Time Nick Message 00:45 paramat rubenwardy are you happy with game#946 ? 00:45 ShadowBot https://github.com/minetest/minetest_game/issues/946 -- Xpanes: convert to connected nodeboxes. by sofar 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 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?) 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 05:25 paramat merged 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 07:02 Zeno` leave it for now. It's probably documented somewhere (or the string is converted to lower case previously I dunno) 07:11 hmmmm anyone wanna do a second final review on https://github.com/minetest/minetest/pull/4307 ? 07:13 Zeno` reading 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 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 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 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/commit/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 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 ? 13:12 everamzah #4507 13:12 ShadowBot https://github.com/minetest/minetest/issues/4507 -- AreaStore:get_area(areaID) crashes for non-existent ID 13:58 Zeno` marked as bug 15:07 everamzah #4508 15:07 ShadowBot https://github.com/minetest/minetest/issues/4508 -- Return nil on empty get_area() by everamzah 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. 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 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/javase/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. 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 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 18:56 paramat yeah 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 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 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 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?