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IRC log for #minetest-dev, 2016-10-12

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All times shown according to UTC.

Time Nick Message
01:07 paramat game#1324
01:07 ShadowBot https://github.com/minetest/minetest_game/issues/1324 -- Default: Add coral nodes and death ABM by paramat
01:07 paramat ^ sofar
01:08 paramat will also make a PR for adding the generic 'bush_leaves' node soon
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03:08 paramat will merge game#1320 in a moment
03:08 ShadowBot https://github.com/minetest/minetest_game/issues/1320 -- Bucket: Add optional 'force-renew' bool to registration by paramat
03:13 paramat merging
03:17 paramat merged
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03:50 sofar wow someone just redid all the work I did on torches
03:50 sofar even though he knew about it
03:50 hmmmm don't you love those "refactors"
03:51 sofar 6 months of people testing it on servers, too
03:51 sofar I got good feedback
03:51 sofar plus I made the models better, I think
03:51 hmmmm i think the people on minetest game should be more picky with PRs
03:51 sofar I've been critical
03:51 sofar very
03:52 sofar it's wearing me down
03:52 hmmmm well, who merged the latest torch refactor?
03:53 sofar torches in mtg have never been refactored
03:53 sofar they're still vanilla pilzadam
03:53 hmmmm then whatchu talkin bout
03:54 sofar open PR
03:54 hmmmm ahh
03:54 hmmmm ah i see the one
03:54 hmmmm octacian
03:55 hmmmm who is this guy... he made a client side modding PR after i pasted the code i had already and said i've stopped work on it
03:55 hmmmm it looks remarkably similar (but then again, there aren't many *good* other ways of doing it tbf)
04:18 sofar oh well, I just made a competing PR
04:18 sofar may the merit win
04:18 sofar lol
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06:10 celeron55 better be concerned whether the best design gets adopted, not whether it's someone's or not
06:11 celeron55 we can just credit everyone who tried :P
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06:49 jin_xi i may be repeating myself, but the issue with competing PRs and choosing the best design could be greatly improved if there was a place for devs to actually talk about designs _before_ anyone goes writing code. This is obviously not the case for irc and neither github.
06:50 jin_xi and it might also help new developers cross the initial hurdle easier, seeing as good devs are hard to come by and 'quick' to leave minetest after their big PRs and fixes rot away
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08:25 Hijiri I can't figure out where particles get scheduled for drawing
08:26 Hijiri can anybody tell me?
08:28 Hijiri I think I see, irrlicht calls OnRegisterSceneNode before rendering, or something
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12:27 red-001 hwo do you run unit tests?
12:27 red-001 how*
12:31 Krock > minetest --run-unittests
12:31 Krock or. 6 failed
12:31 Krock *oh
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12:35 red-001 UASSERT(s.getS32("leet") == 1337);
12:38 red-001 test_settings.cpp line 122
12:41 Krock [PASS] testAllSettings - 0ms
12:42 * red-001 has too many PRs open
13:08 dzho oh, is there a limit?
13:09 Megaf nope
13:10 Megaf I mean, there's always a limit
13:10 T4im there's a limit in motivation
13:10 Krock sky is limit too
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13:20 T4im hm, that client side mods PR already started out on a pretty outdated ref; loads files, that don't even exist anymore
13:23 T4im (it's rebased by now, although wrongly, but the first time i saw it, he built it on some july ref iirc)
13:24 Krock and the whole thing is not secure at all
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14:22 red-001 krock why is it not secure?
14:23 red-001 doesn't it use the mod security added a while back?
14:23 Krock the one which isn't enabled by default yet?
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14:30 red-001 from what celron55 said it seemed that mod security is always enabled in the new api
14:31 T4im ShadowNinja opened a PR to do enable it by default; it's not enabled yet
14:31 * T4im might have actually delayed it a bit unintentionally; but is ok with that happening, generally, btw
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14:31 red-001 the api as in the client sided scripting
14:32 T4im ah, ok
14:32 red-001 nvm est31 said that not celron55
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15:41 red-001 updated #4472
15:41 ShadowBot https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001
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15:50 sfan5 wonderful
15:50 sfan5 nrz's unordered map changes made the profile graphs flicker
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15:56 sfan5 http://i.imgur.com/8lisQZa.gif
15:58 Krock eeks. I thought the profiler wasn't affected of these changes
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16:40 sfan5 nrzkt: mind approving this? http://sprunge.us/OQJO (otherwise this happens http://i.imgur.com/8lisQZa.gif)
16:41 nrzkt sfan5, seems lgtm to bugfix
16:41 sfan5 thanks, will push soon
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17:28 sofar sfan5: hah, yeah, bad use of unordered :D
17:31 Krock unordered is bad!
17:36 red-001 why do people not like smart pointers
17:48 sfan5 because c++11
17:50 nrzkt red-001, the problem is smart pointers should only be used when necessary not everywhere
17:50 nrzkt because with smartpointers memory leaks are as easy as forgetting delete: )
17:51 sfan5 sofar: wouldn't >is_soil == 0 be false with is_soil = false?
17:53 sofar sfan5: get_item_group returns '0' if the soil group is not set
17:53 sfan5 ok thn
17:53 sfan5 *then
17:54 sofar https://github.com/minetest/minetest/blob/3a95054db5c44a3fea6a27d5633f668539e67870/builtin/game/misc.lua#L151
17:54 sofar tl:dr: `return 0`
18:06 Hijiri nrzkt: finally figured out where I was getting build fails from, the "at" method is C++11 apparently
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18:21 sfan5 Hijiri: shouldn't travis help you figure that out?
18:21 Hijiri it did
18:21 Hijiri but I didn't undrestand the gcc error message
18:21 Hijiri I had to look at the clang error
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18:28 paramat please could devs add their comments about the controversial part of #4620 ? the running of nodeupdate 'on punch'
18:28 ShadowBot https://github.com/minetest/minetest/issues/4620 -- Optimize falling.lua by tenplus1
18:39 paramat ^ nore nrzkt sfan5 Zeno`
18:40 sfan5 IMO nodes don't need to start falling if you punch then
18:40 sfan5 *them
18:42 T4im can't you discuss that in an extra issue? whether or not punching should be removed from them should not prevent fixing of actual issues
18:44 paramat indeed a seperate commit would be good, but tenplus1 is not good with git
18:45 T4im krock recently pointed out, that that new "allow maintainer to edit" checkbox might allow you guys to actually push to those git repos of PR's
18:45 paramat anyway we can alter on merge if necessary
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20:03 sfan5 paramat: i really like your floatlands, goob job
20:04 paramat good, a little more tuning to do
20:04 sfan5 dungeons look especially nice in there
20:04 sfan5 do we have an issue on the tracker for putting stuff into dungeons yet?
20:05 sfan5 right now they're just decoration
20:05 paramat some have asked, i think there is an issue
20:08 sfan5 also what about ores in floatlands?
20:09 paramat ore distribution has been changed, above 1024 you get everything with the same densities as below -1024
20:10 paramat so ore-rich floatlands
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20:11 sfan5 hm i haven't seen a single ore yes
20:11 sfan5 *yet
20:11 sfan5 i just found a pond of water though, wonderful
20:12 paramat weird, should be lots of ores
20:12 paramat i'll check that
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20:17 sfan5 paramat: lots of gravel(?) blobs but no ores: http://i.imgur.com/R6P3hU7.png
20:18 paramat there are ores in the thread screenshot, anyway i'll check when tuning
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20:21 paramat latest mtgame?
20:22 sfan5 oops, that must be it
20:23 paramat checf for ore registrations for y = 1024+
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20:34 paramat (check)
20:35 sfan5 nah the p
20:35 sfan5 the outdated mtgame is definitely the issue
20:35 sfan5 it's nice that trees grow even here http://i.imgur.com/aBqMqqR.png
20:48 paramat the standard biomes will be messy though, underwater trees and grass etc. enabling floatlands will enable a tweaked set of biomes that fixes those issues
20:48 sfan5 small overview map of some floatlands: http://i.imgur.com/a7D7MUl.png
20:48 sfan5 looks pretty nice
20:49 paramat there will be larger lakes in places
20:51 * twoelk dreams of nice waterfalls
20:52 sfan5 won't that result in horrible lag?
20:52 paramat water flows through tunnels under the lakes to the floatland base and falls
20:52 paramat nah
20:53 paramat oh well maybe
20:53 paramat if they spread too much over surface
20:54 paramat if you swim in the falling column to keep it loaded you can eventually create a water column down to ground level (takes time though)
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20:59 Hijiri what do people think of this solution to transparent particle depth sorting? http://answers.unity3d.com/questions/20984/depth-sorting-of-billboard-particles-how-can-i-do.html
21:00 Hijiri (bounded number of passes of bubblesort)
21:01 paramat we have a problem with particles disappearing behing translucency
21:01 Hijiri or do you think sorting normally every frame would be performant enough
21:02 paramat (behind)
21:02 Hijiri paramat: I'm talking specifically about particles disappearing behind other translucent particles, not nodes or other things
21:02 paramat yeah
21:05 twoelk If above a certain hight wouldn't it be better for falling water to turn to vapour after say 100m or so?
21:06 Hijiri if all particles were inside one big scene node then you could just sort them in there, not sure how it works when each particle is a scene node
21:06 paramat twoelk it usually does that anyway when it hits an unloaded/ungenerated area
21:06 sfan5 wow
21:06 sfan5 you can find diamond at the surface in the floatlands
21:07 paramat yeah identical ores to below y = -1024
21:08 paramat compensates for lack of stone mass
21:10 twoelk cool, I got an old map imported from worldpainter that had too many liquid spills to be playable in minetest. Maybe I should work on that project again.
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21:11 paramat also now, falling liquids don't spread outwards on ignore
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21:11 paramat the water column just stops
21:11 paramat which can be considered it dissolving into spray
21:12 twoelk I was trying to figure out how to make a special lava that would vapourize water that falls near it - so that I could have a persistant lavalake as base no mater how much water flows onto it
21:13 Hijiri ABM on water with new lava neighbors?
21:14 paramat override the lavacooling ABM
21:14 sfan5 paramat: #4628
21:14 ShadowBot https://github.com/minetest/minetest/issues/4628 -- Use range-based fog instead of z-plane based. by lhofhansl
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21:16 paramat looking
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21:43 paramat any reviews for #4620 ?
21:43 ShadowBot https://github.com/minetest/minetest/issues/4620 -- Optimize falling.lua by tenplus1
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21:48 sfan5 paramat: lgtm
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21:58 paramat ok
21:59 paramat will merge it later
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22:03 paramat well, maybe it ought to have more input
22:04 Hijiri nrzkt: I moved the erase call into the conditional body
22:04 Hijiri and the build finished
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22:09 nrzkt Hijiri, cool thanks
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22:53 paramat will merge game#1324 in a moment
22:53 ShadowBot https://github.com/minetest/minetest_game/issues/1324 -- Default: Add coral nodes and death ABM by paramat
22:54 sfan5 wait wait
22:55 sfan5 where's the second approval?
22:55 sfan5 oh from sofar
22:55 sfan5 but IMO we don't need corals
22:56 sofar sfan5: well, um, that can be said about almost any node
22:56 sofar but yes it's cosmetic
22:56 sofar but no, the sea floors are barren, uninterestign areas.
22:56 sfan5 well we can make it useful later
22:56 sfan5 fine with me
22:57 sofar that's the spirit ;)
22:57 paramat ok merging
22:57 sofar paramat: can you close my PR as well then?
22:57 paramat calcium carbonate has many uses
22:57 paramat yes ok
22:59 sofar grind it up for lime fertilizer?
22:59 sofar makes nice kitchen countertops, too
22:59 paramat i have a copy of your coral schem and will be using that, with orange corals added
23:02 paramat merged
23:03 sofar I'll be looking for them :)
23:03 paramat mapgen stuff isn't done though
23:03 paramat yet
23:03 sfan5 hm
23:03 sfan5 paramat: would corals also appear in floatlands? :D
23:04 paramat yeah if wanted
23:04 paramat my intention was to have all resources available up there
23:05 sfan5 some just won't make sense maybe
23:06 paramat eventually the floatlands flag will enable a tweaked set of biomes and decorations that work well with the floatlands
23:06 paramat yeah perhaps
23:06 paramat also of course we could have special biomes up there
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23:09 sfan5 that tweaked set will be set by the lua code in mtgame, right?
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23:22 paramat yes in mapgen.lua
23:24 sfan5 <insert github +1 emoji here>
23:25 paramat i might merge floatlands in a week or so, after some more tuning
23:32 Fixer does coral need slabs/stairs? :trollface:
23:33 sfan5 apropos stairs
23:33 sfan5 paramat: is it possible that dungeons *no longer* have proper stairs?
23:33 sfan5 because they did in 0.4.14
23:34 paramat some dungeons do not have half-node stairs, erm for some reason i temporarily forget
23:35 paramat oh any dongeon with diagonal corridors cannot (desert dungeons)
23:35 paramat (dungeon heh)
23:35 paramat dong eon
23:36 paramat dungeons with 2 node wide corridors cannot because that causes bugs (sandstone dungeons)
23:37 paramat maybe i can fix that later
23:37 sfan5 i observed it in normal dungeons too
23:37 paramat yeah in stone dungeons stairs sometimes become full nodes, don't know why
23:38 paramat it's not new behaviour afaik
23:38 paramat or at least, that code has not been changed
23:49 sofar only stairs are needed for the dead coral node

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