Time Nick Message 00:04 paramat and the 'biomerepeat' mgv7 flag is kept to avoid potential flag breakage 00:05 rubenwardy lgtm 00:05 rubenwardy +1 as long as you're confident it won't break existing maps too much 00:21 paramat ok, well it may alter the biomes of worlds started in this dev cycle but that's low priority, and only if water level was altered or floatlands were enabled, which is rare, floatlands are still officially very unstable anyway 00:23 rubenwardy good enough for me 01:20 paramat ugh i created a mapgen bug with my last commit, will now fix 01:24 thePalindrome inb4 that fix undoes the last commit 01:29 paramat nah i can fix it and keep the feature 01:46 paramat ok just a 1 line fix 01:56 Hijiri this isn't caused by my code is it? https://travis-ci.org/minetest/minetest/jobs/276395807 02:08 paramat #6427 will merge later 02:08 ShadowBot https://github.com/minetest/minetest/issues/6427 -- Biome generation: Fix layers of 'filler' nodes in cliffs by paramat 02:10 paramat the build error is not your fault, this seems to happen sometimes 02:10 paramat it's been happening a lot recently, build failng due to a travis error 02:18 paramat will merge #6427 now 02:18 ShadowBot https://github.com/minetest/minetest/issues/6427 -- Biome generation: Fix layers of 'filler' nodes at biome y limits by paramat 02:22 paramat done 04:30 paramat merging #6425 04:30 ShadowBot https://github.com/minetest/minetest/issues/6425 -- Biome API: Revert biomes, decos, ores being relative to water level by paramat 04:40 paramat done 05:17 paramat now merging the necessary corresponding mtgame PR game#1893 05:17 ShadowBot https://github.com/minetest/minetest_game/issues/1893 -- Biome registration: Update due to revert of mgv7 'biomerepeat' option by paramat 05:22 paramat merged 08:55 srifqi ~tell paramat I've done fixing my PR, please review. 08:55 ShadowBot srifqi: O.K. 14:39 jcalve src/script/lua_api/l_server.cpp is missing the headers that define AF_INET in openbsd 14:39 jcalve src/script/lua_api/l_server.cpp 14:40 jcalve https://man.openbsd.org/inet_net.3 15:50 celeron55 jcalve: fix it, test it and then pastebin a diff and link it or even better, make a PR 15:50 jcalve celeron55: I would 15:50 jcalve however 15:51 jcalve I'm not sure which header defines it so I just pasted all of them and compiled 15:51 celeron55 you're not going to get us to research openbsd headers for you 15:51 celeron55 it's a fact 15:51 celeron55 however rude you may find it 15:52 jcalve I don't care I was just letting you know 15:52 jcalve if I do a pr do you want some #if openbsd macro or as is? 15:54 celeron55 if you find a single header is needed, it should probably be there for all posix platforms 16:09 jcalve so #ifndef _WIN32 ? 16:32 jcalve done #6430 16:32 ShadowBot https://github.com/minetest/minetest/issues/6430 -- Fix compile error in openbsd by jcalve 19:49 kensatya Where can I find the code that renders player skins? 20:19 DTA7 Is there a reason that in line 151 in builtin/game/item_entity.lua only vel.y ~= 0 is checked and not the x- and z-directions? 20:26 celeron55 could be due to items not really moving to any other direction than falling down 20:26 celeron55 at least historically 20:30 celeron55 https://github.com/minetest/minetest/commit/aa46e5c5e7285a8ac5c9e096a55c3fa02b90280e 20:30 celeron55 it was added here 20:30 celeron55 apparently something to do with nodeboxes in 0.4.5 20:30 celeron55 no idea 8) 20:38 celeron55 0.4.5 to 0.4.16 seems like little but it's actually 5 years, lol 20:39 celeron55 DTA7: does it cause misbehavior? 20:47 DTA7 No, sorry, I just noticed it is very much needed this way on non-slippery nodes. 20:48 DTA7 The problem is that item entities next to TNT with is_physical = false do not have collision detection when the movement takes place. 20:51 DTA7 It works if the TNT mod sets obj:set_properties({physical = true}) (which it doesn't). Is it intended for the mod to set physical? 20:58 celeron55 no 20:59 celeron55 or, hmm 21:00 celeron55 so the problem is that items set themselves as having no physics once they stop, and then if something makes them move, they at least initially don't have physics 21:01 celeron55 i guess it's ok to set physical=true, but... is there a good way to know which entities should be set physical in that situation and which entities to not touch? 21:01 celeron55 just hardcode items only? 21:02 celeron55 maybe the engine should be capable of transparently shutting down physics for things so as not to require weird things like what the items do, but... it doesn't 21:02 celeron55 isn't* 21:02 DTA7 In src/content_sao.cpp, the test for physics (and if true the collision detection) is performed before the on_step in buitin/item_entity.lua, where only the y direction is considered 21:03 celeron55 what happens if you make it check x and z also? 21:03 DTA7 *builtin/game/item_entity.lua 21:03 DTA7 The items keep moving like on a slippery node, but without deceleration in x- and z-direction 21:04 celeron55 what did you modify the line into? 21:05 DTA7 local is_physical = (def and not def.walkable) or (vel.x ~= 0 or vel.y ~= 0 or vel.z ~= 0) 21:05 DTA7 https://github.com/minetest/minetest/blob/27144b471678b30156ad3383fb8d26a5bd9b66cb/builtin/game/item_entity.lua#L187-L192 21:05 DTA7 Here the item is stopped if is_physical = false 21:07 celeron55 wait, this doesn't make sense 21:08 celeron55 tnt sets a velocity, then with that change the item should set physical=true for itself no matter which direction it is going, right? 21:08 celeron55 but it doesn't? 21:10 celeron55 i don't see why it wouldn't work, unless the reason why it doesn't work is that physics and on_step happen in different order than you think (i don't remember) 21:11 DTA7 https://github.com/minetest/minetest/blob/27144b471678b30156ad3383fb8d26a5bd9b66cb/src/content_sao.cpp#L659-L662 21:11 DTA7 No, it only sets m_velocity 21:12 celeron55 i mean the item's on_step modifies the item's own physical group 21:12 celeron55 based on whether it has velocity or not 21:12 DTA7 Which on_step do you mean? In builtin/game/item_entity.lua? 21:12 celeron55 yes 21:14 DTA7 https://github.com/minetest/minetest/blob/27144b471678b30156ad3383fb8d26a5bd9b66cb/src/content_sao.cpp#L350-L394 21:15 celeron55 yeah, so physics happen first, or movement with no collision detection if physical=false 21:15 DTA7 Yes 21:15 celeron55 that's the issue 21:16 DTA7 Yeah I think so 21:16 celeron55 i wonder if switching the order would break something or cause performance problems 21:17 DTA7 This would affect all server-side entities, right? 21:18 celeron55 yep 21:21 celeron55 i think the real question is, how cheap is collisionMoveSimple when an item is resting on a walkable node 21:21 celeron55 the ideal solution would be to not switch things between physical and non-physical from lua; it's stupid 21:22 celeron55 just keep items physical always 21:33 DTA7 If it has no velocity, the collision detection is not done in collisionMoveSimple anyway 21:38 DTA7 So in item_entity.lua, if vel.y = 0, there would only the velocity need to be set to zero if on a non-slippery node, and decelerated if on a slippery one, right? 21:56 DTA7 https://github.com/minetest/minetest_game/blob/4ccafd15187cf70d06d68ad3931912a3c3c4b4f5/mods/carts/cart_entity.lua#L2 21:56 Hijiri Where are the visual positions of entities updated? 22:06 DTA7 The message for the update is created here: https://github.com/minetest/minetest/blob/27144b471678b30156ad3383fb8d26a5bd9b66cb/src/content_sao.cpp#L717 22:10 DTA7 And after receiving it added to the client here it seems: https://github.com/minetest/minetest/blob/27144b471678b30156ad3383fb8d26a5bd9b66cb/src/clientenvironment.cpp#L352 22:10 Hijiri Sorry, I forgot to specify that I was asking an unrelated question 22:20 DTA7 I think I found it: https://github.com/minetest/minetest/blob/27144b471678b30156ad3383fb8d26a5bd9b66cb/src/content_cao.cpp#L707 23:56 paramat hmm L151 of item_entity.lua probably should have checks for vel.x/z ~= 0 23:57 paramat if it's moving it should be physical 23:59 paramat oh but then "The items keep moving like on a slippery node, but without deceleration in x- and z-direction" apparently 23:59 paramat which seems wrong