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IRC log for #minetest-dev, 2017-10-21

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All times shown according to UTC.

Time Nick Message
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05:08 paramat ugh ok new snow footstep sounds coming
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06:34 paramat at last game#1920
06:34 ShadowBot https://github.com/minetest/minetest_game/issues/1920 -- Footstep sounds: 5 new sounds by paramat
06:48 paramat #6399 finally seems ready just waiting for a +1 from Krock
06:48 ShadowBot https://github.com/minetest/minetest/issues/6399 -- Change the settings interface for noise_params, noise_params_group, flags, and v3f by srifqi
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11:01 paramat game#1920 now complete
11:01 ShadowBot https://github.com/minetest/minetest_game/issues/1920 -- Footstep sounds: 5 new sounds by paramat
11:07 paramat 'odes to nodes'
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11:10 paramat better still: 'an ode to a node'
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11:43 asl97 Does anybody know why m_selected_item is gone when letting of the left click? https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L3338
11:43 asl97 I piped m_selected_item to actionstream at the end of the event before m_old_pointer = m_pointer; and at the start of the event before m_old_tooltip_id = -1;
11:43 asl97 And if I understood it correctly, it's gone, something happen to it outside the event handler, end of event, selected item 0x6f51e20  start of event, selected item 0
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12:34 Krock that's black magic area
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12:54 Krock paramat, I tried something: https://github.com/SmallJoker/bows for a minimalist bow mod
13:00 nerzhul Krock, a projectile API can be nice :)
13:07 Krock nerzhul, even better would be a way to configure raycast to check against the collision boxes instead of selection
13:17 paramat cool
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13:25 paramat hm i get a puff but can't see any arrow flying
13:35 paramat game#1919 simple PR i need for the MTG skin mod i'm working on
13:35 ShadowBot https://github.com/minetest/minetest_game/issues/1919 -- Sfinv: Add 'position[]' parameter to theming by paramat
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14:28 asl97 Krock: If it's really by magic, I suppose I have to stick with the action list instead of just generating it when needed on letting go of the button.
14:32 Krock paramat, a puff? I fail to reproduce that
14:33 paramat whereever i aim, even at sky, an instant smoke puff and a message in terminal about damage to a SAO
14:33 paramat creative mode
14:35 Krock I see. creative mode gives the player somewhat string fists. so punching the collision/selection box once causes its death
14:36 Krock should work if you press and leave the mouse button real fast
14:36 Krock no, that doesn't help. Shooting down is required
14:42 paramat ahh
14:47 paramat ok works in survival mode, nice. arrow disappears sometimes (perhaps exceeding active block range?) for example shooting straight up
14:51 Krock yes, I noticed that too. Sometimes they appear again when going up a bit
14:51 Krock but I couldn't find out why they disappear
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15:31 paramat anyway i will support adding a simple bows mod like this one to MTG
15:34 sfan5 dungeon loot when
15:35 sfan5 hmm shouldn't be too hard, maybe i should do this myself
15:35 sfan5 the only problem would be that the mapgen does not expose where it created a dungeon
15:36 sfan5 paramat: ideas?
15:37 paramat it does, in 'gen notify'
15:38 paramat see blockmen's mod, that uses that
15:38 paramat yeah a dungeon loot mod would be good too
15:38 sfan5 oh in that case...
15:39 paramat i think the centre of the first room is recorded in gennotify
15:40 paramat just need floor and/or wall-finding code
15:44 paramat actually every room centre pos is added to gennotify
15:45 paramat https://github.com/minetest/minetest/blob/master/src/dungeongen.cpp#L220
15:49 paramat the mod needs to be simple and lightweight as it will add to mapgen time
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16:41 Krock paramat, any opinion on game#1914 ?
16:41 ShadowBot https://github.com/minetest/minetest_game/issues/1914 -- Creative: Cache inventory items on load by SmallJoker
16:41 Krock ShadowBot does his job surprising well if the connection didn't time out :3
16:49 paramat erm
16:49 paramat ah it looks simpler than i expected, i'll review
16:55 ThomasMonroe paramat, what do you think of #6550?
16:55 ShadowBot https://github.com/minetest/minetest/issues/6550 -- New noise types for more variety in mapgen
16:58 paramat well, hmmmm actually carefully optimised our perlin noise
16:58 paramat c55's initial code was slow, especially for 3D noise
16:59 ThomasMonroe it would also allow for more varieties of Mapgen other than perlin
16:59 paramat new noise types are a fine idea of course, it's a case of priorities and dev interest and time
17:00 paramat this type of library integration is beyond my own abilities though
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17:06 paramat anyway currently i'm too tired to dev, sleep phase shifted
17:06 ThomasMonroe XD night
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17:08 paramat hang on
17:08 asl97 m_selected_item disappearing is causing problem with my left click drag implementation
17:08 paramat that ridged noise you suggest, we can do that already
17:09 paramat noise flag 'abs_value'
17:09 ThomasMonroe ooh, ok
17:09 paramat "generated in much of the same way as Perlin noise, except the output of each octave is modified by an absolute-value function"
17:09 sfan5 paramat: do i just ignore rooms if room centers are outside of the minp -> maxp bounds inside on_generated?
17:10 ThomasMonroe well it says that for each of them XD
17:10 paramat abs_value does an 'abs' on each octave
17:11 paramat sfan5 you don't have to ignore those, dungeons overgenerate and anything that overgenerates remains and is not overwritten later
17:11 sfan5 oh okay
17:11 ThomasMonroe yeah paramat, it says that for Billows as well
17:12 ThomasMonroe voronoi would be interesting for biomes
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17:15 paramat ah billowy, with more details i could find out if we can do that already
17:15 paramat yeah voronoi would be useful
17:16 paramat only ridged multi and billowy are useful otherwise, and i suspect we can do those already
17:16 paramat not sure
17:17 ThomasMonroe the Voronoi would look cool with EnableDistance()
17:17 paramat actually, billowy just looks like the inverse of ridged multi
17:18 ThomasMonroe yeah your right it does
17:19 paramat possibly
17:20 rubenwardy #6551
17:20 ShadowBot https://github.com/minetest/minetest/issues/6551 -- Revert new version system on stable-0.4 branch by rubenwardy
17:20 rubenwardy confusing to users, we should use dev-0.4 or similar instead
17:20 paramat we don't have noise turbulence, but that can be added in written code
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17:22 ThomasMonroe well the other thing that would be neat to have is the combination of noise maps
17:22 paramat there might be a few new things but libnoise is not looking as useful as i hoped
17:23 paramat it seems to be a higher level noise thing, where we work on more fundamental stuff
17:23 ThomasMonroe the only thing that it might be useful for is streamlining the code as new noise types are added
17:24 paramat it wouldn't be worth adding in the hope of new noise types being added to libnoise
17:24 ZenonSeth uh just a note to rubenwardy: it really isn't confusing, just good to know
17:24 ThomasMonroe true
17:24 rubenwardy it breaks the whole point of the branch
17:25 ThomasMonroe so what would happen is more noises would be added, the same way they are added in libnoise, but more optimised?
17:26 Krock rubenwardy, looks good. so let's also create the development branch now?
17:27 paramat i'm not sure if our use of noise is more optimised, but lower level stuff (what we do) tends to be more efficient (i think?)
17:27 rubenwardy just realised I'm missing some things
17:28 paramat new noise types are a good idea, but this libnoise dosn't look useful to me, apart from voronoi, but we could write our own voronoi generator
17:29 paramat simplex noise perhaps
17:29 paramat that was discussed
17:29 Krock rubenwardy, things like the lua_api version number which states 0.4.17?
17:30 Krock simplex sounds good, as an alternative
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17:32 ThomasMonroe wb
17:32 paramat i'll stick around a bit longer since it's the weekend and people are devving
17:34 paramat i'll look thorugh libnoise again another time then reply to the issue
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23:39 srifqi ~tell Krock I've done fixing those you commented on. Please review before I squash and rebase.
23:39 ShadowBot srifqi: O.K.
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