Time Nick Message 05:08 paramat ugh ok new snow footstep sounds coming 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 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' 11:10 paramat better still: 'an ode to a node' 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 12:34 Krock that's black magic area 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 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 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 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 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 17:06 paramat anyway currently i'm too tired to dev, sleep phase shifted 17:06 ThomasMonroe XD night 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 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 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 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 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.