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IRC log for #minetest-dev, 2020-06-02

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All times shown according to UTC.

Time Nick Message
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03:31 oil_boi Now: should the new jump style be a settings override or should it be a clientside thing?
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06:15 oil_boi #9980 8)
06:15 ShadowBot https://github.com/minetest/minetest/issues/9980 -- Jumping fix by oilboi
06:15 oil_boi So I decided on physics override, so people can join servers and have a choice on the server welcome screen
06:16 oil_boi "Using a mod that does not exist yet"
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08:59 oil_boi A note: I just fixed the jitter glitch when jumping up over a node
09:11 oil_boi #9983
09:11 ShadowBot https://github.com/minetest/minetest/issues/9983 -- Stop stair detection from jolting up player and entities by oilboi
09:11 oil_boi That bug was so annoying
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09:47 sfan5 merging game#2695 in 5 minutes
09:47 ShadowBot https://github.com/minetest/minetest_game/issues/2695 -- Use node particles for TNT explosions by sfan5
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10:48 sfan5 woops kinda forgot
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18:07 sfan5 reminder https://github.com/minetest/minetest_game/milestone/5
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20:56 hecks joined #minetest-dev
20:58 hecks I noticed some worrying errors related to PerlinNoise and noiseparams in a recent unrelated PR, who's been messing with it and why?
20:59 sfan5 I'm afraid you'll need to be more specific
21:01 hecks okay, the PerlinNoise constructor is complaining about noiseparam fields being strings
21:01 hecks this is bad, you can't represent a map seed as a lua number
21:03 hecks then it complains about not having a "position" and I don't know what it wants because there's no mention of it in lua_api.txt
21:04 hecks the PR is #9969 and I assume this is something that was merged earlier; I had to disable any code dealing with PerlinNoise to test it
21:04 ShadowBot https://github.com/minetest/minetest/issues/9969 -- Fix broken coloring of wielditems by dcbrwn
21:05 hecks I'm just wondering if somebody has been "fixing" PerlinNoise when it wasn't really broken
21:08 sfan5 we don't break features on purpose if that's your question
21:08 sfan5 the string vs number thing should've been fixed by #9954
21:08 ShadowBot https://github.com/minetest/minetest/issues/9954 -- Lua API: Log incorrect parameter types as error by SmallJoker
21:09 sfan5 however unless the perlin noise code does a manual string conversion "full" map seeds will not work anyway since neither lua_tonumber nor lua_tointeger work with 64-bit ints
21:09 hecks I use FFI to do the 64 bit arithmetic and it's been working until now
21:10 hecks however, a string was the only way to pass it intact
21:16 hecks did you know that when you get the current world's noiseparams, it gives you strings
21:16 sfan5 that's news to me
21:16 PGimeno hecks: do you include the trailing LL in the string?
21:16 sfan5 either way the PerlinNoise api only has 32-bit seeds: https://github.com/minetest/minetest/blob/master/src/noise.h#L107
21:18 hecks I don't include the LL, I just use ffi.C._strtoull, add the number, turn it back to a string; I guess I can use tonumber if the seeds are only 32 bit
21:18 hecks but the arithmetic for adding seeds is definitely 64 bit
21:18 hecks so naively adding them as numbers will rarely give you a working seed
21:19 NetherEran If you use minetest.get_perlin() to get your noise instead of PerlinNoise(), the seed is interpreted as offset from the world seed, if that helps your case.
21:19 hecks there must have been a reason why that function hasn't been working for me
21:19 hecks I think it doesn't work in init
21:20 hecks 5.2 has been giving me problems with that too; the stable build never gives me noiseparams in init any more
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21:20 sfan5 and inside on_generated?
21:20 hecks I need them in init
21:20 hecks let me show yu
21:22 hecks https://a.uguu.se/M8d0VaTBJdds_maptex.png
21:22 hecks apparently assets generated in init will be enumerated by the server and sent to clients :)
21:23 NetherEran oh that's pretty cool
21:23 sfan5 filling the media cache runs after mod init yes
21:23 hecks sfan made a PR that gives me a workaround to the init problem, but I may want to use map info for other things in init as well
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21:23 hecks such as placing points of interest (towns etc) on the map when the server is created
21:24 hecks overall PerlinNoise has been a mess and now it's an even worse mess
21:24 hecks due to what looks like very pedantic changes
21:25 hecks I'll wait some days until all those PRs are merged before making it an issue
21:26 sfan5 you can take master and merge 9969 into it to properly test it
21:27 hecks I'll wait; an issue needs an actual version it applies to
21:28 hecks overall I do not like the idea of type checking and errors or even warnings on coercion; lua doesn't work that way
21:29 sfan5 again: lack of coercion is (was) a bug
21:30 hecks but it's supposedly logging an error now?
21:30 hecks spam not my stdout with such nonsense https://a.uguu.se/XgJk6GKHtRuN_stringnumber.png
21:31 sfan5 it logs an erorr (not raises an error) when types do not fit after coercion
21:31 sfan5 error*
21:31 hecks ah, okay
21:32 PGimeno anyway, if Lua is taking care of the type conversion then you're going to lose precision anyway
21:32 hecks in that case it might actually be worth it to crash... but I don't wanna be pedantic :]
21:33 oil_boi sfan5, I originally tried to move it to 569 but *pos_f always returns 0,0,0
21:34 oil_boi I will try / BS instead of /10 now
21:35 sfan5 hm okay, then leave it where it is
21:40 oil_boi */ BS has even more precision :D Editing commit!
21:50 oil_boi Why is "fabsf(speedJ.Y) <= 0.5f * BS" shorter sfan5?
21:52 sfan5 it replaces speedJ.Y >= -0.5f * BS && speedJ.Y <= 0.5f * BS
22:00 oil_boi Ok that's fixed now
22:00 oil_boi You know what would be really cool? If we could walk down stairs and slabs :D
22:01 sfan5 does minecraft have that
22:03 oil_boi I dunno, let me check
22:06 oil_boi No it doesn't actually
22:07 oil_boi Mineshafts that go downwards using stairs would greatly benefit from them, it would certainly be a nice polish to add
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22:08 oil_boi I'll give the stair checking algorithm a check to see if I can invert it
22:10 sfan5 also regarding m_can_jump: that variable also provides e.g. the "disable_jump" group (?) so if it's broken it should be fixed instead of left out
22:11 oil_boi Oh okay, well, let me see something with it
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22:30 oil_boi Ok sfan5  I added in a new Boolean called "m_can_bouncy_jump" So people can easier read what is going on with the bouncy jump code
22:30 oil_boi Tested and working
22:33 oil_boi I will now test the "(speed_f->Y <= 0.5f * BS)" stair fix
22:36 oil_boi But the reason why I had it at 0.0f was because I tested infiniminer, MC, Terasology and that's how the physics worked as well
22:38 oil_boi Yeah I can still see a jolt up with 0.5f * BS and 2.0 * BS :<
22:58 hecks sfan5, can we talk about your dynamic asset PR
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