Time |
Nick |
Message |
00:12 |
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dannydark_ joined #minetest-dev |
00:42 |
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SitDog_ joined #minetest-dev |
00:47 |
hmmmm |
back |
00:48 |
hmmmm |
whoop, i see the problem |
00:48 |
hmmmm |
man i feel dumb |
00:48 |
VanessaE |
see? it had time to "develop" |
00:48 |
VanessaE |
sometimes you just have to take a break. |
00:48 |
hmmmm |
nah didn't take any time |
00:48 |
VanessaE |
(also, wb) |
00:48 |
hmmmm |
i just looked at it right now |
00:49 |
VanessaE |
well at least you solved it. |
00:52 |
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rsiska joined #minetest-dev |
00:53 |
hmmmm |
i should work in a nuclear power plant :( |
00:55 |
VanessaE |
that bad huh? |
00:55 |
VanessaE |
ok, I'll bite. |
01:11 |
hmmmm |
you see, i forgot to divide the coordinates by the spread value. |
01:11 |
hmmmm |
i had forgotten that i originally intended to leave it up to the caller to do that |
01:11 |
VanessaE |
oops. :-) |
01:11 |
hmmmm |
so the coordinates that the perlin noise functions would be getting were crazy |
01:12 |
VanessaE |
not that I'm all that well-versed in the mapgen code, but it sounds like the same sort of braino I've made many times in other languages. |
01:12 |
hmmmm |
should work right now |
01:14 |
VanessaE |
sounds like you're about ready to have this merged to minetest master? |
01:14 |
hmmmm |
noo |
01:14 |
VanessaE |
oh ok heh |
01:14 |
hmmmm |
it needs polish, but it is working |
01:15 |
hmmmm |
i have a lot of hacky things that need to be smoothed out like hardcoded values added for the sake of debugging |
01:15 |
felix20 |
how fast is it? |
01:15 |
VanessaE |
I'm curious - has the base algorithm changed? I mean, will the same seed make the same map with your code as it would with 0.4.4? |
01:15 |
VanessaE |
(biomes aside) |
01:16 |
hmmmm |
i can't give a fair assessment since i'm running it in debug with only -O1 |
01:18 |
hmmmm |
at this point i'd have to say that the major bottleneck in mapgen performance is the lighting update and allocating/deallocating about a million v3fs per chunk |
01:18 |
hmmmm |
er v3s16s |
01:19 |
hmmmm |
that's going to take a bit of thinking to find an elegant solution for |
01:19 |
hmmmm |
before optimizing that i'd like to add the threading code in for the emerge queue |
01:23 |
VanessaE |
here's a question: are you running the mapgen all in a single thread now? Would there be any benefit to, say, launching one thread per mapblock to be generated (up to some reasonable max)? |
01:23 |
hmmmm |
that's the plan |
01:23 |
VanessaE |
oh ok |
01:24 |
VanessaE |
guess I missed the memo :-) |
01:30 |
hmmmm |
although i question its utility unless the distance at which new blocks are generated is increased |
01:30 |
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SitDogDev joined #minetest-dev |
01:30 |
VanessaE |
well, in my worlds, I have the program set to generate 10 blocks away to go along with my increased view distance. |
01:31 |
hmmmm |
right now even when you're really busy, in -O1, you'll only ever get like, i dunno, 6 chunks in the queue |
01:31 |
hmmmm |
which get ripped up instantaneously |
01:31 |
VanessaE |
hm |
01:31 |
hmmmm |
so when this goes to master, the default sendblock distance is going to need to be increased in order for multithreading to have any utility |
01:32 |
VanessaE |
what about changing it to spawn threads dynamically? |
01:32 |
hmmmm |
lol :/ |
01:32 |
hmmmm |
that's pretty wasteful |
01:32 |
VanessaE |
based on the output of the auto fps code |
01:33 |
hmmmm |
this is server side so it has nothing to do with FPS |
01:33 |
VanessaE |
yeah Iknow |
01:33 |
hmmmm |
do you mean the auto client-tick-sync? |
01:33 |
VanessaE |
but that code calculates view distance (or is supposed to) based on a desired FPS, can't you use that to *also* determine how many threads should be launched to run the mapgen? |
01:34 |
hmmmm |
not really |
01:34 |
VanessaE |
I mean, what's the point of generating more land than you can see (or too much faster than you can load) |
01:34 |
hmmmm |
i determine how many mapgen threads to create based on how many cores you have |
01:34 |
VanessaE |
hrm. well it was just a thought |
01:34 |
hmmmm |
that's all the threads you'd want |
01:34 |
hmmmm |
and if they aren't used, well, then they just sleep |
01:34 |
hmmmm |
if they're needed, then they'll be used |
01:35 |
hmmmm |
hmm now's a good time to fix up the RUN_IN_PLACE relative filenames for OSX/FreeBSD |
01:36 |
VanessaE |
well this sounds fine then, but there is one caveat: |
01:36 |
hmmmm |
i don't have access to mac OS X |
01:36 |
hmmmm |
do you know anybody who does? |
01:36 |
VanessaE |
what about hyperthreading systems? do those report a virtual number of cores? |
01:36 |
VanessaE |
no, not off the top of my head, at least not anyone who uses minetest. |
01:37 |
VanessaE |
(my sis in law has a fairly decent mac system though) |
01:38 |
hmmmm |
it'd return the number of threads |
01:38 |
VanessaE |
ok |
01:38 |
VanessaE |
so a non-issue then |
01:39 |
hmmmm |
hmmmm |
01:39 |
hmmmm |
maybe it's different for Linux |
01:39 |
hmmmm |
i don't have anything linux so i've never tried it.... |
01:40 |
VanessaE |
I run it here, though I don't think my particular processor has hyperthreading. |
01:40 |
hmmmm |
yeah it doesn't |
01:40 |
hmmmm |
someone who has Linux and hyperthreading, have them run this: http://pastebin.com/xdUqwb9Y |
01:59 |
hmmmm |
hrm |
01:59 |
hmmmm |
is there an ARRAYLEN() type macro defined somewhere in minetest already? |
01:59 |
VanessaE |
actually I think there is |
02:00 |
VanessaE |
one sec |
02:00 |
VanessaE |
well strike that - in the Lua there is anyway/ |
02:00 |
VanessaE |
doesn't do you any good though I guess |
02:00 |
hmmmm |
nah |
02:00 |
hmmmm |
well i don't really need it |
02:23 |
hmmmm |
mmmm.. |
02:24 |
hmmmm |
celeron.... you can't #include headers inside of code blocks such as you do in initializePaths() |
02:24 |
hmmmm |
i guess it works for windows.h and unistd.h, but it doesn't for most other headers |
02:42 |
hmmmm |
https://github.com/kwolekr/minetest/commit/b3db3362e3832d8fb9b694338a4f20d01d387373 |
03:34 |
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sstrandberg joined #minetest-dev |
03:59 |
SitDog_ |
i can volunteer for minetest on the mac. i have a low end and high end mac mini. a single core mac and the best mac mini you could get last fall. |
04:00 |
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dannydark_ left #minetest-dev |
04:02 |
SitDog_ |
i need to get a linux box setup next. my main pc is a beast. i also have a 6core amd phenom 2, a dual core athlon, and a dual processor pentium 4. |
04:03 |
SitDog_ |
probably going to put linux on the pentium box |
04:41 |
hmmmm |
that's awesome |
04:41 |
hmmmm |
if it's not asking too much, could you test that patch i just pasted? |
04:42 |
hmmmm |
patch porting.cpp, any version really (that file hasn't changed in forever), compile with -DRUN_IN_PLACE, see if it works |
04:42 |
hmmmm |
can you tell me what kind of processor is in that mac mini? |
04:43 |
hmmmm |
both of them actually |
04:44 |
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sstrandberg joined #minetest-dev |
04:51 |
SitDog_ |
sorry for the delay. the mac mini is a core solo 1.5ghz. |
04:52 |
SitDog_ |
the other is a intel core i5 at 2.5ghz. |
04:53 |
SitDog_ |
i dont' have the build setup on the machines right now. so it will take me a bit to get it going. |
04:55 |
hmmmm |
is that i5 a mobile processor? |
04:59 |
SitDog_ |
it is a desktop processor i believe. let me check. |
05:00 |
SitDog_ |
midrange and mobile computers |
05:02 |
hmmmm |
argh |
05:02 |
hmmmm |
well |
05:02 |
hmmmm |
probably easier to just tell me the model number of it |
05:08 |
SitDog_ |
MC816XX/A for the new mini and i have the absolute first mac mini intel (core solo) MA205*/A |
05:09 |
SitDog_ |
feb 2006 and july 2011 models. |
05:10 |
hmmmm |
ah, i5-2520M |
05:10 |
hmmmm |
you have hyperthreading |
05:10 |
hmmmm |
can you run this and tell me the number it spits out? http://pastebin.com/xdUqwb9Y |
05:15 |
SitDog_ |
one sec |
05:18 |
SitDog_ |
4 is the answer :D |
05:18 |
hmmmm |
okay, thanks |
05:18 |
hmmmm |
it's probably the same for Linux too |
05:19 |
hmmmm |
so, to sysconf, it'll return the number of threads, not the number of cores.... good to know |
05:19 |
SitDog_ |
i have mad updates. wow |
05:19 |
hmmmm |
i am sorry they're so upset |
05:21 |
SitDog_ |
i have many of them... :D |
05:47 |
SitDog_ |
is there a way for you to tell the mac to update everything and beep when you are done? :D |
05:57 |
hmmmm |
shrug |
06:11 |
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rsiska joined #minetest-dev |
06:34 |
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OldCoder joined #minetest-dev |
08:19 |
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sfan5|OFF joined #minetest-dev |
08:22 |
celeron55 |
hmmm: test.c:2:33: error: ‘_SC_NPROCESSORS_CONF’ undeclared (first use in this function) |
08:23 |
celeron55 |
oops... |
08:23 |
celeron55 |
forgot the headers 8) |
08:23 |
celeron55 |
it says 4 for a dualcore i3 (with hyperthreading) |
08:24 |
celeron55 |
on linux |
09:11 |
celeron55 |
hmmmm: related to your porting.cpp stuff: https://github.com/celeron55/minetest/issues/203 |
09:13 |
celeron55 |
actually... your link modifies the run-in-place behavior and that is about the global behavior |
10:05 |
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Calinou joined #minetest-dev |
10:08 |
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jin-xi joined #minetest-dev |
11:51 |
celeron55 |
https://github.com/celeron55/minetest/commit/8bb36f465000f0fdf5e9202d9f76b170c330c49f |
11:52 |
celeron55 |
the thing works like magic once again! |
11:56 |
celeron55 |
i wonder how many games implement derivative estimation based render distance tuners |
11:59 |
celeron55 |
it actually calculates how much it would need to modify the render distance in order to get a certain frametime change |
12:02 |
celeron55 |
when it's trying to tweak the frametime, it gets the estimated frametime/range derivative from measuring how much a previous change in range affected the frametime 8) |
12:03 |
celeron55 |
i made it when it turned out anything simpler would not work in a wide enough range of situations |
12:06 |
celeron55 |
for example, if you are wathing down from a high tower, nothing else will work at all |
12:06 |
celeron55 |
they'll just oscillate |
12:06 |
celeron55 |
watching* |
12:09 |
celeron55 |
(or alternatively are so slow that they're equal to having nothing) |
13:41 |
celeron55 |
i am testing the MSVC build at the moment |
13:43 |
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Sudi joined #minetest-dev |
13:45 |
celeron55 |
it appears to build at least |
14:00 |
celeron55 |
is there anything that exists, is not upstream and should still go in 0.4.4, in someone's opinion? |
14:28 |
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RealBadAngel joined #minetest-dev |
14:28 |
RealBadAngel |
hi |
14:28 |
thexyz |
ttf fonts |
14:28 |
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sstrandberg joined #minetest-dev |
14:30 |
RealBadAngel |
celeron55, are you there? |
14:31 |
celeron55 |
thexyz: where is that currently available? |
14:32 |
RealBadAngel |
celeron55, i have a question bout function that get craft recipes |
14:32 |
thexyz |
celeron55: it's not up-to-date, but http://minetest.ru/ttf/ttf-25cf3757b29a0397e201a4719788ead3dc76ec94.patch |
14:32 |
RealBadAngel |
currently is returnin only one recipe even when multiple are aviable |
14:34 |
darkrose |
that's exactly what I wrote it to do |
14:34 |
RealBadAngel |
darkrose: you talkin bout get_craft_recipe? |
14:35 |
celeron55 |
haha, the perfect answer |
14:35 |
darkrose |
yes |
14:35 |
RealBadAngel |
so its wrong, it shall return alll possible ones |
14:36 |
RealBadAngel |
i tried to catch them all with overriding register function, but its seems to be not working |
14:37 |
RealBadAngel |
some mods get executed before i do override |
14:37 |
celeron55 |
somebody could implement minetest.get_craft_results() and minetest.get_craft_recipes() |
14:38 |
RealBadAngel |
get recipes is done, but when get 1st one it returns it |
14:38 |
RealBadAngel |
doesnt lookin for another ones |
14:38 |
celeron55 |
ehm |
14:39 |
RealBadAngel |
darkrose, since you made the original one, could you go further? |
14:39 |
celeron55 |
no, there is no plural forms of neither of those functions |
14:40 |
RealBadAngel |
so you mean plural to get multiple and one we already have to get first found? |
14:44 |
RealBadAngel |
i have another path ready i would like to merge. its about edit boxes. by now enter closes the formspec, which is very annoyin. i propose when editin first enter to lose fucus, return to formspec, then if nothin is focused next enter hit will close the formspec |
14:44 |
RealBadAngel |
*patch |
14:47 |
darkrose |
eww, use shift-enter if you don't want to submit, write a patch for that, it's fairly common practice and won't result in people complaining that 'enter key doesnt work' |
14:48 |
RealBadAngel |
im using search box in my inventory mod |
14:48 |
RealBadAngel |
all the folks complainin when hit enter it closes |
14:48 |
celeron55 |
why not add some kind of an enter_function[submit/close/none] |
14:49 |
RealBadAngel |
i can |
14:49 |
RealBadAngel |
but enter (not +shift) is most natural way to submit a query |
14:50 |
celeron55 |
hmm, more specifically, set_enter_function |
14:50 |
darkrose |
field[x,y;w,h;name;label;default;onenterpress] |
14:50 |
RealBadAngel |
its made already another way |
14:50 |
RealBadAngel |
if enter then shutdown formspec |
14:51 |
celeron55 |
darkrose: no |
14:51 |
RealBadAngel |
imho enter shall cause send, lose focus |
14:51 |
RealBadAngel |
esc leave |
14:52 |
celeron55 |
ehm |
14:52 |
celeron55 |
there are many single-field formspecs in where enter should accept and close |
14:52 |
celeron55 |
it should be the default |
14:52 |
darkrose |
celeron55: why? make it an optional field, default behaviour is what it is now? |
14:52 |
celeron55 |
darkrose: because that makes unnecessary ambiguous situations |
14:53 |
darkrose |
? |
14:53 |
celeron55 |
for example, what if you set it to many fields? |
14:53 |
celeron55 |
better have a separate command for setting what to do on enter press |
14:53 |
celeron55 |
it is way more logical |
14:53 |
celeron55 |
it's form-global anyway |
14:55 |
darkrose |
that was kind of the point... one field could be submit on enter, but not the rest, or vice-versa, which I could see uses for... like with multiple fields where enter gives focus to the next field, then submits when you're on the last one |
14:56 |
celeron55 |
hmm |
14:58 |
celeron55 |
so then we would set the only behavior of pressing enter with no fields selected to nothing, and pressing enter when a field is selected to submit the form and close, and allow specifying what to do for a field by using the format you mentioned |
15:00 |
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hmmmm joined #minetest-dev |
15:01 |
celeron55 |
thexyz: https://gist.github.com/4225065 |
15:02 |
celeron55 |
the patch can be applied without problems, but it produces that kind of stuff |
15:03 |
celeron55 |
maybe you should update it to be included to 0.4.5 8) |
15:07 |
celeron55 |
hmm, then there was the problem of my MSVC being too old to produce stuff without SSE2 |
15:07 |
celeron55 |
...maybe |
15:08 |
RealBadAngel |
celeron55, i see your point but its leftover from editin text for sign |
15:08 |
RealBadAngel |
we are building now more complex formspecs |
15:09 |
thexyz |
celeron55: i've just applied it to master branch, built without any problems |
15:09 |
RealBadAngel |
please rethink one enter lose focus, 2nd exit |
15:09 |
RealBadAngel |
this way is easy |
15:09 |
RealBadAngel |
i have it done already and it works |
15:10 |
darkrose |
RealBadAngel: it breaks the default mod, this does not qualify as 'it works' |
15:10 |
celeron55 |
RealBadAngel: ...can't you understand a thing called compatibility? |
15:11 |
celeron55 |
things can be added, as long as they won't break existing mods with their default behavior |
15:11 |
RealBadAngel |
i do, thats why im asking for ideas |
15:11 |
RealBadAngel |
instead of tryin to push just my own] |
15:11 |
celeron55 |
i proposed a scheme that would work for you and for old stuff |
15:12 |
celeron55 |
(or, well, wrote down more specifically what darkrose suggested) |
15:12 |
thexyz |
celeron55: what irrlicht version do you use? |
15:12 |
RealBadAngel |
so definitions on_enter? |
15:13 |
celeron55 |
thexyz: it appears arch updated it to 1.8, so that one now |
15:13 |
celeron55 |
it should definitely work on 1.7 and 1.8 |
15:13 |
thexyz |
ok, i'll port it to 1.8 |
15:14 |
RealBadAngel |
celeron55, are you familiar with L-systems? |
15:14 |
celeron55 |
i can see one problem with irrlicht 1.8 already; it makes the text fields of the UI white like the font is and seeing anything is a bit hard |
15:14 |
celeron55 |
gotta fix that sometime... |
15:15 |
celeron55 |
RealBadAngel: i have no idea what that even means |
15:15 |
RealBadAngel |
celeron55, jeija has the patch for it ready |
15:15 |
celeron55 |
RealBadAngel: where is it |
15:15 |
RealBadAngel |
i got it but its about week old |
15:16 |
RealBadAngel |
i think he have to rebase it |
15:16 |
celeron55 |
i have no problems rebasing stuff |
15:16 |
celeron55 |
just give me the changeset/commit/whatever |
15:16 |
RealBadAngel |
i will find it and send |
15:17 |
RealBadAngel |
L-Systems are fractal ways to imitate growing of plants |
15:18 |
RealBadAngel |
heve you seen another open source voxel game called Terasology? |
15:18 |
celeron55 |
googled: http://minetest.net/forum/viewtopic.php?id=3920 |
15:18 |
RealBadAngel |
its using L-systems to generate epic trees |
15:19 |
RealBadAngel |
http://blog.movingblocks.net/wp-content/uploads/screen1_0-522658_960x332.jpg |
15:20 |
RealBadAngel |
and the code that makes them: |
15:20 |
RealBadAngel |
http://pastebin.com/TwzcDina |
15:20 |
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PilzAdam joined #minetest-dev |
15:21 |
RealBadAngel |
celeron55, yeah, thats it. simply font and background had almost very same color |
15:23 |
celeron55 |
hmm, i wonder how i can check irrlicht's version to not try to do those for 1.7 |
15:24 |
celeron55 |
ha |
15:24 |
celeron55 |
IrrCompileConfig.h has version defines |
15:27 |
celeron55 |
i guess this is quite right: https://gist.github.com/4225305 |
15:27 |
hmmmm |
i think i've seen terasology before, i know the guy who made it |
15:27 |
hmmmm |
it's cheating because the nodes are much smaller than those in minecraft |
15:27 |
hmmmm |
so you can obviously makre more complex and better looking trees and what not |
15:27 |
celeron55 |
well, actually, that'll not work with irrlicht 2.x... |
15:29 |
hmmmm |
at our node scale, unless the tree is absolutely enormous, using an L-system to generate them would be useless since all the detail would be removed |
15:29 |
celeron55 |
ha, the bulletproof version: https://gist.github.com/4225332 |
15:30 |
celeron55 |
at this rate, irrlicht 2.0 is probably coming in 10 years |
15:30 |
celeron55 |
(actually, probably never) |
15:35 |
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doserj joined #minetest-dev |
15:36 |
doserj |
Can someone try out https://github.com/celeron55/minetest/pull/335 ans see if that works for them? |
15:37 |
doserj |
for example, set (preload_item_visuals = 0 and page through the creative inventory |
15:38 |
PilzAdam |
testing |
15:38 |
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Calinou joined #minetest-dev |
15:41 |
PilzAdam |
the blackscreen is gone but the HUD and chat arent displayed and i get an FPS drop |
15:43 |
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bulletrulz joined #minetest-dev |
15:43 |
bulletrulz |
help |
15:43 |
bulletrulz |
i got muted on the main channel for some reason |
15:43 |
Calinou |
why would that happen? |
15:43 |
bulletrulz |
idk |
15:44 |
bulletrulz |
i was fucking around with the bot yesterday but VanessaE was cool with she told me to stop after a little and i did |
15:46 |
thexyz |
that's not a valid topic for -dev |
15:46 |
doserj |
PilzAdam: but they are redrawn after the rendering is finished? at least that is happening for me |
15:46 |
PilzAdam |
yep |
15:47 |
bulletrulz |
well sorry but had no where else to go |
15:48 |
PilzAdam |
doserj, its better than the current blackscreen but its not the perfect solution |
15:49 |
doserj |
yeah. |
15:49 |
hmmmm |
wait, what blackscreen |
15:49 |
doserj |
I am looking what i can do |
15:58 |
celeron55 |
...wtf is irrlicht doing if that gets rid of the black screen |
15:58 |
doserj |
hmmmm: every time the game renders to a target texture, for example when a item image is created, the screen turn black for the time it needs to render that. This is especially noticeable when you don't preload the item visuals. otherwise it is just done all at startup. |
15:59 |
doserj |
celeron55: i have no idea... |
15:59 |
hmmmm |
that's probably why i never noticed it.. |
16:00 |
RealBadAngel |
confirm |
16:00 |
celeron55 |
i added the on-demand rendering of them just a week or two back |
16:00 |
RealBadAngel |
that option f**ck up also all creative mods |
16:01 |
RealBadAngel |
even default one |
16:01 |
celeron55 |
before that it wasn't even an option to make them afterwards |
16:02 |
Calinou |
"Raise default maximum render distance to 240" < what if you look at a wall near you (which increases FPS and brings view distance to 240) then turn around 180 degrees, on a slow computer? |
16:02 |
Calinou |
(if the blocks behind you are already loaded) |
16:05 |
celeron55 |
that question doesn't make any sense in the context of raising from 160 to 240 |
16:05 |
celeron55 |
if it was from 40 to 240, then it would |
16:06 |
celeron55 |
but the answer is that it works relatively well in practice, because stuff loads up before it raises that high |
16:07 |
celeron55 |
also, there is a limit to the amount of more blocks it can suddenly draw |
16:08 |
celeron55 |
so rather than lagging like hell, it will render stuff from a bit odd places for a few frames and then settle to good values |
16:08 |
celeron55 |
or at least should |
16:09 |
celeron55 |
princesses can set their own maximums in the config as they see fit |
16:17 |
celeron55 |
i'll merge this render-to-texture patch |
16:18 |
celeron55 |
Calinou: can you link to your changelog |
16:19 |
PilzAdam |
http://dl.dropbox.com/u/82342922/0.4.x-changelog.txt |
16:21 |
celeron55 |
i think i need to add some news section on minetest.net as c55.me/blog is down too much currently... |
16:22 |
thexyz |
celeron55: i've fixed that patch |
16:23 |
celeron55 |
where is it |
16:25 |
doserj |
it seems you can fix it by changing the order in which you draw things |
16:25 |
thexyz |
celeron55: https://github.com/minetest/minetest/tree/ttf |
16:26 |
celeron55 |
how is it to compile on windows? |
16:28 |
thexyz |
painful, as usual |
16:28 |
celeron55 |
i'm not even building gettext because it sucks |
16:28 |
celeron55 |
never have |
16:28 |
thexyz |
just point cmake to freetype2 include dirs & libs |
16:28 |
Calinou |
"celeron55 authored in an hour" < github... |
16:28 |
celeron55 |
does it build without freetype? |
16:29 |
thexyz |
no |
16:29 |
celeron55 |
that is bad |
16:29 |
celeron55 |
we can't afford having building for windows being any harder than now; it sucks away all windows contributors |
16:30 |
thexyz |
not having unicode support in 2012 is worse |
16:30 |
thexyz |
are there any? |
16:30 |
celeron55 |
hmmmm is |
16:30 |
celeron55 |
i'm not against having unicode support in official builds, but one should be able to build a version without freetype and without unicode support |
16:31 |
thexyz |
hmmmm: are you ok with freetype2 requirement? |
16:32 |
doserj |
ttf-support would allow adding TextSceneNodes properly (with proper selection of fonts). Signs with in-game text done properly. in-game waypoints, etc... |
16:33 |
celeron55 |
it's not about whether hmmmm is okay with it now; it is all about if he had started even trying to do anything if faced with freetype |
16:34 |
celeron55 |
is adding such support hard? |
16:34 |
celeron55 |
or are you just being extra lazy |
16:34 |
hmmmm |
huh? freetype? |
16:35 |
hmmmm |
i have nothing to do with that |
16:35 |
hmmmm |
you might be thinking of someone else |
16:35 |
celeron55 |
hmmmm: we are maybe going to put unicode support into minetest by using the freetype2 library |
16:35 |
hmmmm |
ohh, thexyz's freetype patch... i never got around to doing anything like that |
16:35 |
hmmmm |
hmm |
16:35 |
hmmmm |
sounds like a lot of work |
16:35 |
celeron55 |
and it currently is a pain in the ass on windows |
16:36 |
hmmmm |
yes i remember that whole thing |
16:36 |
celeron55 |
it already works, but it does not have support for building without the freetype library, which i don't like and thexyz is too lazy to add support for doing that |
16:36 |
celeron55 |
i'm worried that we wouldn't be getting any windows contributors anymore after doing that |
16:36 |
thexyz |
i didn't say that |
16:36 |
hmmmm |
i thought there was a slight problem with drawing on the formspec |
16:37 |
hmmmm |
or something along those lines |
16:37 |
celeron55 |
...well, is there? |
16:37 |
thexyz |
sure |
16:37 |
celeron55 |
okay, this isn't going into 0.4.4 anwyay |
16:37 |
celeron55 |
maybe we can get this sorted out for 0.4.5 |
16:38 |
hmmmm |
i think xyz said something about the unicode characters showing up as blocks or |
16:38 |
thexyz |
it only works well with chat; windows fucks up text filled into formspec fields |
16:38 |
hmmmm |
oh |
16:38 |
hmmmm |
meaning it doesn't convert from multibyte to wide char |
16:38 |
hmmmm |
is that a freetype2 windows bug? |
16:39 |
hmmmm |
or does it encompass more platforms |
16:39 |
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16:39 |
thexyz |
i guess it's some windows-specific bug which affects string conversion |
16:39 |
celeron55 |
i assume there are no objections for releasing the current github master of minetest and minetest_game as 0.4.4 |
16:39 |
hmmmm |
when you say "fucks up text", what do you mean precisely? can you show a screenshot? |
16:39 |
hmmmm |
i bet i can tell what the actual problem is right away |
16:40 |
thexyz |
it sends some shit to server instead of actual string |
16:41 |
hmmmm |
does this happen with all text or just text with unicode characters? |
16:41 |
thexyz |
only unicode (non-latin/numbers/etc) ones |
16:41 |
hmmmm |
does it have like an A with an omlaut on the top along with some other weird characters? |
16:42 |
doserj |
celeron55: I added a fix for the hotbar disappearing issue. |
16:45 |
hmmmm |
off-topic, but what would the best place to define biomes be? i currently have that stuff in builtin/misc.lua but that's obviously wrong |
16:45 |
celeron55 |
anyone do a quick test too? it seems to work for me https://github.com/celeron55/minetest/pull/335 |
16:45 |
celeron55 |
specially drawn texts do still flicker |
16:45 |
celeron55 |
hmmmm: paste how that looks like currently |
16:45 |
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16:45 |
doserj1 |
celeron55: Seems I did get disconnected. |
16:45 |
doserj1 |
celeron55: I added a fix for the hotbar disappearing issue. |
16:46 |
celeron55 |
i saw that and requested somebody else to test it too |
16:46 |
thexyz |
hmmmm: ah, i don't remember; will build windows client now and tell you results |
16:46 |
celeron55 |
i don't understand why it works though, but i guess it's better than nothing once again... |
16:47 |
PilzAdam |
tested |
16:47 |
PilzAdam |
works |
16:48 |
hmmmm |
oh frig you can't be seriouis |
16:48 |
hmmmm |
i lost last night's work |
16:48 |
PilzAdam |
with preload_visuals you dont get a blackscreen but the media load screen |
16:48 |
hmmmm |
unless i saved it in a different directory |
16:49 |
thexyz |
used previous version, hmmmm, when there's an unicode character it displays nothing (using sign, for example) |
16:54 |
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16:56 |
RealBadAngel |
darkrose: can i talk to you PM? |
17:01 |
hmmmm |
oh |
17:01 |
hmmmm |
i put it misc_register |
17:01 |
hmmmm |
http://pastebin.com/vRAFchZ1 |
17:02 |
hmmmm |
yeah that made more sense |
17:02 |
darkrose |
RealBadAngel: sure |
17:02 |
hmmmm |
i don't really get a lot of the Lua stuff, is there any documentation on how it works? i've really just been mimicing the existing code |
17:03 |
hmmmm |
like what's the 'index' parameter about in the callbacks for lua? |
17:03 |
celeron55 |
http://www.lua.org/manual/5.1/manual.html#3 |
17:03 |
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17:03 |
hmmmm |
ah okay, thanks |
17:04 |
celeron55 |
for more insight, this book is the... THE book: http://www.lua.org/pil/ |
17:04 |
hmmmm |
also scriptapi.cpp is so unwieldy... what if it was broken up into envref functions, nodemetaref, etc. |
17:07 |
Calinou |
patch, this makes shader-less lights look better: http://dl.dropbox.com/u/82342922/mapblock_mesh.patch -- way better than adding lighting to top, better remove lighting to sides/bottom... |
17:07 |
Calinou |
(I used -ruN format, is that good?) |
17:07 |
Calinou |
was too lazy to make pull request for a small change like this :p |
17:07 |
hmmmm |
people do pull requests for one-line changes |
17:08 |
celeron55 |
sounds like it will make things unplayably dark on bad displays |
17:08 |
Calinou |
minecraft does similar stuff, btw... it only darkens sides and bottom |
17:08 |
celeron55 |
yes, and it makes it unplayably dark on bad displays |
17:09 |
doserj |
minecraft has a brightness setting, though |
17:09 |
hmmmm |
yeah, don't make things too dark... eduke32 does that by default and it makes me want to kill something |
17:09 |
hmmmm |
or we could just add a NIGHT VISION POTION huehehueh |
17:09 |
Calinou |
it looks much better... not my fault if people use very high contrast for their screens |
17:09 |
celeron55 |
many displays aren't configurable at all, like laptop screens |
17:10 |
celeron55 |
and have very screwed gamma and no fidelity at all at dark colors |
17:10 |
Calinou |
then the driver's control panel lets you fix it :P |
17:11 |
celeron55 |
of course i have an IPS screen both on my laptop and desktop (bought one yesterday...), but that isn't the case for most people 8) |
17:11 |
Calinou |
also, light of top side is unaffected, so it would not really harm gameplay on bad displays, maybe help it because you can see the edges |
17:13 |
Calinou |
http://dl.dropbox.com/u/82342922/screenshot_1898498005.png < how it looks |
17:13 |
Calinou |
if you enable shaders, it looks similar, but water is darker, and top surface is brighter |
17:13 |
Calinou |
no longer hard-to-see edges :p |
17:13 |
celeron55 |
too large image for my sucky cellphone connection |
17:14 |
hmmmm |
maybe it's just me but i don't see the difference |
17:14 |
doserj |
Calinou: how does it look in caves? |
17:14 |
hmmmm |
also did anybody ever say that the new default textures are way oversaturated |
17:14 |
celeron55 |
funny; now i have a 24" 1920x1200 display, but now i don't have ADSL :-D i quite prefer the ADSL |
17:15 |
Calinou |
http://dl.dropbox.com/u/82342922/screen.jpg |
17:15 |
celeron55 |
hmmmm: most aren't, but for example bricks were replaced already |
17:15 |
Calinou |
celeron55: what specs does it have, where did you buy it btw? |
17:15 |
celeron55 |
Calinou: dell u2412m |
17:16 |
celeron55 |
pretty much the only sane thing to buy |
17:16 |
hmmmm |
>not getting a catleap |
17:16 |
Calinou |
that's a screen, not a computer :P i was talking about computer |
17:16 |
celeron55 |
computer? |
17:16 |
Calinou |
desktop |
17:16 |
celeron55 |
the laptop? |
17:16 |
celeron55 |
i bought it a year ago |
17:17 |
Calinou |
"desktop (bought one yesterday...)" |
17:17 |
celeron55 |
screen of desktop |
17:18 |
celeron55 |
how do you expect i would have said that sentence to make it mean a desktop display |
17:18 |
Calinou |
ah ok |
17:18 |
celeron55 |
silly french! |
17:18 |
hmmmm |
maybe he thought you were one of those people who have a dual monitor laptop setup |
17:20 |
celeron55 |
i would if i had a laptop fast enough |
17:34 |
celeron55 |
oh god this release-making stuff... |
17:34 |
celeron55 |
horrible, horrible work |
17:34 |
Calinou |
since when releasing stuff is not horrible? :) |
17:36 |
celeron55 |
1) update version in source, 2) update branches and tags of minetest and minetest_game on github, 3) update source downloads on minetest.net, 4) build windows version 5) tweak windows package a bit, 6) upload windows package to github, 7) update it to minetest.net, 8) write a release notice somewhere with a bit of changelog and stuff |
17:37 |
celeron55 |
and worry all the time that something goes wrong and you have to start from the beginning |
17:37 |
celeron55 |
this wouldn't be so headache-prone if it could go wrong |
17:39 |
celeron55 |
ah, and i forgot stuff |
17:39 |
celeron55 |
9) update stuff on launchpad to get ubuntu builds for the new version |
17:40 |
celeron55 |
at least i don't have to compile C++ to x86 assembly by hand... |
17:48 |
celeron55 |
currently at 6 |
17:54 |
celeron55 |
http://minetest.net/download.php |
18:04 |
celeron55 |
added this for now: http://minetest.net/news.php |
18:16 |
celeron55 |
aaand launchpad packaging updated, should be ready in some tens of minutes |
18:16 |
celeron55 |
then begins the wait for angry users |
18:25 |
darkrose |
all the files in the tarball from github are timestamped 'in the future' (so complains tar when I extracted) |
18:26 |
darkrose |
not that much can be done about that I'm guessing: github's mess |
18:26 |
celeron55 |
umm |
18:26 |
celeron55 |
well, dunno |
18:27 |
celeron55 |
my zip packet might be messed up time-wise at least |
18:27 |
celeron55 |
probably a few hours in the future 8) |
18:27 |
doserj |
your commits were also timed in the future on github |
18:27 |
darkrose |
1 hour I think, a little under |
18:27 |
celeron55 |
my clock doesn't seem to be quite right |
18:29 |
celeron55 |
well, at least it's hours, not years... |
18:29 |
darkrose |
eh, just boast about it being "ahead of it's time" and everyone will think it's awesome |
18:29 |
celeron55 |
8) |
18:30 |
celeron55 |
more like "double time-zoned" |
18:30 |
celeron55 |
it's like being in a timezone, but two times better |
18:31 |
darkrose |
"tomorrow's minetest today" |
18:33 |
celeron55 |
it would be useful if somebody'd care to annotate the changelog with "who has done what" |
18:33 |
celeron55 |
i'm too tired to even try |
18:39 |
PilzAdam |
I will do this |
18:55 |
PilzAdam |
celeron55, https://gist.github.com/4227081 |
18:57 |
thexyz |
PilzAdam: "Improve map generation speed a lot" is not mine, it's hmmmm's |
18:57 |
thexyz |
i also prefer to be called xyz |
18:57 |
celeron55 |
that's quite hastily done indeed 8) and instead of marking me at the end, you could just put my name there like everyone else's |
18:57 |
hmmmm |
i don't really care about credits that much |
18:57 |
hmmmm |
i mean, if someone cares, they'll see it in the repository |
18:59 |
celeron55 |
"Tweaked some textures: apple, nyan cat, bricks, papyrus, steel sword (Calinou)" <- the nyan cat was made by vanessa, and i don't even know who's brick texture ended up in the game after the debate... |
19:00 |
PilzAdam |
Calinou's brick textures are used in the default mod |
19:00 |
celeron55 |
i guess i'll edit that to my liking |
19:00 |
PilzAdam |
updated |
19:01 |
PilzAdam |
but feel free to edit it |
19:01 |
celeron55 |
it's also missing the "* Fixed the automagic render distance tuner" that i added on the news page |
19:01 |
PilzAdam |
also Im not sure about the server tick and player pos send thing |
19:02 |
PilzAdam |
I took Calinou's dropbox version as staring point |
19:02 |
thexyz |
> * Fixed empty bucket being named "emtpy bucket" (khonkhortisan and PilzAdam) |
19:02 |
thexyz |
lol, that one required two people to fix |
19:02 |
celeron55 |
updated the page |
19:03 |
celeron55 |
that changelog is terribly wrong at many parts but it's better than nothing 8) |
19:03 |
PilzAdam |
there is inconsistent use of ", " and "and" |
19:04 |
celeron55 |
some things are just, like, facts, but completely inverted ones |
19:05 |
celeron55 |
well, good enough now |
19:07 |
darkrose |
"changelog - an irc production loosely based on the changes to minetest" |
19:11 |
celeron55 |
hmm... i'm actually quite proud of this release |
19:12 |
celeron55 |
it's just so good considering everything |
19:13 |
PilzAdam |
there are many good reasons to be |
19:14 |
celeron55 |
altough a large bunch of known bugs are spinning in my head 8) |
19:15 |
PilzAdam |
but nothing that breaks everything |
19:19 |
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