Time |
Nick |
Message |
00:53 |
hmmmm |
well, the answer depends on the weird message. |
01:13 |
VanessaE |
wouldn't "weird message" be pretty much the standard for most programs' errors? :-) |
04:08 |
thexyz |
It's "access violation in trans_func" or something like this |
04:20 |
thexyz |
happens when i push_back into that list |
06:36 |
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07:51 |
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08:10 |
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08:20 |
jnumm |
Hi! |
08:20 |
jnumm |
I was updating the Launchpad PPA packaging |
08:21 |
jnumm |
and Lintyian gave warnings about a few things |
08:21 |
jnumm |
*Lintian |
08:22 |
jnumm |
* manpages use "-" but they should use "\-" |
08:22 |
jnumm |
* a spelling error: succesfully => successfully |
08:23 |
jnumm |
I have patches for them at http://bazaar.launchpad.net/~minetestdevs/minetest-c55/packaging/files/head:/patches/ |
08:23 |
jnumm |
Would someone mind having a look? |
09:08 |
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10:12 |
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10:17 |
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13:27 |
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13:52 |
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13:57 |
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14:14 |
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15:28 |
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15:37 |
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15:39 |
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15:57 |
thexyz |
so, i have core::list<MediaFetchThread> m_media_fetch_threads; and when i m_media_fetch_threads.push_back(MediaFetchThread(this)); access violation occurs; if i use std::list instead of core::list everything works fine |
15:58 |
celeron55 |
why do you push a thread to a container by using the copy constructor? |
15:58 |
celeron55 |
8) |
15:59 |
celeron55 |
doesn't sound good |
16:01 |
thexyz |
how should i do it then? |
16:01 |
RealBadAngel |
hi all |
16:02 |
celeron55 |
store pointers (or smart pointers) to MediaFetchThreads allocated on the heap (and remember to delete them in an appropriate destructor) |
16:03 |
RealBadAngel |
celeron55, can you say watch this? and say what are you thninkin bout it please: http://www.youtube.com/watch?v=GocjjOLuogk |
16:03 |
celeron55 |
an extra good thing about that is that you can remove MediaFetchThread from the header and just declare the class name in there |
16:03 |
RealBadAngel |
ive made L-systems tree, by now in LUA |
16:05 |
thexyz |
celeron55: also, did you read our conversation about stl/irrlicht containers? |
16:06 |
celeron55 |
19:53:53 < thexyz> hmmmm: why is irrlicht's core::list used everywhere then? |
16:07 |
celeron55 |
because initially minetest was coded solely using irrlicht's things |
16:07 |
celeron55 |
and i have a bad habit of never getting into mass-changing things like that |
16:08 |
thexyz |
ok, so such change would be accepted |
16:09 |
celeron55 |
yes |
16:10 |
RealBadAngel |
celeron55, what about mine? |
16:14 |
celeron55 |
there are some related things i need to note: when using stl's containers, iterators should be incremented using ++i, not i++ (for perforamnce reasons) (currently the latter is used because some of irrlicht's ones don't even implement the former); also, take into account that g++'s implementation of std::list has an O(N) performing .size(), so the appropriate cases (comparisons to 0) should be changed to .empty() |
16:14 |
celeron55 |
i don't even know what irrlicht does, but anyway... |
16:15 |
celeron55 |
also on the list of stupid random things: in game.cpp, the user input is checked using a huge bunch of else ifs instead of ifs for no reason |
16:15 |
celeron55 |
it doesn't cause anything in practice but somebody probably wants to change it too 8D |
16:15 |
RealBadAngel |
celeron55. are you willin to respond or not? |
16:16 |
celeron55 |
RealBadAngel: are you willing to wait or not? |
16:16 |
thexyz |
celeron55: thanks |
16:16 |
RealBadAngel |
im waitin |
16:16 |
thexyz |
i've read about std::list::size but already forgot it |
16:17 |
celeron55 |
RealBadAngel: those trees are boring compared to the effort i suspect you have put into it |
16:18 |
RealBadAngel |
it took me a few days to dig for all needed libraries |
16:19 |
RealBadAngel |
remade matrix4 functions in lua |
16:19 |
celeron55 |
why not make the trunk thinner and make it branch earlier? |
16:19 |
RealBadAngel |
program them |
16:19 |
RealBadAngel |
its a language |
16:20 |
RealBadAngel |
L-systems |
16:20 |
RealBadAngel |
and you call them boring? |
16:20 |
celeron55 |
i don't care about how you've done them; i'm mainly interested in interesting results :P |
16:20 |
RealBadAngel |
well, fyi community call it awesome |
16:21 |
Calinou |
"interested in interesting results" -- how can you be interested in something not interesting? |
16:21 |
darkrose |
RealBadAngel: just give him a pony-shaped tree, might shut him up for a bit |
16:21 |
celeron55 |
Calinou: dunno, people seem to require that sometimes |
16:21 |
RealBadAngel |
let him program his own tree |
16:22 |
RealBadAngel |
lsystems are able to make "celeron" tree with turtle commands |
16:22 |
thexyz |
celeron55: http://bpaste.net/show/64985/ is it ok now? have i messed something up again?) |
16:22 |
RealBadAngel |
its a universal plant generator |
16:22 |
VanessaE |
celeron55: to be fair, his trees are, as the word goes, epic. |
16:23 |
Calinou |
isn't it slow? |
16:23 |
celeron55 |
it's no reason to not try to be better |
16:23 |
VanessaE |
the mod is buggy but it works as a proof-of-concept - I tried it locally to very good visual effect |
16:23 |
PilzAdam |
the trees are epic compared to the current ones, but there is much more potential in it |
16:23 |
VanessaE |
Calinou: quite so. |
16:23 |
RealBadAngel |
it needs matrix4 functions |
16:23 |
RealBadAngel |
lua sucks with it |
16:23 |
VanessaE |
it needs the meat of it programmed in C++ |
16:23 |
thexyz |
RealBadAngel: probably, luajit can help in this case |
16:24 |
RealBadAngel |
ive translated even irrlicht native funcrtions to lua for this mod to worrk |
16:24 |
Calinou |
thexyz is the 61st person to ask for luajit support. |
16:24 |
thexyz |
and the first one who tried it with minetest and found it was actually slower, right? |
16:24 |
Calinou |
(we should have it, there, 62nd :P) |
16:24 |
RealBadAngel |
i dont wont luajit |
16:24 |
Calinou |
why would it be slower? |
16:24 |
celeron55 |
thexyz: you should probably create the threads in the client's constructor |
16:25 |
RealBadAngel |
im almost done with c++ version |
16:25 |
thexyz |
Calinou: well, i trusted my profiler that time |
16:25 |
thexyz |
celeron55: sure |
16:25 |
celeron55 |
thexyz: that way they could end up being created twice if stuff changes |
16:25 |
thexyz |
Calinou: it probably lied then |
16:25 |
Calinou |
thexyz: did you try it with eg. a mobs mod? |
16:25 |
Calinou |
or snow mod (lots of lua mapgen)? |
16:25 |
celeron55 |
thexyz: otherwise it looks like the way things are already done in other places |
16:26 |
RealBadAngel |
celeron55, one question. basic. have you seen the video i posted? |
16:26 |
thexyz |
Calinou: i don't remember (probably not, try searching forum for my profiler output), build minetest with luajit and try it yourself |
16:26 |
celeron55 |
RealBadAngel: ehm, i wouldn't have answered anything if i didn't look at it first |
16:26 |
Calinou |
thexyz: doesn't luajit support require a lot of additional C++ code, or is it just a compiler option to enable? |
16:26 |
RealBadAngel |
so you think its just "boring"??? |
16:28 |
thexyz |
Calinou: the easiest (and hackiest) way to build minetest with luajit is to build minetest and luajit separately, then replace liblua.a with libluajit.a, then `make` minetest again, it'll link with brand new luajit instead of lua |
16:28 |
RealBadAngel |
its really, really sad to hear that again and again |
16:28 |
RealBadAngel |
good night |
16:29 |
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16:30 |
thexyz |
celeron55: http://bpaste.net/show/64986/, fine now? |
16:31 |
celeron55 |
i mean, there are many kinds of trees: http://2.bp.blogspot.com/_h0NrIKmjyhM/TH-L7M6cuAI/AAAAAAAAGoI/ScW1UBEto5U/s1600/P9020002.JPG http://www.vastavalo.fi/albums/userpics/16126/normal_Pihlaja.jpg http://www.helsinki.fi/metsatieteet/arboretum/images/pinus_sylvestris_puu.jpg http://bhubbard.smugmug.com/Other/Finland-After-Midsummer/i-6PzTwJL/0/L/img_0017-L.jpg ... |
16:31 |
celeron55 |
... http://virtuoosi.pkky.fi/metsaverkko/metsan_mittaus/puun_tilavuus/kuvat/muotoluvuttehtava.gif http://s3.freefoto.com/images/15/19/15_19_8_prev.jpg |
16:31 |
celeron55 |
you're just making the last kind of those random examples |
16:32 |
celeron55 |
well, maybe the third too, a bit |
16:32 |
thexyz |
celeron55: btw, in "realtest" game there are multiple kind of trees |
16:32 |
celeron55 |
but if you're going to make them so big, you should try to really seek the limits of what can be made with nodes |
16:33 |
jin_xi |
i quite like the scale |
16:34 |
celeron55 |
RBA seems to have some kind of a problem towards improving good things |
16:35 |
thexyz |
http://i.imgur.com/rSw0D.png |
16:35 |
PilzAdam |
thexyz, realtest uses predefined shapes IIRC |
16:36 |
thexyz |
PilzAdam: they're randomized a bit |
16:36 |
thexyz |
better ask kotolegokot though |
16:37 |
kotolegokot |
what is IIRC |
16:37 |
PilzAdam |
if i remember corretly |
16:37 |
celeron55 |
(you're supposed to google those without nobody knowing you didn't know 8)) |
16:38 |
kotolegokot |
ok |
16:38 |
thexyz |
or use irc logs, those are deciphered in there |
16:42 |
celeron55 |
also, i think i'd like big forests rather than individual huge wide trees |
16:44 |
jin_xi |
ok, so i hope some rambling is ok if you don't mind. But i want it up in the logs that I applaud RBAs efforts. Generating trees with some structure is not easy and his results are very interesting. |
16:47 |
celeron55 |
sure |
16:52 |
VanessaE |
agreed. |
16:55 |
thexyz |
celeron55: ok, i've tested and new one works fine; will push it shortly |
16:55 |
thexyz |
thanks for your assistance and everything |
16:59 |
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17:05 |
PilzAdam |
I guess I can push this: https://github.com/PilzAdam/minetest/commit/f4ed37ec6f1d24c2da3dab14b3478d3b0452d7aa |
17:06 |
VanessaE |
and I have to say this, also for the logs: celeron55, stop calling everything boring et.al. What's boring to you may be interesting to the rest of us, and vice versa. You want contributors? STOP PUSHING THEM AWAY. |
17:06 |
VanessaE |
don't read too much into that, take it at face-value only. |
17:07 |
celeron55 |
can i call you boring? 89 |
17:07 |
celeron55 |
8)' |
17:07 |
celeron55 |
* |
17:07 |
VanessaE |
:P |
17:08 |
thexyz |
they take it too seriously |
17:09 |
celeron55 |
PilzAdam: i am not sure if it's the right place but if it works, it's fine enough |
17:17 |
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17:21 |
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17:22 |
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17:28 |
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17:28 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://minetest.net/wiki/doku.php?id=dev_index |
17:38 |
VanessaE |
anyway... celeron55, RBA's trees *are* interesting. they're certainly a far cry from the trees the game has now. Will you implement his L-systems engine or not? |
17:38 |
VanessaE |
Forget the tree axioms he chose, just the engine is important right now |
17:38 |
doserj |
Does someone want to comment on https://github.com/doserj/minetest/commits/nodeboxtype_connectable, before I continue with it? It's a quick start to try to make nodes with dynamic nodeboxes like fences, pipes, etc easier to define. |
17:39 |
doserj |
it's untested and incomplete, but I would like to know if I am on the right way |
17:41 |
PilzAdam |
whats about texturing? |
17:41 |
PilzAdam |
different textures for the connection boxes? |
17:42 |
doserj |
I don't think that#s easy to do |
17:42 |
celeron55 |
VanessaE: i won't, but as long as it works for a larger variety of tree types, i'm fine with including it |
17:42 |
VanessaE |
that makes no sense? |
17:42 |
celeron55 |
"Will you implement" |
17:42 |
VanessaE |
"I won't, but... i'm fine with including it"?? |
17:42 |
VanessaE |
ok you mean you'll add his code, but not write it yourself. |
17:43 |
celeron55 |
that's not called implementing |
17:43 |
VanessaE |
sorry, wrong choice of word. |
17:43 |
VanessaE |
and actually in American slang, to "implement" can also be to use someone else's tools to do something,. |
17:44 |
VanessaE |
but anyway |
17:44 |
hmmmm |
erm, "approve" |
17:44 |
celeron55 |
in programming, it simply means coding something |
17:44 |
hmmmm |
he approves for it to be implemented |
17:44 |
* VanessaE |
shrugs |
17:45 |
VanessaE |
let's not argue over semantics. |
17:45 |
celeron55 |
you're the one arguing here about you yourself using wrong words 8) |
17:45 |
hmmmm |
it seems like the l-system code is quite compact |
17:46 |
VanessaE |
*grumble* |
17:46 |
hmmmm |
should be easy |
18:04 |
thexyz |
celeron55: http://irc.minetest.ru/minetest-delta/2012-12-17#i_2728628 |
18:07 |
celeron55 |
umm |
18:09 |
celeron55 |
i'm too tired to try to undestand what is going on |
18:09 |
celeron55 |
but it doesn't sound good |
18:09 |
PilzAdam |
would you mind when we add a new parameter to register_on_placenode()? |
18:10 |
celeron55 |
what parameter |
18:10 |
PilzAdam |
itemstack |
18:10 |
thexyz |
celeron55: you mean, it can be out of sync? |
18:10 |
celeron55 |
thexyz: i think we must preserve the possibility of eg. dual-wield or whatever |
18:11 |
PilzAdam |
the main problem is that modders cant modify the itemstack in on_placenode() |
18:11 |
thexyz |
ok |
18:11 |
PilzAdam |
so just pass it to the function and everything will be fine |
18:11 |
thexyz |
PilzAdam: feel free to implement this then |
18:13 |
celeron55 |
looking at minetest.item_place_node, there are some nontrivialities |
18:14 |
celeron55 |
i guess you are able to solve them 8) |
18:22 |
PilzAdam |
both methods work: https://gist.github.com/4320583 |
18:23 |
thexyz |
PilzAdam: where's diff of builtin? |
18:23 |
PilzAdam |
wait a sec. |
18:24 |
PilzAdam |
https://gist.github.com/4320598 |
18:24 |
* PilzAdam |
wonders what nontrivialities c55 was talking about |
18:25 |
thexyz |
well, that one is wrong |
18:26 |
thexyz |
it will be tricky to add, say, 500 items when stack_size is 99 |
18:26 |
thexyz |
you should modify itemstack, then modify player's inventory, then hope that everything will go right |
18:31 |
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18:37 |
PilzAdam |
add a return value wether items should be taken after the callback call? |
18:37 |
thexyz |
i prefer things to "just work" |
18:37 |
thexyz |
so inventory modification should "just work" |
18:38 |
thexyz |
(that's what my patch achieves, except i don't know is it safe to rely on wield item or not) |
18:38 |
thexyz |
many mods already do, afaik |
18:43 |
PilzAdam |
https://gist.github.com/4320598 |
18:45 |
PilzAdam |
what do you think? |
18:46 |
celeron55 |
the first callback call is a bit error-prone, just make it like the second |
18:50 |
PilzAdam |
everyone is fine with this? https://github.com/PilzAdam/minetest/commit/29c17c14f1ef42f8080a44b1e3308f34de8b5df2 |
18:52 |
celeron55 |
it looks robust, but i am not aware of everything something might do 8) |
18:52 |
VanessaE |
mmmm... |
18:52 |
VanessaE |
I don't know if returning "true" is necessarily right though |
18:52 |
VanessaE |
shouldn't it return false, as if to say "this didn't work"? |
18:52 |
PilzAdam |
its actually "returning not false" |
18:52 |
celeron55 |
of course not, it should default to automatically taking the item |
18:52 |
celeron55 |
it's all about defaults |
18:53 |
celeron55 |
even if it wasn't for compatibility |
18:53 |
VanessaE |
*shrug* |
18:55 |
PilzAdam |
Ill just push it and we will see |
18:55 |
celeron55 |
"break early, break often" or something along those lines 8-) |
18:56 |
VanessaE |
hah! |
18:56 |
VanessaE |
then push my mese changes too as long as we're breaking mods :D |
18:58 |
PilzAdam |
so lets modify creative now: infinite stacks of size 1 and not drop digged items in the inventory |
18:58 |
celeron55 |
is that the way people like it to work? |
18:59 |
PilzAdam |
its actually the MC way |
18:59 |
celeron55 |
i think it might be useful to get the item that one dug, if one doesn't already have it in the inventory |
18:59 |
celeron55 |
to easily re-place it |
18:59 |
PilzAdam |
thats a good idea |
19:00 |
PilzAdam |
also modify the hand so it breaks everything in 0.1 seconds? |
19:00 |
VanessaE |
nooooo |
19:01 |
VanessaE |
that will cause too much stuff to be dug with each action, |
19:01 |
PilzAdam |
ok |
19:01 |
VanessaE |
try it with a maptools admin pick sometime |
19:01 |
celeron55 |
does it have the problem of continuing the digging if the mouse is held down? |
19:01 |
celeron55 |
if it does, then it's not good |
19:01 |
PilzAdam |
maybe 1 second |
19:02 |
PilzAdam |
so you dont have to use tools |
19:02 |
VanessaE |
0.25 seconds. |
19:02 |
PilzAdam |
nah, 0.5 |
19:02 |
PilzAdam |
deal? |
19:02 |
VanessaE |
that's just a bit longer than the amount of time a mouse click would last |
19:02 |
celeron55 |
i think people like the feel of digging things |
19:03 |
PilzAdam |
creative is all about building fast |
19:03 |
VanessaE |
let's compromise: 0.375 seconds :-) |
19:04 |
celeron55 |
i think it should be made so that in creative mode, a mouse click will remove a single node immediately, and while the button is held down, no more things are dug until it is clicked again |
19:04 |
VanessaE |
celeron55: but only with the hand? |
19:04 |
PilzAdam |
i tried that but thats really weird |
19:04 |
celeron55 |
you get used to it |
19:05 |
VanessaE |
celeron55: if a tool can cut faster than that, the tool should still cut faster. |
19:05 |
PilzAdam |
removing over 5 blocks is just annyoing with it |
19:05 |
VanessaE |
have you ever stood at the side of a hill with an admin pick? you can raze the whole thing in a couple of minutes if you have good coordination, just holding the button down. |
19:06 |
celeron55 |
oh well, whatever; let's say if somebody plays minetest creative multiple hours a week for some other reason than testing, that one can choose |
19:06 |
PilzAdam |
VanessaE, mese pick has 0.5 seconds for stone and thats fast enough |
19:06 |
VanessaE |
no, it isn't. |
19:06 |
celeron55 |
... |
19:06 |
celeron55 |
make it 0.4 |
19:07 |
PilzAdam |
you still need to be able to open doors |
19:07 |
celeron55 |
THE END. |
19:07 |
celeron55 |
8D |
19:07 |
VanessaE |
PilzAdam: roll mouse wheel, click door, roll wheel back. |
19:07 |
PilzAdam |
if the hand is that fast? |
19:07 |
VanessaE |
I'm talking about the speed of tools now, not the hand. |
19:08 |
VanessaE |
do whatever you want with the hand if it works better, |
19:08 |
VanessaE |
but don't disturb how tools work. |
19:08 |
PilzAdam |
sure |
19:08 |
VanessaE |
in that case, 0.4-0.5 seconds recoil time I guess is okay for the hand |
19:11 |
PilzAdam |
crumbly, cracky, snappy, choppy, oddly_breakable_by_hand; do I miss any group? |
19:27 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/61e60724f6b0875d14dc7f185d914702eddb806e |
19:27 |
PilzAdam |
celeron55, VanessaE, this is basically the implementation of what we talked about |
19:29 |
VanessaE |
ok, I can see that being about right then |
19:30 |
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19:31 |
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19:36 |
PilzAdam |
so what do you think? push it or not? |
19:40 |
hmmmm |
if we add enchanting like in minecraft you can make efficiency tools you can instamine |
19:41 |
hmmmm |
which would be very useful for terraforming |
19:41 |
hmmmm |
also we need a diamond shovel/axe/sword |
19:41 |
celeron55 |
oh god, here is the word |
19:41 |
hmmmm |
errr, mese |
19:42 |
celeron55 |
do you have any idea what terraforming means? 8) |
19:42 |
hmmmm |
forming large pieces of natural land into the shape that you'd like |
19:43 |
hmmmm |
i used it appropriately http://en.wikipedia.org/wiki/Terraforming |
19:44 |
celeron55 |
i don't see how modifying planets to be earth-like is related to anything you might do |
19:44 |
celeron55 |
i can't recall the actual correct word for the thing you mean though |
19:44 |
VanessaE |
landscaping |
19:45 |
celeron55 |
that sounds good |
19:45 |
celeron55 |
it's completely hilarious how the minecraft community has started using the word "terraform" for landscaping |
19:45 |
celeron55 |
it's just... terribly wrong |
19:45 |
VanessaE |
isn't the whole MC community just "terribly wrong"? :-) |
19:46 |
celeron55 |
it almost makes me cry :-D |
19:47 |
PilzAdam |
can anyone comment on this: https://github.com/PilzAdam/minetest_game/commit/61e60724f6b0875d14dc7f185d914702eddb806e ? |
19:49 |
sfan5 |
https://github.com/celeron55/minetest/pull/359 |
19:51 |
sfan5 |
can anyone comment on that? |
19:52 |
celeron55 |
thexyz probably wants to |
19:53 |
PilzAdam |
I guess due to we talked about this creative thing I can just merge it |
19:53 |
thexyz |
sfan5: indentation is messed up |
19:54 |
sfan5 |
where? |
19:54 |
thexyz |
everywhere! |
19:54 |
thexyz |
https://github.com/sfan5/minetest/blob/ce5f73760ef001c5cfd33e9174d4589222c18dbb/cmake/Modules/FindCURL.cmake |
19:54 |
sfan5 |
oh... |
19:54 |
thexyz |
and i'm not really good at cmake, what's the difference, anyway? |
19:55 |
thexyz |
you didn't need to close it |
19:58 |
sfan5 |
thexyz: is this good? https://github.com/sfan5/minetest/blob/f40171f738d29c1745c91c73768127a541a64b3a/cmake/Modules/FindCURL.cmake |
19:58 |
thexyz |
it's consistent, that's enough for me |
19:58 |
thexyz |
so, care to explain changes? |
20:00 |
sfan5 |
that makes searching for curl libs/headers easier on unix and it also prints the determined variables |
20:00 |
sfan5 |
https://github.com/celeron55/minetest/pull/360 |
20:03 |
sfan5 |
so.. will this get merged? |
20:03 |
celeron55 |
i wonder why it doesn't work without it |
20:03 |
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20:04 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/95cbfc50d8f7fc492f6def60720e355fdd0f62c1 |
20:04 |
celeron55 |
it's not like cmake wouldn't search in /usr/local/include and /usr/include otherwise |
20:04 |
celeron55 |
and the others in there |
20:05 |
celeron55 |
is it now in line with other custom Find*.cmake files that we have? |
20:05 |
celeron55 |
or was it previously? |
20:05 |
celeron55 |
i guess it should be similar to them |
20:10 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/95cbfc50d8f7fc492f6def60720e355fdd0f62c1 <- comments? |
20:12 |
thexyz |
PilzAdam: wait, you broke this by your previous commit? |
20:12 |
thexyz |
which changed stairs: to modname: |
20:12 |
PilzAdam |
yep |
20:13 |
PilzAdam |
because its calls modname in the after_place_node functions |
20:13 |
PilzAdam |
and that cant get the modname correctly |
20:14 |
PilzAdam |
now it works correctly |
20:14 |
thexyz |
then merge it |
20:16 |
thexyz |
let's hope it haven't enough time to break many mods |
20:16 |
thexyz |
hasn't* |
20:16 |
thexyz |
damn, i'd better go sleep |
20:16 |
thexyz |
celeron55: please, comment something on sfan5's pull https://github.com/celeron55/minetest/pull/360 |
20:32 |
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20:41 |
sfan5 |
thexyz: celeron55: cross-compiling fails when using curl, it doesn't link curl correctly: http://pastie.org/private/odron3rm1cahp0qei3b45q |
20:41 |
thexyz |
sfan5: it works fine for me |
20:42 |
thexyz |
you're probably trying to link static curl to minetest |
20:42 |
thexyz |
that won't work |
20:42 |
thexyz |
use dynamic version |
20:42 |
thexyz |
what was the point of asking the question and leaving? |
20:51 |
thexyz |
almost forgot it, celeron55, anything else about my .ttf patch? |
20:51 |
thexyz |
i think it's safe to merge because it's disabled by default |
22:13 |
* hmmmm |
shoots himself |
22:14 |
hmmmm |
I can't seriously believe how stupid i am |
22:14 |
hmmmm |
the latest mapgen bug that i couldn't find for 2 days was because I was accessing an array in a transposed manner |
22:15 |
hmmmm |
for (x ... ) { for (z ...) { instead of for (z ...) { for (x ...) { |
22:15 |
celeron55 |
finding the reason makes you quite not stupid 8) |
22:16 |
celeron55 |
the stupid ones are the ones who can't fix their own bugs |
22:17 |
hmmmm |
wow, I am rather pleased with my mapgen's output... now I just need to add in the interpolation between biomes to account for the height differences... |
22:17 |
hmmmm |
regardless it's still not going to be the default mapgen until maybe 0.5.0 if it's up to me |
22:18 |
hmmmm |
right, so my current task is to class-ify the old one and clean it a bit |
22:28 |
hmmmm |
haha... christ.... EmergeThread: mapgen lighting update: 0.6623 EmergeThread: mapgen::make_block: 0.6762 |
22:29 |
hmmmm |
I think i know what needs fixing next |
22:29 |
hmmmm |
when 95% of the makeChunk time is being consumed by lighting updates... |
22:33 |
hmmmm |
actually 98% |
22:35 |
VanessaE |
ouch. |
22:45 |
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