Time |
Nick |
Message |
03:09 |
hmmmm |
found a bug |
03:10 |
hmmmm |
if a LuaPerlinNoise object is created in Lua, not by EnvRef::get_perlin(), it won't use the map's seed, but only the seed difference |
03:11 |
hmmmm |
unless that's actually the intended behavior |
03:11 |
hmmmm |
ah, nevermind, that's intended apparently |
03:22 |
hmmmm |
hey guys, i am absolutely stumped with this compile error.. http://pastebin.com/7gqzWTYg when I call the constructor on line 95 here, I get this error: no matching function for call to 'LuaPerlinNoiseMap::LuaPerlinNoiseMap(NoiseParams*&, int, v3f&)' |
03:22 |
hmmmm |
i don't get it, i am not passing any references at all |
07:54 |
hmmmm |
no ideas? |
08:01 |
hmmmm |
alright w/e |
08:22 |
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08:22 |
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08:53 |
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09:27 |
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09:54 |
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11:29 |
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11:32 |
Taoki |
celeron55_: In the latest version, I'm getting a bug which causes water to stop being transparent at times. It didn't happen a few weeks ago however. Any idea what could be causing it and if there's a workaround? |
11:43 |
Taoki |
Seems it depends on the angle you look at water from |
12:19 |
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12:22 |
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12:36 |
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12:41 |
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12:56 |
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14:01 |
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14:18 |
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14:47 |
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16:13 |
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16:33 |
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16:38 |
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16:44 |
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16:46 |
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17:07 |
kahrl_ |
hmmmm: v3f vs. v3s16? |
17:07 |
kahrl_ |
I don't remember if there are implicit conversions between them |
17:08 |
hmmmm |
uuuahh |
17:08 |
hmmmm |
thanks |
17:25 |
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17:44 |
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18:05 |
rubenwardy |
When there is not much space left on the hard drive minetest is on, blocks start to be regenerated |
18:05 |
rubenwardy |
http://forum.minetest.net/viewtopic.php?id=3246 |
18:05 |
rubenwardy |
Has a fix been made into the c++ code? |
18:09 |
hmmmm |
i tried fixing it but celeron said my fix was no good because it'd just clog up the blocks to save queue |
18:09 |
hmmmm |
i haven't taken a closer look |
18:10 |
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18:47 |
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18:49 |
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19:07 |
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19:15 |
thexyz |
anyone? https://github.com/celeron55/minetest/pull/446 |
19:17 |
darkrose |
haven't looked at it, but the first thing that came to mind was an entity with high velocity trying to load several hundred thousand blocks |
19:22 |
darkrose |
s/hundred// |
19:23 |
rubenwardy |
http://pastebin.com/daUaKzE3 error |
19:26 |
thexyz |
darkrose: i think that should be counted as mod's problem |
19:28 |
rubenwardy |
http://forum.minetest.net/viewtopic.php?pid=66120 |
19:28 |
thexyz |
hm.. |
19:29 |
thexyz |
last time I had that kind of issues it was related to me messing with threads |
19:29 |
thexyz |
rubenwardy: any steps to reproduce? |
19:31 |
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19:33 |
rubenwardy |
no |
19:33 |
rubenwardy |
just playing on server |
19:34 |
rubenwardy |
actually, I was taking stuff out of a chest |
19:50 |
RealBadAngel |
hi rubenwardy |
19:50 |
RealBadAngel |
hows the water+ is doing? |
19:52 |
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19:52 |
RealBadAngel |
thexyz, is the force_load workin? |
19:52 |
rubenwardy |
good |
19:52 |
rubenwardy |
added water dropping |
19:52 |
RealBadAngel |
if it is, its a solution needed by many |
19:53 |
RealBadAngel |
rubenwardy, i noticed some flaws, when one water node has a slight different level than surround |
19:53 |
RealBadAngel |
it flips endlessly |
19:54 |
RealBadAngel |
could you propably use more levels for calculations, and display less? |
19:54 |
RealBadAngel |
or choose some avg to display |
19:55 |
RealBadAngel |
like make calculations for 20 levels, display just 10 |
19:55 |
RealBadAngel |
that shall eliminate flicking |
19:58 |
thexyz |
RealBadAngel: i'll test that one later |
20:03 |
RealBadAngel |
but imho it shall not be given to an entity |
20:03 |
thexyz |
why? |
20:03 |
RealBadAngel |
maybe with groups? |
20:04 |
RealBadAngel |
entities are being stored and often deleted |
20:04 |
RealBadAngel |
what if a entity which was supposed to keep area loaded got deleted? |
20:04 |
RealBadAngel |
whole idea screwed |
20:06 |
RealBadAngel |
on the other hand node cannot be deleted, and can be named like world anchor or something |
20:06 |
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20:06 |
RealBadAngel |
player can place it and keep factiories or circuits workin |
20:07 |
RealBadAngel |
and of course remove them by digging |
20:15 |
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20:20 |
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20:25 |
thexyz |
groups are not as flexible |
20:26 |
thexyz |
you can't remove a group from entity |
20:27 |
thexyz |
this could be useful for carts — only set them `force_load` when it's needed (i.e. cart is moving) |
20:28 |
RealBadAngel |
not remove group from, remove holder of that group |
20:28 |
RealBadAngel |
no matter entity or node |
20:29 |
RealBadAngel |
so if node was dug, unload. unless player is preventin it |
20:30 |
RealBadAngel |
(cart can fell of the tracks, node can be dug by automat, thats why checks) |
20:34 |
RealBadAngel |
so if you kill or dig entity from such group, unload check procedure shall be performed. same on create or place. |
20:34 |
RealBadAngel |
*entity/node |
20:44 |
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20:53 |
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21:19 |
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21:19 |
VanessaE |
I think before we start allowing more of the world to be forcibly loaded, the emergethread issue will need fixed. |
21:20 |
hmmmm |
that's literally next on my list |
21:20 |
* VanessaE |
envisions someone using worldedit to modify a huge section of map, much of which isn't loaded yet. Emergethread will surely barf then. |
21:20 |
VanessaE |
oh sweet. |
21:20 |
hmmmm |
almost done with the perlin map things, but for some reason i'm not able to use my LuaPerlinNoiseMap object that i return in lua |
21:20 |
VanessaE |
you'll figure it out I'm surew |
21:21 |
hmmmm |
i compared what i'm returning with other functions that return objects and i seem to be doing everything right |
21:21 |
hmmmm |
i might be missing a metatable or something |
21:21 |
VanessaE |
RBA and I have been hard at work on moretrees, and I've gotten plantlife up to a fast enough speed that it outruns emergethread very easily now |
21:22 |
hmmmm |
with the emergethread thing, we're going to have to do a lot of testing on an alternate branch. this isn't going to be a change that we can push to master in 5 minutes |
21:22 |
hmmmm |
i'm pretty much entirely changing the way a core piece of the whole thing works |
21:23 |
VanessaE |
I didn't expect it would be |
21:27 |
VanessaE |
also regarding perlin maps, |
21:28 |
VanessaE |
you may want to take a look at plantlife and evalute what I'm doing there. it might be a good idea to use comparable settings if possible. |
21:28 |
VanessaE |
evaluate* |
21:37 |
hmmmm |
ah solved it, i didn't realize i needed to call Register() |
21:37 |
hmmmm |
all these gotchas. |
21:53 |
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21:58 |
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