Time |
Nick |
Message |
00:02 |
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01:11 |
doserj |
rarkenin: reliable can be wrapped around split packages |
01:11 |
doserj |
split packages just contain data, not other packages |
01:12 |
doserj |
For your other question. undersurface is the node that is punched, abovesurface is where you would place a node |
01:20 |
rarkenin |
So, reliable around control, original, and split. Split around raw data. ' |
01:21 |
rarkenin |
And is split's seqnum related to the seqnums of the packets the chunks are in? |
01:30 |
doserj |
the seqnum for split packets has nothing to do with the seqnum for reliable packets |
03:45 |
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14:21 |
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14:40 |
Taoki |
A heads-up: I fixed veryical speed and acceleration in my physics branch, since I finally discovered what was breaking them. Feel free to test my code more if needed (it should be fine now) and pull upstream. https://github.com/celeron55/minetest/pull/483 |
15:00 |
darkrose |
works for me, just added the change to upstream/movement branch |
15:02 |
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15:24 |
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15:39 |
Taoki |
darkrose: ok. Just finished doing one more commit a minute ago, check that as well please |
15:44 |
VanessaE |
Taoki: your latest is now on my server. |
15:44 |
VanessaE |
(including the commit you just mentioned) |
15:44 |
VanessaE |
if you wish to test it further I mean |
15:46 |
VanessaE |
uh oh. |
15:46 |
VanessaE |
can't fly upwards. |
15:47 |
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15:47 |
VanessaE |
unless I jump first and try to take off while in mid-air, then up/down works as expected. |
15:51 |
VanessaE |
or, toggle noclip on and then back off while trying to fly from a standing position, that works too. |
15:57 |
F00 |
Someone mind testing a tiny patch for me? http://pastie.org/6133333 |
15:57 |
VanessaE |
what does it do? |
15:57 |
F00 |
All it does is enabled wrapping in the already-five-line guitext_info box (Should look like so: http://i.imgur.com/yFzwJIK.png ) |
15:58 |
F00 |
I can't imagine why it wouldn't work, but I had someone say it didn't. |
15:58 |
VanessaE |
ah |
16:07 |
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16:35 |
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16:57 |
proller |
Taoki, maybe add to your patch moving in flowing liquids ? |
16:58 |
proller |
when liquid push player to flowing direction |
17:01 |
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17:04 |
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17:22 |
* F00 |
tries again. |
17:22 |
F00 |
Anyone have a minute to test a one-line text wrap patch (for signs, etc.)? http://pastie.org/6133333 |
17:26 |
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17:35 |
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17:49 |
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17:55 |
F00 |
ShadowNinja: My current iteration just uses the wrap bool to addStaticText, works fine for me on Irrlicht 1.8 and 1.7.3 |
17:55 |
F00 |
Haven't been able to get anybody else to test yet. |
17:56 |
ShadowNinja |
I can't get it to work with the same implimentation |
17:56 |
F00 |
But I can't see why that would be unset unless you have an actual, explicit disabling of wrap elsewhere |
17:56 |
F00 |
git diff src/game.cpp is identical to this? http://pastie.org/6133333 |
17:57 |
ShadowNinja |
It is only referenced three times in game.cpp, adding it, seting it, and making it visible, and yes |
17:58 |
F00 |
Neither setText nor setVisible have args that might impact wrapping, so that's utterly bizarre |
17:58 |
ShadowNinja |
I tried it with 1.7 and 1.8 |
17:58 |
F00 |
Oh. Your guitext_info rect is 400px wide, text_height*5+5 tall, right? |
17:58 |
ShadowNinja |
yes |
17:58 |
F00 |
This makes no sense, then. |
17:59 |
F00 |
Need a third person to give it a try to see if you're the anomaly or if I am. |
18:01 |
F00 |
You're making sure to run ./bin/minetest from your git checkout, right? |
18:01 |
ShadowNinja |
yes, I just did a reset --hard HEAD to try again |
18:02 |
F00 |
What happens in-game for you? Long signs just run off the end of the first line like before? |
18:02 |
F00 |
With a partially-clipped letter visible or whatnot? |
18:02 |
ShadowNinja |
yes |
18:03 |
ShadowNinja |
reset did nothing |
18:05 |
F00 |
Just for kicks, does changing the sole guitext_info->setText to be guitext_info->setText((L"AAA"+infotext).c_str()); actually prepend your signs with AAA? |
18:08 |
ShadowNinja |
it doesn't compile |
18:08 |
ShadowNinja |
L"AAA"+infotext.c_str() |
18:08 |
ShadowNinja |
gtg bbl |
18:09 |
F00 |
There's a paren around that |
18:19 |
Taoki |
Back |
18:20 |
Taoki |
PilzAdam: When you have time to look at pull requests again, please check https://github.com/celeron55/minetest/pull/483 and if there aren't any problems pull it upstream. I did the last checks and changes today and it should be as ready as it can be |
18:21 |
PilzAdam |
Taoki, random thoughts about your branch: |
18:21 |
PilzAdam |
- the sinking speed in liquids is way too slow |
18:21 |
PilzAdam |
- the movement speed in liquids should depend on the viscosity |
18:22 |
PilzAdam |
- the sliding effect after fast move is too high/long |
18:22 |
PilzAdam |
- disable the normal sneaking when in liquids, shift should be used only for sinking when in liquids |
18:23 |
Taoki |
Sliding effect after using fast cannot be helped. It's due to the acceleration / deceleration, and I see no way around it. I hope this one can be let to slip... the rest I can look into |
18:23 |
PilzAdam |
- climbing on ladders is too fast |
18:23 |
Taoki |
Climbing / decendiing uses walk speed, but I can change that and make it slower |
18:23 |
PilzAdam |
maybe higher deceleration when the player is faster than max walk velocity? |
18:23 |
Taoki |
Also, I'm not aware of different liquids supporting different levels of viscosity yet. That will probably need to be a separate feature later |
18:24 |
Taoki |
Not sure how and if to do that. For now I'd leave it as is if that's ok |
18:24 |
Taoki |
But the rest I can try to take care of |
18:25 |
PilzAdam |
echo "Speed depending on liquid viscosity \n pushing of player/objects through flowing liquid" >> Taoki/TODO.txt |
18:25 |
Taoki |
PilzAdam: Except movement depending on viscosity because different liquid nodes don't support viscosities yet. That will be a different feature |
18:25 |
Taoki |
yes, I will add a comment for it |
18:25 |
PilzAdam |
ehm... https://github.com/celeron55/minetest/blob/master/doc/lua_api.txt#L1457 |
18:28 |
Taoki |
Oh... there is a liquid_viscosity tag I see. But it didn't seem to do anything until now |
18:28 |
PilzAdam |
it controls the flowing speed |
18:28 |
Taoki |
If I'll be able to read its value where liquid friction is applied (in environment.cpp) I can easily account it then. Can't promise however |
18:28 |
Taoki |
Oh, ok |
18:28 |
Taoki |
Then I'll do it if I can read it in environment.cpp. But that I can't promise... will try still |
18:32 |
F00 |
Would either of you mind testing my patch quickly? I'd like to see the next release have proper multi-line sign support. |
18:34 |
Taoki |
Sorry, on my GIT branch and working on it. Can't tonight at least |
18:34 |
Taoki |
PilzAdam: Bt "the sinking speed in liquids is way too slow", did you mean the speed by which you move in water (and sink with Shift), or the ambiental sinking when you stand still? |
18:35 |
Taoki |
If it's the first, going up and down uses the same veolocity as moving horizontally |
18:35 |
PilzAdam |
its when you standing still |
18:35 |
PilzAdam |
s/standing/swimming |
18:35 |
Taoki |
Ok. That one's meant to be slow, but if you wish I'll make it a little faster by default |
18:37 |
Taoki |
Yeah... liquid_viscosity is only used around nodedef and map.cpp. I can't think of any good way to parse that to the client where physics are applied. So if that's ok I'm skipping that one but will add a TODO... it can be done later |
18:38 |
PilzAdam |
Taoki, how is the bool in_liquid (or similiar) passed to this? |
18:39 |
PilzAdam |
F00, done |
18:39 |
Taoki |
erm... *looks* |
18:39 |
Taoki |
Interesting... localplayer gets it from the nodemanager. That seems like I might be able to do it then :) |
18:39 |
Taoki |
in_water = nodemgr->get(map.getNode(pp).getContent()).isLiquid(); |
18:40 |
PilzAdam |
nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity |
18:41 |
Taoki |
Thanks, setting up the function and will try to compile that |
18:41 |
F00 |
PilzAdam: Wrapping works for you? |
18:41 |
PilzAdam |
F00, yea, I have pushed it upstream |
18:41 |
Taoki |
PilzAdam: Also, does crouching underwater really happen? Looking at the code, that doesn't seem like it should |
18:42 |
F00 |
I'm puzzled as to why it doesn't for ShadowNinja. I'm suspecting he's somehow not running the binary he's built. |
18:42 |
F00 |
Anyhow, thanks. |
18:42 |
PilzAdam |
how can this not work for anyone? |
18:43 |
F00 |
That's my thought. |
18:43 |
PilzAdam |
Taoki, yep, it does happen |
18:43 |
PilzAdam |
just checked |
18:43 |
Taoki |
ok. What happens in that case? The speed gets lower? |
18:43 |
PilzAdam |
you dont sink anyomre |
18:44 |
PilzAdam |
try it yourseld: walk on the ground of a sea and hold shift |
18:44 |
Taoki |
Sneak key is meant to sink. When you hit a node you don't sink so you don't go through it |
18:44 |
Taoki |
yeah, but you don't sink cuz you touch the ground |
18:45 |
PilzAdam |
yea, but it blocks you even if you over the edge |
18:45 |
PilzAdam |
like normal sneaking |
18:45 |
Taoki |
Ahhh, you mean falling off nodes? |
18:46 |
PilzAdam |
localplayer.cpp:162 add && !in_water |
18:47 |
Taoki |
thanks, trying to get viscosity read then I'll fix that too |
18:50 |
Taoki |
Ok this is weird. If I add anything in nodedef.h under "struct ContentFeatures" the file rollbackinterface.cpp fails to compile |
18:51 |
PilzAdam |
why would you add anything to ContentFeatures? |
18:52 |
Taoki |
PilzAdam: Look in nodedef.h line 245 for example (bool isLiquid() const{ ) - I need to add a function there to read viscisoty |
18:52 |
Taoki |
Otherwise using liquid_viscosity like you suggested says that word isn't defined |
18:52 |
Taoki |
nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity |
18:54 |
Taoki |
At least that's what it seems like to me, but isLiquid() is defined there (which is what environment.cpp uses to know the player is in water) |
18:54 |
PilzAdam |
it works for me |
18:55 |
Taoki |
Using "nodemgr->get(map.getNode(pp).getContent()).liquidViscosity" compiles for you? |
18:55 |
Taoki |
erm, |
18:55 |
Taoki |
nodemgr->get(map.getNode(pp).getContent()).liquid_viscosity |
18:55 |
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18:56 |
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18:56 |
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18:57 |
Taoki |
PilzAdam: I get this ---- error: ‘water_viscosity’ was not declared in this scope |
18:57 |
Taoki |
For the line water_viscosity = nodemgr->get(map.getNode(pp).getContent()).liquidViscosity; |
18:57 |
PilzAdam |
its "liquid", not "water" |
18:57 |
Taoki |
oh |
18:58 |
PilzAdam |
https://gist.github.com/PilzAdam/4772323 |
18:58 |
Taoki |
Thanks, will use that as a guide |
18:59 |
PilzAdam |
oops, m_liquid_viscosity should be u8, not bool |
18:59 |
Taoki |
I was using float |
19:00 |
Taoki |
Is viscosity an integer or can it have decimals? |
19:00 |
PilzAdam |
its u8 |
19:00 |
PilzAdam |
lua_api.txt says max = 7 |
19:01 |
Taoki |
Can I replace in_water and in_water_stable with in_liquid and in_liquid_stable for consistency? |
19:01 |
PilzAdam |
why not? |
19:02 |
PilzAdam |
"liquid" and "water" is mixed up everywhere in the code:-) |
19:02 |
Taoki |
Yes, that's part of what was confusing |
19:04 |
PilzAdam |
the engine doesnt really know if a liquid is water or not, since water is define in Lua |
19:04 |
PilzAdam |
so you can see "water" in the core code as "liquid" |
19:07 |
Taoki |
Weird, for water I seem to get a null value for viscosity |
19:08 |
Taoki |
I'm trying to print it in errorstream to check its value, but it doesn't print anything, not even 0. I wonder if in minetest_game water doesn't have viscosity set |
19:08 |
PilzAdam |
every liquid needs a viscosity != 0 |
19:09 |
PilzAdam |
otherwise it wouldnt flow |
19:09 |
* PilzAdam |
tested everything in the Lua API :-) |
19:12 |
Taoki |
I've no idea why my test shows 0 x.x |
19:12 |
Taoki |
errorstream<<"!!!! "<<lplayer->liquid_viscosity<<std::endl; |
19:12 |
Taoki |
I only see the "!!!! ". And yes, I use this method commonly to check values, other floats show |
19:12 |
Taoki |
This is the first time it prints nothing, like the value is null |
19:16 |
* Taoki |
shrugs. Since the printing is the problem, and this value just doesn't want to show. I wonder what the value for water viscosity is in that case... |
19:16 |
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19:18 |
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19:19 |
PilzAdam |
where do you do this? |
19:20 |
Taoki |
environment.cpp, where water resistence is applied. I read lplayer->liquid_viscosity there |
19:20 |
Taoki |
I think it sees 0 in water for some reason :/ |
19:20 |
PilzAdam |
well, first its m_liquid_viscosity, 2nd: its private |
19:20 |
PilzAdam |
you cant read it outside of localplayer.{cpp, h} |
19:21 |
Taoki |
But I declared it exactly like in_water and in_water_stable, and those can be read there |
19:21 |
PilzAdam |
can you show me the diff? |
19:22 |
Taoki |
Compared to the last revision in my branch? I'll try to generate one |
19:22 |
PilzAdam |
(if you havent used git add you can just do git diff without params to get the unstaged changes) |
19:23 |
sfan5 |
i'm still waiting for this( https://github.com/celeron55/minetest/pull/458 ) to be merged |
19:23 |
Taoki |
PilzAdam: Think I got it: http://pastebin.com/raw.php?i=0ZZKiiH7 |
19:26 |
Taoki |
Let me know if you can tell what's wrong in that diff |
19:29 |
PilzAdam |
sfan5, done |
19:29 |
sfan5 |
thanks, i can build minetestserver.exe on win now :) |
19:30 |
PilzAdam |
Taoki, the reading isnt in the diff |
19:30 |
PilzAdam |
(the errorstream line) |
19:31 |
Taoki |
PilzAdam: I removed that, it wouldn't print any values for some reason. The line of interest now is d_wanted /= lplayer->liquid_viscosity; |
19:32 |
Taoki |
For some reason that seems to attempt a division to 0 when in water |
19:34 |
Taoki |
Actually it works. I messed around with water viscosity and it changed the water friction. Sweet :D |
19:34 |
Taoki |
Need to use it the other way around though |
19:34 |
Taoki |
The other things will be easy |
19:34 |
PilzAdam |
finding bugs which dont exist is hard work :-) |
19:35 |
Taoki |
Yeah, my bad there. Coding can get so complex even when you expect it's an easy task |
19:36 |
PilzAdam |
btw: you use "water" instead of "liquid" in the comment about liquid_viscosity |
19:38 |
PilzAdam |
strange, it seems to work the other way round |
19:38 |
Taoki |
oh |
19:38 |
PilzAdam |
now Im faster in lava |
19:38 |
Taoki |
Yes, I'm changing that. The higher the viscosity value the slower you must be |
19:39 |
Taoki |
So you need to multiply friction with it. But since that would be too slow, I'm making another value to decide how much viscosity affects friction |
19:41 |
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19:43 |
PilzAdam |
ummm.... when I stand still and turn fly mode on I cant move upwards |
19:44 |
PilzAdam |
it only works with velocity.Y != 0 |
19:44 |
Taoki |
You should be able to with jump. I don't have that problem here |
19:44 |
PilzAdam |
that needs to be fixed |
19:44 |
PilzAdam |
VanessaE reported something similiar IIRC |
19:44 |
Taoki |
I don't get that problem so I can't test it |
19:46 |
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19:46 |
Taoki |
When and how does it happen exactly? |
19:46 |
PilzAdam |
if I switch to fly mode with no vertical velocity |
19:47 |
PilzAdam |
(I have shift = descend and always_fly_fast = false) |
19:48 |
Taoki |
Ok, will have to test that too |
19:59 |
F00 |
Something I was wondering about |
19:59 |
F00 |
Why are chunks stored when generated? |
19:59 |
Taoki |
PilzAdam: Also, is it correct that I'm using writeF1000 to network the settings, considering they can all have decimals? Or is there a smaller way to network floats |
19:59 |
PilzAdam |
they are called blocks or mapblocks in Minetest |
19:59 |
PilzAdam |
chunk is Minecrafts name for it |
19:59 |
F00 |
If somebody's just passing through and makes no changes, why not discard the generated data? |
20:00 |
PilzAdam |
Taoki, I dont know much about networking |
20:00 |
F00 |
By chunk I mean 16^3 blocks. AFAIK 'chunk' is used in lots of engine nomenclature? |
20:00 |
Taoki |
ok, will leave it like that then |
20:00 |
PilzAdam |
F00, http://dev.minetest.net/Terminology |
20:01 |
PilzAdam |
Taoki, better ask celeron55 or so, changing this later could break compatibility |
20:01 |
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20:02 |
hmmmm |
floats are fine |
20:02 |
F00 |
Anyhow, as to the substance of my question? :p |
20:02 |
hmmmm |
map blocks are stored because generating them is rather slow |
20:02 |
F00 |
It seems like it's a worthwhile trade-off to regenerate them in most cases. |
20:03 |
F00 |
I was on Redcrab the other day and he must have a modification of some sort. Sent an automated notice about the map hitting 9 GB. |
20:03 |
F00 |
Also, the storing of generated chunks has ruined my plans a bit. |
20:03 |
hmmmm |
....'plans'..? |
20:04 |
F00 |
I wrote a little util that reimplements the Lua mapgen's nyan cat function as well as the engine-side PRNG for blockseed, etc. |
20:05 |
F00 |
It lets me find Nyan cats, but only in areas generated by current mapgen |
20:05 |
hmmmm |
you already have access to the core's PRNG through PseudoRandom() |
20:06 |
F00 |
This is just a little hacky third-party util. Doesn't actually interface with Minetest at all. |
20:08 |
F00 |
Anyhow, the "issue" is that people tend to wander randomly. So, an old map run on a current server will mostly have old-mapgen stuff near the surface, even if unmodified |
20:09 |
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20:10 |
F00 |
But on a non-cheaty level, I think it'd be useful to have save vs regenerate on demand be an option - I'm sure most public server operators would choose momentary CPU usage over continuous map bloat |
20:10 |
hmmmm |
doing that would be an incredibly huge change to minetest |
20:13 |
Taoki |
I wonder if f32 holds floats or just integers |
20:13 |
Taoki |
Anyone know? |
20:13 |
hmmmm |
why would you think it holds just integers? |
20:15 |
Taoki |
No specific reason, just being sure :) |
20:15 |
F00 |
How so? Are blocks not usually kept in memory or something? |
20:15 |
hmmmm |
why can't you just look at where f32 is defined? |
20:16 |
Taoki |
Not good at those things heh |
20:16 |
Taoki |
But if it holds decimals I'll use that to network the settings |
20:17 |
* VanessaE |
pokes Taoki ... just because. |
20:17 |
hmmmm |
you might really want to get good at those things |
20:17 |
Taoki |
hi :) |
20:17 |
Taoki |
hmmmm: For now, can I ask if it's certain it holds decimals? |
20:18 |
hmmmm |
no, you must look it up on your own |
20:20 |
F00 |
Not being familiar with that part of the codebase, at a high level my desired behaviour would be something like: generate block -> send to client -> maybe cache on disk? (if so, unload from memory) -> if client doesn't make a change in that block "soon", discard from memory/disk/whatever |
20:20 |
F00 |
It seems to me that the insistence on always storing what's generated is the primary cause of people bumping into 4 GB map sizes with SQLite |
20:21 |
Taoki |
ok. Anyone else know? I can't calculate how numbers are stored in bytes to figure out if decimals are kept or not |
20:21 |
PilzAdam |
F00, this sounds to me like the first step to only store things that are modified |
20:21 |
F00 |
PilzAdam: Aye |
20:22 |
F00 |
Oh, wait. |
20:22 |
F00 |
Are you talking about a scheme in which only client-made modifications are stored on disk? |
20:22 |
PilzAdam |
yea |
20:23 |
F00 |
That would be great if generation were able to be sufficiently inexpensive |
20:24 |
F00 |
I wonder what ends up being faster, typically |
20:24 |
F00 |
Seek latency plus throughput speed of a HDD vs fresh generation |
20:25 |
PilzAdam |
currently HDD |
20:26 |
PilzAdam |
but the other thing could be nice goal for Minetest |
20:29 |
RealBadAngel |
this imho would slow whole the game down. it means mapgen to be run continously |
20:30 |
Taoki |
PilzAdam: I turned always_fly_fast to false and can't reproduce that bug. Going up with the Jump key always works in free_move mode |
20:30 |
Taoki |
It's very weird you're getting the problem and I'm not |
20:30 |
Taoki |
Even if I turn on free_move when standing perfectly still, and flying up is the first move I do |
20:46 |
VanessaE |
Taoki: did you see where I mentioned that you can also toggle noclip off/on to get fly ot work? |
20:46 |
VanessaE |
to* |
20:47 |
hmmmm |
taoki, did you find out yet? |
20:47 |
Taoki |
no |
20:48 |
VanessaE |
Taoki: try signing onto my server and see how it behaves for you |
20:48 |
hmmmm |
i'm just blown away that you don't know nor are you willing to find out an answer to such a fundamental question |
20:48 |
VanessaE |
perhaps it's a multiplayer issue |
20:48 |
Taoki |
VanessaE: Can't now, after I finish |
20:48 |
VanessaE |
ok |
20:48 |
hmmmm |
taoki, what's your coding setup? |
20:48 |
Taoki |
hmmmm: It's not that mind-blowing that I can't calculate byte to number conversions... |
20:51 |
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doserj joined #minetest-dev |
20:52 |
hmmmm |
has nothing to do with calculating anything |
21:05 |
Taoki |
From how it's working, d32 seems to hold decimals |
21:05 |
Taoki |
**f32 |
21:06 |
hmmmm |
i still cannot understand what is preventing you from looking up where it's defined |
21:06 |
hmmmm |
you don't even know how your own code works.. |
21:07 |
Taoki |
IIRC f32 and other things like this are builtin c++ types |
21:08 |
RealBadAngel |
shouldnt f32 be float 32-bit wide? |
21:08 |
hmmmm |
you recalled wrong then |
21:09 |
hmmmm |
you should at least know the language that much |
21:09 |
doserj |
grep "typedef.*f32;" /usr/include/irrlicht/* |
21:09 |
doserj |
/usr/include/irrlicht/irrTypes.h:typedef floatf32; |
21:09 |
doserj |
for gods sake |
21:10 |
Taoki |
Nice, I needed tom look in the sources within a system path. I'm sorry you can't have expert developers who know everything |
21:10 |
Taoki |
I get this pretty frequently. I try to do something with the little knowledge I have, then I'm given "Why can't you do -insert complex programming stuff here-?" |
21:11 |
hmmmm |
if you think this is complex, i have some bad news for you |
21:11 |
Taoki |
Yeah, I'm actually still LEARNING c++ as I work on minetest |
21:11 |
Taoki |
Yeah, I have seen worse codes |
21:12 |
Taoki |
MT is helping me learn C++ slowly. Don't need rough teachers smacking me in the head for it though |
21:14 |
Taoki |
Then again, I'm probably either crazy or stupid. I got similar reactions on #c++ with questions like this. I asked something, got told something I couldn't understand, and when I tried to understand better everyone jumped me like I had some problem. |
21:14 |
hmmmm |
have you heard people tell you "RAFB" often? |
21:14 |
Taoki |
Don't remember what that one means :P |
21:14 |
hmmmm |
well, it's sound advice. |
21:18 |
Taoki |
Still makes no sense why some devs like to act like this when I don't understand things I'm expected too |
21:18 |
Taoki |
It's not like I insulted anyone or committed any crime |
21:21 |
Taoki |
Guess I gotta get used to it, and that this happens when working around expert coders :/ |
21:22 |
Taoki |
Who are obviously, a lot smarter and can blast on noobs like us |
21:26 |
thexyz |
f32 = 32-bit float |
21:28 |
Taoki |
thanks / hail |
21:29 |
thexyz |
it may hold decimals or may not |
21:34 |
hmmmm |
well |
21:35 |
hmmmm |
i guess there's nothing inherently wrong with learning how to code while writing things for minetest, but i have a feeling that your contributions ought to be extra-peer-reviewed |
21:36 |
doserj |
and please don't call it decimals. floats don't store decimals. |
21:36 |
Taoki |
ok |
21:38 |
VanessaE |
<sarcasm> but..but...the decimal point has to be stored somewhere! </sarcasm> |
21:40 |
F00 |
doserj: It's nice to think that floats offer a constant amount of precision |
21:41 |
F00 |
But then, as every new programmer must, the unfortunate discovery comes about. "Why is this off by 0.00001?" |
21:41 |
F00 |
And then you start reading about IEEE floating point and slowly go insane. |
21:45 |
Taoki |
Nah... developers should know everything the moment they're born it seems |
21:45 |
hmmmm |
you can't call yourself a developer if you don't know enough |
21:46 |
Taoki |
I do think / hope I know enough to make the codes I'm working good. Those I seem to be good at, but there are some things that are just out of my range to understand |
21:48 |
Taoki |
Never considered it a "sin" |
22:46 |
Taoki |
VanessaE: Done. Pull my branch again, and let me know if the flying bug still happens. If it does I will join and try it as well |
22:48 |
Taoki |
Latest commit also has viscosity working. But for lava it's very slow, you nearly can't move in it. Not sure if that will be accepted, since finding a good maths is difficult there |
22:49 |
Taoki |
Anyway, let me know when your server is updated and if the fly issue is fixed. Like I said, I tried in several ways and couldn't reproduce it |
22:50 |
Taoki |
Erm... wait. I think I'll amend my commit, might do something that could be related to the flying bug |
22:50 |
Taoki |
Hold on... |
23:05 |
Taoki |
VanessaE: Ready. Pull now... I fixed a problem which might have been the flying bug |
23:10 |
Taoki |
Yeah... if it's what I think it was this should have surely fixed it. We need to test though |
23:29 |
Taoki |
VanessaE: There is a different bug on your server it seems. touching_ground and / or gravity might not be updated properly sometimes. I'm stuck in the air, and whenever I re-connect I remain stuck as such. But I don't think it's related to my code, since even gravity doesn't happen any more and I didn't touch that in my branch (apart from making it a setting) |