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IRC log for #minetest-dev, 2013-02-24

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All times shown according to UTC.

Time Nick Message
00:00 hmmmm yeah that's probably because of the trees
00:00 hmmmm err
00:00 hmmmm caves
00:00 RealBadAngel aging loop
00:00 hmmmm and then trees from that chunk generation are placed over it
00:00 RealBadAngel cut it out for sake of testing
00:00 hmmmm aging loop doesn't make a difference, the trees are generated clearly after that
00:01 RealBadAngel not
00:01 hmmmm if you cut out the aging loop, all that would do is really reduce the amount of caves
00:01 VanessaE yes - reduce it to nothing but landscape - no caves, no default trees, no aging, no mud reflow.
00:01 RealBadAngel if it was true, caves wont carve holes in trees
00:01 VanessaE see how it performs then
00:01 hmmmm no, i know exactly why caves carve holes in trees
00:01 hmmmm it has to do with the boundaries from other chunk generations
00:01 RealBadAngel caves :)
00:02 RealBadAngel look, ive seen blobs inside of trees
00:02 hmmmm i can fix it too
00:02 hmmmm i know precisely what needs to be done
00:02 RealBadAngel that clearly shows that caves are generated after
00:02 VanessaE how does that affect new content being re-added *after* trees are generated?
00:02 VanessaE for example, I've got one spot in a map that a tree loses its trunk to cavegen, and then gets covered over by stone and *gravel*
00:03 VanessaE (I think it's a willow, from moretreesS)
00:03 VanessaE -S
00:03 hmmmm alright i'll explain it in full detail
00:03 hmmmm here's what happens:
00:03 RealBadAngel ok
00:03 hmmmm a chunk is getting generated, a cave, or tree, or whatever get spawned in the boundaries
00:03 hmmmm so that's just the tree or whatever surrounded by a whole bunch of content_ignore
00:04 hmmmm now that chunk actually gets generated
00:04 hmmmm it doesn't get overwritten by the terrain generation because it doesn't get overwritten since it's not content_ignore, they're the blocks that make up a tree
00:04 hmmmm however the cave generation doesn't check for that
00:05 hmmmm if you look at where the cave generator actually places the blocks, you'll see that the only things it doesn't replace are content ignore, content air, water source, or lava source
00:05 hmmmm everything else gets replaced
00:05 hmmmm and if it's a large cave, then everything gets replaced no matter what the current node is
00:06 RealBadAngel well, lets check this out. im commenting out whole cavegen
00:06 VanessaE ok, so far so good.
00:06 VanessaE but there's one step missing from that:
00:07 VanessaE what about the *new* content being added after the trees are generated and caves are carved?  is that part of cavegen or something else?
00:07 hmmmm again, that new content is just an adjacent chunk being generated
00:07 VanessaE ok
00:08 hmmmm so you have a chunk that's already generated
00:08 hmmmm have the trees there and whatever
00:08 hmmmm so the chunk next to it generates
00:08 hmmmm and part of its boundary is a piece of the stuff that's already been generated
00:08 hmmmm trees included
00:08 hmmmm and then it replaces that neighboring, already generated chunk's trees with a cave from the boundary
00:08 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_159864163.png
00:08 VanessaE so this is the result of that
00:09 hmmmm yes
00:09 VanessaE ok
00:09 hmmmm it happens
00:09 VanessaE now I understand
00:10 VanessaE do you have a solution in mind?
00:11 VanessaE because really, this sounds non-trivial to fix
00:12 VanessaE 'cuz my beautiful, elegant, perfect trees are being griefed by that evil mapgen ;=-)
00:12 VanessaE ;-)
00:13 hmmmm yes, i do
00:13 hmmmm i'd like to be the one to fix it though'
00:13 VanessaE ok
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00:20 RealBadAngel VanessaE, ive added seed value in TreeDef table
00:21 VanessaE I'm still not clear what this is for
00:21 VanessaE (nor whether plants_lib can use it, since it already employs three layers of perlin + random spread)
00:21 RealBadAngel when you will generate map with a certain seed
00:21 RealBadAngel all the trees will look the same, as the world does
00:22 RealBadAngel but when spawning them, you can pass there any seed you like to
00:22 RealBadAngel or just skip it, it will be 0 then
00:23 RealBadAngel hmmm, cleaning the mess, will pull the changes in half an hour or so
00:24 RealBadAngel need to test just Lua side
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01:33 RealBadAngel hmmmm, youre there?
01:33 hmmmm yes?
01:34 RealBadAngel pushed already to my fork, last time compile before pull
01:34 hmmmm what'd you push
01:34 RealBadAngel all trees are seeded now
01:34 hmmmm oh that
01:34 RealBadAngel default and l-systems
01:37 hmmmm (264, 1.5, -429)
01:37 hmmmm whoops
01:37 hmmmm erm anyway, seeing as how we have snowballs, why don't we have ender pearls?
01:38 hmmmm they're very convenient
01:41 RealBadAngel you mean teleporting to the spot they hit?
01:42 RealBadAngel https://github.com/celeron55/minetest/pull/505
01:42 hmmmm yea
01:42 VanessaE I think someone wrote a mod to do something like that
01:42 VanessaE teleporting arrow or some such
01:42 RealBadAngel PA
01:52 Exio i think before adding more stuff in that way or mods, any way to sincronize more data between the client and the server should be done, at this moment a lot of stuff is done only server side and really small things are "predicted" by the client
01:53 Exio in any case i'm saying as an user :P
01:55 Exio i'd compare mt with mc, for example, when you "use" a bucket or a door, in mc the client sends the "open door", it opens the door locally, then the clients waits for a "ok" or "not" from the server
01:58 Exio if your connection has a low latency, you don't really see it as a problem, but when you has 300~600 ms of latency you see the difference
01:59 Exio as i said, in any case, i'm not a "core dev", i didn't check the code much for saying anything, but i just throw the idea
02:00 RealBadAngel some things shall indeed be passed to client side
02:01 Exio things like the on rightclick/use, should be "predicted" by the client
02:01 RealBadAngel hmmmm, can you push the trees stuff?
02:02 hmmmm yeah hold on
02:02 VanessaE and push your new_emerge stuff so i can update :)
02:02 RealBadAngel tommorow i would like to finish 6d facedir
02:03 RealBadAngel only rotating textures for nodeboxes are left
02:03 RealBadAngel it will also come with meshes/indices bugfix
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02:06 hmmmm now i trust that you've tested it and everything...
02:06 RealBadAngel i do test everythin before pushin
02:07 RealBadAngel safer
02:07 hmmmm oh guys
02:07 hmmmm in this thread http://forum.minetest.net/viewtopic.php?pid=72280#p72280  somebody tell them to report their operating system too
02:07 VanessaE *raises eyebrow*
02:08 hmmmm and if there's an error, give the exact error
02:08 hmmmm and their hardware configuration too
02:08 hmmmm (i mostly need to know the number of cores)
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02:10 VanessaE posted.
02:10 VanessaE http://forum.minetest.net/viewtopic.php?pid=72344#p72344
02:10 hmmmm one detail
02:10 VanessaE ?
02:11 hmmmm debug.txt isn't enabled by default anymore, so when telling people to print debug stuff, they have to set debug_log_level=1 at least
02:11 VanessaE right
02:11 hmmmm 1 prints errors and debug messages, 2 is that and action, 3 is that and info, 4 is everything
02:12 hmmmm by the way, if you want server actions such as "foo placed a node at X" or "foo logged on" to be logged in debug.txt, you need to have that set to 2
02:12 VanessaE fixed.
02:12 VanessaE brb
02:17 hmmmm this is really frusturating
02:17 hmmmm i want to put the seal on this branch but there are *some* windows users with this odd runaway memory allocation problem
02:18 RealBadAngel do you know how much ram theyre using?
02:19 hmmmm of course not
02:19 Exio hmmmm: in case you need a low-end-cpu benchmark i can compile mt in my netbook (intel atom n270 @ 1gb ram) and try it
02:19 hmmmm well, does your netbook run windows? :)
02:19 hmmmm we need windows peopel
02:19 hmmmm people*
02:19 Exio nope
02:19 hmmmm yeah, exactly.. =/
02:20 RealBadAngel lol, it looks like windows is becoming rare here
02:20 Exio i can use other "maybe low end" laptop, but it has windows 7 something premium, 4gb ram, a c10 and stuff
02:20 hmmmm eh doesn't matter, just need windows in general
02:20 Exio ok, let me get it
02:20 hmmmm what kind of cpu does it have
02:20 RealBadAngel well i do have win7 64bit
02:20 RealBadAngel hasnt logged there for months ;)
02:21 Exio amd c10 dual core at 1.0 ghz
02:21 hmmmm ah
02:21 hmmmm yes
02:21 RealBadAngel my machine is 1.8ghz dual core, 4gb ram
02:21 hmmmm it'll run with only one emergethread at default settings
02:22 Exio if you need a single core laptop, i can get one with a sempron too
02:22 hmmmm you need at least a quad core (or a dual core with hyperthreading, for that matter...) for it to use multiple threads by default
02:22 RealBadAngel can it be tested runtime?
02:23 hmmmm ?
02:23 RealBadAngel how many cores folks do have?
02:23 hmmmm oh, you want me to add reporting for number of cores?
02:23 RealBadAngel no, using them
02:23 hmmmm yes of course
02:23 Exio hmmmm: so, will my test will be "worth" for something?
02:23 RealBadAngel if single core is found dont allow multi
02:23 hmmmm see porting.cpp, getNumberOfProcessors()
02:23 hmmmm exio, yes
02:23 Exio ok, brb then
02:24 hmmmm it'll be worth telling us if it's okay on windows with a single thread
02:24 hmmmm because if that's so, i can just mark it as an experimental "no warranty" sort of feature that people can enable if they so choose
02:24 hmmmm and then have 1 emergethread be the default no matter what
02:25 RealBadAngel imho that should be automated
02:25 RealBadAngel 1 core 1 thread and so on
02:26 hmmmm it _is_ automated, but i just don't want it to be any more than 1 thread until all the problems are 100% ironed out with mutli-threads
02:26 hmmmm see emerge.cpp, line 56
02:26 hmmmm that's where i decide how many threads it gets
02:27 RealBadAngel got it
02:28 hmmmm shit
02:28 hmmmm oh siht
02:28 RealBadAngel what?
02:28 hmmmm i see the problem, i know why they had the memory allocation problem
02:28 hmmmm how stupid i am
02:28 RealBadAngel found a bug?
02:28 hmmmm yes
02:28 Exio *windows 7 finishes booting*
02:28 RealBadAngel with such complex stuff its normal
02:29 Exio * hmmmm gets where the bug waS *
02:29 Exio perfect timing eh? :P
02:29 hmmmm yeah exio, if you use the build that's currently there, in theory it should totally crash
02:29 hmmmm dunno just try it to confirm my theory?
02:30 hmmmm this was a really dumb bug too, i feel like the only way to explain it is that i was drunk when i wrote that statement, but i don't drink
02:30 Exio what is the bug?
02:30 Exio btw, downloading
02:31 Exio if i started this windows is for something!
02:31 hmmmm it should either totally crash with an error that says "bad std::alloc()" or something, or it should seem to freeze up and constantly use the hard disk
02:32 Exio but what was exactly "the problem"? some memleak?
02:33 hmmmm dunno, you tell me:  https://github.com/kwolekr/minetest/blob/new_emerge/src/emerge.cpp#L59
02:36 Exio what's wrong with that?
02:36 hmmmm what if the number of cores is less than or equal to 2?
02:36 hmmmm nthreads never gets set to anything
02:38 Exio oh
02:38 Exio nice, mt froze
02:38 Exio Some exception!
02:38 Exio exactly, bad alloc :P
02:38 hmmmm it ran out of memory
02:39 Exio it startes with nthreads=1337*9001 ^^
02:39 Exio started*
02:39 Exio well, going back to the desktop
02:39 hmmmm thanks btw
02:40 hmmmm wait
02:40 VanessaE well I guess it's...  (sunglasses) over now.
02:40 Exio i should install the mingw-stuff and get a way to build MT in my x6
02:40 Exio hmmmm: yep?
02:40 hmmmm in minetest.conf, set num_emerge_threads = 1 and then try, you should be able to use it fine
02:40 RealBadAngel a bit over 0 and shes wearing sunglasses already ;)
02:40 hmmmm but i just want to make sure that you don't have a problem
02:41 Exio kk
02:41 hmmmm i see when it runs in wine, it complains about some critical sections being deadlocked when they're not
02:41 hmmmm so i wonder if that's an actual problem or not
02:41 RealBadAngel im off, be back in the morning
02:42 RealBadAngel cya
02:42 VanessaE night RBA
02:42 hmmmm bye
02:43 Exio hmmmm: working perfectly
02:44 Exio any other thing?
02:44 hmmmm nope
02:44 hmmmm thanks a bunch
02:45 Exio back from the desktop, if you need any tester, either in linux or windows, highligh me
02:45 Exio +t
02:56 hmmmm i am feeling really confident in this branch now, i think it's good to merge with the default number of threads still 1
02:56 VanessaE and if it breaks, well, it's git.  it's "unstable".
02:57 VanessaE (or "in development" or any of the other equivalent words and phrases)
02:57 hmmmm sure
02:57 hmmmm so it seems like i'm going to have to find a complete solution to the cave-walling/tree-cutting problem
02:59 hmmmm right now i recommend people to use multiple emerge threads if they 1). don't care if cave generation is slightly buggy, and 2). don't use mods, or very light mods that don't create discrete structures such as moretrees
02:59 hmmmm and 3). if they have 4 or more cores
02:59 hmmmm (hey, that fits my usage scenario perfectly, whaddya know)
02:59 VanessaE lol
03:47 hmmmm since this is really big, i'm going to wait for celeron's explicit approval
05:31 VanessaE probably a good idea
05:31 VanessaE though c55 tends not to want to have to make those decisions.
05:38 hmmmm what would you call the collective of things such as ores, cactuses, papayrus, nyancats, and clay?  "decorations"?
05:40 VanessaE good question
05:40 VanessaE resources?
05:43 VanessaE I normally just call such things content, as distinct from terrain (dirt, stone, sand, desert stone/sand)
05:47 VanessaE or one could classify it as terrain (dirt, stone, etc), foliage (grass, papyrus, cacti, trees), and resources (everything else)
05:49 Exio resources is better imo
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06:10 VanessaE ok, my curiosity is piqued.  why?
06:41 celeron55 something like "inserts" could work
06:41 VanessaE er..
06:41 VanessaE maybe if you're talking about adding "pages" to a magazine :-)
06:43 celeron55 who cares if the word has a meaning like that in the magazine industry
06:43 celeron55 it's similarly silly as "socket" is, or pretty much anything
06:44 celeron55 "insertion" would be less confusing when used in varying language though
06:47 celeron55 it doesn't really matter what the word ends up being, as long as it isn't a small subset of what it actually means, and as long as it isn't excessively long or hard to spell
06:52 celeron55 calling them something like "fucks" would be finer to me than "ores" 8)
06:55 celeron55 ---
06:55 celeron55 by the way, i would recommend setting the default log level to 2
06:56 celeron55 it shouldn't kill performance or fill disks with crap, but would contain most of what is needed when resolving problems
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13:26 sapier no comments on https://github.com/celeron55/minetest/pull/504 ? this is time critical as it's worth diminishes very fast as others progress on changing scriptapi.cpp
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14:40 troller https://github.com/celeron55/minetest/pull/482 - wants to merge, try on server h4.setun.net:30000
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15:02 hmmmm hey celeron55, so what do you think about the new_emerge branch?  good to go?  at the moment the only known problem is the cave-walling/tree-cutting, for which we'll find a good solution later.  for now, the number of emergethreads is clamped to 1 by default for any number of cores so there are no regressions whatsoever, but it is optional if people want slightly buggy but really fast map generation
15:03 hmmmm https://github.com/kwolekr/minetest/commits/new_emerge
15:10 Exio <celeron|55> by the way, i would recommend setting the default log level to 2 <celeron|55> it shouldn't kill performance or fill disks with crap, but would contain most of what is needed when resolving problems
15:11 hmmmm yeah i figured he'd say that
15:11 Exio addeds the | for avoiding the highlight, that was some hours ago
15:11 hmmmm he was just highlighted by my message about 8 minutes ago
15:11 hmmmm he's around, anyway
15:18 sapier https://github.com/celeron55/minetest/pull/504 scriptapi split pull request
15:27 thexyz i think it's ok
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15:37 celeron55 continuing from #minetest: you can move development onto github.com/minetest any day if you want
15:38 celeron55 i wonder if github is willing to move issues and pull requests in such a case
15:38 celeron55 because otherwise it's kind of a pain
15:41 PilzAdam what would be the benefit of this? it will simply break all links etc.
15:42 celeron55 there are two benefits: 1) it emphasizes the community development status of the project, 2) it allows us to have multiple people (who have access to the account) that can manage push accesses
15:43 celeron55 then there is an almost infinitely long list of drawbacks
16:00 troller celeron55, liquids wants to merge https://github.com/celeron55/minetest/pull/482
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16:29 hmmmm so does there really need to be a head honcho?
16:36 jordach depends if we need one
16:38 celeron55 i don't know
16:38 hmmmm the way Xfce does it, there's just 4 core developers, and the others are listed as active contributors
16:45 celeron55 i don't see why that wouldn't work, as long as the people mostly agree to similar goals
16:46 celeron55 but really, as far as i can see how things work, we'd need just a small-ish thing
16:46 hmmmm hrm, alright, so how about core contributors are contributors with full access to the shared github account, read/write privileges, everything.  these are the most active people and who have contributed the most and blah blah blah
16:46 celeron55 which is, a person whose whole task would be to handle contributions
16:47 hmmmm active developers are those who contribute _code to the minetest core_ and get a vote in the matters for the core
16:47 celeron55 mostly just 1) find out if enough core devs agree with merging, 2) merge
16:47 celeron55 because devs... really just want to dev
16:47 hmmmm then thre's additional contributors who is everybody else, these people have made pull requests and whatever, but aren't really part of the project
16:47 celeron55 not mess around with stuff others have done
16:48 hmmmm core and active developers get minetest.net email addresses?
16:48 hmmmm and of course there needs to be a mailing list at this point
16:48 thexyz https://github.com/blog/674-introducing-organizations ?
16:49 hmmmm that's good
16:49 hmmmm that simplifies things... still need to work on the actual structure of minetest though
16:50 celeron55 doesn't help at all regarding "< PilzAdam> it will simply break all links etc."
16:50 hmmmm who cares about that
16:50 celeron55 in the long term, nobody
16:50 hmmmm all links change
16:50 celeron55 in the short term, everybody
16:50 thexyz just post a notice at celeron55/minetest
16:51 celeron55 is this https://github.com/Minetest an organization?
16:52 thexyz nope but there's a fancy button to turn it into an organization
16:52 thexyz should I press it now?
16:52 hmmmm yeah
16:53 celeron55 guess so
16:53 thexyz ok
16:54 hmmmm so while we're on the topic
16:54 hmmmm celeron, i guess you're not going to add back mapgen v5?
16:54 thexyz done
16:54 celeron55 hmmmm: not in a short time at least
16:55 thexyz hm..
16:55 hmmmm so would you call yourself a core developer?  active contributor?  additional contributor?
16:56 hmmmm we could add people to a 'core team alumni' list or something  like here http://www.freebsd.org/doc/en/articles/contributors/contrib-corealumni.html
16:56 celeron55 i actively do two things: 1) make sure websites work, 2) consult people regarding to design of old and new stuff
16:56 thexyz i guess i should now remove minetest/minetest and then celeron55 should https://help.github.com/articles/how-to-transfer-a-repository
16:58 celeron55 hmmmm: generally open source projects have an original author as kind of a separate mention from the current developers
16:58 celeron55 (if they started as a project of one person)
16:59 hmmmm simple enough.. so who's going to do the website work to reflect all these changes that are going on right now?
17:00 thexyz ok, deleted
17:01 celeron55 hmm, what could go wrong
17:02 celeron55 i guess not too much
17:02 VanessaE don't tempt the evil eye, c55 :)
17:03 hmmmm there is no evil eye here
17:03 celeron55 moved
17:04 celeron55 and then minetest_game...
17:04 hmmmm you also have to move minetest_game, no?
17:08 celeron55 done too
17:09 celeron55 somebody has to update the readme now
17:09 thexyz readme.txt, website, ohloh, etc, etc..
17:10 celeron55 i'll do the main website and ohloh
17:10 celeron55 (because nobody else can't, probably)
17:10 thexyz i'll update the wiki then
17:11 hmmmm shouldn't vanessa have privileges to minetest_game?
17:13 VanessaE no.
17:13 VanessaE I must decline that.
17:15 celeron55 apparently ohloh is editable by anyone registered in there
17:15 celeron55 well, did that anyway
17:16 jordach actually, VanessaE would be the current best candidate for minetest_game
17:20 celeron55 i am going to change the line "Minetest is developed by Perttu "celeron55" Ahola and a number of contributors." on the front page; what shall it be?
17:21 celeron55 Minetest is developed by a group of people who have odd fetishes towards blocks and pixels
17:21 celeron55 hmm
17:21 VanessaE how about "Minetest is developed by a fair number of people" with those last three words being linked to some kind of official contributors' list
17:21 darkrose "Minetest is developed by a random group of lunatics"
17:21 celeron55 *cough*
17:21 VanessaE lol
17:22 VanessaE last four words rather.
17:22 celeron55 darkrose: actually, i'll go with exactly that for now
17:22 celeron55 with a link to ohloh :-D
17:23 darkrose awesome :D
17:26 thexyz hmmmm: you forgot to add debug_log_level to minetest.conf.example
17:28 celeron55 anyone updating the readme?
17:28 celeron55 +(s)
17:32 celeron55 i am, then
17:32 celeron55 actually, i'm too lazy
17:33 * celeron55 hides
17:33 PilzAdam only update the links?
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17:36 sfan5 celeron55: how about inserting the same line thats ingame in the about tab
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17:36 sfan5 can you somehow change the pull request destination of a github fork?
17:37 thexyz someone should also replace all "Minetest-c55" in cpp/header files with "Minetest"
17:37 Exio i checked with my fork, and it now points to minetest/minetest sfan5
17:37 thexyz & maybe copyright year?
17:37 PilzAdam thexyz, will do
17:38 sfan5 how'd  you do that
17:39 thexyz also, I still think we should switch to another forum engine, just tried to add inline code tag into punbb... fuck.
17:40 Calinou punbb is nice, phpbb is overbloated
17:40 Calinou and others are commercial :P
17:40 celeron55 thexyz: is that easy in *anything*?
17:40 * sfan5 agrees with Calinou
17:41 * sfan5 agrees with thexyz in the point that it is difficult to make plugins for punbb that add new tag etc.
17:44 PilzAdam can someone check this diffs: https://github.com/PilzAdam/minetest/commits/readme
17:44 celeron55 developer wiki has changed too
17:44 sfan5 the buildbot needs an update too
17:46 thexyz punbb is nice but not extensible at all
17:46 PilzAdam anything else?
17:47 celeron55 umm... wtf is "their contributors"
17:47 celeron55 it should be "the contributors", or actually just "contributors"
17:47 PilzAdam heh, dunno took it from here: https://github.com/minetest/minetest/pull/429
17:49 sfan5 patch for buildbot: http://pastie.org/pastes/6329062/text
17:49 PilzAdam better now?
17:52 thexyz celeron55: http://xenforo.com/community/resources/custom-bb-code-manager.173/
17:52 thexyz should do the trick
17:53 hmmmm thexyz, i forgot to add all of the settings i've introduced to minetest.conf.example
17:53 hmmmm i totally did not get around to any of that
17:56 hmmmm you know, speaking of random, celeron uses the word 'random' way too much to describe non-random things that are actually miscellaneous
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17:57 hmmmm it reminds me of a teenaged girl who says "omg i'm just being soo totally random xD"
17:57 hmmmm and makes a duckface while wearing a novelty hat
17:57 hmmmm or something along those lines
17:57 * VanessaE shouts something miscellaneous at hmmmm
17:57 VanessaE ;0
17:57 VanessaE ;)
17:58 PilzAdam what about this https://github.com/minetest/minetest_game/blob/master/README.txt#L20 ?
17:59 hmmmm what of it?
17:59 PilzAdam should I change it to http://www.minetest.net/download.php ?
17:59 thexyz -www
18:06 celeron55 that line is funny because what is described in there hasn't ever been done
18:18 hmmmm how does ohlol work?
18:18 Calinou it's ohloh :P
18:19 hmmmm you have to sign up for it to be listed?
18:19 hmmmm hrmm
18:19 PilzAdam no, it also lists you if you dont sign up
18:19 hmmmm i'm not listed at all
18:19 hmmmm also a couple other people
18:20 hmmmm it looks like it only commits people whose primary language is lua
18:20 Calinou most of what I did was C++ iirc
18:20 Calinou and it says I made 2 commits... I made 3 :P
18:21 PilzAdam seems like it has some bugs...
18:22 hmmmm it's missing a lot of files in the source directory
18:22 hmmmm it's as if it hasn't been updated or it's following a 0.3-stable branch
18:23 PilzAdam it says "100% Lua" and  "License: GPL-2.0+"
18:23 hmmmm yeah this is messed up, i wouldn't rely on it for an actual list of contributors
18:23 hmmmm just saying
18:24 PilzAdam homepage and download link are also wrong
18:26 PilzAdam changed the code location to minetest/minetest, its loading now
18:27 PilzAdam currently only minetest_game is loaded, so it says "100% Lua"
18:28 hmmmm yeah, it only analyzed minetest_game...
18:29 PilzAdam do we have "LGPL v3.0 or later"?
18:29 hmmmm pretty sure it's LGPL 2.0
18:29 sfan5 thexyz: update all copyrights are just the ones from celer*n55
18:29 sfan5 *or
18:30 PilzAdam README says 2.1 or later
18:32 PilzAdam fixed license and links
18:35 PilzAdam celeron55, the url for minetest in ohloh is still "minetest-c55", should be change it?
18:35 PilzAdam *we
18:40 sfan5 thexyz: https://github.com/minetest/minetest/pull/506
18:41 hmmmm maybe they should be changed to something like 2010-
18:41 proller pullers! https://github.com/minetest/minetest/pull/482 - fixed, tested, ready!
18:42 hmmmm also, maybe people should add their name/email to a copyright notification if they significantly modify a file instead of just having celeron's alone
18:43 hmmmm proller, you say it's tested but the travis build failed
18:43 hmmmm oh weird, nevermind
18:45 proller fatal: unable to connect to github.com:
18:45 proller 7github.com[0: 207.97.227.239]: errno=Connection timed out
18:45 PilzAdam thexyz, can you update travis?
18:45 proller hmmmm, its not mine error
18:45 hmmmm yeah i saw
18:46 PilzAdam hmmmm, ohloh is ready now
18:47 hmmmm oh, lol!
18:48 proller hmmmm, it was tested with hardcore mese tnt from nuke mod, 3-5 min and result cave flooded
18:49 hmmmm i'm just looking over some things and waiting for the consensus on merging
18:49 hmmmm i mean it's not my call alone
18:51 hmmmm i think it looks good.
18:52 hmmmm plizadam, you?  sfan?  thexyz?
18:52 hmmmm realbadangel i know is a yes since he's the one to ask for finite liquids in the first place
18:52 hmmmm sapier? darkrose?
18:52 RealBadAngel youre right :)
18:53 darkrose what?
18:53 hmmmm what do you think about the finite liquids
18:53 hmmmm good to merge?
18:53 RealBadAngel tested it and works fine
18:54 RealBadAngel and i like the idea of it
18:54 celeron55 i tested it once and my server just completely jammed; wasn't impressed
18:54 proller celeron55, it was a bug
18:54 hmmmm yes but did you test the current version
18:54 RealBadAngel have you tried recent version?
18:54 celeron55 hmmmm: no
18:54 hmmmm (the answer is no)
18:54 hmmmm exactly
18:55 RealBadAngel imho it is good to go
18:55 hmmmm grr i'll test it myself.
18:56 proller now with protection over-sea from flooding with springs
18:56 proller and with demo underground springs
18:56 proller in minimal game
18:57 proller you can dig spring or find  it in caves
18:58 PilzAdam the good thing about finite liquids is, that they are disabled by default
18:58 RealBadAngel can somebody take a look on it? i got a problem with this piece of code: http://pastebin.com/AbXsa9CX
18:58 PilzAdam merging them will result in many people testing them
18:58 PilzAdam s/them(it
18:58 RealBadAngel it rotates textures for nodeboxes, but for all boxes inside nodebox it is rotated just once
18:59 proller PilzAdam, now disabled by default
18:59 proller it can broke all water lifts in current servers
18:59 darkrose if I dig a hole from ground to the bottom of the map and put a water source above it, will the hole fill with flowing water?
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18:59 proller and flood anything underground
19:00 proller darkrose, it will fill any air block
19:01 proller and no touch no_content, as old water
19:01 darkrose that didn't answer the question
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19:07 sfan5 PilzAdam: you can merge https://github.com/minetest/minetest/pull/506
19:08 proller darkrose, near -30915 ?
19:13 proller darkrose, it fill lower level where was stone
19:14 VanessaE I am forced to ask:  what does it *look* like in practice?  I mean, what will the user see?
19:15 VanessaE if I scoop a few water blocks out of an ocean, what's gonna happen to said ocean?
19:15 VanessaE the last screenshot I saw really looked bad
19:17 PilzAdam every water node that isnt 100% filled will be a flowing node, even if its static
19:17 PilzAdam sfan5, done
19:17 VanessaE ew.
19:17 sfan5 PilzAdam: i got highlightes on 3 channels at one
19:17 sfan5 *highlighted
19:18 PilzAdam thats the problem with Minetest-bot being on -delta
19:19 sfan5 yeah
19:19 sfan5 i thought the same
19:20 PilzAdam IMO a bot with only this commit feature would be nice here
19:20 sfan5 no problem
19:21 sfan5 PilzAdam: you forgot the 2nd commit
19:21 PilzAdam I squashed them
19:22 sfan5 oh, ok
19:24 MinetestBot joined #minetest-dev
19:24 sfan5 !server
19:24 MinetestBot sfan5: 0gb.us's server [latest stable] | 0gb.us:30000   up (91.725%)
19:25 sfan5 hm, doesn't seem to work
19:26 MinetestBot joined #minetest-dev
19:26 sfan5 !server
19:26 MinetestBot sfan5: LPGC Minetest Server | games.libreplanet.org:30000   up (96.720%)
19:26 sfan5 hm
19:26 PilzAdam sfan5, can you do the testing somewere else?
19:26 sfan5 yes
19:30 MinetestBot joined #minetest-dev
19:30 sfan5 sorry guys, but i have to do this once more
19:30 sfan5 !server
19:30 MinetestBot sfan5: Playground Server [0.4.4] | minetest.cloud.tilaa.org:30000   up (99.922%)
19:30 sfan5 :(
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20:00 proller VanessaE, in liquid is "relax" feature enabled by default - if block have level MAX-1 and around is blocks with MAX level - it will filled with MAX level
20:00 proller better try on test server
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22:17 hmmmm hmmm proller, it seems that when i tried to clone your repository it didn't have the finite liquid code in it.  what branch is that present in?
22:18 proller liquid
22:18 proller https://github.com/proller/minetest/tree/liquid
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22:39 hmmmm hrm
22:39 hmmmm it looks pretty good to me
22:40 hmmmm alright guys, i'm going to merge finite liquid
22:41 hmmmm pilzadam, thexyz, one of you guys.. how do I merge someone's changes with the blah authored x days ago -> kwolekr committed ?
22:42 hmmmm i'd like to remove the "merge pull request" messages already there if possible too

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