Time |
Nick |
Message |
01:34 |
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02:08 |
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05:02 |
hmmmm |
heh. i could've been OO-y and made Ore into a base class that has a pure virtual function to create ores based on which type of ore it is, scattered, 3d perlin noise, sheet, or clay, and all this other nonsense |
05:03 |
hmmmm |
but i am resisting that idea and leaving it as a simple struct and have the several generateOres methods of Mapgen |
06:46 |
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06:52 |
celeron55_ |
< hmmmm> why do the dungeon generation in lua? |
06:53 |
celeron55_ |
because i had such code already lying around and didn't want to bother messing too much with the engine |
06:53 |
celeron55_ |
too much trouble figuring locations for chests and mobs and so on |
06:54 |
celeron55_ |
and as the player can move so slowly and not in a too large area, the world just generates in the first seconds and then it's done |
06:55 |
celeron55_ |
so there are a LOT of reasons; feel free to fix the reasons, but currently they are very, very valid |
06:55 |
celeron55_ |
also, the dungeon layout for this game is very game-specific |
06:57 |
celeron55_ |
i can see why people here aren't inventing anything new; everybody just directly goes bashing some technical details and don't care about anything else |
06:57 |
celeron55_ |
it's not rewarding at all to be creative |
07:04 |
hmmmm |
hey look; that's fine and all, i was just wondering why you'd do that because it struck me as odd |
07:04 |
celeron55_ |
i'm trying to believe you, but i think it's way too obvious |
07:25 |
hmmmm |
actually speaking of which |
07:25 |
hmmmm |
i noticed you used calcLighting() which is pretty wasteful if everything's the same node, setLighting() should be used in this circumstance |
07:55 |
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07:59 |
sapier |
I've got a problem with cleaning up scriptapi design, I try to remove redundant therefor possible out of sync information in scriptapi ... but those data spread has resulted in some api limitations. Thus cleaning up this mess will result in (minor) api changes ... at least atm I don't see a way to avoid this :-(. |
08:01 |
sapier |
examples always help: currently minetest.env:dosomething ---> after cleanup: minetest.env.dosomething |
08:03 |
sapier |
why? atm there is a envref object pushed to lua stack containing environment information and a separate server object containing server information ... envref is a member of server and can be accessed by server thus this information is redundant within lua stack. There never will be more than one environment per server object. |
08:04 |
sapier |
any ideas? |
08:17 |
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08:17 |
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08:18 |
celeron55_ |
a minor change? lol |
08:18 |
celeron55_ |
that will break absolutely everything |
08:18 |
sapier |
minor change meaning of syntax not of effect |
08:19 |
celeron55_ |
you're basically modifiying the first parameter of every minetest.env function |
08:19 |
celeron55_ |
it's huge |
08:19 |
celeron55_ |
(removing the first parameter) |
08:20 |
sapier |
yes ... result of decision to unlink environment from server within lua stack |
08:20 |
celeron55_ |
you will need to fully preserve compatibility with the existing api; there are no excuses about that |
08:20 |
celeron55_ |
and it needs to be clean because it's going to stay |
08:21 |
celeron55_ |
if you can do the addition of the self parameter version of every function without additional code for every function, then it' fine |
08:21 |
celeron55_ |
+s |
08:21 |
sapier |
atm I see no way to clean up the lua integration mess while preserving 100% compatibility that's why I'm asking for ideas |
08:21 |
celeron55_ |
otherwise it will be insane |
08:22 |
celeron55_ |
i think you will be able to do it |
08:22 |
celeron55_ |
but not sure exactly how; some metatable trick possibly |
08:22 |
sapier |
maybe I'll be able to add a workaround just ignoring first parameter this keeping compatibility |
08:23 |
sapier |
there's no neet for environment to be a parameter at all |
08:23 |
sapier |
I don't know why this was done that way |
08:23 |
celeron55_ |
i know there is no need, but you can't break the API |
08:23 |
celeron55_ |
the only reason to have it now is compatibility, and that is a strong reason |
08:24 |
sapier |
I know too ;-) preserving this insane decision will be lots of additional work ;-) |
08:24 |
celeron55_ |
more like zero work |
08:24 |
sapier |
If this is done can we mark minetest.env: syntax as deprecated to be able to remove this hmm lets say with minetest 0.9 ;-) |
08:26 |
celeron55_ |
of course |
08:27 |
sapier |
cleaning up scriptapi is a pain ... it involves changes throughout minetest ... most time minor ... but often difficult to understand how this may have grown |
08:27 |
celeron55_ |
altough why do you want to keep the .env? |
08:27 |
celeron55_ |
they all could just be directly in minetest |
08:28 |
sapier |
of course woult be even more easy to implement |
08:28 |
sapier |
at least more clean |
08:28 |
celeron55_ |
it will be easier because if a function is called in env, you can always assume it has the self parameter and just throw that away and call the same function in minetest without it |
08:28 |
celeron55_ |
env could be implemented directly in builtin as lua as a wrapper like that |
08:29 |
sapier |
env isn't even needed |
08:29 |
sapier |
my current aproach splits scriptapi in a top and bottom half |
08:29 |
celeron55_ |
get rid of it then; no need to be subtle when you're ripping everything apart anyway |
08:29 |
sapier |
top half containing no language reference at all and reducing header linkage to a very small extent |
08:30 |
sapier |
bottom half containing everythin only usefull for lua |
08:30 |
sapier |
ok so bee it remove .env and add a .env: workaround |
08:30 |
celeron55_ |
what are these halves you are talking about? halves of a file? |
08:30 |
celeron55_ |
halves of documentation? |
08:31 |
sapier |
both ... top will be only relevant for core developers |
08:31 |
sapier |
while bottom defines interface towards lua |
08:31 |
sapier |
e.g. the env thing |
08:31 |
celeron55_ |
oh so one is the _raw stuff and that kind of thing, and other is that which is directly in the mod-facing API? |
08:32 |
sapier |
no not exactly top is where all those fct's are that were called scriptapi_ |
08:32 |
sapier |
bottom everything with l_ |
08:33 |
celeron55_ |
ah that way... i woulnd't call that top and bottom; it's the internal and external interface or something |
08:33 |
sapier |
scriptapi_ is only used from within core (at least almost ... there's always one place where this isn't true :-( ) |
08:34 |
sapier |
you're right this way of calling it is better |
08:34 |
sapier |
with this design change it might even be possible to replace lua by vb (at least if someone was willing to invest that time ;-)) |
08:35 |
sapier |
an of course if there is any change in external interface core doesn't need to be rebuilt |
08:36 |
sapier |
let me be more precise core objects only of course |
09:19 |
celeron55_ |
hmmmm: regarding to changing mapgen, i think we could use such a policy that changing anything else except the sufrace shape is OK |
09:20 |
celeron55_ |
and changing surface content is strongly discouraged (like modifying biome noise parameters or so) |
09:20 |
celeron55_ |
but not entirely disallowed |
09:22 |
celeron55_ |
that is regarding to V6; other policies can be taken into use for other mapgens when needed, but the default mapgen should use this so maps don't spontaneously get odd square cliffs |
09:23 |
celeron55_ |
it's very limiting but i guess people expect it |
10:24 |
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10:25 |
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10:25 |
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10:25 |
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10:31 |
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10:31 |
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10:44 |
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11:26 |
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11:33 |
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11:37 |
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11:38 |
rark |
Hi. Is the bug about nodes being overwritten if the undersurface of a pointed thing is builable_to a known bug? |
11:39 |
PilzAdam |
its wanted behaviour? |
11:39 |
rark |
No, it's a problem. |
11:39 |
rark |
You see, if this occurs on a chunk boundary, in some cases the undersurface is seen as a CONTENT_IGNORE when there was actually something useful there. |
11:40 |
rark |
This is especially dangerous with chests being the undersurface, and has already been exploited once or twice on one of the servers I moderate.4 |
11:40 |
PilzAdam |
ah, that bug |
11:40 |
rark |
It also seems like Lua doesn't get called during 100% of placenodes when it should. |
11:40 |
rark |
So it's known? |
11:41 |
PilzAdam |
the problem there is that Lua gets ignore when there is actually a node |
11:42 |
rark |
Yeah. And this ignore is exposed to Lua as oldnode in minetest.register_on_placenode? |
11:42 |
rark |
It also seems that during testing, sometimes the register_on_placenode callback isn't called at all during node placement. This happens, maybe, 0.1% of the time... |
11:43 |
PilzAdam |
that may be server lag |
11:43 |
rark |
No, since the node itself does get placed. |
11:43 |
PilzAdam |
are you sure that it isnt only node placement prediction of the client? |
11:44 |
PilzAdam |
since the whole node placement is done in Lua |
11:44 |
rark |
Yeah, since it appears to all other players as such. |
11:44 |
rark |
Also, it looks like the lines in server.cpp regarding unpacking the pointed thing somehow do get called. |
11:47 |
rark |
scriptapi_item.cpp: lines 255-256 look like they might be the cause of the failure. I'll do more testing. |
12:00 |
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12:03 |
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12:26 |
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12:57 |
rarkenin_ |
afk |
13:06 |
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13:15 |
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13:45 |
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13:51 |
proller_ |
https://github.com/minetest/minetest/pull/563 |
14:01 |
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14:03 |
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14:05 |
proller_ |
maybe make finite liquids enabled by default? |
14:05 |
PilzAdam |
no |
14:06 |
proller_ |
ok. i make checkbox for it |
14:06 |
proller_ |
in pull ^^ |
14:15 |
proller_ |
ready! |
14:21 |
proller_ |
and.. maybe make servers without password in list upper than protected? |
14:23 |
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14:26 |
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14:41 |
celeron55_ |
proller: by the way, make sure to read this discussion here http://irc.minetest.ru/minetest/2013-03-23#i_2949424 |
14:45 |
proller |
im ready to use it |
14:47 |
celeron55_ |
also, i gave you push access to upstream; just make sure at least one other person with such access agrees to whatever you commit before doing so |
14:48 |
celeron55_ |
(for extra clarity, the list is... umm... here: https://github.com/minetest?tab=members) |
14:50 |
celeron55_ |
#563 seems good, and you're free to mess around with the indev mapgen as long as you don't flood the commit history with that |
14:51 |
proller |
wow, thank you |
14:52 |
celeron55_ |
(maybe squash and push changes only a few times a week or so; quite useless to update it all the time) |
14:53 |
proller |
ok |
14:55 |
proller |
about https://github.com/minetest/minetest/pull/563 - everyone agree with default multiplayer tab with online servers list ? |
14:56 |
celeron55_ |
the commit message should be put on single line and started with a capital letter 8) |
14:56 |
celeron55_ |
(because it fits on a single line) |
14:56 |
proller |
ok |
14:57 |
rarkenin_ |
Maybe if an autogenerated name is used and the server gives an access denied, a new number should be generated? |
14:57 |
celeron55_ |
(change it to something like "Random guest name and finite liquid checkbox" |
14:57 |
celeron55_ |
) |
14:58 |
celeron55_ |
the default tab should probably be voted on on the forums |
14:59 |
celeron55_ |
personally i don't really care |
14:59 |
celeron55_ |
the user sees it only one time per installation |
14:59 |
proller |
rarkenin_, its harder, needs var to store, and now - very low chance to get access denied |
14:59 |
thexyz |
um |
15:00 |
thexyz |
can't we replace https://github.com/minetest/minetest/pull/563/files#L1R94 with serverlist_show_available(USE_CURL) ? |
15:00 |
rarkenin_ |
OK. |
15:00 |
rarkenin_ |
Maybe 5 or six digits, then? (Just my paranoia and skewed statistics and probability analysis) |
15:01 |
celeron55_ |
4 is plenty enough |
15:01 |
proller |
rarkenin_, now only ~100 active players with names |
15:02 |
celeron55_ |
i do think some people will not like the change, but i can't really guess how many (if they often intend to input a name, but forget, and then realize they're guest3244) |
15:03 |
celeron55_ |
the finite liquid checkbox is also arguable - it really should be per-world |
15:03 |
celeron55_ |
but so should be the creative and damage ones, but we lack the means to do that |
15:04 |
celeron55_ |
(that is a thing to be added) |
15:09 |
celeron55_ |
so if you care, you could design that first and then make the perfect solution |
15:10 |
rarkenin_ |
About the forgetting a name part, the last name used on any server should be already in the textbox. |
15:10 |
proller |
celeron55_, maybe later, now i want to finish float lands |
15:10 |
celeron55_ |
rarkenin_: yes it should... so that applies only to people forgetting to input a name who regularly wipe minetest's config 8) that should be very rare |
15:11 |
proller |
and try many weather things |
15:13 |
proller |
thexyz, USE_CURL can be empty string |
15:14 |
proller |
maybe not with current cmake |
15:23 |
proller |
563 merged, my first commit 8-) |
15:27 |
proller |
ups. using github merge - bad way ? |
15:27 |
thexyz |
who cares |
15:27 |
proller |
it make 2 commits |
15:29 |
PilzAdam |
I care |
15:32 |
celeron55_ |
PilzAdam seems to be the only one who cares these days :P |
15:33 |
celeron55_ |
maybe just stop caring, it's much easier that way |
15:34 |
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16:14 |
celeron55_ |
hmm |
16:14 |
celeron55_ |
we should probably move more stuff to common as this thread suggests: http://forum.minetest.net/viewtopic.php?id=5210 |
16:15 |
celeron55_ |
dunno |
16:15 |
PilzAdam |
yea |
16:15 |
PilzAdam |
basically everything that is in minetest_game can be moved to common |
16:15 |
celeron55_ |
well not everything; there is no need to move legacy in there, for example |
16:15 |
celeron55_ |
except for reasons that are not valid and should be solved by other means |
16:17 |
PilzAdam |
maybe we can move everything except legacy to common, and start the survival and build games |
16:18 |
PilzAdam |
and just leave minetest_game as is (except the updates in common) |
16:18 |
celeron55_ |
i think everything but give_initial_stuff and legacy could be moved (the first one because it's so static and unconfigurable and simple - any game can do that with no effort) |
16:19 |
celeron55_ |
and then handy aliases for items should be added to default, so that there is no need for legacy for them |
16:20 |
PilzAdam |
is give_intial_stuff actually used by anyone? |
16:20 |
celeron55_ |
dunno; it's useful for quick testing of non-creative mode |
16:20 |
celeron55_ |
(it's the reason i added it, i think) |
16:22 |
PilzAdam |
can you create the survival and build repos so I can start doing something? |
16:28 |
celeron55_ |
hmm, is "survive" worse than "survival"? |
16:28 |
PilzAdam |
yes |
16:28 |
celeron55_ |
because survive is a direct verb like build, and i'd imagine naming other games would be easier in this way than as trying to make them non-verbs |
16:29 |
PilzAdam |
survival is a well known term in games |
16:29 |
PilzAdam |
everything else can be a verb |
16:31 |
celeron55_ |
now they exist |
16:33 |
PilzAdam |
can you add TeamMinetest to them? |
16:33 |
celeron55_ |
... 8) |
16:33 |
celeron55_ |
done |
16:33 |
PilzAdam |
starred :-) |
16:35 |
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16:38 |
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16:39 |
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16:39 |
PilzAdam |
game.conf and readme added |
16:40 |
PilzAdam |
now move the mods from minetest_game to common |
16:41 |
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16:41 |
khonkhortisan |
rubenwardy found the cloning device |
16:42 |
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16:42 |
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16:45 |
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16:49 |
PilzAdam |
okay done |
16:50 |
PilzAdam |
okay, now lets give them their renewable lava back in the build game |
16:56 |
PilzAdam |
celeron55, there is a problem with dependencies in common mods |
16:57 |
PilzAdam |
they are simply ignored |
16:57 |
PilzAdam |
with common_mods = default, creative the hand gets overriden correctl by creative; with common_mods = creative, default the default definition of the hand is used |
16:58 |
PilzAdam |
and also the common mods are marked as missing in the GUI |
16:59 |
sapier |
I'm not quite used to mod loading code is this as mixed througout core as mod api is? |
17:02 |
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17:05 |
celeron55 |
PilzAdam: yes, they need to be hand sorted |
17:06 |
PilzAdam |
can this be fixed somehow? |
17:07 |
celeron55 |
probably, but i'm not too eager to mess around with doserj's code |
17:07 |
celeron55 |
it isn't exactly trivial |
17:07 |
celeron55 |
just put them in the right order for now 8) |
17:08 |
sapier |
is there any reason why auth handling is implemented in lua not within core? |
17:08 |
celeron55 |
because handling it in lua allows easily implementing other authentication backends by replacing the handler |
17:09 |
celeron55 |
in case you haven't noticed, that is fully supported |
17:09 |
sapier |
ok sounds reasonable |
17:10 |
sapier |
I was just wondering because this creates some strange code for transforming auth data lua <-> c |
17:10 |
celeron55 |
http://www.minetest.net/extend.php <- i need a good and short guide for installing mods and texture packs for linking to from this page |
17:12 |
celeron55 |
the wiki.minetest.com stuff is kind of unprofessional |
17:12 |
PilzAdam |
also write about games there |
17:12 |
celeron55 |
i guess these are currently the best ones http://minetest.net/wiki/doku.php?id=installing_mods http://forum.minetest.net/viewtopic.php?id=1592 |
17:12 |
rubenwardy |
celeron55: http://multa.bugs3.com/minetest/manual/game/custom.html |
17:13 |
PilzAdam |
window!? |
17:13 |
PilzAdam |
+s |
17:13 |
rubenwardy |
yeah :( |
17:13 |
rubenwardy |
It is not as good as the http://minetest.net/wiki/doku.php?id=installing_mods one |
17:13 |
celeron55 |
those screenshots are incredibly hard to understand |
17:14 |
thexyz |
MineTest =( |
17:16 |
khonkhortisan |
Why are the other mods blurred out? And why can I read them anyway? |
17:35 |
hmmmm |
what's with the uptick in celeron activity |
17:35 |
hmmmm |
thought you hated minetest |
17:36 |
hmmmm |
i agree that if it's better with no speed regressions, then great, we'll add it, but he wants to shitify things up with too much OO |
17:36 |
celeron55 |
you're free to propose better organization for the code once the code pops up |
17:37 |
hmmmm |
also, the noise functions were a bottleneck, but not the only bottleneck |
17:38 |
hmmmm |
it just so happens that the lighting change sped things up so much because of the previous noise work. if the noise bottleneck is gone, and the lighting bottleneck is still there, a similar absolute speedup in lighting will make a much larger relative difference |
17:38 |
hmmmm |
that's just how math works |
17:38 |
hmmmm |
if i did it in the opposite order people would be jizzing themselves over the improved noise instead of the improved lighting |
17:40 |
sapier |
does anyone have objections against moving all lua <-> c++ functions to one file? |
17:40 |
hmmmm |
if it seems like i'm so oposed to prestidigitator, that's because he's basically undoing everything i just did |
17:40 |
sapier |
type conversion |
17:41 |
sapier |
e.g. readnode/pushnode or read_v3f/push_v3f |
17:42 |
hmmmm |
dunno, doesn't really matter, it's just an additional organization change |
17:42 |
hmmmm |
i'm not sure if it'll be as big of an improvement as splitting the files was |
17:42 |
sapier |
it's relevant in order to reduce number of rebuilt files and of course to cleanup scripting api |
17:42 |
hmmmm |
sure, why not |
17:43 |
sapier |
believe me it is as those functions create depentencys between almost all mods ... moving conversions to one file will at least remove cross dependencys |
17:43 |
sapier |
mods meaning inventory/entity/object ... |
18:30 |
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18:30 |
RealBadAngel |
hi |
18:30 |
RealBadAngel |
https://github.com/minetest/minetest/pull/564 |
18:30 |
RealBadAngel |
6d facedir is ready |
18:52 |
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18:54 |
PilzAdam |
maybe we should change the name of minetest_game in minetest.conf, so people dont think thats it is the "official" game or so |
18:55 |
PilzAdam |
*game.conf |
18:55 |
VanessaE |
change it to what? |
18:55 |
PilzAdam |
minetest_game? |
18:55 |
VanessaE |
oh |
18:57 |
PilzAdam |
other suggestions? |
18:57 |
VanessaE |
none at present. |
19:04 |
celeron55 |
"Traditional Minetest 0.4" |
19:05 |
celeron55 |
8) |
19:05 |
VanessaE |
I think if you start giving things new names, it may be about time to move away from calling it "minetest". |
19:05 |
VanessaE |
(except the engine) |
19:06 |
PilzAdam |
why does the name of the folder and not the name of game.conf appear behind the worlds (in the [])? |
19:06 |
celeron55 |
it's called Minetest - it's just referring to the whole, consisting of multiple "micro-games" |
19:06 |
celeron55 |
PilzAdam: maybe that could be changed |
19:07 |
hmmmm |
if proller was added to the committers, then why not RBA? |
19:08 |
VanessaE |
I could agree with RBA being on the team. |
19:09 |
hmmmm |
he does a lot, i'd have to say enough to be considered a core developer |
19:09 |
hmmmm |
ugh why can i not focus on anything |
19:09 |
hmmmm |
my mother is going on with her squeaky voice in the other room about i have no idea what, my back hurts, and i can't even frigging type some code out |
19:10 |
hmmmm |
i need to start drinking |
19:10 |
VanessaE |
haha |
19:11 |
celeron55 |
or sleeping, and buy some kind of ear protectors |
19:13 |
celeron55 |
i guess i'll add RBA too... RealBadAngel: you probably know the rules of committing to upstream |
19:17 |
celeron55 |
(in the most compacted form: agreement of somebody else on the team, and a good-looking commit message) |
19:18 |
hmmmm |
and don't change upstream history if it's over 10 minutes and you're sure nobody else just pulled |
19:18 |
PilzAdam |
and no merge commits :-) |
19:18 |
hmmmm |
also agree with that |
19:22 |
celeron55 |
i hate github for not providing a button to rebase something instead of merging |
19:22 |
hmmmm |
ugh, every time i have to write it out, i get this urge to make a typedef "MMVM" for ManualMapVoxelManipulator |
19:22 |
celeron55 |
i guess they want to grow their social crap by marking merges with those |
19:24 |
celeron55 |
i once hated merge commits, but now i hate avoiding those |
19:24 |
PilzAdam |
if you merge with merge commits the actual commit is placed somewere in the history |
19:25 |
celeron55 |
it's placed to the point of time in history where it was coded, yes |
19:25 |
PilzAdam |
so the whole history is messed up |
19:25 |
hmmmm |
yes, that's bad, we don't want that |
19:29 |
RealBadAngel |
sorry was away to do some shopping |
19:30 |
RealBadAngel |
i think i know the rules |
19:31 |
RealBadAngel |
my latest commits are propably lookin better than first ones ;) |
19:32 |
RealBadAngel |
now im going to make aeroplane model |
19:33 |
RealBadAngel |
that will be used as test object for multitextured nodeboxes |
19:34 |
troller |
hmmmm, now too hard add new noiseparams, 5-6 places to write |
19:35 |
hmmmm |
jeez, when i came up with the noiseparams, i thought that was a set that everybody could agree on |
19:36 |
hmmmm |
noiseparams is supposed to just be that - the parameters that would usually be used in a perlin noise call - nothing else |
19:36 |
hmmmm |
i think people are too broadly interpreting what a noiseparams is, they think that it's just every aspect that describes noise |
19:37 |
celeron55 |
http://dev.minetest.net/Git_Guidelines |
19:38 |
troller |
nparams_v6_def - seems not used, they gets from config |
19:38 |
PilzAdam |
you actually can merge --ff-only |
19:38 |
celeron55 |
well, yeah, but in the general case that will usually fail |
19:39 |
hmmmm |
i do a cherry-pick against a current branch |
19:39 |
celeron55 |
setting up remotes for all random contributors is a PITA |
19:39 |
hmmmm |
i don't have to.. |
19:40 |
PilzAdam |
https://gist.github.com/PilzAdam/5229094 |
19:40 |
hmmmm |
git checkout -b some_shmucks_branch && git fetch http://the_shmucks_repo.git some_shmucks_branch && git checkout master && git cherry-pick the_shmucks_commit |
19:41 |
hmmmm |
and troller, nparams_v6_def_* are used to initialize the associated MapgenParams structure |
19:41 |
hmmmm |
because what if they're not modified by any config at all |
19:42 |
celeron55 |
compared to "wget https://github.com/minetest/minetest/pull/564.patch | git am -", that's quite worky |
19:42 |
celeron55 |
+ -O- |
19:42 |
celeron55 |
ehm... -qO- |
19:42 |
PilzAdam |
if you have the contributors list once setted up, you can always fetch the repo without copying the URL all the time |
19:42 |
hmmmm |
the understood rule of noiseparam defaults is, if you add something new, you have a default setting in the config, and a mirrored version of the struct with an nparams_<mgnamehere>_def_* in your file |
19:49 |
hmmmm |
hey sapier are you around? |
19:49 |
RealBadAngel |
so, do you folks agree to merge https://github.com/minetest/minetest/pull/564 ? |
19:49 |
hmmmm |
NO! |
19:49 |
hmmmm |
absolutely horrible |
19:50 |
RealBadAngel |
:) too much rotation freedom? |
19:51 |
hmmmm |
ha ha, i like your axisdir = facedir >> 2; facedir &= 0x03; that's like something i would write and everybody else would hate |
19:52 |
RealBadAngel |
that was logical solution |
19:52 |
RealBadAngel |
this way change doesnt break any older stuff |
19:52 |
hmmmm |
indeed |
19:53 |
hmmmm |
sapier, nevermind, i figured it out.. i was just going to ask where to put EnumString definitions in scriptapi |
19:53 |
RealBadAngel |
it just extends it |
19:55 |
RealBadAngel |
btw i think we need some bitwise library for Lua |
19:55 |
troller |
hmmmm, why need to mirror params? |
19:56 |
RealBadAngel |
http://bitop.luajit.org/ |
19:56 |
RealBadAngel |
like this one |
19:56 |
hmmmm |
troller, to initialize MapgenParam structures |
19:56 |
VanessaE |
RealBadAngel: luajit has that. |
19:56 |
hmmmm |
yeah but now we need to make lua have that |
19:56 |
hmmmm |
i agree that we need bitop, but we need to add the extension to our own copy of lua as well |
19:56 |
hmmmm |
it's either that, or we remove bitop from luajit |
19:56 |
RealBadAngel |
its optional library for luajit |
19:56 |
hmmmm |
doesn't matter what way it happens, what's important is that it's consistent |
19:57 |
hmmmm |
if something can work in luajit but not work in lua, then it's unacceptable |
19:57 |
RealBadAngel |
when we move to luajit why care about old lua? |
19:57 |
hmmmm |
because we never moved to luajit |
19:57 |
hmmmm |
we're just using it if we're lucky |
19:57 |
thexyz |
why not move to it then? |
19:57 |
|
prestidigitator joined #minetest-dev |
19:57 |
hmmmm |
because not everybody has luajit |
19:57 |
thexyz |
we can bundle it |
19:57 |
RealBadAngel |
not yet, but move will be not an option but switch to |
19:58 |
hmmmm |
luajit isn't available for all architectures |
19:58 |
RealBadAngel |
i mean together with move to jit add also bitop |
19:58 |
hmmmm |
it's not universal like lua is |
19:58 |
hmmmm |
yes, i'll agree with that |
19:58 |
hmmmm |
we add bitop to the bundled lua, that'll be okay |
19:58 |
VanessaE |
hmmmm: are you sure about that? (all archs; it's available on everything MT runs on now) |
19:59 |
hmmmm |
but imagine, somebody doesn't have luajit, "whoops, CrazyMod 4.0 doesn't work, screw you" |
19:59 |
VanessaE |
heh |
19:59 |
hmmmm |
it's not hard to add the extension |
19:59 |
VanessaE |
your point is valid |
19:59 |
hmmmm |
just do it and please don't break compatibility |
20:00 |
PilzAdam |
there are no luajit win32 builds :-( |
20:00 |
thexyz |
x86, x86_64, arm, ppc, mips |
20:00 |
hmmmm |
we never officially added it |
20:00 |
RealBadAngel |
hell it works even on PS3 and xbox |
20:00 |
troller |
how to show players ip? on server, want to ip ban |
20:00 |
thexyz |
sure, minetest will run on all of them |
20:00 |
thexyz |
and on some other which are not supported by luajit |
20:01 |
hmmmm |
it doesn't run on SPARC, PA-RISC, and POWER |
20:01 |
VanessaE |
troller: just ban, it works by IP anyway |
20:01 |
VanessaE |
Power? |
20:01 |
hmmmm |
it's not 100% compatible with PPC if that's what you're saying |
20:02 |
VanessaE |
hmmmm: the overview says jit works on PPC |
20:02 |
thexyz |
um, sure, sparc |
20:02 |
thexyz |
who uses anything other than x86/arm those days? |
20:02 |
VanessaE |
thexyz: some supercomputing facilities? ;) |
20:02 |
hmmmm |
that doesn't matter, the point is, why limit ourselves when we could've just added the extension to lua? |
20:03 |
thexyz |
because it costs time, and no one will use it? |
20:03 |
hmmmm |
if you notice, my platform-specific thread code supports everything except for IRIX and OpenVMS |
20:03 |
thexyz |
that's great |
20:08 |
VanessaE |
I personally see no reason to keep interpreted Lua at all - just bundle JIT and throw away the interpreter version |
20:08 |
VanessaE |
let the game link against a system-wide interpreter if the user wants to |
20:08 |
VanessaE |
s/game/engine/ |
20:08 |
thexyz |
well, the reason is clear |
20:08 |
thexyz |
it's not supported at some platforms |
20:09 |
RealBadAngel |
some very exotic ones |
20:09 |
VanessaE |
it's not supported on like 0.1% of platforms the game can run on |
20:10 |
RealBadAngel |
so maybe keep old one just in case? |
20:10 |
RealBadAngel |
propably bitop would work with old lua too |
20:10 |
VanessaE |
Linux, BSD, OSX, Windows; AMD64, x86, PPC |
20:10 |
VanessaE |
this covers 99.9% of all PCs |
20:10 |
PilzAdam |
there are no official builds for windows |
20:10 |
VanessaE |
so? bundle and compile it. |
20:10 |
hmmmm |
i know we support the big four, but my personal standard is to support everything possible |
20:10 |
thexyz |
PilzAdam: so..? |
20:10 |
RealBadAngel |
even my ZX Speccy? ;) |
20:10 |
thexyz |
what stops us from building it? |
20:11 |
VanessaE |
hmmmm: that's a laudable goal, but is it realistic? I'm just trying to avoid project bloat. |
20:11 |
PilzAdam |
I have to build it when cross compiling wich takes time... |
20:11 |
hmmmm |
if LuaJIT is dynamically linked, then there would be no additional bloat... |
20:11 |
RealBadAngel |
offtopic: can i merge 6d facedir? :) |
20:11 |
thexyz |
well, we can drop all additional libraries which are incompatible with pure lua |
20:11 |
hmmmm |
yes |
20:12 |
VanessaE |
hmmmm: but then PilzAdam's "there's no win build" argument comes into focus. |
20:12 |
thexyz |
and still gain perfomance increase |
20:12 |
* RealBadAngel |
is lookin for the button :) |
20:12 |
PilzAdam |
it isnt really an argument |
20:12 |
hmmmm |
noooo |
20:12 |
hmmmm |
realbadangel, don't |
20:12 |
thexyz |
RealBadAngel: i'm pretty sure this button is called git cherry-pick |
20:12 |
hmmmm |
rebase it and push |
20:12 |
hmmmm |
don't press the button |
20:12 |
VanessaE |
RealBadAngel: NOT THAT BUTTON! NOT THE RED ONE! |
20:12 |
RealBadAngel |
hehehe |
20:13 |
hmmmm |
not the green one |
20:13 |
PilzAdam |
*GREEN |
20:13 |
VanessaE |
(or green in this case) |
20:13 |
hmmmm |
press the red one |
20:13 |
VanessaE |
way to kill a joke, guys :) |
20:13 |
thexyz |
VanessaE: what's that "no win build" about? |
20:13 |
VanessaE |
thexyz: well it you dynamically link, you're implying a shared, third-party-supplied library, right? |
20:13 |
VanessaE |
just as you need OpenAL to get sound |
20:14 |
thexyz |
you can package them with the main binary |
20:14 |
thexyz |
like, .dll-s |
20:14 |
PilzAdam |
RealBadAngel, why the merge commit? |
20:14 |
VanessaE |
thexyz: that's what I was saying should be done, but that's not the impression one gets |
20:15 |
PilzAdam |
RealBadAngel, you broke rule 4: http://dev.minetest.net/Git_Guidelines |
20:15 |
celeron55 |
this is quite much the reason why i haven't given RBA upstream access; he tends to do first and think second |
20:15 |
celeron55 |
hopefully that'll improve |
20:15 |
thexyz |
not like anybody cares though |
20:15 |
RealBadAngel |
damn :( |
20:15 |
thexyz |
umm, *cares* |
20:15 |
thexyz |
just don't do that again |
20:15 |
PilzAdam |
git rebase --hard HEAD~1 |
20:16 |
hmmmm |
10 second rule |
20:16 |
PilzAdam |
*minutes |
20:16 |
hmmmm |
you can still eat^H^H^H rewrite it |
20:16 |
PilzAdam |
has anyonre pulled yet? |
20:16 |
hmmmm |
of course not |
20:16 |
RealBadAngel |
so what i should do now? |
20:17 |
PilzAdam |
git rebase --hard HEAD~1; git push -f upstream master |
20:17 |
thexyz |
PilzAdam: I've just downloaded zipball to build windows binary :P |
20:17 |
PilzAdam |
*reset |
20:17 |
PilzAdam |
thexyz, I bet not the official one |
20:17 |
thexyz |
guess it doesn't count |
20:17 |
thexyz |
as it's zipball |
20:17 |
hmmmm |
i'd say part of it is the MinetestBot in #minetest, people think "OOOOOOOH NEW COMMIT, I NEED TO UPDATE" |
20:17 |
thexyz |
it knows nothing about history |
20:17 |
thexyz |
we should make it wait 10 minutes before announcing new commit |
20:17 |
thexyz |
sfan5: ^ |
20:18 |
sfan5 |
who cares about that? |
20:18 |
sfan5 |
thexyz: ^ |
20:18 |
thexyz |
sfan5: see discussion above |
20:18 |
RealBadAngel |
git rebase --hard HEAD~1 |
20:18 |
PilzAdam |
people who have to pull a force-updated repo |
20:18 |
thexyz |
^^^^^^^ |
20:18 |
PilzAdam |
RealBadAngel, *reset |
20:18 |
sfan5 |
*reading* |
20:18 |
RealBadAngel |
are you sure about it? |
20:18 |
VanessaE |
if you track git, you should be prepared for the occasional oddity. |
20:19 |
VanessaE |
why do we care about merge commits? |
20:19 |
VanessaE |
I mean seriously? |
20:19 |
hmmmm |
read up |
20:19 |
hmmmm |
we explain why in great detail |
20:19 |
PilzAdam |
because the actual commits are placed somewere else in the history |
20:19 |
VanessaE |
um |
20:20 |
VanessaE |
then github is doing something weird, because I see them in the order they're committed |
20:20 |
PilzAdam |
wich goes against the whole idea of a history |
20:20 |
thexyz |
meh, i hope we won't end with empty repo |
20:21 |
RealBadAngel |
PilzAdam, git rebase --hard HEAD~1 this doesnt look like a valid command |
20:21 |
PilzAdam |
it is |
20:21 |
PilzAdam |
well, reset instead of rebase |
20:21 |
RealBadAngel |
realbadangelHaven:~/Git/minetest$ git rebase --hard HEAD~1 |
20:21 |
RealBadAngel |
Usage: git rebase [--interactive | -i] [-v] [--force-rebase | -f] [--no-ff] [--onto <newbase>] (<upstream>|--root) [<branch>] [--quiet | -q] |
20:21 |
PilzAdam |
git reset --hard HEAD~1 |
20:22 |
PilzAdam |
1 minute left |
20:22 |
RealBadAngel |
HEAD is now at 2318d19 Merge pull request #563 from proller/guest |
20:22 |
PilzAdam |
git cherr-pick b1c2bed8b3b42f8cd709b9343ffc82c5179197eb |
20:22 |
PilzAdam |
git push -f origin master |
20:23 |
PilzAdam |
*cherry-pick |
20:23 |
RealBadAngel |
done |
20:24 |
RealBadAngel |
now what? |
20:24 |
PilzAdam |
push |
20:24 |
VanessaE |
push -f. |
20:24 |
PilzAdam |
like normal push but with -f or --force param |
20:24 |
thexyz |
or with + |
20:25 |
thexyz |
git push origin +master |
20:25 |
PilzAdam |
ummmm.... |
20:25 |
PilzAdam |
why have you opened a pull request? |
20:26 |
RealBadAngel |
closed it |
20:26 |
RealBadAngel |
i thought i should pull it from github page |
20:27 |
PilzAdam |
should I reset it for you? |
20:27 |
RealBadAngel |
i dont have here cloned original repo but my fork |
20:27 |
troller |
hmmmm, why not https://github.com/proller/minetest/commit/84e3d807ec4a3a0c9c0a63e3094afcca2d33d52f ? |
20:28 |
thexyz |
hm, tried to build in clean environment, msvc2010, still get link error |
20:28 |
thexyz |
mapgen_indev.obj : error LNK2001: unresolved external symbol "public: virtual void __thiscall MapgenV6::makeChunk(class BlockMakeData *)" (?makeChunkMapgenV6@@UAEXPAVBlockMakeData@@@Z) |
20:28 |
hmmmm |
troller, that's the first i've seen that |
20:29 |
hmmmm |
also thexyz, i figured it out! |
20:29 |
hmmmm |
it's because i forward declare BlockMakeData as a class when it's actually a struct |
20:29 |
troller |
hmmmm, its try to reduce noiseparams places |
20:29 |
hmmmm |
(thanks indivisibleatom) |
20:29 |
thexyz |
wow, great |
20:29 |
hmmmm |
thexyz, you need to merge this https://github.com/minetest/minetest/pull/561 |
20:29 |
RealBadAngel |
PilzAdam, if you can help, sure |
20:30 |
RealBadAngel |
for next commit i will try to learn some more |
20:30 |
thexyz |
hmmmm: can't we just merge it into master? |
20:30 |
hmmmm |
?? |
20:30 |
hmmmm |
the build fix? |
20:30 |
hmmmm |
yeah that's the point |
20:31 |
thexyz |
oh |
20:31 |
PilzAdam |
done |
20:31 |
hmmmm |
erm troller, that doesn't really help matters.. NoiseIndevParams will be partially filled with junk if it is not written to by the config |
20:31 |
hmmmm |
actually s/noise/zero/ |
20:31 |
PilzAdam |
now upstream is pullable again |
20:32 |
troller |
hmmmm, but when it can be filled not from defaultsettings.cpp ? |
20:33 |
hmmmm |
when someone creates a MapgenParams structure somewhere else in the code |
20:36 |
RealBadAngel |
ok, im fixing now screwdriver mod |
20:36 |
PilzAdam |
in the current implementation its not possible for stairs and slabs to use the 6d facedir |
20:36 |
hmmmm |
wait !?! |
20:37 |
hmmmm |
i thought that was tested already to work |
20:37 |
PilzAdam |
we need to copy whole item_place_node into the mod |
20:37 |
RealBadAngel |
PilzAdam, everything that uses facedir is working with 6d |
20:38 |
PilzAdam |
yea, its what needs to be done to make stairs and slabs using it |
20:39 |
PilzAdam |
it currently creates a fakestack with upside down node and calls item_place with it |
20:39 |
VanessaE |
latest git w/6d + luajit linked in is now deployed to my server. |
20:39 |
PilzAdam |
its not possible to pass param2 to item_place |
20:40 |
hmmmm |
uh oh |
20:40 |
hmmmm |
vanessa, don't be in such a hurry... |
20:40 |
PilzAdam |
but if I copy a slightly modified version of item_place_node to I could also fix the slab to full block transformation in creative mod bug |
20:40 |
VanessaE |
hmmmm: my server's kinda meant for testing stuff anyway. if it breaks, I'm not too worried, but everything seems to be normal. |
20:41 |
hmmmm |
also, unintentional, but neat.. anyone like this type of ore? http://ompldr.org/vaHYwcQ |
20:41 |
VanessaE |
hmmmm: YES! |
20:41 |
RealBadAngel |
PilzAdam, 6d change doesnt interefere with placing nodes code or whatever |
20:41 |
PilzAdam |
RealBadAngel, yes |
20:42 |
RealBadAngel |
if you want to use the feature just do so |
20:42 |
PilzAdam |
Im just talking about how to make slabs and stairs use it |
20:42 |
RealBadAngel |
screwdriver :) |
20:42 |
PilzAdam |
hmmmm, NO! |
20:42 |
RealBadAngel |
also new placement code is needed |
20:43 |
PilzAdam |
in what way? |
20:45 |
RealBadAngel |
look dir to facedir need changes |
20:47 |
RealBadAngel |
old version does care only for y+ axisdir |
20:48 |
RealBadAngel |
placement code need to be changed to place up/down pistons for example |
20:48 |
VanessaE |
there, refreshed my latest build - something was odd with the commit IDs |
20:49 |
VanessaE |
server is now on the very latest git of all four components. |
20:49 |
RealBadAngel |
how is the memory usage now? |
20:49 |
VanessaE |
let me check |
20:49 |
VanessaE |
hold. |
20:50 |
Exio |
well, most of devs, what about my "idea" of adding common, at least as git submodule? |
20:50 |
VanessaE |
preload item visuals....ON. 512px enabled. loading. |
20:50 |
Exio |
afaik you don't download it by default when just doing "git clone ..." |
20:51 |
VanessaE |
client at 6GB resident and counting. |
20:52 |
VanessaE |
6.2GB |
20:52 |
VanessaE |
loaded. |
20:52 |
Exio |
preload item visuals should be called "Ram Killer" |
20:52 |
VanessaE |
it'll add a few hundred megs once there's plenty of map loaded around me |
20:52 |
VanessaE |
wow |
20:52 |
VanessaE |
30 fps |
20:52 |
VanessaE |
oh how I missed this |
20:53 |
Exio |
hehe |
20:53 |
VanessaE |
my memory usage went down by about 500 MB I would guess. |
20:53 |
Exio |
try to open minecraf with a 512x texture pack |
20:53 |
Exio |
the counter will start using FPM than FPS ^^ |
20:54 |
Exio |
instead of* |
20:54 |
RealBadAngel |
http://i.imgur.com/E51fjSG.png |
20:54 |
VanessaE |
I can still outrun the map generator though, but only when I'm in an area with lots of big trees |
20:54 |
RealBadAngel |
^^regarding stairs |
20:55 |
Exio |
i can't with default in my bulldozer 6100 |
20:55 |
VanessaE |
s/map generator/map loader-sender/ |
20:55 |
Exio |
before, i was able to reach "non generated chunks" |
20:55 |
Exio |
now i can barely with super-speed ^^ |
20:55 |
RealBadAngel |
VanessaE, so 6dfacedir speeded up the game for you? |
20:55 |
VanessaE |
RealBadAngel: immensely. |
20:55 |
VanessaE |
well, let's call it "significantly" |
20:56 |
RealBadAngel |
good :) |
20:57 |
RealBadAngel |
i think i will try to connect to your server with hdx |
20:57 |
RealBadAngel |
last time my 4gbs wasnt enough to do so |
20:57 |
VanessaE |
I'm at 7.3GB used now |
20:57 |
VanessaE |
(but a lot of that is map data) |
20:58 |
Exio |
is there any way in the config to define "the render distance" of the "limited view distance"?? |
20:58 |
PilzAdam |
RealBadAngel, when I have the facedir that I get with minetest.dir_to_facedir(), what do I have to do with param2 to get it upside down? |
20:58 |
VanessaE |
Exio: viewing_range_nodes_max = 100 |
20:58 |
VanessaE |
viewing_range_nodes_min = 100 |
20:59 |
Exio |
thanks ^^ |
20:59 |
VanessaE |
(that's my default setting, since I don't like the autotuner) |
20:59 |
RealBadAngel |
0-3 are old values, means top of the node is facing y+ |
20:59 |
RealBadAngel |
axisdir is 0 then |
20:59 |
RealBadAngel |
you need axisdir=5 to get top facing y- |
20:59 |
PilzAdam |
so just add 4? |
20:59 |
RealBadAngel |
5*4 |
21:00 |
RealBadAngel |
range 20-23 will be rotations with top facing y- |
21:01 |
PilzAdam |
doesnt work with facedir = 1 and 3 |
21:01 |
RealBadAngel |
are you using facedirtools? |
21:01 |
PilzAdam |
nope |
21:01 |
RealBadAngel |
try |
21:01 |
PilzAdam |
why? |
21:01 |
RealBadAngel |
the tool will show you how to use new facedir |
21:02 |
PilzAdam |
I want stairs to be flipped upside down |
21:02 |
PilzAdam |
so I add 20 to param2 |
21:02 |
RealBadAngel |
so set facedir=20 |
21:02 |
PilzAdam |
it works when the old facedir is 0 or 2 |
21:02 |
PilzAdam |
but not for 1 and 3 |
21:03 |
PilzAdam |
if its 1 it acts like it was 3 |
21:03 |
PilzAdam |
and the other way round |
21:04 |
RealBadAngel |
nope, tested |
21:04 |
RealBadAngel |
hold on for screenshot |
21:05 |
thexyz |
um.. add 20? |
21:06 |
thexyz |
lua api doesn't specify how facedir is calculated, so it's unsafe to rely on magic like that |
21:06 |
RealBadAngel |
http://i.imgur.com/1ReegtT.png |
21:06 |
celeron55 |
umm i think i know what PilzAdam is seeing |
21:06 |
thexyz |
"implementation-dependent" |
21:06 |
PilzAdam |
what I do is minetest.dir_to_facedir(dir) + 20 |
21:06 |
RealBadAngel |
from left to right |
21:06 |
RealBadAngel |
20 to 23 |
21:07 |
celeron55 |
PilzAdam: the stairs rotate to a different direction when looking from the same static position, when they are upside down |
21:07 |
PilzAdam |
now place 0 to 3 in front of them |
21:07 |
celeron55 |
because they rotate with respect to the axis that defines whether they are upside down or upside up |
21:09 |
|
prestidigitator left #minetest-dev |
21:09 |
RealBadAngel |
http://i.imgur.com/JQdzx2j.jpg |
21:10 |
RealBadAngel |
first row is axisdir y+, second row is y- |
21:10 |
VanessaE |
everything is defined relative to where the node's natural "top" face is pointed. |
21:10 |
VanessaE |
so in the first row, the natural top face points toward Y+, while in the back row it points to Y- |
21:11 |
celeron55 |
RealBadAngel: so exactly; looking from up, the other rotates clockwise, the other counter-clockwise |
21:11 |
RealBadAngel |
i suggest using facedirdools |
21:11 |
RealBadAngel |
strongly |
21:12 |
RealBadAngel |
and see how rotations works |
21:12 |
RealBadAngel |
https://github.com/RealBadAngel/facedirtools |
21:13 |
RealBadAngel |
to see right direction of rotations player shall look in the very same direction |
21:13 |
RealBadAngel |
i mean look dir = axisdir |
21:14 |
RealBadAngel |
theyre all counter-clock wise |
21:15 |
RealBadAngel |
but when you will look at face you will see it clock wise |
21:16 |
RealBadAngel |
PilzAdam, use mode 3 of screwdriver to change axisdir |
21:16 |
RealBadAngel |
then set it to mode 1 to change rotations |
21:18 |
RealBadAngel |
in console it will be dumped in format (axisdir,rotation) |
21:23 |
celeron55 |
thexyz: that is true; but RBA didn't provide a specification for how dir_to_facedir should be extended |
21:24 |
RealBadAngel |
the function needs to be rewritten |
21:24 |
RealBadAngel |
shall i do that? |
21:25 |
celeron55 |
well, directly modifying the parameters of a node can't be the official API method of doing the thing |
21:25 |
RealBadAngel |
of course |
21:27 |
RealBadAngel |
but im not quite sure how the placement prediction should be done |
21:27 |
RealBadAngel |
i will try to write some and test it to find best solution |
21:29 |
RealBadAngel |
but anyways the screwdriver shall become a default tool |
21:29 |
VanessaE |
agreed. |
21:29 |
RealBadAngel |
its way too handy, were already for old facedir |
21:29 |
RealBadAngel |
now it is absolute must-have |
21:30 |
celeron55 |
we can't include a modern screwdriver in the game, as the main game's world is situated in such a point of time that screwdrivers simply didn't exist |
21:31 |
celeron55 |
or, well |
21:31 |
RealBadAngel |
so lets call it crowbar |
21:31 |
VanessaE |
celeron55: what IS the time period you're trying to model anyway? |
21:32 |
celeron55 |
it might also be necessary (or actually, is) that the tool is logically useless in survival gameplay |
21:32 |
celeron55 |
VanessaE: i don't really know |
21:32 |
VanessaE |
because screwdrivers have been around since the late 15th century\ |
21:32 |
RealBadAngel |
cmon, we do have already force fields and stargates in game ;) |
21:33 |
celeron55 |
no we don't, they are independent mods |
21:33 |
thexyz |
VanessaE: well, it obvious, screwdrivers don't exist yet mese does |
21:33 |
thexyz |
VanessaE: can't you remember? |
21:33 |
VanessaE |
heh |
21:34 |
RealBadAngel |
celeron55, ofc in mods, but we do |
21:34 |
celeron55 |
i don't know where to set the aim here |
21:34 |
RealBadAngel |
so maybe rename it to crowbar? |
21:34 |
RealBadAngel |
its not so modern lookin :) |
21:35 |
celeron55 |
okay let's say it can be a screwdriver, but it cannot look like plastic and galvanised metal |
21:35 |
VanessaE |
crowbar to flip the object over, screwdriver to rotate it around the current Y axis. |
21:35 |
VanessaE |
that's how I'd do it |
21:35 |
RealBadAngel |
you dont like modes idea? |
21:37 |
VanessaE |
some users may get confused by that |
21:37 |
RealBadAngel |
celeron55, have you tried screwdriver? |
21:37 |
PilzAdam |
celeron55, my plan how to handle such requests is to just add it to the "Build" game, and let survival be the good game :-) |
21:37 |
celeron55 |
i'd say default's world is basically "a human being having been thrown in the middle of nowhere in 1850 |
21:37 |
celeron55 |
" |
21:37 |
VanessaE |
celeron55: that sounds fair enough. |
21:38 |
VanessaE |
that's "wild west" territory in US-speak ;-) |
21:38 |
RealBadAngel |
so 350yrs after screwdriver was invented |
21:38 |
celeron55 |
or maybe 1800 |
21:38 |
celeron55 |
or 1750 - but something like that |
21:39 |
PilzAdam |
https://github.com/PilzAdam/common/commits/stairs |
21:39 |
PilzAdam |
stairs and slabs that use 6d facedir |
21:40 |
PilzAdam |
but I dunno about this, it feels rather hacky |
21:40 |
VanessaE |
PilzAdam: don't forget to convert whatever is already in the map |
21:41 |
VanessaE |
(so that you can delete the extraneous nodes) |
21:41 |
PilzAdam |
the upside_down nodes are still registered |
21:41 |
RealBadAngel |
imho no need to |
21:41 |
PilzAdam |
and its the best solution IMO, since ABMs are slow |
21:41 |
RealBadAngel |
all extra nodes drops one default |
21:42 |
VanessaE |
RealBadAngel: final report on memory: without item preload enabled, I seem to hover around 6.3GB or so with 512px. with it enabled, about 7.6Gb or so seems about right. Before 6d, I guess I used about 400MB more than now. |
21:42 |
RealBadAngel |
so user will have just to pick them up and place again |
21:42 |
VanessaE |
PilzAdam: abms only trigger if there is a node to trigger them with. |
21:42 |
VanessaE |
so after all stairs in an area have been translated, the abm has nothing left to operate on, so it doesn't run |
21:43 |
celeron55 |
PilzAdam: wouldn't after_place_node be useful for that? |
21:43 |
RealBadAngel |
400mb less for a change that actually adds functionality is quite good, dont ya think? :) |
21:43 |
VanessaE |
RealBadAngel: quite so. that's just a rough guess based on past numbers, but it seems right to me. |
21:43 |
PilzAdam |
celeron55, no, you dont get pointed_thing there |
21:47 |
hmmmm |
hah. does it actually matter? just leave the screwdriver in there |
21:47 |
hmmmm |
i like it |
21:48 |
RealBadAngel |
how many uses shall it have? |
21:49 |
PilzAdam |
add it to "Build", but with a wooden grip |
21:50 |
VanessaE |
RealBadAngel: as many as it has now, even in the old days a screwdriver would still last a while |
21:50 |
RealBadAngel |
hehe by now its infinite :) |
21:50 |
VanessaE |
I mean as many uses as the one in technic |
21:51 |
VanessaE |
(that's the one I'm used to) |
21:51 |
RealBadAngel |
ok |
21:51 |
PilzAdam |
VanessaE, what about the bones mod in survival: https://github.com/minetest/survival/pull/1 ? |
21:51 |
RealBadAngel |
btw, it appears that Jeija have code for my portals idea for 2 months already |
21:52 |
VanessaE |
PilzAdam: if I were playing survival, I think I'd be mildly against that, but I won't stand in your way on it. |
21:52 |
VanessaE |
since I play in creative these days |
21:52 |
celeron55 |
...why is PilzAdam asking survival stuff from VanessaE? |
21:52 |
PilzAdam |
whom should I ask else? |
21:53 |
celeron55 |
good question |
21:53 |
celeron55 |
well, you can ask me 8) |
21:53 |
PilzAdam |
IIRC you wanted the bones mod to be added? |
21:54 |
celeron55 |
i say throw it in; if it turns out not working, it can be removed |
21:54 |
RealBadAngel |
https://github.com/Jeija/minetest/tree/rejoin |
21:54 |
RealBadAngel |
have you guys seen that? |
21:54 |
Exio |
i think the items should "dissapear" after some time |
21:54 |
celeron55 |
we can have a nice period of just throwing stuff in and seeing if it works now - feel free to take advantage of it |
21:54 |
PilzAdam |
RealBadAngel, yes |
21:54 |
celeron55 |
(for survival and build) |
21:55 |
Exio |
so if you didn't get it in like... 2 hours? (configurable) you just lost the stuff |
21:55 |
RealBadAngel |
what do you think about it? |
21:56 |
PilzAdam |
Exio, after 20 minutest the items are opened to the public |
21:57 |
Exio |
i saw |
21:57 |
Exio |
but imo the stuff should not be "permanent" in the ground or so |
21:57 |
PilzAdam |
hm... |
21:57 |
PilzAdam |
dunno |
21:58 |
Exio |
if not, you got killed in lava |
21:58 |
VanessaE |
PilzAdam: that one bug about the bones node occasionally replacing things when it appears, has that been fixed? |
21:58 |
Exio |
and you take your time for removing it node per node |
21:58 |
Exio |
2 days later you get your stuff like before |
22:01 |
PilzAdam |
VanessaE, the bones replace everything |
22:01 |
VanessaE |
I mean replacing nodes in the world, i.e. it appears in place of a dirt node. |
22:02 |
PilzAdam |
only if you die inside a block |
22:04 |
celeron55 |
that's not a real problem in survival |
22:04 |
celeron55 |
well... okay, maybe it is, because it is exploitable in multiplayer |
22:05 |
PilzAdam |
I somone would fix that you can place nodes in yourself, then it wouldnt be a big problem |
22:05 |
PilzAdam |
*someone |
22:05 |
celeron55 |
that won't make a practical difference |
22:06 |
hmmmm |
guys, about luajit, did we add BitOp to Lua yet? |
22:06 |
hmmmm |
I want luajit to be official soon |
22:06 |
PilzAdam |
hmmmm, Jeija's particlespawner is rebased |
22:06 |
hmmmm |
ah excellent |
22:06 |
hmmmm |
what was the other thing that required the network version to be bumped |
22:06 |
PilzAdam |
I tested it a bit and it seems to work |
22:07 |
hmmmm |
backface_culling? |
22:07 |
PilzAdam |
yep |
22:07 |
hmmmm |
'k, both of those then |
22:07 |
hmmmm |
will you commit that? |
22:08 |
PilzAdam |
what? the backface_culling thing? |
22:08 |
hmmmm |
yea |
22:08 |
celeron55 |
what is this backface_culling thing? |
22:08 |
hmmmm |
isn't that what it's called? |
22:08 |
Exio |
hey, stop adding features and stuff, i can't finish compiling the last git without having to do other git pull :( |
22:08 |
Exio |
:P |
22:09 |
hmmmm |
this https://github.com/doserj/minetest/commit/75fe6d3e0c7d81405b833a476ca196e2c24eb8ab |
22:09 |
PilzAdam |
https://github.com/doserj/minetest/commit/75fe6d3e0c7d81405b833a476ca196e2c24eb8ab |
22:09 |
PilzAdam |
oh |
22:10 |
celeron55 |
if you bump the protocol version, there's also the rightclickable nodedef field waiting to be placed in a final position in a serialized nodedef (altough it might just as well be at the end like it is now) |
22:12 |
celeron55 |
i really should figure out the final form of the BinaryKeyValueList thing in the meta_set_nodedef branch, it'd allow much more robust and flexible serialization |
22:12 |
hmmmm |
rightclickable nodedef? |
22:12 |
hmmmm |
i've heard that phrase before but i have no knowledge about this at all |
22:13 |
celeron55 |
just a boolean nodedef field |
22:13 |
hmmmm |
what, does that trigger some lua event on right click? |
22:14 |
celeron55 |
it tells the client it's supposed to inform the server in a raw way if the player rightclicks a node instead of placing something or expecting a formspec |
22:14 |
celeron55 |
this is the kind of lua/network stuff you probably don't want to care about :P |
22:15 |
hmmmm |
"don't want to care about" - i like how that's phrased because it's so true |
22:16 |
hmmmm |
i care about too many things already, any more and i'll lose quality for quantity |
22:16 |
* celeron55 |
knows the basics of management |
22:17 |
PilzAdam |
https://github.com/PilzAdam/minetest/commits/test |
22:17 |
PilzAdam |
everything fine? |
22:17 |
PilzAdam |
(btw: nice branchname, isnt it? :-)) |
22:17 |
RealBadAngel |
http://i.imgur.com/3JRscCQ.png |
22:17 |
RealBadAngel |
any better? |
22:18 |
hmmmm |
hah, that positioning makes me feel like i'm going to stab somebody with that screwdriver |
22:18 |
PilzAdam |
RealBadAngel, what resolution is it? |
22:19 |
celeron55 |
RealBadAngel: do not make the rotation values behave differently regarding to the face direction - if that is what you have done |
22:20 |
PilzAdam |
is the branch good to merge? |
22:20 |
troller |
https://github.com/minetest/minetest/pull/555/files - mapgenindev larger far biomes + floatlands + tunes caves |
22:20 |
RealBadAngel |
afaik theyre all clockwise when you look at the top face |
22:20 |
celeron55 |
RealBadAngel: it must behave in a constant way; think of a game on minetest where you move freely in 3D space with no top or bottom or left or right or anything |
22:21 |
celeron55 |
RealBadAngel: you do not want inconsistent behavior on that; it would be suicide |
22:21 |
celeron55 |
suicide design |
22:21 |
celeron55 |
it's a new term for this! |
22:21 |
RealBadAngel |
it took us 3 days (nights rather) me and khonkortisian to test it |
22:21 |
hmmmm |
that design makes me want to commit sudoku |
22:21 |
RealBadAngel |
lol |
22:23 |
RealBadAngel |
celeron55, ive decided to take top face as pointer. it always points the axisdir |
22:24 |
RealBadAngel |
use screwdriver mode 4 to bring top face in pointed one |
22:24 |
RealBadAngel |
and then rotate it |
22:24 |
VanessaE |
it sounds like the node is rotated around the Y axis first, then the top is re-oriented to point to whatever face the extended facedir says |
22:24 |
RealBadAngel |
nothing is reorientated |
22:25 |
RealBadAngel |
old facedir is case when top points y+ |
22:25 |
RealBadAngel |
top of a chest, or furnace or whatever |
22:25 |
celeron55 |
i want it so that if you look a node at the top face side and rotate it, it will always rotate eg. counter clockwise independently of what axis the top is actually pointing in world coordinates (i think this is what you now have) |
22:25 |
hmmmm |
hm just a side question.. why is sandstone dirtlike? |
22:26 |
RealBadAngel |
all are counter-clock wise, as old facedir was |
22:26 |
RealBadAngel |
but remember when you will look at rotated face your view dir is different |
22:26 |
RealBadAngel |
so you will see it rotating clockwise |
22:27 |
RealBadAngel |
to see real rotations you would have to stand behind node |
22:27 |
PilzAdam |
hmmmm, all the 3 commits about the protocoll version: https://github.com/PilzAdam/minetest/commits/test is it good to merge? |
22:27 |
celeron55 |
PilzAdam: i think it's probably good (just had time to look through these) |
22:28 |
hmmmm |
yeah it looks good |
22:29 |
RealBadAngel |
PilzAdam, screwdriver has modes displayed on it (they have to be in greater resolution to be readable and lookin nice) so the screwdriver is upscaled to 128x but with bigger pixels. So it looks like it was 16x |
22:30 |
VanessaE |
RealBadAngel: alternative: display a colored square in one corner to indicate the mode. red->yellow->green->purple maybe |
22:30 |
VanessaE |
then you can get by with a true 16px image. |
22:30 |
celeron55 |
or rotate the screwdriver? 8) |
22:30 |
RealBadAngel |
lol |
22:31 |
RealBadAngel |
upside down would be lookin like you are trying to stab yourself with it :) |
22:31 |
VanessaE |
or a colored band on the handle is better |
22:32 |
RealBadAngel |
it shows messages anyway |
22:33 |
PilzAdam |
since the backface_culling works now, should new_style_water be true by default? |
22:33 |
RealBadAngel |
but i like that idea with modes, i can configure my tools and keep more preconfigured tools on hotbar and switch |
22:34 |
celeron55 |
PilzAdam: of course now; it's looks bad and performs bad |
22:34 |
celeron55 |
not* |
22:34 |
PilzAdam |
heh, nice typo :-) |
22:36 |
Exio |
so, will someone update http://dev.minetest.net/Changelog#0.4.5_.E2.86.92_.3F ? |
22:37 |
PilzAdam |
yes |
22:38 |
RealBadAngel |
so what about screwdriver? different coloured handle or keep with modes number? |
22:39 |
Exio |
i'd say the color |
22:39 |
Exio |
but i'm just an user! |
22:39 |
RealBadAngel |
numbers are easier to remember as for me |
22:40 |
celeron55 |
leave the number for now |
22:50 |
PilzAdam |
Exio, done |
22:57 |
hmmmm |
hmm |
22:58 |
hmmmm |
pilzadam, what do you think about making furnaces a light source while active? |
22:58 |
hmmmm |
how hard would that be in lua? |
22:58 |
Exio |
one line |
22:58 |
VanessaE |
I thought they already were> |
22:58 |
VanessaE |
? |
22:58 |
PilzAdam |
they are |
22:59 |
PilzAdam |
hmmmm, buy some glasses |
22:59 |
hmmmm |
they are?wtf hold on |
22:59 |
PilzAdam |
init.lua:1547 |
22:59 |
PilzAdam |
(of common/default) |
23:00 |
hmmmm |
ahh |
23:00 |
hmmmm |
man why did i not see this |
23:01 |
Exio |
hahaha |
23:06 |
PilzAdam |
aw, man, I want to push something |
23:07 |
hmmmm |
reminds me of that static-X song, "push it" |
23:08 |
RealBadAngel |
http://realbadangel.pl/screwdriver.zip |
23:08 |
RealBadAngel |
can somebody try it? |
23:24 |
|
celeron55 joined #minetest-dev |
23:30 |
rarkenin_ |
Given a name, is it possible to get a peer id within C++? How id this done? |
23:32 |
RealBadAngel |
hold on |
23:37 |
RealBadAngel |
getPlayer(name)->peer_id) |
23:39 |
celeron55 |
Segmentation Fault |
23:40 |
RealBadAngel |
celeron55, due to what? |
23:42 |
hmmmm |
because getPlayer can return null if name isn't found |
23:42 |
hmmmm |
perhaps |
23:43 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/scriptapi.cpp#L790 |
23:43 |
RealBadAngel |
there is example |
23:44 |
rarkenin_ |
OK. |
23:46 |
RealBadAngel |
so what about screwdriver? PilzAdam? |
23:46 |
PilzAdam |
its fine for "Build" game, I guess |
23:47 |
RealBadAngel |
imho it shall go for all the modes... |
23:47 |
RealBadAngel |
hmmmm, celeron55? |
23:47 |
PilzAdam |
no, it definetly doesnt go into survival |
23:48 |
hmmmm |
i didn't try the screwdriver |
23:48 |
hmmmm |
don't really have an opinion of it, i think it's fine though |
23:48 |
RealBadAngel |
so try :) |
23:49 |
hmmmm |
busy |
23:49 |
hmmmm |
i'll try it when i grab the latest minetest_game and other things |
23:49 |
PilzAdam |
what does a screwdriver add to survival gameplay? |
23:49 |
RealBadAngel |
ability to rotate facedired nodes |
23:49 |
celeron55 |
PilzAdam: i agree that for real survival, it's useless |
23:50 |
celeron55 |
but it's useful for many build-focused games so put it in common |
23:50 |
RealBadAngel |
not really |
23:50 |
RealBadAngel |
it allows to rotate things like wires, delayers, all discrete stuff |
23:51 |
RealBadAngel |
building circuits with it is much easier |
23:52 |
celeron55 |
the point of having these different games is that we can make them *actually* focus on different things; the build game is going to be much closer to minetest_game than the survival one will be |
23:52 |
RealBadAngel |
also truth |
23:53 |
RealBadAngel |
so let it be in build then |
23:53 |
|
kaeza1 joined #minetest-dev |
23:53 |
RealBadAngel |
PilzAdam, will you merge it? |
23:54 |
PilzAdam |
in wich mod should it be? |
23:54 |
celeron55 |
or, actually, i don't even know if the last sentence is correct |
23:54 |
RealBadAngel |
its standalone mod |
23:54 |
celeron55 |
i don't have enough experience of the building part of minetest that i could know |
23:54 |
PilzAdam |
celeron55, I agree to that sentence |
23:55 |
PilzAdam |
the building part is about a lot of funny blocks to place |
23:55 |
celeron55 |
PilzAdam: leave it as a separate mod; there is no reason not to |
23:55 |
PilzAdam |
RealBadAngel, then add it to common |
23:55 |
RealBadAngel |
celeron55, believe me this tool is extremaly useful. it was even before 6d facedir |
23:57 |
RealBadAngel |
building out of small parts like microblocks, slabs, panels with screwdriver is just easy |