Time Nick Message 00:02 RealBadAngel hmmmm, have you seen the effect? 00:11 hmmmm woah 00:11 hmmmm i haven't seen it, but wow, that really looks nice 00:19 RealBadAngel hmmm, apply the changes to main.cpp 00:19 RealBadAngel and see it live 00:20 hmmmm okay 00:21 RealBadAngel got the source pictures? 00:22 hmmmm no 00:22 hmmmm that's alright though 00:22 RealBadAngel hold 00:22 RealBadAngel http://cisoun.dyndns.org/minetest.png 00:22 hmmmm what do i name it as? 00:22 RealBadAngel save it in /textures/all/menusplash.png 00:23 hmmmm ahh 00:23 hmmmm that white effect in the forground isn't a cloud 00:23 VanessaE nono menusplash_clouds.png 00:24 RealBadAngel http://i.imgur.com/Ub0L0Ky.png 00:24 hmmmm doesn't seem to matter to me 00:24 RealBadAngel and this into /textures/all/menuheader.png 00:24 hmmmm i just renamed menuheader to something else and it did the trick just fine 00:25 RealBadAngel so, got it working? 00:26 hmmmm yeah 00:26 RealBadAngel and? 00:26 hmmmm for some reason it's choppy 00:26 hmmmm the angle is right though 00:26 RealBadAngel ahhh 00:26 RealBadAngel i may know why 00:26 hmmmm nevermind that 00:27 RealBadAngel see khonkhortisan's pull request 00:27 hmmmm now that i'm thinking about it, i don't know if we should have this as the default background 00:27 hmmmm it gets screwed up if you don't have the same aspect ratio as the image 00:27 hmmmm (i don't) 00:28 RealBadAngel so fix the scaling just 00:28 hmmmm how do we do that? 00:28 RealBadAngel dunno yet :) but shouldnt be that hard to keep correct ratio 00:28 hmmmm :/ 00:29 hmmmm make sure it doesn't look screwed up before it becomes a default part of minetest 00:29 hmmmm also this is not going in for 0.4.6 00:29 RealBadAngel i saw how its done 00:29 hmmmm feature freeze, seriously 00:29 hmmmm just cleaning up some code right now and fixing things 00:29 VanessaE feature freeze sounds fine to me also, btw 00:29 RealBadAngel it takes picture of any resolution, and fits the screen of given siz 00:30 RealBadAngel size 00:30 VanessaE (as if you give two shits ;) ) 00:30 RealBadAngel without lookin at original size 00:30 hmmmm right now i'm going to fix the cave division by zero and whatever 00:30 hmmmm ahh 00:30 hmmmm i have an idea of how you do it 00:30 hmmmm you crop the edges 00:30 VanessaE cropping the sides is fine as long as you can avoid cropping too much 00:31 RealBadAngel well 00:32 RealBadAngel i got another idea 00:32 hmmmm (pic_cy/pic_cx) * screen_cy will be the width 00:32 RealBadAngel why forcing it to work with one image 00:32 RealBadAngel when we can split it as before? 00:32 hmmmm so screen_cx - ((pic_cy/pic_cx)*screen_cy) / 2 will be the proper offset 00:32 hmmmm horizontal offset 00:34 RealBadAngel that should keep proper ratio 00:34 RealBadAngel but also "minetest" logo can go for header and landscape for splash 00:34 hmmmm yeah 00:35 RealBadAngel this way folks can replace one or both 00:35 RealBadAngel so same logo different landscape 00:35 RealBadAngel maybe even default with time 00:36 RealBadAngel like slideshow 00:37 hmmmm hmm 00:37 hmmmm if you don't have that background, the clouds look weird at that angle 00:38 hmmmm if you have just clouds by itself, it needs to have the original angle 00:38 hmmmm how are we going to do this 00:38 VanessaE the config file idea maybe 00:38 RealBadAngel yeah i know, if theres no file specified they shall be reverted to ones before 00:38 hmmmm i don't want to overcomplicate adding in a texture pack 00:38 hmmmm we don't want the user to have to add a configuration line just to use a texture pack.... 00:38 VanessaE something the tex pack maker supplies with the pack 00:39 RealBadAngel yup 00:39 hmmmm there needs to be some better way 00:39 hmmmm oh god, texture_meta.txt 00:39 hmmmm :/ 00:39 RealBadAngel lol no 00:39 VanessaE think of how minetoon works, except a level below that 00:39 hmmmm map_meta, env_meta, texture_meta, meta_meta, blah blah 00:39 VanessaE nonono the tex pack maker will supply the config file as part of the pack, the engine shall look for it and read it from the same place the texture images come from 00:39 RealBadAngel lets just assume two possibilities 00:40 RealBadAngel or 3 even 00:40 VanessaE that way it's transparent to the user 00:40 hmmmm so you want to have a minetest.conf in the texture directory 00:40 hmmmm mmmmmm 00:40 RealBadAngel menu=clean, clouds, animated 00:40 VanessaE naw 00:40 VanessaE texturepack.conf 00:40 hmmmm that's basically the same thing as texture_meta.txt 00:40 VanessaE included right next to e.g. default_stone.png and so on 00:41 hmmmm all these .txt and conf files, i'm going mad 00:41 hmmmm game.conf 00:41 hmmmm conf.conf 00:41 VanessaE lol 00:41 RealBadAngel just one setting 00:41 hmmmm conf_meta.txt 00:41 VanessaE wait, you forgot to think of the future: conf.conf.d 00:41 VanessaE ;) 00:42 hmmmm we should use systemd to make sure our configuration for the menu background is correct 00:42 hmmmm but seriously 00:42 hmmmm is it just me, or is there too much focus being put on a goddamn menu 00:42 VanessaE too much focus? no. too much on stuff that isn't really all that important in the grand scheme? maybe a tad so. 00:42 RealBadAngel cmon, why do you paint walls at your house? :) 00:43 VanessaE for example, if I were making changes to the menu, the first thing I'd do is rip out that stupid 'tape and glue' and other stuff on the left edge of the menu 00:43 hmmmm i did that though 00:43 VanessaE nope.avi 00:43 hmmmm oh, you mean the lettering all together 00:43 VanessaE yeah 00:43 hmmmm i changed it from tape and glue to singleplayer 00:44 VanessaE is that what it says? it's so badly spaced on my screen I can't see the whole thing 00:44 VanessaE the tab already says singleplayer, why does the side need to also? 00:44 hmmmm yeah, i noticed that with a couple peoples' screenshots 00:44 hmmmm i don't know.. 00:44 hmmmm celeron put it there, he thought it would look good 00:44 VanessaE that's one thing 00:44 VanessaE another is menu focus. When I click over to, say, the credits tab, my focus is not on the scroll box, 00:45 VanessaE er text box/list 00:45 VanessaE so I can't scroll with my mouse wheel until I click on it. 00:45 hmmmm that's easily fixable 00:45 VanessaE it's the little trivial things that need polished on the menu 00:45 VanessaE the big stuff, not so much 00:45 hmmmm i can't test it though because my mouse wheel doesn't work anymore 00:46 * Exio hands an usb mouse to hmmmm 00:46 hmmmm i have one, it's just so worn out 00:47 VanessaE multiplayer public list suffers the same issue btw 00:47 VanessaE heh 00:47 VanessaE time for a new mouse 00:47 hmmmm too cheap 00:47 VanessaE I like my little wireless one. 13 bucks at wally world I think 00:47 VanessaE or 15, something like that 00:48 Exio my actual mouse was 35 ARS like a month ago 00:48 VanessaE hmmmm: that has GOT to irritate the fuck out of you when you browse the web though 00:48 Exio (if you wonder, ~6.8 USD) 00:48 VanessaE I feel completely helpless without a mouse wheel 00:48 VanessaE :) 00:49 RealBadAngel shall we donate for a mouse for hmm? 00:49 hmmmm not really, i adapted to it 00:49 VanessaE playing MT would become a challenge too 00:49 hmmmm i click on the middle mouse wheel and go down with my mouse in one motion 00:49 Exio for what is the mouse wheel needed in MT? 00:49 hmmmm and then let go 00:49 hmmmm scrolling down listboxes without having to click on the scrollbars 00:49 RealBadAngel i like A4tech mices 00:50 VanessaE Exio: it cycles through your hotbar, wield 00:50 RealBadAngel theyre rock solid 00:50 Exio oh 00:50 Exio am i the only who got used to 1-9? :P 00:50 VanessaE I guess so :) 00:51 hmmmm no 00:51 hmmmm i have to use 1-9 too now 00:51 hmmmm same with any FPS 00:51 hmmmm actually playing games is quite painful for my setup 00:51 hmmmm keeps me from wanting to waste my time on them 00:51 Exio that is true 00:52 Exio when i only had my netbook i was more "useful" in terms of code 00:52 Exio and tried to optimize things to the max 00:52 Exio now i just play 50% of the time, the other 50% is between irc, irc, irc, irc, vim, irc, irc, and irc 00:53 hmmmm i think i'm being more productive but in reality i'm just wasting more time on irc 00:53 RealBadAngel solution for better productivity: ban developers in irc 00:53 hmmmm mailing lists 00:53 RealBadAngel ban 00:53 VanessaE I wouldn't say time on IRC is wasted 00:53 VanessaE think about how much more you can get done when you can discuss things live 00:54 Exio suddenly engine reworked and 95% of the code rewrote in 10 days 00:54 RealBadAngel ofc not, just laughing 00:54 VanessaE after all, it's easy enough to ctrl-q if you need to avoid the distraction for a while 00:54 VanessaE (though no one discourages that of course) 00:54 RealBadAngel sharing ideas is also important 00:54 Exio VanessaE: it depends, every second you use in IRC "would be" a second in your IDE, or editor 00:54 RealBadAngel and discussing them 00:54 VanessaE Exio: the same is true for reading/writing emails on a mailing list. 00:55 VanessaE the only difference is how much focus you dedicate to an IRC chat versus an email 00:55 Exio the chat "eats" more seconds because realtime 00:56 Exio outside that, we wasting the time! i should be coding the net-lib for my project and watching videos for the course 00:56 RealBadAngel hehehe 00:56 Exio we are wasting our time* 00:56 RealBadAngel no, we are socializing :P 00:56 RealBadAngel use to it :) 00:57 Exio a cute and nice way to say "wasting"? :P 00:57 Exio welcome back VanessaE :P 00:57 VanessaE oops 00:57 VanessaE speaking of ctrl-q.. 00:57 Exio xD 00:57 RealBadAngel lol 00:57 VanessaE and rba 00:58 VanessaE and rba's right, socializing. 00:58 VanessaE anyone who doesn't like to socialize even a little probably needs to rethink their life. 00:58 VanessaE (or go get laid, one or the other ;) ) 00:59 Exio I just "joke" about that, but the thing is, at some point it is useful 00:59 Exio but normally "it gets" just a waste of time 00:59 Exio when you were able to be coding, and i know what i'm saying 00:59 RealBadAngel i think prestidigator paid the price today for not being socialized 00:59 RealBadAngel dont you think hmmmm ? 00:59 Exio hehe 00:59 Exio that is an extreme 00:59 hmmmm not sure 01:00 VanessaE no, prestidigitator just didn 01:00 hmmmm with his personality, i bet he would've continue on anyway 01:00 VanessaE didn't communicate effectively. 01:00 RealBadAngel if he could start such massive change with some questions 01:01 VanessaE one more thing btw, 01:01 VanessaE offtopic: 01:01 hmmmm frog in the pot 01:01 hmmmm seriously 01:01 VanessaE well, no. skip the offtopic part. 01:01 RealBadAngel he would end with good code 01:01 hmmmm he couldn't start out making small changes first? 01:01 VanessaE hmmmm: I agree. 01:02 hmmmm anyway what were you going to say 01:04 RealBadAngel hmmmm, propably he wanted to finish the task as he was seein it. his error was not to ask other if he is not breakin other things. 01:04 VanessaE me? 01:04 hmmmm yeah 01:04 hmmmm realbadangel, in his eyes he was fixing everything 01:04 VanessaE I was going to suggest a new default font and some minor text position tweaks to be inserted after 0.4.6 goes out 01:04 VanessaE http://forum.minetest.net/viewtopic.php?id=4436 01:04 VanessaE this. 01:05 hmmmm he believed that noise.cpp was horribly broken because it didn't follow his extreme OOP guidelines 01:05 Exio full OOP sucks unless you are insane 01:05 Exio it is ok at some point 01:05 VanessaE you know what? fuck oop. it's not the be-all, end-all of programming 01:05 VanessaE we got by just fine without it for what, 40 years? 01:06 Exio the OOP-way with objects and "the basic OOP rules" is good for me for very big projects 01:06 hmmmm vanessa, what do others think about it? 01:06 VanessaE hmmmm: other who have used it do seem to like it 01:06 sapier oop is (at least by now) best way to manage complexity ... maybe by some time someone will find a better paradigm 01:06 Exio it is not 01:06 sapier but as always to much of good is bad again 01:06 Exio it is just *other way* to manage the stuff, not the best 01:07 VanessaE hmmmm: as you can see on that thread, at least a couple of people saying it belongs as the default. But some UI and formspecs will need text position tweaks, and the engine's default kerning needs adjusted slightly. 01:07 hmmmm changing it? especially right before 0.4.6? ehh.. 01:07 sapier ok I forgot the imho ;-) 01:07 hmmmm sapier, what do you think 01:07 Exio ah 01:07 hmmmm exio, you? 01:07 VanessaE nono, put it in right *after* 0.4.6 01:07 hmmmm oh 01:07 hmmmm i didn't read that 01:07 sapier think about what? 01:08 hmmmm a new default font 01:08 hmmmm dejavu sans with a black border for better visibility 01:08 Exio i don't bigger fonts really, but i can always change it 01:08 Exio with the same size? 01:08 hmmmm it looks slightly larger 01:08 hmmmm i don't know really 01:08 VanessaE Exio: it's slightly bigger than the old default, by maybe two points I guess 01:08 RealBadAngel you know what? i think coders that use to code on their own have to pass one test. stop thinkin their ideas are best ever and just ask others 01:09 hmmmm yeah, 1px border on each side 01:09 hmmmm 2 points larger 01:09 Exio hm, i should try it 01:09 hmmmm i've seen people use it in screenshots 01:09 hmmmm i'm not sure if it's better, but it certainly looks different 01:09 Exio any screenshot of it? 01:09 VanessaE there are some minor kerning issues in the engine - the font itself is perfet :) 01:09 VanessaE perfect* too 01:09 hmmmm and it would definitely help visibility 01:09 VanessaE Exio: um, first post of the thread? 01:10 VanessaE Exio: http://forum.minetest.net/viewtopic.php?id=4436 01:10 Exio grr 01:10 VanessaE hmmmm: best part, it's free :) 01:10 VanessaE (as in beer and freedom) 01:10 hmmmm there is no screenshot of it 01:11 Exio in the game 01:11 hmmmm that's not a screenshot, that's the actual font file 01:11 VanessaE you mean like a screenshot of it in-game, sure 01:11 VanessaE hold a sec 01:11 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2003092013%20-%2001:46:02%20PM.png 01:11 VanessaE as it appears in the menu 01:11 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2002262013%20-%2008:16:56%20PM.png 01:11 VanessaE in unified inventory 01:11 hmmmm is that the kerning issue you speak of 01:12 hmmmm how the r and the p is cut off for example in the tabs 01:12 Exio well, i'd personally change it, but i see pretty good :P 01:12 VanessaE hmmmm: a few chars lose one pixel off the right edge 01:12 hmmmm yeah i see it now 01:12 hmmmm hm 01:12 VanessaE loke the r in Multiplayer 01:12 VanessaE like* 01:12 VanessaE the A in Advanced, etc. 01:13 hmmmm i would add it if it were as big as the current one is 01:13 Exio but i see it * 01:13 hmmmm it does look way bigger and it has the kerning issues 01:14 VanessaE the current font is just too small imho 01:14 VanessaE but my eyes suck and my new glasses still have not arrived yet 01:16 hmmmm what do you guys think about this https://github.com/minetest/common/pull/17 01:16 hmmmm i'd tell him to squash it 01:16 hmmmm but i mean the actual content 01:16 VanessaE bones? ew. 01:16 VanessaE save that for survival only. 01:16 hmmmm what are bones? 01:17 VanessaE give_initial_stuff seems fine to me, though I don't us eit 01:17 jojoa1997|Tablet No 01:17 VanessaE bones takes away all your stuff on death 01:17 VanessaE and puts them in a specially-textures locked chest 01:17 hmmmm oh that's definitely survival 01:17 jojoa1997|Tablet In build you have safe bonea 01:17 hmmmm come on 0gb 01:17 jojoa1997|Tablet You could use bones for recipes 01:17 jojoa1997|Tablet Like black dye 01:17 Exio he, i was late to say "shouldn't it in survival?" :P 01:17 Exio like white dye you mean 01:18 VanessaE G*d no 01:18 VanessaE please no 01:18 VanessaE ANYTHING but that 01:18 RealBadAngel :) 01:18 VanessaE bonemeal to make dye? that's just stupid 01:19 Exio i'd like to see flowers in common 01:19 jojoa1997|Tablet Same here 01:19 RealBadAngel why not? kill some players to get dye 01:19 VanessaE Exio: as would I, but plants_lib needs to be ported to C++ first. 01:19 sapier kill vombies they give bones ;-) 01:19 * RealBadAngel was joking :) 01:20 jojoa1997|Tablet What I would like to see is item_pickup and making cheats drop items when dug added 01:20 VanessaE I suppose I could take a crash course in C++ and do it myself, but I guarantee you it would not blend well with MT coding style guidelines. 01:20 VanessaE jojoa1997|Tablet: I thought someone just added that? 01:21 jojoa1997|Tablet No 01:21 Exio i think with a "generate-ores" function like in the engine but for that stuff would be pretty good 01:21 jojoa1997|Tablet Unless someone shows a commit 01:21 Exio then just generate_plant in default :) 01:22 Exio in that case 01:22 VanessaE hm. it's only 429 lines of code. 01:22 Exio i really think before "we" should wait for a biome-based mapgen 01:22 * Exio looks around :P 01:23 Exio and then do that stuff with the landscaper 01:23 Exio and then do that stuff with the landscape * 01:24 VanessaE bbl, time to bowl 01:24 jojoa1997|Tablet Oh 01:24 hmmmm https://github.com/minetest/minetest/commit/c517215bcf3c92ccef1690ad871a234e547c8435 01:25 jojoa1997|Tablet An easy biome definer would be nice 01:26 sapier cam someone explain to me what exactly a biome is and what data is in there? 01:26 hmmmm a biome 01:26 Exio a biome is a biome 01:26 Exio like in real life 01:26 jojoa1997|Tablet atm there is desert biome and plains biome 01:26 VanessaE sapier: which definition of biome? as in mapgen v7, or in plants_lib? 01:26 hmmmm it is an area of land that has a certain set of attributes 01:26 jojoa1997|Tablet a biome is a general area that is the same 01:26 hmmmm such as a snowland, a desert, a mountan range, plains, so on 01:27 hmmmm you know 01:27 VanessaE hmmmm: hm? 01:27 hmmmm it has a specific scientific meaning too 01:27 VanessaE oh 01:27 hmmmm Biomes are climatically and geographically defined as similar climatic conditions on the Earth, such as communities of plants, animals, and soil organisms,[1] 01:27 hmmmm http://en.wikipedia.org/wiki/Biome 01:28 VanessaE [citation needed] 01:28 VanessaE l( 01:28 VanessaE ;) 01:28 sapier I know I was aiming at the fact that mobf hase something like "environments" defining where a mob should be ... this requires e.g. air to be in there too ... as far as I understood this information isn't within current minetest biome definition ... is it? 01:28 hmmmm mm yes 01:28 hmmmm for mapgen v7, the intent is to tell lua what area is what biome 01:29 hmmmm so you'd be able to spawn mobs in specific biomes 01:29 sapier it's not only for spawning i need this information for movement too 01:29 Exio with the mapgen v7 there will be a "whatbiome" function for nodes/blocks, etc? :P 01:29 sapier e.g. a fish should never swim to air ;-) 01:30 VanessaE ok, now I'm off. 01:30 sapier great I'm looking forward to it :-) 01:30 Exio good night VanessaE 01:31 sapier hmm ... wait ... today night clock is skrewd up .... oops I think I should be in bed for an hour now ... gtg :-) 01:32 Exio hahaha 01:37 hmmmm what do you guys think about https://github.com/minetest/minetest/pull/579 01:38 hmmmm it looks good enough 01:38 Exio if it works, why not? 01:38 hmmmm i don't know if it works, i didn't test it.... but it doesn't look from the code like there's any reason for it to not work 01:39 Exio it seems to work, for me too 01:39 jojoa1997|Tablet hmmmm i would love that 01:39 hmmmm most patches, especially small ones like that, it's much less effort to just read the changes rather than test it 01:39 jojoa1997|Tablet also 01:39 jojoa1997|Tablet how do you give singleplayer all privs 01:39 Exio ./grant singleplayer all 01:41 hmmmm there's a minetest.conf setting so you don't have to keep doing that on new worlds 01:52 Exio what is the next thing in your todo list hmmmm? 01:53 hmmmm flags field for oregen, base proller's latest modification on that 01:54 VanessaE ok, back now. bowled 215 twice in a row. sucky. 01:55 Exio hmmmm: some info for you in #mt 01:56 hmmmm hm? you mean #minetest? 01:56 hmmmm where 01:56 Exio he, yep 01:56 VanessaE hmmmm: 579, +10000 01:57 Exio i got used to say "#mt" "#mt-dev" "##se" "#fn" and so on :P 01:57 VanessaE the code looks benign enough, too 01:57 hmmmm i am doing like 8 pull requests at once. 01:57 hmmmm get on my level 01:58 VanessaE ok fine. 30/56. 99 are correct. Limited 4 and 8 are missing. 02:08 hmmmm first things i want to do after 0.4.6 is released is finally add the LuaJIT, then add leveldb, then add sapier's huge change 02:09 hmmmm what are your opinions on this https://github.com/ShadowNinja/minetest/commit/e7d9527e5185f647ee376e65190dac3c22b96009 ? 02:10 VanessaE hmmmm: seems fair to me. 02:11 hmmmm oh woa woa 02:12 hmmmm https://github.com/PilzAdam/minetest/commit/38a6a7f5af3572d3100701f1d342e3a9238cce7b pilzadam, do you really mean to do this? you're copying an entire std::list for the sake of copying it again to newlist which probably copies it a third time 02:13 VanessaE hmmmm: #minetest, your input is needed 02:29 Exio just a random thing, what about this? https://github.com/minetest/minetest/pull/539 02:29 Exio a cosmetic and "just for completeness" change 02:29 Exio stacks are already infinite, why not tools too? 02:30 hmmmm no idea 02:30 hmmmm need more of a consensus on that 02:30 Exio yep, i just throw it 02:30 VanessaE I would say yes. 02:30 VanessaE even if the hand breaks everything in half a second, some tools are still faster 02:31 VanessaE when you get used to it, suddenly half a second seems like forever. 02:31 Exio i have changed the half second in my "local" repo to 0.1 02:34 VanessaE [03-30 22:30] does anyone think that a server should announce the *** Slowpoke joined the game, after it leaves the loading screen? 02:34 VanessaE [03-30 22:33] sdzen: I agree 02:34 VanessaE [03-30 22:33] it should not announce you have joined or show you in the world to other players until you yourself are able to play 02:34 VanessaE (for after 0.4.6 I think) 02:34 Exio just looking in the pull requests, https://github.com/minetest/minetest/pull/453 wasn't this already merged? 02:35 VanessaE yes 02:35 hmmmm plizadam forgot to close that 02:44 Exio // WTF is this? It can't be right 02:44 Exio lovely comments 02:56 Exio lol, started geany for checking something in the config and segfaulted 03:08 Exio what the hell? 03:08 Exio changed one line in player.h because it didn't compile 03:08 Exio now i need to recompile 80% of minetest, other time 03:10 VanessaE hmmmm: got a second? 03:30 Exio does anyone like this? https://github.com/EXio4/minetest/commit/b448b431a0e47bc2f5d95bf99435509431eb07b1 03:31 Exio just tested it a bit, and does 95% of what the "optifine zoom" thing does 03:31 VanessaE Exio: can you bind that to the middle mouse button? 03:32 VanessaE (as in Quake, OpenArena, et.al) 03:32 Exio hm... no for what i can see, (i just use the "same way" as other keybinds are working) 03:32 VanessaE ok, well someone can do that later 03:33 jojoa1997|Tablet Allowing you to have to be zoomwd in for certain areas would be nicw 03:33 jojoa1997|Tablet Like walking in radius of a special node 03:33 VanessaE it would be quite handy in fact. 03:33 Exio do you mean something like a "set_fov" from lua? 03:35 Exio i use it with left control, but i don't see if that key "should be default" for that 03:35 Exio i will take two screenshots for jojoa1997|Tablet now :) 03:41 Exio jojoa1997|Tablet: http://exio4.com.ar/_/mt/zoom_out.png http://exio4.com.ar/_/mt/zoom_in.png 03:44 jojoa1997|Tablet Wow that is a nice zoom distance 03:44 Exio now i need to recall how you squash commits 03:48 khonkhortisan something like git rebase -i HEAD~5 03:51 Exio k, done 03:51 Exio https://github.com/EXio4/minetest/commit/3390906f3aad519c9ac5dbb19f3b407946f52b06 03:56 Exio i https://github.com/minetest/minetest/pull/583 03:56 Exio my work is done * 03:57 Exio i'll remote the (like optifine) in the commit message, that is already in the pull request 03:57 VanessaE why> 03:57 VanessaE ? 03:57 VanessaE just leave it 03:58 Exio for making the commit message "shorter"? 03:58 Exio but ok 03:58 VanessaE naw 03:58 Exio i still didn't do anything :P 03:59 VanessaE because your commit will be what gets added, so that part won't be redundant 03:59 Exio hehe 04:03 Exio the only things what i have coded in C++ for minetest are pure "cosmetic" things 04:03 Exio the crosshair/selectionbox color and this 04:03 VanessaE that's all I've done too 04:03 VanessaE for C++ I mean 04:04 Exio kaeza is going to like this change, a bit 04:05 Exio s/change/option/ 04:18 jojoa1997|Tablet It would be notice for zooming in with his gun mod 04:20 Exio a proper way to do that would be with the lua_api, but i will not touch it until sapier's pull request gets implemented 04:26 hmmmm yeah? 04:26 hmmmm exio, could've sworn you've done more than that 04:27 Exio hehe 04:28 hmmmm i like that zoom thing 04:28 hmmmm someone else had a patch that never got merged where they changed the FOV while running, but that was just weird 04:28 hmmmm this is actually useful though 04:29 Exio jeija 04:29 Exio https://github.com/minetest/minetest/pull/385 04:31 hmmmm yeah... there was never a consensus on people liking it, so.. 04:31 Exio well, i like higher FOVs when playing 04:31 hmmmm i'll add your zoom though 04:31 Exio if it is an option disabled by default (like finite_liquid is actually) 04:32 Exio thanks? :P 04:32 hmmmm not for 0.4.6, we're in a feature freeze right now 04:32 Exio i got that 04:32 Exio when 0.4.6 gets released there will be like 10 big changes in MT 04:33 Exio the leveldb, luajit, sapier's api change 04:33 hmmmm minetest is really developing fast, contrary to what people think 04:34 hmmmm it's like we have more than enough material for a version change every month 04:34 kaeza hm? 04:34 Exio kaeza: https://github.com/minetest/minetest/pull/583 04:35 Exio hmmmm: minetest: http://en.wikipedia.org/wiki/Exponential_function 04:35 hmmmm lol 04:36 kaeza Exio, that is great 04:58 Exio hmmmm: just a random question what i have (and i wonder), what is your age? 04:58 hmmmm 21 04:58 Exio that makes me feel like a child, 04:58 Exio meh :P 05:03 kaeza 21? /me feels so old now :( 05:23 jojoa1997|Tablet Off to bed cya 05:33 hmmmm wait a minute 05:33 VanessaE ? 05:33 hmmmm proller, why don't you just register two more ores for your height ranges? why do you need an absolute value anyway 05:35 khonkhortisan rainbow skycaves 05:38 RealBadAngel eh, cmon 05:39 hmmmm well i am still adding it 05:39 RealBadAngel diggin shall be fun 05:39 hmmmm under the premise of saving another ore registration 05:39 RealBadAngel even with 10+ ores caves are not rainbow ones 05:40 RealBadAngel ofc with wise conditions 05:40 RealBadAngel different heights, rarity etc 05:42 Exio well, playing with the new minetest.register_ore 05:42 Exio i made pseudo-floating-islands with dirt and so on 05:45 RealBadAngel hmmmm, what are the plans for v7? 05:46 hmmmm http://dev.minetest.net/Mapgen_V7 05:48 RealBadAngel so we are facin the problens hihglighted now? 05:48 hmmmm well my first approach, yeah.. 05:48 hmmmm i'm planning on scrapping it 05:48 hmmmm the new approach can work out better 05:48 RealBadAngel all? 05:48 hmmmm yeah 05:48 hmmmm i don't think it'll be too hard to come up with something better 05:48 RealBadAngel you surely have too much spare time 05:48 RealBadAngel lol 05:49 hmmmm mapgen v7 is being made to be good 05:49 hmmmm i'm going to put the node coloration thing off to the side for now, along with the block sending code 05:49 RealBadAngel ok, so now make it PERFECT 05:49 RealBadAngel not just good 05:49 hmmmm if you're wondering about the node coloration, see the TODO 05:50 hmmmm i want to add a new type of node, where you can define a table of colors and change node colors that way 05:51 RealBadAngel can you say how would u like to achieve that? 05:52 hmmmm i did 05:52 RealBadAngel in TODO? 05:52 hmmmm yea 05:52 RealBadAngel link? 05:52 hmmmm lol 05:52 hmmmm http://dev.minetest.net/TODO#Add_colorlike_to_node_param_types 05:53 RealBadAngel (sorry, bit tired) 05:53 hmmmm calinou messed up that page by changing all the occurances of "chunk" to "block" when i really mean "chunk" 05:53 hmmmm ..grr 05:54 Exio chunks -> mapblocks -> nodes 05:54 Exio no? i mean, a chunk has mapblocks, and mapblocks "has" nodes? 05:55 hmmmm a chunk is an NxNxN cube of mapblocks 05:55 RealBadAngel hmmmm, i can see one problem already 05:55 hmmmm a sector is a 1xNx1 selection of mapblocks 05:55 hmmmm RBA, ? 05:55 RealBadAngel new facedir is using more bits now 05:56 hmmmm i thought it's only using 3? 05:56 RealBadAngel was 05:56 hmmmm er 5 05:56 hmmmm how many is it using now 05:56 RealBadAngel mask 1F 05:56 RealBadAngel 0-23 dec 05:56 hmmmm that's 5 bits 05:56 hmmmm 1 | 2 | 4 | 8 | 16 05:56 RealBadAngel yup 05:57 hmmmm so yeah, you can still do 8 colors with facedir 05:57 hmmmm what are you talking about then 05:57 RealBadAngel really? 05:57 hmmmm 8 bits in a byte 05:57 hmmmm you use 5 05:57 hmmmm i use 3 05:57 RealBadAngel its a wrong approach imho 05:57 hmmmm what should i do then? 05:57 VanessaE 8 colors? ew. 05:57 Exio how does MT handle the endian-ness in maps / so? 05:57 khonkhortisan 1F -> 00011111 05:57 RealBadAngel no no no 05:57 hmmmm exio, it's big endian 05:58 Exio always? 05:58 hmmmm yeah 05:58 RealBadAngel hold on all of you 05:58 Exio ok 05:58 hmmmm see serialization.cpp 05:58 khonkhortisan holding on... 05:58 Exio k, thanks 05:58 RealBadAngel store modified data in nodes meta 05:58 hmmmm can't do that at all 05:58 hmmmm do you realize how heavy node metadata is? 05:59 RealBadAngel c55 did that 05:59 hmmmm stored node colors in node metadata? 05:59 RealBadAngel more 05:59 hmmmm node metadata is for things like storing items in chests 05:59 hmmmm definitely not this 05:59 hmmmm node metadata wouldn't be fast enough for what i want to do either 06:00 RealBadAngel seen this code workin? 06:00 hmmmm i haven't even started it yet 06:00 hmmmm i just wrote on the todo what needs to be done, roughly 06:00 RealBadAngel it allows to change textures, nodeboxes on the fly 06:00 hmmmm i'll code it up and show you, and prove you wrong 06:00 hmmmm it'll work great 06:01 hmmmm but not now 06:01 hmmmm mapgen v7 needs to get done 06:01 hmmmm it's so anticipated 06:02 RealBadAngel if you do that ill owe you big johny waker bottle, black labeled. 06:02 hmmmm ok :) 06:02 RealBadAngel *walker 06:03 RealBadAngel deal? 06:03 hmmmm deal 06:03 Exio haha 06:03 RealBadAngel cool :) 06:06 RealBadAngel so, by now v7 will be next step yes? 06:06 hmmmm yes 06:07 RealBadAngel after 046 i mean 06:07 hmmmm of course.. i don't know, mapgen v7 is a big thing 06:07 hmmmm it'll stay experimental for some time too 06:07 hmmmm but if i were to actually sit down and work on it, i'd probably get it finished in less than a week 06:08 RealBadAngel so move your lazy ass and get it done ;) 06:08 hmmmm i'm going to bed soon 06:09 RealBadAngel sleeping time (1 hour) granted 06:09 RealBadAngel bonus! youre the winner ;) 06:10 hmmmm and i thought i was getting relaxation on my break 06:10 RealBadAngel me too, and im rewritting whole technic 06:12 RealBadAngel and whats most funny im gettin annoyed seein some parts of it 06:12 Exio that happens when you code stuff, always 06:12 Exio i've coded stuff a year ago, or just some months ago, and when i see it now 06:12 Exio i just say "WTF, HOW CAN THIS EVEN WORK" 06:12 RealBadAngel "fuck! who did that???" 14:57 celeron55_ hmmmm: I'll just note this: your approach to management will work, as long as you are around doing stuff - but if you leave (well, probably you will, given infinite timespan), then much more will be dead than with a more liberal approach 15:01 celeron55_ i respect you as long as development overally works though 15:03 celeron55_ i have seen many people like prestidigitator when i have been in the middle of coding some of my own bigger minetest things 15:03 celeron55_ they never understand that communication is key to everything 15:04 celeron55_ it's a shame 15:30 Rick_ Hey guys, could I get a bit of help here? I'm trying to compile my own version of the source and am getting some linker errors. 15:31 Rick_ I have the required libraries in a directory called DIR (currently building with sound disabled) but it seems to be having trouble with irrlicht 15:31 Rick_ Here is the output I'm getting: 15:31 Rick_ Linking CXX executable ..\bin\minetest.exe Creating library file: ..\bin\libminetest.dll.a CMakeFiles\minetest.dir\sky.cpp.obj:sky.cpp:(.text$_ZN3irr5scene10ISceneNode11ge tMaterialEj[__ZN3irr5scene10ISceneNode11getMaterialEj]+0x1): undefined reference to `_imp___ZN3irr5video16IdentityMaterialE' CMakeFiles\minetest.dir\content_cao.cpp.obj:content_cao.cpp:(.text$_ZN10GenericC AO16updateTexturePosEv[__ZN10GenericCAO16updateTextur 15:31 jojoa1997|Tablet What are your os 15:31 Rick_ I'm running on a windows laptop 15:31 Rick_ widowns 7 15:33 Rick_ hmm it seems to have cut off the end of my paste, anyways there are 3 similar messages to that one output after followed by these error messages: 15:34 Rick_ collect2.exe: error: ld returned 1 exit status make[2]: *** [bin/minetest.exe] Error 1 make[1]: *** [src/CMakeFiles/minetest.dir/all] Error 2 make: *** [all] Error 2 15:36 sapier the functions written in your error are irrlicht functions maybe library is not correct 15:36 Rick_ Thats what I was thinking, so I've been messing with it a little bit 15:37 Rick_ I have Irrlicht 1.7.3 in the parent directory of my mintest folder 15:37 Rick_ and I've been referring cmake to the Irrlicht.lib in irrlicht's win32-visualstudio folder 15:38 sapier :-) if you've been already messing around most likely starting from scratch will be better than trying to find what went wrong ;-) 15:38 sapier do you compile with visual studio? 15:38 Rick_ Well, all I've changed is a bit in the cmake findIrrlicth file 15:38 Rick_ no I am compiling with MinGW 15:38 sapier mingw and visual studio libs don't matc 15:38 sapier h 15:39 Rick_ oh really? 15:39 sapier at least they didn't when I was using windows some years ago 15:39 Rick_ so I have to compile my own version of the Irrlicht library then? 15:39 celeron55_ Rick_: are you using the mingw version of Irrlicht.lib? 15:39 sapier or find a precomiled one for mingw 15:40 sapier (16:39:15) Rick_: and I've been referring cmake to the Irrlicht.lib in irrlicht's win32-visualstudio folder 15:40 Rick_ I dont think that I am. I had wanted to use the precompiled version that came with the irrlicht library to save some time 15:40 celeron55_ irrlicht stopped distributing prebuilt mingw versions after 1.7.3 15:40 celeron55_ i mean, after 1.7.2 15:40 celeron55_ just get irrlicht 1.7.2 if you're in a hurry 15:40 Rick_ Okay, I'll do that then 15:41 Rick_ thanks a lot guys! 15:41 sapier good to know too :-) I assume I would have discovered this once updating my win32 build env 15:41 celeron55_ http://downloads.sourceforge.net/irrlicht/irrlicht-1.7.2.zip 15:43 celeron55_ (all this assuming my memory actually works; i might be a version off or something) 15:44 sapier https://github.com/minetest/minetest/pull/585 delete texture once it's rebuilt 15:44 Rick_ I just looked in the directory in the zip, the win32-gcc contains a .dll and a .dll.a 15:44 Rick_ I'm assuming those are the ones I want 15:46 Zeg9 Yeah, that's the ones mingw32 uses (at least under linux...) 15:46 Rick_ Actually, theres a Irrlicht.dll in the bin/Win32-gcc, and then which of the lib files do I use? 15:46 VanessaE sapier: how much of a fix does that result in? 15:46 Rick_ in lib/win32-gcc theres libIrrlicht.dll.a and libIrrlicth.dll 15:47 sapier don't know but overwriting a pointer containing an allocated texture is always bad :-) 15:47 celeron55_ Rick_: .dll.a = lib 15:48 Rick_ ah cool, thanks a lot! Sorry, I'm a bit inexperienced with writing code outside of school, we tend to avoid these kinds of things. 15:48 celeron55_ that's why people who come from school are so useless 8) 15:49 celeron55_ half of actual coding is not writing code but fighting with all kinds of... things! 15:49 Rick_ haha you can look at it that way I guess. 15:50 Rick_ I am also much more focused on the embedded space though, debugging microcontrollers and hardware interactions is easy 15:50 Rick_ software meanwhile seems to be a hodge podge of random tools and names 15:51 celeron55_ well, software is extremely prone to this: http://xkcd.com/927/ 15:51 celeron55_ in hardware making something differently usually at least costs something 15:54 sapier "debugging microcontrollers and hardware interactions is easy" unless you've got a 20 year old asic with no/wrong documentation :-) 16:00 Rick_ Haha, thats why you shoot for new versions of certain products. TI microcontrollers are nice, even new SI labs controllers will make you pull your hair out. 16:07 Rick_ This makes me so happy =): Linking CXX executable ..\bin\minetest.exe Creating library file: ..\bin\libminetest.dll.a [100%] Built target minetest 16:08 sapier you can't use "new" products if you're developing industrial grade embedded devices ;-) 16:15 PilzAdam hmmmm, the ore gen of the mese blocks with scarcity=38^3 and num_ores=3 results in: "register_ore: clust_scarcity and clust_num_ores must be greater than 0" 16:16 hmmmm ah yes 16:16 hmmmm it must be clust_scarcity and clust_num_ores 16:17 hmmmm not scarcity and num_ores 16:17 PilzAdam ehm, it has it, I just shortened it 16:17 PilzAdam it appeard today the first time 16:17 PilzAdam (the message) 16:17 hmmmm erm, can i see your code? 16:17 PilzAdam its the upstream code 16:18 hmmmm common? 16:18 PilzAdam yes 16:18 PilzAdam common/mods/default/mapgen.lua:122 16:20 hmmmm uh oh 16:20 hmmmm clust_scarcity is an s16 isn't it 16:21 PilzAdam make it an u16 16:22 hmmmm i think it's better to have that as a u32 16:22 hmmmm now why the hell did i do that... 16:26 hmmmm https://github.com/minetest/minetest/commit/35ed5198fe45eceb62b33dfb1b85f019ee4016e1 16:33 Rick_ So after finally linking successfully, I tried to run the produced executable. I put Irrlicht.dll and zlibwapi.dll in the same folder as the executable for it to actually run (compiled without sound). 16:33 Rick_ The problem is it only launches a blank window and then crashes 16:34 Rick_ crashes right after it prints GLSL version: 0.0 on the cmd it opens when executing 16:34 Rick_ Anyone have any helpful hints for me =(? 16:34 sapier disable shaders? 16:35 VanessaE why are shaders even enabled by default anyway? 16:35 VanessaE too many people have trouble with those 16:35 VanessaE (and they cost fps for some people, too) 16:36 Rick_ umm how do I go about that 16:36 Rick_ I'll google it 16:36 VanessaE Rick_: in the "Settings" menu of the game 16:37 PilzAdam VanessaE, because its a benefit for a lot more people 16:37 VanessaE disable it by default anyway 16:37 VanessaE for the same reason the filtering stuff I added is disabled by default 16:37 celeron55_ enable_shaders = 0 to minetest.conf (how are you going to go to a Settings tab if the window just crashes? 8)) 16:37 VanessaE always assume such features will break 16:38 VanessaE oh hell, I didn't see that 16:40 celeron55_ there should be some kind of autodetection for shaders (http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html#adde468368b77441ada246e1603da4f47) 16:49 Rick_ So I went to the minetest.conf file in the parent directory to the executable, uncommented and changed to enable_shaders = 0, still getting the same crash though. 16:49 sapier did you build RUN_IN_PLACE? 16:49 VanessaE Rick_: that wasn't the .example file was it? 16:50 Rick_ no, I made sure it was just the minetest.conf 16:50 Rick_ yes RUN_IN_PLACE is set true 16:51 hmmmm it might be helpful if you compile a debug version and try to get a backtrace 16:53 Rick_ ok, just changed build type to Debug, building now. 17:11 Rick_ so after the rebuild in debug and running it I get this: 17:11 Rick_ 11:10:16: ERROR[main]: Test (hand_server.count == 1) failed: UASSERT 11:10:16: ERROR[main]: Test (hand_server.last_id == 2) failed: UASSERT 11:10:17: ERROR[main]: run_tests(): 1 / 12 tests failed. 11:10:17: ERROR[main]: run_tests() aborting. 17:11 PilzAdam run it with --disable-unittests 17:12 Rick_ when I do that it fails in exactly the same way as it did before 17:12 Rick_ this is the full output after running: 17:12 Rick_ Irrlicht Engine version 1.7.2 Microsoft Windows 7 Home Premium Edition Service Pack 1 (Build 7601) Using renderer: OpenGL 3.0.0 Intel(R) HD Graphics Family: Intel OpenGL driver version is 1.2 or better. Warning: OpenGL device only has one texture unit. Disabling multitexturing. GLSL version: 0.0 17:14 celeron55_ run it under gdb 17:15 celeron55_ (i'd have initially suggested just setting full logging and looking at the log first though; dunno why people went directly for a backtrace) 17:18 Rick_ seems irrlicht hates me 17:18 Rick_ Program received signal SIGSEGV, Segmentation fault. 0x634c9fee in irr::CIrrDeviceWin32::setResizable(bool) () from C:\Users\Ricky\My Documents\Academic\ECEN\Code\DIR\minetest\bin\Irrlicht .dll 17:19 jojoa1997|Tablet Pilzadam good news 17:19 jojoa1997|Tablet Oh wrong channel 17:24 Rick_ Seems like I'm going to need to compile a 64 bit version myself. Doesn't like the 32 bit .dll I guess? 17:30 hmmmm perhaps 17:31 hmmmm are you mixing 32 bit and 64 bit binaries? 17:31 hmmmm how does that even work 17:31 Exio well, https://github.com/minetest/minetest/pull/583 17:31 hmmmm exio, not until 0.4.6 is released 17:31 Exio should i add the mouse_sens option with that, too? 17:31 Exio hmmmm: yes, not talking about that 17:31 hmmmm no idea what that is 17:31 Exio mouse sensitivity, when you are zooming it is "slower" now 17:32 hmmmm oh yes 17:32 hmmmm definitely 17:33 Exio actually the value is "real_value / 4" when zooming. i think a "proper fix" should be adding a config and, "by the way" fix this issue and some older one what i don't recall https://github.com/minetest/minetest/issues/517 17:33 Exio but, i should start other pull request or making two commits in that pull request? 17:33 PilzAdam Exio, I dont want to handle the zoom in Lua, I just want to tell Lua about it 17:33 Exio ah 17:34 hmmmm exio, i think there's a point where there's too much configurability 17:34 hmmmm the zoom mouse slowdown factor, i think, is the point where it gets crazy 17:34 hmmmm just leave it at 4 17:34 Exio i didn't mean that, just the sensibility "raw value", the /4 seems perfect (imo) for this 17:35 PilzAdam still, Im kinda against the whole idea 17:36 Exio hm 17:37 PilzAdam I could agree with it, if the setting was server side 17:38 Exio that is what i wanted to avoid by making it fully client-side, i don't like messing with the protocol 17:38 hmmmm wait a minute 17:38 hmmmm the address of rick's segfault 17:38 hmmmm it looks familiar 17:39 Rick_ ? 17:40 hmmmm hrmm, nevermind, unless irrlicht's binary really spans that far 17:40 hmmmm https://github.com/minetest/minetest/issues/534 17:40 hmmmm just kinda looked like that, but that's 0x63 and this is 0x69 17:41 hmmmm see, sapier and i figured the address in that issue was openal 17:41 hmmmm we don't really know unless we take a look at irrlicht's build script and see if it sets 0x63 or something as its preferred base address 17:47 Rick_ I thought the issue was that the dll is 32 bit and I was compiling for 64 bit which doesn't really fly. I dont think that was it though, I think it was using my 32 bit compiler so I'm not sure... 17:48 sapier hmm valgrind did show me lots of openal warnings about memcpy with overlapping areas 17:48 sapier on linux 17:49 Rick_ I actually am not using openal 17:49 Rick_ I decided to just do it without sound first 17:49 sapier maybe there is something wrong in general with openal 18:16 hmmmm it might be worth investigating the crash deeper and fixing it for irrlicht 18:17 hmmmm but first it'd be better to check if 1.8 has the same problem 18:17 hmmmm it's rare that we have somebody (like Rick) who can reproduce that problem consistently and has a decent debugging environment 18:35 Rick_ I'm going to try my own build of Irrlicht when I get a little less lazy and see if for some reason that fixes the problem. I'll get it working eventually =) 18:40 hmmmm sapier, are you still around? 18:40 hmmmm you attempted to fix the texture leak i see 18:41 sapier yes I am 18:41 hmmmm you reference the atlas there, but does that work if the texture atlas is disabled? (it usually is) 18:41 sapier it's not fixing the full problem just a small step toward it 18:42 hmmmm karhl tried to fix the problem a while back but there was something wrong with it, i forget 18:42 sapier not quite I discovered texture attlas structures are used for caching textures too. Don't mix this with texture atlas itself 18:42 sapier I only fixed textures being recreated on client connect to server overwriting old ones 18:43 sapier obviously the old pointer is lost but not removed 18:43 sapier but there hast to be at least another leak 18:44 hmmmm okay 18:45 hmmmm anyway the check if it already existed was being done in LoadTextureFromFile() or something like that (forget the actual name) 18:45 hmmmm er, it was put there, anyway 18:46 sapier did I add a duplicate check? 18:49 hmmmm hmmm no 18:50 hmmmm nevermind, i can't find what i was talking about 18:50 hmmmm you should check that t_old is valid before passing it along to removeTexture() like that 18:50 sapier deleteTexture with 0 is working fine ... not sure if this is intentionally 18:50 hmmmm or are we actually sure it's valid because it's in the cache 18:51 hmmmm hrm 18:51 sapier and I can't distinguish between valid and invalid memory addresses 18:51 sapier so we need to assume it's either 0 or valid 18:53 hmmmm passing NULL to removeTexture doesn't seem documented 18:53 sapier ok so I better add a check 18:53 hmmmm but then again, if it's in the atlas cache, it'd never be NULL to begin with (just need to be sure that it's not getting deleted by something else) 18:54 hmmmm i haven't really worked with tile.cpp before so i'm not sure, just being cautious 18:55 sapier I've seen 0 when debugging so this seams to be a valid case 18:55 hmmmm indeed, it may be NULL, see how t is assigned only if img? 18:55 hmmmm so in the case of a texture that couldn't be created, why is it still added to the texture cache? 18:56 hmmmm wth 18:56 hmmmm could this be the reason why people see screwed up inventory textures if too many nodes are loaded? 18:57 sapier maybe 18:58 sapier I was about to remove atlas when I discovered this leak 18:58 hmmmm evidently, adding NULL textures is intended 18:58 hmmmm where are the textures actually fetched from the atlas cache? 18:59 hmmmm we need to make sure everything which calls that actually checks for a NULL texture 18:59 hmmmm such as Formspec 18:59 sapier yes but that's an addition to fixing the leak 19:00 hmmmm true 19:00 sapier if pushed the 0 checked version 19:00 hmmmm oh yeah.. another thing that probably isn't the problem, but worth looking at: 19:01 hmmmm addTexture is never checked for success 19:01 hmmmm if addTexture failed, then img should be freed as well, should it not? 19:01 hmmmm or is img deleted along with the NULL texture 19:01 hmmmm bah nevermind, i'm just spouting nonsense at this point 19:01 hmmmm don't listen to me 19:02 sapier :-) no its good to have even wrong thoughts so I don't have to sort them out myself ;-) 19:02 hmmmm i'm just looking at one line of the source and not the rest 19:02 sapier are there any objections to removing texture atlas remainings? 19:03 hmmmm eh 19:03 hmmmm i'd rather not 19:03 hmmmm celeron doesn't care for it though 19:03 Exio the only time i used it i had glitches everywhere 19:04 sapier you know removing code always results in fixing bugs :-) .... pure statistics :-) 19:04 Exio so, unless someone(?) fixes those glitches, i'd like to see it removed :P 19:04 Exio just for that, exactly 19:05 troller Exio, and not forgot to disable zoom in deathmatch mode (in future) 19:05 Exio hehe 19:06 Exio my main idea for the zoom-stuff was not "fully that", but i will wait for the sapier's patch with the lua<->core api change for playing with that stuff 19:06 sapier I'll create a atlas removal branch maybe I detect the texture leaks while trying to understand what to remove 19:07 troller but maybe allow controlled zoom for sniper riffle 19:07 Exio yep, set_fov? 19:23 kaeza troller, I have the sniper rifle ready, awaiting a set_fov() function :P 19:26 troller cool! 19:26 hmmmm there already is a lua set fov function if i recall 19:26 troller but for dm its must be only one way to change fov & sens - snipe riffle 19:27 hmmmm i really don't want people to get in the habit of changing too many client-side things with lua 19:30 * VanessaE peeks in 19:31 troller and we need in auto-respawn option 19:31 * troller trying to buld tower from self bones 8) 19:32 kaeza hah also trying to turn MT into an FPS I see 19:32 * kaeza approves 19:36 hmmmm for some reason i am having a real mental block on the absolute height ore ranges 19:36 hmmmm i need to invert height_min and height_max 19:36 hmmmm but i can't come up with a clean way to do this 19:36 hmmmm without like 100 if statements 19:37 hmmmm proller does the same sort of thing too with his code 19:37 VanessaE gevalt! 19:37 VanessaE my eyes bleed! 19:39 VanessaE hmmmm: well I presume you want some kind of linear falloff in ore density, right? 19:39 hmmmm i think proller's intention by making height_abs a signed 8 was for a tri-state, so he can specify 0 for off, -1 for completely inverted coordinates, and 1 for both absolute 19:39 hmmmm vanessae, not at all, we dumped that idea, remember? 19:39 VanessaE I thought you had, I just wasn't sure. 19:39 VanessaE so what then are you trying to do? 19:40 hmmmm if (nmin.Y > height_max || nmax.Y < height_min), we don't want to generate the ore 19:40 hmmmm but then if we're doing this in terms of absolute height, we want to make sure it's in neither range 19:40 hmmmm you can't simply do if (nmin.Y > abs(height_max) || nmax.Y < abs(height_min)) 19:40 hmmmm since abs(height_max) < abs(height_min) 19:41 hmmmm so you need to flip the two arguments around 19:41 hmmmm the obvious solution is to add an && (inverted conditions here) 19:41 hmmmm that's ugly though 19:41 hmmmm i am looking for a clean, one-liner solution that won't force me to add like 2 more conditions 19:42 VanessaE hm, good question. 19:43 hmmmm obviously in order to get the abs() to work, i need to flip the inequality signs 19:43 VanessaE and all you really want to do is check if min/max are flipped in the calling code? 19:43 hmmmm i am looking at taking the difference between the two values and testing if that result is >= 0 19:43 VanessaE s/flipped/out of order/ 19:44 hmmmm so if i am comparing signs instead of using different operators, i can negate it 19:44 hmmmm look 19:44 sapier is there any reason to create a media fetch thread if curl is disabled? 19:44 hmmmm if (nmin.Y - height_max > 0 || nmax.Y - height_min < 0) will do the same thing 19:45 hmmmm sapier, not really 19:45 sapier client does this nevertheless curl is enabled or not :-) 19:46 sapier without curl enabled thread count setting most likely is 0 but if not we'll have multiple nonsense threads :-) 19:47 hmmmm yeah, i really don't like having nonsense threads.. i felt a lot better after i stopped having emergethreads uselessly being created every time something's queued 19:48 sapier I wonder if the USE_CURL define isn't used for to small parts of code ... unless anyone wants to implement another mechanism to fetch data instead of curl maybe whole media fetch thread declaration could be compilerswitched with USE_CURL 19:53 hmmmm ugh no good 19:53 hmmmm the only solution i can think of requires using a goto and it's more complicated than just adding an extra condition 19:54 sapier sometimes I feel like goto is chacing me :-) 19:56 sapier whoever added the curl media fetch thread added a lot of additional code even in non curl case 21:07 sapier1 argh there are so many missing delete/free/img->drop() in destructors you don't even have a chance to see where memory really is lost :-/ I'll fix them first 21:09 hmmmm i took a 20 minute nap and i came up with a better idea of how to do what i wanted to do 21:09 hmmmm you'll see it when i commit 21:09 hmmmm i think it's more clever than having 30 if statement conditions 21:09 Exio write it before you forget that! :P 21:10 sapier1 and don't forget the destructor ;-) 22:18 sapier can someone plz add a rule to our coding guidelines that allocated memory has to be freed? 22:24 khonkhortisan that should be a given, but it's not being followed 22:25 sapier it should, but there are so many memory leaks in minetest it's almost impossible to finde the very big one with valgrind 22:25 khonkhortisan they just all clump together? 22:27 sapier no it's just such a big report you don't see the relevant one ... and you can't run minetest very long within valgrind so it isn't the "big one" in small probes 22:28 sapier I'll clean up as much as possible but for some things there's required additional investigation 22:28 VanessaE which means they have to be fixed the hard way - one at a time. 22:29 sapier ore and biome features are new am I right? 22:30 VanessaE ore gen is in the engine, yes, but biome stuff is for mapgen v7 22:30 sapier not even those new features are done in a clean way 22:36 sapier at least I'll see parts of minetest I never had a look at 22:50 Exio blame hmmmm for those 22:51 Exio (yes, i want to blame hmmmm for everything :D) 22:55 VanessaE well considering how much work he's put into the engine, any blame at him is a good compliment anyway :) 22:56 jojoa1997|Tablet what is the blame 22:57 Exio culpar in spanish