Time |
Nick |
Message |
00:18 |
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00:37 |
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00:54 |
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01:04 |
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01:36 |
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02:08 |
proller__ |
beta version of math mapgen ready: https://github.com/proller/minetest/compare/master...math2 |
02:20 |
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03:23 |
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04:33 |
hmmmm |
hey guys, if you return 0 in a lua api, it marks that the call failed, but how is that reflected in lua? |
04:34 |
Exio |
hm |
04:35 |
Exio |
i think you'll end faster by trying :P |
04:35 |
hmmmm |
i wouldn't know what i'm looking for |
04:36 |
Exio |
i mean, print (minetest.stuff) or w/e it is in lua for checking what it returns or so, no idea really how it manages that stuff |
04:36 |
Exio |
maybe it just returns nil? |
04:36 |
hmmmm |
ah |
04:36 |
ShadowNinja |
Do you mean returning 0 from a C++lua api function? |
04:37 |
hmmmm |
yes... |
04:37 |
ShadowNinja |
I would imagine you would get nil |
04:37 |
hmmmm |
anyway, returning nil seems reasonable |
04:37 |
hmmmm |
i just hope it's not the last argument that was pushed onto the stack |
04:38 |
ShadowNinja |
you could just lua_pushnil of course. |
04:39 |
hmmmm |
i could, but i'm not the one doing it |
04:39 |
hmmmm |
there are lots of apis that, on failure, return 0 but never push a return value to the stack |
04:39 |
hmmmm |
i could just as well read the official documentation and find out, but i thought asking here would be quicker.... |
04:42 |
hmmmm |
Taoki, there are a couple questionable things about ParticleSpawner that I am seeing while fixing up the HUD code that I'd like to ask you about... |
04:42 |
hmmmm |
what is the purpose of Server::spawnParticleAll and Server::spawnParticle? they are _never_ called |
04:42 |
Exio |
jeija coded the ParticleSpawner |
04:42 |
hmmmm |
oh, i thought that was taoki |
04:42 |
hmmmm |
sorry |
04:42 |
Exio |
hehe :P |
04:42 |
hmmmm |
jeija is not here, which is inconvenient |
04:42 |
hmmmm |
and of course not there either |
04:43 |
ShadowNinja |
he was around today, pushed some commits to mesecons |
04:45 |
hmmmm |
and now i see why blue42u wanted to use strings as internal IDs for the bars.... the way i envisioned it being done was quite different |
04:47 |
hmmmm |
i'm gonna change that map to a vector like it probably should be |
04:48 |
hmmmm |
technically speaking, there was nothing really *wrong* with his original code |
04:48 |
hmmmm |
it's just that i am not half-assing this... i'd like the bar api to be done well and done right the first time |
04:48 |
hmmmm |
the way i envisioned it |
04:49 |
hmmmm |
i really wish i could say that minetest meets or exceeds commercial code quality, like many other FOSS projects, but i can't and it hurts |
04:55 |
Exio |
https://github.com/minetest/minetest/pull/650 |
04:55 |
Exio |
shouldn't it be closed? |
04:56 |
hmmmm |
it isn't? |
04:56 |
Exio |
aw |
04:56 |
Exio |
did you close it a second after i finished loading it? |
04:56 |
hmmmm |
yes |
04:56 |
Exio |
pressed F5 and it is closed |
05:00 |
hmmmm |
hmmm |
05:00 |
hmmmm |
i do find myself having to fix a lot of stuff with this feature |
05:01 |
Exio |
what feature? |
05:01 |
hmmmm |
the lua hud |
05:01 |
Exio |
luahud/api? |
05:01 |
Exio |
ah |
05:01 |
hmmmm |
it's going to be very nicely done and well polished though |
05:19 |
Exio |
ha, perfect |
05:22 |
Exio |
https://github.com/EXio4/minetest/commit/0e79f85312aced31f0cf755e7a8d404eb07d2b0a |
05:34 |
hmmmm |
i guess i can add that in |
05:35 |
Exio |
i tried changing the colors for a white crosshair / alpha channel too, and works btw :P |
05:47 |
ShadowNinja |
how can I check if a node has a certain group from C++? |
05:49 |
Exio |
there is some code doing that https://github.com/Jeija/minetest/commit/6715fa43c0bed797fc5a5b7cd4a982d8b7b41f3d |
05:50 |
ShadowNinja |
thanks |
05:51 |
hmmmm |
there's code that does almost exactly that in itemgroup.h |
05:51 |
hmmmm |
(the ONLY code in that file) |
05:53 |
ShadowNinja |
big file, we should split that up a bit ;-) |
05:56 |
hmmmm |
i guess celeron was expecting the whole concept of item groups to be more grand than it turned out to be |
05:59 |
Exio |
i would not think he was excepting having a "real" game .. he started using trollfaces for the players |
05:59 |
Exio |
:P |
06:14 |
ShadowNinja |
Seriously, what I just wrote is compiling but I might have made ten new warnings, but I can't tell because it is buried under other warnings, is fixing those on your list? |
06:16 |
ShadowNinja |
now saplings should grow on anything in the grower group, testing is the issue... |
06:17 |
ShadowNinja |
Can anyone think of a better group name than "grower"? |
06:23 |
Exio |
i can't |
06:50 |
ShadowNinja |
hmmmm: issue 643 should be closed |
06:54 |
hmmmm |
i don't know what issue 643 is and i don't really care about it |
06:55 |
hmmmm |
just because i'm the only person around at the moment doesn't mean i need to take care of the closure of "issue 643" |
06:55 |
hmmmm |
especially when i'm going to bed |
06:58 |
Exio |
good night? |
06:59 |
Exio |
blue42u opened this issue 3 days ago |
06:59 |
Exio |
Crash on shutdown (double free) |
06:59 |
Exio |
issue 643 ^ |
07:11 |
ShadowNinja |
thexyz: https://github.com/minetest/minetest/pull/654 |
07:13 |
ShadowNinja |
or darkrose, or proller__, anyone with push |
07:18 |
darkrose |
it's in |
07:23 |
* VanessaE |
peeks in |
08:07 |
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08:35 |
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09:04 |
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09:06 |
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09:14 |
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09:21 |
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09:27 |
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09:29 |
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09:32 |
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09:43 |
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09:46 |
PilzAdam |
darkrose, we dont want merge commits |
09:47 |
* darkrose |
doesn't actually care |
09:48 |
PilzAdam |
they screw up the history and look ugly |
10:01 |
* Calinou |
doesn't care too |
10:01 |
Calinou |
the end user WILL care though. |
10:02 |
Calinou |
"look, the git log is full of merge requests! fugly!" |
10:10 |
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10:17 |
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10:23 |
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11:07 |
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11:29 |
proller__ |
math ready to commit - https://github.com/proller/minetest/commit/3f03fc63d5b57c0d2024ba8552e3473b7e5e6597 |
11:30 |
PilzAdam |
json format? |
11:30 |
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11:31 |
PilzAdam |
I dont think json is good for minetest.conf |
11:32 |
PilzAdam |
and why do you have so many commented out code in the new file? |
11:35 |
proller__ |
there is may be 10-20 params for one fractal |
11:36 |
proller__ |
json is simplest way to specify |
11:36 |
proller__ |
some comments for remove |
11:36 |
proller__ |
some contain good params |
11:40 |
proller__ |
some - mandelbulber prepare, if will be possible include it sources |
12:13 |
RealBadAngel |
http://pastebin.com/V7nXhBZd |
12:14 |
RealBadAngel |
for some wondering whats that, it is group "wood" |
12:14 |
RealBadAngel |
and thus list of items with one can craft default:chest or pick, shovel etc |
12:21 |
RealBadAngel |
PilzAdam, you there? |
12:37 |
PilzAdam |
yes |
12:40 |
RealBadAngel |
im polishin now crafting guide code and saw how "wood" group is used |
12:41 |
RealBadAngel |
it become a mess |
12:42 |
RealBadAngel |
folks cannot add wooden (or stone) stuff to logical group "wood" because of recipes... |
12:43 |
PilzAdam |
proller__, it just goes against any standards that are in minetest.conf |
12:43 |
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12:45 |
proller__ |
i can make not configurable fractals |
12:45 |
proller__ |
with only one algo selector |
12:45 |
RealBadAngel |
PilzAdam, any idea how to solve it? |
12:46 |
PilzAdam |
RealBadAngel, most of the nodes you listed are stairs/slabs/not_cubic_nodes of moreblocks |
12:46 |
PilzAdam |
these blocks go against the voxel idea |
12:46 |
RealBadAngel |
yup, those things are made of wood |
12:47 |
RealBadAngel |
if so then delete imediatelly stairs from default game |
12:47 |
RealBadAngel |
also slabs ;) |
12:47 |
PilzAdam |
the slabs and stairs are not in the group wood |
12:48 |
PilzAdam |
because "group:wood" stands for "a full node that is wooden" |
12:48 |
RealBadAngel |
no, it reads as thing made of wood |
12:48 |
PilzAdam |
and wooden tools can be made out of "group:wood" |
12:49 |
PilzAdam |
not things made out of wood, wooden tools are made out of wood and are not in the group wood |
12:49 |
PilzAdam |
the group would be called "wooden" or "made_out_of_wood" or whatever |
12:49 |
PilzAdam |
"wood" means it is woood |
12:49 |
PilzAdam |
-o |
12:49 |
RealBadAngel |
wouldnt it be better to use group:planks instead? |
12:49 |
jin_xi |
"the voxel idea" idk, there are nodeboxes, i think that makes that argument invalid |
12:50 |
PilzAdam |
planks are called "wood" in the default game |
12:50 |
PilzAdam |
jin_xi, ehm |
12:50 |
jin_xi |
+1 for plank group, use wood group for burning only |
12:51 |
RealBadAngel |
PilzAdam, please try to understand, with such usage of groups it leads to stupid situations |
12:52 |
RealBadAngel |
wooden things cannot be called wooden |
12:52 |
RealBadAngel |
stones cannot be added to stone group |
12:52 |
RealBadAngel |
for example i cant add marble or granite to the stone group because it will lead to marble furnace |
12:53 |
PilzAdam |
groups are should be used based on how the game uses them |
12:53 |
PilzAdam |
-are |
12:53 |
jin_xi |
i think the change to allow crafting from material groups is not fully thought out |
12:54 |
RealBadAngel |
indeed |
12:55 |
PilzAdam |
it is meant to avoid copying the same crafting recipe over and over again |
12:55 |
jin_xi |
sure |
12:55 |
RealBadAngel |
but side effects are worse than that |
12:55 |
PilzAdam |
and you cant add the wood group to things where you dont want these crafting recipes |
12:55 |
PilzAdam |
add goups based on current usage |
12:56 |
PilzAdam |
and not based on how you would call it IRL |
12:56 |
RealBadAngel |
so you wont allow to call granite "stone" yes? |
12:56 |
RealBadAngel |
because it is not a stone, right? |
12:56 |
PilzAdam |
if I dont want to make the normal stone tools out of granit, then I wouldnt add it to the stone group |
12:57 |
RealBadAngel |
cant you see your logic error in this? really? |
12:58 |
PilzAdam |
as I said above, groups should be used based on the existing usage, instead of based on logic |
12:58 |
RealBadAngel |
rotfl |
12:58 |
RealBadAngel |
lets throw away logic! its just a game |
12:59 |
RealBadAngel |
wooden things are not really wooden, stones are made of thin air, because they cannot be stones :P |
13:00 |
RealBadAngel |
imho youre defending your idea with nonsense arguments and just cannot admit you have screwed it |
13:00 |
PilzAdam |
who said that it was my idea? |
13:01 |
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13:01 |
RealBadAngel |
you have added those recipes |
13:01 |
PilzAdam |
based on what lua-api.txt and c55 said about the groups |
13:01 |
RealBadAngel |
im not against groups |
13:02 |
RealBadAngel |
im against not well thought usage of it |
13:02 |
RealBadAngel |
use damn planks for makin a chest |
13:02 |
PilzAdam |
so you say stone pickaxe is not made out of stone? |
13:03 |
RealBadAngel |
i say other stones cannot be put in logic group stone because you will force them to be usable in nonsense recipes |
13:04 |
PilzAdam |
a granite stone pickaxe is the same as a cobblestone pickaxe; what is nonsense in this? |
13:04 |
RealBadAngel |
marble pickaxe is also cool? |
13:05 |
PilzAdam |
why not? |
13:05 |
RealBadAngel |
what about obsidian? |
13:05 |
PilzAdam |
we make steel out of iron by cooking it in a furnace |
13:05 |
PilzAdam |
then we can also make marble, granite, cobblestone and stone pickaxe |
13:05 |
PilzAdam |
wich all have the same specs |
13:06 |
RealBadAngel |
i see you just dont want to understand. i will add function to unregister (wipe) unwanted recipes |
13:06 |
RealBadAngel |
my mods will just remove this shit |
13:07 |
PilzAdam |
make a game if you dont like it |
13:07 |
PilzAdam |
I really think technic should be a game |
13:08 |
RealBadAngel |
its not about technic at all |
13:08 |
RealBadAngel |
its about logic |
13:08 |
RealBadAngel |
but you already threw it away |
13:08 |
PilzAdam |
what is not logical in making stone tools out of stone? |
13:09 |
RealBadAngel |
http://pastebin.com/V7nXhBZd |
13:09 |
RealBadAngel |
read this group |
13:09 |
RealBadAngel |
and find there any technic item |
13:09 |
PilzAdam |
that are nodes that go against the voxel idea |
13:09 |
RealBadAngel |
wtf is this voxel idea? |
13:10 |
PilzAdam |
so they of course dont fit the game mechanics for a voxel game |
13:10 |
RealBadAngel |
where have you dug it? |
13:10 |
RealBadAngel |
since when we are limited to such nonsense? |
13:10 |
PilzAdam |
you play minetest and dont know what a voxel game is? |
13:11 |
RealBadAngel |
im suprised that you are talkin such bullshits |
13:11 |
RealBadAngel |
like stairs being against something |
13:11 |
RealBadAngel |
for christ sake, are you on drugs or what? |
13:12 |
RealBadAngel |
according to your "voxel idea" all similar games are using invalid items |
13:13 |
RealBadAngel |
mt, mc, terasology, whatever else is out there |
13:13 |
PilzAdam |
Im not against adding a small amount of stairs/slabs |
13:13 |
PilzAdam |
but the massive usage of morestairs is clearly too much |
13:14 |
PilzAdam |
and then you expect it to fit perfeclty into the voxel world? |
13:14 |
RealBadAngel |
its a mod and its not yours, so hands off |
13:14 |
PilzAdam |
but you are asking to support such mods |
13:15 |
RealBadAngel |
im asking to support logic |
13:15 |
jin_xi |
shouldnt morestairs be able to drop some of its nodes now that 6d facedir is in? |
13:15 |
PilzAdam |
and changing stuff that is designed for a voxel game to support non-voxel things |
13:15 |
RealBadAngel |
if not i will allow folks to bring logic back |
13:15 |
RealBadAngel |
PilzAdam, as i said before, delete then all non-cubic items from game |
13:16 |
RealBadAngel |
signs, fences, doors, plants, rails..... |
13:16 |
PilzAdam |
do you actually listen to what I say? |
13:16 |
RealBadAngel |
theyre raping VOXEL idea |
13:16 |
RealBadAngel |
yes i do |
13:16 |
PilzAdam |
you clearly dont |
13:16 |
RealBadAngel |
but it looks like you dont listen to others |
13:16 |
PilzAdam |
because you are repeating yourself |
13:17 |
RealBadAngel |
because im talkin bout the same thing all over? |
13:17 |
RealBadAngel |
fix the damn recipes |
13:17 |
RealBadAngel |
because theyre screwed |
13:17 |
PilzAdam |
no, mods use them wrong |
13:17 |
RealBadAngel |
see? |
13:18 |
RealBadAngel |
all over the same |
13:18 |
RealBadAngel |
next round? :) |
13:24 |
PilzAdam |
RealBadAngel, do you have an idea what needs to be changed? |
13:28 |
RealBadAngel |
already told you. add planks=1 group |
13:28 |
RealBadAngel |
this way all the kinds of planks could be used in all recipes |
13:29 |
PilzAdam |
then people will add 2D planks with raillike drawtype and say: "You shouldnt be able to make wooden tools out of this plank; the recipes are fucked up" |
13:30 |
RealBadAngel |
dont think so |
13:30 |
PilzAdam |
this is exactly what you are doing currently? |
13:30 |
PilzAdam |
-? |
13:30 |
RealBadAngel |
wood group shall be used for all the wooden things, planks are a subset |
13:31 |
PilzAdam |
the default:tree node is not in the wood group |
13:31 |
PilzAdam |
"wood" is used differently in Minetest |
13:32 |
RealBadAngel |
yeah, im talkin bout this right now. it is used wrong way |
13:36 |
RealBadAngel |
using planks in recipes is far more logical |
13:38 |
RealBadAngel |
and regarding furnaces, picks etc with stone group, use of group shall be removed from those recipes at all |
13:39 |
RealBadAngel |
here any explanation and change wont help. it is just wrong |
13:40 |
PilzAdam |
so stone tools out of stone are illogical? |
13:40 |
RealBadAngel |
marble pick, marble shovel.... |
13:41 |
RealBadAngel |
obsidian furnace, granite axe |
13:41 |
RealBadAngel |
is it logical? |
13:41 |
PilzAdam |
obsidian isnt in the stone group |
13:41 |
RealBadAngel |
should be |
13:41 |
PilzAdam |
and the rest: yes |
13:41 |
RealBadAngel |
because it is stone |
13:41 |
PilzAdam |
obsidian is more glass than stone |
13:42 |
RealBadAngel |
but the recipes shall use cobble only |
13:42 |
PilzAdam |
why? |
13:42 |
PilzAdam |
stone furnace cant be made out of stone but only out of cobble? |
13:43 |
RealBadAngel |
because for example some1 would have obsidian tools |
13:43 |
PilzAdam |
wheres the logic in that? |
13:43 |
RealBadAngel |
different than basic ones |
13:43 |
RealBadAngel |
just an example |
13:43 |
RealBadAngel |
with this you limit usage of all the stones in the game |
13:44 |
RealBadAngel |
and force everythin to serve just basic items |
13:44 |
PilzAdam |
the mod authors limit themselves if they add the node to the stone group |
13:44 |
PilzAdam |
noone forces them to do so |
13:44 |
jin_xi |
hey guys i think we're complecting the situation... groups should be a convenience thing only to sort out materials like stone or wood and types like block, slab or so |
13:46 |
RealBadAngel |
by now even with only 3 stones in stone group its is nonsense that processed item |
13:46 |
RealBadAngel |
like smooth stone serves the same as non processed one |
13:47 |
RealBadAngel |
also nonsense is not calling rest of stonelike nodes in game stones |
13:47 |
PilzAdam |
you are differentiate the different kinds of stones too much |
13:48 |
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13:48 |
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13:48 |
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13:50 |
RealBadAngel |
and about forcing it is you forcing the modders to do illogical things like not calling stonelike nodes stones |
13:50 |
RealBadAngel |
not vice versa |
13:50 |
RealBadAngel |
you made limitations |
13:51 |
RealBadAngel |
and thx to it, when modders would like to put wooden things in "wood" group it ends with 115 possible recipes to craft a chest |
13:52 |
RealBadAngel |
out of anything wooden |
13:52 |
RealBadAngel |
instead of just planks |
13:52 |
RealBadAngel |
please re-think the situation |
13:54 |
PilzAdam |
the moreblocks argument is invalid |
13:54 |
PilzAdam |
this mod uses the group wrong |
13:55 |
rubenwardy |
why is the donations page locked? |
13:56 |
rubenwardy |
*readonly |
13:56 |
PilzAdam |
because celeron55_ logs the money he gains in there |
13:57 |
rubenwardy |
ah ha |
13:58 |
rubenwardy |
oh, I see |
13:58 |
rubenwardy |
should use a table rather than a list |
13:59 |
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15:08 |
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15:09 |
iqualfragile |
PilzAdam: i think yaml would be better |
15:13 |
sfan5 |
yaml? |
15:13 |
sfan5 |
if we add some sort of format to minetest, why not use json as there's already a json library in minetest? |
15:14 |
ShadowNinja |
comments? https://github.com/minetest/minetest/pull/656 |
15:15 |
PilzAdam |
"grower"? |
15:15 |
rubenwardy |
"soil"? |
15:15 |
rubenwardy |
"fertile"? |
15:15 |
RealBadAngel |
i was about to suggest soil too |
15:16 |
Exio |
he said that this morning (here and night in some places) |
15:20 |
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15:20 |
celeron55_ |
22:18:55 < BlockMen> celeron55, would you be ok with a little change at layout? ... <- why? it's not really better or worse or anything, just different |
15:21 |
celeron55_ |
you could try putting some hills in there or something, if you want to try to make it fancier |
15:22 |
ShadowNinja |
pull request updated, one more vim fix now... |
15:23 |
ShadowNinja |
there, it should be ready now |
15:24 |
PilzAdam |
ehm, soil isnt good |
15:24 |
PilzAdam |
I use it for farming |
15:24 |
ShadowNinja |
do you have a better idea? |
15:25 |
ShadowNinja |
node_that_saplings_grow_on :-) |
15:26 |
celeron55_ |
it might make sense to change the one farming uses to "farmable_soil" and use "soil" for more regular ground |
15:27 |
celeron55_ |
(unless there are too bad compatibility issues) |
15:27 |
PilzAdam |
I could use soil=2 for dry and soil=3 for wet soil |
15:28 |
ShadowNinja |
Saplings grow on any level of soil |
15:29 |
celeron55_ |
having the value of the soil group represent the grade of the soil sounds good |
15:31 |
ShadowNinja |
hmm, yes, trees can grow on any level but special plants require higher levels |
15:32 |
PilzAdam |
to fit the other groups level system we should make 3 = normal dirt; 2 = dry plowed; 1 = wet plowed |
15:32 |
PilzAdam |
(and maybe 4 = grass?) |
15:35 |
RealBadAngel |
growable=1 ? |
15:35 |
ShadowNinja |
no, that would be backwards |
15:36 |
ShadowNinja |
growable would also work |
15:36 |
PilzAdam |
I would use growable for the plant itself |
15:36 |
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15:36 |
RealBadAngel |
node doesnt have to be soil for things be able to grow on it |
15:37 |
RealBadAngel |
cacti can grow on sand |
15:37 |
ShadowNinja |
should trees be able to grow on sand? |
15:38 |
RealBadAngel |
some of them, maybe |
15:38 |
RealBadAngel |
palms for example |
15:39 |
ShadowNinja |
should default trees be able to? |
15:39 |
PilzAdam |
no |
15:48 |
iqualfragile |
i think that a high number should represent a fertile soil because that will make it easier to extend |
15:48 |
iqualfragile |
nobody realy wants to create plants that have less needs |
15:48 |
iqualfragile |
but a plant wich needs fertilized soil is more likely |
15:49 |
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16:12 |
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16:34 |
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16:45 |
ShadowNinja |
anyone with push access, this can be closed: https://github.com/minetest/minetest/issues/625 |
16:49 |
RealBadAngel |
closed |
16:52 |
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16:58 |
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17:06 |
Exio |
what do you think about https://github.com/minetest/minetest/pull/653 ? |
17:06 |
Exio |
</spam> :P |
17:12 |
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17:16 |
ShadowNinja |
annother issue to close: https://github.com/minetest/minetest/issues/510 |
17:17 |
ShadowNinja |
and this: https://github.com/minetest/minetest/issues/509 |
17:18 |
Calinou |
https://github.com/minetest/minetest/pull/412#issuecomment-16351091 <= comments? |
17:18 |
Calinou |
PilzAdam: merge this, kthx |
17:18 |
Calinou |
it causes zero problem |
17:20 |
ShadowNinja |
I agree, there are a lot of pulls that have no reason not to be merged but are ignored |
17:25 |
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17:26 |
PilzAdam |
RealBadAngel, add a comment with the commit SHA1 if you close issues/pull requests |
17:28 |
PilzAdam |
ShadowNinja, thx for keeping an eye on the bug tracker |
17:29 |
RealBadAngel |
PilzAdam, ShadowNinja commented it already enough with pointing to commit |
17:30 |
PilzAdam |
oh, didnt see that |
17:30 |
PilzAdam |
sorry |
17:38 |
ShadowNinja |
sfan5: Do you still have this issue? https://github.com/minetest/minetest/issues/452 |
17:38 |
sfan5 |
lemme test |
17:39 |
sfan5 |
*clicks on one-click minetest installer+starter* |
17:39 |
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17:39 |
sfan5 |
ShadowNinja: nope |
17:42 |
ShadowNinja |
OK, then someone please close it. |
17:42 |
sfan5 |
i did |
17:43 |
ShadowNinja |
If "won't add" then it should probably be closed: https://github.com/minetest/minetest/issues/394 |
17:44 |
ShadowNinja |
this too: https://github.com/minetest/minetest/issues/398 |
17:45 |
PilzAdam |
ShadowNinja, its open to prevent other people to create a new issue for that |
17:45 |
PilzAdam |
(I guess) |
17:45 |
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17:45 |
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17:46 |
ShadowNinja |
well it will still be there, just closed, it will show up if you search for it (like you should) |
17:46 |
Exio |
i wonder, why not implement this https://github.com/minetest/minetest/issues/398? |
17:46 |
Exio |
(as, why won't add?) |
17:47 |
PilzAdam |
Exio, because people can set it in their monitors |
17:47 |
Exio |
ehm.. |
17:48 |
PilzAdam |
at least thats what c55 said about it; and he flagged it as "wont add" |
17:49 |
ShadowNinja |
I will add it if someone knows how and where it should be done |
17:49 |
ShadowNinja |
seems like this should be closed: https://github.com/minetest/minetest/issues/374 |
17:50 |
Exio |
ShadowNinja: I'd implement it but I'm not sure if it may affect the performance or not or w/e |
17:50 |
Exio |
(i think a "multiplier" between 0 to 2 in the light values would be 'perfect', but no idea really |
17:50 |
Exio |
(in light.h) |
17:51 |
ShadowNinja |
Probably not, I would think Irrlicht has a option for this |
17:51 |
ShadowNinja |
Changing light.h is probably a bad idea |
17:51 |
Exio |
yep |
17:51 |
Exio |
probably, but i have no idea :P |
17:52 |
ShadowNinja |
This looks like it can be closed: https://github.com/minetest/minetest/issues/355 |
17:53 |
Exio |
https://github.com/EXio4/minetest/commit/46a4a4b253cf2b02aecaea642ac327af419d4d1f |
17:53 |
Exio |
- https://github.com/minetest/minetest/issues/517 |
17:56 |
ShadowNinja |
Great, pull request and have the issue closed |
17:57 |
Exio |
https://github.com/minetest/minetest/pull/657 :D |
17:58 |
Exio |
i'm the fan of configuration |
17:58 |
Exio |
:P you can change... EVERYTHING! |
18:00 |
ShadowNinja |
This should be pulled https://github.com/minetest/minetest/pull/463 and this closed https://github.com/minetest/minetest/issues/336 |
18:00 |
Exio |
i was thinking about that |
18:00 |
Exio |
but doserj had other way to fix it |
18:01 |
Calinou |
Exio: too bad, PilzAdam is against it |
18:01 |
ShadowNinja |
well pull either, as long as it works |
18:01 |
Calinou |
but yes, mouse sens is needed |
18:02 |
Calinou |
mouse accel would be appreciated too |
18:02 |
Calinou |
:p |
18:02 |
ShadowNinja |
And when is anyone going to get around to merging db_backends_2? |
18:03 |
PilzAdam |
when thexyz rebases it |
18:04 |
ShadowNinja |
IPv6 has almost no merge conflicts, just removing markers and changing about 5 characters to get the menu setting to fit properly |
18:04 |
ShadowNinja |
At least last I tried, a few weeks ago I think |
18:04 |
Calinou |
localhost fix could be merged too |
18:05 |
Calinou |
you know, some people use windows in the world |
18:05 |
Exio |
localhost fix? |
18:05 |
ShadowNinja |
That is a ugly hack, not a fix |
18:05 |
Calinou |
no u |
18:05 |
Calinou |
stop about "hacks" |
18:05 |
Exio |
if it is what i recall |
18:05 |
ShadowNinja |
connecting to localhost doesn't work |
18:05 |
Exio |
if (host = L"localhost") ... |
18:06 |
ShadowNinja |
yep, that |
18:06 |
Calinou |
if you don't bind 127.0.0.1 to localhost your system will be insanely slow |
18:06 |
Calinou |
it causes zero downsides |
18:06 |
Calinou |
so stop arguing about the possible uses of gentoo and merge it |
18:06 |
ShadowNinja |
what? |
18:07 |
Exio |
the same what ShadowNinja said |
18:07 |
ShadowNinja |
Can someone pull some pull requests now? |
18:08 |
Calinou |
see |
18:09 |
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18:14 |
ShadowNinja |
maybe this should be closed: https://github.com/minetest/minetest/issues/47 |
18:15 |
PilzAdam |
no |
18:18 |
Exio |
PilzAdam: https://github.com/minetest/minetest/issues/137 |
18:19 |
ShadowNinja |
Added in common: https://github.com/minetest/minetest/issues/137 |
18:19 |
ShadowNinja |
oh lol, too late |
18:19 |
Exio |
:D |
18:20 |
Exio |
and.. https://github.com/minetest/minetest/issues/182 |
18:24 |
PilzAdam |
Exio, ShadowNinja, could you please also the commit SHA1 so I dont have to search it myself? |
18:25 |
Exio |
ok |
18:27 |
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18:27 |
Exio |
https://github.com/minetest/minetest_game/commit/e82c12282233113774e6f55f459fb89a457a981c ? |
18:27 |
Exio |
searching the other |
18:27 |
PilzAdam |
already found it |
18:28 |
ShadowNinja |
got lavacooling |
18:28 |
PilzAdam |
just for future close requests |
18:30 |
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18:30 |
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18:31 |
Exio |
6823ce99a7deabe410dd8b143b688cd364490cec |
18:32 |
Exio |
it is the commit for the apple trees |
18:32 |
sapier |
I'm looking for a solution to client entity movement prediction sometimes running havoc. What do you think about limiting predicition time ? |
18:49 |
hmmmm |
merge pull request |
18:49 |
hmmmm |
mmmmmmmmm..... |
18:49 |
hmmmm |
darkrose, i'm glad that you don't actually care, but the rest of us DO care. |
18:50 |
hmmmm |
minetest isn't some "do what you feel like" project |
18:50 |
hmmmm |
we have rules and regulations that are there for a purpose, mostly to not shit up the codebase |
18:50 |
hmmmm |
so if you don't care about shitting up the codebase, then i don't know if we care to have you on the list of committers |
18:50 |
hmmmm |
i'm just saying that about the "i don't care" in general |
18:50 |
hmmmm |
obviously a merge pull request isn't too bad. i just don't like that attitude at all |
18:51 |
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20:03 |
emptty |
Just for the record, I just uploaded a clean package of version 0.4.6 to debian servers |
20:04 |
emptty |
Since I introduced a new binary package while repackaging it, it needs to be reviewed by the ftp masters, but it will land into the distro within the week. |
20:06 |
* Jordach |
wonders about the influx of new users |
20:06 |
emptty |
don't expect any flood of users, yeah |
20:06 |
emptty |
there is already a package in debian, but it was still for 0.3.1 or something |
20:07 |
emptty |
you might get some more people from ubuntu once it automatically migrate from debian to ubuntu |
20:17 |
celeron55 |
Jordach: i find it odd too |
20:30 |
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20:35 |
celeron55 |
<+PilzAdam> to fit the other groups level system we should make 3 = normal dirt; 2 = dry plowed; 1 = wet plowed |
20:38 |
celeron55 |
^ i don't think doing it that way for this group is wise; unless you want to make it extendable to the "more dead" direction rather than "more fertile" |
20:38 |
celeron55 |
the logic for the digging time groups is that because 0 is "infinite time", then 1 is the longest time, 2 is shorter than that and so on |
20:38 |
celeron55 |
it isn't "backwards" |
20:39 |
celeron55 |
it's just the way that makes sense in the context of 0 being "can't dig" |
20:39 |
celeron55 |
for soil, 0 is "can't grow", so 1 should be "some things can grow" |
20:39 |
celeron55 |
and so on |
20:46 |
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20:47 |
hmmmm |
sapier |
20:47 |
hmmmm |
i've been meaning to ask you, which of your pull requests do i commit for the final memory leak fix |
20:48 |
hmmmm |
at this point, i've fixed (on my own) a really dumb double free on emergemanager's dtor, and a texture-related attempt to drop a NULL texture |
20:49 |
sapier |
yes I've fixed one of those in sky memory leak fix too ... and written here at least 3 times ;-) |
20:49 |
sapier |
I'll remove it and add a new sky fix |
20:50 |
hmmmm |
there are like three different pull requests iirc |
20:50 |
sapier |
btw I've just had this strange minetest grabs mouse and freezes it again ... not quite sure if this might be an irrlicht bug |
20:50 |
hmmmm |
i've had that forever |
20:51 |
sapier |
I'll check wich of the pull requests are still valid |
20:51 |
hmmmm |
right after you close a formspec, minetest loses focus or something |
20:51 |
sapier |
in this case no formspec was involved |
20:51 |
hmmmm |
odd |
20:51 |
sapier |
I had to reboot even killing x server didn't help |
20:52 |
hmmmm |
sounds like an irrlicht bug then |
20:52 |
hmmmm |
you need a really low-level screwup for something that bad to happen |
20:53 |
sapier |
https://github.com/minetest/minetest/pull/635 is still valid as I accidentaly added patch to constructor (which is quite useless as there isn't anything in there) |
20:53 |
hmmmm |
i don't think i should even try to merge that |
20:54 |
hmmmm |
rather, i'll just take note of what you fixed and modify it against a current base |
20:55 |
sapier |
no problem it's just moving those lines from constructor to destructor |
20:56 |
hmmmm |
as for this https://github.com/sapier/minetest/commit/f1d971f1373c6e2a77e55a57ecc3f2b47266da45 hmm |
20:56 |
hmmmm |
i was intending to do that on my own at some point, except using EmergeManager::getGroundLevelAtPoint() |
20:57 |
hmmmm |
and then scanning upward until air and then scanning downward until is_walkable |
20:57 |
sapier |
didn't know there was a function like that |
20:57 |
celeron55 |
it's bad practice to implement logic in lua wrappers |
20:57 |
celeron55 |
most of that EnvRef::l_get_surface should be in ServerEnvironment |
20:57 |
sapier |
ok I'll move code there |
20:57 |
celeron55 |
or elsewhere |
20:58 |
celeron55 |
it does solely map access so i guess it could be in Map instead too but whatever |
20:58 |
hmmmm |
ServerEnvironment |
20:59 |
hmmmm |
if you wish to use getGroundLevelAtPoint |
21:00 |
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21:00 |
hmmmm |
your way might be a better idea since you can specify around where to look for the ground level at |
21:00 |
sapier1 |
environment is already available for lua ... I'd prefere to keep/reduce dependency of lua callbacks if possible |
21:00 |
celeron55 |
the interface could be tuned somewhat |
21:01 |
sapier1 |
yes it's just a 1:1 implementation of what I've done in mobf and found out to be very costly |
21:01 |
sapier1 |
if you have ideas what could help to I gladly improve it |
21:02 |
hmmmm |
well like i said, seeing if the node is walkable first off, not just if it isn't air or content ignore |
21:03 |
sapier |
water isn't walkable too |
21:03 |
sapier |
but it's surface without any doubt |
21:03 |
hmmmm |
really? |
21:03 |
hmmmm |
i wouldn't call water a surface, and none of the mapgen components do either |
21:03 |
sapier |
ok ... true ... depends in your point of view |
21:04 |
sapier |
for a ship or duck water is surface ;-) |
21:04 |
hmmmm |
why is water the surface level if your mob can't walk past water anyway |
21:05 |
sapier |
ducks may walk on water ... but for what I use this fct it wouldn't make a difference |
21:05 |
celeron55 |
in some cases it could make more sense to change yoffset to range (which would be search up and down, or the equivalent done somehow), because often the caller knows the rough level but just wants to find the fine height but without causing huge performance issues if it constantly guesses wrong |
21:05 |
VanessaE |
waterlilies always spawn on the water's surface..... |
21:06 |
sapier |
the top and bottom values are result of this function used most of time in on_generate where you have them by callback |
21:06 |
sapier |
so in this particular usecase range is not best way to go |
21:07 |
sapier |
maybe supplying a list of nodes to be considered above surface would be an option |
21:07 |
celeron55 |
i'd suggest adding a third optional boolean parameter only_air (or a parameter table that can contain it) |
21:07 |
sapier |
if you supply nothing default to air, if you do use those nodes |
21:07 |
hmmmm |
every time someone says "list of nodes".. |
21:08 |
celeron55 |
it could then handle the water lily case, but default to a more generic one |
21:08 |
VanessaE |
<offtopic> Could someone please extend the register_alias() function to allow specifying a facedir? This will be extremely handy for conversion of maps/inventories to use the '6d facedir' code. |
21:08 |
VanessaE |
(well maps anyway) |
21:09 |
celeron55 |
you should learn C++ and do it yourself |
21:10 |
celeron55 |
it's once again one of those things that aren't hard, but will take so much time and focus that anyone working on anything else won't do it |
21:10 |
sapier |
what do you mean hmmmm? |
21:10 |
sapier |
syntax would change to get_surface(basepos,yoffset,node_not_solid) e.g. |
21:10 |
sapier |
get_surface({0,0,0},5,{ "air","default:water_source","default:water_flowing"}) |
21:11 |
celeron55 |
eh, no lists |
21:11 |
hmmmm |
exactly |
21:11 |
celeron55 |
it's so utterly non-generic |
21:11 |
celeron55 |
you can't possibly list everything in a compatible way ever |
21:11 |
hmmmm |
and if you were doing that, i'd tell you to use groups |
21:11 |
sapier |
so any better suggestions giving same functionality? |
21:12 |
sapier |
i don't want to add a get_surface_air() get_surface_water() get_surface_lava() ;-) |
21:13 |
sapier |
btw this function doesn't have to be added to core it can be done in lua too ... but it's a big performance issue there |
21:13 |
celeron55 |
i think the only sane cases here are: 1) consider any non-walkable node as "not ground", 2) consider nothing else than air "not ground" |
21:14 |
hmmmm |
the thing about lua api is that we don't want to blindly add things to the core to accelerate specific mobs, but instead give an interface that all mods would be able to use |
21:14 |
sapier |
https://github.com/minetest/minetest/pull/627 is sky cleanup |
21:14 |
celeron55 |
if somebody needs more than that, they can iterate the rest with lua |
21:14 |
hmmmm |
right, what celeron said |
21:14 |
sapier |
ok no problem |
21:14 |
hmmmm |
so have a boolean to switch what sort of search you're using |
21:14 |
sapier |
I'll change it that way |
21:16 |
celeron55 |
also, make it immediately clearer in the documentation that it searches the surface upwards from the given position (or anywhere in the range basepos.y...basepos.y+yoffset, however it actually is supposed to do it) |
21:17 |
celeron55 |
now it's kind of mentioned in there as the last words in a way 90% of readers won't notice |
21:17 |
sapier |
ok |
21:18 |
celeron55 |
interface is always the most important; it's the hardest to improve later |
21:20 |
sapier |
true ... lua api is somehow inconsistent with _ usage ... getnode, get_player_by_name ... any chance to declare one of those notations deprecated? |
21:21 |
hmmmm |
well, if your idea of solving that is spamming the end user with messages in actionstream about how it's deprecated... |
21:22 |
sapier |
that's the "hard" way of telling ... a little bit less invasive is marking it in doc |
21:23 |
hmmmm |
perhaps :) i'm just taking a jab at your idea about how to tell people to not use minetest.env: anymore |
21:24 |
sapier |
I know ;-) |
21:24 |
sapier |
at least ppl would notice something changed ;-) |
21:24 |
hmmmm |
where did formspec come from? who wrote that? i am seeing a lot of shoddier formspec code |
21:24 |
sapier |
"shoddier"? |
21:24 |
hmmmm |
106 column lines |
21:25 |
hmmmm |
useless write to a buffer before writing to an os to write to the packet |
21:25 |
hmmmm |
weird use of const |
21:25 |
sapier |
what exactly do you mean? I don't understand |
21:26 |
hmmmm |
also, making a copy of the string instead of a reference |
21:26 |
hmmmm |
amateur mistakes |
21:28 |
sapier |
what are you talking about? I've done some formspec changes while ago and a pull request to fix a bug there but Its 8 lines only :-) |
21:28 |
hmmmm |
right, no, it's nothing to do with your modification |
21:28 |
hmmmm |
in particular i'm looking at server::sendshowformspecmessage |
21:28 |
hmmmm |
and the surrounding code |
21:29 |
hmmmm |
it's like sendspawnparticle, which makes me believe that it's jeija's |
21:29 |
sapier |
ok I've used it but not written |
21:29 |
sapier |
and not checked either |
21:30 |
hmmmm |
oh, this is nice, see Server::SendAddParticleSpawnerAll |
21:30 |
hmmmm |
15 parameters |
21:30 |
sapier |
wow :-) |
21:31 |
hmmmm |
i wonder if i would ever see half this shit in the industry |
21:33 |
proller__ |
math mapgen 0.1 without external ready: https://github.com/proller/minetest/commit/723fcf96a392d1501e5d3b3ebec4fdb914b3a9f9 |
21:33 |
proller__ |
but with json in config |
21:33 |
hmmmm |
yeah, we need to really talk about json in the config |
21:34 |
proller__ |
other variants? |
21:34 |
hmmmm |
should we allow it? should we not? |
21:34 |
hmmmm |
cons: |
21:34 |
hmmmm |
1. need json as a dependency all the time, even without masterserver |
21:35 |
proller__ |
its now enabled all time |
21:35 |
hmmmm |
2. uses a pretty high-level interface for something that's supposed to be low-level like settings |
21:35 |
hmmmm |
3. if json screws up, everything's screwed up |
21:35 |
hmmmm |
hmm |
21:35 |
hmmmm |
pros: |
21:36 |
proller__ |
now it for one variable, not all config |
21:36 |
hmmmm |
can single out a specific field in a whole set of them |
21:36 |
hmmmm |
more readable (but isn't that what making more settings is supposed to do?) |
21:37 |
proller__ |
"0.5, 1, (100, 100, 100), 6467, 4, 0.75" - its more human friendly in json form |
21:38 |
hmmmm |
and you need a Json::Value class for the settings |
21:38 |
hmmmm |
that's a con |
21:39 |
hmmmm |
if json is a full-time dependency right now, then i don't see any problem in adding it |
21:39 |
proller__ |
Json::Value is very flexible but slower than struct |
21:40 |
hmmmm |
hmm |
21:41 |
hmmmm |
hey proller, i see a lot of comments in your code starting with "ok", what does that mean? is that your way of keeping track of what is and isn't completely finished? |
21:41 |
hmmmm |
just curious |
21:41 |
proller__ |
ok - its #if 0 block to use with mandelbulb files |
21:42 |
proller__ |
tested various fractals |
21:42 |
hmmmm |
ah |
21:42 |
proller__ |
if we can include this files - i make configurable via json |
21:42 |
proller__ |
if not - will delete |
21:43 |
hmmmm |
we should get some other peoples' opinions |
21:46 |
ShadowNinja |
hmmmm: Is the IPv6 pull request OK? It only has a few minor conflicts and seems to work. |
21:47 |
hmmmm |
i don't know, but we should be able to disable ipv6 support |
21:47 |
ShadowNinja |
You can |
21:48 |
ShadowNinja |
It has two conf options and a build option |
21:48 |
ShadowNinja |
enable_ipv6 and ipv6_server IIRC |
21:49 |
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21:59 |
sapier |
as checking against air is less overhead than walkable I consider air check as default behaviour for get_surface |
21:59 |
sapier |
any objections against this? |
22:08 |
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22:14 |
jojoa1997|Tablet |
is it true that minetest 0.4.7 will be released soon? |
22:15 |
sapier |
first time to here that jojoa :-) |
22:16 |
jojoa1997|Tablet |
what do you mean? |
22:16 |
sapier |
minetest 0.4.6 was just released ;-) |
22:18 |
jojoa1997|Tablet |
ok someone told me that 0.4.7 will be realeased soon. i didnt believe it but wanted to make sure. With school it has felt like a year since 0.4.6 as released |
22:20 |
sapier |
don't get me wrong I don't have anything to do with releases but 3 weeks would be quite fast for a new version ;-) |
22:23 |
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23:34 |
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