Time |
Nick |
Message |
00:01 |
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salamanderrake joined #minetest-dev |
00:11 |
kahrl |
jojoa1997 had the suggestion to make hotbar_itemcount configurable via lua hud, and I agree |
00:11 |
kahrl |
so I coded this: https://github.com/kahrl/minetest/commit/658c3bea204df7bbeee1e64da1fb84801b89f7ee |
00:12 |
kahrl |
it seems quite non-generic but works |
00:12 |
kahrl |
comments? |
00:13 |
kahrl |
oh and I reused TOCLIENT_HUD_SET_FLAGS to avoid cluttering up the network message ID space |
00:15 |
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00:15 |
Exio |
jojoa will like you kahrl |
00:15 |
Exio |
:P |
00:15 |
kahrl |
lol |
00:17 |
kahrl |
but I needed to procrastinate and this was something that felt missing in the API |
00:20 |
hmmmm |
hotbar itemcount? |
00:20 |
hmmmm |
the builtin hotbar i guess? |
00:20 |
kahrl |
yup |
00:21 |
hmmmm |
it was hardcoded to 8 right? |
00:21 |
hmmmm |
ah yes |
00:21 |
kahrl |
yeah. I'll clarify lua_api.txt to say it's the builtin hotbar |
00:21 |
hmmmm |
eh |
00:21 |
hmmmm |
you tack the number onto the hud set flags |
00:22 |
hmmmm |
really that ought to be the client set flags |
00:22 |
hmmmm |
and you add a member for it to player.. |
00:23 |
hmmmm |
why would the server ever need to know the hotbar itemcount |
00:24 |
hmmmm |
well normally i'd suggest some more clever way of doing this but i stopped giving a crap about the hud, so whatever works is fine i guess |
00:24 |
kahrl |
don't think it needs to know. but I just checked where hud_flags is stored and put it there |
00:25 |
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00:25 |
kahrl |
I don't have a lot of clue about the hud system |
00:25 |
hmmmm |
it's really simple |
00:26 |
kahrl |
if I put the hud_hotbar_itemcount in LocalPlayer my obsessiveness would make me also move hud_flags there |
00:27 |
* kahrl |
is obsessive about not saying OCD but saying obsessiveness. Obsessiveception! |
00:28 |
hmmmm |
if i were the one doing this, i'd change hud_flags to client_flags, leave it there, keep the hud item count in the hud and make a client event to change it |
00:28 |
hmmmm |
but again |
00:28 |
hmmmm |
it doesn't really matter |
00:28 |
kahrl |
too complicated for such a simply thing, I think |
00:28 |
kahrl |
simple* |
00:29 |
kahrl |
well, not really |
00:37 |
hmmmm |
aahh! |
00:37 |
hmmmm |
i finally have free time to work on minetest |
00:37 |
Exio |
in what are tyou going to work? |
00:37 |
Exio |
you * |
00:37 |
hmmmm |
decorationdef |
00:38 |
kahrl |
graduated? |
00:38 |
hmmmm |
no, it's just a weekend |
00:38 |
kahrl |
well, good enough :) |
00:45 |
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01:02 |
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01:42 |
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01:58 |
hmmmm |
:( |
01:59 |
Exio |
wut? |
01:59 |
VanessaE |
? |
01:59 |
hmmmm |
mgv7's internal heightmap is really just scratchspace |
01:59 |
hmmmm |
it's hardly accurate at all |
02:00 |
hmmmm |
i think i'm going to have to rebuild an accurate one for passing along to lua and to use elsewhere |
02:01 |
hmmmm |
and it's such a shame, because 40 microseconds for decorating an entire block is pretty sexy |
02:01 |
hmmmm |
s/block/chunk/ |
02:04 |
hmmmm |
if i have to rebuild it anyway by iterating downward, i guess i might as well add it to v6 as well |
02:12 |
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02:15 |
kahrl |
what is the heightmap used for exactly? |
02:18 |
hmmmm |
it's just an x, z array of all the terrain height in that chunk.. in theory i keep it updated whenever i change terrain height, so i wouldn't ever need to call find_ground_level() |
02:19 |
hmmmm |
the original idea was to pass it to on_generate, and nobody would have to do any extra work at all |
02:21 |
kahrl |
ah I see currently find_ground_level is used for junglegrass and trees |
02:21 |
hmmmm |
was just pointing out that it sucks that it didn't work out exactly as planned |
02:21 |
kahrl |
mmh |
02:23 |
hmmmm |
find_ground_level is kinda crappy, but you shouldn't expect much from something as dumb as iterating downward until you hit a walkable node |
02:24 |
hmmmm |
iterating it 1920 times takes about 600 microseconds |
02:24 |
hmmmm |
(for me) |
02:24 |
hmmmm |
which means for the majority of other people it's even slower |
02:26 |
kahrl |
what makes the noise heightmap inaccurate? caves? |
02:32 |
hmmmm |
that, but it's more that i don't bother applying some terrain operations if it's above a certain height |
02:33 |
hmmmm |
i figure it's okay if i just recalculate it once... it takes about 1.6 ms and it'll only be done once and reused every time thereafter |
02:33 |
hmmmm |
my only actual concern is making sure it can scale |
02:34 |
hmmmm |
so that it's nearly just as fast when people start adding like 30 different decorations |
04:15 |
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celeron55 joined #minetest-dev |
05:22 |
hmmmm |
awh crap i just realized a fatal flaw with my decoration cutoff handling... if a top chunk is generated first, the decoration will be added to the queue and never handled |
05:26 |
sfan5 |
the favorite serverlist fix described in <some_post> works |
05:26 |
sfan5 |
time to commit it |
05:49 |
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06:35 |
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07:07 |
celeron55_ |
https://github.com/minetest/minetest/commit/a888b232fe1315e4922c541f30b214647511bb93 |
07:07 |
celeron55_ |
VanessaE: ^ |
07:08 |
RealBadAngel |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2005032013%20-%2005:22:36%20AM.png |
07:27 |
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07:34 |
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07:42 |
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07:45 |
celeron55 |
i tried making the theme be visible only on the singleplayer tab |
07:45 |
celeron55 |
but it does not feel right at all |
07:45 |
celeron55 |
i think i'll leave it out |
07:49 |
RealBadAngel |
maybe we figure out better solution later |
08:07 |
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08:07 |
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08:11 |
celeron55 |
RealBadAngel: probably some UI structure rework at some point |
08:13 |
RealBadAngel |
ive seen once screenshot of complete UI rework made by some polish folk |
08:13 |
RealBadAngel |
but only the screenshot. it was really nice lookin |
08:14 |
RealBadAngel |
tried to find somethin more but failed |
08:15 |
RealBadAngel |
well, i found it hehe |
08:15 |
RealBadAngel |
http://upload.maciejkwas.pl/plik5/game.jpg |
08:32 |
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08:37 |
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08:49 |
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09:03 |
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09:08 |
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09:15 |
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09:39 |
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09:52 |
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09:55 |
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09:59 |
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10:06 |
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10:19 |
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10:21 |
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10:21 |
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10:37 |
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10:48 |
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11:20 |
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11:39 |
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11:46 |
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13:18 |
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13:28 |
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13:29 |
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hmmmm joined #minetest-dev |
13:30 |
RealBadAngel |
hi hmmmm |
13:30 |
hmmmm |
hey |
13:30 |
RealBadAngel |
looks like im learnin blender now |
13:30 |
RealBadAngel |
irrlicht wasnt enough ;) |
13:30 |
hmmmm |
whatcha blending? |
13:31 |
RealBadAngel |
im makin skydome |
13:31 |
hmmmm |
don't you already have a dome? |
13:31 |
hmmmm |
or are you using a skybox right now |
13:32 |
RealBadAngel |
i dropped skybox and skydome builtin in irrlicht |
13:32 |
RealBadAngel |
i want animated ones |
13:32 |
RealBadAngel |
static sky sux big time |
13:33 |
hmmmm |
ahh |
13:33 |
RealBadAngel |
ive created skydome mesh and a sphere |
13:33 |
RealBadAngel |
sphere is textured with stars |
13:34 |
RealBadAngel |
dome is made out of sun pos and glow |
13:34 |
RealBadAngel |
without sun it becomes translucent and show the stars |
13:35 |
hmmmm |
hrm |
13:35 |
RealBadAngel |
so if the sun is present on the hemisphere its blue (more or less) |
13:36 |
RealBadAngel |
if not, its transparent and night sky becomes visible |
13:36 |
hmmmm |
i like that translucent bit |
13:36 |
hmmmm |
if it gets more translucent as it gets darker |
13:38 |
RealBadAngel |
but one thing is pain in the ass for me right now |
13:38 |
RealBadAngel |
sun position |
13:38 |
hmmmm |
what if you had a sky sphere that was the sun position |
13:38 |
hmmmm |
and as it goes through the day you simply rotate the sphere |
13:39 |
RealBadAngel |
sphere will be rotated anyway |
13:39 |
RealBadAngel |
it holds moon there |
13:41 |
RealBadAngel |
opposite hemisphere will have some clouds propably |
13:42 |
RealBadAngel |
but thats not the point |
13:42 |
hmmmm |
be sure to mask out the bottom half with another hemisphere |
13:42 |
hmmmm |
right, so what is the problem you're having exactly? |
13:42 |
RealBadAngel |
bottom will be never visible |
13:42 |
RealBadAngel |
only upper hemishphere of dome is supposed to be visible |
13:43 |
RealBadAngel |
my problem is sun position |
13:44 |
RealBadAngel |
i need coords of the sun related to daytime |
13:47 |
RealBadAngel |
and im stuck with it |
13:53 |
hmmmm |
uh, sin()? |
13:55 |
PilzAdam |
RealBadAngel, can you fix the problem that the sky is dark when you look down and then up? |
13:56 |
hmmmm |
hmmmm.. i was thinking a bit more about the cut-off decoration placement and it seems like the only way to do this is to do a separate vmanip emerge |
13:56 |
hmmmm |
what a shame that i only realized this after i wrote everything for my original method |
14:11 |
RealBadAngel |
PilzAdam, this thingy im doin is goin to replace all the sky when using the shaders |
14:13 |
RealBadAngel |
hmmmm, some sinusoidal function, yeah. but i mean we do need sunposition at all |
14:14 |
RealBadAngel |
can be done with world radius=1 |
14:16 |
RealBadAngel |
(at least when we assume its always summer there) |
14:43 |
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14:48 |
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15:43 |
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15:57 |
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16:23 |
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16:30 |
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18:32 |
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20:52 |
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21:09 |
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21:25 |
proller__ |
why all files in .minetest/worlds/world/players touched to current time? |
21:27 |
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21:27 |
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22:42 |
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23:00 |
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23:00 |
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23:08 |
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23:08 |
sapier |
hello, question to damage system is there any reason why punch in all cases requires a puncher? |
23:09 |
PilzAdam |
does it? |
23:09 |
sapier |
seams to |
23:10 |
sapier |
obj:punch(nil, 1.0, {full_punch_interval=1.0, damage_groups = damage_groups,}, nil) |
23:10 |
sapier |
--> bad argument #1 to 'punch' (userdata expected, got nil) |
23:10 |
PilzAdam |
I use obj:punch(obj, ...) in my TNT mod |
23:11 |
sapier |
punch by self? |
23:11 |
PilzAdam |
yea |
23:11 |
sapier |
seams to be a dirty workaround |
23:11 |
sapier |
and will give other problems e.g. whom to fight back if attacked by self ;-) |
23:12 |
sapier |
imho nil should be a valid pucher |
23:14 |
PilzAdam |
ObjectRef::checkobject() throws an error if the object is nil |
23:14 |
sapier |
so we need to check first if it's nill |
23:16 |
PilzAdam |
if the direction is nil then it gets calculated based on the puncher pos |
23:17 |
sapier |
hmm seams there's a situatuation that can't be handled correctly with current damage system |
23:20 |
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23:21 |
PilzAdam |
well, seems like puncher isnt really needed all the time |
23:21 |
PilzAdam |
with some minor tweaks it would be possible to allow nil there |
23:22 |
sapier |
seams to me too. I'll create a push request allowing nil as puncher setting dir to 0,0,0 in this case |
23:23 |
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23:37 |
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23:45 |
sapier |
https://github.com/minetest/minetest/pull/701 don't crash server if punch is called with nil puncher |
23:48 |
PilzAdam |
seems good |
23:50 |
sapier |
works for me but requires modders to take care of new case wher puncher is not set in on_punch function |
23:51 |
PilzAdam |
a note in lua-api.txt would be good |
23:51 |
sapier |
btw we need to think about lua-api.txt this file is already to big to be usefull |
23:52 |
sapier |
puncher: ObjectRef (can be nil) |
23:52 |
sapier |
seams to be an already known case either |
23:54 |
PilzAdam |
lua-api.txt is good as it is |