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IRC log for #minetest-dev, 2013-05-04

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All times shown according to UTC.

Time Nick Message
00:01 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 jojoa1997 joined #minetest-dev
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 salamanderrake joined #minetest-dev
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 :)
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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
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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 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
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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
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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
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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
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13:29 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)
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21:25 proller__ why all files in .minetest/worlds/world/players touched to current time?
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23:08 sapier joined #minetest-dev
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
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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
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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

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