Time |
Nick |
Message |
00:02 |
khonkhortisan |
poke https://github.com/minetest/minetest/pull/764 |
00:05 |
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00:06 |
PilzAdam |
khonkhortisan, reproduced the bug and your fix works |
00:06 |
khonkhortisan |
ok |
00:07 |
PilzAdam |
does anyone object to merging this? |
00:08 |
khonkhortisan |
I don't think anyone will |
00:11 |
PilzAdam |
khonkhortisan, btw: give your commits a proper commit message and dont name your branches "patch-3" |
00:11 |
khonkhortisan |
patch-3 is because I went through the github website to make the change |
00:11 |
PilzAdam |
yes, I know |
00:11 |
PilzAdam |
still not good |
00:12 |
khonkhortisan |
you made the other channel talk about me |
00:25 |
PilzAdam |
if anyone wants to merge https://github.com/minetest/minetest/pull/743 then go ahead, I have nothing against it |
00:25 |
PilzAdam |
</random> |
01:00 |
hmmmm |
sweetbomber, i'm not sure i really understand. what do you mean by "prng iterations", exactly? why does this prng have this property where we can know at least one block has a structure if the entire "superblock" has a structure? (this doesn't really sound like any 'random') |
01:01 |
hmmmm |
also, you seem to be assuming that structures are a pretty rare occurance |
01:02 |
hmmmm |
when *I* say structure, i mean any discrete, relatively static cuboid of nodes placed at some point on the map - trees, cave spikes, desert temples, village homes, etc. |
01:03 |
Exio |
are dungeons "structures"? :P |
01:04 |
hmmmm |
not really sure |
01:04 |
hmmmm |
they wouldn't be generated using the schematic decoration type, at least |
01:06 |
hmmmm |
the thing is, i'm not quite sure what to expect with what sweetbomber is working on... but like i said before, it seems that he intends for this to be mostly used for bigger things |
01:06 |
hmmmm |
so it might be a good idea to just continue on with what i'm doing and leave cutoff handling out |
01:10 |
Exio |
so, what's up with #754? |
01:11 |
Exio |
it works, it just had the "wrong commit message" before |
01:28 |
* Exio |
bugs kahrl |
01:28 |
kahrl |
oh, hi |
01:28 |
Exio |
:P |
01:28 |
kahrl |
I'm in favor of merging it |
01:28 |
kahrl |
anyone else? |
01:41 |
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01:51 |
Tesseract |
Core devs: <Tesseract> To close: https://github.com/minetest/minetest/issues/749 <Tesseract> Also this: https://github.com/minetest/minetest/issues/726 |
01:54 |
kahrl |
closed #749 |
01:55 |
kahrl |
#726: "However it is recorded by the closesed player, not the actual placer." is that true? |
01:55 |
kahrl |
it's worse than I ever even knew |
01:56 |
kahrl |
</sillyreference> |
01:57 |
kahrl |
server.cpp has a RollbackScopeActor active around the on_use call so it should record the actual placer |
01:58 |
Tesseract |
kahrl: If not for the bucket it does it for a lot of things, for example blinky plants blinking. |
01:59 |
Tesseract |
(Limited to a range of 100 IIRC) |
02:00 |
kahrl |
that's right, if there is no RollbackScopeActor active it tries to guess |
02:01 |
Tesseract |
Anyway, the whole thing should be redone. Does my set_node_as() Idea sound good? |
02:03 |
Tesseract |
As nice as being able to rollback worldedit is, it probably slows it down quite a bit. |
02:03 |
kahrl |
what would be the use case for set_node_as? |
02:03 |
Tesseract |
(Ans uses a lot of disk space) |
02:04 |
Tesseract |
Things like buckets that should be recorded. set_node() wouldn't record. |
02:04 |
kahrl |
buckets already record it because of the RollbackScopeActor |
02:05 |
Tesseract |
Yes, but other things like buckets. |
02:05 |
kahrl |
such as? |
02:06 |
kahrl |
as long as stuff is done in on_use it is recorded with the player that used the item |
02:07 |
Tesseract |
Yes, I mean out side of un_use, although I can't think of an example ATM. |
02:08 |
Exio |
maybe something like a remote trigger? (just thinking) |
02:09 |
Exio |
(a piston doing something because some player triggers the mesecon behind it or w/e) |
02:09 |
Tesseract |
Yes, like TNT activated remotely. |
02:09 |
kahrl |
It's tough to track all the possible ways to trigger mesecons |
02:09 |
Tesseract |
But blinky plant blinks shouldn't be recorded. |
02:10 |
Exio |
kahrl: i know, i'm just saying a bad example but "valid" :P |
02:10 |
Tesseract |
^ |
02:11 |
Tesseract |
TNT remotes would be easy. |
02:12 |
kahrl |
For the worldedit issue I hope someone designs the lua MapVoxelManipulator soon |
02:12 |
kahrl |
Which could either not record into rollback at all or do it more efficiently |
02:13 |
Tesseract |
Maybe a seperate setting for WE rollback. And a different file or something. |
02:14 |
kahrl |
wasn't somebody planning a rollback revamp? things like that could be part of that |
02:14 |
Exio |
the one with the MVM idea :P |
02:15 |
Tesseract |
It was put in the TODO. But nobody started it. |
02:21 |
Tesseract |
https://github.com/minetest/minetest/issues/661 |
02:24 |
Tesseract |
This/a derivative never actually got merged: https://github.com/minetest/minetest/pull/608 |
02:25 |
Tesseract |
khonkhortisan: Irrlicht issue? https://github.com/minetest/minetest/issues/607 |
02:38 |
sweetbomber |
the worst thing about using open-source: sometimes you spend half-hour adding a feature you need, and then find out there was an option for it |
02:38 |
sweetbomber |
in closed source you would just spend half-hour looking for the option |
02:39 |
Tesseract |
Heh. |
02:42 |
Exio |
what thing? :P |
03:00 |
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03:26 |
khonkhortisan |
I have no idea where that issue is from. I haven't looked into it. |
03:32 |
Tesseract |
Well it seems to be an Irrlight issue, so file it in their bug tracker and close it here. |
06:37 |
hmmmm |
what do you guys think of clay becoming a regular ol' ore that just occurs in sand |
06:38 |
VanessaE |
why not? |
06:38 |
VanessaE |
it'll have the same function anyway |
06:38 |
VanessaE |
as long as it occurs in sheets of course |
06:38 |
hmmmm |
yeah, it'd be better though. |
06:38 |
hmmmm |
the clay placement is actually bugged but nobody ever really noticed it |
06:39 |
hmmmm |
plus, in minecraft, clay occurs at the bottom of the sea as well, not just on the shore next to water |
06:39 |
hmmmm |
i think it'd be better balanced if there were more clay |
06:40 |
VanessaE |
absolutely |
06:40 |
VanessaE |
there's far too little clay now |
06:40 |
VanessaE |
on any heavily-played server, clay and papyrus are pretty much the first two things to run out |
06:40 |
VanessaE |
though papyrus grows now, |
06:40 |
hmmmm |
papayrus runs out because it doesn't regrow |
06:40 |
hmmmm |
right, so that's not really a problem |
06:41 |
VanessaE |
so that's no longer an issue |
07:00 |
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07:09 |
khonkhortisan |
Early I learned not to build with brick |
07:27 |
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17:01 |
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17:01 |
sweetbomber |
peek this: https://github.com/minetest/minetest/pull/775 |
17:03 |
PilzAdam |
ehm, 90% of this patch is useless |
17:03 |
PilzAdam |
why do you remove all these spaces? |
17:04 |
sweetbomber |
only noticed now the 50 removals. |
17:05 |
sweetbomber |
it seems the file was filled with trailing spaces in the end of lines, and my editor removed thos |
17:05 |
PilzAdam |
also, leaving old code commented out is unnecessary, we have a git history |
17:05 |
VanessaE |
sweetbomber: that reminds me, how did my game fair in your profiling? |
17:06 |
VanessaE |
fare* |
17:07 |
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17:10 |
sweetbomber |
PA: ill fix that |
17:10 |
sweetbomber |
VanessaE: http://speedy.sh/e52Ga/callgrind.out.vanessa |
17:10 |
sweetbomber |
VanessaE: use kcachegrind to inspect it |
17:10 |
VanessaE |
um |
17:10 |
VanessaE |
that requires some kind of windows app to downloa. |
17:10 |
VanessaE |
download* |
17:10 |
sweetbomber |
? |
17:11 |
sweetbomber |
omg |
17:11 |
sweetbomber |
lame site |
17:11 |
sweetbomber |
wait, ill reupload somewhere else |
17:11 |
sweetbomber |
i just trusted google |
17:11 |
Exio |
base64 + pastebin ;P |
17:11 |
PilzAdam |
google is evil, use ixquick.com |
17:11 |
Exio |
(base64 if binary) |
17:14 |
sweetbomber |
https://docs.google.com/file/d/0BzRoxG6zdl1LM19qdU4zVnQyNEk/edit?usp=sharing |
17:14 |
sweetbomber |
this should do it |
17:15 |
sweetbomber |
Exio: ill note those |
17:15 |
sweetbomber |
PA: regarding the trailing spaces, any problem on removing them? |
17:16 |
sweetbomber |
from the kernel coding style, they are not supposed to be there anyway... |
17:16 |
VanessaE |
I say leave that part of the patch in there, it's not like the compiler gives two shits about it anyway |
17:16 |
PilzAdam |
sweetbomber, dont fix code style of code you are not modifying |
17:16 |
VanessaE |
sweetbomber: got the download. |
17:17 |
sweetbomber |
ok, ill delete the pr and fix it |
17:26 |
sweetbomber |
PA: it keeps the 48 additions/deletions |
17:27 |
PilzAdam |
its fine now |
17:27 |
PilzAdam |
https://github.com/minetest/minetest/pull/775/files |
17:27 |
sweetbomber |
ill try to checkout the branch back to see if they disappear |
17:27 |
sweetbomber |
ok, ill leave it as is, then |
17:28 |
Exio |
i wonder |
17:28 |
Exio |
what does it need to get merged? :D |
17:28 |
PilzAdam |
the second commit shows the diff agains the first one, but the diff against master is fine |
17:29 |
Exio |
squash then :P |
17:29 |
PilzAdam |
the one who merges can squash the commits |
17:31 |
sweetbomber |
as you can see, this commit removes a lot of string searches |
17:32 |
sweetbomber |
which were using a lot of time |
17:35 |
thexyz |
sweetbomber: I agree, they should be removed, but not in this pull request |
17:37 |
sweetbomber |
thexyz: what do you mean? |
17:38 |
thexyz |
uh, spaces |
17:38 |
thexyz |
always forget the most important part |
17:39 |
sweetbomber |
you are talking about the first commit removing a lot of spaces from random lines? the second commit makes the pull request only change 3 lines... |
17:40 |
thexyz |
that was a reply to this >PA: regarding the trailing spaces, any problem on removing them? |
17:40 |
thexyz |
anyway, merging it right now |
17:43 |
sweetbomber |
ok, np. i also think that any general clean-up should be made at all the code in one single pull request aimed at cleanup only |
17:44 |
thexyz |
that's right |
17:44 |
PilzAdam |
this will probably cause merge conflicts with other pull request |
17:44 |
thexyz |
that's right as well |
17:49 |
Exio |
well, what about the #772 but only shader part? |
17:50 |
PilzAdam |
Taoki has listed good points to not merge it |
18:02 |
sweetbomber |
i never worked with 3d engines, but shouldn't it be easy to turn shadows on? |
18:02 |
sweetbomber |
in my humble opinion, i think that irrlicht was the responsible for rendering shadows on blocks... |
18:03 |
sweetbomber |
isnt there any option like "shadows = true"? |
18:03 |
sweetbomber |
i repeat, im a complete noob in 3d rendering engines |
18:04 |
Calinou |
shadows are made by software |
18:05 |
VanessaE |
qbbl |
18:05 |
VanessaE |
bbl too. |
18:05 |
ShadowNinja |
After running a trailing whitespace stripper: http://pastebin.ubuntu.com/5768594/ |
18:07 |
sweetbomber |
Calinou: just in minetest, or generaly on 3d software? |
18:08 |
Calinou |
depends |
18:11 |
ShadowNinja |
https://github.com/ShadowNinja/minetest/compare/whitespace_strip |
18:11 |
ShadowNinja |
Compiling... |
18:12 |
PilzAdam |
what about only the ones where the line is not empty? |
18:14 |
ShadowNinja |
The whitespace still shouldn't be there. |
18:14 |
ShadowNinja |
Although I could probably exclude those if you realy wanted. |
18:15 |
ShadowNinja |
It compiles and runs. |
18:15 |
PilzAdam |
I mean, look how bloated that diff is |
18:16 |
thexyz |
ShadowNinja: don't touch lua |
18:16 |
thexyz |
and other libs |
18:17 |
thexyz |
no one is going to edit them anyway |
18:17 |
ShadowNinja |
Yes, I will have to ignore those... |
18:19 |
thexyz |
and what are we going to do with broken patches? |
18:20 |
Exio |
well |
18:21 |
PilzAdam |
if we exclude empty lines then its not such a big problem |
18:22 |
thexyz |
PilzAdam: what's the point of this then? |
18:30 |
Exio |
i wonder, is mapblock_mesh.cpp:1202 needed for something? |
18:30 |
Exio |
https://github.com/EXio4/minetest/commit/f8c8aedfcd01236257e865d26bf6f5f02a4df979 the line removed |
18:30 |
Exio |
:P |
18:36 |
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21:29 |
hmmmm |
alright, gonna start getting work done |
21:30 |
hmmmm |
for a given biome, you'd like to list the decorations that go in it, right? |
21:31 |
hmmmm |
that's just how the loading goes. really, each decoration would have a list of biomes since this is the most efficient and easiest thing to do |
21:32 |
VanessaE |
what decorations, and what specific conditions within that biome are necessary to produce the given decoration. |
21:32 |
hmmmm |
thing is, i'm not sure how crazy people are going to go with this; i'd like to keep it a linear search but i know people are going to act stupid and have 256 biomes |
21:32 |
VanessaE |
trust me, people WILL abuse it. |
21:32 |
hmmmm |
i don't want to think defensively like this |
21:33 |
hmmmm |
it's such a small, stupid detail |
21:33 |
hmmmm |
and i'd like to optimize for the common case |
21:35 |
VanessaE |
will a 'biome' also define where decorations can go? |
21:35 |
VanessaE |
I mean, for example, |
21:35 |
VanessaE |
a "sandy beach" biome versus "a random patch of sand with no water", versus "sand near grass" |
21:36 |
VanessaE |
will elevation be a factor? temperature? etc etc etc etc |
21:36 |
hmmmm |
biomes have a specified set of decorations |
21:37 |
hmmmm |
a decoration is placed if the randomly chosen place is the correct biome, and the node below it is of the correct type |
21:37 |
VanessaE |
right |
21:37 |
VanessaE |
but how detailed is the biome def itself? |
21:37 |
hmmmm |
for example |
21:37 |
VanessaE |
I mean, are we talking plants_lib levels of detail here? |
21:37 |
hmmmm |
you have grass that spawn in plains but not on mountains |
21:38 |
hmmmm |
both have dirt_with_grass as top nodes |
21:38 |
hmmmm |
i don't know what that level of detail is |
21:38 |
VanessaE |
hmmmm: https://github.com/VanessaE/plantlife/blob/master/API.txt |
21:39 |
VanessaE |
line 241 in particular |
21:39 |
VanessaE |
(the stuff above that's for ABM's only, like 241 describes the mapgen hook) |
21:39 |
hmmmm |
doesn't have the sradius, and instead of savoid, it's just a single node type where it's allowed |
21:40 |
VanessaE |
nono skip down. |
21:40 |
hmmmm |
oh |
21:40 |
hmmmm |
that's what you define a bioem as |
21:40 |
VanessaE |
yes. |
21:40 |
hmmmm |
biome* |
21:42 |
hmmmm |
your biome definition seems to have some things from the decorations put together |
21:43 |
VanessaE |
yeah |
21:43 |
VanessaE |
this all predates your mgv7 work of course |
21:43 |
VanessaE |
so I expect plenty of differences, since you'll surely find better ways to do this stuff |
21:43 |
VanessaE |
(nevermind it all being C++) |
22:28 |
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