Time |
Nick |
Message |
00:16 |
|
IceCraft joined #minetest-dev |
00:30 |
|
IceCraft joined #minetest-dev |
00:39 |
|
IceCraft joined #minetest-dev |
01:03 |
|
IceCraft joined #minetest-dev |
01:11 |
|
IceCraft joined #minetest-dev |
01:21 |
|
IceCraft joined #minetest-dev |
02:39 |
VanessaE |
are there any active devs on right now? |
02:44 |
* VanessaE |
random-highlights... sfan5 celeron55 thexyz proller kahrl |
02:47 |
thexyz |
VanessaE: that's not our problem why bother with it? |
02:48 |
VanessaE |
eh? |
02:48 |
VanessaE |
oh the android thing? not talking about that :) |
02:48 |
VanessaE |
however as long as you mention it, I was thinking from a name/publicity standpoint. |
02:48 |
VanessaE |
but anyway |
02:49 |
VanessaE |
#967 |
02:49 |
VanessaE |
what's the word on this? |
02:53 |
VanessaE |
the only change this pull needs is that the image scale of the sun and moon should be made the same, and made abotu twice as big as they are now. Compensate for this by altering the actual images (add some empty padding). |
02:54 |
VanessaE |
(this allows some extra space in texture pack images for a corona around the sun) |
02:54 |
RealBadAngel |
this is subject for another pull |
02:54 |
VanessaE |
yes |
02:54 |
VanessaE |
one pull at a tyime |
02:54 |
VanessaE |
time* |
02:54 |
RealBadAngel |
that will add settings |
02:55 |
RealBadAngel |
ie moon_size = x, sun_size = y |
02:56 |
VanessaE |
oh hell, got my two windows swapped around. |
02:56 |
VanessaE |
for now, let's merge this patch |
02:56 |
RealBadAngel |
i havent done this because im not sure about how it should be done |
02:57 |
VanessaE |
I use it on my client, there seem to be no performance issues that I can spot, and it works exactly as one would expect it to. |
02:57 |
VanessaE |
(this patch == #967) |
02:57 |
RealBadAngel |
imho such settings shall be set by texture pack itself |
02:57 |
|
darkrose joined #minetest-dev |
02:58 |
RealBadAngel |
but then, theres no way currently to let texture pack set anything |
02:59 |
RealBadAngel |
C55 started to code api for sky.cpp but this is a mod approach |
03:03 |
RealBadAngel |
VanessaE, if any (performance) issues, patch imho should be faster than previous code |
03:03 |
RealBadAngel |
before it called 3 times irrlicht routine to draw primitive quad |
03:03 |
RealBadAngel |
now it draws only one texture |
03:03 |
VanessaE |
perhaps. either way, it doesn't slow anything down and it works exactly like it should |
03:04 |
RealBadAngel |
(4 times in case of moon) |
03:05 |
RealBadAngel |
anyway main reason of keeping this thing alive was the fact of inabilitly to tint properly the sun |
03:06 |
RealBadAngel |
there was some weird code in sky.cpp to calculate colors that were never used |
03:06 |
RealBadAngel |
i got rid of that thx to tonemaps |
03:07 |
RealBadAngel |
and i can say just i was observing dawns and the sunsets IRL lately |
03:07 |
RealBadAngel |
colors shifting is just accurate |
03:08 |
VanessaE |
thanks to my tweaks ;) |
03:08 |
RealBadAngel |
i have tweaked your tweaks ;) |
03:09 |
RealBadAngel |
but yes, it was team work |
03:12 |
VanessaE |
guys come on, what's the delay here |
03:12 |
VanessaE |
yes or no? |
03:15 |
|
mrtux_ joined #minetest-dev |
06:18 |
|
darkrose joined #minetest-dev |
07:02 |
|
nore joined #minetest-dev |
07:19 |
|
Ritchie joined #minetest-dev |
08:11 |
nore |
I have a question: should the grow grass/remove grass/grow saplings ABMs left in core, or moved to Lua? |
08:34 |
celeron55 |
RealBadAngel: they are not alternative approaches |
08:34 |
celeron55 |
RealBadAngel: what you are doing is extra functionality for the "regular" sky |
08:36 |
celeron55 |
RealBadAngel: does the default sun and moon look the same as currently? looking at the image files, they don't seem to have such functionality |
08:36 |
celeron55 |
i made the sun be colored in a very specific way which is much better than coloring it with just one color |
08:37 |
celeron55 |
i don't want any regressions here |
08:37 |
nore |
celeron55, do you think the grow grass/remove grass/grow saplings ABMs should be moved to Lua? |
08:37 |
celeron55 |
nore: it depends on whether their speed is roughly equivalent there |
08:38 |
nore |
that's what I am testing right now... |
08:38 |
celeron55 |
saplings at least should be |
08:38 |
nore |
yes, I reckon it is |
08:48 |
nore |
strange bug: |
08:48 |
nore |
I get that: |
08:48 |
nore |
09:47:04: ERROR[main]: ServerError: LuaError: error: attempt to call a nil value |
08:48 |
nore |
09:47:04: ERROR[main]: stack traceback: |
08:48 |
nore |
and then nothing |
08:48 |
nore |
(no stack traceback, no indication of where it crashed, nothing) |
08:49 |
celeron55 |
sometimes that happens; dunno why |
08:50 |
nore |
yes, but there it is not sometimes |
08:50 |
nore |
it is each time I try to start the server |
08:50 |
celeron55 |
i don't know in what set of cases it can't get a traceback |
08:50 |
celeron55 |
there's probably some logic for that though 8) |
08:52 |
|
yno_ joined #minetest-dev |
08:56 |
|
dzho_ joined #minetest-dev |
08:59 |
|
ecube joined #minetest-dev |
08:59 |
|
ecube joined #minetest-dev |
09:07 |
nore |
celeron55, I may have found where it comes from |
09:07 |
nore |
(testing right now) |
09:08 |
nore |
but I reckon it is a callback that I defined in another branch, and then I switched branches |
09:08 |
nore |
and forgot to recompile |
09:08 |
nore |
to it looks like when C calls Lua functions, and there is an error, there is no traceback |
09:09 |
nore |
ok, it was indeed that |
09:10 |
|
proller joined #minetest-dev |
09:27 |
celeron55 |
but isn't that what *always* happens? |
09:28 |
celeron55 |
the only time when lua code is executed without C calling a function is at load time |
09:29 |
nore |
no, I mean, C tried to call a nil value |
09:29 |
nore |
instead of calling of function that called a nil value |
09:29 |
celeron55 |
ah, yes, that makes sense |
09:29 |
nore |
anyway, I managed to code this ABMs in Lua |
09:30 |
nore |
and I don't see more server load than before, even with both running at once |
09:30 |
nore |
moreover, those ABMs don't execute very often |
09:31 |
nore |
(average time are 500, 400 and 40s) |
09:45 |
nore |
celeron55, https://github.com/Novatux/minetest/commit/c656b6ecff88338ed6c181d33ab230a420fcce26 |
09:46 |
nore |
I also put the sapling growing functions in default.grow_tree and default.grow_jungletree so a mod can override them if wanted |
09:46 |
proller |
need snow remover abm |
09:47 |
nore |
that can be added in the game too, no need to put it in the engine |
09:47 |
proller |
https://github.com/minetest/minetest/pull/882/files#diff-2e849c6a20ae0b361d0acb000da3ae02R105 |
09:48 |
celeron55 |
really the grass stuff should probably be considered a game thing too... |
09:48 |
celeron55 |
and tree |
09:48 |
celeron55 |
and well, that's what that does |
09:48 |
nore |
I will make a pull for minetest_game too if it is ok |
09:49 |
nore |
anyway, the trees should grow exactly as before with that pull, I changed nothing |
09:49 |
RealBadAngel |
celeron55, the patch contains textures that look exactly like old sun and moon |
09:49 |
nore |
another advantage is that now a mod can override, so if a mod doesn't want saplings to grow in deserts, it can do that... |
09:52 |
celeron55 |
RealBadAngel: so does it look like this? http://imgur.com/a/rCb4k |
09:53 |
celeron55 |
i wonder if there would be some sane way of handling this stuff that isn't really engine stuff and isn't really game stuff where it doesn't need to be decided which it is |
09:53 |
nore |
well, perhaps there should be no objects at all by default |
09:54 |
nore |
and each game would have to register sun and moon |
09:54 |
nore |
as objects moving in the sky |
09:55 |
RealBadAngel |
celeron55, http://i.imgur.com/CdBomHE.png http://i.imgur.com/QWWivwV.png |
09:55 |
celeron55 |
RealBadAngel: the sun is all the same color; it looks bad |
09:55 |
RealBadAngel |
its the texture |
09:56 |
RealBadAngel |
it can look way different if you want to |
09:56 |
celeron55 |
you can't make a sun like the current one with your system |
09:56 |
|
ImQ009 joined #minetest-dev |
09:56 |
RealBadAngel |
why dont you try the commit instead of talkin what can be done? |
09:57 |
RealBadAngel |
because youre wrong |
09:57 |
celeron55 |
because i already know and if it could be done, you'd have already done it |
09:57 |
RealBadAngel |
no you dont know |
09:57 |
RealBadAngel |
do i need to make another screenshots? :) |
09:57 |
celeron55 |
yes, take screenshots of a sun made with that that resembles the current one |
09:58 |
celeron55 |
or at least doesn't look worse |
09:58 |
nore |
celeron55, https://github.com/minetest/minetest/pull/976 https://github.com/minetest/minetest_game/pull/209 |
09:59 |
nore |
(both pulls go together) |
10:01 |
nore |
^ any thoughts on this? |
10:02 |
celeron55 |
my thought is that it's a pain in the ass for other games... |
10:02 |
proller |
how fast it is? when you fast moving and world generating? |
10:04 |
celeron55 |
this goes back somewhat to the "common mods" thing, but would somthing like "builtin mods" work? a game could enable or disable them and they would be reserved mostly for this kind of "common sense" stuff, also for weather and things like that |
10:04 |
nore |
proller, I did not see difference |
10:04 |
celeron55 |
and they would reside in the engine repo |
10:04 |
celeron55 |
and they would default to being like what the engine has previously done by itself |
10:05 |
nore |
well, about other games, they only have to copy the code... |
10:05 |
nore |
but perhaps what would be possible would be a "mod library" |
10:06 |
proller |
i think core must have tree grow api (with step-by-step grow), and mods must define schemes and conditions |
10:06 |
celeron55 |
if they want to run on multiple minetest versions, they need to check the version, so this change should be added to minetest.features |
10:06 |
nore |
and games that want e.g. sapling growth would do dofile(minetest.get_library_path().."treegrowth.lua") |
10:06 |
celeron55 |
nore: i think they should be packaged exactly like any mod, because that system works |
10:06 |
celeron55 |
but in a special location |
10:07 |
nore |
yes, but a game would need to enable/disable them |
10:07 |
nore |
i.e., for sapling growth, the code need to be run after the nodes are registered |
10:07 |
celeron55 |
the enabling and disabling them would need to be special though... uhm, well that's ugly |
10:07 |
RealBadAngel |
http://i.imgur.com/DsuNv1Q.png |
10:08 |
nore |
whereas with a dofile(minetest.get_library("treegrowth")) |
10:08 |
RealBadAngel |
http://i.imgur.com/UIXDU51.png |
10:08 |
nore |
it would be easy |
10:08 |
nore |
or even minetest.load_library(treegrowth) |
10:08 |
celeron55 |
nore: that cannot be made to be default behavior with non-updated games |
10:08 |
celeron55 |
so it's useless for the purpose i wanted it for |
10:09 |
nore |
I did not understand the purpose... is it to make current games able to run without modifications? |
10:09 |
RealBadAngel |
celeron55, and now? |
10:09 |
celeron55 |
RealBadAngel: those are completely different and don't have good varying colors at all |
10:10 |
celeron55 |
RealBadAngel: you don't understand; good colors are important, plain textures are just one way of visualizing things |
10:10 |
RealBadAngel |
have you actually tried how the colors change during time? |
10:10 |
celeron55 |
nore: imagine your patches being put in 0.4.8, and imagine yourself running some independent subgame in it |
10:11 |
celeron55 |
nore: it won't have sapling or grass growth at all |
10:11 |
celeron55 |
which is bad |
10:11 |
celeron55 |
unless it's updated |
10:11 |
RealBadAngel |
they are defined using a tonemap, and the tinting is made with it |
10:12 |
celeron55 |
RealBadAngel: i want separate tints for multiple parts of the sun; that's what the current sun does |
10:12 |
RealBadAngel |
huh? its the very same colour and different aplha |
10:13 |
RealBadAngel |
*alpha |
10:13 |
celeron55 |
i don't understand why you try to do this visual stuff when you don't have good judgement on what looks good |
10:14 |
RealBadAngel |
this does look good. and is textureable |
10:14 |
celeron55 |
it doesn't, and you apparently can't understand it |
10:15 |
RealBadAngel |
whats wrong with it then? |
10:15 |
celeron55 |
i have already explained it |
10:16 |
nore |
celeron55, I just had an idea: |
10:16 |
nore |
games need to do minetest.register_alias("sapling", sapling_name) to have sapling growth |
10:16 |
RealBadAngel |
i dont get it. everybody around says its cool lookin but just you |
10:17 |
nore |
so minetest.register_alias could be changed to get that and register the tree growth ABM |
10:17 |
RealBadAngel |
with the textures i made it does look nearly the same as before |
10:17 |
RealBadAngel |
only tinting changes the visual |
10:17 |
nore |
of course, that would be marked as deprecated and removed in a future version |
10:17 |
celeron55 |
RealBadAngel: it looks like a square-shaped orange fruit on the sky; not like a bright sun |
10:18 |
celeron55 |
to visualize brightness, you need to "overflow" the brightness to white |
10:18 |
RealBadAngel |
it looks exactly the same as before without other textures |
10:18 |
celeron55 |
but show the border as some other color |
10:18 |
RealBadAngel |
youre blaming me for original look?? |
10:18 |
RealBadAngel |
put there round texture with halo |
10:18 |
celeron55 |
nore: hmm, what about grass? |
10:19 |
nore |
same thing, IIRC |
10:19 |
RealBadAngel |
http://i.imgur.com/IFLGLay.png |
10:19 |
RealBadAngel |
like this one |
10:19 |
RealBadAngel |
its textureable for christ sake |
10:19 |
nore |
ah, no |
10:20 |
RealBadAngel |
more, texture pack maker can provide his own tinting file |
10:20 |
nore |
it is mapgen_dirt, mapgen_dirt_with_grass, but dirt_with_snow |
10:20 |
nore |
and snow too |
10:21 |
celeron55 |
RealBadAngel: it's like saying "hey i made a car; it doesn't have front tires but you can have any kind of rear tires you want" |
10:21 |
RealBadAngel |
no it does have tires that you have designed |
10:21 |
|
addi1 joined #minetest-dev |
10:21 |
nore |
celeron55, perhaps detect the dirt_with_snow alias |
10:21 |
RealBadAngel |
to not change original feel |
10:21 |
nore |
and if so, register the ABM |
10:22 |
nore |
(it is getting more and more hacky) |
10:22 |
RealBadAngel |
i made square textures to keep it |
10:22 |
celeron55 |
nore: maybe compatibility should just be dropped... |
10:22 |
nore |
I don't mind about that... |
10:22 |
nore |
moreover, it is a game thing, not a mod thing |
10:22 |
nore |
and there are max. 10 games out there |
10:22 |
celeron55 |
yeah, i guess it's fine |
10:23 |
nore |
ok, 30 |
10:23 |
celeron55 |
it probably should be implemented as a separate mod in minetest_game so that it's easy to take into use anywhere |
10:23 |
celeron55 |
or should it? |
10:23 |
nore |
I don't know |
10:24 |
celeron55 |
my opinion on minetest_game is that nothing should be added to default anymore |
10:24 |
nore |
well, sapling growth is default |
10:24 |
celeron55 |
it's too bloated and if adding stuff to it continues, it cannot be used as an universal based for games anymore because of it's bloatness |
10:24 |
RealBadAngel |
celeron55, take a look at this vid http://www.youtube.com/watch?v=3jV7Oxw-IJo |
10:24 |
celeron55 |
base* |
10:24 |
nore |
so perhaps leave it here... |
10:24 |
nore |
celeron55, almost any game tweaks default anyway |
10:24 |
RealBadAngel |
actual tinting file in commit is a bit different, but its pretty close |
10:24 |
celeron55 |
RealBadAngel: i think i'll use my time more productively than argue with you |
10:26 |
nore |
celeron55, however, should I change something to warn the games that there is no sapling growth? |
10:27 |
celeron55 |
nore: i don't know; we really should have some regular way of handling things like these, as this kind of things are going to happen in the future |
10:28 |
nore |
so, I should add it to features.lua? |
10:29 |
nore |
this can be thought as a regular way to handle that |
10:29 |
celeron55 |
yes, because it's an undetectable feature |
10:29 |
celeron55 |
or, change |
10:30 |
celeron55 |
or... umm... well, it can be detected by checking if default.grow_tree exists, but that's quite arbitrary |
10:30 |
nore |
Is no_legacy_abms a good name for that? |
10:30 |
celeron55 |
yes |
10:30 |
RealBadAngel |
celeron55, so you dont like it to be plain colours, ok. but what about shape? shall it be squarish as before or more round? |
10:30 |
nore |
celeron55, no since it is for a game |
10:31 |
nore |
celeron55, pushed |
10:31 |
celeron55 |
RealBadAngel: shape is not an issue with textures |
10:31 |
nore |
RealBadAngel, about tinting |
10:32 |
nore |
it could be possible to make the image to be tinted use RGB |
10:32 |
nore |
and have 3 tintmaps, one for each channel in the image to be tinted |
10:32 |
celeron55 |
that would allow what i want |
10:33 |
RealBadAngel |
that could only be done using shaders |
10:33 |
nore |
why not? how is tinting done right now? |
10:33 |
RealBadAngel |
emissive light of a material |
10:33 |
celeron55 |
not if you separated r, g and b to different images and overlaid them with different emissive lights |
10:33 |
|
Akien joined #minetest-dev |
10:34 |
celeron55 |
or had them separate from the start |
10:34 |
nore |
in that case, 2 colors should be enough, no? |
10:35 |
celeron55 |
enough for something that looks like the current sun, yes; the amount of channels is kind of arbitrary though |
10:35 |
nore |
that's why it is perhaps best to have a single image |
10:35 |
celeron55 |
this really is a thing in which a client-side script would be immensely more good than anything else |
10:36 |
nore |
so it would be less heavy to send textures |
10:37 |
RealBadAngel |
current moon texture is 286 bytes... |
10:37 |
nore |
celeron55, if you have got some time, could you check #966 please? |
10:37 |
nore |
RealBadAngel, yes, you may be right that it is not needed |
10:37 |
RealBadAngel |
its tone map is 260 bytes |
10:38 |
celeron55 |
nore: did someone look at it already? |
10:39 |
celeron55 |
i really need to do something else right now |
10:39 |
nore |
RealBadAngel did it, and PilzAdam did too but had no time to test the latest version |
10:39 |
nore |
but if you have no time, it isn't really a problem, I will wait |
10:41 |
celeron55 |
maybe i'll throw you and shadowninja or someone in github members now so you can maybe do something |
10:41 |
celeron55 |
altough no matter who i put in there, you're going to be on your own for today and not be able to do anything 8D |
10:41 |
celeron55 |
(proably) |
10:41 |
celeron55 |
+b |
10:42 |
celeron55 |
i'm very hesitant in agreeing with this ABM thing, because there have been many things recently that have turned out not ideally |
10:43 |
celeron55 |
it feels like it would be best to halt all development and say it's done and will only go worse |
10:43 |
celeron55 |
and it sucks |
10:43 |
RealBadAngel |
i have altered the look of the sun a bit: http://i.imgur.com/vrTlUjv.png http://i.imgur.com/uOjgKNL.png http://i.imgur.com/vwukEre.png |
10:43 |
proller |
101% of servers now have HUGE lags |
10:44 |
proller |
part of lag from lot of slow abm |
10:44 |
nore |
proller, those ABMs are very rarely triggered |
10:44 |
celeron55 |
proller: coding an army of ABMs in C++ is not a sustainable solution |
10:44 |
nore |
and they don't use much time |
10:44 |
celeron55 |
there will always be more content and having always more content in the engine is just bad |
10:45 |
proller |
celeron55, but coding good fast c++ api may help |
10:45 |
nore |
the one that is slowest is sapling growth, but that one triggers only once every 500s |
10:45 |
nore |
and once it has triggered, it won't do it anymore |
10:45 |
proller |
nore, but always on generate? |
10:45 |
nore |
what do you mean, on generate |
10:45 |
nore |
these are not called on generate |
10:45 |
proller |
on map generate |
10:46 |
proller |
2 ways to row tree? |
10:46 |
proller |
grow |
10:46 |
nore |
sapling growth is not called on map generate |
10:46 |
nore |
it is only for ABM, the map generate one is still C++ |
10:46 |
celeron55 |
would it be possible to expose the engine's tree grow code to lua for that? it probably is |
10:46 |
proller |
trees grow code must be in one place |
10:47 |
proller |
and lua is slow place for it |
10:47 |
nore |
celeron55, there are 2 possibilities |
10:47 |
celeron55 |
altough, we could just as well just change both to some reasonably similar L-system tree |
10:47 |
nore |
1. tree growth code is in C++, but then no mod can override it |
10:47 |
celeron55 |
(assuming it doesn't have performance problems) |
10:47 |
nore |
2. it is in Lua, but if called by the mapgen, it gets slow |
10:48 |
proller |
L-system + good conditions (heat, humidity. neibhours) |
10:48 |
nore |
and L-system trees are slow |
10:48 |
celeron55 |
well fuck |
10:48 |
nore |
proller, yes, but what if a mod wants its own humidity functions? |
10:48 |
proller |
nore, for what? |
10:49 |
nore |
proller, for everything... (mapgen, etc) |
10:49 |
celeron55 |
maybe because the engine doesn't have proper ones for a kind of world it wants to do |
10:49 |
nore |
for example, when coding mg, I use custom temperature and humidity noises |
10:49 |
proller |
maybe define condition callback |
10:50 |
nore |
remember that callbacks are slow |
10:50 |
proller |
and mod can deside about growing here and ask engine to start grow |
10:50 |
nore |
on the other hand, it is possible to do a fast lua-only mapgen |
10:51 |
nore |
with the perlin maps and voxel manips, it is possible to do almost as fast as C++ mapgen |
10:52 |
nore |
tests by hmmmm: |
10:52 |
nore |
minetest.env:set_node: 6854.4ms |
10:52 |
nore |
VoxelManip: 153.5ms |
10:52 |
nore |
Mapgen in core: 60ms (estimated) |
10:52 |
celeron55 |
should we switch the mapgen to completely lua? 8) |
10:52 |
proller |
i want to make step-by-step growing and leaves recovery - its maybe too slow in lua |
10:52 |
nore |
no, but we don't need to change everything... |
10:52 |
celeron55 |
proller: then it won't be done |
10:53 |
celeron55 |
proller: unless it's generic enough |
10:53 |
nore |
proller, if you use voxelmanip, I reckon it can be done fast enough |
10:56 |
celeron55 |
i added nore, ShadowNinja and sapier to core devs now |
10:56 |
celeron55 |
hopefully stuff doesn't completely explode |
10:57 |
proller |
nore, its was set only benchmark? growing tree needs lot of get_node |
10:57 |
nore |
celeron55, could we be added in the credits tab too please? |
10:57 |
celeron55 |
just add yourself |
10:57 |
celeron55 |
lol |
10:57 |
nore |
proller, get_node is done with voxelmanip... |
10:57 |
nore |
one call, and you have all nodes |
10:59 |
celeron55 |
i'm basing this addition on the hope that if people follow what i wrote here, it's possible to avoid huge conflicts in direction and unmergeable work: http://c55.me/blog/?p=1491 |
10:59 |
celeron55 |
maybe this is the worst decision of the year, but that i'll see next year |
10:59 |
|
jin_xi joined #minetest-dev |
10:59 |
celeron55 |
8D |
11:02 |
celeron55 |
(well yeah, that was inappropriate; but i'm full of inappropriateness) |
11:13 |
|
nore_ joined #minetest-dev |
12:05 |
|
Zeitgeist_ joined #minetest-dev |
12:09 |
|
Jordach joined #minetest-dev |
12:13 |
|
hmmmm joined #minetest-dev |
12:27 |
proller |
nore, commiting without approve and waiting few months prohibited ! |
12:29 |
nore |
what is prohibited? waiting not enough or too long? |
12:30 |
nore |
anyway, that commit was approved... ;) |
12:30 |
nore |
proller, ^ |
12:32 |
VanessaE |
celeron55: While I understand your desire to keep the different parts of the sun/moon tinted as they are now, does it truly matter if they change a little bit for the sake of overall improvement? I know the type of change that is necessary to get exactly the effect you want, and it's not hard, but is it really THAT important right now? |
12:33 |
proller |
nore, it was 51% joke |
12:33 |
VanessaE |
the type of change being a 2d tonemap - the X axis being time, the Y axis being distance from the center of the image |
12:35 |
VanessaE |
(whether it would be particularly fast, or how it would compare to your idea of overlaying multiple images, I'm not sure) |
12:35 |
kahrl |
about the sometimes missing debug traceback |
12:35 |
kahrl |
I'm pretty sure that comes from all the lua_pcall calls that pass 0 for the last parameter |
12:35 |
nore |
proller, yes I know |
12:35 |
kahrl |
I asked about that some weeks ago but nobody seemed interested at the time |
12:36 |
nore |
kahrl, what does the last parameter mean in lua_pcall? |
12:37 |
kahrl |
http://www.lua.org/manual/5.1/manual.html#lua_pcall |
12:38 |
nore |
kahrl, does is work if the function is nil? |
12:38 |
kahrl |
especially "Typically, the error handler function is used to add more debug information to the error message, such as a stack traceback. Such information cannot be gathered after the return of lua_pcall, since by then the stack has unwound." |
12:38 |
kahrl |
nore, pretty sure no |
12:39 |
nore |
because I had missing traceback because C++ tried to call a nil value |
12:39 |
kahrl |
oh in that case |
12:39 |
nore |
(in fact, I had not recompiled and the callback was not in builtin anymore) |
12:39 |
kahrl |
no idea what happens then |
12:47 |
kahrl |
if I understand the lua code correctly it's supposed to raise a type error |
12:48 |
kahrl |
and it calls the error handler passed to lua_pcall |
12:50 |
celeron55 |
VanessaE: a 2d tonemap like that won't be good; i'm more with something like nore suggested |
12:51 |
celeron55 |
VanessaE: and i think it shouldn't be merged until it can do something resembling the current sun. |
12:52 |
celeron55 |
people will surely find a lot of use for the functionality other than remaking what already exists |
12:55 |
VanessaE |
celeron55: I don't see nore's suggestion? (all I see is his commentary on the tree stuff) |
12:56 |
nore |
VanessaE, it is two use RGB in the image to stone 3 different channels |
12:56 |
nore |
and each channel is tinted |
12:56 |
VanessaE |
oh yes |
12:57 |
celeron55 |
10:33 UTC |
12:57 |
VanessaE |
yeah I saw it, just couldn't find it again on the second scrollback |
12:57 |
VanessaE |
nore's idea could work |
12:59 |
celeron55 |
one alternatively really also is to assume the only purpose of the multi-tonemap is to allow visualizing brightness, and somehow do an overexposure effect for the end result to allow it with a single tonemap |
12:59 |
celeron55 |
alternative* |
12:59 |
celeron55 |
but it's not properly doable without a shader |
13:00 |
celeron55 |
(and it's very inflexible) |
13:00 |
celeron55 |
(but, almost everything falls in the category of "not properly doable with a shader") |
13:00 |
celeron55 |
without* |
13:01 |
VanessaE |
then the solution is obvious: get as close as it can without shaders, and without a performance penalty |
13:02 |
VanessaE |
(and add a shader later on if necessry) |
13:02 |
VanessaE |
necessary* |
13:05 |
VanessaE |
all I know is, aside from the visible sizes of the sun and moon relative to the space given to their corona and halo, what we have now works well enough from a texture author's standpoint. |
13:07 |
celeron55 |
RBA would be a much better graphics developer if he understood these kind of artistic standpoints |
13:08 |
pitriss |
RealBadAngel: I just read backlog.. and sorry, but I think your shaders and sun modifications doesn not fit of game theme.. |
13:08 |
VanessaE |
well I can't speak for him directly of course, but I would guess his point is "good enough" is better than "not done at all". At that point, "good enough" is dependent on the person. |
13:08 |
VanessaE |
pitriss: then don't use them. |
13:09 |
pitriss |
VanessaE: of course, it will be option when not using them don't change default look.. |
13:17 |
|
proller joined #minetest-dev |
13:39 |
|
jojoa1997 joined #minetest-dev |
13:41 |
|
salamanderrake joined #minetest-dev |
13:47 |
|
jojoa1997 joined #minetest-dev |
14:15 |
ShadowNinja |
As it is pretty simple and has already been agreed to by multiple other core devs I will merge #975 in 15 minutes, unless there are objections. |
14:16 |
ShadowNinja |
nore: Minetest schematics were designed for placing trees, both by the core and Lua. See PilzTest. |
14:16 |
|
iqualfragile joined #minetest-dev |
14:17 |
ShadowNinja |
They should be very fast too. |
14:18 |
ShadowNinja |
nore: Better not to add a ABM on default:dirt, as there is a lot if it. Perhaps change dirt below on snow dig/place. |
14:19 |
ShadowNinja |
nore: And core treegen should be removed if it is no longer used. |
14:21 |
ShadowNinja |
#942 is purely a fix, can someone else check it? |
14:22 |
nore |
ShadowNinja, I am ok for#975 |
14:23 |
nore |
ShadowNinja, core treegen is used currently |
14:23 |
celeron55 |
it's not a problem for the engine to have an ABM for "dirt with air as a neighbor" |
14:23 |
celeron55 |
as it's so infrequent one |
14:23 |
nore |
and that ABM on default:dirt has chance = 200, so it runs without any problem |
14:24 |
celeron55 |
it has always been that way and should be in the future too |
14:24 |
nore |
and celeron55, it is not possible to put air as neighbor |
14:24 |
celeron55 |
oh, it's not? |
14:24 |
nore |
yes, because snow or other sunlight_propagate node will make grass too |
14:24 |
ShadowNinja |
As for #972, "#def ~= 0" is definitely wrong. Lua just looks for the largest integer index. |
14:24 |
celeron55 |
ah |
14:24 |
celeron55 |
well whatever |
14:24 |
nore |
but adding a sunlight_propagates group would work |
14:25 |
celeron55 |
sunlight_propagates isn't a group |
14:25 |
nore |
ShadowNinja, you are right for #972 |
14:25 |
ShadowNinja |
(Which nodedefs shouldn't contain) |
14:25 |
celeron55 |
(and grass should grow in less than sunlight too) |
14:25 |
nore |
yes, so I mean adding a group sunlight_propagate |
14:25 |
celeron55 |
i don't think anything like that is needed, it's fine as-is |
14:25 |
nore |
celeron55, grass should be able to grow below a ladder, for example |
14:26 |
nore |
but anyway, since chance = 200, the ABM runs fine |
14:27 |
nore |
and do you haev any thoughts on #966? (craft callback) |
14:28 |
nore |
I have some code to test it: https://gist.github.com/Novatux/7179966 |
14:29 |
nore |
celeron55, I have an idea that would go with #960 |
14:29 |
nore |
it would be a function that adds another object in the sky for a player (like sun, moon) |
14:31 |
nore |
ShadowNinja, did you see #966? |
14:31 |
ShadowNinja |
How about #942? Previously falling nodes would stop at unknown nodes(because of collision detection), but stay in entity form because they didn't think it was a solid node. |
14:32 |
ShadowNinja |
nore: I haven't tested it. |
14:32 |
nore |
I'm ok for #942 |
14:32 |
nore |
if it works, of course |
14:32 |
celeron55 |
i really have forgotten how crafting currently works even though i have made most of it |
14:32 |
ShadowNinja |
nore: #966 needs squashing. |
14:33 |
nore |
ShadowNinja, yes I will squash it for when it is merged |
14:33 |
celeron55 |
but your scriptapi code is missing some "const"s in function parameters that are supposed to be constant references |
14:33 |
nore |
ehh, what are "const"s? |
14:33 |
nore |
and where should they go? |
14:33 |
celeron55 |
you code C++ and don't know what is "const"? 8) |
14:33 |
celeron55 |
maybe google a bit |
14:34 |
nore |
const is a parameter that does not change, is it? |
14:35 |
celeron55 |
yes; it's very recommended to use const for parameters that are pointers or references that aren't going to be modified by the function |
14:35 |
nore |
and for the inv, for example |
14:35 |
nore |
the lua callback can modify it |
14:35 |
nore |
so should I const it? |
14:36 |
celeron55 |
i think only the item is modified in those |
14:37 |
nore |
I mean, the callback can change the content of the inventory |
14:37 |
nore |
so I should put a const before the InventoryList and the InventoryLocation, am I right? |
14:37 |
celeron55 |
it doesn't matter because it doesn't happen there... i guess |
14:38 |
nore |
and why not before the player? |
14:38 |
celeron55 |
that too |
14:38 |
nore |
(the other callbacks don't have ot for the player) |
14:38 |
celeron55 |
but |
14:38 |
celeron55 |
it looks like the other callbacks don't have it either |
14:38 |
celeron55 |
i wonder if there's some reason for this or if it's just lazyness |
14:38 |
proller |
nore, we have 3+ places with light calculations, you want to make 2 places with tree grow |
14:39 |
nore |
yes... (but mapgen tree grow and sapling tree grow are not the same...) |
14:39 |
celeron55 |
nore: leave the ServerActiveObject*s as not const as that seems to be the convention there |
14:40 |
celeron55 |
but eg. some PointedThing&s are const so maybe the inventory and inventorylocation can be const like them |
14:40 |
proller |
nore, but they produce same trees |
14:40 |
nore |
celeron55, it doesn't want to compile now |
14:40 |
celeron55 |
what does it say |
14:41 |
nore |
ah no, I forgot the header... ;) |
14:41 |
nore |
ok, it works |
14:43 |
celeron55 |
but what is the point of this pull |
14:43 |
celeron55 |
is there something useful that can be done with it |
14:43 |
nore |
and the code still works |
14:43 |
nore |
celeron55, tons of things |
14:44 |
nore |
for example, tools that wear out when crafting |
14:44 |
nore |
see the two examples I did |
14:44 |
nore |
https://gist.github.com/Novatux/7179966 |
14:44 |
nore |
first one crafts steelblocks from ingots, but with only 1 stack of ingots, taking 9 each time |
14:45 |
nore |
second one crafts axe+stone to get stone slabs, and the axe a bit worn out |
14:45 |
celeron55 |
hmm... i guess it could also do some kind of fine-grained permission or ability things |
14:45 |
nore |
that can allow player-dependent recipes |
14:45 |
nore |
achievements for crafting/statistics |
14:45 |
nore |
etc |
14:45 |
celeron55 |
can it nullify the craft result? |
14:46 |
celeron55 |
that is, disable a recipe that exists in the normal system |
14:46 |
nore |
yep, and if craftpredict return ItemStack(""), there is no need to add the on_craft function |
14:46 |
celeron55 |
good |
14:47 |
nore |
craftpredict changes the craft prediction on client too |
14:47 |
celeron55 |
i'm okay with it |
14:47 |
nore |
so, I can merge it? |
14:48 |
celeron55 |
that's how it goes 8) just remember to not use github's floody merge commits |
14:49 |
nore |
so, I make a patch file |
14:49 |
nore |
and then git am patch_file |
14:49 |
nore |
is that right? |
14:50 |
ShadowNinja |
Since it's local you can just run "git cherry-pick 1234567890abcdef" |
14:51 |
ShadowNinja |
But for other pulls "wget <url>/123.patch -O ../patches/123.patch && git am ../patches/123.patch" |
14:54 |
celeron55 |
making a shell script for that is useful |
14:54 |
celeron55 |
less copypasting of numbers |
14:56 |
ShadowNinja |
#972 seems good, anyone else to agree? |
14:56 |
nore |
ok, checking one last time if it compiles before pushing... |
14:56 |
nore |
I'm ok for it too |
14:57 |
ShadowNinja |
nore: Ok for #972? |
14:57 |
nore |
yes, but wait before pushing |
14:58 |
nore |
ok, now you can |
14:58 |
celeron55 |
it seems correct; i wonder why what it has even ended up there |
14:59 |
celeron55 |
apparently i committed it as a pull request made by some unknown person |
14:59 |
nore |
someone that didn't know Lua must have coded that ;) |
14:59 |
celeron55 |
...in 2012-08 |
15:01 |
celeron55 |
oh, not unknown person but matttpt |
15:03 |
|
iqualfragile joined #minetest-dev |
15:03 |
nore |
btw, UI needs to be updated... |
15:03 |
nore |
sry, wrong channel |
15:06 |
ShadowNinja |
What about minetest_game/#201? I have seen numerous servers(including mine) add it manually. |
15:07 |
ShadowNinja |
s/manually/locally/ would be better. |
15:07 |
|
PilzAdam joined #minetest-dev |
15:10 |
nore |
what is it? |
15:11 |
ShadowNinja |
nore: SamII + cape. |
15:11 |
nore |
I'm ok with it too |
15:11 |
nore |
ShadowNinja, and #856? |
15:13 |
ShadowNinja |
nore: Seems good to me of course, but I'm not sure if everyone else agrees, better wait. |
15:13 |
nore |
I agree with it (I'm already using it for my mods anyway)... |
15:14 |
nore |
#968, #971 and #973 look like fixes, so perhaps merge them too |
15:14 |
nore |
#965 too |
15:15 |
ShadowNinja |
celeron55: /msg ChanServ template #minetest-dev dev !+oir ? See /msg ChanServ help flags/template |
15:18 |
nore |
ShadowNinja, what is that? |
15:18 |
ShadowNinja |
I don't know about #968 or #971. #973 has a ugly way of copying VERSION_MINOR, and I can't test #965. |
15:18 |
nore |
I can't test any of those too |
15:18 |
ShadowNinja |
nore: It gives devs the ability to op, invite, and unban. |
15:19 |
nore |
ShadowNinja, #963 is good too |
15:19 |
ShadowNinja |
+via ChanServ |
15:19 |
nore |
I tested it |
15:20 |
ShadowNinja |
I don't understand it. Does it keep the game background in menus like "Configure"? |
15:20 |
nore |
it keeps it for create world menu, configure menu, etc |
15:21 |
nore |
(to know that, I tested it, it was simpler...) |
15:21 |
ShadowNinja |
Ok, that sounds good, but better ask someone else too. |
15:21 |
nore |
I am ok for #202 and #203 in minetest_game too |
15:22 |
nore |
and what do you think of #198 and #200? |
15:22 |
PilzAdam |
#200 is a no from me |
15:23 |
nore |
what would be needed for #200 to be merged? |
15:23 |
PilzAdam |
since that goes against what celeron55 said about not changing minetest_game too much anymore |
15:24 |
nore |
and #198? |
15:24 |
ShadowNinja |
#198 looks good. #200 shouldn't just repeat the function over and over, leaving a area for a long time could cause the server to lock up when it is loaded. |
15:24 |
nore |
ShadowNinja, there is a max number of times it can be repeated |
15:25 |
nore |
so it doesn't lock up |
15:26 |
|
iqualfragile joined #minetest-dev |
15:26 |
ShadowNinja |
Still, it should exit the loop when everything is burned, and there are other optimiztions that can be done. |
15:27 |
nore |
yeah, I guess you're right |
15:27 |
nore |
I may change that |
15:28 |
nore |
but are you ok for #198? |
15:28 |
ShadowNinja |
I guess #206 is good, unless someone says otherwise. |
15:28 |
ShadowNinja |
Yes. |
15:29 |
nore |
I don't have anything to say against #206 |
15:29 |
|
zat joined #minetest-dev |
15:37 |
nore |
anyone else agreeing on #963? |
15:40 |
ShadowNinja |
PilzAdam: ^ |
15:41 |
zat |
^.^ <3 |
15:42 |
PilzAdam |
nore, works for me |
15:43 |
nore |
are you ok for it? |
15:43 |
nore |
if so, I will merge it |
15:43 |
PilzAdam |
if it doesnt break anything else |
15:45 |
nore |
PilzAdam, it doesn't |
15:45 |
nore |
if it worked before, it should still work now |
15:49 |
PilzAdam |
what about https://github.com/PilzAdam/minetest_game/commit/d5c1105d8fa8ef362707bfd538d29673db215da8 ? |
15:50 |
nore |
I'm ok for it too |
15:51 |
ShadowNinja |
Sounds good. |
15:54 |
PilzAdam |
ShadowNinja, do you want your e-mail be listed in minetest.net/contributors? |
15:57 |
thexyz |
what's this stupidity, for some reason I don't have a button to "publicize membership" for sapier and ShadowNinja |
15:58 |
ShadowNinja |
thexyz: You can have secret menberships I beleive, good for private repos I guess, or something like that. |
15:58 |
thexyz |
nore is Novatux, right? |
15:58 |
nore |
yes |
15:59 |
thexyz |
okay |
15:59 |
ShadowNinja |
PilzAdam: Sure, but I would like to have a @minetest.net one there(If possible). I beleive they are just forwards, right? |
15:59 |
PilzAdam |
ask thexyz about that |
15:59 |
ShadowNinja |
Sapier has another reason to register now. ;-) |
16:00 |
thexyz |
yeah pm me the address you want |
16:02 |
ShadowNinja |
thexyz: Maybe you can /msg ChanServ template #minetest-dev dev !+ovir ? |
16:02 |
thexyz |
maybe |
16:03 |
thexyz |
can you explain what do those mean? |
16:04 |
|
Akien joined #minetest-dev |
16:04 |
Exio4 |
it will update the "dev" template, adding +o, +v, +i and +r to all of the users with that group |
16:04 |
Exio4 |
+ = access to op command, +v to "voice", +i, to invite, and +r to unban/quiet |
16:05 |
Exio4 |
s/^../+o/ |
16:05 |
celeron55 |
wait, what |
16:05 |
celeron55 |
thexyz: i can't either |
16:05 |
celeron55 |
have they enabled some setting in github to not allow public memberships or something |
16:05 |
thexyz |
dunno |
16:05 |
celeron55 |
we definitely don't want that |
16:06 |
thexyz |
> The user can publicize their own membership. (A user cannot publicize the membership for another user.) |
16:06 |
thexyz |
from http://developer.github.com/v3/orgs/members/#publicize-a-users-membership |
16:07 |
ShadowNinja |
My membership is public now. |
16:07 |
celeron55 |
okay, i wonder if that has changed because i have never stumbled upon this before |
16:07 |
celeron55 |
it probably has |
16:13 |
ShadowNinja |
Well, after receiving a email in russian, I think forwarding is set up, and I added the email to the contributor page. |
16:15 |
ShadowNinja |
thexyz: I beleive there is a developer group on the forum. Could you add me to it? My username is "Shadow" (ShadowNinja was taken). |
16:15 |
nore |
Ah, and me too please... |
16:17 |
ShadowNinja |
thexyz: And "Your signature is not displayed ... not spent enough time at the forum." Can the limit be lowered? I remember it being lower. |
16:18 |
ShadowNinja |
And I don't like how some users flood the forum with messages and get privileges like ^ even though they haven't contributed sygnificantly to any discussions. |
16:18 |
nore |
thexyz, can I be in the "Developper" group too please? |
16:20 |
thexyz |
yeah, sorry, I forgot about forums, done now |
16:22 |
ShadowNinja |
It isn't showing for me, is there a delay? I tried ignoring the cache, so it isn't that... |
16:23 |
thexyz |
what isn't showing for you? |
16:24 |
ShadowNinja |
The "Developer" line. |
16:24 |
thexyz |
https://forum.minetest.net/userlist.php?username=&show_group=5&sort_by=username&sort_dir=ASC&search=Search |
16:25 |
ShadowNinja |
thexyz: "Shadow", not "ShadowNinja". (Someone else took that a while ago) |
16:25 |
thexyz |
oh right, can't read, sorry |
16:26 |
thexyz |
okay, done now |
16:26 |
ShadowNinja |
thexyz: Could you swap those usernames or something like that? |
16:27 |
ShadowNinja |
thexyz: The developer group allows me to post in "News", does it give any other abilities? |
16:27 |
thexyz |
hm.. dunno what should our policy regarding that issue be, celeron55? |
16:29 |
ShadowNinja |
He only posted a few times a long time ago, and the username is pretty close. |
16:29 |
thexyz |
ShadowNinja: http://i.imgur.com/Qw3aa4P.png |
16:29 |
thexyz |
you can change your title! |
16:31 |
ShadowNinja |
Title == username I guess. But I probably can't change it to the same as another user... |
16:32 |
ShadowNinja |
One of us needs to take a temp username. |
16:32 |
thexyz |
no, title == that thing below your username (it's set to "Developer" now) |
16:32 |
ShadowNinja |
Oh, hmmm, that's interesting. But I think I will leave it. |
16:34 |
thexyz |
yeah, I'm not sure what to do about usernames, ask celeron55 |
16:36 |
|
IceCraft joined #minetest-dev |
16:47 |
proller |
nore, can you make logic for lua dirt like here https://github.com/minetest/minetest/pull/882/files#diff-2e849c6a20ae0b361d0acb000da3ae02R63 ? |
16:50 |
proller |
if weather enabled - remove grass if too cold, add snow if very cold, remove snow if too hot, remove grass if too hot |
16:56 |
nore |
proller, how do you get block heat from Lua? |
16:57 |
|
rubenwardy joined #minetest-dev |
16:58 |
proller |
if minetest.setting_getbool("weather") then ...... if minetest.get_heat(p0) < 500 then ..... |
16:59 |
proller |
here is burning on hot and flower grow stop - https://github.com/proller/minetest_game/compare/weather |
17:00 |
nore |
proller, I will change that if your pull is merged too... |
17:00 |
nore |
if mine is merged before, you will have to change yours |
17:02 |
proller |
get_heat now available but sometimes return garbage |
17:02 |
ShadowNinja |
thexyz: (Seems to have been forgotten) /msg ChanServ template #minetest-dev dev !+ovir ? |
17:03 |
thexyz |
ask celeron, there was a discussion about giving ops to developers a while ago and he seems to be against it; and why should devs have op anyway? |
17:05 |
celeron55 |
i see no benefit from that; devving and moderating are completely different things |
17:06 |
ShadowNinja |
So that they can moderate the channel. If you only have a few ops then someone can, eg, flood the channel for a few hours. |
17:06 |
celeron55 |
maybe it could be said that this channel should be ruled by developers but... it's not like there's even anything to moderate here ever |
17:07 |
celeron55 |
oh whatever, i guess that could be done if people insist... but giving power to people who insist having power is rarely a good idea |
17:10 |
celeron55 |
i can promise to give ops to developers at the instant when someone starts flooding this channel repeatedly |
17:10 |
ShadowNinja |
Fair enough. Does #974 look ok? |
17:13 |
rubenwardy |
81 pull request :O |
17:13 |
rubenwardy |
*s |
17:13 |
ShadowNinja |
rubenwardy: It was 85 earlier today. |
17:13 |
rubenwardy |
lol |
17:14 |
|
werwerwer_ joined #minetest-dev |
17:14 |
nore |
ShadowNinja, it looks ok |
17:14 |
ShadowNinja |
Anyone else to agree with #965? |
17:15 |
nore |
ShadowNinja, I can't say what #965 does |
17:15 |
nore |
so I can't agree with it, and I can't test it either |
17:16 |
nore |
is there anyone to agree on #976? |
17:17 |
ShadowNinja |
nore: Use MTSMs instead. PilzTest has one. |
17:17 |
nore |
what is MTSMs? |
17:17 |
rubenwardy |
Dissecting the Minetest source code is fun(!) |
17:17 |
nore |
schematics? |
17:18 |
|
Calinou joined #minetest-dev |
17:18 |
nore |
ShadowNinja, schematics do not make good trees |
17:19 |
nore |
and that code is fast enough now... (the one I am wondering if it is fast enough is the grass removing code) |
17:20 |
PilzAdam |
schematics should be used for trees |
17:21 |
rubenwardy |
If send_formspec packets are handled here: https://github.com/minetest/minetest/blob/master/src/client.cpp#L1977 |
17:21 |
rubenwardy |
where are they taken from m_client_event_queue |
17:22 |
rubenwardy |
found it, i think: https://github.com/minetest/minetest/blob/master/src/game.cpp#L2253 |
17:24 |
rubenwardy |
Wow, I talk and it goes silent. Am I realy that noob? |
17:24 |
rubenwardy |
*really |
17:25 |
Exio4 |
rubenwardy: yes, because we all hate you |
17:25 |
rubenwardy |
8) |
17:25 |
celeron55 |
obviously! |
17:35 |
ShadowNinja |
Does #957 look good? |
17:37 |
nore |
ShadowNinja, I trying to use the ABM profiler to test #976 |
17:37 |
nore |
however, git does not want to apply the patch: corrupted patch at line 86 |
17:37 |
nore |
what does that mean? |
17:37 |
|
rubenwardy joined #minetest-dev |
17:37 |
|
rubenwardy joined #minetest-dev |
17:38 |
ShadowNinja |
nore: It probably needs to be rebased. |
17:40 |
rubenwardy |
Are there any logical situations where the formspec string would be "", except for minetest.send_formspec("player","","")? |
17:44 |
nore |
ShadowNinja, are there commands merge a patch file? |
17:45 |
ShadowNinja |
nore: "git am" loads a patch file. Not sure what it does about conflicts. |
17:50 |
celeron55 |
it doesn't handle conflicts well by default |
17:52 |
celeron55 |
i used this to deal with it succesfully once: http://www.pizzhacks.com/bugdrome/2011/10/deal-with-git-am-failures/ |
17:53 |
celeron55 |
(it's much more robust by adding a remote and doing it that way instead of git am) |
18:10 |
ShadowNinja |
Should I add sapier's email to the mainmenu? It wasn't there before, but he uses it in his commits. |
18:10 |
rubenwardy |
https://github.com/minetest/minetest/blob/5dce44ec5e5f7231dba3cdbec3f1fdc683ce5a34/src/game.cpp#L2253 |
18:10 |
rubenwardy |
If current_formspec = 0, does that mean that their is no formspec open? |
18:11 |
rubenwardy |
and where is the current_formspec / current_textdest change intercepted? |
18:11 |
celeron55 |
why is my e-mail in the menu? i think i wanted it not to be there |
18:12 |
ShadowNinja |
I will remove it if you like. |
18:14 |
celeron55 |
whatever, just leave it |
18:19 |
|
werwerwer joined #minetest-dev |
18:28 |
rubenwardy |
Hello? |
18:31 |
rubenwardy |
Can someone help me with that :P At least point me in the right direction |
18:32 |
celeron55 |
what are you trying to find? |
18:33 |
rubenwardy |
The bit where the send_formspec is intercepted, so I can cancel it if string == "" |
18:34 |
rubenwardy |
I have seen the packet recieve in client.cpp, and the event handle from list in game.cpp |
18:34 |
celeron55 |
uh, so server side? |
18:34 |
rubenwardy |
client side |
18:34 |
rubenwardy |
I want minetest.send_formspec("player","","") to close open formspec |
18:35 |
rubenwardy |
Basically what happens after here: https://github.com/minetest/minetest/blob/5dce44ec5e5f7231dba3cdbec3f1fdc683ce5a34/src/game.cpp#L2274 |
18:36 |
rubenwardy |
Just noticed m_form_src |
18:37 |
rubenwardy |
found it |
18:39 |
rubenwardy |
lol |
18:40 |
rubenwardy |
SegFault when I try to close the formspec :P |
18:41 |
celeron55 |
how and where do you close it |
18:43 |
ShadowNinja |
Does #197 look good? |
18:43 |
rubenwardy |
here: https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L1760 |
18:43 |
rubenwardy |
with: quitMenu() |
18:43 |
rubenwardy |
I suppose it is because it is not deleted from what ever list you use to store it, so when it tries to update bad things happen |
18:43 |
celeron55 |
you did add return; after it? |
18:43 |
rubenwardy |
yeah |
18:44 |
rubenwardy |
if (newform.compare("")==0){quitMenu(); |
18:44 |
rubenwardy |
return;} |
18:45 |
ShadowNinja |
Or if (newform == "")... |
18:45 |
celeron55 |
can't really help; this menu stiff is kind of convoluted |
18:47 |
rubenwardy |
Thats not the problem, shadowninja, if I remove the quitMenu, there is no crash. |
18:48 |
rubenwardy |
How ever, the form is invisible, and the mouse is captured |
18:48 |
ShadowNinja |
Yes, not the problem, but a better way to code it. |
18:49 |
rubenwardy |
Does one instance of guiFormspecMenu handle all formspecs? |
18:49 |
celeron55 |
yes, but that instance is deleted when there is nothing to show |
19:08 |
|
proller joined #minetest-dev |
19:17 |
|
IceCraft joined #minetest-dev |
19:19 |
|
werwerwer joined #minetest-dev |
19:44 |
|
damiel joined #minetest-dev |
19:44 |
|
damiel joined #minetest-dev |
19:54 |
|
damiel joined #minetest-dev |
19:54 |
|
damiel joined #minetest-dev |
19:57 |
|
mkn joined #minetest-dev |
19:57 |
|
sapier joined #minetest-dev |
20:03 |
|
mkn joined #minetest-dev |
20:15 |
|
ecube_ joined #minetest-dev |
20:20 |
|
Zeitgeist_ joined #minetest-dev |
20:24 |
nore |
Ok, I tested the ABM speed: |
20:24 |
nore |
dirt and dirt_with_grass growth: always below 1/4ms |
20:25 |
nore |
every 2 seconds |
20:25 |
nore |
and for each sapling that grows: C++: 130ms, Lua: 150ms |
20:25 |
nore |
so I reckon ABM speed is not a real problem even in Lua |
20:26 |
nore |
celeron55, ^ |
20:26 |
sapier |
wait 130 --> 150? per sapling? |
20:26 |
ShadowNinja |
sapier: Do you find that surprising? |
20:27 |
sapier |
thats 15% ? I'd not call this "no problem" |
20:27 |
nore |
sapier, yes |
20:27 |
ShadowNinja |
The VM is quite fast, and LuaJIT is comparable to C++ iin terms of speed. |
20:27 |
sapier |
are your mesurements done with lua or luajit? |
20:27 |
nore |
15%, knowing that under normal conditions, a sapling takes 500s to grow |
20:27 |
ShadowNinja |
That sounds good to me. |
20:28 |
sapier |
I'd consider 130ms a problem not talking about 150ms |
20:28 |
ShadowNinja |
sapier: You have been made a core dev, you will have to register with NickServ if you want +V. |
20:28 |
nore |
it is with LuaJIT enabled, I guess (since it is installed on my system) |
20:29 |
sapier |
so if 10 saplings grow same time you add 1.5 lag am I correct? |
20:29 |
ShadowNinja |
sapier: Are you OK with me adding your email(from our commits) to the main menu? |
20:29 |
ShadowNinja |
+y |
20:29 |
sapier |
no plz don't add it I removed it on purpose |
20:30 |
ShadowNinja |
Ok. |
20:30 |
sapier |
I don't even know what +V is ... do I need it? |
20:31 |
ShadowNinja |
sapier: Auto-voice. |
20:31 |
sapier |
plz give me more information I still have no clue ;-) |
20:32 |
sapier |
wait did you say core dev? ... so I can't issue unfinished pull requests any longer? ;-) |
20:32 |
ShadowNinja |
sapier: See how all the other core devs are voiced? (A + in front of the nick usualy) |
20:33 |
sapier |
talking about unfinished ... https://github.com/sapier/minetest/tree/asynchronous_events_2 fixes the "hang" issue with modstore |
20:34 |
sapier |
it's a quite more generic solution than thexyz's one |
20:34 |
nore |
sapier, about your 1.5s lag, before it was 1.3s lag |
20:34 |
nore |
so it is quite the same |
20:34 |
thexyz |
sapier: what's my solution? |
20:35 |
thexyz |
sapier: also, please register your nickname |
20:35 |
sapier |
yes ... but I'd prefere 1.3 being reduced instead of increased ;-) |
20:35 |
thexyz |
(when you have time) |
20:35 |
thexyz |
I don't remember anything like that, but whatever |
20:35 |
sapier |
ok ok as everyone demands ... where do I register? |
20:35 |
sapier |
did I mix you with kahrl again? :) |
20:35 |
thexyz |
http://freenode.net/faq.shtml#userregistration |
20:36 |
thexyz |
dunno, those days I don't do anything |
20:36 |
nore |
and if you have 100 saplings, the probability that at least 10 of them grow at once is 0.0000344168, so... |
20:36 |
sapier |
I was talking about the httpfetch patches |
20:36 |
nore |
if that happens, you're really unlucky |
20:36 |
sapier |
ok ok :-) I guess it'll be fine at that chances ... still in general 15% performance reduction IS an issue ;-) |
20:37 |
proller |
sapier, animal_* broken again |
20:38 |
nore |
sapier, the performance is even worse for dirt... but since it is 250µs instead of 50µs every 2 seconds, nobody minds |
20:38 |
nore |
(I mean, the performance change) |
20:39 |
sapier |
what happens this time proller? |
20:39 |
proller |
i commented to pull |
20:39 |
proller |
ops, issue |
20:40 |
nore |
so, sapier, do you think performance increase is really an issue? |
20:40 |
sapier |
performance is always an issue ;-) |
20:40 |
ShadowNinja |
s/increase/decrease/ |
20:40 |
nore |
btw, for saplings, remember that they take 500s average to grow |
20:40 |
ShadowNinja |
That seems like good performance. |
20:41 |
proller |
duplicated tree code is issue |
20:41 |
nore |
to 20ms difference = 4*10^-5 % slower than before |
20:43 |
nore |
no, sorry, 4*10^-3 % slower |
20:43 |
ShadowNinja |
sapier: What does #962 fix? |
20:43 |
nore |
and for dirt, 0.1% slower |
20:43 |
sapier |
fixes broken textures on windows |
20:44 |
sapier |
in main menu |
20:46 |
PilzAdam |
nore, can you test the speed when using schematics? |
20:47 |
PilzAdam |
using schematics would also fix what proller mentioned: the duplicated tree code |
20:47 |
ShadowNinja |
sapier: Do you mean the tiling splash? |
20:48 |
PilzAdam |
we would just remove the tree flag and place the schematics with the decoration API |
20:48 |
ShadowNinja |
I gues #937 can be closed. |
20:50 |
sapier |
yes shadow |
20:51 |
ShadowNinja |
Alright, looks good, you can merge it. |
20:53 |
sapier |
proller can you try new version |
20:56 |
hmmmm |
noo |
20:56 |
hmmmm |
the decorations aren't good enough to replace trees |
20:56 |
hmmmm |
don't do that yet |
20:57 |
hmmmm |
see the thing is, trees created by decorations aren't of variable height so they're really not as good |
20:57 |
hmmmm |
i wasn't able to figure out a good way on how to do that, and I sorta forgot about it when I started working on other things |
20:57 |
celeron55 |
it's easy to make them plenty variable enough for nobody to notice |
20:57 |
PilzAdam |
anything else that needs to be improved? |
20:58 |
celeron55 |
the L-system trees of moretrees are like clones of each other too |
20:58 |
hmmmm |
yeah |
20:58 |
celeron55 |
at least some of them |
20:58 |
hmmmm |
one of these days I'm sure someone will fix them...... |
20:58 |
hmmmm |
one of these days.............................. |
20:58 |
celeron55 |
8D |
20:58 |
hmmmm |
lol |
20:58 |
hmmmm |
I never thought working full time would cramp my style this much |
20:59 |
sapier |
:-) I could've told you hmmmm if you'd have asked |
20:59 |
hmmmm |
alright, that's it |
20:59 |
hmmmm |
I am going to finally finish the lua menu thing |
20:59 |
celeron55 |
i recommend a 4-day workweek |
20:59 |
sapier |
hmmmm could you have a look at that branch I just mentioned first |
21:00 |
hmmmm |
oh boy async jobs |
21:01 |
sapier |
forget about it the conflicting work was kahrls ;-) |
21:01 |
sapier |
but you could have a look at those things too if you have time |
21:01 |
hmmmm |
are you using spaces instead of tabs? |
21:01 |
hmmmm |
do you have a death wish or something?? |
21:02 |
sapier |
I don't think so what file are you talking about? |
21:02 |
celeron55 |
what kind of an environment od the threads have? |
21:02 |
celeron55 |
do* |
21:02 |
hmmmm |
oh that's just github |
21:02 |
sapier |
each asynchronous thread has it's own lua stack |
21:03 |
celeron55 |
what functions can they call? |
21:03 |
sapier |
any function not required to access the gui (by now it's main menu only) |
21:03 |
sapier |
e.g. settings favourites file download |
21:03 |
sapier |
things like that |
21:04 |
sapier |
but I made settings read only by now ... didn't have time to check if it's locked correctly |
21:04 |
hmmmm |
is there a queue or something to carry out thread unsafe lua functions? |
21:04 |
sapier |
there aren't unsafe functions as all of them are in their own environment |
21:04 |
hmmmm |
oh that's sorta lame |
21:05 |
celeron55 |
what filters the unsafe functions to not be visible? |
21:05 |
celeron55 |
or is there a completely new redundant API for those jobs? |
21:05 |
sapier |
no it isn't |
21:05 |
sapier |
there are initilizer functions for all major components |
21:06 |
celeron55 |
maybe you could simply write a description about how this thing works so that nobody would need to poke more and more answers from you |
21:06 |
sapier |
only those initializers need to be modified to not add the "unsafe" functions |
21:06 |
sapier |
ok I'm gonna write it down give me an hour ;-) |
21:07 |
celeron55 |
good |
21:13 |
ShadowNinja |
I have rebased #751 and it works nicely. Any comments on it? |
21:14 |
ShadowNinja |
And I need someone else to agree with #197 before I push (squashed). |
21:14 |
ShadowNinja |
minetest_game/#197 that is. |
21:24 |
|
Miner_48er joined #minetest-dev |
21:26 |
|
proller joined #minetest-dev |
21:30 |
ShadowNinja |
minetest/#583 too. |
21:41 |
|
jin_xi joined #minetest-dev |
21:45 |
sapier |
https://github.com/sapier/minetest/wiki/Minetest-Asynchronous-Lua I guess this won't answer all questions so I'll add my answers to it |
22:05 |
|
werwerwer joined #minetest-dev |
23:12 |
|
Zeitgeist_ joined #minetest-dev |