Time |
Nick |
Message |
00:02 |
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00:12 |
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00:43 |
hmmmm |
yay 0.4.10 is out |
00:43 |
hmmmm |
clap clap |
00:43 |
ShadowNinja |
celeron55: Are the launchpad builds done yet? |
00:50 |
ShadowNinja |
Also, I asked to join the minetestdevs team. |
00:59 |
hmmmm |
hrmm |
00:59 |
hmmmm |
i bet multi-threaded emerge is more broken than i originally thought |
01:00 |
hmmmm |
whenever a block is not found on disk, I need to check to see if the containing chunk has been queued for generation or if it's already in the process of being generated |
01:03 |
hmmmm |
#1425 |
01:04 |
VanessaE |
https://github.com/minetest/minetest/issues/1425 |
01:04 |
hmmmm |
oh thanks bot |
01:04 |
VanessaE |
:P |
01:04 |
hmmmm |
jeez |
01:59 |
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02:24 |
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02:46 |
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02:46 |
ShadowNinja |
minetest_game is broken. xpanes has issues with unknown nodes, and TNT is, um... very, very, very badly optimized... |
02:47 |
ShadowNinja |
I fixed xpanes, I'm pretty much writing over TNT with my local super-fast version of the nuke mod. |
02:55 |
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03:00 |
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03:06 |
stormchaser3000 |
i really don't like the minetest_next being merged into minetest_game |
03:06 |
stormchaser3000 |
(no offense to blockmen) |
03:06 |
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03:41 |
hmmmm |
am I the only one who thinks that Database_Dummy should in fact be the base Database class rather than having Database act as a pure virtual interface? |
03:42 |
hmmmm |
not to mention all of the database class names violate the code style conventions ... |
03:52 |
hmmmm |
what the frig this is bananas |
03:52 |
hmmmm |
why does Database_Redis throw exceptions but nothing else does |
04:19 |
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04:23 |
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04:37 |
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04:55 |
ShadowNinja |
http://ix.io/dhK/diff Cleans up TNT and makes it's holes circular instead of square. Performance can't really be tested because the old version used minetest.after a lot. |
04:56 |
ShadowNinja |
I'll push the xpanes cleanup now since it's changes are only internal. |
04:56 |
ShadowNinja |
TNT has slightly larger explosions now. range=3 was too wimpy so I set it to 4 by default. |
05:12 |
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05:40 |
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05:56 |
hmmmm |
celeron55: was there any reason in particular why you decided to create the blocks being generated and insert them into the map in initBlockMake rather than only manipulate the map in finishBlockMake? |
06:06 |
ShadowNinja |
celeron55: Also, /topic remove 1 |
06:17 |
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06:36 |
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06:42 |
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07:05 |
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07:06 |
* sfan5 |
just tagged 0.4.10 in minetest_game and updated the stable-0.4 branches in minetest and _game |
07:27 |
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07:57 |
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08:01 |
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08:04 |
sfan5 |
RealBadAngel: are these blinking water blocks your fault? https://mediacru.sh/KKvDs0OGcEQ5 |
08:06 |
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08:09 |
casimir |
sfan5, the link to the arm android build in the forum gives 404. |
08:09 |
sfan5 |
*sigh* |
08:09 |
VanessaE |
sfan5: I've seen that problem on my box also. |
08:10 |
sfan5 |
casimir: fixed |
08:11 |
casimir |
:) |
08:11 |
VanessaE |
(and I still see it happen) |
08:32 |
RealBadAngel |
sfan5, i dont think so |
08:45 |
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08:46 |
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08:47 |
BlockMen |
ShadowNinja, first, plz respect the new maintainer rules of _game. They are set to avoid problems like before (everyone is doing all/nothing at game) |
08:48 |
BlockMen |
sencond, why do you remove informations like this https://github.com/minetest/minetest_game/commit/ca7f6bb97a832f948d209aa061bf5b09462af15b#diff-cae7529fac2d92bfafc7a78857ba2b8aL65 ? |
08:48 |
BlockMen |
third, why dont you use spaces in your tnt changes? |
08:49 |
BlockMen |
*or does ix.io just displays it wrong? |
09:08 |
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09:21 |
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09:23 |
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09:47 |
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09:59 |
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10:11 |
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10:28 |
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10:33 |
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11:23 |
Taoki |
Sooo... now that 0.4.10 is out, and the feature freeze should be over, what are the best new additions we can expect to see in the engine soon :D |
11:24 |
Taoki |
I guess there isn't a list of them, unless a dev knows by memory |
11:33 |
Taoki |
Ahhh, I just looked at the GIT. minetest_next has become minetest_game, and the freeze seems to be over! +1 to that, totally |
11:33 |
Taoki |
I didn't see any use to the frozen minetest_game. Combining it and neXt will likely be a lot more helpful... especially with great new features making it to 0.4.10! |
11:35 |
Taoki |
Hmm... but there is one big problem: The default textured formspecs break mods that set their own inventory formspec :/ |
11:53 |
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12:05 |
Taoki |
It was my fault actually... seems I have to run custom inventory formspec with minetest.after(0) now |
12:16 |
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12:23 |
VanessaE |
oh dear G*d whose idea was it to darken the screen when opening a formspec? |
12:23 |
VanessaE |
that's gotta go. like no. |
12:23 |
VanessaE |
now* |
12:27 |
PenguinDad |
VanessaE: https://github.com/minetest/minetest_game/commit/104018d711ff0a581344299d78aaa6c0bd42a023 |
12:28 |
PenguinDad |
Most likely BlockMen |
12:29 |
VanessaE |
it's horrible. get rid of it |
12:31 |
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12:31 |
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12:35 |
ShadowNinja |
BlockMen: I can't open that link, but I assume you mean ---register panes and bars. I removed that because the panes and bars aren't actually registered there (and when they are it's pretty obvious). I made TNT use tabs for indentation, but I'm pretty sure it was like that before. I do use spaces for clarity. I don't know what the new rules are, other than "minetest_game isn't frozen anymore". |
12:36 |
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12:42 |
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12:44 |
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12:45 |
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12:47 |
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12:49 |
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13:19 |
Taoki |
Can't complain about darkening the background when opening a formspec. Though I guess it could do without that |
13:20 |
Taoki |
I didn't even notice really, just read VanessaE's post and saw :P I think it's fine personally |
13:28 |
Taoki |
There is however a big issue with function default.get_hotbar_bg(x,y)! You can only define 7 slots, whereas this could be useful for mods with multiple slots too (eg: Custom hotbar sizes) |
13:28 |
Taoki |
Then again, that function can be copied really, so yeah |
13:36 |
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13:37 |
sfan5 |
Taoki: file a bug, maybe someone will fix this |
13:37 |
Taoki |
sfan5: It's okish actually. Since that's meant to work for the default formspec either way |
13:38 |
Taoki |
I've written my own 3-line function to do this in my mods :P |
13:50 |
VanessaE |
sfan5: in the glass doors, use a transparent image for the top side of the bottom half. |
13:50 |
VanessaE |
that'll get rid of that annoying split in the door texture |
13:51 |
VanessaE |
(unless you insist on it being divided in two :P ) |
13:51 |
sfan5 |
VanessaE: -> github issue please |
13:53 |
VanessaE |
too busy updating HDX to follow suit :P |
14:00 |
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14:10 |
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14:11 |
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14:26 |
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14:31 |
celeron55 |
could someone from _next post on the forum how it's development works? |
14:31 |
celeron55 |
or wiki or both |
14:32 |
celeron55 |
this has to be clear in order to not cause a mess and sad people |
14:33 |
Taoki |
celeron55: Very good decision to integrate _next into minetest_game IMO, and remove that freeze. This is seriously the best thing we could do now I believe, and a wise choice to take this action before releasing 4.10 |
14:34 |
Taoki |
If someone wants a game to base mods on, someone could package the last version of minetest_game before the neXt integration, and allow servers to still run that with existing mods |
14:35 |
Taoki |
People should find 4.10 a lot more exciting with the influx of changes thrown into its GIT for this release. Just engine changes would have probably not gone too noticed |
14:35 |
RealBadAngel |
celeron55, i managed to finally solve issue with faces shading. sorry it took so long |
14:36 |
Taoki |
Yep. Just finished testing RBA's changes, no more flickering and shaders should also be faster now |
14:36 |
RealBadAngel |
but the code was spread all over mapblock_mesh.cpp |
14:36 |
sfan5 |
celeron55: is there an existing wiki page for that? |
14:37 |
celeron55 |
probably no, dunno |
14:37 |
sfan5 |
I'll create a new one |
14:38 |
Taoki |
celeron55: Either way, I'm not sure how much advice from me matters. But many voices are saying 4.10 was released with a lot of bugs remaining. Any chance that you might consider a new mini-release in a few weeks or days, before 4.11? Like maybe a 0.4.10.1 |
14:39 |
Jordach |
Taoki, 0.4.10* |
14:39 |
Taoki |
IMO this would be a good thing to do somehow. Waiting 6 more months to fix important things doesn't sound that well |
14:40 |
Taoki |
Yes, I meant 0.4.10 not just 4.10, was reflexively simplifying :P |
14:45 |
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14:50 |
sfan5 |
celeron55: http://dev.minetest.net/minetest_game_Development |
14:50 |
Calinou |
0.4.10 is released, topic should probably be changed, it's not feature freeze anymore |
14:51 |
Calinou |
or do you keep feature freeze on, in case you release a bug fix update? |
14:52 |
Calinou |
sfan5, sounds good |
14:52 |
Calinou |
but you exactly said “no workbench†then “workbench if everyone agrees†:P |
14:53 |
* Taoki |
noticed that too, and agrees with the second :) |
14:54 |
Taoki |
Actually I just proposed another version of the workbench mod for pull request :3 |
14:55 |
Calinou |
I don't think everyone will agree on it though :P |
14:55 |
Taoki |
In case they do that is |
14:55 |
Taoki |
Since that's what I read last night |
14:55 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1456/ |
14:56 |
RealBadAngel |
^^ that should solve faces shading issues once and for all |
14:56 |
Taoki |
Yep... pull that please :) |
14:56 |
RealBadAngel |
no matter what lighting or shaders, its done in just one place |
14:59 |
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15:01 |
VanessaE |
RealBadAngel: is it wise to calculate square roots there? |
15:02 |
RealBadAngel |
it hasnt changed |
15:02 |
VanessaE |
ok. I suppose it hasn't, at that. |
15:02 |
RealBadAngel |
i just coded it different way |
15:02 |
RealBadAngel |
but its gone from shaders |
15:04 |
VanessaE |
it didn't really need to be in a shader anyway :) |
15:04 |
RealBadAngel |
if it has to be calculated somwhere better once on mapblock refresh and in core |
15:04 |
Taoki |
^ |
15:05 |
Taoki |
RealBadAngel: BTW. I kept wanting to suggest something for a while, which should be a minor change and very useful at that |
15:06 |
Taoki |
RealBadAngel: The sun and moon colors can now be changed via tonemap, but sky color remains constant. Can you please add a third tonemap, representing sky color at given times of day? Starting at midday and ending at midnight, with dusk / dawn at the middle. |
15:06 |
Taoki |
So people who use tonemaps in their games can also colorize the actual sky |
15:06 |
sfan5 |
Calinou: only the direction was written by me, the rest came from BlockMen |
15:06 |
RealBadAngel |
sfan5, that water flickering, could you check that again? |
15:07 |
RealBadAngel |
i removed one bug about that i think |
15:08 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L355 |
15:08 |
RealBadAngel |
such bug could be responsible for so weird behaviours |
15:13 |
RealBadAngel |
Taoki, good idea |
15:13 |
Taoki |
RealBadAngel: Any thoughts on my idea about the tonemap? |
15:13 |
Taoki |
Haha, just when I asked :D |
15:13 |
Taoki |
Thanks. Hopefully isn't hard to implement |
15:14 |
Taoki |
Shouldn't affect the directional fog colors this time either. Let me know if you have any questions about that though |
15:21 |
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15:33 |
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15:40 |
sfan5 |
RealBadAngel: error: client/shaders/nodes_shader/opengl_vertex.glsl: patch does not apply |
15:41 |
RealBadAngel |
weird |
15:44 |
RealBadAngel |
sfan5, travis havent found any problems |
15:44 |
sfan5 |
travis does not do git am |
15:44 |
RealBadAngel |
lemme try it too |
15:46 |
RealBadAngel |
no problem with it |
15:47 |
sfan5 |
https://github.com/minetest/minetest/pull/1456.patch did you try with that one? |
15:51 |
RealBadAngel |
i have just cherry picked that commit into my local clone of minetest repo |
15:51 |
RealBadAngel |
i could push it right now |
15:53 |
sfan5 |
can you git format-patch -1 and paste that somewhere |
15:53 |
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15:57 |
RealBadAngel |
sfan5, http://paste.scsys.co.uk/406677 |
15:58 |
sfan5 |
still does not apply.. |
15:58 |
sfan5 |
just push it |
16:07 |
RealBadAngel |
ok |
16:13 |
RealBadAngel |
sfan5, can you check that water issue now? |
16:21 |
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16:22 |
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16:28 |
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16:43 |
sfan5 |
RealBadAngel: no longer blinks; but the bug that individual chunks of water sometimes get opaque remains |
16:44 |
RealBadAngel |
that has to be something another |
16:45 |
RealBadAngel |
and also can be so good hidden ;) |
16:49 |
VanessaE |
sfan5: I have that glitch too. |
16:49 |
VanessaE |
(random opaqueness) |
16:50 |
RealBadAngel |
how to reproduce it? |
16:51 |
sfan5 |
1) use minetest |
16:51 |
sfan5 |
at least for me |
16:51 |
VanessaE |
RealBadAngel: make sure fog is enabled and probably shaders too and... just look around. it's view angle and view pitch dependent. |
16:53 |
RealBadAngel |
could any of you record a vid with that? |
16:54 |
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16:59 |
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17:00 |
VanessaE |
https://www.youtube.com/watch?v=7HlHDz3Ord4 |
17:00 |
VanessaE |
RealBadAngel: not mine, but this is what happens. |
17:01 |
VanessaE |
notice the date of the video: March 29. So this is a somewhat old bug |
17:03 |
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17:03 |
BlockMen |
gonna push this in a few minutes https://github.com/BlockMen/minetest/commit/00b37ef0152ce7e19ca6d42120b588f246faa994 |
17:04 |
VanessaE |
BlockMen: privilege* |
17:04 |
VanessaE |
(x3) |
17:04 |
BlockMen |
oh, will fix |
17:05 |
sapier |
is version already resetted? |
17:05 |
VanessaE |
also about f4, maybe you mean mapblocks are not *updated* anymore |
17:05 |
VanessaE |
they're still drawn. |
17:06 |
sapier |
great ... we're formaly still at release mode while everyone commits new features |
17:09 |
BlockMen |
sapier, should i do aswell (now)? |
17:09 |
sapier |
already donw |
17:09 |
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17:09 |
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17:14 |
BlockMen |
https://github.com/BlockMen/minetest/commit/e69d66078417ee6193d3ac2adc129c220a5af4d1 |
17:14 |
BlockMen |
last chance for comments |
17:17 |
BlockMen |
and why is the topic still "0.4.10 feature freeze"? |
17:19 |
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17:30 |
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18:10 |
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18:12 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
18:18 |
sapier |
uagh ... sqlite3 is a perfect example for why not to use goto |
18:21 |
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19:23 |
dzho |
oh? |
19:25 |
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19:30 |
Taoki |
Why is enable_freetype not default in cmake? I always have to enable that manually after I configure... was wondering if there's a purpose. |
19:56 |
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21:12 |
sapier |
I found a workaround for sqlite on android ... but I can't even tell how ugly it is |
21:14 |
sapier |
https://github.com/minetest/minetest/pull/1457 |
21:19 |
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