Time |
Nick |
Message |
00:02 |
RealBadAngel |
rotfl |
00:02 |
RealBadAngel |
replaced air with water |
00:03 |
RealBadAngel |
no wonder mgv6 is still so slow |
00:03 |
Jordach |
kahrl, i useb MGV7 as default now |
00:03 |
RealBadAngel |
http://i.imgur.com/ZU3F75t.png |
00:04 |
RealBadAngel |
its just doing the caves all the time |
00:04 |
RealBadAngel |
without any height limits |
00:05 |
RealBadAngel |
i made once patch for it but it was rejected, it was like more than yr ago |
00:06 |
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nore_ joined #minetest-dev |
00:14 |
VanessaE |
I think it's time to revisit the idea of patching that out. |
00:14 |
VanessaE |
there's zero reason to be generating caves above roughly 30m or so. |
00:21 |
RealBadAngel |
mgv7 is not generating caves in the air |
00:26 |
RealBadAngel |
ok, i know the reason |
00:26 |
RealBadAngel |
if (!ndef->get(c).is_ground_content) |
00:26 |
RealBadAngel |
continue; |
00:26 |
RealBadAngel |
content air for mapgen is ground content |
00:31 |
RealBadAngel |
if (!ndef->get(c).is_ground_content || c == CONTENT_AIR) thats enough to dont let it carve shit above ground |
00:33 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/cavegen.cpp#L251 |
00:33 |
RealBadAngel |
any objections i will push the fix directly? |
00:35 |
kahrl |
air is ground content? I guess someone took their biology class too literally :P |
00:35 |
RealBadAngel |
mgv7 does the same check |
00:36 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/cavegen.cpp#L559 |
00:39 |
RealBadAngel |
but i was wrong, the check alone is not enough for mgv6 |
00:39 |
RealBadAngel |
it is still doing the caves |
00:46 |
RealBadAngel |
checking for air simply doesnt work, below theres also another check |
00:46 |
RealBadAngel |
not working too, funny |
00:50 |
nore_ |
Rba: air -> not ground content in builtin would be easier? |
00:50 |
nore_ |
kahrl: that was when is_ground_content was defaulted to true... |
01:01 |
RealBadAngel |
the check here simply doesnt work for some reason |
01:02 |
RealBadAngel |
when i set it to if (1) caves are disabled just |
01:02 |
RealBadAngel |
but when i do if (c == CONTENT_AIR) it makes the caves everywhere |
01:03 |
RealBadAngel |
to be more funny i added there msg about skipping, it prints the message and does the caves |
01:03 |
RealBadAngel |
wtf? |
01:04 |
RealBadAngel |
if (c == CONTENT_AIR){ |
01:04 |
RealBadAngel |
dstream<<"Skipping\n"; |
01:04 |
RealBadAngel |
continue; |
01:04 |
RealBadAngel |
} |
01:12 |
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01:27 |
RealBadAngel |
holy shit, i replaced cave air with stone and guess what i got :) |
01:28 |
nore_ |
No caves? :) |
01:28 |
RealBadAngel |
http://i.imgur.com/upjvf46.png |
01:28 |
RealBadAngel |
rotfl |
01:29 |
VanessaE |
turned caves into dirt eh? |
01:30 |
nore_ |
Floatlands! |
01:31 |
RealBadAngel |
btw, why the fuck ores are generated in the stone above the clouds? |
01:31 |
RealBadAngel |
wasnt there a max height limit? |
01:32 |
RealBadAngel |
http://i.imgur.com/avam3Km.png |
01:33 |
VanessaE |
um, that shouldn't happen. |
01:33 |
nore_ |
RBA: absheight flag |
01:33 |
nore_ |
Mese will generate above 256 for example |
01:33 |
nore_ |
s/256/128/ |
01:34 |
RealBadAngel |
ok |
01:41 |
Sokomine |
the cavegen and mudflow is still giving me trouble; is_ground_content is only a partial solution as the houses are built out of diffrent materials (which may be stone as well); only way to get around the cavegen seems to spawn multiple times? |
01:41 |
RealBadAngel |
anyway, but why the heck the check even if workin (i mean finds content air) carves the caves as usual? |
01:42 |
RealBadAngel |
while setting the condition to 1 disables it completely? |
01:55 |
RealBadAngel |
lol, found the reason |
01:55 |
RealBadAngel |
that dumb code was makin caves in CONTENT_IGNORE |
01:59 |
nore_ |
lol |
01:59 |
RealBadAngel |
but adding such check is not a solution, it effects with far less caves in underground |
02:00 |
nore_ |
Wait, it makes caves *before* the rest is generated?? |
02:00 |
RealBadAngel |
it looks like |
02:00 |
RealBadAngel |
before even block is loaded |
02:01 |
RealBadAngel |
it looks like it doesnt care if the block is loaded or not |
02:01 |
RealBadAngel |
it just happily creates caves everywhere |
02:01 |
nore_ |
Strange |
02:02 |
RealBadAngel |
yup, with check on CONTENT_IGNORE it makes caves only in loaded blocks |
02:02 |
RealBadAngel |
and i can see just a few caves underground |
02:02 |
RealBadAngel |
and none above the ground |
02:03 |
RealBadAngel |
i think the only solution is to limit the height |
02:16 |
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02:22 |
paramat |
RBA actually i disagree with the more saturated colours, sorry if i wasn't clear. also i noticed you've made EW faces brighter than NS faces? fairly sure the management want it kept unchanged, i did a comparison and now think EW darker is better :) |
02:23 |
* VanessaE |
throttles paramat |
02:24 |
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02:24 |
paramat |
lol |
02:25 |
paramat |
i'll test the pull request soon, not sure i have time right now, but within a day |
02:25 |
VanessaE |
test it now :P |
02:33 |
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02:37 |
RealBadAngel |
RBA,colors are not more saturated |
02:37 |
RealBadAngel |
actually levels in pull are lower than before |
02:38 |
RealBadAngel |
top face is 1.0 instead of sqrt(1.3) |
02:38 |
RealBadAngel |
why i wrote to myself? rotfl |
02:39 |
VanessaE |
haha |
02:39 |
RealBadAngel |
paramat, that was addressed to you :) |
02:39 |
Exio |
go to sleep RealBadAngel! |
02:39 |
RealBadAngel |
and about switching faces i dont like sides facing the sun being darker |
02:40 |
RealBadAngel |
its against any logic |
02:40 |
RealBadAngel |
btw, i have fixed those damn caves |
02:41 |
RealBadAngel |
now just makin sure that they will be able to carve holes in the mountains or cliffs |
02:41 |
paramat |
okay will test the pull to check colours |
02:42 |
RealBadAngel |
later on i will make also overall brightness and contrast settings possible |
02:42 |
RealBadAngel |
because i can clearly see no matter what i will code there will be always some1 to get the opposite |
02:42 |
paramat |
i made comparison screenshots, with the sun in view EW darker actually looks better because you expect shadows towards you ... i'll get those images ... |
02:43 |
RealBadAngel |
this is not really about shadows |
02:43 |
RealBadAngel |
its about what face is being better lit |
02:43 |
RealBadAngel |
and thats whole difference |
02:44 |
VanessaE |
paramat: besides which, sooner or later there will be real shadows being cast by the sun and light sources. |
02:44 |
VanessaE |
(in shaders anyway) |
02:44 |
RealBadAngel |
not only |
02:44 |
VanessaE |
you think you can do it without? |
02:44 |
RealBadAngel |
it will work with and without shaders |
02:44 |
VanessaE |
even better. |
02:45 |
RealBadAngel |
lighting? ofc |
02:45 |
RealBadAngel |
engine will do that for us |
02:45 |
RealBadAngel |
http://i.imgur.com/T8wf2tp.png |
02:45 |
RealBadAngel |
this is without shaders |
02:46 |
RealBadAngel |
and faces shading too, btw |
02:49 |
RealBadAngel |
paramat, and i havent saw a thing IRL that could cast a shadow onto itself ;) |
02:50 |
RealBadAngel |
especially any cube ;) |
02:50 |
paramat |
current EW darker > http://i.imgur.com/1enABtU.png ... NS darker > http://i.imgur.com/E4Rlrro.png ... both look okay but i perhaps prefer EW darker |
02:52 |
VanessaE |
I can see what he's saying, RealBadAngel. |
02:52 |
VanessaE |
this can only be solved by making the face lighting actually follow the sun. |
02:53 |
RealBadAngel |
i can live with partially wrong solution better than with completely wrong one |
02:53 |
VanessaE |
however, having EW faces be darker during midday is definitely wrong for sure |
02:54 |
RealBadAngel |
like they said better to have at least one hand than none |
02:55 |
VanessaE |
paramat: can we agree that EW faces being brighter than NS is not, itself, a reason to stop otherwise correct figures from going in? |
02:56 |
* VanessaE |
especially wants the patch to go in because it finally fixes light sources and liquids once and for all |
03:00 |
RealBadAngel |
i can revert faces switch if there will be more votes to do so |
03:00 |
paramat |
its not all or nothing, RBA could just swap X face values for Z face values |
03:01 |
RealBadAngel |
thats just what i did |
03:01 |
RealBadAngel |
and you thought how thats done? |
03:02 |
paramat |
i'm just keeping you out of trouble ;) i think celeron wants EW darker as is tradition for Minetest |
03:02 |
RealBadAngel |
tradition of mt is having things buggy and upside down :P |
03:02 |
RealBadAngel |
like those damn caves |
03:03 |
paramat |
okay tested pull, faces shading looks okay, colours look perhaps okay ... |
03:03 |
VanessaE |
"perhaps"? |
03:04 |
RealBadAngel |
i dont fucking belive that yrs old issue is still here and eating CPU like nothing happened |
03:05 |
RealBadAngel |
folks are blaming our mods to slow down the mapgen while it happily puts shitload of caves above the ground |
03:07 |
RealBadAngel |
paramat, check out lightsources and liquids |
03:07 |
paramat |
yeah colours are fine actually |
03:08 |
RealBadAngel |
and btw, that pull makes it again faster |
03:08 |
RealBadAngel |
first of all, all the top nodes are not boosted anymore so 1/6th calls went off |
03:09 |
RealBadAngel |
2nd, since color.b is the lightsource value theres no reason to multiply it |
03:09 |
RealBadAngel |
so the call multiplies only r and g |
03:09 |
paramat |
ah i see. i appreciate the more lightweight code |
03:12 |
RealBadAngel |
and finally you can see real texture in the game |
03:14 |
RealBadAngel |
it sounds like a shitload of features for such small commit ;) |
03:19 |
RealBadAngel |
anyway, i will wait for more devs to check it and vote |
03:19 |
paramat |
if you make EW faces the darker pair im happy with this pull (but i'm hardly an authority here) |
03:20 |
RealBadAngel |
since you were the one to open issue about it i can do that right now to avoid argues with others |
03:20 |
RealBadAngel |
but then you will have to close it ;) |
03:26 |
paramat |
#1462 is closed, or do you mean #1546 |
03:31 |
paramat |
toodlepip! |
03:31 |
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03:32 |
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03:32 |
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04:14 |
RealBadAngel |
ok, here comes cavegen fix: https://github.com/minetest/minetest/pull/1554 |
04:14 |
RealBadAngel |
its still being able to carve caves in cliffs and mountains |
04:15 |
RealBadAngel |
but cannot generate caves in the sky |
04:22 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1555 |
04:22 |
RealBadAngel |
this one adds main menu music |
05:38 |
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07:39 |
Zeno` |
I have no idea why I did this, but I suspect I just don't like unnecessary globals don't make sense (and the comments associated with them don't either... they've been there since MT was first uploaded to github): http://codepad.org/6McXOdQp |
07:41 |
Zeno` |
All of the tests remain the same, *except* "Testing floating-point vector speed" which takes about twice as much time (which I guess invalidates the comment that they were global to minimise optimisations) |
07:43 |
Zeno` |
err, from main.cpp btw |
07:47 |
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08:54 |
Zeno` |
RealBadAngel, ping |
09:00 |
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10:07 |
RealBadAngel |
Zeno`, yes? |
10:09 |
Zeno` |
RealBadAngel, just wondering if I should squash https://github.com/minetest/minetest/pull/1543 |
10:09 |
Zeno` |
I was unsure because it, really, addresses two issues :3 |
10:10 |
RealBadAngel |
so 2 pulls? |
10:11 |
RealBadAngel |
but then you will have to rebase before the 2nd |
10:11 |
RealBadAngel |
just squash it |
10:11 |
RealBadAngel |
it touches the very same code |
10:14 |
Zeno` |
yep ok |
10:14 |
Zeno` |
thanks |
10:22 |
PenguinDad |
RealBadAngel: #1553 seems to only fix the liquid shading when shaders are disabled https://mediacru.sh/e8fbdbfee631 |
10:23 |
Zeno` |
that didn't work out so well, lol |
10:25 |
Calinou |
I have the same problem, PenguinDad |
10:27 |
RealBadAngel |
hmmz, thats pretty strange |
10:30 |
Zeno` |
can't rebase now I've stuffed up |
10:30 |
RealBadAngel |
does the water and lava work ok? |
10:30 |
Zeno` |
oh well, close the merge requests I guess |
10:31 |
RealBadAngel |
PenguinDad, ? |
10:31 |
Zeno` |
I'll write them again in a few weeks I guess |
10:31 |
PenguinDad |
Water and lava look ok :/ |
10:32 |
RealBadAngel |
so whats that yellow thingy? |
10:33 |
PenguinDad |
That green liquid is acid from carbone |
10:33 |
RealBadAngel |
i see, i will check out whats wrong with it |
10:33 |
RealBadAngel |
propably mod issue not the code |
10:37 |
Zeno` |
or maybe I can clone |
10:37 |
* Zeno` |
thinks |
10:42 |
RealBadAngel |
i have to go now, bbl |
10:42 |
Zeno` |
wait! |
10:42 |
Zeno` |
lol |
10:42 |
Zeno` |
oh, nvm... if it doesn't work it doesn't work |
10:43 |
Zeno` |
done |
10:43 |
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10:44 |
Zeno` |
looks right to me anyway |
10:48 |
Zeno` |
:( |
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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/ |
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17:50 |
luizrpgluiz |
hi devs and guys |
18:03 |
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18:53 |
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18:54 |
luizrpgluiz |
devs I had an idea of a minecraft world generator that could work in minetest |
18:55 |
luizrpgluiz |
because guys do not create the generator has the world Amplified minetest? |
18:55 |
sfan5 |
tell us your idea |
18:56 |
luizrpgluiz |
because guys create the generator has the world Amplified minetest? |
18:57 |
sfan5 |
what? |
19:03 |
luizrpgluiz |
the idea would be to put the generator amplified world of minecraft in minetest |
19:04 |
sapier |
"put"? |
19:04 |
sapier |
luizrpgluiz: you're aware that minecraft uses java while minetest is c++/lua? |
19:07 |
luizrpgluiz |
I mean for example create a world generator amplified as in minecraft |
19:08 |
sapier |
luizrpgluiz: please first define the term "world generator amplified" ;-) |
19:09 |
luizrpgluiz |
seen the generator worlds in minecraft? |
19:09 |
Amaz |
No. |
19:10 |
sfan5 |
what exactly do you mean? |
19:10 |
sapier |
No too |
19:11 |
luizrpgluiz |
amplified means to have more mountains, huge caves, plains least |
19:11 |
sapier |
ok coroutines and minetest are a no-go |
19:12 |
PenguinDad |
why? |
19:12 |
sapier |
coroutines implicit create their own lua stack therefore you can't use minetest api from a coroutine ... at least not all of it |
19:14 |
Amaz |
luizrpgluiz, picture of what you are talking about please. And have you seen watershed? https://forum.minetest.net/viewtopic.php?f=11&t=8609 Might have some of the things you want in... |
19:17 |
PenguinDad |
It's a pity that the full api isn't available in coroutines :/ |
19:22 |
luizrpgluiz |
http://cdn6.portalprogramasnet.com/milbits/imagenes/Modo_amplificado.jpg |
19:26 |
luizrpgluiz |
:) |
19:31 |
luizrpgluiz |
this image is an example of biome amplified |
19:33 |
sfan5 |
oh |
19:33 |
sfan5 |
that |
19:33 |
sfan5 |
you could achieve that by changing the perlin noises for mgv6 |
19:35 |
luizrpgluiz |
but how do I change it? |
19:37 |
sfan5 |
look in map_meta.txt |
19:39 |
celeron55 |
that won't give satisfactory results |
19:39 |
celeron55 |
if you want that much vertical stuff |
19:40 |
celeron55 |
v7 might be able to do it (not sure); a lua generator is the best bet |
19:41 |
luizrpgluiz |
I loved the update can render the game in direct3d and software |
19:41 |
sapier |
wow coroutines are quite heavy stuff ... even if we can fix the api issues they might not help for lots of small tasks |
19:43 |
luizrpgluiz |
rendering in Direct3D already left with more fps here minetest |
19:46 |
luizrpgluiz |
bad in Direct3D 8 does not open, but he usually opens at 9 |
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20:46 |
VanessaE |
sapier: by coroutines, in this context it almost sounds like you mean C++ mapgen hooks being used outside of the engine core? |
20:46 |
VanessaE |
e.g. by another C++ extension? |
20:56 |
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21:07 |
sapier |
no lua coroutines |
21:08 |
VanessaE |
ah |
21:09 |
sapier |
coroutines use voluntary preemption thus they don't use multicore cpu's but if they'd been lightweight enough they'd be usable for small things done pseudo parallel ... but seems like they're way to heavy |
21:10 |
VanessaE |
eh |
21:10 |
VanessaE |
I don't think that's all that useful to us |
21:10 |
sapier |
true |
21:10 |
VanessaE |
we already have ABMs and callbacks |
21:10 |
VanessaE |
which in practice look more or less the same anyway if they're coded well |
21:11 |
VanessaE |
they're just not realtime, as such |
21:11 |
sapier |
the only way to use them is create a coroutine and push jobs there ... but that's almost as heavy as full async using multicore cpus |
21:12 |
sapier |
the only benefit would be as coroutines are not parallel fixing api to be available to coroutines would be possible ... while it's way to much work for async things ... at least at start |
21:17 |
VanessaE |
I think at this point there are more important things to focus on, honestly |
21:17 |
sapier |
true but spawning requires a way to do things async as it can take a lot of time |
21:17 |
VanessaE |
this is true |
21:18 |
sapier |
usually it doesn't but one spike is enough to cause major lag |
21:18 |
VanessaE |
don't I know that. |
21:18 |
VanessaE |
I've been seeing major lag spikes lately from sign-ons, and it ain't from media downloads (these users already have it) |
21:19 |
sapier |
guess some mods do things on join |
21:19 |
sapier |
I was thinking about adding some sort of mod profiling ... maybe it's time to do it now |
21:20 |
VanessaE |
I have some code xyz gave me for that purpose |
21:20 |
VanessaE |
want it? |
21:20 |
VanessaE |
it's pretty thorough |
21:20 |
VanessaE |
but sorta barebones as far as how it's actually used. |
21:20 |
VanessaE |
could use a little "fleshing-out"\ |
21:21 |
sapier |
I have a profiler too but I thought about some built in mechanism telling you mod x using y% of cpu per step xxx ms at max |
21:22 |
VanessaE |
yes |
21:22 |
VanessaE |
that's precisely the sort of thing we need |
21:22 |
VanessaE |
it would be useful if that can be broken down a little further, e.g. by function name, let's say |
21:22 |
VanessaE |
(or by some other slightly more fine-grained measure anyway) |
21:23 |
sapier |
well function name is hard as generic feature as it's gonna be quite slow |
21:23 |
VanessaE |
true but one need not always have the profiler turned on |
21:23 |
sapier |
but e.g. on_step on_generate on_join might be possible without to much overhead |
21:23 |
VanessaE |
yeah, that's what I mean |
21:23 |
VanessaE |
just pass callbacks through it |
21:23 |
VanessaE |
stuff you can intercept easily |
21:24 |
VanessaE |
*just* enough to give the coder some idea where the bottleneck is, if there is one to be sorted out |
21:24 |
sapier |
yet I need same thing as needed for cpu quota ... us precise time ... so we need to extend api as lua usually doesn't provide that exact timings |
21:25 |
VanessaE |
"plants_lib / register_on_generated : 15% CPU over 1:23:45, 25% in last 5 mins" |
21:25 |
VanessaE |
etc |
21:26 |
sapier |
try installing mobf enter "mobf" on console enable statistics restart and see on info tab ... that's about what I mean |
21:28 |
VanessaE |
fix your screenshots in your github page :) |
21:28 |
VanessaE |
https://github.com/sapier/animals_modpack/wiki/Menu <-- google shows a relevant image, now I see what you were talking about, but the image file actually missing from there. |
21:29 |
sapier |
ah another lost image ... yes |
21:29 |
sapier |
thanks I need to update |
21:29 |
VanessaE |
all of the images there seem to be lost |
21:29 |
VanessaE |
anyways, I see what you're getting at |
21:30 |
VanessaE |
same idea as I suggested, just worded differently |
21:30 |
sapier |
yes my old webspace thought it's not ok to provide android apk's from their servers |
21:30 |
VanessaE |
something to allow a modder to quickly identify a bottleneck at any rate |
21:31 |
VanessaE |
in fact, this sort of profiler is needed right now in minetest_game. there's a CPU usage issue there that I have not identified yet. Might be in the game's mods, or one of the extras used by my server. |
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22:05 |
fu-fu |
minetest.forceload_block(pos), Is that a 16x16x16 block or..? |
22:09 |
Zefram_Fysh |
the block that is forceloaded is a 16x16x16 mapblock |
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fu-fu |
Zefram_Fysh: Thank you. |
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