Time |
Nick |
Message |
00:03 |
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00:22 |
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00:32 |
iqualfragile |
celeron55: https://mineguild.net/mt/leafletmap/ reason i needed the coordinates |
00:39 |
VanessaE |
do ABMs "stack up" when the server lags? |
00:39 |
VanessaE |
or do they get skipped? |
00:40 |
VanessaE |
(I get the impression that it's the former, and that they don't just "pile up" but perhaps even multiply beyond what the interval says they should) |
00:52 |
crazyR |
^thats an interesting point. |
00:53 |
VanessaE |
I also get the impression that the engine is halving the intervals for ABMs |
00:54 |
VanessaE |
a mesecons blinky plant has an ABM interval of three seconds yet it consistently switches in something between 1 and 2 seconds. |
00:54 |
VanessaE |
http://pastebin.com/5ddCYBBR |
00:55 |
VanessaE |
that variable is set to 3 in mesecons/settings.lua |
00:56 |
VanessaE |
or maybe the ABms just get out of sync. |
00:57 |
* VanessaE |
rewrites it. |
01:01 |
crazyR |
lol |
01:03 |
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01:08 |
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01:09 |
VanessaE |
ok, that was just a bug in mesecons. fixed in its git repo now. |
01:13 |
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03:20 |
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03:42 |
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04:07 |
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04:44 |
VanessaE |
is this OOM crash useful to anyone? http://pastebin.com/JP7jaTxk |
04:44 |
VanessaE |
came up suddenly, out of nowhere. The server was ticking along fine, a couple users were just digging stone, then suddenly, boom, the server allocates everything it can get its mitts on and down it goes. |
04:45 |
VanessaE |
this is all I got out of it, from kern.log (and the corresponding "Killed" message in minetest's log of course) |
04:49 |
VanessaE |
times in the log are EDT. Server was running from git a few commits behind (not exactly sure what commit, I just updated again a little bit ago. at HEAD now) |
05:21 |
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05:40 |
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05:42 |
* VanessaE |
wanders off to bed. |
05:50 |
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06:00 |
hmmmm |
hmmm |
06:00 |
hmmmm |
anyway I keep getting those "attempt to do arithmetic on 'y' a nil value" errors with splizard's mod |
06:01 |
hmmmm |
and I noticed he never actually declared 'y' in the scope it's used. wonder if that has anything to do with it. |
06:14 |
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06:46 |
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06:56 |
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07:16 |
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07:49 |
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07:58 |
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08:00 |
Zeno` |
Does anyone have write commit to https://github.com/minetest/minetestmapper? |
08:01 |
Zeno` |
https://github.com/minetest/minetestmapper/commit/b7f0a8a29a54e058b78b095259afc96af4337f41 seems wrong to me |
08:07 |
Zeno` |
err... very wrong |
08:10 |
Zeno` |
http://codepad.org/l6FylgFH <-- top function is the latest commit |
08:10 |
Zeno` |
with annotations |
08:14 |
Zeno` |
grr, I'll open an issue then |
09:19 |
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09:56 |
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10:00 |
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10:19 |
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10:56 |
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11:17 |
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11:30 |
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11:50 |
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12:35 |
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12:36 |
RealBadAngel |
hi |
12:36 |
RealBadAngel |
whats uP? |
12:37 |
* Zeno` |
looks up |
12:37 |
Zeno` |
ceiling |
12:38 |
PenguinDad |
Zeno`: but it looks like the ceiling can't hold us ;) |
12:39 |
Zeno` |
always the way |
12:44 |
RealBadAngel |
i just took a few days off, gonna spend it on coding |
12:45 |
RealBadAngel |
there are a few things to be finished |
12:46 |
RealBadAngel |
and the music... yesterday i was selecting the tracks to be used |
12:46 |
RealBadAngel |
got like 20 of them |
12:48 |
Zeno` |
oooh, for the menu? |
12:48 |
Zeno` |
;-) |
12:50 |
RealBadAngel |
for whole game |
12:50 |
RealBadAngel |
example die theme: http://incompetech.com/music/royalty-free/mp3-royaltyfree/Rains%20Will%20Fall.mp3 |
12:53 |
sfan5 |
>mp3 |
12:53 |
sfan5 |
320k |
12:53 |
sfan5 |
thats ok |
12:54 |
RealBadAngel |
i will convert them all to oggs and reduce the quality |
12:54 |
sfan5 |
reducing the quality is even worse |
12:55 |
RealBadAngel |
folder with the tracks selected is about 600mb by now |
12:55 |
RealBadAngel |
128kbps is enough imho |
12:55 |
sfan5 |
128k vorbis |
12:55 |
sfan5 |
I'm not sure |
12:59 |
Zeno` |
sfan |
12:59 |
Zeno` |
I don't like parenthesis where they're not needed :P |
12:59 |
sfan5 |
submit a pull requets |
12:59 |
sfan5 |
request* |
12:59 |
Zeno` |
hah |
13:00 |
Zeno` |
Nah, not necessary :) |
13:00 |
sfan5 |
and see how nobody wants to merge it |
13:00 |
sfan5 |
because it's not a change that fixes anything |
13:00 |
Zeno` |
sigh. Nobody does x = 1 + (2 * 3) surely |
13:00 |
Zeno` |
or maybe they do, I dunno |
13:00 |
sfan5 |
uh |
13:01 |
sfan5 |
it's x = 2 * (3 + 4) |
13:01 |
Zeno` |
yes, there parenthesis are required though |
13:01 |
Zeno` |
I don't understand why people get confused about precedence |
13:02 |
sfan5 |
I still do not know whether a - (b % c) and a - b % c are the same |
13:02 |
Zeno` |
they are |
13:02 |
sfan5 |
good to know |
13:02 |
Zeno` |
yep |
13:02 |
Zeno` |
same as a - b*c is the same as a - (b * c) |
13:03 |
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13:03 |
Zeno` |
anyway, glad it's fixed |
13:03 |
Zeno` |
thank you |
13:03 |
sfan5 |
are you implying I haven't learned anything in maths? |
13:03 |
sfan5 |
;) |
13:03 |
Zeno` |
err.... no |
13:03 |
Zeno` |
lol |
13:03 |
Zeno` |
At least I don't think I am |
13:03 |
Zeno` |
Just a pet hate of mine lol |
13:04 |
Zeno` |
See, parenthesis confuse me :( |
13:05 |
Zeno` |
oh another pet hate of mine! |
13:05 |
Zeno` |
get rid of that else? |
13:05 |
sfan5 |
celeron55: if you have a minute of free time: please tell github support to make minetest/minetestmapper an independent repo |
13:05 |
Zeno` |
I hate functions that return a value having no return value outside of conditionals |
13:05 |
sfan5 |
Zeno`: parenthesis is not supposed to confuse people |
13:05 |
Zeno` |
lol |
13:05 |
Zeno` |
they confuse me |
13:06 |
Zeno` |
when they're not needed they confuse me* |
13:06 |
Zeno` |
I'm a bit strange though |
13:06 |
sfan5 |
((q^(a - (b * c))) / q) + n |
13:06 |
sfan5 |
that would be overly verbose |
13:06 |
sfan5 |
but is not that confusing |
13:07 |
sfan5 |
at least for me |
13:07 |
Zeno` |
and I see a + (b * c) just as verbose, but unlike you it makes me wonder :( |
13:08 |
Zeno` |
anyway, aside from that a function that returns a value should return a value |
13:08 |
sfan5 |
-Wall would complain if it doesn't return anything |
13:08 |
Zeno` |
without me having to mentally evaluate conditions |
13:08 |
Zeno` |
does -pedantic complain? |
13:08 |
sfan5 |
dunno |
13:08 |
Zeno` |
hehhehe |
13:09 |
Zeno` |
It probably doesn't |
13:09 |
sfan5 |
I never use -pedantic |
13:09 |
Zeno` |
I do, it's my favourite word |
13:10 |
Zeno` |
I suppose these days the compiler will optimise away the needless else |
13:10 |
Zeno` |
*sigh* |
13:10 |
Zeno` |
I probably need to talk to the gcc people and ask them to add a -superpedantic option |
13:11 |
celeron55 |
sfan5: can't you do that? |
13:11 |
sfan5 |
I'm not sure |
13:11 |
sfan5 |
I dunno whether github support is strict about access modes |
13:11 |
sfan5 |
and stuff |
13:37 |
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13:43 |
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13:53 |
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14:10 |
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15:26 |
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15:59 |
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16:02 |
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16:13 |
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16:24 |
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16:29 |
ShadowNinja |
hmmmm: minetest.set_data -> minetest.set_node. VoxelManip(min, max)/mt.get_vm(min, max) seems good. Also, is the data re-pushed every time get_data is called? At least the mapgen VM could store the data in a global or registry table. get_data would return a reference to it and set_data would just do `(core / debug.getregistry()).mapgen_vm_data = data` until all callbacks had run. One side effect of this would be that you can't modify |
16:29 |
ShadowNinja |
the data and then discard the changes, but I don't think there's a good reason to ever do that. |
16:29 |
hmmmm |
what?? |
16:30 |
ShadowNinja |
sfan5: What do you mean by "make it an independent repo"? |
16:31 |
ShadowNinja |
hmmmm: In your set_node+VM fix you called set_node set_data. |
16:32 |
hmmmm |
erm okay |
16:37 |
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17:19 |
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17:34 |
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17:37 |
Krock |
hello? |
17:44 |
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18:05 |
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18:09 |
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18:14 |
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18:15 |
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18:26 |
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19:26 |
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20:23 |
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20:34 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1601 |
20:35 |
RealBadAngel |
this one makes tiles and special_tiles switcheable by MSB of param2 |
20:35 |
RealBadAngel |
it works for all the drawtypes |
20:37 |
hmmmm |
not really sure what that does... could you elaborate? |
20:38 |
RealBadAngel |
special tiles were extended lately to hold 6 textures |
20:38 |
RealBadAngel |
same as regular tiles |
20:38 |
RealBadAngel |
so now node can have 2 sets of textures |
20:39 |
RealBadAngel |
all the nodes that previously required two definitions (like on/off state) can be done with just one def |
20:40 |
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20:40 |
RealBadAngel |
switching is as fast as toggling MSB of param2 |
20:40 |
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20:45 |
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20:46 |
VanessaE |
RealBadAngel: you still need to add light source to the "special" switch, else things like the default furnace can't use it. |
20:46 |
VanessaE |
(or mesecons, or a lot of other stuff that gives off light when turned "on") |
20:48 |
VanessaE |
that's the most common case of an on-off switch in the default game and most mods - an item is "off" with some "base" set of textures and gives off no light, and its "on" counterpart has a slightly different set of textures (e.g. the animated flame in the furnace) and also gives off some amount of light. |
21:01 |
RealBadAngel |
VanessaE, lighting thing is subject for another code |
21:01 |
RealBadAngel |
this resolves usage of param2's MSB |
21:02 |
VanessaE |
fair enough. |
21:02 |
RealBadAngel |
it was already used in 2 drawtypes, i had to fix that |
21:05 |
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21:06 |
RealBadAngel |
for light i will have to add new property for nodes |
21:06 |
RealBadAngel |
and change a bit lighting code |
21:07 |
RealBadAngel |
it will be controlled also by same bit, but place where changes have to be done is completly different |
21:07 |
RealBadAngel |
also, we do need another method to change param1 and param2 values |
21:08 |
RealBadAngel |
swap_node is just not right, since we do need just a bit toggling |
21:08 |
VanessaE |
as opposed to the thing we discussed about extending swap_node() ? |
21:08 |
VanessaE |
right |
21:08 |
VanessaE |
what's your plan? |
21:08 |
RealBadAngel |
add the lighting alternative |
21:09 |
RealBadAngel |
all will gonna work with swap_node too |
21:09 |
VanessaE |
I mean from the API standpoint. |
21:09 |
VanessaE |
if swap_node() is not appropriate, what would be? |
21:09 |
RealBadAngel |
and then make proper param2 handling |
21:09 |
RealBadAngel |
it is useable |
21:09 |
RealBadAngel |
but its like shooting a fly using the cannon |
21:10 |
VanessaE |
that's...direct :P |
21:10 |
RealBadAngel |
also, bitops for lua starts to scream out loud |
21:10 |
VanessaE |
yes |
21:11 |
VanessaE |
but that's a task for another day :P |
21:11 |
RealBadAngel |
screwdriver will have to be redone |
21:11 |
VanessaE |
it already needs redone. |
21:11 |
VanessaE |
it's a royal pain in the ass to use sometimes :P |
21:12 |
RealBadAngel |
we need a group maybe? |
21:12 |
VanessaE |
a group? |
21:12 |
RealBadAngel |
allow use/dont allow |
21:12 |
VanessaE |
well yes but that's something for later |
21:12 |
VanessaE |
when I say pain in the ass, I mean from an actual usability standpoint |
21:12 |
RealBadAngel |
and primarily, MSB is RESERVED |
21:12 |
RealBadAngel |
i mean params2 |
21:12 |
VanessaE |
yeah |
21:13 |
RealBadAngel |
it cannot be used by anything else |
21:14 |
RealBadAngel |
5th and 6th can be still used for some cases |
21:15 |
RealBadAngel |
hmmmm, so, are you ok with the pull? |
21:22 |
RealBadAngel |
<VanessaE> hmmmm expressed extreme concern about that |
21:23 |
VanessaE |
^^^^^ re: colored lights |
21:23 |
RealBadAngel |
so hmmmm, eat this: http://i.imgur.com/wHjL1dJ.png ;) |
21:23 |
* VanessaE |
hands hmmmm some ketchup |
21:27 |
RealBadAngel |
btw, i do need a nice, very nice location in the world |
21:28 |
RealBadAngel |
and a seed for that |
21:28 |
RealBadAngel |
i want to make camera slowly rotate 360degs and record the scene |
21:29 |
VanessaE |
my test world is nice, one moment please. |
21:30 |
VanessaE |
Dreambuilder |
21:30 |
VanessaE |
seed = 5131391305046360830 |
21:30 |
VanessaE |
from somewhere near coords {31,1,-123} |
21:31 |
VanessaE |
(you might want to hover over the water nearby just a bit, say at about {60,1,-124} |
21:31 |
RealBadAngel |
i might need non modified world |
21:32 |
RealBadAngel |
without things not aviable in minetest_game |
21:32 |
VanessaE |
oh, well not sure then. ridges and cliffs are the most impressive in plain minetest and there aren't many of those in that map |
21:32 |
VanessaE |
lemme look around a bit |
21:33 |
VanessaE |
here we go.. |
21:34 |
VanessaE |
seed = 7925619193200587662 |
21:34 |
VanessaE |
coords {-25,8,-208} |
21:34 |
VanessaE |
vanilla minetest_game |
21:34 |
VanessaE |
turn jungles on for best results. |
21:40 |
VanessaE |
bbl |
21:41 |
ShadowNinja |
RealBadAngel: MSB of param2 is used for things like rotation. It will cause conflicts. Besides, n*(1/2) is better, but not nearly as good as 1 (meta node def). |
21:54 |
RealBadAngel |
ShadowNinja, no, its not used anymore |
21:55 |
RealBadAngel |
that commit cleans the things |
21:55 |
RealBadAngel |
also, whatever nore will do bout meta node def, it will be never as fast as this one |
21:57 |
RealBadAngel |
its not supposed to replace meta node def at all |
21:58 |
RealBadAngel |
i want it to be blazing fast for some certain cases |
21:59 |
sapier |
hope not by making it snail slow for some other case ;-) |
21:59 |
RealBadAngel |
sapier, no can do |
21:59 |
RealBadAngel |
it is fast |
21:59 |
RealBadAngel |
no matter how much such nodes are there |
22:00 |
sapier |
well I don't exactly know what you're talking about but "blazing fast for some certain cases" did sound dangerous ;-) |
22:00 |
RealBadAngel |
its a simple switch for another tileset |
22:00 |
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22:00 |
RealBadAngel |
all the textures at this point are cached and assigned |
22:00 |
ShadowNinja |
RealBadAngel: Rotation has to be changed then. 0-179 is too much, it has to be limited to 127. |
22:00 |
sapier |
aren't all textures cached anyway? |
22:01 |
RealBadAngel |
now yes, previously calls were made on demand, in refresh of mapblock |
22:01 |
RealBadAngel |
i have forbid that |
22:01 |
RealBadAngel |
ShadowNinja, please read the pull |
22:02 |
RealBadAngel |
rotation is hold in 7 bits, scaled to cover 360degs |
22:03 |
sapier |
how many bits of precision do we loose? |
22:04 |
RealBadAngel |
i wont be crying bout that |
22:04 |
ShadowNinja |
RealBadAngel: It incompatibly changes them. |
22:04 |
RealBadAngel |
no |
22:04 |
RealBadAngel |
it wasnt used yet |
22:05 |
sapier |
actually most important is 45° still have to be 45° not 45.5 or even 46° ... same for 90 and 180 |
22:05 |
RealBadAngel |
pull for game hangs there for weeks already |
22:05 |
RealBadAngel |
sapier, wrong |
22:05 |
ShadowNinja |
RealBadAngel: Perhaps not in minetest_game, but likely in others. |
22:05 |
RealBadAngel |
it cannot be -45 and +45 |
22:05 |
sapier |
why not? |
22:05 |
RealBadAngel |
textures do overlay and flickers then |
22:06 |
RealBadAngel |
it was visible on jungle grass |
22:06 |
sapier |
why? |
22:06 |
RealBadAngel |
thats why we do have 44 and 46 |
22:06 |
sapier |
sounds extremely strange |
22:06 |
RealBadAngel |
why? |
22:06 |
RealBadAngel |
extremaly strange it was lookin |
22:07 |
sapier |
why doesn't 45° work? some other undetected numeric error? |
22:07 |
RealBadAngel |
no |
22:07 |
RealBadAngel |
attempts to draw 2 textures at the very same plane |
22:08 |
RealBadAngel |
and depending on the angle of view one was winning |
22:08 |
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22:08 |
sapier |
strange enough using degrees instead of radians notation |
22:08 |
sapier |
still things like 2.834645669 need a define and a name |
22:08 |
twoelk |
not some moire effect? |
22:08 |
sapier |
why is it 2.834645669 and not 2.834644669 |
22:09 |
RealBadAngel |
360/127 |
22:09 |
RealBadAngel |
not so complicated :P |
22:09 |
sapier |
then write it that way not as float |
22:09 |
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22:09 |
RealBadAngel |
param2 is not a float |
22:09 |
sapier |
360.0/127.0 |
22:09 |
sapier |
preprocessor will calculate it and ppl reading it will know what it's supposed to do |
22:10 |
RealBadAngel |
ok |
22:10 |
RealBadAngel |
that i can do |
22:10 |
sapier |
but first is param2 directly available to mods? |
22:10 |
RealBadAngel |
ofc |
22:10 |
RealBadAngel |
but with node_swap as by now |
22:11 |
sapier |
then you need to fix lua api to stay compatible to old mods |
22:11 |
RealBadAngel |
we do need method that will be able to set it without swapping the node actually |
22:11 |
RealBadAngel |
what for? |
22:11 |
sapier |
don#t you change the meaning of param2? |
22:11 |
RealBadAngel |
from the point of view of old mods nothing has changed |
22:11 |
RealBadAngel |
no i havent |
22:12 |
sapier |
so if a mod set 90° that value will still be 90°? |
22:12 |
RealBadAngel |
all old meanings are still valid |
22:12 |
sapier |
will they look same too? |
22:12 |
RealBadAngel |
there are no such mods yet |
22:12 |
sapier |
without proof for this claim I don't accept it |
22:12 |
RealBadAngel |
feature (plantlike rotation) was never used before |
22:13 |
RealBadAngel |
im the author of the feature and i say it was never used before |
22:13 |
sapier |
if that feature was part of the current api it's quite silly to telL "it's not been used so just change it's meaning" sorry |
22:13 |
RealBadAngel |
are you joking? |
22:13 |
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22:14 |
RealBadAngel |
it is not used yet |
22:14 |
sapier |
no I'm not, it's irrelevant if you are author or not did you check all the mods out there if they do use it or not? |
22:14 |
sapier |
it's easy to tell "noone uses it" ... |
22:15 |
RealBadAngel |
i fucking say nobody but me |
22:15 |
sapier |
how do you know? |
22:15 |
RealBadAngel |
because it is not merged into minetest_game yet |
22:15 |
sapier |
what's minetest_game related to core api? |
22:16 |
RealBadAngel |
because mods have to use the feature? |
22:16 |
sapier |
first of all was it part of 0.4.10 if not we don't have to discuss any further |
22:16 |
RealBadAngel |
otherwise nothing will change |
22:16 |
RealBadAngel |
no it wasnt |
22:16 |
RealBadAngel |
its after 0.4.10 |
22:17 |
RealBadAngel |
at least afaik |
22:17 |
sapier |
ok ... in this case it's never been part of api so we can change it |
22:17 |
sapier |
well don't lie to me |
22:17 |
RealBadAngel |
need to check |
22:17 |
RealBadAngel |
hold on |
22:17 |
RealBadAngel |
22.07.2014 00:32 |
22:18 |
sapier |
meaning? |
22:18 |
RealBadAngel |
date of the change |
22:18 |
sapier |
post 0.4.10 |
22:18 |
sapier |
so change it to whatever you want |
22:19 |
RealBadAngel |
ok |
22:19 |
sapier |
and if you didn't write a doc for last one do it now ;-) |
22:20 |
RealBadAngel |
i will write a doc for drawtypes, they do need that |
22:20 |
RealBadAngel |
all of them |
22:20 |
sapier |
even better |
22:26 |
RealBadAngel |
i need to add some new properties for nodes before i can do that |
22:26 |
RealBadAngel |
also that set_param2 method has to be done |
22:27 |
sapier |
properties nodes? why do all of your changes sound like compatibility issues? ;-) |
22:28 |
RealBadAngel |
i dont think so, all the old mods will work as usual |
22:28 |
RealBadAngel |
until they decide to use new features |
22:28 |
RealBadAngel |
im extremaly carefull bout that |
22:28 |
sapier |
what's gonna happen to clients connecting to servers using the new features? |
22:29 |
RealBadAngel |
nothing |
22:29 |
sapier |
not showing the new ones is fine, crashing or not showing old things too not ;-) |
22:29 |
RealBadAngel |
plants wont be rotated for example |
22:29 |
RealBadAngel |
same as before |
22:29 |
sapier |
that's be fine |
22:29 |
hmmmm |
RealBadAngel: lgtm, it's just that I wish you would use constants for bits |
22:30 |
RealBadAngel |
instead of & 128 ? |
22:30 |
hmmmm |
yes |
22:30 |
sapier |
ot 1<<8 |
22:30 |
sapier |
or was it 7 ... never can remember that one ;) |
22:30 |
hmmmm |
really what is wrong with #define NODEFLAG_SPECIAL_TILES 0x80? |
22:30 |
hmmmm |
sapier, 7... |
22:30 |
RealBadAngel |
well, nothing :) |
22:31 |
hmmmm |
erm, no, it'd be 6 |
22:31 |
hmmmm |
2^7 = 1 << 6 |
22:31 |
sapier |
:-) I always use a calculator to be sure :-) |
22:31 |
hmmmm |
erm |
22:31 |
hmmmm |
crap |
22:31 |
hmmmm |
1 << 7 |
22:32 |
sapier |
well it's been meant as example no matter what the real value is :-) |
22:32 |
hmmmm |
2 << 6 == 2^7 is what I meant to say |
22:32 |
sapier |
depends on situation anyway sometimes 1 << X is better next time 0x80 ... next time 32 .... context is the thing to decide about what to use |
22:33 |
hmmmm |
i dunno, for defining bit constants i like to use 0x80 |
22:33 |
sapier |
but ... constants are (almost) always better then numbers, especially float numbers noone knows about their meaning |
22:35 |
hmmmm |
RealBadAngel: so how'd you do the colored lighting? dynamic lights? |
22:36 |
hmmmm |
dynamic lights are neato but i thought the idea was to use lightmaps |
22:37 |
RealBadAngel |
those are irrlicht light sources |
22:37 |
RealBadAngel |
not ours |
22:55 |
RealBadAngel |
im pretty close to mix two approaches for lighting |
22:56 |
RealBadAngel |
use dynamic lights to actually lit the scene |
22:56 |
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22:56 |
RealBadAngel |
and the old one, but stripped down to make light level calculations |
22:58 |
RealBadAngel |
definitely soon and moon gonna be dynamic sources |
22:58 |
RealBadAngel |
im not yet sure bout torches etc |
23:15 |
gentoobro |
will we get fancy dynamic shadows perhaps? i don't even care if they are exactly representative of light level... |
23:15 |
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23:48 |
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