Time |
Nick |
Message |
00:21 |
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00:25 |
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00:25 |
luizrpgluiz |
hi |
00:30 |
ShadowNinja |
luizrpgluiz: Hello. Do you have a query? If so, state it. If not, note that #minetest-dev is strictly on-topic, use #minetest for chat. |
00:31 |
luizrpgluiz |
ops |
00:32 |
luizrpgluiz |
why not create some animals in minetest? |
00:33 |
Miner_48er |
some mods add those |
00:44 |
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00:46 |
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01:14 |
Taoki |
So today I added path finding to my Creatures mod (for mobs). I'd only like to bring attention to the fact that minetest.find_path seems to have some serious issues. Namely that it fails all the time, and only rarely even attempts to find the position between the two points. Usually it just returns nil. |
01:14 |
Taoki |
Happens with all 3 algorithms. Would be nice if something could be done to fix it somewhat. |
01:21 |
ShadowNinja |
Taoki: Try this: https://github.com/minetest/minetest/pull/1151 |
01:22 |
Taoki |
Eh... closed before even being pulled. Might try it sometime |
01:26 |
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04:48 |
jordan4ibanez |
If you resize a window while you have text in the formspec field or text area, the field will reset |
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12:15 |
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12:25 |
rickmcfarley |
Hello, I am trying to get buygamingservers.com to change my Minecraft server into a Minetest server. The gentleman helping me said that a better relationship with the Minetest dev team would be helpful. So, I am trying to make my presence know and find a place to ask about the development of Minetest. Is this a good place for that? |
12:38 |
Hunterz |
use command /topic - ansver to your question |
12:43 |
rickmcfarley |
Lol thank you |
12:50 |
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13:14 |
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13:39 |
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13:41 |
sfan5 |
rickmcfarley: basically yes |
13:54 |
casimir |
Is maxlevel in the groupcaps actually intended to be used? For me it seems it does nothing, and the description in the lua api implies that 1 is the lowest level and 3 the highest, in minetest_game it is use the opposite way. |
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20:20 |
sfan5 |
celeron55_: I found some spam: http://c55.me/blog/?p=1443#comment-190570 |
20:21 |
celeron55_ |
...and there was a valid message in the approval queue |
20:21 |
celeron55_ |
hell, i just looked at all the latest comments |
20:22 |
celeron55_ |
this is so full of spam i might just cry a bit |
20:22 |
celeron55_ |
kismet isn't doing a good job |
20:23 |
celeron55_ |
i hate wordpress spam |
20:23 |
celeron55_ |
it's the stupidest thing ever |
20:24 |
Calinou |
Akismet would if you bought something |
20:24 |
* Calinou |
shrugs |
20:25 |
sfan5 |
tried a different blog software? |
20:25 |
celeron55_ |
i mean, akismet |
20:32 |
celeron55_ |
i just disabled comments on the whole blog |
20:32 |
celeron55_ |
i don't have time to deal with this shit |
20:38 |
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20:38 |
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20:39 |
Calinou |
comments weren't of much use, so it's fine |
20:39 |
Megaf |
celeron55_: just make users register to your blog before comenting |
20:39 |
Calinou |
you can also lock after 30 days |
20:39 |
Calinou |
Megaf, that's just annoying people :/ |
20:39 |
sfan5 |
^ |
20:42 |
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20:48 |
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20:51 |
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20:54 |
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20:56 |
Megaf |
celeron55_: heh, I used to built robots too |
20:56 |
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20:56 |
Megaf |
for competitions, but not for demolition, |
21:00 |
Megaf |
And would would always mount wheel directely on the motor, less power loss and more runtime |
21:08 |
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21:39 |
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21:53 |
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22:21 |
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22:23 |
ShadowNinja |
Comments on https://github.com/minetest/minetest/pull/1418? It was really supposed to be merged a while ago. |
22:25 |
ShadowNinja |
Also https://github.com/minetest/minetest/pull/1353 |
22:26 |
VanessaE |
1353, I veto that |
22:27 |
ShadowNinja |
And I'll mention https://github.com/minetest/minetest/pull/1534 again (minetest.serialize enhancement). If nobody feels that they're capable of reviewing it well I'll merge it soon (if I don't forget :-P). |
22:27 |
ShadowNinja |
VanessaE: Huh? Why? |
22:27 |
VanessaE |
because I use that method quite frequently in my mods to pass values between mods |
22:28 |
ShadowNinja |
VanessaE: Setting global variables from functions? |
22:28 |
VanessaE |
yes. |
22:28 |
ShadowNinja |
VanessaE: Then fix your mods, that's bad practice. And this only causes warnings anyway. |
22:28 |
ShadowNinja |
(You just have to give globals an initial value, even nil, for it to work) |
22:29 |
VanessaE |
sometimes it's easier to declare a variable as global (but reduced in scope, e.g. with a foo. prefix), set it from within a function, and then access from multiple locations |
22:29 |
VanessaE |
for example plants_lib has a "set defaults" function that works this way |
22:29 |
VanessaE |
your code here would throw hundreds of warnings per seconds in that case |
22:29 |
ShadowNinja |
VanessaE: Variables in global tables aren't themselves global. |
22:30 |
VanessaE |
hm |
22:30 |
VanessaE |
ok, oldskool thinking again |
22:30 |
VanessaE |
but you're opening up a huge door here for more useless warnings |
22:30 |
RealBadAngel |
hi |
22:31 |
ShadowNinja |
VanessaE: I use a similar mod for LuaBot, but that throws error()s, and it's helped me catch quite a few bugs quickly. |
22:31 |
RealBadAngel |
im thinkin about meshes and facedir stuff (that applies to nodeboxes too), i think i gonna try to cache all the possible rotations of the mesh at startup |
22:32 |
ShadowNinja |
VanessaE: The only warnings are for things that are almost certainly errors, and the warnings can be squelched be declaring the global. |
22:32 |
RealBadAngel |
that should speed up mesh updates a lot |
22:32 |
VanessaE |
ShadowNinja: ok, I guess I just didn't read your example that way |
22:33 |
ShadowNinja |
RealBadAngel: Are rotations really that slow? |
22:33 |
RealBadAngel |
look at nodeboxes code for example |
22:33 |
VanessaE |
RealBadAngel: that's gonna add a metric assload of meshes. roundabout 240'000 of them in Dreambuilder. |
22:33 |
RealBadAngel |
and ask VanessaE what they do with her servers ;) |
22:34 |
RealBadAngel |
VanessaE, im talkin bout mesh and nodebox drawtype |
22:34 |
RealBadAngel |
and im talkin about vertcices and indices just |
22:34 |
RealBadAngel |
not the textures |
22:34 |
VanessaE |
RealBadAngel: ok, that should be fine then |
22:35 |
VanessaE |
but I wonder if a simple rotation is *really* gonna be *that* expensive. after all, you'd only apply it at the time you build the mesh, not in realtime |
22:35 |
RealBadAngel |
mesh buffer data for complex node as the crystal you have seen is circa |
22:35 |
RealBadAngel |
200 btes |
22:35 |
RealBadAngel |
*bytes |
22:36 |
RealBadAngel |
VanessaE, rotations are applied on each mesh update |
22:36 |
RealBadAngel |
to everything |
22:36 |
VanessaE |
ew. |
22:36 |
RealBadAngel |
nodeboxes here are pushing it to the limits |
22:37 |
RealBadAngel |
first mesh is created from table (vertices), same for selection boxes |
22:37 |
RealBadAngel |
all are rotated |
22:38 |
RealBadAngel |
and that goes for every single nodebox out there |
22:38 |
RealBadAngel |
thats why theyre so damn slow |
22:39 |
ShadowNinja |
VanessaE: So, you're fine with 1353 now? |
22:39 |
VanessaE |
yeah I guess so |
22:40 |
ShadowNinja |
kahrl, PilzAdam, sfan5, RealBadAngel: Please check out the above pulls too ^. |
22:43 |
RealBadAngel |
a sec |
22:45 |
RealBadAngel |
dont know the code both are touching |
22:46 |
RealBadAngel |
not my area, but if you think theyre ok then go for it |
22:47 |
RealBadAngel |
ShadowNinja, https://github.com/minetest/minetest/pull/1685 you and smalljoker talkin here about crack frames (i made it so it can have up to 16 frames) |
22:47 |
RealBadAngel |
and wont allow it to have anymore. cracks gonna be cached on startup with own meshes for performance reasons |
22:48 |
RealBadAngel |
and there has to be a limit. 16 is more than enough |
23:20 |
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