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IRC log for #minetest-dev, 2014-09-29

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All times shown according to UTC.

Time Nick Message
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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
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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
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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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12:25 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
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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
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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 ^
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20:56 Megaf celeron55_: heh, I used to built robots too
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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
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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
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