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02:38 |
paramat |
hmmmm, do you want to add eased 3d noise before mgv5 is merged, in order to get as close as possible to the original? for speed we could use eased for terrain noise only, the cave noises possibly don't need it, the shape of dirt/sand/gravel/lava blobs and the wetness noise cetainly don't. im considering making a pull request soon, but the uneased 3d noise looks noticeably different (not in a bad way, people like it, |
02:38 |
paramat |
but it's not completely faithfull to the original) |
02:38 |
hmmmm |
yeah i'd rather wait |
02:38 |
hmmmm |
eased noise is next on my list btw |
02:38 |
hmmmm |
i just need to fix this one more bugger |
02:39 |
hmmmm |
i should be able to get it done tonight hopefully |
02:39 |
paramat |
okay good |
02:53 |
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02:54 |
Zeno` |
hmmmm, I asked sfan5 to add the WIP tag to #1756 last night (you can check the logs if you wish). Can you now remove it please? |
02:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/1756 -- Refactor the game by Zeno- |
02:55 |
hmmmm |
jesus christ |
02:55 |
Zeno` |
? |
02:55 |
hmmmm |
what's with all those commits |
02:55 |
* Zeno` |
looks around for a cross |
02:55 |
hmmmm |
did you do a git pull |
02:55 |
Zeno` |
well, I thought I'd leave them until someone asked me to squash |
02:56 |
Zeno` |
git pull for...? |
02:56 |
hmmmm |
oh no |
02:56 |
hmmmm |
those really are all your own commits |
02:56 |
hmmmm |
jeez |
02:56 |
Zeno` |
yeah... |
02:56 |
ShadowNinja |
Haha. |
02:56 |
hmmmm |
this is huge |
02:57 |
VanessaE_ |
better to show his work, eh? |
02:57 |
Zeno` |
well, that's why I didn't squash |
02:57 |
hmmmm |
so yes it should be squashed and it needs to be heavily reviewed |
02:57 |
hmmmm |
there's going to be a lot of review going on before that is finally merged |
02:57 |
Zeno` |
of course |
02:57 |
ShadowNinja |
IMO squash related things, but it doesn't have to be one gigant commit. |
02:58 |
Zeno` |
I've been using it as my client for 2 weeks now and no issues, but of course it needs review |
02:58 |
Zeno` |
would be silly otherwise |
03:00 |
hmmmm |
hmm |
03:00 |
ShadowNinja |
Zeno`: // Why? (Original code did this, but for 25ms) -- It's for computers that don't limit FPS automatically. |
03:01 |
hmmmm |
okay so the basic premise of your refactor is to break up the_game() into methods of a class with the main local variables of the_game as member variables |
03:01 |
Zeno` |
no I mean... it's not normally going to execute that line anyway |
03:01 |
hmmmm |
great stuff |
03:01 |
Zeno` |
hmmmm, basically reorganise it but it ended up being a class instead of lots of static functions (seemed to make more sense) |
03:01 |
Zeno` |
ta |
03:02 |
hmmmm |
should the class delcaration be in game.h instead? hrmm |
03:02 |
hmmmm |
line 1483, style nag: |
03:02 |
hmmmm |
if (!sound_is_dummy) delete sound; |
03:02 |
hmmmm |
if statement bodies never go on the same line |
03:02 |
hmmmm |
even if they are "trivial" |
03:02 |
Zeno` |
ShadowNinja, because it calls limitFps() I mean. Well... maybe or maybe not. I'd rather see another smaller class public. Or just the function. There is a lot of stuff in there no other file ever needs to know about |
03:03 |
Zeno` |
I think I can fix line 1482 |
03:03 |
Zeno` |
1483 |
03:03 |
hmmmm |
well there are lots of inconsistencies around |
03:03 |
ShadowNinja |
Zeno`: If it isn't used remove it. :-) |
03:03 |
hmmmm |
like 1530; why do you surround that if statement with brackets but no the if statement below it? |
03:04 |
hmmmm |
the style is to not include brackets around control statements if the control statement body is one line |
03:05 |
ShadowNinja |
Zeno`: Mixing tabs and spaces for alignment or indentation is a definite no-no: https://github.com/minetest/minetest/pull/1756/files#diff-0951ae0a3be68531536ef9707cd40c08R140 |
03:05 |
hmmmm |
struct AppFlags could be turned into a bitfield |
03:05 |
Zeno` |
hmmm, I will be going through looking for style stuff today or tomorrow. I think I mentioned this to someone else (I wanted to do it last) |
03:05 |
ShadowNinja |
Zeno`: Tabs for indentation, spaces for alignment, no mixing. |
03:05 |
hmmmm |
also, why are things like random_input or simple_singleplayer_mode left out? |
03:06 |
Zeno` |
ShadowNinja, noted |
03:06 |
Zeno` |
hmmmm, left out? |
03:06 |
hmmmm |
left out of AppFlags |
03:06 |
Zeno` |
not needed after init |
03:07 |
Zeno` |
I need to change the name of that struct but can't come up with a better name yet |
03:07 |
hmmmm |
it could be turned into an anonymous struct defined inside of MinetestApp |
03:08 |
Zeno` |
adding a comment (for both of those) |
03:08 |
hmmmm |
i really like it so far though |
03:08 |
hmmmm |
well i like organization in general |
03:09 |
Zeno` |
well, that's the main thing I was after |
03:09 |
Zeno` |
organisation... the code isn't really different atm, just rearranged kind of |
03:09 |
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03:09 |
hmmmm |
the functional pieces of code are organized though |
03:10 |
hmmmm |
that helps a lot |
03:13 |
Zeno` |
Yeah. There are things I still don't /quite/ like but I figured it best to get this tested etc first |
03:13 |
Zeno` |
e.g. processClientEvents() could probably be cleaner |
03:14 |
Zeno` |
Some of the FIXME's in there are in the original code. If I didn't understand or couldn't fix I left the comment |
03:25 |
Zeno` |
Actually maybe random_input and simple_singleplayer_mode should be in that struct you mentioned before |
03:26 |
Zeno` |
even though they're not used after init... I'll work something out regarding those |
03:26 |
Zeno` |
actually they are anyway |
03:27 |
* Zeno` |
makes a note |
03:33 |
hmmmm |
I wonder if I should drop support for earlier versions of MT schematics |
03:33 |
hmmmm |
starting with 0.5.0 or something |
03:34 |
hmmmm |
and modify the current format to be easily parsed by lua |
03:34 |
hmmmm |
also going to include file offset information so people don't need to parse data structures in the file in order to get to the information they really want |
03:35 |
hmmmm |
perhaps an identifier field for each |
03:35 |
hmmmm |
man, schematics are a wreck. i don't know what i was thinking when i did this. |
03:36 |
hmmmm |
i was thinking with a pre-luavoxelmanip mentality. |
03:36 |
hmmmm |
if i had to do it again, i'd re-implement schematics in lua. |
03:49 |
Zeno` |
let's do it again then! |
03:49 |
Zeno` |
well, not me :( |
03:58 |
hmmmm |
finalized version: |
03:58 |
hmmmm |
https://github.com/kwolekr/minetest/commit/d274cbfce6ed39f5b7ad41261ede8c0fad7e980a |
03:58 |
hmmmm |
looking for some feedback |
03:58 |
hmmmm |
I did quite a bit of work since the last time I pushed that WIP version |
04:02 |
Zeno` |
https://github.com/kwolekr/minetest/commit/d274cbfce6ed39f5b7ad41261ede8c0fad7e980a#diff-ee46eda7cb01d5dc22c1fb9c34449b20R103 |
04:03 |
Zeno` |
BI ome :) |
04:03 |
hmmmm |
oh meh |
04:03 |
hmmmm |
i'll fix that in a cleanup commit |
04:03 |
Zeno` |
just sayin' :) Yep |
04:03 |
hmmmm |
that typo's been in there since god knows when |
04:04 |
hmmmm |
biome.cpp's getting a bit of an overhaul anyway, in particular that function with the way it helpfully (/s) deletes the biome for the caller |
04:05 |
Zeno` |
I can't comment much because I am unfamiliar with these parts of the code |
04:05 |
Zeno` |
But it *looks* nicer |
04:07 |
Zeno` |
ShadowNinja, https://github.com/Zeno-/minetest/blob/refactor_the_game/src/game.cpp#L1999 I remembered why I added the WHY comment |
04:07 |
paramat |
the biome API has discontinuities at y=47, i might attempt to fix that |
04:07 |
Zeno` |
Why is limiting fps different for whether clouds are shown or not? |
04:08 |
Zeno` |
e.g. I would do it like the main loop (and just limitFps() without the if/else) but I wondered if there was a particular reason for that |
04:08 |
Zeno` |
Looking at in now... there probably was no reason |
04:08 |
Zeno` |
at it* |
04:09 |
hmmmm |
paramat, the biome api doesn't have a bug, the mapgen's attempt to add biome-specific soil does :) |
04:10 |
hmmmm |
i spent a lot of time trying to fix that and i never got it 100% right. if you look at the code you'll notice I do a lot of guessing of what the nodes above and below that don't exist could be |
04:10 |
Zeno` |
I'm removing it |
04:10 |
hmmmm |
no zeno |
04:10 |
hmmmm |
we want to limit FPS if clouds are shown |
04:11 |
hmmmm |
otherwise that'd take up 100% cpu for nothing but a menu |
04:11 |
hmmmm |
otherwise we'd be rendering clouds scrolling (granted, very nice clouds) as fast as the gpu allows |
04:14 |
Zeno` |
hmmmm, but it's doing sleep(25) in leiu of limiting FPS |
04:14 |
Zeno` |
I'm still limiting FPS.... |
04:14 |
hmmmm |
hmm |
04:14 |
hmmmm |
try it |
04:14 |
Zeno` |
just doing it the same way as the rest of the game |
04:15 |
hmmmm |
I could've sworn we had the same regression where somebody else said "oh! that's useless, i'll remove it" and then people start noticing the cpu pegged at 100% anymore |
04:15 |
Zeno` |
still behaves the same |
04:16 |
hmmmm |
okay then |
04:16 |
Zeno` |
and still limit fps if cloud_menu_background is true or false |
04:17 |
Zeno` |
perhaps it was because of the way it was originally structured (limitFps() is a new function) |
04:18 |
paramat |
hmmmm, my idea for light is: in 1st half of 'calclighting', instead of propagating lightmax down as columns, spread it as narrow cones that widen by 1 node every mapblock, this way shadows 'taper' instead of ' decay'. it may be too slow to be worth the questionable gains though, but this is the only way i can think of acheiving shadow decay |
04:19 |
hmmmm |
paramat, don't bother trying to fix lighting |
04:19 |
hmmmm |
it's screwed |
04:20 |
hmmmm |
no matter what you do you're going to have major issues with blocks that haven't been generated yet |
04:20 |
hmmmm |
GPU lighting is the way forward |
04:21 |
Zeno` |
yep all good. CPU did not go above 5% while connecting to a remote server with menu_clouds = false |
04:21 |
hmmmm |
paramat, did i show you this? http://pastebin.com/yqkhkDfH |
04:21 |
paramat |
yes i remember that |
04:22 |
hmmmm |
that's my half-assed attempt at fixing the fake lighting |
04:23 |
paramat |
well yes i agree my idea may just produce another set of lighting glitches, but with slower code, it's barely worth trying, except for interest |
04:23 |
hmmmm |
hey... try it |
04:23 |
paramat |
lol |
04:23 |
hmmmm |
i'm just saying don't be surprised if it never fully works ;) |
04:23 |
hmmmm |
minetest is so frustrating because you have to guess the state of blocks above you |
04:23 |
paramat |
im used to buggy lighting, it doesn't bother me at all |
04:24 |
paramat |
all my recent mapgens use 'overgeneration' to fix border issues, this is what i will try in mgv5 and 6 to tackle y=47 |
04:25 |
hmmmm |
too bad minetest has unlimited vertical space |
04:25 |
hmmmm |
all of this would be trivial if we did mapblocks in vertical slices like minecraft |
04:25 |
paramat |
yep |
04:26 |
paramat |
the cubic chunks are why im here though |
04:26 |
hmmmm |
also enjoying the increased difficulty? |
04:26 |
paramat |
its worth it ;) |
04:28 |
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04:29 |
hmmmm |
paramat, thoughts on my commit? |
04:29 |
hmmmm |
unless people speak up i'm going to assume you're all thinking LGTM and i'll push it to upstream |
04:30 |
VanessaE_ |
I'm only thinking: test the ever loving fuck out of it after you push it :P |
04:31 |
hmmmm |
i think it'll be worth it to add unit tests to schematics at the very least |
04:35 |
Zeno` |
hmmmm, looks good as far as I can see |
04:47 |
paramat |
hmmmm, i looked through it in an unsuccessful attempt to understand it |
04:48 |
hmmmm |
hah :/ |
04:49 |
hmmmm |
here goes nothing |
04:50 |
hmmmm |
watch that commit screw something up big now |
04:51 |
paramat |
'i trust you' |
04:52 |
hmmmm |
i really don't want to do the noiseparams thing |
04:52 |
hmmmm |
oh god |
04:52 |
hmmmm |
just kill me now |
04:52 |
Zeno` |
well you have to stay up for a few hours to get commit feedback so may as well do noise params |
04:52 |
hmmmm |
the noiseparams struct-to-string has got to be the worst idea possibly ever |
04:53 |
hmmmm |
i can't do this without breaking minetest |
04:53 |
hmmmm |
fuck |
04:54 |
hmmmm |
because of this cute thing: if (f && *f) { //error, mismatched number of fields and values |
04:55 |
Zeno` |
it is cute, isn't he |
04:55 |
hmmmm |
why did i do this |
04:55 |
hmmmm |
why couldn'tve i just added namespaces to settings |
04:55 |
hmmmm |
this was such a horrible idea |
04:56 |
hmmmm |
alright i'm going to tell you what i'm going to do |
04:56 |
hmmmm |
i'm going to add namespaces to settings, and then sneak in a routine to convert noiseparam strings to this new thing when they run minetest |
04:57 |
hmmmm |
hopefully in a couple months or so everybody will have the new format for noiseparams in their config files and then i remove all support for struct-to-string |
04:58 |
paramat |
this is your project that will add eased noise option? |
04:58 |
hmmmm |
i'll add eased noise without the noiseparams option for now |
05:02 |
paramat |
good |
05:03 |
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05:06 |
paramat |
https://cdn.mediacru.sh/pqaTzAXt4y-T.png 'riverdev' mapgen mod has a silly name like 'mine-test' and is essentially watershed2: slightly simpler rivers and worldwide path networks |
05:07 |
hmmmm |
wow that looks awesome |
05:07 |
hmmmm |
I should look into making a specialty mapgen sometime... i could probably do some nifty things not constrained by having to generalize things |
05:13 |
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05:13 |
paramat |
that would be cool! |
05:40 |
Zeno` |
hmmmm, is there a better tag than WIP? WIP makes it sound like I intend to do further changes beyond the commit I just pushed (which I don't intend to do unless specifically asked). Is there, for example, a "Please test" tag or something? |
05:41 |
hmmmm |
PTAL? |
05:41 |
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05:41 |
Zeno` |
what is AL? |
05:41 |
hmmmm |
Please Take A Look |
05:41 |
hmmmm |
hrm |
05:41 |
hmmmm |
how about TEST |
05:41 |
Zeno` |
yeah, something... anything but WIP (do you see what I mean by it kind of being the wrong tag?) |
05:42 |
hmmmm |
WIP -> TEST -> done |
05:42 |
Zeno` |
Yeah TEST would probably be fine |
05:42 |
Zeno` |
Yes, that's a sensible flow I think |
05:42 |
hmmmm |
do you not have permissions to create a new tag? |
05:42 |
Zeno` |
nope |
05:42 |
hmmmm |
i might not either |
05:43 |
hmmmm |
there |
05:43 |
hmmmm |
I created "Testing" |
05:43 |
Zeno` |
Thanks :) |
05:43 |
Zeno` |
I can't add tags either so can you update pleasE? |
05:43 |
hmmmm |
wait a minute, are you a core developer? |
05:44 |
Zeno` |
no |
05:44 |
hmmmm |
oh |
05:44 |
Zeno` |
I dunno what I am |
05:44 |
Zeno` |
I am Zeno |
05:44 |
Zeno` |
lol |
05:44 |
hmmmm |
i don't see your pull request |
05:45 |
Zeno` |
https://github.com/minetest/minetest/pull/1756 |
05:45 |
hmmmm |
oh |
05:47 |
Zeno` |
nice colour as well |
05:47 |
Zeno` |
thank you |
05:47 |
hmmmm |
you don't get to choose the color |
05:47 |
Zeno` |
thank you github for the colour |
05:53 |
hmmmm |
just found a pretty huge bug |
05:53 |
Zeno` |
:( |
05:54 |
Zeno` |
I hope it's not mine :3 |
05:55 |
hmmmm |
it's definitely mine |
05:57 |
Zeno` |
good to be found then. Unless fixing it screws up existing maps or something |
06:00 |
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06:03 |
hmmmm |
https://github.com/kwolekr/minetest/commit/b994a7af130cb8219fc0c546454317cb105c7322 |
06:03 |
hmmmm |
comments? |
06:04 |
* paramat |
looks |
06:07 |
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06:11 |
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06:12 |
Zeno` |
well, nitpick, but personally instead of memset(result, 0, sizeof(float) * bufsize); I would do memset(result, 0, sizeof *result * bufsize); |
06:13 |
paramat |
i like the noise magic and the magic seeds =D |
06:14 |
Zeno` |
i like the function pointer... neat |
06:18 |
Zeno` |
actually, why the memset()s at all? |
06:18 |
Zeno` |
the generate noise functions don't fully populate the arrays? |
06:19 |
Zeno` |
err, hmm |
06:20 |
paramat |
lots of cleaning up as well, good work! |
06:23 |
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06:27 |
Zeno` |
oh I see, it's additive |
06:27 |
hmmmm |
paramat, to use it, add a 4th parameter of "true" to calls to Noise::perlinMap3d() |
06:28 |
hmmmm |
this interface will definitely change in the future |
06:29 |
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06:36 |
paramat |
hmmmm okay and thanks for this. here's a new type of mapgen https://forum.minetest.net/viewtopic.php?f=9&t=10481 |
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09:19 |
paramat |
https://cdn.mediacru.sh/-KdgFtFHgKGg.png < new eased 3D noise now working in mgv5. https://cdn.mediacru.sh/Fe9gWHUvdDTI.png < example of small but significant difference from uneased noise |
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09:44 |
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09:45 |
Zeno` |
https://github.com/minetest/minetest/pull/1776 |
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11:10 |
nore |
thoughts on #335 and #301 ? |
11:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/335 -- fix screen flickering black when rendering to texture by doserj |
11:10 |
ShadowBot |
https://github.com/minetest/minetest/issues/301 -- Use wielditem drawtype for all nodes in item_entity by PilzAdam |
11:11 |
nore |
... |
11:11 |
nore |
I mean those: |
11:11 |
nore |
https://github.com/minetest/minetest_game/pull/335 |
11:11 |
nore |
and https://github.com/minetest/minetest_game/pull/301 |
11:11 |
nore |
sfan5, BlockMen ^ |
11:25 |
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11:30 |
Zeno` |
nore, has 335 been fixed in #1756? |
11:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/1756 -- Refactor the game by Zeno- |
11:36 |
nore |
Zeno`, I don't know :) I thought about 335 of minetest_game |
11:36 |
Zeno` |
oh, sorry |
11:37 |
Zeno` |
clicked your first link heh |
11:46 |
Megaf |
Zeno`: My server crashed a new stability record for minetest, 9 days :P |
11:47 |
Megaf |
then I restarted it to back it up and update it |
11:47 |
Zeno` |
nice :) |
11:47 |
Megaf |
well done minetest team |
11:47 |
Megaf |
It was really stable |
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13:55 |
proller |
who is approver of d274cbf ? |
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RealBadAngel |
proller, whats wrong with this commit? |
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hmmmm |
proller still talks here? I thought everyone had him on ignore |
16:36 |
RealBadAngel |
;) |
16:36 |
Amaz |
XD |
16:37 |
PenguinDad |
hmmmm: sometimes people want to listen to his comments :P |
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shadowzone |
I don't put people on ignore very often. |
16:39 |
Calinou |
The point of /ignore is to be discrete about it, not announce it to the channel. That's just taunting the person, and is extremely childish. Not to mention the fact that you can tell who the dramatic ones are on IRC. |
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proller |
RealBadAngel, all commits must be approved by other devs? or only yours ? |
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