Time |
Nick |
Message |
00:22 |
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02:16 |
ShadowNinja |
Made a new split function to fix my problem (well, copied it off the lua-users wiki and modified it). http://sprunge.us/VMjB |
02:18 |
Sokomine |
lua is not the most practical language when it comes to string functions |
02:19 |
kahrl |
I don't like changing how standard functions work |
02:20 |
kahrl |
oh nvm, it isn't a standard function |
02:20 |
kahrl |
still changing it could break a lot of code |
02:23 |
kahrl |
does the new version work completely the same as the old one when just one argument is passed? |
02:24 |
ShadowNinja |
kahrl: Seems so: http://sprunge.us/GgHP Can you think of any other tests? |
02:25 |
kahrl |
what if delim is length >= 2? |
02:26 |
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02:26 |
kahrl |
(I guess the old version had a bug when sep contained a ] or some other regex special character... no need to replicate that bug |
02:26 |
kahrl |
) |
02:26 |
RealBadAngel |
hi |
02:26 |
RealBadAngel |
whats up? |
02:28 |
ShadowNinja |
Ugh, one descrepancy: ("a:::b"):split_old("::") -> {"a", "b"} ("a:::b"):split_new("::") -> {"a", ":b"} Bat that seems like a bug. |
02:28 |
ShadowNinja |
But* |
02:29 |
ShadowNinja |
kahrl: Thoughts? |
02:29 |
ShadowNinja |
kahrl: And the new one has the same issue/feature. |
02:29 |
kahrl |
ShadowNinja: the old version does this: s="a:b;c"; s:split(":;") --> {"a","b","c"} |
02:29 |
kahrl |
so the separator isn't meant as a substring but a set of characters |
02:31 |
ShadowNinja |
kahrl: That's broken too. Maybe I'll just use two seperate functions with a branch. |
02:31 |
ShadowNinja |
Oh, or... |
02:31 |
kahrl |
well, not really broken, but perhaps surprising |
02:31 |
kahrl |
at least it should be documented |
02:32 |
kahrl |
lua_api.txt leaves one in the dark there |
02:34 |
kahrl |
everything in builtin seems to pass use 1-character sep |
02:34 |
kahrl |
s/use/only |
02:34 |
ShadowNinja |
kahrl: Alright, they're functioning identically again, just had to add [] to the patters. |
02:34 |
ShadowNinja |
pattern* |
02:34 |
ShadowNinja |
kahrl: Anything else? |
02:35 |
kahrl |
honestly I prefer the substring matching to the character-set matching |
02:35 |
kahrl |
it's less surprising |
02:36 |
ShadowNinja |
Possibly, but I need something compatible right now. |
02:36 |
ShadowNinja |
Could add a substring param. |
02:36 |
kahrl |
nah, YAGNI |
02:37 |
kahrl |
we haven't needed it yet, so it's unlikely we will |
02:38 |
kahrl |
is any performance critical code using split and would be slowed down by the new version? |
02:39 |
kahrl |
doesn't look like it to me |
02:45 |
kahrl |
ShadowNinja: alright, I don't see any other problems, so push it if you don't see any either |
02:47 |
ShadowNinja |
kahrl: O.K. can you review the patch that this was created to implement (look up). |
02:47 |
ShadowNinja |
s/\./?/ |
02:50 |
Zeno` |
umm... my conf file seems to grow ... currently has about 500 empty lines tacked onto the end of it and I only deleted them last week |
02:51 |
kahrl |
this? http://sprunge.us/JgjM?diff |
02:52 |
kahrl |
Zeno`: can confirm |
03:44 |
hmmmm |
has anyone gotten spooked yet? |
03:45 |
hmmmm |
all this shitty code... how can you not? 8) |
03:58 |
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11:06 |
Krock |
#1791 |
11:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker |
11:16 |
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11:57 |
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11:58 |
Krock |
hmm I wonder how it's possible to check if a ServerActiveObject is a player |
12:01 |
Krock |
could someone give me a hint? |
12:30 |
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12:49 |
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12:51 |
Zeno` |
from C++? getType() probably |
12:51 |
Zeno` |
if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {} (probably) |
13:02 |
Krock |
ok thx |
13:02 |
Krock |
yes |
13:03 |
Krock |
Zeno`, wouldn't it be ->getSendType() ? |
14:01 |
Krock |
okay, the code 'object->getSendType() == ACTIVEOBJECT_TYPE_PLAYER' seems to return false all the time |
14:02 |
Krock |
trying with getType() now |
14:13 |
Krock |
updated #1791 works fine |
14:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker |
14:23 |
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17:02 |
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17:17 |
hmmmm |
please take a look: https://github.com/kwolekr/minetest/commit/9e811a92e7846b958e4bc84aeb30bad8b51e8e1d |
17:17 |
hmmmm |
this is basically phase 1 of the huge mapgen-related crap organization |
17:18 |
hmmmm |
I won't push this to upstream until I get 3 approvals |
17:18 |
hmmmm |
because it's so huge |
17:18 |
hmmmm |
and probably breaks things |
17:25 |
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17:26 |
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17:27 |
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17:34 |
Krock |
looks huge. I guess it's tested, right? |
17:34 |
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17:44 |
hmmmm |
it compiles and things seem to work. |
17:45 |
Krock |
great. |
17:45 |
hmmmm |
really wish we had a dedicated QA team |
17:45 |
hmmmm |
i want to make commits with a higher degree of certainty other than "it compiles" |
17:46 |
Krock |
well then, testing is the only soulation. What do you mean with QA? |
17:47 |
hmmmm |
QA people who would create strategies to automate testing of things |
17:47 |
hmmmm |
write up unit tests |
17:47 |
hmmmm |
perform in-depth tests of things when requested by developers |
17:47 |
Krock |
basically, self-tests? |
17:48 |
hmmmm |
yes, that's a unit test |
17:49 |
Krock |
ah. the idea is good. now we only need people who would do this :/ |
17:49 |
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17:58 |
Calinou |
<hmmmm> really wish we had a dedicated QA team |
17:58 |
Calinou |
how so |
17:58 |
Calinou |
give us instructions |
17:58 |
Calinou |
don't expect all QA people to be programmers |
17:59 |
Calinou |
ie. I can't write unit tests |
17:59 |
PenguinDad |
hmmmm: try running bfd with it and see if it works |
17:59 |
hmmmm |
yeah... that's the problem though |
17:59 |
hmmmm |
no idea what bfd is. |
17:59 |
VanessaE |
Big Freakin' Dig |
17:59 |
VanessaE |
Jordach's game |
17:59 |
PenguinDad |
hmmmm: https://github.com/Jordach/big_freaking_dig |
18:01 |
hmmmm |
can somebody else do that |
18:01 |
paramat |
hmmmm, my mgv5 commits are rebased, squashed into one and ready for an initial review https://github.com/paramat/minetest/commits/mgv5 |
18:08 |
hmmmm |
move the part where you resolve the node names into the mapgen's constructor |
18:08 |
hmmmm |
also i think contour() should stay in noise.cpp |
18:09 |
hmmmm |
it certainly doesn't hurt |
18:09 |
hmmmm |
hmm, what are MGV5_FOO and MGV5_BAR for? |
18:09 |
paramat |
ah i couldnt work out how to access it from there |
18:09 |
hmmmm |
what do you mean |
18:09 |
paramat |
lol |
18:09 |
paramat |
those were temporary spflags examples |
18:09 |
hmmmm |
oh |
18:10 |
paramat |
i thought i had removed all trace of those |
18:10 |
hmmmm |
add a function prototype for contour() to noise.h |
18:10 |
kilbith |
thanks for all the mapgen work, hmmmm |
18:10 |
hmmmm |
hah... no problem |
18:10 |
hmmmm |
thanks |
18:10 |
paramat |
okay |
18:10 |
* paramat |
takes note |
18:10 |
hmmmm |
thank paramat better, he's probably written more mapgen crap than i :) |
18:10 |
hmmmm |
i don't do much anymore |
18:10 |
kilbith |
of course |
18:11 |
Krock |
>mapgen crap |
18:11 |
Krock |
this doesn't fit together |
18:11 |
hmmmm |
it's all a bunch of crap |
18:12 |
Krock |
no no. mapgen is holy |
18:12 |
kahrl |
holy crap? |
18:12 |
Krock |
even crap can be holy |
18:12 |
paramat |
'move the part where you resolve the node names into the mapgen's constructor' move to where? you mean 'c_stone = ndef->getId("mapgen_stone");' lines? |
18:14 |
Krock |
100% shop talk |
18:14 |
hmmmm |
paramat, yes |
18:14 |
hmmmm |
like current upstream's mapgens |
18:14 |
paramat |
okay |
18:15 |
paramat |
also spflags could be added for lava, dirt blobs, whatever |
18:19 |
paramat |
130ms makechunk time on my machine (excluding lighting calculations), i have no idea if that is fast for core mapgen hehe |
18:19 |
Krock |
holy crap. |
18:19 |
Krock |
5 times faster than my simple mapgen |
18:20 |
hmmmm |
you need to compare it relative to the other mapgens |
18:20 |
hmmmm |
v6 is pretty fast |
18:20 |
hmmmm |
it's most likely slower than that |
18:20 |
paramat |
okay |
18:20 |
paramat |
it worked out at +10ms per easing |
18:21 |
paramat |
for the 3d noises |
18:21 |
hmmmm |
yeah, sounds about right. |
18:21 |
hmmmm |
we could really optimize that. it doesn't seem like much but it really adds up since you need a lot of noise |
18:21 |
Krock |
LuaJIT feels slow from now on. |
18:21 |
hmmmm |
https://github.com/paramat/minetest/commit/29c9877569bffb6cd0868bac77af839348fd8686#diff-54cee86b3578ebb78d854b864bf6244bR388 |
18:21 |
paramat |
so i those to ease 3 of the 5 3d noises |
18:21 |
paramat |
*chose |
18:22 |
hmmmm |
that sort of code where you have loop () { if () { all of the stuff in here } } |
18:22 |
hmmmm |
any time you have that, you can make it easier to read by changing it to |
18:22 |
hmmmm |
loop () { if (!thing) continue; all the stuff here } |
18:22 |
hmmmm |
try to minimize the level of indentation |
18:23 |
paramat |
ah yes indentation ... |
18:23 |
hmmmm |
ahh you're using my crappy mapgen v7 biome code |
18:23 |
hmmmm |
:( |
18:24 |
paramat |
i was copying mgv7's style lol |
18:24 |
hmmmm |
i tried to make the best out of my horrible biome setup |
18:24 |
hmmmm |
err, overly simplistic biome model |
18:24 |
hmmmm |
it makes things worse off in the end because you have to account for things such as "what's the biome underneath this ridge?" and so on |
18:25 |
paramat |
at least it has noise varied decoration density |
18:25 |
kilbith |
paramat : https://cdn.mediacru.sh/brIi-t86mAnq.png <- mountain + 'air sphere' that remove sperically the top-nodes and put lava into the hole, result : volcano. Possible ? |
18:26 |
kilbith |
(not sure to be clear enough) |
18:26 |
paramat |
yes possible |
18:27 |
Krock |
kilbith, it does not garantuee a non-overflowing lava hole |
18:27 |
Krock |
example, when the lava is placed too high |
18:28 |
kilbith |
volcano = mountain (>= 50 nodes) - air sphere (mountain top-node - 10 nodes) |
18:28 |
Krock |
and how to detect the top of a mountain? :P |
18:28 |
kilbith |
hmm |
18:28 |
kilbith |
good question |
18:28 |
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18:28 |
paramat |
yes its better to have a vertical magma channel |
18:30 |
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18:31 |
Krock |
How about adding more noise functions/generators to minetest? |
18:32 |
paramat |
im now looking at noise code |
18:32 |
Calinou |
v6 is unbeatable speed-wise :P |
18:32 |
gravgun |
Krock: you can do awesome things with perlin noise though |
18:32 |
Krock |
Calinou, singlenode? |
18:32 |
Calinou |
I mean, natural mapgens |
18:32 |
gravgun |
singlenode v6? |
18:33 |
gravgun |
wait... |
18:33 |
Krock |
gravgun, yes I know but if you want a more linear stuff, it might not the best soulation |
18:33 |
gravgun |
Ah, yes |
18:34 |
Krock |
^fake |
18:35 |
Krock |
btw, if the people are already active here - any comments to #1791 ? |
18:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker |
18:35 |
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18:36 |
Krock |
minimal player transfer distance would be 8 nodes |
18:36 |
Calinou |
keep the default infinite, please |
18:37 |
Calinou |
also make the default non-infinite value quite large, like, 256 radius |
18:37 |
Krock |
ehm. unlimited = true disables that setting |
18:37 |
Calinou |
I mean, the default value should be that transfer distance is not limited |
18:37 |
Krock |
it is not limited because unlimited is set tu ture by default |
18:38 |
Krock |
*to true |
18:38 |
Calinou |
cool |
18:38 |
Krock |
well, currently it depends on the active block range, possibly I should change that |
18:40 |
casimir |
Why don't you allow 0 as minimal value? This way people could disable names completely. |
18:40 |
Krock |
casimir, with that you disable yourself |
18:40 |
PenguinDad |
lol |
18:40 |
Krock |
and you get an access violation when hitin F7 |
18:40 |
Krock |
*hitting |
18:40 |
casimir |
ok |
18:41 |
Calinou |
client-side option to hide name tags would be cool |
18:41 |
Calinou |
(hide whenever HUD is hidden) |
18:41 |
Krock |
yeah |
18:43 |
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18:47 |
Krock |
*removes the dependencies of active block range* |
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19:41 |
Krock |
so, updated pull nr. 1791 again |
19:45 |
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20:08 |
Calinou |
camera.cpp:506 |
20:08 |
Calinou |
m_view_bobbing_speed = MYMIN(speed.getLength(), 80); |
20:08 |
Calinou |
add this line (to replace the old one) |
20:08 |
Calinou |
better view bobbing |
20:45 |
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