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04:47 |
hmmmm |
i don't quite understand what #1791 does |
04:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker |
04:47 |
hmmmm |
i guess it's to accelerate pickup-items-around-player lua code? |
04:48 |
hmmmm |
agh christ... #1806 and #1567 want me to revisit the idea of using GTK+ for our widget toolkit |
04:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1806 -- Double-clicking the scroll bar of the server list joins a server |
04:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1567 -- Configure mods menu: scrolling by clicking arrows or bar enables/disables mods |
04:49 |
hmmmm |
or that other OGL widget toolkit that didn't suck celeron was talking about |
04:50 |
hmmmm |
http://sprunge.us/NLQL?diff LGTM |
04:51 |
hmmmm |
what's the status of #1804? |
04:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/1804 -- Fix regression and make minor improvements in the_game by Zeno- |
04:51 |
VanessaE |
hmmmm: 1804 works, you'll want add_profiler_display_back also |
04:52 |
hmmmm |
that's a branch name in zeno's repo? |
04:52 |
VanessaE |
yeah |
04:52 |
hmmmm |
ko |
04:52 |
hmmmm |
gh |
04:52 |
hmmmm |
@paramat: you want to add schematics to minetest game by default? |
04:53 |
hmmmm |
I wanted to as well, I had the schematic equivalent of the default tree sitting around for a while now. we need better tools for creating schematics though, I'm sorry, creating them through the game itself is a shitty idea. it's just incredibly cumbersome. |
04:54 |
hmmmm |
does your schematic include y-slice probabilities? you need that otherwise all your trees will turn out to be the same exact height |
04:56 |
hmmmm |
papyrus and cacti should be done via decorations as well... i personally find the density of cacti in particular to be difficult to control using just the simple offset + scale * noise > threshhold |
04:57 |
hmmmm |
nyancats need to be made using schematics however |
04:57 |
hmmmm |
rather than simple decorations |
05:02 |
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05:03 |
RealBadAngel |
hi hmmmm |
05:03 |
hmmmm |
hello RBA |
05:04 |
VanessaE |
good morning. |
05:04 |
RealBadAngel |
morning |
05:04 |
RealBadAngel |
hmmmm, have a little speedup patch, saw it already? |
05:05 |
hmmmm |
no, what |
05:05 |
hmmmm |
#? |
05:05 |
RealBadAngel |
#1812 |
05:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/1812 -- Speed up removing a node (less block mesh updates). by RealBadAngel |
05:07 |
hmmmm |
why is it okay to add a node without updating edges |
05:08 |
hmmmm |
oh, removenode |
05:09 |
RealBadAngel |
because its a complete nonsense to update 13 blocks no matter the case |
05:09 |
hmmmm |
yes but it's there because it was considered necessary at one point |
05:09 |
RealBadAngel |
it is not necesary |
05:10 |
RealBadAngel |
if lighting will require it, it will rise the number |
05:10 |
RealBadAngel |
but usual case is to update 1-2 blocks |
05:10 |
RealBadAngel |
corner case is 4 blocks |
05:11 |
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05:12 |
hmmmm |
well, i've been digging nodes with that patch and i haven't found any graphical glitches |
05:13 |
RealBadAngel |
removing a node can cause a mesh update of neighbouring blocks in 2 cases: |
05:13 |
RealBadAngel |
change of lighting, that will work as before |
05:13 |
RealBadAngel |
number of modified blocks will be processed as usual |
05:14 |
RealBadAngel |
b) need of change the visible/invisible face of an adjacent node |
05:14 |
RealBadAngel |
that apply only to blocks on the edge |
05:14 |
RealBadAngel |
BUT not on all block edges for christ sake |
05:15 |
RealBadAngel |
also the order of mesh updates was wrong |
05:16 |
RealBadAngel |
you need to make adjacent node visible before you remove the dug one |
05:16 |
hmmmm |
does addnode need to update all the edges as well? |
05:17 |
RealBadAngel |
if this work flawlessly for folks (proven already) then yes |
05:17 |
RealBadAngel |
i mean the same way as remove |
05:17 |
hmmmm |
so you're just changing the remove and then waiting for a while to see the reaction, then try changing addnode if nobody complains, i take it? |
05:18 |
RealBadAngel |
yes, i put it to testing |
05:18 |
hmmmm |
why not just change both of them at once |
05:18 |
RealBadAngel |
only change is major speedup |
05:19 |
RealBadAngel |
digging nodes causing game choking is known for ages already |
05:20 |
RealBadAngel |
well, i can see no reason now why not adding the second case |
05:20 |
hmmmm |
yea |
05:21 |
RealBadAngel |
meanwhile feel free to dig some nodes ;) |
05:21 |
hmmmm |
hrm.. |
05:21 |
hmmmm |
http://i.imgur.com/N7I5gob.jpg |
05:22 |
hmmmm |
unrelated but I think that's a regression |
05:22 |
VanessaE |
the pattern in the glass? |
05:22 |
RealBadAngel |
what da fuk is that?? |
05:22 |
hmmmm |
it looks like mipmapping gone wrong |
05:22 |
VanessaE |
it's always been that way. |
05:22 |
hmmmm |
are you sure |
05:22 |
VanessaE |
nearest-neighbor scaling. |
05:22 |
VanessaE |
yup |
05:23 |
hmmmm |
i literally never noticed that happening. it doesn't seem right at all |
05:23 |
hmmmm |
are you SURE...? |
05:23 |
VanessaE |
I've seen artifacts like that since forever. in that precise pattern? I don't know for sure - hard to tell from that angle |
05:24 |
hmmmm |
it doesn't really depend much on the angle |
05:24 |
RealBadAngel |
VanessaE, you know how to reproduce that issue? |
05:24 |
RealBadAngel |
hmmm ? |
05:24 |
hmmmm |
it's the distance |
05:24 |
hmmmm |
realbadangel: simple, just make a plane of glass, and increase your distance from the glass texture. |
05:24 |
VanessaE |
hmmmm: I've seen that effect since before I added the aniso/mipmap flags to the engine |
05:25 |
hmmmm |
at a certain point the texture starts getting weird |
05:25 |
hmmmm |
vanessae, that effect is definitely not normal. |
05:25 |
hmmmm |
at a certain distance the glass becomes invisible |
05:25 |
VanessaE |
it not "normal" but it's always been that way |
05:26 |
hmmmm |
i'm just saying i never saw this.. |
05:26 |
VanessaE |
you never play :) |
05:26 |
VanessaE |
turning on mipmap et al. helps on some GPUs |
05:27 |
VanessaE |
but for others it just turns everything blurry (and it doesn't fix that particular problem completely at any rate) |
05:27 |
VanessaE |
because it doesn't scale against the transparent bits. lack of alpha in the scaling algorithm I guess. |
05:28 |
hmmmm |
mip_map = true doesn't help i noticed |
05:31 |
VanessaE |
wow, so many dead links on the screenshots thread. |
05:31 |
RealBadAngel |
confirmed, its mip mapping |
05:31 |
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05:31 |
RealBadAngel |
enabling it causing that glitch |
05:32 |
hmmmm |
maybe it has to do with an updated version of my drivers |
05:32 |
VanessaE |
http://666kb.com/i/by0ptdgtdg7ghuzxe.jpg |
05:32 |
VanessaE |
that one was posted on Oct. 22, 2011 |
05:32 |
VanessaE |
you can see the broken effect there, too |
05:32 |
hmmmm |
you can still SEE the glass though |
05:32 |
hmmmm |
it doesn't become invisible at a certain distance |
05:33 |
VanessaE |
hmmmm: it has for me since..forever |
05:33 |
hmmmm |
this is F'd up |
05:33 |
VanessaE |
agreed |
05:33 |
hmmmm |
great, another thing to look into |
05:34 |
VanessaE |
this one, doesn't show the errant effect... http://666kb.com/i/byl5xtlcgo1pbzqzm.jpg |
05:34 |
VanessaE |
weird. |
05:34 |
VanessaE |
(posted Nov 11, 2011) |
05:34 |
hmmmm |
that's the way glass looked for me |
05:34 |
hmmmm |
used to anyway |
05:36 |
RealBadAngel |
i just asked the uncle, it is precisely how the mipmapping works |
05:36 |
RealBadAngel |
the feature is unusable for low resoultion textures |
05:37 |
RealBadAngel |
it is simply downscaling the high res ones for better performance |
05:37 |
RealBadAngel |
downscaling 16x16 to 1x1 will result always with such glitches |
05:39 |
VanessaE |
if you use a bad algorithm, yeah |
05:39 |
VanessaE |
aren't there others that irrlicht could use besides nearest-neighbor? |
05:40 |
RealBadAngel |
idk |
05:40 |
RealBadAngel |
but definitely i can see mipmapping require more memory |
05:41 |
RealBadAngel |
http://en.wikipedia.org/wiki/Mipmap |
05:41 |
VanessaE |
sure, if it's enabled at all |
05:41 |
VanessaE |
but, hmmmm aren't you implying it's *disabled* in your case? |
05:42 |
hmmmm |
mipmapping was disabled for me |
05:42 |
hmmmm |
i don't know man. |
05:42 |
RealBadAngel |
i just checked, glitch is not here when disabled, showed up when enabled |
05:43 |
hmmmm |
what graphics card do you have |
05:43 |
RealBadAngel |
wait a sec |
05:43 |
RealBadAngel |
i mean hold on |
05:44 |
RealBadAngel |
theres something fucked up |
05:45 |
RealBadAngel |
sometimes even with option in menu unchecked mipmapping is still on |
05:46 |
RealBadAngel |
i turned it off, mm was still on. i enabled shaders it went off, disabled shaders it was still off |
05:47 |
VanessaE |
turning on aniso on my GPU is enough to make the glass fade out |
05:47 |
VanessaE |
mipmap alone isn't enough to cause it. |
05:48 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011082014%20-%2012%3a48%3a33%20AM.png |
05:48 |
RealBadAngel |
weirdo |
05:49 |
VanessaE |
turn on trilinear along with those two and the glass fades out gradually rather than cutting off as you see in the image |
05:49 |
VanessaE |
but hmmmm's point stands. |
05:49 |
VanessaE |
mipmap shouldn't do that at all really. |
05:49 |
RealBadAngel |
will try to find a reason |
05:49 |
RealBadAngel |
hmmm, btw i can see a cave on VE |
05:49 |
RealBadAngel |
... screenshot |
05:49 |
VanessaE |
you mean there behind the glass? |
05:50 |
RealBadAngel |
ofc |
05:50 |
VanessaE |
what about it? |
05:50 |
* VanessaE |
flies over to look at it |
05:50 |
RealBadAngel |
one day i will be pissed enough and i will force disabling that shit generation in the sky |
05:50 |
VanessaE |
well if you disable THIS part, you'll disable the ability for caves to carve holes in the ground surface |
05:51 |
RealBadAngel |
no |
05:51 |
RealBadAngel |
i mean the fucking sky |
05:51 |
RealBadAngel |
carving has the radius for that |
05:53 |
RealBadAngel |
mg6 happily creates caves in content ignore, pisses on conditions never met (ie air, stone etc) and has no fucking limits |
05:53 |
hmmmm |
it needs to create caves in content ignore. |
05:53 |
hmmmm |
shit wouldn't work right if it didn't. |
05:53 |
hmmmm |
in fact i think you tried to disable that a while back... i blocked it |
05:54 |
RealBadAngel |
the last attempt worked quite nice |
05:54 |
RealBadAngel |
it was the second one already ;) |
05:54 |
hmmmm |
attempt? |
05:54 |
hmmmm |
no, stop. |
05:54 |
hmmmm |
you're walling in caves |
05:54 |
RealBadAngel |
the second one was working as expected |
05:55 |
RealBadAngel |
just try it |
05:55 |
hmmmm |
look, RBA, I completely 100% understand the ramifications behind making that modification to the cave generator |
05:56 |
hmmmm |
it doesn't "just work" |
05:56 |
RealBadAngel |
mgv7 works |
05:56 |
hmmmm |
the concept of not writing to content ignore does not work |
05:56 |
RealBadAngel |
why v6 cannot work the very same way? |
05:56 |
RealBadAngel |
and that was my last attempt |
05:57 |
hmmmm |
mapgen v7 looks like it works because i have code that stops it from caving too far above the surface |
05:57 |
RealBadAngel |
isnt that the point? |
05:57 |
hmmmm |
look, the problem the cavegen is suffering from is the same as every other problem ever |
05:57 |
hmmmm |
you need to predict the future of what the other neighboring node is going to contain |
05:58 |
hmmmm |
this happens with lighting too and lots of other stuff' |
05:58 |
RealBadAngel |
ofc, i know |
05:58 |
hmmmm |
the only real solution here is to make caves noise-based |
05:58 |
RealBadAngel |
but there have to be limits for predictions |
05:58 |
RealBadAngel |
otherwise we will have shadows bugs forever |
05:59 |
hmmmm |
no, we're not going to have shadow bugs because we're going to stop using this shitty lighting model someday |
05:59 |
RealBadAngel |
and code that will carve caves (read WASTE time) |
05:59 |
hmmmm |
and we're not going to have this problem because we're going to generate caves the smart way |
05:59 |
RealBadAngel |
lighting is one problem |
06:00 |
hmmmm |
the fundamental problem is the same, as well as the solution |
06:00 |
RealBadAngel |
but executing complicated code and carving thousands of caves for nothing |
06:00 |
RealBadAngel |
is another one |
06:00 |
hmmmm |
switch to a method that doesn't depend on the contents of other non-existing blocks so you don't need to predict the future |
06:01 |
RealBadAngel |
real lighting will just take shadows out |
06:01 |
RealBadAngel |
carved in the sky caves will remain there |
06:01 |
RealBadAngel |
slowing down world generation as hell. |
06:04 |
RealBadAngel |
so making it smarter is the solution |
06:06 |
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06:15 |
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06:15 |
* paramat |
reads logs |
06:16 |
paramat |
hmmmm, > 'you want to add schematics to minetest game by default?' yes basic trees for mgv5/7/8... |
06:21 |
RealBadAngel |
paramat, schematics for trees? what for? |
06:21 |
paramat |
RBA > caves in air cant be fixed in mgv6 due to the need to generate caves into ungenerated neighbour mapchunks |
06:22 |
paramat |
for biomes in mgv5/v7 |
06:22 |
RealBadAngel |
you do have lstystem trees |
06:22 |
RealBadAngel |
they dont need any schematics |
06:22 |
RealBadAngel |
well, they do have own ones ;) |
06:23 |
paramat |
yep but they are slower |
06:23 |
VanessaE |
borrow the beech trees from moretrees but "scale them down" a bit? |
06:23 |
VanessaE |
if lsystems would be faster than schematics, that is |
06:23 |
paramat |
and look worse to me |
06:24 |
paramat |
anyway hmmmm im stuck with mgv5, details coming ... |
06:24 |
RealBadAngel |
paramat, lsystem trees can be anything you code |
06:25 |
paramat |
yeah |
06:25 |
RealBadAngel |
lsystem is in fact programming language for plants |
06:26 |
paramat |
golden ratio something to do with branching ... |
06:27 |
hmmmm |
don't L-system plants need lua callbacks? |
06:27 |
hmmmm |
the whole point of the decoration system is to be fast |
06:27 |
RealBadAngel |
no they dont need it |
06:27 |
hmmmm |
jeez if we wanted to build trees up in Lua, we have on_generated, don't we? |
06:27 |
RealBadAngel |
you can use it directly from engine |
06:27 |
RealBadAngel |
it is just exposed |
06:28 |
RealBadAngel |
static const with settings, call with pos and voila |
06:30 |
paramat |
hmmmm, this commit returns mgv5 to having a separate function for generating underground dirt/lava blobs, and makes blobs optional with 'blobs' spflag. this commit doesnt work currently, but works if i exchange the 'if (spflags & MGV5_BLOBS) { generateBlobs(); }' in makechunk with just a non-optional 'generateBlobs' |
06:30 |
hmmmm |
meh |
06:30 |
paramat |
https://github.com/paramat/minetest/commit/3cce1c2cd726b52ab98fd45c0c1c12ca1c74b34d |
06:30 |
hmmmm |
shouldn't blobs be an ore type anyway |
06:31 |
hmmmm |
anyway |
06:31 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L120 |
06:31 |
hmmmm |
my plan was to remove dirt/gravel blobs from mapgen v6 as well and reimplement it with ORE_CLAYLIKE |
06:31 |
RealBadAngel |
this is for lua |
06:32 |
RealBadAngel |
https://github.com/minetest/minetest/blob/master/src/treegen.cpp#L153 |
06:32 |
RealBadAngel |
this is engine |
06:33 |
paramat |
well for the moment mgv5 can be faithful to the original? even though its a bit crazy using eased 3d noise for an ore shape |
06:35 |
paramat |
your easing results in larger noise values, i had to retune the caves threshold to compensate, the tunnels had become too narrow |
06:35 |
paramat |
also retuned the maximum height of lava blobs as they were appearing above water level and setting fire to biomes =) |
06:45 |
RealBadAngel |
#1812 |
06:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/1812 -- Speed up removing a node (less block mesh updates). by RealBadAngel |
06:45 |
RealBadAngel |
updated |
06:47 |
RealBadAngel |
i applied the same changes to placing a node |
06:47 |
RealBadAngel |
but, theres also a small question |
06:48 |
RealBadAngel |
update lighting code adds modified block to the vector of modified blocks, what for? |
06:59 |
hmmmm |
sure |
07:00 |
hmmmm |
paramat, you realize you can mix and match ease/no ease for 3d noise, right? |
07:01 |
hmmmm |
in any case I have a LOT of stuff to do... |
07:02 |
hmmmm |
handling peoples' pull requests... generation element architecture stuff, new noiseparams, biomes, ore_blob, deco_lsystem, biome revamp, etc... |
07:02 |
hmmmm |
and all that on top of work work |
07:03 |
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07:05 |
paramat |
bye hmmmmm O/ and yes im choosing 4 eased noises out of the original's 5, 'wetness' doesn't deserve it |
07:07 |
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08:40 |
OldCoder |
The RESEND RELIABLE bug continues. Sapier's patch helps but is incomplete. |
08:45 |
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09:14 |
OldCoder |
I am testing a new RESEND patch that combines my patch, Sapier's, and Zeno's |
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12:24 |
RiZom-91 |
Hi all. I'm trying to add a "flammable" property for entities, is content_sao.cpp the best place to add a function that check if there is some lava or fire in the collisionbox ? |
12:24 |
RiZom-91 |
something like bool LuaEntitySAO::touchFireOrLava() |
12:26 |
RiZom-91 |
this function would be called in the LuaEntitySAO::step() function to apply damage is entity is flammable |
12:26 |
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12:27 |
RiZom-91 |
(btw flammable is false by default so it sould not break anything) |
12:27 |
Krock |
#1791 thumbs up and down please |
12:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker |
12:30 |
Amaz |
+1 |
12:41 |
PenguinDad |
Krock: could you add the value the old limted player transfer distance used to minetest.conf.example please? |
12:41 |
Krock |
PenguinDad, that's infinite, right? |
12:41 |
PenguinDad |
Krock: I said limited |
12:41 |
Krock |
please explain what I should add exacty |
12:41 |
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12:46 |
PenguinDad |
Krock: add something like "# Use <value> to make it behave like the old unlimited_player_transfer_distance = false" |
12:47 |
Krock |
PenguinDad, that depended on the object send range - there's no static value to "port" this |
12:48 |
PenguinDad |
that's bad :/ |
12:51 |
kahrl |
Krock: what's the meaning of the magic constant 160 in the code? |
12:51 |
Krock |
kahrl, minimal 1 chunk/mapblock. |
12:52 |
kahrl |
Krock: write it as BS * MAP_BLOCKSIZE |
12:52 |
Krock |
or as < 0 |
12:52 |
kahrl |
if that works, that would be even better |
12:53 |
Krock |
so should I make those two commits to one or should I keep those single steps? |
12:53 |
kahrl |
whoever merges it can squash |
12:53 |
kahrl |
but if you want you can squash too |
12:54 |
Krock |
k |
12:57 |
Krock |
updated |
13:01 |
kahrl |
haven't tested it but from the code it seems good to me now |
13:01 |
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13:01 |
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13:01 |
Krock |
I tested the two commits a week ago |
13:02 |
Krock |
the only fail was when the transfer distance is less than the player size |
13:02 |
Krock |
but that's no longer possible |
13:02 |
Krock |
s/is/was/ |
13:07 |
kahrl |
Krock: minetest.conf.example should state that the setting is measured in blocks |
13:07 |
kahrl |
or perhaps the setting should be called player_transfer_distance_blocks |
13:08 |
Krock |
hmm |
13:09 |
Krock |
updated |
13:16 |
kahrl |
would it be a good idea to do if (player_radius == 0 && g_settings.exists("unlimited_player_transfer_distance") && !g_settings.getBool("unlimited_player_transfer_distance)) player_radius = radius; |
13:16 |
kahrl |
as a compatibility measure? |
13:16 |
kahrl |
s/\./->/ |
13:17 |
kahrl |
the downside would be a possibility of confusion: "I set player_transfer_distance to 0, why doesn't it work?" when there's still an unlimited_player_transfer_distance = false around |
13:18 |
kahrl |
(I mean adding that code at server.cpp:714) |
13:20 |
kahrl |
Krock: ^ |
13:22 |
Krock |
kahrl, yes I understand that. I could try to add compatbility |
13:31 |
kahrl |
I think compatibility is not that important in this particular case |
13:33 |
Krock |
done |
13:33 |
kahrl |
okay, that's good too :) |
13:35 |
Krock |
a +1 now please? *big eyes* |
13:35 |
Krock |
*begging eyes |
13:36 |
kahrl |
another one? :P |
13:38 |
* Krock |
looks around for more +1 |
13:39 |
GhostDoge |
Krock: I can only give you a *1 :P |
13:39 |
Krock |
at least something :) |
13:40 |
kahrl |
alright alright |
13:40 |
kahrl |
Ook. Ook. |
13:40 |
GhostDoge |
Ook! |
13:43 |
* Krock |
looks at sfan5 |
13:43 |
sfan5 |
hm? |
13:43 |
Krock |
Could you donate me a +1 for the pull #1791 |
13:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/1791 -- Add factor of maximal player transfer distance by SmallJoker |
13:44 |
Krock |
? |
13:47 |
sfan5 |
Krock: sorry, I can only give a :+1: |
13:49 |
Krock |
many thumbs up do not exactly do what I tried to reach |
13:49 |
Krock |
s/tried/try |
13:49 |
Krock |
thx |
14:00 |
Krock |
\o/ |
14:37 |
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14:40 |
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14:42 |
RealBadAngel |
kahrl, sfan5 hi |
14:43 |
RealBadAngel |
any comment on #1812? |
14:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/1812 -- Speed up removing(placing) a node (less block mesh updates). by RealBadAngel |
14:46 |
Krock |
+1 |
14:50 |
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15:00 |
RealBadAngel |
nobody can comment a commit with +5 and -6 lines ? |
15:05 |
sfan5 |
RealBadAngel: why remove the TimeTaker? |
15:06 |
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15:14 |
RealBadAngel |
sfan5, why it should be initialized when not used? |
15:14 |
RealBadAngel |
need it then turn it on] |
15:15 |
RealBadAngel |
all around timetakers are commented out, just here it wasnt |
15:16 |
RealBadAngel |
nore, please test #1812 |
15:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/1812 -- Speed up removing(placing) a node (less block mesh updates). by RealBadAngel |
15:18 |
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15:52 |
VanessaE |
RealBadAngel: I see no obvious problems with the revised #1812 patch. |
15:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/1812 -- Speed up removing(placing) a node (less block mesh updates). by RealBadAngel |
15:52 |
VanessaE |
(that is, in practice) |
15:54 |
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17:04 |
hmmmm |
RealBadAngel, LGTM |
17:06 |
kahrl |
does that mean Lesb... oh |
17:06 |
hmmmm |
Looks Good To Me |
17:07 |
kahrl |
I always mix up those two acronyms |
17:08 |
hmmmm |
do you mean LGBT? |
17:08 |
hmmmm |
haha |
17:08 |
kahrl |
yes |
17:09 |
kahrl |
although "M" could mean "Metro" :P |
17:25 |
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17:27 |
* Krock |
would like to see pulls 1812 (node speedup) and 1813 (mgv5) merged. C'mon devs, those things have been tested successfully |
17:28 |
ShadowNinja |
RealBadAngel: I think you have enough approval to merge that speedup PR. |
17:40 |
hmmmm |
wait, shadowninja, where did you get the "use two tabs for function indentation" from? |
17:41 |
hmmmm |
BSD userland/kernel, linux kernel, and windows kernel all use single tabs for indentation |
17:41 |
hmmmm |
well all microsoft code |
17:41 |
ShadowNinja |
hmmmm: Do you mean two tabs for arguments past ~80 chars when calling a function? |
17:42 |
hmmmm |
no, when defining a function |
17:42 |
hmmmm |
int foobar(ReallyLongHugeBigTypeHere *really_big_long_type_here, |
17:42 |
hmmmm |
\tint next_parameter_here; |
17:42 |
hmmmm |
erm, remove that ; |
17:42 |
Calinou |
I don't like double-tabs much either |
17:42 |
hmmmm |
yeah. |
17:43 |
hmmmm |
I make mine single-tabbed continuations for function definitions |
17:43 |
ShadowNinja |
hmmmm: Oh, I got it from the code style guide. It helps to differentiate from initializer lists which use only one tab. |
17:43 |
hmmmm |
what code style guide?? |
17:43 |
Calinou |
http://dev.minetest.net/Code_style_guidelines |
17:43 |
ShadowNinja |
^ |
17:43 |
Calinou |
http://dev.minetest.net/Lua_code_style_guidelines |
17:43 |
hmmmm |
yes, but YOU wrote that shadow |
17:43 |
hmmmm |
that's why I'm asking |
17:45 |
hmmmm |
wait actually... |
17:45 |
ShadowNinja |
hmmmm: 217.226.206.67 wrote that. |
17:45 |
hmmmm |
you just modified it, it was actually 217.226.206.67 who edited that |
17:45 |
ShadowNinja |
Not my IP. |
17:45 |
hmmmm |
okay |
17:46 |
hmmmm |
so some jokester modified the code style to his liking |
17:46 |
hmmmm |
it's a single tab, not multiple |
17:47 |
Calinou |
do the current code use single tab or double tab? |
17:47 |
hmmmm |
it's a huge mix |
17:47 |
hmmmm |
minetest's code style at the moment is a free-for-all |
17:47 |
hmmmm |
i use a single tab, i've seen people modifying existing code to have two tabs, etc. |
17:48 |
hmmmm |
what do you guys think about the windows kernel function definition style? |
17:51 |
ShadowNinja |
hmmmm: I don't know what that style is... |
17:51 |
hmmmm |
int |
17:51 |
hmmmm |
KiDoSomeFoobar( |
17:52 |
hmmmm |
\tPVOID SomeThingHere, |
17:52 |
hmmmm |
\tPKPROCESS TargetProcess, |
17:52 |
hmmmm |
<so on and so forth> |
17:52 |
hmmmm |
) { |
17:53 |
Calinou |
what's the difference between the usual style? |
17:54 |
hmmmm |
int KiClass::doSomeFoobar(void *something_here, KPROCESS *target_process) |
17:54 |
hmmmm |
{ |
17:55 |
ShadowNinja |
hmmmm: I pefer the closing parenthesis on the last parameter -- and I like to put more than one parameter on a line. |
17:55 |
ShadowNinja |
So, no, because that's just about the only difference I see. |
17:56 |
ShadowNinja |
Oh, and I like the type on the same line. |
17:56 |
ShadowNinja |
template<foo> goed on a seperate line though. |
17:56 |
ShadowNinja |
s/d/s/ |
17:57 |
hmmmm |
you mean like this: |
17:57 |
hmmmm |
int KiClass::doSomeFoobar(void *something_here, KPROCESS *target_process) { ???? |
17:57 |
ShadowNinja |
hmmmm: Yes, I then normally break with two tabs if it gets too long. |
17:57 |
hmmmm |
I used to do that but i don't like it because it looks worse and it's not 1TBF, BSD kernel style, linux kernel style, etc. |
17:57 |
hmmmm |
K&R also |
17:58 |
ShadowNinja |
hmmmm: Um, it looks like it is Linux kernel coding style. |
17:59 |
ShadowNinja |
At least acording to https://www.kernel.org/doc/Documentation/CodingStyle |
17:59 |
hmmmm |
???? |
17:59 |
hmmmm |
However, there is one special case, namely functions: they have the |
17:59 |
hmmmm |
opening brace at the beginning of the next line, thus: |
17:59 |
hmmmm |
int function(int x) |
17:59 |
hmmmm |
{ |
17:59 |
hmmmm |
body of function |
17:59 |
hmmmm |
} |
18:00 |
hmmmm |
that's the third code block under Chapter 3 |
18:00 |
ShadowNinja |
hmmmm: Yes, exactly. But the closing parantheses ')' is on the same line. |
18:00 |
hmmmm |
oh |
18:00 |
hmmmm |
oh derp |
18:00 |
hmmmm |
i thought you were talking about { for some reason |
18:03 |
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18:22 |
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18:27 |
kahrl |
sfan5: I've just installed weblate 2.0 on my test server |
18:27 |
kahrl |
seems to work well, no problems yet |
18:28 |
kahrl |
the email registration issue is also fixed |
18:28 |
kahrl |
I've updated http://dev.minetest.net/Installing_Weblate already |
18:30 |
Calinou |
cool |
18:30 |
* Calinou |
promotes kahrl |
18:31 |
kahrl |
I don't wanna be a manager :( |
18:32 |
Calinou |
people don't want me to manage it :( |
19:13 |
ShadowNinja |
sfan5: ^ Can you set that up? |
19:14 |
sfan5 |
probably |
19:29 |
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20:16 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1804 |
20:17 |
RealBadAngel |
can we have this merged? |
20:19 |
RealBadAngel |
also #1799 |
20:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1799 -- Implement WieldMeshSceneNode which improves wield mesh rendering by kahrl |
20:19 |
RealBadAngel |
and #1809 |
20:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/1809 -- Stop inserting empty lines at end of .conf file each time it is rewritten by Zeno- |
20:19 |
VanessaE |
I noticed that yesterday |
20:19 |
VanessaE |
thought it was something I did :P |
20:19 |
RealBadAngel |
the last one is rly annoying |
20:22 |
RealBadAngel |
also #1813 |
20:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1813 -- Add mgv5 by paramat |
20:22 |
hmmmm |
YES, already, 1799 can get merged |
20:22 |
hmmmm |
1804 is approved |
20:23 |
hmmmm |
1809 is fine too |
20:24 |
hmmmm |
mapgen v5 looks good and should be ready to go |
20:24 |
Calinou |
looks far from the 0.3 one, especially caves |
20:24 |
Calinou |
1799 breaks something |
20:25 |
hmmmm |
what does 1799 break |
20:25 |
Calinou |
There are some of cases where one may use NPOT textures (eg. mob/model texture as wield_image). You are breaking functionality that is currently being used by some mods… |
20:25 |
Calinou |
so do a news post for this |
20:25 |
Calinou |
(or on release) |
20:25 |
RealBadAngel |
Calinou, models are not affected |
20:25 |
Calinou |
also mgv5 is overrated, but add anyway |
20:25 |
Calinou |
RealBadAngel, you got it completely wrong |
20:25 |
Calinou |
I'm talking about wield_image |
20:25 |
Calinou |
can you read? |
20:26 |
RealBadAngel |
ofc, but the problem is only for extrude code |
20:26 |
RealBadAngel |
not the wield mesh at all |
20:26 |
RealBadAngel |
if item or a node has own mesh, it is not called |
20:27 |
RealBadAngel |
capisci? :) |
20:28 |
RealBadAngel |
for other things we do use pow2 textures, no exceptions |
20:28 |
VanessaE |
there *are* a scant few objects in a few games that use npo2 textures but those can just be replaced. |
20:28 |
VanessaE |
(recall that default junglegrass was at one time) |
20:29 |
kahrl |
I can easily make any npo2 texture use the 512x512 extrusion mesh |
20:29 |
RealBadAngel |
cost of it? |
20:29 |
kahrl |
that will be a bit slower but the problem should be nearly invisible |
20:30 |
kahrl |
RealBadAngel: well that clearly depends on your GPU |
20:30 |
VanessaE |
kahrl: why even extrude in that case? |
20:30 |
VanessaE |
better to render npo2 as flat. |
20:30 |
kahrl |
flat looks even more horrible |
20:31 |
VanessaE |
not really, but think of it as a warning that looks less bad than the artifacts that were shown in those screenshots |
20:32 |
RealBadAngel |
in general im against of using npot2 textures |
20:32 |
RealBadAngel |
theres too many things depending on that |
20:32 |
kahrl |
or I could make it generate an extrusion mesh on use, let me test how that performs |
20:33 |
VanessaE |
kahrl: until you did 1799, I was using that no-extrude hack and actually, it really didn't look bad most of the time. 1799 makes that hack pointless now, save for this idea that is.. just saying. |
20:34 |
RealBadAngel |
im waiting with 1799 then, others im going to merge |
20:36 |
kahrl |
do we have a function that checks if a number is a power of two? |
20:36 |
kahrl |
something like bool is_power_of_two(u32 n) { return n != 0 && (n & (n-1)) == 0; } |
20:37 |
VanessaE |
kahrl: can't just take the x rez, compute sqrt() and check if the result is an int? |
20:37 |
VanessaE |
right, like that :) |
20:37 |
kahrl |
power of two != square :P |
20:37 |
hmmmm |
hrmm, kahrl not to my knowledge |
20:37 |
hmmmm |
otherwise it'd surely be in util/numeric.h |
20:37 |
kahrl |
I'll just add that to util/numeric.h then |
20:38 |
kahrl |
great minds think alike ;) |
20:38 |
VanessaE |
well ok compute *both* dimensions and compare then :P |
20:38 |
kaeza |
FWIW, I recall there was an issue in Android where npot textures were drawn as part garbage (and minor issue, but burningsvideo seriously breaks with npot textures, but who uses BV anyway?) |
20:39 |
hmmmm |
minetest is pretty much broken with BV |
20:39 |
VanessaE |
kaeza: sapier fixed that by matting such textures onto a lager canvas |
20:39 |
hmmmm |
i don't know why we have it as an option even |
20:39 |
VanessaE |
I think |
20:44 |
RealBadAngel |
hmmmm, i was against adding that |
20:45 |
RealBadAngel |
having an option for regular user in main menu, that will surely fuck up things is shooting own leg |
20:45 |
Calinou |
BV? |
20:46 |
RealBadAngel |
burningsvideo |
20:46 |
RealBadAngel |
software also is a no go |
20:46 |
sfan5 |
software graphics suck |
20:46 |
sfan5 |
except llvmpipe |
20:46 |
sfan5 |
but that is (as expected) slow |
20:47 |
RealBadAngel |
that setting shall be removed from menu (or at least tweaked to contain only useable ones) |
20:48 |
RealBadAngel |
btw, if we do support only OpenGL, why the duck such setting is needed? |
20:48 |
kaeza |
RealBadAngel, because D3D |
20:48 |
sfan5 |
Direct3D9 runs faster for some people |
20:48 |
RealBadAngel |
we dont support d3d |
20:48 |
Calinou |
sfan5, on machines other than netbooks? |
20:48 |
Calinou |
no shaders, remember |
20:49 |
kaeza |
RealBadAngel, "we don't support d3d [shaders]" |
20:49 |
kaeza |
no shaders ain't the end of the world |
20:49 |
sfan5 |
Calinou: I duno |
20:49 |
RealBadAngel |
yes, ofc, but shaders are essential |
20:49 |
sfan5 |
dunno |
20:51 |
Calinou |
shaders may get mandatory some day |
20:51 |
* Calinou |
prediction |
20:51 |
kaeza |
in any case, removing BV/D3D from the main menu is useless; a standard Irrlicht build will contain those drivers anyway, so you won't save anything |
20:51 |
Calinou |
you'd save people from choosing them |
20:53 |
RealBadAngel |
kaeza, point is user given such option in game menu can make the game not working |
20:53 |
RealBadAngel |
even main menu is fucked up then |
20:54 |
kaeza |
alright |
20:55 |
RealBadAngel |
i could live with that option in dev, but its unaceptable for release |
20:55 |
RealBadAngel |
i dont want to see "omfg, the game is broken with this setting" |
20:56 |
RealBadAngel |
and that will surely happen |
20:58 |
casimir |
With v5 I get an error |
20:58 |
casimir |
ERROR[ServerThread]: WARNING: saveBlock: Block failed to save (-8,-2,-8): SQL logic error or missing database |
20:58 |
sfan5 |
thats just the DB backend |
20:59 |
sfan5 |
sqlite likes to break |
20:59 |
casimir |
Yes, but I get this for all the blocks. And they regenerate later. |
21:00 |
sfan5 |
does this only happen with v5? |
21:02 |
kaeza |
while at it, can some core dev please comment on #1770? (i.e. what's the reason for the far clip distance being that low, and if it can be removed/enlarged) |
21:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/1770 -- Remove wield item camera clipping. |
21:02 |
RealBadAngel |
kaeza, kahrl's pull fixes that |
21:02 |
kaeza |
huh? |
21:02 |
RealBadAngel |
#1799 |
21:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/1799 -- Implement WieldMeshSceneNode which improves wield mesh rendering by kahrl |
21:03 |
kaeza |
ah |
21:03 |
RealBadAngel |
kaeza, so just hold on a bit, until we get to a consensus what to do with npot2 textures issue |
21:04 |
casimir |
only v5. And it says it can not load map_meta.txt |
21:04 |
casimir |
but map_meta.txt exists |
21:05 |
kaeza |
RealBadAngel, thanks. did not notice it included a fix for that |
21:05 |
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21:05 |
Krock |
casimir, I can not reproduce this bug |
21:05 |
RealBadAngel |
can it be related to backend used? |
21:06 |
Krock |
using sqlite3 - no error |
21:06 |
casimir |
I use sqlite3 |
21:07 |
Krock |
deletes map.sqlite - no fail |
21:07 |
PenguinDad |
casimir: could it be possible that your sqlite3 is broken? |
21:09 |
casimir |
ok, it happens for the other mapgens too. But only since v5 was merged. |
21:09 |
casimir |
I will try to reinstall sqlite3 |
21:09 |
casimir |
< |
21:11 |
kahrl |
ugh... it now somehow leaks the mesh scene node |
21:14 |
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21:14 |
RealBadAngel |
looks like v5 is not working as expected |
21:15 |
RealBadAngel |
http://i.imgur.com/i35GD89.png |
21:16 |
RealBadAngel |
i suppose that was not a goal of v5 ;) |
21:16 |
Krock |
I alrady saw that in paramat's screenshot |
21:16 |
Krock |
https://cdn.mediacru.sh/Fe9gWHUvdDTI.png |
21:18 |
RealBadAngel |
land shapes are nice, but i think paramat should work a bit to make v5 useable for regular playing |
21:20 |
hmmmm |
RealBadAngel, how is v5 not working as expected? |
21:21 |
Calinou |
caves are too tight |
21:21 |
RealBadAngel |
see the screenshot |
21:21 |
Calinou |
doesn't feel like 0.3 at all |
21:21 |
hmmmm |
yes RealBadAngel... I am asking you to explain what is wrong with the screenshot |
21:22 |
RealBadAngel |
no trees, no plants, no biomes, sharp cut out areas |
21:22 |
hmmmm |
did you realize that trees, plants, and biomes are the responsibility of the game and not the engine? |
21:22 |
Calinou |
you need to define them like in v7 |
21:23 |
RealBadAngel |
ah ok |
21:23 |
Calinou |
so make some v6-like biome definitions if you wish |
21:23 |
Calinou |
I'd like that a lot |
21:23 |
Calinou |
would probably be default in minetest_game |
21:23 |
Calinou |
to make it integrate seamlessly with v6 |
21:23 |
Calinou |
(perhaps an additional snow biome is welcome) |
21:23 |
hmmmm |
I can't stand it when people criticize mapgens using the biome infrastructure because no biomes have been added by the games |
21:24 |
hmmmm |
mapgen ain't broke: it's YOUR fault it's all stone. |
21:24 |
casimir |
It still complains about missing map_meta.txt but sqlite issues are gone somehow... |
21:25 |
VanessaE |
hmmmm: in mapgen v5?? |
21:27 |
VanessaE |
with v7 it makes sense if it's all stone, etc etc etc. but with v5, it's it kinda expected to at *least* have something that resembles a 0.3.x game right out of the proverbial box? |
21:27 |
hmmmm |
then add them to minetest_game. there is absolutely no excuse. |
21:28 |
kahrl |
ok, memleak is fixed, #1799 updated |
21:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/1799 -- Implement WieldMeshSceneNode which improves wield mesh rendering by kahrl |
21:28 |
VanessaE |
hmmmm: sure there is. haven't you said more than once that the APIs needed to put stuff on such a bare map are unstable? |
21:28 |
kahrl |
it always creates a new texture whenever an item with npot texture is selected |
21:28 |
hmmmm |
sure |
21:28 |
kahrl |
a new extrusion mesh * |
21:29 |
hmmmm |
i have a new idea: |
21:29 |
hmmmm |
why don't you stop bitching and start coding |
21:29 |
hmmmm |
same goes for everyone |
21:29 |
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21:29 |
VanessaE |
I'm bitching? O_o |
21:29 |
IvanMaldonado |
sup |
21:29 |
VanessaE |
getting a little defensive here, aren't you? |
21:29 |
hmmmm |
yeah, i'm a little moody right now |
21:30 |
* VanessaE |
wanders off |
21:30 |
hmmmm |
i'm just tired of too much talking and not enough coding' |
21:30 |
IvanMaldonado |
After adding minetest ppa, how can I install minetest from the terminal? |
21:30 |
hmmmm |
IvanMaldonado, sounds like a #minetest question |
21:30 |
IvanMaldonado |
hmmmm, Get over it, Vanessa is a woman, you can't win |
21:31 |
VanessaE |
IvanMaldonado: that was uncalled for, and you do NOT know me. |
21:31 |
kilbith |
IvanMaldonado : go to #minetest please |
21:31 |
IvanMaldonado |
hmmmm, you see? I'm already in troubles now, lol |
21:31 |
IvanMaldonado |
ok, where can I get help? |
21:31 |
IvanMaldonado |
sure |
21:31 |
IvanMaldonado |
thanks |
21:31 |
hmmmm |
bye |
21:31 |
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21:32 |
hmmmm |
good grief |
21:33 |
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BlockMen joined #minetest-dev |
21:34 |
VanessaE |
hmmmm: if anyone's qualified to add those settings to minetest_game, HE is |
21:34 |
* VanessaE |
points at BlockMen :P |
21:34 |
BlockMen |
wut? |
21:34 |
VanessaE |
BlockMen: default biomes, decorations, etc for mapgen v5 and v7 |
21:36 |
BlockMen |
ah, we have mapgen v5 back |
21:36 |
BlockMen |
nice |
21:36 |
BlockMen |
well, maybe better paramt adds those and makes a pull |
21:37 |
BlockMen |
or hmmm |
21:38 |
BlockMen |
or who else is mapgen pro here |
21:40 |
kahrl |
can http://dev.minetest.net/TODO#Mapgen_V5 be removed? |
21:41 |
BlockMen |
is there a release day set already? |
21:41 |
kahrl |
no |
21:41 |
BlockMen |
k |
21:44 |
BlockMen |
sfan5, did you agree on https://github.com/minetest/minetest_game/commit/dcce6e97959647fd625c1ce219721c0b800f4938 ? |
21:45 |
sfan5 |
no |
21:45 |
sfan5 |
but I'm fine with that |
21:45 |
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EvergreenTree joined #minetest-dev |
21:47 |
BlockMen |
the reason why i didnt "fix" it was that it was a effect like the fire "burns" the grass |
21:51 |
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Taoki joined #minetest-dev |
21:51 |
kilbith |
BlockMen: https://github.com/minetest/minetest_game/pull/331 Leaves updated, i'm waiting for your feedback please. |
21:51 |
kilbith |
nore & sfan5 are OK with it |
21:52 |
BlockMen |
kilbith, already merged :P |
21:52 |
kilbith |
uh ? |
21:52 |
kilbith |
oh ok |
21:53 |
BlockMen |
what the? |
21:53 |
BlockMen |
great...history rewrite :\ |
21:56 |
kilbith |
BlockMen: I apologize for my git crap :/ |
21:57 |
RealBadAngel |
bout shaders and removed from there finalcolorblend. shall i add them again now? |
21:58 |
RealBadAngel |
if we are going to make 0.4.11 imho it should be added back |
21:58 |
RealBadAngel |
if we are going to make the lights and then 0.4.11 then no point doing this |
21:59 |
BlockMen |
kilbith, then squash you other pulls ;) |
21:59 |
RealBadAngel |
hmmmm, kahrl? |
22:00 |
BlockMen |
RealBadAngel, you mean #1705? |
22:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1705 -- Regression in smooth day-night transition |
22:00 |
kilbith |
BlockMen: my other pulls are clean |
22:01 |
RealBadAngel |
BlockMen, yes |
22:01 |
BlockMen |
kilbith, e.g. 322 has still 4 commits for one file changed |
22:02 |
BlockMen |
RealBadAngel, then yes ;) |
22:02 |
kilbith |
BlockMen : 1 commit is for reverting the cobbles, the other ones are for updating the ladder, that's all |
22:02 |
RealBadAngel |
any other dev vote for that? |
22:02 |
kahrl |
RealBadAngel: I don't know what the current release schedule is |
22:03 |
RealBadAngel |
kahrl, imho we shall do what rumours are saying ;) |
22:03 |
BlockMen |
kilbith, and those can be squashed into 1 commit |
22:03 |
kilbith |
BlockMen: should I close / re-open the pull for the ladder ? |
22:03 |
RealBadAngel |
make one release now (or soonish) and the xmas edition as next ;) |
22:04 |
RealBadAngel |
and i would rly like to light the lights on xmas :) |
22:04 |
BlockMen |
kilbith, no. just rebase them |
22:04 |
kilbith |
ehh... |
22:06 |
kilbith |
i'm not a git expert :/ |
22:06 |
kahrl |
RealBadAngel: I'd be ok with that |
22:08 |
BlockMen |
kilbith, ever heared of google(or other web search providers)? ;) |
22:08 |
BlockMen |
http://davidwalsh.name/squash-commits-git |
22:08 |
kilbith |
i was searching on google |
22:08 |
kilbith |
unfortunally i still dont understand |
22:09 |
kahrl |
RealBadAngel: what do you think, should I merge #1799 now or should I wait for more testing |
22:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/1799 -- Implement WieldMeshSceneNode which improves wield mesh rendering by kahrl |
22:10 |
RealBadAngel |
merge it |
22:10 |
RealBadAngel |
if something pops out, more testers will help fix it |
22:11 |
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proller joined #minetest-dev |
22:16 |
RealBadAngel |
#1808 |
22:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/1808 -- Adjust the values of dirs1 and dirs2 so that rotate_and_place orients textures correctly by dvere |
22:16 |
RealBadAngel |
any objections? |
22:22 |
RealBadAngel |
#1734 |
22:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1734 -- Add tooltips to main menu subgames button bar by Wuzzy2 |
22:22 |
RealBadAngel |
the same question |
22:31 |
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loggingbot_ joined #minetest-dev |
22:31 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
22:31 |
RealBadAngel |
kahrl, indeed |
22:32 |
RealBadAngel |
shall i modify it and merge then? |
22:32 |
kilbith |
BlockMen: I'll close / re-open the ladder pull, after many tries, I can't understand at all the squashing |
22:32 |
BlockMen |
kilbith, no |
22:32 |
BlockMen |
then leave it as is |
22:32 |
kilbith |
ok, np |
22:33 |
kahrl |
RealBadAngel: do it |
22:33 |
RealBadAngel |
kahrl, on it |
22:36 |
BlockMen |
''tell ShadowNinja plz don't push things to minetest_game without agree of _game devs |
22:37 |
sfan5 |
oh |
22:37 |
sfan5 |
the bot is not there |
22:37 |
BlockMen |
:\ |
22:37 |
sfan5 |
ShadowNinja: bring H-LuaBot here |
22:37 |
kaeza |
it is, just not voiced |
22:38 |
sfan5 |
BlockMen: try using 'ShadowBot: tell' |
22:38 |
kaeza |
''(help tell) |
22:39 |
kaeza |
:/ |
22:39 |
BlockMen |
ShadowBot: tell ShadowNinja plz don't push things to minetest_game without agree of _game devs. or add a |
22:39 |
ShadowBot |
BlockMen: O.K. |
22:39 |
BlockMen |
ah :) |
22:40 |
BlockMen |
sfan5, https://github.com/minetest/minetest_game/pull/326 ? |
22:41 |
sfan5 |
BlockMen: looks good |
22:41 |
BlockMen |
merge? ^ |
22:41 |
sfan5 |
yes |
22:45 |
Krock |
I thought minetest does not save incomplete mapblocks to the database; but still, a Lua error can corrupt some chunks |
22:45 |
Krock |
^ hmmmm |
22:46 |
Krock |
I've got the situation where the mapgen threw an error and after rejoining, there was a big hole of air. |
22:47 |
hmmmm |
why are you pointing that at me |
22:48 |
Krock |
hmmmm, because of mapgen stuff and so. |
22:48 |
hmmmm |
that doesn't have anything to do with mapgen |
22:48 |
Krock |
well, it has to do with the state of a mapblock |
22:48 |
Krock |
who could I punch with this problem? |
22:49 |
VanessaE |
BlockMen: :'( |
22:49 |
BlockMen |
VanessaE, what? |
22:49 |
Krock |
*creates issue first* |
22:52 |
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cg72 joined #minetest-dev |
22:56 |
cg72 |
is the skybox setup to handle animated textures??? |
22:56 |
RealBadAngel |
no |
22:57 |
RealBadAngel |
some1 should code day/night cycles for skyboxes and transitions |
22:57 |
RealBadAngel |
and maybe make them layered |
22:57 |
RealBadAngel |
for clouds for example |
22:58 |
cg72 |
color changing clouds for sunsets :) |
22:58 |
RealBadAngel |
terasology has that code, easy to import |
22:58 |
RealBadAngel |
if some1 *understands* java ofc ;) |
22:59 |
cg72 |
lol i know c++ and java is close enough lol |
23:01 |
cg72 |
rba is it posiable to have the clouds set up an a .ong file and be maybe plantlike or some 3d ish thing??? |
23:02 |
RealBadAngel |
clouds are not customizeable |
23:03 |
RealBadAngel |
plantlike drawtype is just showing 2 flat images, its not 3d |
23:03 |
RealBadAngel |
for 3d use meshnodes |
23:04 |
RealBadAngel |
http://i.imgur.com/fQeMN8o.png |
23:04 |
cg72 |
well i understand but they look more 3d than just flat lol, and i was wondering if it would be easy to do the c++ in the engine for the clouds to be changed |
23:04 |
RealBadAngel |
or that http://i.imgur.com/maxiwQZ.png |
23:05 |
RealBadAngel |
clouds are object that are far away, they dont need to be 3d at all |
23:05 |
cg72 |
if i only knew how to use blender lol |
23:06 |
cg72 |
so it can be made to have a png not just a box lol i hate the clouds now and am trying to do something about them ;) |
23:07 |
RealBadAngel |
cg72, https://www.youtube.com/watch?v=_UO_8U39qIM |
23:18 |
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23:22 |
OldCoder |
VanessaE, Sapier's patch was not sufficient. I am testing a version that combines his changes. Zeno's and mine |
23:22 |
VanessaE |
ok |
23:33 |
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23:34 |
cg72 |
RealBadAngel: how??? ;) |
23:34 |
RealBadAngel |
how what? |
23:34 |
cg72 |
the clouds fron the vid |
23:35 |
RealBadAngel |
just a skybox |
23:35 |
RealBadAngel |
only difference i added there rotations in core |
23:35 |
cg72 |
but it moves!!! |
23:35 |
RealBadAngel |
one liner |
23:35 |
cg72 |
how hard is that and dese the latest have it? |
23:43 |
RealBadAngel |
i will look for the code and post the link here later on |
23:43 |
RealBadAngel |
this is really one liner (ofc without Lua api for it) |
23:43 |
cg72 |
lol i wish the api had all the goodies in it |
23:44 |
RealBadAngel |
one day |
23:44 |
RealBadAngel |
but at some point we need to make it proper way |
23:44 |
RealBadAngel |
instead of simple skybox, make it layered, animated and blending |
23:45 |
RealBadAngel |
just a skydome |
23:45 |
cg72 |
yes, i wish i could but with graphics im really useless |