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luizrpgluiz |
hi |
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luizrpgluiz |
someone like Terasology project and also enjoys developing projects in Java? |
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02:22 |
hmmmm |
meh :/ |
02:22 |
hmmmm |
http://fpaste.org/149034/15499756/ |
02:23 |
hmmmm |
i think the opaque handle idea was sort of overcomplicated for no good reason |
02:25 |
hmmmm |
i'm not going to add this handle system unless other people use it aside from me |
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06:16 |
paramat |
RBA > 'no trees, no plants, no biomes, sharp cut out areas' the cut out areas fooled me for a minute, but they're actually cliffs generated by the code |
06:18 |
paramat |
Calinou > 'caves are too tight' yes, the new eased noise has a larger amplitude, this made caves too narrow, i had to retune the caves threshold parameter, thanks for feedback i will make them a little wider |
06:19 |
hmmmm |
paramat, ?? |
06:19 |
hmmmm |
did the original v5 caves use eased noise? |
06:20 |
paramat |
Blockmen > 'well, maybe better paramt adds those and makes a pull' yes i will add biome definitions |
06:20 |
paramat |
hmmmm, yes |
06:21 |
hmmmm |
hmmmmm |
06:22 |
paramat |
terrain seems higher and more epic too (not complaining) |
06:23 |
hmmmm |
heh. |
06:23 |
hmmmm |
i'll have to check it out later |
06:23 |
hmmmm |
. |
06:24 |
paramat |
and i still have to get the blobs spflag working, very useful to disable those |
06:27 |
hmmmm |
hrm |
06:27 |
hmmmm |
what's wrong with the spflag? |
06:28 |
paramat |
details are in the pull thread on github |
06:29 |
paramat |
probably a silly mistake with my use of spflags |
06:29 |
paramat |
my buggy spflag code is in there but commented out |
06:31 |
hmmmm |
whoops |
06:31 |
hmmmm |
you never copied over spflags from the mapgen params |
06:32 |
hmmmm |
this->spflags = params->spflags; |
06:32 |
paramat |
in the ctor? |
06:32 |
hmmmm |
yes |
06:33 |
paramat |
oh yeaahhh ... =} |
06:33 |
paramat |
thanks! |
06:34 |
hmmmm |
if it makes things easier to keep track of, i suppose you could just keep a pointer of the entire MapgenParams in your mapgen object and keep writing params->water_level or params->sparams->spflags & MGV5_BLOBS |
06:35 |
paramat |
okay i'll make a pull soon with wider caves and spflags fix |
06:36 |
hmmmm |
should probably make two separate pulls for that |
06:36 |
paramat |
okay |
06:37 |
paramat |
weird i can't see spflags in the v7 ctor |
06:38 |
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nore joined #minetest-dev |
06:38 |
hmmmm |
well, v7 looks bugged |
06:38 |
hmmmm |
it has the same problem you do |
06:38 |
hmmmm |
only difference is that i never noticed mine |
06:38 |
paramat |
lol |
06:41 |
paramat |
nore https://github.com/minetest/minetest_game/pull/339 very important pull, issue is causing slow down in mgv5 v7 and singlenode, pull will be ready for merging very soon |
06:43 |
paramat |
nore also https://github.com/minetest/minetest_game/pull/336 please could you look at this sometime? |
06:43 |
nore |
yep |
06:43 |
nore |
also, for a pine tree model, what do you think of the one used in mg? |
06:44 |
hmmmm |
ugh |
06:44 |
hmmmm |
i need to brainstorm on what a good interface would be for creating schematics |
06:44 |
hmmmm |
what's currently there clearly blows |
06:45 |
hmmmm |
maybe there's some kind of plugin capability for some kind of 3d model editor |
06:45 |
paramat |
mtgame mapgen (default/flowers) needs rewriting anyway to use the biome API or voxelmanip (yes i will eventually do this) |
06:45 |
hmmmm |
slow down there! the biome api needs to be fixed first, it's totally screwed |
06:45 |
paramat |
i will gladly slow down |
06:46 |
paramat |
schems can be saved in worldedit |
06:46 |
hmmmm |
yeah I added that capability |
06:46 |
hmmmm |
but the interface really sucks because i just made it as a proof of concept thing |
06:48 |
paramat |
nore i'll look at the mg pine, i might collect a few designs for each tree |
06:50 |
paramat |
i think that mtgame mapgen, which uses 'add node', is running first and dirtying the mapgen voxelmanip, forcing a vm reread of the map > huge slowdown, this is why mtgame mapgen should use voxelmanip |
06:51 |
hmmmm |
no i changed that remember? it updates the buffer inside of addNode |
06:51 |
hmmmm |
so there's no rereading necessary |
06:51 |
paramat |
ah perhaps i misunderstood how that works |
06:51 |
hmmmm |
https://github.com/minetest/minetest/commit/9e4e7072da8f565eef37da7558053a436b9cbba3 |
06:52 |
paramat |
i assumed that if a 'add node' mod runs before a voxelmanip mod, it dirtied the vm and forced a lengthy reread |
06:52 |
hmmmm |
that's how i originally proposed fixing it |
06:53 |
paramat |
okay good so no slowdown, big relief |
07:16 |
Zeno` |
so is there supposed to dirt/grass/sand/trees in mgv5, or not? |
07:17 |
Zeno` |
the screenshot in the PR has them, but all I've seen so far is stone |
07:19 |
paramat |
zeno, not |
07:20 |
paramat |
you can use anything that adds biomes to mgv7, such as ethereal |
07:20 |
Zeno` |
ah ok |
07:21 |
paramat |
but i will be adding biome/decoration definitions and tree schematics to mtgame asap |
07:21 |
Zeno` |
I'll have to remember to merge them into my fork of mtgame heh |
07:21 |
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07:22 |
paramat |
hopefully for 0.4.11 there will be basic mgv6-biomes-plus-snow biomes |
07:23 |
paramat |
to avoid reviews such as 'seems bleak' lol (< hmmmmm actual review of mgv7) |
07:23 |
Zeno` |
yes |
07:23 |
Zeno` |
and snow is optional? |
07:26 |
paramat |
i was going to make snow biomes default in mgv5 |
07:30 |
Zeno` |
that'd be nice. Snow scares me |
07:31 |
kilbith |
when for snow in v6 ? |
08:00 |
Zeno` |
I think I will close #1777 |
08:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/1777 -- Tweak third person eye location by Zeno- |
08:01 |
Zeno` |
A different solution (alluded to by BlockMen) would be more appropriate I think |
08:02 |
paramat |
kilbith, mgv6 has to remain unchanged to avoid breaking old worlds, so snow biomes must be by mod |
08:03 |
kilbith |
ok thanks |
08:05 |
kilbith |
Zeno` : possible to adjust the eye position dynamically in-game ? eg. with Ctrl+[mouse_scrolling] |
08:07 |
Zeno` |
kilbith, that's another possibility (and would also work if dynamic eye position was ever worked on for 3rd person camera) but there still needs to be a default position for the 3rd person camera and I guess it might be nice to change that default |
08:08 |
Zeno` |
I mean "automatically dynamic", possibly in conjunction or in addition to your suggestion |
08:09 |
Zeno` |
I'll close the PR |
08:12 |
kilbith |
Zeno` : I guess that the current eye pos is appropriate when you're in confined places like caves, close to the player. |
08:12 |
Zeno` |
I think that kilbith's idea AND user settable default in the minetest.conf are good ideas |
08:13 |
Zeno` |
I'd agree kilbith |
08:13 |
Zeno` |
I don't think it should be up to the server |
08:13 |
kilbith |
we're in agreement then |
08:13 |
Zeno` |
although that option should stay as well in case the server implements some kind of special effect by manipulating eye position |
08:14 |
* Zeno` |
nominate kilbith to implement it |
08:14 |
kilbith |
haha |
08:14 |
kilbith |
you will have to wait ages so |
08:14 |
kilbith |
i'm not a dev at all |
08:23 |
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08:42 |
paramat |
Zeno` to reduce floaty stuff in mgv5, also try reducing the ground noise persistence to around 0.4, this makes 3D noise smoother, less overhangs and floaty stuff. i recommend playing with the noise parameters before trying to code out the floaty stuff |
08:44 |
RealBadAngel |
#1808 |
08:44 |
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 |
08:44 |
RealBadAngel |
any objections bout it? |
08:45 |
Zeno` |
paramat, good idea |
08:48 |
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08:59 |
RealBadAngel |
kahrl, here? |
09:02 |
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09:04 |
RealBadAngel |
kahrl, http://i.imgur.com/pdewNA0.png |
09:04 |
Zeno` |
what's that? |
09:04 |
RealBadAngel |
extruded meshes of dropped are broken |
09:05 |
Zeno` |
are the shaders updated? |
09:05 |
RealBadAngel |
also it looks like filtering is enabled there |
09:05 |
Zeno` |
I saw that exact same thing yesterday but can't remember how I triggered it |
09:05 |
RealBadAngel |
its extrusion code by kahrl |
09:06 |
RealBadAngel |
somehow it works ok for wielded but is buggy for entities |
09:06 |
Zeno` |
damn |
09:06 |
Zeno` |
I thought it was because of my changes to shaders |
09:06 |
Zeno` |
(which are not in HEAD of course, I was mucking around) |
09:07 |
Zeno` |
otherwise I would have mentioned it |
09:07 |
RealBadAngel |
what were you coding btw? |
09:07 |
Zeno` |
nothing useful, I was just experimenting to learn |
09:16 |
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09:22 |
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09:23 |
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09:25 |
Calinou |
2014-11-08 23:25 BlockMen o Revert "Fix fire blocking sunlight" |
09:26 |
Calinou |
WHAT |
09:26 |
Calinou |
THE |
09:26 |
Calinou |
FUCK |
09:26 |
Calinou |
BlockMen is officially subscribed to Moronix |
09:26 |
Calinou |
can't stand him anymore |
09:26 |
Calinou |
needs to go away from core devs |
09:27 |
RealBadAngel |
whats going on? |
09:27 |
Calinou |
https://github.com/minetest/minetest_game/commit/929559fe8554473f0d7571fedc15251b5c4afda7 |
09:28 |
Amaz |
Moronix? |
09:29 |
RealBadAngel |
i do also agree its a nonsense, but maybe you should ask him why he did that |
09:29 |
RealBadAngel |
we all have sometimes stupid ideas |
09:30 |
Calinou |
by the way, new extruded meshes work fine on 256² packs, 16² too |
09:30 |
RealBadAngel |
yeah, but entities are broken |
09:30 |
RealBadAngel |
kahrl needs to fix that asap |
09:30 |
Calinou |
how do you create v5/v7 biomes simply? |
09:31 |
Calinou |
I just want some trees, grass, sand for now |
09:31 |
kilbith |
Calinou, because of that : http://irc.minetest.ru/minetest-dev/2014-11-08#i_4013299 |
09:31 |
RealBadAngel |
Calinou, use nores mg |
09:31 |
Calinou |
well, BlockMen should also not revert either like that |
09:31 |
Calinou |
I'm talking about v5/v7 |
09:31 |
Calinou |
I don't want fancy pansy biomes |
09:31 |
Calinou |
something as close to v6 as possible |
09:32 |
RealBadAngel |
so idk, v5 and v7 are WIP |
09:32 |
Amaz |
https://gist.github.com/Amaz1/eee1efcbf6c483d0e03f |
09:32 |
Amaz |
Calinou ^ |
09:32 |
Amaz |
Basic code for doing it. |
09:32 |
Calinou |
will test |
09:32 |
Calinou |
but no trees? |
09:32 |
Amaz |
Nope. |
09:33 |
Amaz |
Have a look at BFD. |
09:33 |
Amaz |
https://github.com/Jordach/big_freaking_dig |
09:34 |
Amaz |
That has a good basic(ish) mapgen in the mapgen mod. |
09:34 |
Calinou |
if math.random(1,4000) == 69 then |
09:36 |
paramat |
Calinou i have biome defs for mgv5, i go find them ... |
09:37 |
Amaz |
paramat, Brilliant work! Thank you! |
09:38 |
paramat |
https://forum.minetest.net/viewtopic.php?p=160506#p160506 and the post below for saplings |
09:38 |
paramat |
trees by schematics are coming |
09:39 |
paramat |
Calinou > 'caves are too tight' yes, the new eased noise has a larger amplitude, this made caves too narrow, i had to retune the caves threshold parameter, thanks for feedback i will make them a little wider |
09:39 |
Calinou |
they should be about as wide to what they were in 0.3 |
09:39 |
Calinou |
was good |
09:40 |
paramat |
i have a build with the old noise code, so i can work on matching them up |
09:42 |
RealBadAngel |
paramat, and about strange ideas, i just cant understand, why u are going to use schematics when you have lsystems aviable |
09:43 |
RealBadAngel |
easier to use, flexible, providing random look |
09:44 |
paramat |
hmmmmm explained, because schems are fastest |
09:45 |
paramat |
actually im not keen on schems myself, but hmmmmm wants all mapgen other than mgv6 to use schems and the biome API, decoration code etc |
09:45 |
RealBadAngel |
if you order it to make several k tree it is slower |
09:46 |
RealBadAngel |
and even, the result of using schemes wont be even slightly comparable to lsystem one |
09:46 |
RealBadAngel |
plants are not circuits or buildings |
09:47 |
paramat |
i havent tried lsystems yet, very interesting method |
09:47 |
RealBadAngel |
install moretrees |
09:48 |
paramat |
perhaps i'll try some small trees ... |
09:48 |
RealBadAngel |
theres even replacement for default trees |
09:48 |
RealBadAngel |
but you have to enable it in moretrees config |
09:48 |
RealBadAngel |
theyre just slightly bigger |
09:49 |
paramat |
might try =) |
09:49 |
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09:50 |
RealBadAngel |
also if we would decide to replace default trees in core by using lsystem trees, it would mean trashing all the treegen code and adding 3-4 lines instead |
09:50 |
RealBadAngel |
in fact struct filler and a call |
09:52 |
RealBadAngel |
paramat, http://www.bigplasticfork.com/Images/Misc/terasology.jpg |
09:52 |
paramat |
Calinou, for wider caves use this for cave1, cave2 noises: 'np_caven = NoiseParams(0, 5.0, v3f(50, 50, 50), 52534, 4, 0.5);' |
09:52 |
RealBadAngel |
i hope to see such mapgens here one day |
09:52 |
RealBadAngel |
and who, but you can understand it |
09:53 |
paramat |
ive read about his mapgen method |
09:53 |
paramat |
*his/her dunno |
09:53 |
Calinou |
Terasology mapgens are unusable |
09:53 |
RealBadAngel |
idk, but landscape with huge trees is just awesome |
09:54 |
Calinou |
large trees would be nice though |
09:54 |
Calinou |
we never had any in default Minetest |
09:54 |
paramat |
it uses a hardcoded large scale island shape, doing that by noise is better |
09:54 |
paramat |
but it has downhill rivers lol i cant do that yet |
09:55 |
RealBadAngel |
lsystem code is here since ages |
09:55 |
RealBadAngel |
it just waits for being used |
09:58 |
paramat |
Calinou, for wider caves reduce caves noise scale, original was 12, current 7.5, future perhaps 5.0? what feels right for you? |
10:00 |
Calinou |
try 7 |
10:00 |
Calinou |
shouldn't be too big either |
10:00 |
Calinou |
the goal is to imitate 0.3 caves, which were quite right |
10:00 |
paramat |
okay 7 is good, so i was close then? |
10:06 |
RealBadAngel |
paramat, http://imgur.com/a/PXyaA#0 |
10:06 |
paramat |
i also tried 5 and thought somewhere between 5 and 7.5 the best match to the build with the old noise code |
10:07 |
paramat |
nice, i like fractals |
10:07 |
Calinou |
yes |
10:12 |
Zeno` |
can someone look at #1810? It's copy/paste (99.99%) from the original game.cpp and was even on my TODO list to add back before refactor_the_game (I guess I missed it :?) |
10:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- |
10:12 |
Zeno` |
Everything in Game::updateProfilers() is copy paste apart from line 2230 |
10:12 |
Zeno` |
(and being in a function of course) |
10:13 |
kahrl |
RealBadAngel: works for me |
10:13 |
kahrl |
what are your settings? |
10:13 |
kahrl |
(I guess everything on :P) |
10:14 |
Zeno` |
works for me as well, karhl |
10:15 |
Zeno` |
I got it to break when I was mucking with shaders yesterday but since I was changing shaders I considered it my fault and didn't think much of it |
10:15 |
kahrl |
in fact I made sure the entities work with and without shaders |
10:17 |
Zeno` |
it's working for me now karhl |
10:17 |
* Zeno` |
waits for RealBadAngel settings :D |
10:18 |
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10:25 |
RealBadAngel |
kahrl, no settings, clean build |
10:25 |
kahrl |
what do you mean by no settings? |
10:26 |
kahrl |
just the stuff from defaultsettings.cpp? |
10:26 |
kahrl |
I just erased my minetest.conf and it still worked for me |
10:29 |
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10:30 |
kahrl |
I also can't see how could look like that (nothing that could change it from EMT_TRANSPARENT_ALPHA_CHANNEL_REF to EMT_SOLID) so I'm afraid I can't fix it without more info |
10:31 |
kahrl |
how it* |
10:34 |
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10:41 |
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10:50 |
RealBadAngel |
kahrl, colors in background seems to be random |
10:50 |
RealBadAngel |
also theres definitely filtering enabled |
10:53 |
RealBadAngel |
http://i.imgur.com/6cTmtkU.png |
11:20 |
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11:28 |
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11:31 |
kahrl |
RealBadAngel: I think the background color is just the transparent part rendered with alpha=255 |
11:31 |
kahrl |
like EMT_SOLID does |
11:31 |
kahrl |
(and a bunch of other material types) |
11:32 |
kahrl |
what game is that btw? does the problem happen with vanilla minetest_game? |
11:33 |
paramat |
EWW what happened to my hand? https://cdn.mediacru.sh/abL0z7RtAoiR.png |
11:34 |
paramat |
im bronzed and tanned |
11:34 |
Zeno` |
who is EWW? |
11:35 |
PenguinDad |
kahrl: That game looks like dreambuilder |
11:35 |
paramat |
i dont mean eeeew |
11:35 |
PenguinDad |
Zeno`: misspelling of eee​w :P |
11:37 |
Zeno` |
ERR ok |
11:51 |
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11:52 |
paramat |
Calinou, 7 looks too thin, from flying underground and matching to the old noise build, 5 too fat, how does 6 feel to you? |
11:52 |
Calinou |
get a 0.3.3 build and see how they look |
11:52 |
Calinou |
:) |
11:52 |
Calinou |
(use the same seed to ensure: fixed_map_seed in minetest.conf) |
11:53 |
paramat |
well im choosing 6, thats the best match to me. i do have an old code build |
11:53 |
Calinou |
the answer is in the question |
11:53 |
Calinou |
good job |
12:07 |
Zeno` |
kahrl, #1644 |
12:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/1644 -- Refactor main by Zeno- |
12:12 |
Zeno` |
#1810 is also startup related (maybe) |
12:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1810 -- Fix profiler values not being updated (F6) and not being logged by Zeno- |
12:15 |
Zeno` |
It's not really, but there is nobody looking after client anymore |
12:18 |
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12:19 |
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12:20 |
paramat |
quick fixes for mgv5 (tested) https://github.com/minetest/minetest/pull/1818 bbs |
12:20 |
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12:27 |
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13:01 |
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13:56 |
RealBadAngel |
kahrl, this is doesnt depend on game |
13:56 |
Zeno` |
Can I be upgraded to have 1 core dev to agree to my changes instead of 2? |
13:56 |
RealBadAngel |
the bug is here even in minimal |
13:58 |
Zeno` |
seriously... getting 2 to agree takes months and by the time that happens things cannot be merged :( |
13:58 |
Zeno` |
not without a lot of effort anyway |
14:00 |
Zeno` |
Actually, ignore that |
14:01 |
Zeno` |
Because some of my PRs are big and need at *least* 2 core devs |
14:01 |
Zeno` |
but it'd be nice to be able to merge simple 1 line bug fixes |
14:02 |
celeron55 |
is there opposition in having Zeno` as a core developer? |
14:02 |
celeron55 |
i will wait until tomorrow for comments |
14:02 |
celeron55 |
or at least for tonight |
14:02 |
RealBadAngel |
i agree |
14:05 |
Amaz |
I think Zeno` should be a core dev... I mean, he has done more than some core devs have recently... |
14:11 |
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14:13 |
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14:14 |
nore |
celeron55, I agree he should be core dev too |
14:14 |
nore |
he's currently doing much more than me, since I have very little time |
14:14 |
BlockMen |
im also fine with him being core dev |
14:16 |
celeron55 |
every person has 24 hours each day; it's a matter of prioritization 8) |
14:17 |
nore |
yep... but studies are quite important :) |
14:19 |
Zeno` |
thank you BlockMen, nore and RealBadAngel for the support |
14:43 |
Megaf |
+1 for Zeno` as core dev |
14:45 |
GhostDoge |
I aggree that Zeno` should be a core dev |
14:46 |
Megaf |
Ok, the community supports the idea of Zeno` as a core dev |
14:46 |
Megaf |
:D |
14:47 |
Amaz |
:D |
14:48 |
PenguinDad |
D: |
15:10 |
sfan5 |
celeron55: I agree that Zeno` should be a core dev |
15:23 |
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15:28 |
paramat |
mtgame devs, this is now fixed, tested, rebased and squashed https://github.com/minetest/minetest_game/pull/339 'Default and flowers: only run on-generated functions in mgv6. Remove indev code' |
15:31 |
paramat |
^ nore sfan5 |
15:43 |
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16:16 |
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16:23 |
RealBadAngel |
kahrl, trying to find the reson for the bug, but still no luck |
16:36 |
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16:47 |
RealBadAngel |
hi hmmmm, read logs |
16:47 |
RealBadAngel |
PilzAdam, your vote about adding Zeno? |
16:48 |
PilzAdam |
I like that he refactors old code |
16:48 |
PilzAdam |
Zeno`, what are your views on the future of Minetest? |
16:55 |
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17:43 |
RealBadAngel |
while lookin for the bug i made something neat |
17:45 |
RealBadAngel |
http://i.imgur.com/DZhJsMt.png |
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18:13 |
RealBadAngel |
kahrl, http://i.imgur.com/VK2588Y.png |
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19:00 |
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19:00 |
VanessaE |
I'll toss in my 2 cents for Zeno` as a core dev. |
19:10 |
Calinou |
and remove BlockMen in the process |
19:12 |
Krock |
^ why? |
19:13 |
Calinou |
you know it already |
19:14 |
Krock |
ah that one. such things can happen |
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19:41 |
Calinou |
Krock, https://github.com/minetest/minetest_game/commit/929559fe8554473f0d7571fedc15251b5c4afda7 |
19:42 |
Krock |
Calinou, I see. BM could discuss first and then revert. he wasn't better than SN |
19:44 |
VanessaE |
um...fire should not block sunlight. that's stupid. if you want the grass to look "burnt" then produce burnt grass under it. |
19:51 |
Calinou |
meshnodes in hand use filtered textures, always, why |
19:52 |
VanessaE |
I'm....pretty sure it's nothing I did in my models :) |
19:55 |
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20:10 |
RealBadAngel |
Calinou, theres a bug in kahrl |
20:10 |
RealBadAngel |
shit |
20:10 |
RealBadAngel |
i mean in kahrl's code :) |
20:11 |
RealBadAngel |
im redoing now the code responsible, got some side effects already |
20:12 |
RealBadAngel |
https://www.youtube.com/watch?v=-KdVEg8Ziso&feature=youtu.be |
20:12 |
Krock |
Haha a bug in kahrl |
20:12 |
PenguinDad |
RealBadAngel: do you know how to code dna? :P |
20:13 |
Krock |
RealBadAngel, it eats FPS |
20:13 |
nore |
RBA: what happens if you drop leaves? do they wave? :) |
20:20 |
RealBadAngel |
nore that would be stupid |
20:32 |
cg72 |
hey guys why cant leaves drop like snowballs???? then you collect them and its a block again! ;) |
20:38 |
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20:49 |
Sokomine |
cg72: they could. some games let leaves drop that way. i don't think it's a good idea as it leads to too many items lying around. something which mt can't handle that well |
20:52 |
Calinou |
here you walk through leaves too |
20:55 |
cg72 |
on minetime you walk through them but i have it set with viscosity so you move slowly |
20:56 |
Calinou |
I could do that, for slight slowdown |
20:56 |
Calinou |
cg72, can you show me the code? |
21:00 |
cg72 |
i tkink its on my github but it could be on one of 6 computers here hold on ill ssh in to them to find it |
21:18 |
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21:29 |
cg72 |
Calinou: http://codepad.org/rhtGZxaS |
21:29 |
cg72 |
its a bit odd when your inside it lol but it is a start i never perfected it yet |
21:29 |
cg72 |
http://codepad.org/rhtGZxaS |
21:30 |
cg72 |
oh and the groups are set to the leaf group from minimal so that needs to be changed to normal default |
21:32 |
Calinou |
can you swim up them though? |
21:33 |
Calinou |
anyway, this is inefficient, you're making a leaves liquid :( |
21:33 |
Calinou |
we need a way to define viscosity regardless of node type |
21:37 |
cg72 |
yes i know but i dont have the ability to sode that as im not even sure where it is in the enggine |
21:37 |
cg72 |
but hey its a fun feature lol |
23:00 |
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23:47 |
paramat |
hmmmm, please could you review and/or merge my pull request? https://github.com/minetest/minetest/pull/1818 |