Time |
Nick |
Message |
00:06 |
realbadangel |
fixed issue #1902 |
00:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/1902 -- Meshnodes with facedir 0 have bad smooth lighting |
00:16 |
zat |
hey devs remove items number limits on cooking recipes! |
00:21 |
realbadangel |
zat. what for? |
00:22 |
zat |
so recipes for alloys and such can finally be made |
00:23 |
VanessaE |
he wants to be able to stick two iron in a single cooking slot I guess, like with technic's alloy furnace |
00:23 |
VanessaE |
or similar. |
00:24 |
zat |
iron and copper and make... whats the alloy that resuts from that? :P |
00:24 |
zat |
or was it zinc and copper |
00:24 |
VanessaE |
NOTHING reasonable is made from copper+iron |
00:24 |
VanessaE |
(however two copper + one tin is bronze I think) |
00:24 |
VanessaE |
(if one is using correct and proper recipes) |
00:25 |
exio4 |
what kind of simple problem I could write that interacts with the user in a dumb way (reading from console) and does something fancy? |
00:25 |
exio4 |
hmm |
00:25 |
exio4 |
oh, this isn't main channel |
00:25 |
exio4 |
sorry |
00:26 |
zat |
thing is that I suggest that recipes registering should not enforce limits because |
00:26 |
zat |
1.- this would loose binding between recipes and nodes for crafting |
00:26 |
zat |
2.- whoever wants to make crafting tables or furnaces WON'T have to code their own framework for alternate recipes |
00:27 |
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00:31 |
paramat |
BTW zat is developing awesome stuff so as long as it's reasonable im backing these requests =) |
00:31 |
zat |
(lol) |
00:36 |
realbadangel |
zat, if something can be done easily with a mod it means that engine is flexible enough |
00:36 |
realbadangel |
and doesnt have to be changed |
00:37 |
realbadangel |
if that wouldnt be possible, that will be another story and a reason for request |
00:37 |
zat |
it can be done with the engine, yes, easily? no... its duplicating code |
00:37 |
zat |
it can be done with a MOD, yes, easily? no... its duplicating code |
00:37 |
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00:37 |
realbadangel |
technic does all that without modifications to the engine, so it is possible |
00:39 |
zat |
that it is possible by adding a lot of duplicate code, modspace, and duplicating an already existing api in order to add a feature that could easily be added to the engine is possible, does it mean that it is the best? |
00:40 |
realbadangel |
not really |
00:40 |
realbadangel |
it means it is already working |
00:40 |
realbadangel |
and we all have much more important things to do that reinventing the wheel ;) |
00:40 |
realbadangel |
*than |
00:41 |
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00:41 |
realbadangel |
at some point we could allow that for engine, but now we shall focus on upcoming xmas release and fix more critical issues |
00:42 |
zat |
what that mod does is working around a lack of flexibility of the engine. does it work? probably it does, still it makes using such features much more cumbersome, starting with the fact that I have to depend on a particular mod in order to gain said feature |
00:42 |
zat |
realbadangel: I am not asking anyone to make it, I want to know how well accepted the idea would be |
00:42 |
zat |
so I can implement it... |
00:42 |
realbadangel |
if you code it i will merge it |
00:43 |
realbadangel |
enough? |
00:43 |
zat |
realbadangel: more than enough |
00:43 |
realbadangel |
so deal |
00:45 |
paramat |
kewl |
00:49 |
realbadangel |
paramat, kewl what? |
00:50 |
paramat |
the above |
00:51 |
zat |
hint: read above |
00:51 |
realbadangel |
ah |
00:52 |
realbadangel |
zat, while you will be adding that feature, think of custom craft types |
00:53 |
realbadangel |
not only hardcoded ones as we have by now |
00:53 |
zat |
hows that? |
00:53 |
zat |
you mean accept custom strings? |
00:54 |
realbadangel |
no, i mean craft types registration by mods |
00:54 |
realbadangel |
atm theyre hardcoded in the engine |
00:54 |
zat |
no no yes I got that |
00:55 |
zat |
so other than cooking or normal etc... |
00:55 |
realbadangel |
they all should be registered by lua mod |
00:55 |
realbadangel |
and engine should not carry ANY hardcoded type |
00:55 |
zat |
sounds good |
00:56 |
realbadangel |
this way we will get clean engine way to register any craft recipe |
00:57 |
realbadangel |
and any subgame will be able to get own ones |
00:58 |
zat |
has anyone worked in a mods manager that can resolve dependencies? |
00:59 |
realbadangel |
not my area |
01:00 |
zat |
that would be good |
01:00 |
zat |
anyone who is interested: make it like nodejs's npm :P |
01:04 |
realbadangel |
such things are problematic always. and best resolver is always human's mind |
01:05 |
realbadangel |
but some are just too lazy ;) |
01:05 |
zat |
naaaaaa |
01:10 |
realbadangel |
anyway i can just comment such thing, havent even touched that code before |
01:13 |
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01:36 |
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02:20 |
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02:22 |
Zeno` |
realbadangel, are you here? |
02:23 |
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02:28 |
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02:30 |
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02:47 |
Zeno` |
hmmmm, #1904 |
02:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/1904 -- Fix MSVC build by SmallJoker |
03:15 |
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03:16 |
electrodude512 |
gitk |
03:16 |
electrodude512 |
derp, nvm, wrong terminal |
03:44 |
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04:02 |
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04:16 |
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04:20 |
paramat |
in lua, within 'minetest.register_on_mapgen_init(function(mg_params)' how would i check the presence of a certain mapgen flag?: 'if mg_params.flags <contains> "biomes" then' |
04:27 |
paramat |
while on the subject, here's my addition of a 'biomes' mapgen flag, i guessed and used 0x12 in '#define MG_BIOMES 0x12' in mapgen.h |
04:27 |
paramat |
https://github.com/paramat/minetest/commit/6268e42296ef95c9ddcf72831ded4575688ef0c5 |
04:28 |
Zeno` |
it should be 0x20 |
04:29 |
Zeno` |
0x12 is 0x08 | 0x04 (i.e. DUNGEONS + LIGHT) |
04:29 |
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04:29 |
Zeno` |
err not that, but still |
04:30 |
Zeno` |
it's a combination of two bits, and these look like they're bitwise flags |
04:30 |
n4x |
if you are using bits as flags, the next value should be 0x0F |
04:30 |
Zeno` |
no |
04:30 |
VanessaE |
uh, no. |
04:30 |
n4x |
er |
04:30 |
Zeno` |
F is 1111 |
04:30 |
VanessaE |
unless 0x10 is used, then 0x20 is correct. |
04:31 |
VanessaE |
(and 10 is indeed used) |
04:32 |
kahrl |
I guess you guys aren't into the decimal system but have you celebrated the milestone of 1000 closed PRs yet? |
04:33 |
Zeno` |
kahrl, I haven't I will celebrate tonight! |
04:33 |
Zeno` |
paramat, that 0x20 was meant for you, by the way ;) |
04:33 |
kahrl |
we should have a dev party |
04:33 |
Zeno` |
count me in! |
04:33 |
Zeno` |
kahrl, you're bringing the beer |
04:33 |
kahrl |
nah I'm poor |
04:34 |
Zeno` |
I'll see if a sponsor will give us a few kegs then |
04:34 |
paramat |
thanks |
04:41 |
paramat |
i need to learn about bitwise stuff |
05:04 |
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05:09 |
hmmmm |
well sheezy |
05:09 |
hmmmm |
paramat: I have a proposal |
05:10 |
hmmmm |
if you were serious about multiple BiomeManagers, why not have a "null" biome manager that generates without biomes? |
05:10 |
paramat |
hi |
05:10 |
hmmmm |
adding stuff like new mapgen flag parameters is okay but you have to realize they're permanent once a release is made |
05:12 |
paramat |
'multiple biomemanagers' meaning multiple biome systems? |
05:12 |
hmmmm |
yeah, that's how it would be implemented |
05:13 |
hmmmm |
class BiomeManagerParamat : public BiomeManager { u8 getBiome( .... ); // this is my override of getBiome! ... |
05:14 |
paramat |
so the one null biomemanger would access each mapgen and create base terran only? |
05:14 |
hmmmm |
hmm |
05:14 |
paramat |
sorry that my programming skills and knowledge of terminology is not great |
05:14 |
hmmmm |
I think not having any biomes is the wrong way to think about it |
05:15 |
hmmmm |
"no biomes" would just be having a single biome registered, grass or whatever |
05:15 |
paramat |
(i used to program BASIC in the 80s heh) |
05:15 |
hmmmm |
80s? |
05:15 |
hmmmm |
you're older then lol |
05:15 |
paramat |
lol |
05:15 |
hmmmm |
i don't know why i always thought you were in your early 20s |
05:16 |
paramat |
started programming at age 11 with a 48kb sinclair ZX spectrum |
05:16 |
hmmmm |
that's awesome |
05:16 |
paramat |
oh im very youthful =] look half my age too |
05:16 |
hmmmm |
did you just never bother making a career out of coding? |
05:16 |
hmmmm |
it's very lucrative |
05:16 |
paramat |
i should never have stopped |
05:18 |
paramat |
when i left home age 22 i stopped programming |
05:18 |
paramat |
yeah good idea i'll look into coding |
05:18 |
paramat |
as i prefer to work from home |
05:20 |
paramat |
hm anyway i guess a flag is too permanent yes |
05:21 |
paramat |
i can't release default biomes for mgv5/v7 without allowing players to disable them |
05:31 |
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05:48 |
hmmmm |
hmmm |
05:49 |
hmmmm |
well |
05:49 |
hmmmm |
when you say default biomes you actually are referring to biomes included with the minetest default game |
05:49 |
hmmmm |
when i say default biome i mean the biome that's hardcoded into the biomemanager so it doesn't explode if nothing's registered |
05:51 |
hmmmm |
i think it's best to include a 'clear biomes' api and make a note that one or more mods will compete with each other if they both register biomes |
05:51 |
hmmmm |
mods shouldn't even be using biomes right now because it's technically undocumented and may be changed at any given time |
05:51 |
hmmmm |
because biomes suck because i never got around to fixing them |
05:52 |
hmmmm |
there was always something more important that needs to be coded *right now* |
05:56 |
Zeno` |
hmmmm, can I merge #1904 please? I'm asking you specifically because of the typo (see comments) |
05:56 |
ShadowBot |
https://github.com/minetest/minetest/issues/1904 -- Fix MSVC build by SmallJoker |
05:57 |
hmmmm |
oh shoot |
05:57 |
hmmmm |
how the hell did that pass my own unit tests |
05:57 |
Zeno` |
false cast to 0.0 |
05:57 |
hmmmm |
hmm |
05:58 |
Zeno` |
np.persist == 0.7 -> false |
05:58 |
* paramat |
reads |
05:58 |
hmmmm |
why |
05:58 |
hmmmm |
OHH |
05:58 |
hmmmm |
because of floating point round off |
05:58 |
Zeno` |
yep |
05:58 |
hmmmm |
and it just so happens that under MSVC, their atof() is more accurate |
05:58 |
Zeno` |
so it would then get cast to 0.0 and the unit test passes ;) |
05:59 |
hmmmm |
this is such an awesome bug |
05:59 |
Zeno` |
I'm guessing that on MSVC an implicit cast from bool to double is an error |
05:59 |
Zeno` |
rather than a warning that probably only shows up with -Wextra |
05:59 |
hmmmm |
as for src/hud.cpp, that's sapier's doing, not my own. i did make a stdint.h mistake once though. |
06:00 |
Zeno` |
I have no idea about the hud.cpp changes but they look obviously correct |
06:00 |
hmmmm |
thank you smalljoker |
06:00 |
hmmmm |
i'm glad there are people out there who actually try building with MSVC |
06:02 |
Zeno` |
yeah :) |
06:04 |
Zeno` |
ok, will merge now |
06:04 |
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06:11 |
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06:12 |
Zeno` |
I'd also like to merge #1853 (which is my last outstanding PR) so I can clean up my @*$(@ working repo |
06:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/1853 -- Add name of node pointed at to debug by Zeno- |
06:13 |
hmmmm |
looks good |
06:13 |
Zeno` |
ok will do. Thank you |
06:27 |
paramat |
time to nap before a possible orion launch O/ |
06:27 |
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11:18 |
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11:25 |
Zeno` |
Anyone here familiar with particle spawners? |
11:29 |
jin_xi |
kind of |
11:30 |
Zeno` |
jin_xi, do you know where/how they are supposed to be deleted? |
11:30 |
Zeno` |
because they're leaking |
11:30 |
Zeno` |
a lot |
11:31 |
jin_xi |
i made a pull (very wip) to replace them with irrlichts ones |
11:32 |
Zeno` |
hmm |
11:32 |
Zeno` |
http://pastebin.com/CDBDPvDw |
11:32 |
Zeno` |
those lines are the source of the leaks |
11:34 |
jin_xi |
there are many 'new's |
11:35 |
Zeno` |
yeah, and I cannot find where they're being deleted (they're obviously not); I guess the better question might be where are they supposed to be deleted? |
11:36 |
Zeno` |
and when? |
11:36 |
jin_xi |
theres delete_particlespawner but i dont think it deletes anything else but the id of the spawner... |
11:37 |
jin_xi |
whole particles code is a mess, i specially like how parameters are read from lua. |
11:38 |
jin_xi |
https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_particles.cpp#L62 |
11:38 |
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11:40 |
Zeno` |
hmm yeah |
11:43 |
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11:46 |
jin_xi |
historically particles were first done entirely via lua and entities, then c++ + GL_QUADS was added... later it was messed up even more when forced horizontal particles were added |
11:46 |
Zeno` |
they can't even BE deleted |
11:47 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/game.cpp#L3007 |
11:48 |
jin_xi |
entire system should be replaced and irrlicht particles used instead |
11:48 |
Zeno` |
I can't see how that memory allocation can be deleted because the reference to the memory is not even stored (as far as I can tell) |
11:50 |
Zeno` |
same with line 2992 |
11:52 |
Zeno` |
I can't even understand what that's supposed to be doing lol |
11:59 |
jin_xi |
so particles were originally done this way because it was not clear if/how irrlicht can do colliding particles |
12:01 |
jin_xi |
https://github.com/minetest/minetest/pull/1700/ this pull adds irrlicht particles and collision detection but does not much else |
12:03 |
Zeno` |
hmm |
12:03 |
Zeno` |
that PR doesn't address the issue in game.cpp though |
12:03 |
Zeno` |
the code that seems to do nothing at all |
12:04 |
Zeno` |
Do you know who wrote the current code? Maybe they know |
12:04 |
jin_xi |
jeija i think |
12:10 |
jin_xi |
well, im trying to get someone capable looking at particles for a long time now, as my knowlege of c++ is as lacking and ancient. |
12:20 |
kilbith |
realbadangel ^ |
12:23 |
Zeno` |
jin_xi, good memory |
12:23 |
Zeno` |
Jan 2013 |
12:28 |
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12:29 |
Zeno` |
well it's broken, that's all I can tell at the moment |
12:32 |
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12:33 |
Zeno` |
jin_xi, if you can fix all these issues I'll support your PR :P |
12:33 |
jin_xi |
yeah right |
12:33 |
Zeno` |
? |
12:34 |
Zeno` |
I will... the current system is broken. It's even more confusing than code I write |
12:34 |
jin_xi |
as i said, i can not do it... |
12:35 |
Zeno` |
you want me to chat to RBA if you're not around? |
12:35 |
jin_xi |
look, all i did was figureing out how to do collision with irrlicht particles, as it was given as the reason mt has rolled its own |
12:36 |
Zeno` |
maybe your way is better |
12:36 |
jin_xi |
so, i hope it helps someone to replace current particles, but i can not do it |
12:36 |
jin_xi |
anyway, bbl |
12:36 |
Zeno` |
ok, I'll talk with RBA and see what he's doing with it |
13:45 |
Zeno` |
kahrl, I managed to get a sponsor to buy some beer for the party |
13:51 |
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17:09 |
* Krock |
thinks, Zeno` should merge the pull requests slowlier but more exact (reference flood at #1887 ) |
17:09 |
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17:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/1887 -- Lighting artifacts |
17:10 |
GhostDoge |
Krock: *more slowly |
17:13 |
Krock |
whatever. |
17:22 |
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17:34 |
Zeno` |
Krock, what? |
17:36 |
Zeno` |
1887 is not a merge |
17:36 |
Zeno` |
it's an issue |
17:37 |
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17:39 |
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17:39 |
* Zeno` |
thinks Krock should concentrate on more important issues |
17:42 |
Krock |
Zeno`, I meant the messages of "Zeno- referenced this issue from a commit in Zeno-/minetest 4 days ago" |
17:42 |
Zeno` |
Yeah I have no idea why that happened. The merges are the same |
17:43 |
Zeno` |
Perhaps some person(s) asked me to change the commit |
17:43 |
Zeno` |
I can't remember |
17:43 |
Zeno` |
it's not an issue |
17:44 |
Krock |
Zeno`, it happens because someone changed the commit's contents, I would call that 'amend' |
17:44 |
Zeno` |
of course |
17:45 |
Zeno` |
Stop concentrating in minutia and look at the bigger issues. Please. |
17:45 |
Zeno` |
there was only ONE commit/merge |
17:45 |
VanessaE |
FINALLY someone said it |
17:45 |
realbadangel |
hi all |
17:47 |
VanessaE |
hi RBA |
17:47 |
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17:48 |
Krock |
VanessaE, said what? |
17:49 |
VanessaE |
Krock: [12-05 12:48] <Zeno`> Stop concentrating in minutia and look at the bigger issues. Please. |
17:49 |
VanessaE |
that happens a lot around here. |
17:50 |
Krock |
Really? I haven't seen it that frequent yet. Nvm. It's just a 'view' issue |
17:50 |
realbadangel |
i guess we will have more issues like that until we change lighting system |
17:50 |
Krock |
I've the feeling, a new lighting system will require more CPU power |
17:51 |
VanessaE |
unlikely |
17:51 |
VanessaE |
and it would use the GPU probably. |
17:52 |
Krock |
Yeah. GPU is a much better soulation for those things |
17:57 |
twoelk |
Eh? why is it only a much better solution? I thought it was invented to be THE solution, it is the reason the GPU exists :-D |
17:58 |
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18:08 |
Krock |
twoelk, just minetest doesn't use all GPU power yet :/ |
18:09 |
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18:09 |
twoelk |
all? does it use any? |
18:09 |
twoelk |
not counting what the OS assigns anyways |
18:10 |
Krock |
I think OpenGL is hardware-based, so it's more effective than the software render |
18:11 |
Krock |
-think +know |
18:11 |
GhostDoge |
twoelk: even the software renderer uses gpu power |
18:12 |
Krock |
GhostDoge, yeah. the screen must be drawn somehow <.< |
18:12 |
twoelk |
ah |
18:12 |
* twoelk |
doesn't like his own tone and goes for a mining spree enjoying the deep down wonders of lavalakes |
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20:33 |
paramat |
MTgame team, lua pinetree generation and pine sapling growth is ready for merge https://github.com/minetest/minetest_game/pull/366#issuecomment-65749940 |
20:34 |
VanessaE |
no moretrees nodes' compatibility :'( |
20:35 |
paramat |
explain what needs to be done, i fix |
20:35 |
VanessaE |
nothing, it just means I'll have to add some if's and aliases in moretrees :) :) |
20:35 |
* VanessaE |
erases the extra smiley. |
20:35 |
paramat |
phew okay |
20:36 |
VanessaE |
I have to wonder why you use a vmanip here instead of L-systems though |
20:37 |
VanessaE |
(I'm sure it works perfectly fine, just seems like a ton of code by comparison) |
20:38 |
paramat |
pines are near-identical to mg pines, it's sfan5's design |
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20:48 |
GhostDoge |
VanessaE: The l-system implementation is a ton of code too ;) |
20:49 |
hmmmm |
so fun that nobody is going to implement L-system decorations aside from me :/ |
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20:56 |
Krock |
L-system is too difficult to understand for me somehow |
21:06 |
VanessaE |
in such a situation, I'd just spawn saplings at mapgen time, and let an ABM with chance 1, interval 1 grow them. |
21:09 |
realbadangel |
what is so difficult in l-system trees? |
21:09 |
VanessaE |
nothing at all, but I think the issue here is not having the necessary hooks in the mapgen "decorations" system to spawn them natively |
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21:13 |
realbadangel |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2294 |
21:13 |
realbadangel |
all the code needed to spawn a tree |
21:15 |
realbadangel |
same structure is aviable on engine side, so its same dead simple |
21:18 |
realbadangel |
https://github.com/minetest/minetest/blob/master/src/treegen.h#L38 |
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21:18 |
realbadangel |
and then just call this: https://github.com/minetest/minetest/blob/master/src/treegen.h#L68 |
21:23 |
hmmmm |
oh, that seems pretty simple |
21:23 |
hmmmm |
so lsystem decorations would be just a decoration wrapper around TreeDef and some "spawn near node" type of things |
21:24 |
realbadangel |
https://github.com/VanessaE/moretrees/blob/master/tree_models.lua#L1 |
21:24 |
hmmmm |
and generate() could just call make_ltree() |
21:24 |
realbadangel |
here you go with all the models you would need |
21:24 |
hmmmm |
the only thing i fear is the cutoff |
21:24 |
VanessaE |
hmmmm: yes, more or less like that. take a look how I use the code in moretrees/plants_liv |
21:24 |
VanessaE |
lib* |
21:24 |
hmmmm |
those lsystem trees get really tall |
21:25 |
realbadangel |
not all of them |
21:25 |
hmmmm |
alright |
21:25 |
VanessaE |
that cutoff issue was fixed a long time ago, I thought? |
21:25 |
hmmmm |
nope =/ |
21:25 |
hmmmm |
i wrote code for it but long story short it sucks |
21:25 |
realbadangel |
beech is about the size of old trees |
21:25 |
VanessaE |
strange, I never see even the biggest ones get cut off in my test worlds (delete map, re-gen, repeat) but, *shrug* |
21:25 |
hmmmm |
only issue I see is if I add this, i'm going to get moaning and groaning from people filing bug reports about how their lsystem trees got cut off |
21:26 |
VanessaE |
(biggest being the giant sequoia) |
21:26 |
VanessaE |
they USED to get cut up pretty bad, but I could swear someone fixed that a while back. |
21:27 |
realbadangel |
hmmmm, i havent saw any cut off trees for quite a while |
21:27 |
hmmmm |
that's because you write them to the map with spawn_ltree.... |
21:28 |
VanessaE |
gotta run. bbl |
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21:43 |
kahrl |
is this a known issue? mgv6 sometimes generates air "holes" between land and ocean |
21:43 |
kahrl |
for example, next to the spawn jungle on seed 0: http://i.imgur.com/HYQa3Wx.png |
21:44 |
kahrl |
before I could make the screenshot, the nodes below the junglegrass and where the flowing water is were air |
21:44 |
kahrl |
of course then liquid update kicked in |
21:45 |
kahrl |
in a previously generated map with the same kind of issue, liquid update never happened and there were just holes |
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21:48 |
Krock |
kahrl, that's nothing new |
21:48 |
kahrl |
ah, I thought so |
21:48 |
kahrl |
never noticed it though for some reason |
21:48 |
Krock |
I only noticed it with extreme mountain and ocean worlds |
21:49 |
Krock |
with many height diffrernces and caves |
21:49 |
kahrl |
you mean with modified noise params? |
21:49 |
Krock |
exactly |
21:49 |
kahrl |
well this is with the default params so perhaps it could be more seen as a bug |
21:50 |
hmmmm |
did it exist in 0.4.3? |
21:50 |
kahrl |
let me check |
21:50 |
hmmmm |
(i.e. did I mess that up somehow??) |
21:51 |
hmmmm |
if anything i bet that's caused by caves |
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21:52 |
Krock |
Question: Are there any 'vector.*' functions I should add in my next pull request (except of vector.floor())? |
21:53 |
GhostDoge |
Krock: vector.ceil maybe? |
21:54 |
Krock |
added |
21:54 |
kahrl |
hmmmm: looks like it existed |
21:55 |
kahrl |
liquid update happens quite fast in 0.4.3 though so it's hard to see |
21:56 |
kahrl |
yeah, it's definitely there in 0.4.3 |
21:57 |
Krock |
kahrl, does the function name 'math.get_sign(x)' look okay for you? |
21:58 |
kahrl |
Krock: where is it? |
21:58 |
Krock |
kahrl, on my screen. it should return -1 when the number is negative and 1 when it's positive |
21:58 |
Krock |
useful for directions |
21:59 |
kahrl |
sounds good, isn't it usually called just sgn though? |
21:59 |
kahrl |
so math.sgn |
21:59 |
Krock |
*math.sign? |
22:01 |
kahrl |
http://en.wikipedia.org/wiki/Sign_function calls it sgn |
22:01 |
kahrl |
my math professors usually called it that as well |
22:02 |
Krock |
hmm google returned me Math.Sign() from C# |
22:03 |
kahrl |
you could add both ;) |
22:03 |
kahrl |
math.sign = math.sgn |
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22:05 |
Krock |
:/ |
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22:18 |
Krock |
#1907 |
22:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/1907 -- Add Lua helper functions by SmallJoker |
22:21 |
Krock |
Slightly extended the math.sign() function with a limiter - it prevents from rounding if required |
22:26 |
kahrl |
s/If the number is smaller/If the absolute value is smaller/ |
22:27 |
kahrl |
I'd call the variable limit in the implementation too for clarity |
22:29 |
Krock |
Thanks for the improvement. Updated the commit |
22:29 |
Krock |
hmm |
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