Time |
Nick |
Message |
00:02 |
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zat joined #minetest-dev |
00:02 |
acerspyro |
Kodexky: ? |
00:03 |
acerspyro |
Did you mean ctcp acerspyro version? |
00:03 |
acerspyro |
oh |
00:03 |
acerspyro |
I see what it does :P |
00:03 |
Kodexky |
sorry faulty mouse. once i buy a new one i'll burn this one. |
00:04 |
acerspyro |
lol |
00:04 |
acerspyro |
Just buy one already! |
00:05 |
acerspyro |
Can't be that broke that you have to wait to buy yourself a new mouse! |
00:06 |
Kodexky |
not broke, just chained to the keyboard trying to avoid a deadline. |
01:12 |
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01:20 |
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01:34 |
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01:53 |
VanessaE |
those broken mapblocks can actually look like artsy at times: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2001122015%20-%2008%3a49%3a29%20PM.png |
01:53 |
VanessaE |
look kinda artsy* |
02:07 |
hmmmm |
that's because those colored blocks use up so gosh darn much of the content-space |
02:07 |
hmmmm |
the probability is high it'd be one of those types of blocks |
02:09 |
VanessaE |
yep, but it looks neat though :) |
02:12 |
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02:21 |
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02:31 |
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02:35 |
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02:37 |
paramat |
that looks good |
02:51 |
paramat |
http://cubeupload.com/im/rZWVwm.png lordawe has posted weird mapblocks too, note moretrees is in use in most of these screenshots, perhaps a connection? |
03:03 |
VanessaE |
paramat: the ones I was posting are caused by the spawn_l_tree call in the engine |
03:04 |
paramat |
ah that |
03:04 |
VanessaE |
it pre-allocates space for a tree, but sometimes exceeds it before the map can be fully generated, and the result is garbage mapblocks |
03:05 |
paramat |
can't see a fixing commit.. |
03:05 |
Zeno` |
Still working on it |
03:05 |
paramat |
cool =) |
03:05 |
hmmmm |
that's the theory, at least |
03:05 |
Zeno` |
it's the theory, yes :) |
03:05 |
hmmmm |
in practice I can't see any such error |
03:06 |
hmmmm |
sure the treegen code is extremely sloppy but there aren't any apparent bugs |
03:06 |
paramat |
hasn't happened here |
03:08 |
Zeno` |
I know what the bug is (most likely), I just can't reliably trigger it :/ |
03:09 |
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03:12 |
paramat |
new mgv7 caves is almost ready for initial review, PR incoming |
03:13 |
hmmmm |
WTF is load_if_inexistent anyway |
03:14 |
hmmmm |
i don't remember writing that |
03:14 |
hmmmm |
i think the bug is more likely to be in the mapgen |
03:14 |
Zeno` |
it's confusing I know that much |
03:15 |
Zeno` |
does CONTENT_AIR ever use param1 and param2? |
03:15 |
acerspyro |
VanessaE: you know we found glitchiness in your vanilla server earlier?¿ |
03:15 |
Zeno` |
I'm currently testing this: https://github.com/Zeno-/minetest/commit/689708693bbb591dfba6502313c512dd67a4985e.patch |
03:15 |
Zeno` |
I'd rather have memset(new_data, 0, new_size * sizeof(*new_data)); though |
03:16 |
acerspyro |
oh |
03:16 |
acerspyro |
That's what you guys are working on... |
03:16 |
* acerspyro |
retracts himself |
03:16 |
paramat |
air must use param1 for light? |
03:16 |
hmmmm |
that's not fixing the bug though, zeno |
03:16 |
Zeno` |
but why is VOXELFLAG_NO_DATA apparently ignored? I.e. I thought if the flage was VOXELFLAG_NO_DATA then it shouldn't even matter if the "node" is random (unitialised) data |
03:17 |
hmmmm |
voxelmanipulator flags are kind of stupid in that they're never used |
03:17 |
hmmmm |
it sounds like a great idea but in the actual usage of voxelmanipulator you simply find yourself not needing it... ever |
03:19 |
hmmmm |
okay, so apparently I did write load_if_inexistent |
03:19 |
acerspyro |
Are those garbage blocks produced possible to replicate as an item? |
03:19 |
acerspyro |
Say, weirdly shaped stuff and smaller blocks |
03:21 |
hmmmm |
https://github.com/minetest/minetest/commit/2c0b51795e6fa6747d881f1871c89830abb6e6e8 |
03:21 |
paramat |
do post any new screenshots of these crashy mapblocks, they're amusing |
03:22 |
hmmmm |
waay back in 0.4.8 i made that |
03:22 |
hmmmm |
yeah ewh |
03:22 |
hmmmm |
i remember that bug |
03:24 |
hmmmm |
so I don't think celeron's original voxelmanipulator inexisting block handling has any place at all within modern day minetest - it caused nothing but problems :( |
03:25 |
acerspyro |
I had one a while ago |
03:25 |
acerspyro |
If someone could check the #minetest logs |
03:31 |
Zeno` |
well since they're never used that's how I introduced the bug. I should have made sure they were used :/ |
03:31 |
Zeno` |
Didn't know I'd need to check that, heh |
03:31 |
hmmmm |
:/ |
03:31 |
hmmmm |
https://github.com/minetest/minetest/commit/714a4f85070770e81a1b0280d2c300dade9d3f7d |
03:32 |
Zeno` |
except it might not be the bug |
03:33 |
paramat |
hmmmm, #2123 is ready for initial review, the new tunnels look really good |
03:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2123 -- Mgv7: New cave system with fewer original large caves and new 3D noise tunnels by paramat |
03:33 |
Zeno` |
maybe that's it then? Because I removed my fix an added a breakpoint for when that inexistent (is that a word?) is used and I can't see any corrupt blocks (been trying for 30 minutes) |
03:34 |
acerspyro |
nonexistent |
03:35 |
paramat |
would it seriously break worlds to reduce lava range to 4? seems more appropriate for a thick liquid and reduces liquid queue overload |
03:35 |
hmmmm |
Zeno`, I guess it makes sense. can you explain how data gets initialized there? |
03:36 |
Zeno` |
initialised where? |
03:36 |
hmmmm |
in initialEmerge |
03:36 |
hmmmm |
if the block is nonexistant |
03:37 |
hmmmm |
blitBackAll disregards all voxelflags |
03:37 |
Zeno` |
yeah... |
03:37 |
hmmmm |
if you do an initialEmerge and load_if_inexistent is set to false I don't see how it *wouldn't* write back corrupt data |
03:37 |
hmmmm |
..but I personally haven't seen any of these corrupt blocks myself |
03:38 |
Zeno` |
I meant maybe what you changed is the real issue and I am chasing a red herring |
03:38 |
hmmmm |
what you changed in your last gist is not solving the problem |
03:38 |
Zeno` |
apparently not |
03:39 |
hmmmm |
that just partially undoes some optimization to account for a use of uninitialized data in voxelmanipulator |
03:39 |
Zeno` |
yep... Zeno`> except it might not be the bug |
03:39 |
Zeno` |
I should have said "the actual bug" |
03:40 |
Zeno` |
I just wish I could reproduce (I have once) |
03:40 |
Zeno` |
but not when I was actually wanting it to happen >.< |
03:41 |
Zeno` |
looking at the code I think your fix is the more likely the /actual/ error |
03:42 |
hmmmm |
TODO: explain to me how there aren't way more corrupt mapblocks than what we're seeing now? |
03:44 |
paramat |
back in 1hr.. |
03:44 |
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paramat left #minetest-dev |
03:45 |
Zeno` |
hopefully paramat is off making a test case that can reproduce the bug |
03:47 |
Zeno` |
hang on... |
03:47 |
Zeno` |
what if a schematic is loaded into a inexistent area? |
03:47 |
* Zeno` |
looks at that area of code |
03:48 |
hmmmm |
nothing |
03:49 |
hmmmm |
i fixed the only call to initialEmerge with that optiona boolean set |
03:50 |
Zeno` |
so is that boolean actually used anywhere else? |
03:50 |
Zeno` |
maybe it can be deleted hehe |
03:51 |
hmmmm |
for historical reasons, i wouldn't |
03:52 |
Zeno` |
maybe. It's only used in 5 places and they (since your fix) all default to true now |
03:53 |
Zeno` |
6 places |
03:57 |
Zeno` |
In any case, you fix *looks* like it should work |
03:57 |
Zeno` |
s/you/your |
04:10 |
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04:25 |
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04:37 |
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05:07 |
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05:12 |
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05:56 |
hmmmm |
well |
05:56 |
hmmmm |
i guess we'll come back to this issue in a week or so and see if there are any more reports of the uninitialized mapblock problem |
05:57 |
hmmmm |
if people think it's as interesting as they say it is, why don't they just make a mod for it... generating blobs of random nodes |
06:05 |
paramat |
i think Vanessa's mods have so many nodes they colourfully vomit some up |
06:06 |
hmmmm |
yeah i've always wanted to add a "colorlike" drawtype that stores an index in the available param2 bits to an RGB tint color in content features |
06:07 |
VanessaE |
I've pulled to HEAD again for the server, so the attempt to fix those corrupt mapblocks will be in place after the restart (~20 mins) |
06:07 |
VanessaE |
servers* |
06:07 |
hmmmm |
so for example, stairs have 8 bits available to it but it has facedir which takes up 5, leaving 3 for colorlike. so you can reduce the 100 nodes of the same exact thing to more like 13 |
06:08 |
hmmmm |
this is super simple it's just that I never did it for some reason |
06:08 |
VanessaE |
hmmmm: because there are a LOT more than 8 colors, even the base game has 15 or something. |
06:08 |
hmmmm |
what? |
06:09 |
VanessaE |
3 bits for a color spec? |
06:09 |
hmmmm |
if there's 3 bits available, that's 3 bits more than there used to be |
06:09 |
VanessaE |
that's 8 colors, unless I'm counting bits wrong... |
06:09 |
VanessaE |
you couldn't even represent the Wool mod with that |
06:09 |
hmmmm |
you can reduce 100 different nodes to about 13, that's a pretty huge win in my opinion. |
06:09 |
hmmmm |
i have literally no clue how you could be bitching about this. |
06:10 |
VanessaE |
who's bitching? |
06:10 |
hmmmm |
you... |
06:10 |
VanessaE |
O_o |
06:10 |
* VanessaE |
looks over at paramat |
06:10 |
hmmmm |
you're complaining that this is a horrible stupid idea |
06:10 |
hmmmm |
because i can only fit 8 possible values in 3 bits |
06:10 |
* paramat |
stays out of it |
06:10 |
VanessaE |
I'm saying it's the wrong way to handle it entirely. |
06:11 |
hmmmm |
what's the right way, pray tell, vanessae? |
06:11 |
VanessaE |
the only right way is one which I already know you'll reject anyway |
06:11 |
hmmmm |
erm.. |
06:11 |
VanessaE |
add another byte. call it param3 and make it multipurpose if you want |
06:12 |
hmmmm |
having small mapnodes is a huge win over other minecraft-like games |
06:13 |
hmmmm |
if it weren't for you and sapier crying about mobs, i could have 4 more bits from param1 |
06:13 |
VanessaE |
wat |
06:14 |
hmmmm |
doubling the size of a mapnode == no |
06:15 |
hmmmm |
you saw the massif output graphs... the vast majority of the minetest memory usage is MapBlocks |
06:15 |
VanessaE |
look, the only way those 8 bits are gonna work out in practice is if they point to a palette that's stored in the node's metadata |
06:15 |
VanessaE |
er 3 bits |
06:15 |
hmmmm |
you'd double the memory consumption for one |
06:15 |
hmmmm |
probably double the average map size |
06:15 |
hmmmm |
double the amount of cache misses |
06:15 |
hmmmm |
double the amount of time it'd take to blit mapblocks around |
06:16 |
VanessaE |
4 bytes to 5 somehow equates to double the map size? |
06:16 |
hmmmm |
yup... |
06:16 |
VanessaE |
did I miss a lesson in math? |
06:16 |
hmmmm |
you did |
06:16 |
VanessaE |
when I last checked, that was a maximum of 25% more, not 100%... |
06:16 |
VanessaE |
but that's immaterial now |
06:16 |
hmmmm |
ugh |
06:17 |
hmmmm |
you, taoki, and mauvebic seem to keep forgetting that you can't add just *one* more byte |
06:17 |
VanessaE |
like I already said before I even suggested it, I expected a rejection |
06:17 |
hmmmm |
i explained this about 10 times |
06:19 |
hmmmm |
the very VERY least amount of size it would be is 6 bytes in order for things to be aligned in memory and not crash. but the compiler would most likely round it out to 8 bytes for speed and memory access convenience |
06:19 |
hmmmm |
so it's like |
06:19 |
VanessaE |
wait wait wait |
06:19 |
VanessaE |
you're speaking strictly about in-memory? |
06:19 |
hmmmm |
have your 5 byte data structure get padded out to 8 and waste 3 bytes? |
06:19 |
hmmmm |
of course i'm talking about in-memory |
06:19 |
VanessaE |
I was speaking about the on-disk size. last I knew, databases didn't align themselves to words/longs/whatever |
06:20 |
hmmmm |
on disk size is IRRELEVANT |
06:20 |
VanessaE |
um |
06:20 |
VanessaE |
it's quite relevant |
06:20 |
hmmmm |
those parameters will most likely be 0 and compress to almost nothing |
06:20 |
hmmmm |
what you would notice is the increased memory usage and cpu time |
06:22 |
VanessaE |
so from 8 MB to 16. I agree that's not exactly small change, but it's hardly the gigs and gigs you're making it sound like... |
06:23 |
VanessaE |
wait, strike that, I did the math wrong. |
06:23 |
VanessaE |
WAY wrong :P |
06:24 |
hmmmm |
so why doesn't freeminer lead the way and make it 8 bytes |
06:24 |
hmmmm |
or rather, sorry, 5 bytes :P |
06:24 |
hmmmm |
see how it works out for proller |
06:24 |
VanessaE |
at any rate, as I said twice now I expected you'd reject the idea. |
06:26 |
VanessaE |
so now you're left with those three bits. the bottom line here is that if you can't even represent the wool mod without splitting it across two nodes, it ain't gonna work, because you're going to create a massive headache for everyone. |
06:26 |
hmmmm |
bullshit... |
06:27 |
VanessaE |
ok, you tell me how you'd split the defs in a mod with say 25 distinct textures, in 12 colors each texture. |
06:27 |
hmmmm |
nodename = "wool:wool_" .. (color_index / 8); hue = color_index % 8; |
06:27 |
paramat |
use 8 tints to tint a few basic wool colours? |
06:29 |
hmmmm |
hell - i'll even modify wool to take advantage of it |
06:29 |
hmmmm |
i'll show you how to do it the right way |
06:30 |
VanessaE |
ehm..that would not work for the wool mod. |
06:30 |
paramat |
i can't resist agreeing with hmmmmm, mapnode should certainly not get bigger |
06:31 |
VanessaE |
there are 15 specific colors in that mod, all the same texture, and they're all named |
06:31 |
VanessaE |
e.g. wool:pink and so on |
06:32 |
hmmmm |
obviously there needs to be something added for that |
06:32 |
hmmmm |
maybe wool:wool^15 could be aliased to a wool node with param2 == 15 |
06:32 |
hmmmm |
or something like that |
06:32 |
hmmmm |
and then wool:pink can get aliased to wool:wool^15 |
06:33 |
TriBlade9 |
Phew, lots to read |
06:33 |
VanessaE |
and if you try doing this on a complex mod that supports the unified dyes palette, it's gonna fall down bad. think 12-15 textures per color times 89 colors, and the palette follows a clearly-defined color spec. |
06:36 |
TriBlade9 |
Oh, is this a fight? |
06:36 |
VanessaE |
nope. |
06:36 |
VanessaE |
just hmmmm and I misreading each other, as usual. |
06:36 |
TriBlade9 |
Oh oke :3 |
06:38 |
TriBlade9 |
Question. Is there a reason that sounds are unable to by polyphonic? |
06:38 |
TriBlade9 |
*be |
06:38 |
TriBlade9 |
I just turned my sound on awhile back, and was surprised that the node-place sound had to finish before playing again. Its a bit disorienting. |
06:39 |
hmmmm |
sound is fucked |
06:39 |
hmmmm |
i guess it was a good first start but it needs serious work |
06:39 |
hmmmm |
try setting a couple trees on fire; openal will run out of sound buffers |
06:39 |
TriBlade9 |
Got it. There's a lot of things that need refining I guess. |
06:40 |
TriBlade9 |
*There are |
06:40 |
hmmmm |
in order for minetest to become acceptable it needs full time developers on it but everybody here has an actual life |
06:40 |
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06:42 |
TriBlade9 |
Well, it at least needs a solid direction and agreements on what needs to be improved |
06:43 |
TriBlade9 |
Someone needs to take minetest and start using it to create a playable, publicly acceptable game, and see what needs to change in the engine from there. |
06:43 |
TriBlade9 |
Perhaps Voxus will help with that. |
06:47 |
hmmmm |
uhh.... we know EXACTLY what needs fixing |
06:47 |
hmmmm |
what we need is manpower |
06:48 |
TriBlade9 |
And maybe a checklist? :P |
06:48 |
* TriBlade9 |
loves checklists |
06:49 |
Brains |
I did ask earlier if there was a wiki page about scut work for newbies... |
06:49 |
hmmmm |
there's not a formal list of tasks... but there's a lot of performance optimization and enhancements needed on the graphics side |
06:50 |
hmmmm |
sound needs a rework to be less cpu intensive (yes, it's cpu intensive somehow..), combine similar sounds, have multiple sounds play at once, etc. |
06:51 |
* Brains |
was just passing by... Sleep is necessary. |
06:51 |
TriBlade9 |
Sleep is an illusion. |
06:56 |
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07:04 |
Zeno` |
just reading back through the logs... |
07:04 |
Zeno` |
what's the problem with adding an additional 8-bit param? |
07:06 |
TriBlade9 |
Map size apparently. |
07:14 |
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paramat left #minetest-dev |
07:15 |
Zeno` |
err ok |
07:22 |
hmmmm |
.....no.... read up |
07:22 |
hmmmm |
reading isn't hard |
07:23 |
Zeno` |
speak for thyself! |
07:23 |
Zeno` |
I find reading hard |
07:24 |
Zeno` |
But what I read... |
07:24 |
Zeno` |
Wouldn't the extra byte be more of a protocol concern than an optimisation- or memory-related concern? |
07:25 |
Zeno` |
an additional octet seems fairly "low impact" to me, but perhaps I'm missing something |
07:28 |
Zeno` |
brb |
07:35 |
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07:41 |
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07:43 |
* VanessaE |
wanders off |
07:44 |
TriBlade9 |
Bai Vanessa |
07:44 |
VanessaE |
night :) |
07:45 |
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08:02 |
Zeno` |
TriBlade9, what's going on with gamma? |
08:03 |
Zeno` |
TriBlade9, I did have options for adjusting ambient occlusion strength initially. Is that what you're asking? |
08:03 |
Zeno` |
Or are you asking why I didn't use irrlicht gamma? |
08:03 |
Zeno` |
I didn't use irrlicht gamma mainly because I wanted to match to the original light table |
08:04 |
Zeno` |
(for the default setting) |
08:04 |
Zeno` |
But... this doesn't affect your PR does it? |
08:04 |
TriBlade9 |
Zeno`, I was just wondering what the precalculated values were for. |
08:04 |
TriBlade9 |
And if it would cause any trouble to change them |
08:04 |
TriBlade9 |
Well, I replaced the values. |
08:04 |
TriBlade9 |
With the configurable strength, which is only slightly different. |
08:04 |
Zeno` |
you mean the static const float light_amount[4] ... values? |
08:05 |
TriBlade9 |
Yes, indeed. |
08:05 |
Zeno` |
I see no need for them to remain as they are |
08:05 |
Zeno` |
you're pre-calculating them now anyway... they're just not hardcoded |
08:05 |
TriBlade9 |
Alright. They just seemed to be pretty "magic number"'ish, so I was worried about changing them |
08:06 |
Zeno` |
I would *guess* they were done in some strange optimisation attempt, but I don't know. |
08:06 |
Zeno` |
I can't see a problem with the PR |
08:06 |
TriBlade9 |
I'm also unsure of the relationship/difference between the values. |
08:06 |
TriBlade9 |
See as I've added -0.1f and -0.3f to try and mimic the magic number differences. Seems to work pretty well |
08:07 |
Zeno` |
It's only built once |
08:07 |
Zeno` |
(referring to SN's comment and your question) |
08:08 |
Zeno` |
I dunno why the magic numbers were used |
08:08 |
TriBlade9 |
Alright. |
08:08 |
Zeno` |
they seem to be a pre-calculated gamma of 2.2 but I don't have a calculator handy |
08:08 |
TriBlade9 |
I suppose I'll play around with things, but for now I think it can't get much better. |
08:09 |
Zeno` |
Yeah do so. I also played around with this but kinda stopped because 0.4.11 release was too close |
08:09 |
Zeno` |
"No sense wasting CPU time even on init," I don't agree with that though :P |
08:09 |
TriBlade9 |
I find the idea of different games having different ao strengths, it would give a sort of subtle difference for each game. <3 |
08:09 |
Zeno` |
"wasting" CPU time on init is fine (IMO) |
08:09 |
TriBlade9 |
*the idea intriguing |
08:10 |
Zeno` |
especially since it's a readability vs. magic numbers issue |
08:10 |
Zeno` |
it's not that expensive on an FPU anyway |
08:11 |
TriBlade9 |
:/ |
08:11 |
TriBlade9 |
C++ is so tricky to get everything just right. |
08:11 |
TriBlade9 |
Sometimes I wish minetest was written in Java, then I could actually do some important stuff. |
08:13 |
hintss |
^ |
08:14 |
Zeno` |
well, 9 times out of 10 (or more) if you write it the obvious way it's the best way anyhow |
08:15 |
Zeno` |
modern CPUs are, in a tangential way, kind of optimised for C (and therefore C++ because it has a normative reference of C) so *shrug* |
08:15 |
TriBlade9 |
Yeah. I suppose this way isn't that un-obvious either. |
08:15 |
Zeno` |
Well it kind of is... but it's less "magical" than before heh |
08:17 |
TriBlade9 |
Wat? |
08:17 |
TriBlade9 |
You silly boi. |
08:18 |
TriBlade9 |
Okay, it would appear those "magic numbers" help keep the corners from being too obvious |
08:18 |
* Zeno` |
cries |
08:18 |
TriBlade9 |
Doing a screenshot comparison |
08:19 |
Zeno` |
There is a paper on this somewhere |
08:19 |
Zeno` |
Using the exact algorithm that's implemented |
08:19 |
Zeno` |
I don't have it bookmarked on this computer though :( |
08:19 |
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08:20 |
Zeno` |
the old magic numbers or the new magic numbers? :p |
08:20 |
TriBlade9 |
The difference between both |
08:21 |
Zeno` |
ahh ok, I see |
08:21 |
TriBlade9 |
Screenies coming in a sec |
08:22 |
TriBlade9 |
I think 0.2f/0.4f is best, instead of 0.1f/0.3f |
08:22 |
TriBlade9 |
Makes the corners a tad darker |
08:23 |
Zeno` |
just add a comment... even if it's a subjective comment like "this looks best" lol |
08:23 |
TriBlade9 |
Will do |
08:23 |
TriBlade9 |
I'd post a screenie, but the internet is almost dead |
08:24 |
TriBlade9 |
Okay, all settings with no subtraction: https://lut.im/HbYL4rsZ/EfMST1zK |
08:25 |
TriBlade9 |
0.3/0.1: https://lut.im/zwOadrkp/0pqtWCRj |
08:25 |
TriBlade9 |
0.4/0.2: https://lut.im/jIMEJEKB/ri2Gi0Y4 |
08:31 |
Zeno` |
hmm I see |
08:32 |
Zeno` |
the third one seems too strong to me |
08:33 |
Zeno` |
but the first one seems wrong as well... |
08:33 |
* Zeno` |
sits on the fence :D |
08:35 |
TriBlade9 |
So, perhaps the second one? |
08:36 |
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08:40 |
kilbith |
yes, 2nd one is cool |
08:44 |
TriBlade9 |
Alright then, no changes need to be made to the PR |
09:16 |
* Zeno` |
bangs his gravel on the bench. Merge! |
09:25 |
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11:40 |
jin_xi |
clearly something is wrong: http://i.imgur.com/Vs714T5.png |
11:40 |
jin_xi |
with luavoxelmanipulator it seems. |
11:41 |
jin_xi |
also register_decoration always returns nil now? it does register stuff tho. |
11:46 |
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12:08 |
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12:10 |
Zeno` |
gregorycu, why is an extent empty if the two subtractions are -1,-1,-1 ? |
12:11 |
gregorycu |
Because the extent includes the area it bounds |
12:11 |
gregorycu |
Um... |
12:11 |
gregorycu |
The extent is inclusive of the border |
12:12 |
Zeno` |
is it empty if the result is 0,0,0? |
12:12 |
gregorycu |
No |
12:12 |
Zeno` |
ok, can you add a comment? |
12:12 |
gregorycu |
Ok |
12:12 |
gregorycu |
I deleted the branch, but I will redo, lol |
12:13 |
gregorycu |
Does rain stop fires? |
12:15 |
gregorycu |
(So, in other words, if an area is defined by two points (1,2,3) and (1,2,3) the block at (1,2,3) is included, so the area is 1 * 1 * 1) |
12:16 |
Zeno` |
I'm not really debating you, I just want it as a comment :) |
12:16 |
gregorycu |
Also, I have a feeling I've found a good optimisation for your liquid troubles |
12:17 |
Zeno` |
what if the subtraction is 0,0,0? what does that mean? |
12:18 |
gregorycu |
You mean the result? |
12:18 |
Zeno` |
yeah |
12:18 |
Zeno` |
what does return MaxEdge - MinEdge == v3s16(0, 0, 0); mean? (if anything) |
12:19 |
gregorycu |
It means the area is composed only by a single node, that being MaxEdge |
12:19 |
gregorycu |
(I obviously didn't decided to do it like this, I just transposed the maths to make it simplier) |
12:20 |
Zeno` |
I know :( |
12:20 |
Zeno` |
Anyway, once a comment is added I'll merge |
12:20 |
gregorycu |
It's retarded, and I don't like it |
12:20 |
gregorycu |
I'll have to redo it, give me a sec |
12:20 |
Zeno` |
Say it's retarded in the comment then :D |
12:21 |
Zeno` |
Anyway, without a comment it makes no sense |
12:21 |
Zeno` |
(although I know it's correct) |
12:26 |
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12:33 |
Zeno` |
your branch is probably not permanently deleted on github :P |
12:34 |
gregorycu |
Different PR #2125 |
12:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/2125 -- Change UniqueQueue to use a queue and a set. by gregorycu |
12:34 |
gregorycu |
No, but I should be able to just take the diff and apply it |
12:36 |
Zeno` |
merging #2120 soon |
12:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/2120 -- Fix Android crash on keyboard connection change. by KodexKy |
12:54 |
gregorycu |
must_reflow concerns me |
13:05 |
gregorycu |
Zeno`: #2126 |
13:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2126 -- Add VoxelArea::hasEmptyExtent by gregorycu |
13:07 |
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13:10 |
Zeno` |
Brand new PR? |
13:10 |
gregorycu |
Yeah, the other branch is gone |
13:11 |
gregorycu |
Wouldn't let me modify |
13:11 |
gregorycu |
You can diff the diffs lol |
13:11 |
Zeno` |
can't be gone because it's still there on github. I'll ignore that this time :p |
13:11 |
Zeno` |
is the old PR closed? |
13:11 |
gregorycu |
There is "gone" and "gone" |
13:12 |
gregorycu |
Is a PR even a git thing? |
13:12 |
Zeno` |
The comment needs updating :) |
13:13 |
gregorycu |
? |
13:13 |
Zeno` |
yeah, you could have restored the old branch (I believe). It doesn't matter now |
13:13 |
Zeno` |
and empty extent |
13:13 |
Zeno` |
s/and/an |
13:13 |
gregorycu |
Oh mother fucker |
13:13 |
gregorycu |
I fixed that |
13:14 |
gregorycu |
No, I have a pending change |
13:14 |
gregorycu |
... |
13:14 |
gregorycu |
I swear I fixed that before commit |
13:14 |
Zeno` |
heh |
13:15 |
gregorycu |
Fuck git |
13:16 |
Zeno` |
just update it :P |
13:16 |
gregorycu |
frdoui fghdsfigbdsfgjdsfg |
13:16 |
gregorycu |
What the fuck |
13:17 |
gregorycu |
No |
13:17 |
gregorycu |
Is that better? |
13:18 |
Zeno` |
git squash -i HEAD~2 |
13:20 |
Zeno` |
I'll cherry pick it I guess |
13:21 |
gregorycu |
'squash' is not a git command |
13:21 |
Zeno` |
eerr |
13:21 |
Zeno` |
git rebase -i HEAD~2 |
13:21 |
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13:24 |
gregorycu |
What's with the line endings being fucked up? |
13:24 |
gregorycu |
I assume that is what it is |
13:24 |
Zeno` |
nah |
13:25 |
Zeno` |
anyway, I've pushed :P |
13:25 |
gregorycu |
Sweet, I can go back to coding |
13:25 |
gregorycu |
You know, the bit that is fun |
13:27 |
Zeno` |
git is pretty good. Just takes a while |
13:29 |
gregorycu |
Didn't know you could get coolaid in Australia |
13:29 |
gregorycu |
Or did you drink it all |
13:32 |
gregorycu |
;) |
13:40 |
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13:43 |
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13:44 |
TriBlade9 |
Gawddamnit, I *just* pulled master before you committed that -_- |
13:45 |
gregorycu |
If it's mine, it's worth refetching |
13:45 |
TriBlade9 |
:3 |
13:45 |
TriBlade9 |
Wait, was yours the VoxelArea one? |
13:46 |
gregorycu |
Yes |
13:46 |
TriBlade9 |
I mainly tweak visuals, so there's probably not much of a difference between them |
13:46 |
gregorycu |
I'm only kidding, it's a slight perf improvement |
13:46 |
TriBlade9 |
:P |
13:46 |
gregorycu |
Bit enough to be noticable |
13:46 |
gregorycu |
big |
13:47 |
TriBlade9 |
Really? It didn't seem like that big a deal, at least when I glanced over it. |
13:47 |
TriBlade9 |
I don't know much about C++ though, much less about optimizing it. |
13:47 |
Zeno` |
merging 2102 |
13:47 |
gregorycu |
The devil is in the details |
13:48 |
gregorycu |
The smallest things can give you perf improvements if it happens in important areas |
13:48 |
TriBlade9 |
Interesting |
13:48 |
TriBlade9 |
But unsurprising |
13:48 |
TriBlade9 |
Zeno`, Today is performance fix day eh? :] |
13:49 |
Zeno` |
I don't really believe #2102 fixes much in the way of performance, but I cannot be bothered changing the commit message :) |
13:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/2102 -- Performance fixes. by onkrot |
13:49 |
Zeno` |
merged |
13:50 |
TriBlade9 |
Damn. Pull time again -_- |
13:51 |
Zeno` |
ok, no more merges from me tonight :) |
13:52 |
TriBlade9 |
Oke :) |
13:52 |
Zeno` |
The other PRs I haven't tested or cannot easily understand :) |
13:52 |
TriBlade9 |
Wait, it's night time for you too? |
13:52 |
TriBlade9 |
Which timezone are you in? |
13:52 |
Zeno` |
#2116 is interesting though |
13:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul |
13:52 |
Zeno` |
gmt+10 |
13:52 |
gregorycu |
I am +11 |
13:53 |
gregorycu |
Zeno is further East than me but has a less time offset |
13:53 |
gregorycu |
Figure that shit out |
13:53 |
* Zeno` |
looks at the sun |
13:53 |
Zeno` |
makes sense to me! |
13:53 |
Zeno` |
You're on DST? |
13:54 |
TriBlade9 |
Trying to convert CST to GMT right now -_- |
13:54 |
gregorycu |
Yes |
13:54 |
TriBlade9 |
Ah, GMT+8 here |
13:54 |
gregorycu |
Where is here? |
13:54 |
gregorycu |
Perth? |
13:54 |
Zeno` |
DST is a world war thing where coal was scarce. The idea was that people would go to bed at the same time and burn less coal. It didn't really work IMO |
13:54 |
gregorycu |
Sg? |
13:55 |
TriBlade9 |
China is on a single timezone through the whole country >_> |
13:55 |
Zeno` |
I.e. the savings were that they would use less energy |
13:55 |
TriBlade9 |
It centers on Beijing, which makes the east quite weird. |
13:55 |
TriBlade9 |
*west |
13:56 |
Zeno` |
gmt+10 is the same as utc+10 isn't it? |
13:56 |
gregorycu |
Apart from a few seconds :) |
13:57 |
Zeno` |
or maybe not. I dunno. It's kind of meaningless anyway hehe |
13:58 |
gregorycu |
Anyway, I found a per improvement |
13:58 |
gregorycu |
perf |
13:58 |
gregorycu |
For your water Zeno` |
13:58 |
Zeno` |
*my* water? |
13:58 |
gregorycu |
Yep, your water |
13:58 |
* TriBlade9 |
looks in Zeno`'s cup. Yep, it's quite lazy. |
13:59 |
gregorycu |
Map::transformLiquids |
13:59 |
Zeno` |
nope, I want nothing to do with that water/liquid |
13:59 |
gregorycu |
You love it |
13:59 |
TriBlade9 |
Put a ring on it perhaps? |
13:59 |
Zeno` |
I didn't write it. I nothing. I see nothing. In fact, I did not even get up this mornink! |
13:59 |
gregorycu |
Anyway, I'm gunna try and get some hard numbers now |
14:00 |
Zeno` |
https://www.youtube.com/watch?v=UgcxGFmYyPs |
14:01 |
Zeno` |
I must report this! |
14:02 |
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16:51 |
jin_xi |
hmmmm: lua voxel manipulators in latest git still broken? http://i.imgur.com/a4abRyI.png |
16:52 |
hmmmm |
what do you mean by "still broken" |
16:52 |
hmmmm |
they were not broken in the first place... it's not always a bug, sometimes it's the modder's fault |
16:53 |
jin_xi |
i read commit log about some fix therefore still. maybe i misread. its a mod that worked well and now places blocks of random nodes |
16:53 |
hmmmm |
after that specific commit? |
16:53 |
jin_xi |
no also before |
16:53 |
hmmmm |
sorry, I call bullshit. there's no logical way for that to happen based on what i changed. |
16:54 |
hmmmm |
well, maybe the mod is wrong. why not review the mod code first for errors. |
16:54 |
jin_xi |
as i said its a new phenomenon for not so new code. another thing is that register_decoration seems to return nil as of recently |
16:55 |
hmmmm |
maybe shadowninja's register_<mapgenthinghere> wrappers don't pass along the return value |
16:56 |
hmmmm |
what is https://github.com/minetest/minetest/commit/0fd1ee03808ee8121e7b65e5c7c9ba19599d185e ?? this is a dumb commit name |
16:57 |
hmmmm |
"Use the std::wstring variant of wgettext in most cases to avoid c string conversion" or something |
16:57 |
hmmmm |
welp |
16:58 |
hmmmm |
can't say that this wasn't my fault, he did ask me if it looked good before pushing to upstream |
17:01 |
hmmmm |
why is register_biome separate from register_ore and register_decoration ... |
17:01 |
hmmmm |
also this code is broken for clear_registered_biomes etc. |
17:13 |
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17:36 |
hmmmm |
https://github.com/minetest/minetest/commit/a4a6cc8eb1197648bce9bec1f0a1aa6aa4b787b7 |
17:43 |
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17:56 |
celeron55 |
"I was wondering if u guys could add horses to the game and was wondering if u could make a ccomplete open source version of minetest one that is easier to edit the code. I'm wanting to make my own version but can't figure out how to." |
17:57 |
hmmmm |
hah |
17:57 |
celeron55 |
holy shit these people are insane |
17:57 |
celeron55 |
(people who email me directly for whatever random reasons) |
17:58 |
hmmmm |
i used to have a policy of not ignoring people, but how do you even respond to that without lowering your intelligence |
18:00 |
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18:00 |
celeron55 |
i also got some spam from some advertisement company to the domain contact address |
18:01 |
celeron55 |
i don't even get what they are trying to sell but... oh well |
18:08 |
rubenwardy |
So much forum spam :( |
18:15 |
kilbith |
"We need more moderators" (C) |
18:15 |
kilbith |
yes, we know |
18:16 |
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18:17 |
rubenwardy |
Better captcha would be better than more moderators |
18:18 |
kilbith |
you're constantly requesting for more mods |
18:18 |
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18:19 |
Calinou |
captcha annoys everyone, it is not a solution |
18:19 |
Calinou |
report the spam and we deal with it. that's all there is to it |
18:24 |
Krock |
more spammers = more moderators? |
18:31 |
rubenwardy |
Captcha: 1. It only needs to be on new users. 2. Moderators are very slow. Different time zones. They're only human. Today there has been 6 posts left on for at least 8 hours. 3. I meant to imply other prevention under 'captcha' such as email checking. 4. I came in on c55 talking about spam, and assumed you were talking about forum spam. ("also") |
18:34 |
Calinou |
is e-mail checking done currently? |
18:35 |
rubenwardy |
Don't know. stopforumspam.com is a good resource, there'll be a plugin for phpbb. |
18:35 |
rubenwardy |
Although don't ban IPs - they change |
18:37 |
Calinou |
banning spambots is mostly useless |
18:37 |
Calinou |
we do it when we have time |
18:37 |
Calinou |
(which is, often) |
18:37 |
Calinou |
usually spambots only make a few posts and leave, because they know they get banned |
19:37 |
sapier |
does anyone know nerzhul ? |
19:58 |
Krock |
omg that pull looks.. interesting. two commits for changing the same thing just in an other way.. they should be squashed |
19:59 |
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19:59 |
sapier |
yes and coding style is a mess too but the direction is correct |
19:59 |
Krock |
exactly |
20:00 |
sapier |
I'm not exactly sure but it even seems to be compatible to old clients/servers |
20:01 |
Krock |
it requires a good testing be4 anything is merged. I don't have an overview in those codes |
20:02 |
Krock |
at least the vertex calculation looks ok. |
20:22 |
hmmmm |
hum |
20:23 |
hmmmm |
what's the situation with driver types and opengles on irrlicht? i noticed that the driver config strings are only present in the array being checked against when support is compiled in |
20:24 |
hmmmm |
does this mean that ogles1 and ogles2 have the same enumeration value when being passed along to irrlicht? |
20:24 |
hmmmm |
and what if both of them are supported on the same device? the enumeration ids change then... |
20:24 |
sapier |
I don't think so |
20:25 |
sapier |
I meant same enumeration value |
20:25 |
hmmmm |
yeah but what if _IRR_COMPILE_WITH_OGLES1_ is set but not _IRR_COMPILE_WITH_OGLES2_ |
20:25 |
hmmmm |
then ogles1 will be 5 |
20:26 |
sapier |
can you show me the code you're talking about? |
20:26 |
hmmmm |
but if the opposite is true, ogles1 is compiled in but not ogles2, ogles2 is the same enum value of 5 |
20:26 |
hmmmm |
i don't know anything about android so i don't know if this is correct, intentional behavior or not |
20:27 |
sapier |
let me check but for what I remember on android the enum always contains all driver types |
20:28 |
sapier |
yes the enum doesn't depend on compile with flags |
20:28 |
hmmmm |
i dunno about you, but my distribution of irrlicht doesn't define opengl es at all |
20:28 |
hmmmm |
it goes right from EDT_OPENGL to EDT_COUNT |
20:28 |
sapier |
true that's a change in current irrlicht android branch |
20:28 |
hmmmm |
this is why i'm confused... the documentation also reports the same |
20:28 |
hmmmm |
the online documentation |
20:28 |
sapier |
if they don't merge it that way we have to adjust it |
20:29 |
sapier |
irrlicht android branch isn't yet merged to main irrlicht code |
20:30 |
hmmmm |
nothing happens with irrlicht |
20:30 |
hmmmm |
it's such an incredibly inactive project |
20:30 |
hmmmm |
probably not as bad as xfce though... |
20:30 |
sapier |
true but right now we don't have an issue there, do we? |
20:31 |
hmmmm |
well, no, not if _IRR_COMPILE_WITH_OGLES2_ implies _IRR_COMPILE_WITH_OGLES1_ |
20:31 |
hmmmm |
i don't know if that's true or not though. |
20:32 |
sapier |
right now we always compile both but you're right that might change. Do we check for those flags on driver detection? |
20:32 |
hmmmm |
yes |
20:33 |
sapier |
we shouldn't |
20:33 |
sapier |
but wait, right now we need to check for it to decide about the enum beeing present at all |
20:34 |
sapier |
we shouldn't have to check for it but as gles is inofficial that's a workaround |
20:34 |
hmmmm |
shouldn't irrlicht device creation simply fail if it's passed an enum value unsupported or out of bounds |
20:34 |
hmmmm |
but we don't even need to bother because the index we scan for the driver name is bounded by EDT_COUNT |
20:35 |
sapier |
where's the code you could be right about this |
20:36 |
hmmmm |
it's toward the bottom of main.cpp... i'm changing it anyway, not really a big issue |
20:37 |
sapier |
ah ... well just remove the ifdefs but add a comment about those id's beeing inofficial |
20:38 |
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20:38 |
sapier |
wait you have to fix the for loop too |
20:38 |
hmmmm |
i wanted to split it up into several functions and put it into porting.cpp with the rest of the irrlicht-related things |
20:39 |
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20:39 |
sapier |
well I guess you don't need my advice on doing so ;-) |
20:39 |
hmmmm |
so you have a std::vector<irr::core::E_DRIVER_TYPE> getSupportedDrivers() and then g_driver_name[] = { blah blah } |
20:39 |
hmmmm |
this way it's shared between main and l_mainmenu |
20:40 |
hmmmm |
and the options config |
20:40 |
sapier |
I'd suggest adding some poritng::getDriveName(irr::core::E_DRIVER_TYPE) function |
20:41 |
sapier |
this way you wouldn't have to cast driver type to int to get the name |
20:42 |
hmmmm |
that's true |
20:42 |
hmmmm |
i really dislike the way C++ handles enums |
20:42 |
sapier |
well it's quite consequent ;-) |
20:43 |
sapier |
a enum ain't an integer |
20:43 |
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sapier |
I'm not even sure standard requires an enum to start at 0 if it's not manually specified |
20:44 |
hmmmm |
it does actually |
20:44 |
hmmmm |
... in fact i think we went through this already... |
20:44 |
hmmmm |
or nevermind that was kahrl |
20:44 |
sapier |
well it doesn't matter |
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ShadowNinja |
updatepo.sh tweaks, fixes #2053: http://sprunge.us/JGRQ?diff |
22:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/2053 -- German Ingame-Translation is broken in 0.4.11 |
22:27 |
ShadowNinja |
Also uses long options since they're 10x more readable. |
22:28 |
ShadowNinja |
I could split it. |
22:34 |
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22:57 |
VanessaE |
hmmmm: your attempt to fix the corrupt blocks failed. Unless the reporter is wrong, this is all in new terrain today: http://imgur.com/0r8whs9 |
23:00 |
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23:01 |
TriBlade9 |
Huh, there's no way in Lua to set the width of an extruded weildmesh is there? |
23:02 |
TriBlade9 |
I'll have to take a look into that, could be quite useful for items like bricks or lumps. |
23:08 |
TriBlade9 |
Nvm, there already is apparently. |
23:20 |
VanessaE |
[01-13 18:20] <xxxxxx> *sigh* i just watched another one appear before my eyes >.< |
23:20 |
VanessaE |
come on guys, this shit is destroying my maps |
23:23 |
hmmmm |
oh, let me just magically come up with the solution |
23:23 |
hmmmm |
we're just not trying hard enough |
23:23 |
VanessaE |
um.... more like you're not *testing* enough |
23:24 |
VanessaE |
I've got *one* guy finding these left right and sideways |
23:24 |
hmmmm |
um.. i am. |
23:24 |
VanessaE |
then how come he finds them and you don't? nevermind if you can fix the problem -- I get that -- you keep saying you never even *see* them happening |
23:24 |
hmmmm |
why don't you do something useful like give us the mods he was using and try instructing him how to isolate the offending mod instead of complaining about how we're not working hard enough |
23:24 |
VanessaE |
Dreambuilder Game. |
23:24 |
hmmmm |
that's an entire game. |
23:25 |
hmmmm |
a game is composed of one or more games. |
23:25 |
hmmmm |
mods. |
23:25 |
VanessaE |
he's not "using" a mod. he's just exploring new terrain |
23:25 |
VanessaE |
that's all. |
23:25 |
hmmmm |
you're using a mod if you're exporing new terrain any single one of those mods calls register_on_generated(). |
23:25 |
VanessaE |
so pretty much the only things that kick in at that point are plantlife and moretrees |
23:25 |
VanessaE |
and those don't use lua-side vmanips |
23:26 |
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23:26 |
hmmmm |
so then disable moretrees and see if that fixes the problem. we'd know exactly where to look if it does. |
23:26 |
VanessaE |
I believe zeno already went down that road |
23:27 |
hmmmm |
and? |
23:27 |
VanessaE |
he got it down to just minetest_game + plantlife + moretrees as being enough to at least intermittently cause the failure |
23:27 |
hmmmm |
how about removing plantlife just to be absolutely sure |
23:29 |
VanessaE |
impossible. |
23:29 |
VanessaE |
plantlife does not use vmanip at all. |
23:29 |
hmmmm |
again: WHO THE HELL SAID IT WAS VMANIP |
23:29 |
VanessaE |
um, you did? |
23:29 |
hmmmm |
i didn't |
23:29 |
hmmmm |
it could be, it might not be |
23:30 |
hmmmm |
why does everything have to be an argument with you |
23:30 |
VanessaE |
well what else can it be? at this point the only operations being performed that write to the map are set_node() and spawn_tree() |
23:30 |
hmmmm |
why don't you try doing something different in your life aside from minetest |
23:30 |
hmmmm |
chill the fuck out. |
23:30 |
VanessaE |
wat |
23:30 |
hmmmm |
jeez. |
23:30 |
* VanessaE |
wanders off |
23:30 |
VanessaE |
enough of this shit |
23:30 |
hmmmm |
in any case it could be either spawn_tree() or set_node() |
23:30 |
hmmmm |
i need to look at both. |
23:48 |
jin_xi |
hm. i get deco ids starting from -1. |
23:49 |
hmmmm |
that means registration failed |
23:49 |
jin_xi |
oh good |