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11:16 |
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11:17 |
nrzkt |
ShadowNinja: i haven't time to finish it, but i'll test it this week-end i think. |
11:18 |
nrzkt |
i will create the dev-0.5 branch for the breaking changes (because network is the only change, authenticiation, and maybe more), agree ? celeron55 told me to create network-rework, but i think dev-0.5 is better |
11:19 |
celeron55 |
dev-0.5 is ok |
11:22 |
nrzkt |
ok, i create it and merge PR later |
11:26 |
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11:27 |
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11:28 |
nrzkt |
ShadowNinja: fixed #2376 for CONTENT_AIR under CONTENT_AIR, now i think it's good, can you review ? |
11:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/2376 -- Add find_surface_nodes_in_area Lua call which permit to only get the nodes which are under air nodes by nerzhul |
11:28 |
nrzkt |
thanks celeron55 |
11:48 |
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13:22 |
Zeno` |
I re-opened #2384; closing it is silly IMO |
13:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/2384 -- Mapgen v6 generates floating desert stone |
13:39 |
kilbith |
thanks for that Zeno`, and totally agree |
13:39 |
nrzkt |
+1 |
13:41 |
kilbith |
i'm afraid that paramat wants to transform v6 in a copy of v5 or v7, with floating things, etc. |
13:43 |
kilbith |
anyways, closing an obvious bug is not correct from a core-dev... |
13:44 |
kilbith |
*bug report |
14:12 |
nrzkt |
we are not perfect :) |
14:13 |
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14:15 |
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14:26 |
nrzkt |
https://github.com/minetest/minetest/pull/2325 is good for me. Zeno` ? |
14:26 |
nrzkt |
i tested it and it works very well |
14:27 |
* Zeno` |
looks |
14:27 |
est31 |
nrzkt, what parts of inventory do you think need to be rewritten? |
14:28 |
nrzkt |
hmmmm i don't know but the stacking / destacking is very very slow and very complicated |
14:28 |
est31 |
so mouse click -> actual stacks? |
14:29 |
est31 |
or sth else |
14:29 |
Zeno` |
geez, the whole thing is unnecessarily complicated if you're talking about the controls (a simple state machine would be better than hardcoded logic) |
14:29 |
Zeno` |
anyway I'm generally ok with 2325 |
14:29 |
est31 |
Zeno you mean adding it to f7? |
14:29 |
nrzkt |
the functions to stack in inventory.cpp |
14:30 |
Zeno` |
est31 I just meant how controls are handled |
14:30 |
Zeno` |
(I wasn't referring to 2325) |
14:30 |
est31 |
ah ok not pr issue but general |
14:30 |
Zeno` |
yeah |
14:32 |
Zeno` |
nrzkt, I'm not sure but I think there is an open issue by Sokomine regarding some stuff probably related to what's in inventory.cpp |
14:32 |
nrzkt |
then if we talk about 2325 Zeno`, can we merge ? |
14:33 |
Zeno` |
2325 the only negative thing I have to say about it is the g_settings->...() calls, but that's a problem that needs to be solved independently IMO... so I have no objection ;) |
14:34 |
nrzkt |
ok perfect, i merge |
14:35 |
nrzkt |
any new comments on #2376 ? |
14:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/2376 -- Add find_surface_nodes_in_area Lua call which permit to only get the nodes which are under air nodes by nerzhul |
14:38 |
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14:39 |
Zeno` |
hmm, that one I'd like to look more at |
14:40 |
Zeno` |
it's tricky because of block boundaries |
14:41 |
est31 |
it should have documentation too |
14:41 |
est31 |
inside lua_api.txt |
14:43 |
Zeno` |
on line 606 it would probably be quicker to have if (c != CONTENT_AIR && csurf == CONTENT_AIR && filter.count(c) != 0) { |
14:43 |
Zeno` |
so that filter.count is not even called if the two cheaper conditions are not true |
14:47 |
nrzkt |
est31: i agree for lua_api.txt, forgot it |
14:48 |
nrzkt |
right Zeno`, good improvement, and faster, because CONTENT_AIR could be many blocks |
14:49 |
kilbith |
*nodes |
14:49 |
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14:50 |
nrzkt |
yes, yes :) |
14:50 |
nrzkt |
sorry i'm at work, building new JAVA environments for my web developers :p |
14:52 |
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14:54 |
nrzkt |
est31, Zeno`: rebased, lua_api & condition optimisation |
14:55 |
nrzkt |
can you review another time and tell me if we could merge ? |
14:56 |
Amaz |
I've just tried out the cinematic mode, and noticed that the enabled/disabled text starts with a lowercase letter, rather than an uppercase letter, which is the case for the other options that show text in the middle of the screen... |
14:59 |
kilbith |
uh, no. others options starts by a lowercase letter |
14:59 |
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15:00 |
Amaz |
I think that is because they are variable names... f1, f2, f3, f5, f6 all have uppercase letters. |
15:00 |
kilbith |
(eg. fast, fly, noclip, etc) |
15:01 |
kilbith |
that doesnt matter anyways |
15:01 |
Amaz |
It is a discrepency... |
15:01 |
Amaz |
There should be one case used, at least for the f keys. |
15:06 |
est31 |
nrzkt, so your definition of surface node is any arbitrary node that has air above? |
15:06 |
nrzkt |
it's the goal |
15:06 |
nrzkt |
because the mods which need this API want to find nodes where place some things |
15:07 |
est31 |
so they do the same check just in lua |
15:07 |
est31 |
and the speed enhancement is because its c++? |
15:10 |
nrzkt |
no |
15:10 |
nrzkt |
it's because we can filter easily with C++ than LUA because we can get some informations faster |
15:10 |
kilbith |
*Lua |
15:10 |
nrzkt |
high level lua calls can be good, because mods are good, but if we could give them high level API then can be faster |
15:11 |
est31 |
thats true. its good to have high level api |
15:11 |
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15:11 |
nrzkt |
s/then/they/ |
15:12 |
nrzkt |
better mods = better API :) |
15:12 |
nrzkt |
mods are not only good because we have an API with many functions, but also because we could give them high level functions to implement easily some things |
15:14 |
Zeno` |
what's SN mean by every node checked twice? |
15:14 |
Zeno` |
oh |
15:14 |
Zeno` |
I see |
15:14 |
nrzkt |
if you find a faster way, but i don't think we can improve that |
15:14 |
Zeno` |
sec |
15:15 |
nrzkt |
we need to find if a node has air over it |
15:15 |
nrzkt |
then we check the node itself because we filter its content, then we check the upper node |
15:17 |
nrzkt |
est31: fix lua_api.txt |
15:17 |
Zeno` |
http://dpaste.com/0ANADQM <--- *****NOT TESTED***** |
15:18 |
nrzkt |
no |
15:18 |
Zeno` |
no? |
15:18 |
nrzkt |
why decrease Y ? |
15:19 |
nrzkt |
and why p_above is y -1 ? it's not above :p |
15:19 |
Zeno` |
so you only have to call getNodeNoEx once in the inner loop |
15:19 |
nrzkt |
hmmmm |
15:19 |
Zeno` |
err yes, that should be + 1 |
15:20 |
nrzkt |
oh i see |
15:20 |
nrzkt |
but i prefer lower to upper |
15:20 |
nrzkt |
and it's not truc |
15:20 |
nrzkt |
true |
15:21 |
nrzkt |
because i need to test y and y + 1 , not y and y + 1 and y + 2 ... |
15:21 |
Zeno` |
anyway that *should* be faster (when it's fixed) but I'm not sure if that's what SN was talking about |
15:21 |
nrzkt |
surface node: P is dirt and P(y+1) is air |
15:22 |
Zeno` |
it is doing that, right? (assuming the +1 is fixed) |
15:22 |
nrzkt |
but P is not a surface node if P(y+2) is air. |
15:23 |
nrzkt |
and if i understand your loop i test P with every node above |
15:23 |
Zeno` |
x, y, z is the surface node |
15:23 |
Zeno` |
hence push_v3s16(L, v3s16(x, y, z); (missing parenthesis there hehe) |
15:23 |
nrzkt |
your test is wrong |
15:23 |
Zeno` |
As I said, not tested but the idea is correct :P |
15:23 |
nrzkt |
no |
15:24 |
nrzkt |
if in the mapblock i have dirt AIR dirt AIR dirt AIR (stack Y) |
15:24 |
nrzkt |
the 3 dirts on axis Y must return, with your loop only the first found |
15:25 |
Zeno` |
I don't understand why, but I'm tired |
15:25 |
nrzkt |
then you test only search the first node which has air above, then it's not correct |
15:25 |
Zeno` |
no, I am testing both nodes |
15:25 |
Zeno` |
that's what c = c_above is for |
15:26 |
nrzkt |
oh |
15:26 |
nrzkt |
i see, sorry , i have missed this |
15:26 |
nrzkt |
this change everything :p |
15:29 |
Zeno` |
:P |
15:29 |
nrzkt |
ok i rebased it using your idea |
15:29 |
Zeno` |
the idea is correct, but I've probably missed something (I wrote it in, what, 50 seconds? lol) |
15:30 |
shadowzone |
Zeno`: look on #minetest |
15:30 |
nrzkt |
erf, i forget to rewrite p |
15:31 |
Zeno` |
s/wrote/re-arranged |
15:33 |
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15:34 |
Zeno` |
actually if you want to go really crazy you might be able to do if (c == CONTENT_AIR && c_above != CONTENT_AIR) { //go up two nodes} else if (filter.count(c) != 0) {...} but I leave that as an exercise heh |
15:35 |
Zeno` |
no point in optimising it much further if it's not necessary |
15:35 |
nrzkt |
let's keeping a readable code :p |
15:35 |
Zeno` |
yep, that's what I mean |
15:36 |
nrzkt |
s/keeping/keep |
15:36 |
nrzkt |
then, are you right with the last version ? |
15:36 |
Zeno` |
if it works |
15:37 |
Zeno` |
but I think SN should be consulted because of his comment(s) |
15:37 |
Zeno` |
it *looks* right :) |
15:38 |
Zeno` |
still dunno about those map boundaries but perhaps it's not an issue |
15:39 |
nrzkt |
not an issue yes |
15:42 |
* Zeno` |
looks again |
15:44 |
Zeno` |
seriously, I'm fine with it. But I *would* prefer to have ShadowNinja's input as well since he commented on the PR |
15:46 |
Zeno` |
then again I think his issues have been addressed |
15:46 |
Zeno` |
I do see how VanessaE's issue arises though |
15:48 |
Zeno` |
If the player is moving into a new area then the adjacent area is (probably) not merged yet (in the x, z directions). That might cause the stripes? |
15:48 |
Zeno` |
I dunno :( |
15:49 |
Zeno` |
actually it shouldn't, so scratch that |
15:53 |
Zeno` |
be back in a while :) |
15:58 |
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15:58 |
nrzkt |
VanessaE issue is unrelated, it's related to mapgen |
16:10 |
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17:26 |
ShadowNinja |
~tell nrzkt Your pull still 1. doesn't support air nodes other than CONTENT_AIR (makes this useless for moon games and the like). 2. Requires a list of every non-air node to be passed to it. It should use nodedef fields to check if something's a solid/air node. |
17:26 |
ShadowBot |
ShadowNinja: O.K. |
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21:13 |
MattJ |
Will there be new stable builds in the PPA? For Ubuntu 14.10? |
21:17 |
kilbith |
MattJ: the 14.04 builds are compatible with 14.10 |
21:17 |
MattJ |
Ah, good to know, thanks |
21:18 |
MattJ |
But 0.4.12 isn't built for any dist yet |
21:18 |
kilbith |
MattJ: https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds |
21:18 |
kilbith |
^ 0.4.12 |
21:18 |
MattJ |
I was worried about those, given that they track git and there are unstable changes coming |
21:19 |
kilbith |
not that unstable, but certainly not adviced for mounting a server |
21:20 |
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21:25 |
MattJ |
which is what I was hoping to do :) |
21:26 |
MattJ |
Might try rolling my own packages |
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