Time |
Nick |
Message |
00:29 |
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00:58 |
hmmmm |
hrmmmm |
00:58 |
hmmmm |
i just realized how big of a problem adding the compat layer for hud/particle spawners/etc. will be |
00:59 |
hmmmm |
so the idea was to remove hud_add() from the core, and instead make a lua function that is a wrapper for a function in the client's builtin called "client_hud_add" |
01:00 |
hmmmm |
but hud_add returns the ID, so i can't get away with assuming the operation was a success like i can the others |
01:00 |
hmmmm |
i'd need to block in the server's hud_add() on the client's RPC response (the actual ID) |
01:01 |
hmmmm |
i can keep it this way and accept it as being slow, and encourage people to use hud the new and improved way, or keep a server-side copy of the hud table for each player (eww) |
01:01 |
hmmmm |
what do you guys think? |
01:10 |
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01:17 |
est31 |
particlespawners already have a playername value, how do they do it? |
01:18 |
est31 |
blocking is very very bad, as then players can make the server lag. |
01:18 |
est31 |
ofc it can have a timeout |
01:19 |
est31 |
still its a bad thing to wait onto all clients to have responded. |
01:20 |
est31 |
perhaps have two table types, one server-side which is central and includes all shared HUD elements, and one client-specific one, only containing the elements the client has? |
01:20 |
hmmmm |
how are you going to know if the operation was actually successful |
01:21 |
hmmmm |
and then you get into issues with having to stay synchronized between client and server |
01:21 |
est31 |
the server also doesnt care what clients do when it sends node updates, does it? |
01:22 |
hmmmm |
that's not necessarily a good design |
01:22 |
hmmmm |
i'm thinking maybe i could fudge the ID as well |
01:22 |
est31 |
I mean if player A mines something, and players B and C stand nearby, then should the server wait for B and C to confirm to have the update recieved until *doing anything else*? |
01:24 |
est31 |
s/until/before/ |
01:28 |
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01:32 |
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01:38 |
luizrpgluiz |
anyone knows etha? |
01:42 |
luizrpgluiz |
or CactusPL? |
01:53 |
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01:56 |
hmmmm |
yeah, I suppose that is true |
01:57 |
hmmmm |
but you can't break the existing interface |
01:57 |
hmmmm |
what i was thinking is maybe maintaining a per-player-object mapping of IDs |
01:58 |
hmmmm |
it returns instantaneously with the bogus pseudo-ID, and then allows the RPC response to come back asynchronously |
01:59 |
hmmmm |
any further hud calls to that pseudo ID are mapped to the actual ID, or if not yet received, maps to it by name instead of ID |
01:59 |
hmmmm |
on the client-side I'd have to do some re-ordering |
02:00 |
hmmmm |
if hud commands are received and it turns out the calls failed because the specified hud element doesn't exist yet, it'll keep those actions pending in a buffer until the hud add command is received for real |
02:41 |
est31 |
that sounds good |
02:47 |
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02:50 |
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03:27 |
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03:44 |
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03:57 |
ShadowNinja |
~tell Zeno` I have MCPE, they handle fast by --- not having a fast option. |
03:57 |
ShadowBot |
ShadowNinja: O.K. |
04:05 |
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04:10 |
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04:48 |
hmmmm |
oh shoot =] |
04:48 |
hmmmm |
I've been leaking memory in GenElementManager::clear(), haven't I? |
05:04 |
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06:14 |
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06:20 |
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07:23 |
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07:24 |
nrzkt |
hi ! |
07:24 |
nrzkt |
Zeno` do you think i must cherry-pick some commits to stable 0.4 for the Android build to publish it on play store ? |
07:25 |
nrzkt |
i see you do some commits which can improve the user's experience. Moreover a minetest_game update and some mods inclusion can be done |
07:27 |
Zeno` |
hmm |
07:28 |
Zeno` |
yeah I guess that's necessary if stable is always used for the Android release |
07:29 |
Zeno` |
They are for the most part small changes anyway so won't cause conflicts; the build-related one (latest) would cause conflicts but I can't imagine that you'd cherry pick that ;) |
07:31 |
nrzkt |
i will work on the new android release tomorrow, but i need to have a commit list to backport to stable 0.4 for android. Your android commits, but maybe some others |
07:32 |
est31 |
Perhaps my loading bar commit too |
07:32 |
est31 |
I had issues with earlier behaviour |
07:33 |
est31 |
https://github.com/minetest/minetest/commit/e4f7c92cff0badd6c40b47bd90b1fc1b35456a1a |
07:35 |
est31 |
#2409 |
07:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/2409 -- Draw and react to signals while loading |
07:35 |
nrzkt |
your commit bar is interesting :) |
07:35 |
nrzkt |
do you think it's possible to get same think on "media" ? |
07:36 |
est31 |
it already has the bar itself, adding percents is very easy, yes |
07:37 |
nrzkt |
that could be cool it's another high loading time, having a progress could be interesting :) |
07:38 |
nrzkt |
i really think we should switch player::HUD to std::map and remove this assert. With map we can't have id mapping problems, i will do a pr |
07:41 |
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07:43 |
est31 |
I really wonder why the media step takes so long on android |
07:43 |
est31 |
in fact I have a suspicion |
08:17 |
est31 |
ok it wasnt my suspicion... |
08:24 |
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08:29 |
nrzkt |
hm ? |
08:31 |
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08:31 |
est31 |
I was wondering why media load time takes so long on android |
08:31 |
est31 |
I guess slower disk |
08:37 |
nrzkt |
that could be possible :) |
08:56 |
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08:56 |
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08:59 |
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09:10 |
rubenwardy |
What does DSTACK(__FUNCTION_NAME) mean? |
09:10 |
rubenwardy |
Is it used for tracebacks? |
09:10 |
rubenwardy |
in client.cpp |
09:10 |
sfan5 |
afaik it's used for tracebacks |
09:24 |
nrzkt |
it's used when you have a Lua crash for example, it show the debug trace |
09:25 |
nrzkt |
but you only see the functions which call it |
09:25 |
rubenwardy |
What is a SourceImage? An image in minetest which doesn't have any ^[ filters applied to it? Eg SourceImageCache in client/tile.cpp |
09:25 |
rubenwardy |
Ah, cool. I thought it was weird that not all the cpp functions had them |
09:29 |
sfan5 |
rubenwardy: yes, SourceCache is for the source images before they are used for special commands |
09:29 |
rubenwardy |
Thanks |
09:33 |
nrzkt |
Zeno`, sfan5, kahrl, PilzAdam: what do we do with #2526 ? |
09:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2526 -- findSpawnPos should use the static_spawnpoint to set the player position by nerzhul |
09:35 |
sfan5 |
nrzkt: can you reword the comment you added |
09:35 |
nrzkt |
which comment ? |
09:35 |
sfan5 |
it's missing punctuation and isn't very clear |
09:35 |
sfan5 |
nrzkt: https://github.com/minetest/minetest/pull/2526/files#diff-ad60d65b34e16a3319296bb5d683acd6R3188 |
09:36 |
nrzkt |
=> Initialize nodepos with static_spawnpoint, if set this permit to solve |
09:36 |
nrzkt |
in fact the comment is not updated since last rebase |
09:37 |
nrzkt |
If the static_spawnpoint is set and we search a spawn position with the engine, return the static_spawnpoint. |
09:38 |
sfan5 |
"we search a spawn position with the engine" is always the case because we're in findSpawnPos |
09:38 |
sfan5 |
you could reduce it to "If static_spawnpoint is set, return it." |
09:38 |
sfan5 |
that comment wouldn't be any help so you could omit it |
09:38 |
nrzkt |
no sfan5, this function is called when the Lua call failed |
09:39 |
sfan5 |
why would "we search a spawn position with the engine" not be true |
09:39 |
sfan5 |
does findSpawnPos do something else too? |
09:39 |
nrzkt |
in respawn for example: bool repositioned = m_script->on_respawnplayer(playersao); |
09:39 |
nrzkt |
if(!repositioned){ |
09:39 |
nrzkt |
v3f pos = findSpawnPos(m_env->getServerMap()); |
09:39 |
sfan5 |
i get that |
09:39 |
sfan5 |
but that doesn't make "we search a spawn position with the engine" necessary |
09:40 |
nrzkt |
yes it does something else, because if we could not find any position the initial value is 0,0,0 then players are sent to 0,0,0 instead of static_spawnpoint if it's set |
09:40 |
nrzkt |
and in fact, if we set a static_spawnpoint, the real function for it is to teleport players to this static spawnpoint not elsewhere |
09:40 |
Zeno` |
This is what was causing me confusion as well the other day as well |
09:41 |
sfan5 |
"the real function for it is to teleport players to this static spawnpoint not elsewhere" |
09:41 |
sfan5 |
whatr |
09:41 |
Zeno` |
Why is findSpawnPos() even called if there is a static spawnpoint? |
09:41 |
sfan5 |
and why did static_spawnpoint even work? |
09:41 |
est31 |
regarding #2560, I guess the problem isn't rebasing but false treatment of git. There was some pseudo-rebasing going on in the commits, and neither the commit message nor the PR title reflect the actual change. Should I post a fixed PR, or should the person learn it themselves? |
09:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/2560 -- Update singleplayer tab in mainmenu by poet-nohit |
09:42 |
nrzkt |
for new players Zeno`, sfan5 : v3f pos = findSpawnPos(m_env->getServerMap()); |
09:42 |
nrzkt |
no Lua call here |
09:42 |
sfan5 |
nrzkt: you don't need to tell people to rebase their commits, we can do that when merging |
09:42 |
Zeno` |
I don't get it because my new players always spawn at the static spawnpoint |
09:42 |
nrzkt |
then if the 1000 loop occurences failed, the player is teleported to 0,0,0 |
09:43 |
nrzkt |
for me Zeno` in some cases it's not the case |
09:43 |
sfan5 |
(at least not for small changes, it makes sense for the author to rebase if it's many changed) |
09:43 |
sfan5 |
changes* |
09:43 |
Zeno` |
how can it be happen "in some cases"? |
09:43 |
Zeno` |
since that function doesn't even know about static spawnpoint? |
09:44 |
Zeno` |
something isn't adding up :( |
09:44 |
nrzkt |
https://github.com/minetest/minetest/blob/master/src/server.cpp#L3186 |
09:44 |
est31 |
"Try to find a good place a few times" |
09:45 |
Zeno` |
that's what I mean... how is static spawnpoint working now when that function doesn't even use it? |
09:45 |
nrzkt |
Zeno` you are right, this is very very strange |
09:45 |
sfan5 |
Zeno`: builtin/game/static_spawn.lua:15:local static_spawnpoint = core.setting_get_pos("static_spawnpoint") |
09:45 |
sfan5 |
it's done in lua |
09:45 |
nrzkt |
yes but at player creation where is this called ? |
09:45 |
nrzkt |
on_newplayer ? |
09:45 |
sfan5 |
it's apparently not |
09:45 |
Zeno` |
This is what I've been saying all along... I don't think it fixes the bug that triggered this fix being made |
09:46 |
sfan5 |
actually it is being called |
09:46 |
sfan5 |
core.register_on_newplayer(function(obj) |
09:46 |
sfan5 |
put_player_in_spawn(obj) |
09:46 |
sfan5 |
end) |
09:46 |
sfan5 |
(builtin/game/static_spawn.lua:26-28)= |
09:46 |
nrzkt |
then the problem is in Lua it's not triggered everytime |
09:46 |
sfan5 |
hm, wasn't there that you can't do some things in on_newplayer? |
09:47 |
sfan5 |
hm |
09:47 |
sfan5 |
it works in my spawnpoints mod |
09:47 |
sfan5 |
and i do basically the same in on_newplayer |
09:47 |
sfan5 |
except that i return true |
09:47 |
nrzkt |
it works ~95% on my server too |
09:48 |
nrzkt |
i don't use any spawnpoint mod, only the original |
09:57 |
rubenwardy |
How can I clean a directory path? |
09:57 |
rubenwardy |
I want to read from a file in a directory |
09:57 |
rubenwardy |
directory could be /some/dir or /some/dir/ |
09:58 |
est31 |
rubenwardy, in which lang? |
09:59 |
rubenwardy |
C++, Minetest |
09:59 |
est31 |
or it can be C:\some\dir\... |
09:59 |
rubenwardy |
Yeah, exactly |
09:59 |
rubenwardy |
Basically, I want to join a directory path and the name of a file in that directory |
10:00 |
est31 |
yea |
10:03 |
sfan5 |
rubenwardy: if the last char is / or \ append the file name otherwise find out which seperator is used append the seperator and then the filename |
10:03 |
Zeno` |
has the DMCA rubbish been sorted out? |
10:03 |
Zeno` |
i.e. retracted |
10:04 |
Zeno` |
because this might end up with Linux distros removing minetest from their repos if they get word |
10:04 |
Calinou |
lol, no |
10:05 |
Zeno` |
Umm, true |
10:05 |
rubenwardy |
Thanks, sfan5 |
10:05 |
Zeno` |
because the last thing a distro wants is a DMCA takedown notice |
10:05 |
rubenwardy |
Didn't think it would be as simple as that |
10:06 |
Zeno` |
they'd have to take down all their ISOs and remove the software from the mirrors |
10:06 |
Zeno` |
I can't imagine them liking to do that |
10:07 |
Zeno` |
So they'll simply avoid packaging minetest "just in case" |
10:08 |
nrzkt |
lol |
10:08 |
Zeno` |
I guess I'm just finding it hard to get motivated contributing to a project that does not believe in free software |
10:09 |
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10:09 |
nrzkt |
Inventory works like Hud... with a version which could be desync because of wrong packet ordering... |
10:10 |
sfan5 |
Zeno`: why would distros get a dmca about mt? |
10:10 |
Zeno` |
same reason nrzkt sent out a DMCA to another complying fork |
10:10 |
Zeno` |
(i.e. no idea) |
10:10 |
nrzkt |
why would we send a DCMA against distros and compliant forks ? |
10:11 |
nrzkt |
useless |
10:11 |
Zeno` |
I don't know |
10:11 |
Zeno` |
I wouldn't have thought we'd issue against compliant forks either |
10:11 |
nrzkt |
then no DMCA :) |
10:12 |
Zeno` |
So it was retracted? |
10:12 |
sfan5 |
why would distros avoid packaging mt when they are complying with the terms? |
10:12 |
Zeno` |
sfan5, the fork was complying with the terms as well |
10:12 |
sfan5 |
i know |
10:12 |
sfan5 |
but answer my question |
10:12 |
Zeno` |
The "impression" is that we send out DMCA notices for no reason |
10:12 |
Zeno` |
and that makes people nervous |
10:13 |
Zeno` |
But a big distro, say RedHat, would probably just sue c55 |
10:13 |
Zeno` |
and keep distrubiting it |
10:14 |
sfan5 |
uhh no |
10:14 |
nrzkt |
Zeno`: google doesn't permit it |
10:14 |
Zeno` |
how no? |
10:14 |
sfan5 |
redhat would sue the person issuing the false dmca notices |
10:14 |
Zeno` |
ok they'd sue nrzkt |
10:14 |
Zeno` |
nrzkt, what doesn't google permit? |
10:14 |
Zeno` |
LGPL software? |
10:14 |
nrzkt |
retractation |
10:15 |
Zeno` |
Well I guess you'd better hope the person doesn't have enough money to sue you lol |
10:15 |
nrzkt |
the DMCA is a basic form with a text and a mail. After sending (without auth or anything) you only have notifications and no asnwers possible |
10:15 |
sfan5 |
actually you can mail to the addr you got the mail from |
10:15 |
sfan5 |
i think |
10:15 |
nrzkt |
it's a no reply |
10:15 |
Zeno` |
sfan5, so you're sure we can't all be sued? |
10:15 |
Zeno` |
just the person who sent it? |
10:16 |
Zeno` |
if so, I guess it's ok |
10:16 |
sfan5 |
Zeno`: ianal |
10:16 |
Zeno` |
heh |
10:16 |
sfan5 |
other things just wouldn't make that much sense |
10:16 |
sfan5 |
nrzkt: removalsgoogle.com is noreply? |
10:16 |
sfan5 |
actually |
10:16 |
sfan5 |
it _can't_ be no reply |
10:16 |
sfan5 |
i replied to that address before |
10:17 |
nrzkt |
you are right |
10:18 |
nrzkt |
try to change the thing |
10:19 |
sfan5 |
Zeno`: consider this: bad person #123 is issuing false dmca requests in the name of company #321, why would company #321 get sued about that? |
10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/123 -- crashes after about 10 seconds on game start |
10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/321 -- New elements in formspec, item_image and item_image_button. by RealBadAngel |
10:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/321 -- New elements in formspec, item_image and item_image_button. by RealBadAngel |
10:19 |
sfan5 |
thanks ShadowBot |
10:19 |
sfan5 |
you've been very helpful |
10:19 |
nrzkt |
xD |
10:20 |
Zeno` |
true |
10:26 |
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10:30 |
nrzkt |
someone tested #2375 ? |
10:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/2375 -- Fix superflous shader setting updates by rubenwardy |
10:30 |
Zeno` |
I tested it a while ago |
10:30 |
rubenwardy |
It's flawed in design, too many factories |
10:31 |
rubenwardy |
gregorycu has gone away, it appears |
10:31 |
Zeno` |
getting rid of the class SkyBackgroundColorProvider would be a nice start |
10:32 |
Zeno` |
either that or use it everywhere; even if it was used everywhere it seems like a bit of an overkill |
10:33 |
Zeno` |
pretending to hide a global by adding another class that's global is sort of like those endless mirrors heh |
10:33 |
nrzkt |
xD |
10:36 |
Zeno` |
it does seem to result in a nice performance increase though |
10:37 |
nrzkt |
Zeno`, rubenwardy, do you have some time to cleanup this PR to a better design ? |
10:37 |
Zeno` |
Maybe I can look at it tomorrow |
10:38 |
rubenwardy |
I'm not really the maintain, I just fixed a bug in it. I probably should have released it as a patch rather than a new PR. |
10:38 |
Zeno` |
I think hmmm may have been looking at it as well but I'm not sure (maybe he was just commenting) |
10:39 |
Zeno` |
class MainShaderConstantSetterFactory : public IShaderConstantSetterFactory <-- almost doesn't fit on one line of my editor hehe |
10:39 |
nrzkt |
call it mscsf :D |
10:42 |
Zeno` |
I kind of don't get it either... is there are meaning behind class IShaderConstantSetterFactory that I'm missing? It's got a single member function that's pure virtual |
10:44 |
Zeno` |
Maybe it's so lists can have GameGlobalShaderConstantSetterFactory as well as some not yet implemented other type of factory, I really don't know :( |
10:44 |
Zeno` |
YAGNI? |
10:45 |
Zeno` |
Oh there's also MainShaderConstantSetterFactory |
10:45 |
Zeno` |
so many factories |
10:45 |
Zeno` |
I will look tomorrow I think, it's giving me a headache |
10:46 |
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10:46 |
kilbith |
you're not enough smart for that |
10:47 |
Zeno` |
I will add a FactoryFactory |
10:47 |
Zeno` |
kilbith, probably not |
10:49 |
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10:51 |
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10:55 |
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11:00 |
rubenwardy |
#2575 |
11:00 |
ShadowBot |
https://github.com/minetest/minetest/issues/2575 -- Add texture overriding by rubenwardy |
11:04 |
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11:04 |
xenkey |
Hi |
11:09 |
rubenwardy |
Changed #2575 slightly, added "all" and "sides" |
11:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/2575 -- Add texture overriding by rubenwardy |
11:10 |
rubenwardy |
Or it would have been added if Github isn't so bad atm |
11:10 |
rubenwardy |
push isn't working... |
11:11 |
rubenwardy |
done |
11:21 |
est31 |
nrzkt, media updates are harder than I thought |
11:25 |
PilzAdam |
rubenwardy, https://github.com/minetest/minetest/pull/2575/files#diff-34f48ad91ac6c202ac60b0348ae90e30R1638 you can just remove this whole if |
11:25 |
PilzAdam |
just always append DIR_DELIM |
11:27 |
rubenwardy |
That's safe? |
11:28 |
PilzAdam |
yes, /some//dir/file.txt is a valid path |
11:30 |
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11:30 |
nrzkt |
est31: okay |
11:32 |
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11:38 |
nrzkt |
as i see on play store comments, users wants mobs |
11:41 |
nrzkt |
hm... what about adding unified_inventory into the android minetest_game ? It could improve greatly user experience and add the missing feature for the crafting guide |
11:41 |
Calinou |
unified inventory looks like crap |
11:41 |
Calinou |
until this is fixed, it can't be considered for inclusion |
11:42 |
nrzkt |
what is the problem with this mod ? |
11:42 |
xenkey |
problem "looks like crap" |
11:42 |
nrzkt |
then Calinou, propose a better UI :p |
11:52 |
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cd2 |
How can I compile minetest for windows on linux? (cross-compiling) |
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13:19 |
cd2 |
How to compile minetest for windows on linux? (cross-compiling) |
13:25 |
sfan5 |
cd2: the buildbot allows you to do just that https://github.com/minetest/minetest/tree/master/util/buildbot |
13:25 |
cd2 |
how do I use It? |
13:26 |
cd2 |
I tryed it but I didnt undersatnd it :( |
13:28 |
sfan5 |
you need to install mingw, adjust the toolchain.cmake files and the buildbot does the rest |
13:31 |
cd2 |
thx |
13:46 |
cd2 |
sfan5 : my computer says that there is no 7z package |
13:47 |
cd2 |
and I cant install it with apt-get install |
13:48 |
cd2 |
Is "7z" a command of 7zip? |
13:48 |
sfan5 |
cd2: sudo apt-get install p7zip-full |
13:49 |
cd2 |
thx |
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14:24 |
kilbith |
sfan5, i'd be interested by your opinion on the #2555 featuring |
14:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2555 -- Add display resolution settings by kilbith |
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PilzAdam |
https://launchpadlibrarian.net/201607863/buildlog_ubuntu-precise-i386.minetest_201503301416-0~3653~ubuntu12.04.1_BUILDING.txt.gz |
15:06 |
PilzAdam |
I get emails daily saying that the 12.04 build fails |
15:06 |
PilzAdam |
can someone fix this? |
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rubenwardy |
#2575 |
15:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/2575 -- Add texture overriding by rubenwardy |
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kahrl |
ShadowNinja: 93fcab952b didn't update the line util/bump_version.sh:90 to VERSION_STRING instead of VERSION_PATCH |
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luizrpgluiz |
as I force the players to be born within a cordenada x, y and z? |
19:24 |
luizrpgluiz |
because the static spawn point does not work when new players enter the server |
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22:02 |
paramat |
hmmmm, working on treegen.cpp i notice trunk nodes only replace air, so will be chopped up by other tree's leaves instead of growing through them. can i force place trunk nodes instead? or, i could check for leaves and apple nodes but that is slower, also, trees are not placed under obstructions so forced trunks seems okay |
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22:32 |
hmmmm |
i think hard coding which nodes to force place is okay for trees because the entire tree generation algorithm is hardcoded |
22:37 |
paramat |
i agree. i had to do some clever stuff with pinetree gen to avoid floating snow. i'll force place trunks the faster way then |
22:38 |
hmmmm |
hrmm |
22:39 |
hmmmm |
wonder how i should handle biomes cleared that are referenced in another decoration that wasn't deleted |
22:39 |
paramat |
we still need to make sure schem trees force place trunks but not force place leaves, i'll be interested in how you do that |
22:39 |
hmmmm |
man i have so many schematic things todo that i'll never get anything done with mapgen v8 |
22:41 |
paramat |
mapgen is enough for 2 full time jobs |
22:42 |
hmmmm |
well i think that's only because minetest has a good mapgen infrastructure and lots of moddability |
22:42 |
hmmmm |
in most other minecraft-like games it's a complete afterthought |
22:42 |
hmmmm |
"yeah, perlin noise, procedural generation, cool. did that, next item of business..." |
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22:44 |
hmmmm |
anyway getting back to deleted biomes |
22:45 |
hmmmm |
how it works with schematics, if the schematic list is cleared and there's still a ref to one from a decoration, it'll orphan the schematic |
22:46 |
hmmmm |
it'll exist in memory and get deleted when the decoration using it is deleted, like a ref-counted smart pointer-lite, but this kind of logic isn't easily extensible to biomes |
22:47 |
hmmmm |
i think i'll have to scan through the deco list for any decos using biomes and remove their biome refs |
22:47 |
hmmmm |
this would desynchronize the core from the lua shadow table |
22:48 |
hmmmm |
or i just duplicate the custom logic in the builtin register_thing wrapper |
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