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IRC log for #minetest-dev, 2015-04-23

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All times shown according to UTC.

Time Nick Message
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00:56 paramat hmmmm, i'll push #2640 soon, i removed checks for p and pmax for reasons given in the thread, back soon
00:56 ShadowBot https://github.com/minetest/minetest/issues/2640 -- DecoSchematic: Fix missing trees in rough terrain by paramat
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01:41 paramat now pushing 2640
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01:43 paramat git am 2640.patch
01:43 paramat oops heh
01:46 paramat done
01:48 hmmmm wait you removed the checks?
01:48 hmmmm hello cutoffs :|
01:49 paramat yeah i know
01:49 paramat sorry, you said the check for p was redundant
01:50 hmmmm yeah the check for the point, not the area
01:50 hmmmm contains(VoxelArea{pmin, pmax}) implies contains(p)
01:50 paramat ah, my original PR checked p and pmax
01:50 paramat i misunderstood
01:50 hmmmm well that's okay
01:51 paramat still, see reasons in thread, you agree?
01:51 hmmmm i'm going to modify a few other things in that file soon
01:51 hmmmm forum thread??
01:51 paramat #2640
01:51 ShadowBot https://github.com/minetest/minetest/issues/2640 -- DecoSchematic: Fix missing trees in rough terrain by paramat
01:51 hmmmm i thought it just said that it was slow or something like that
01:52 paramat i think speed is more important than checks for cutoffs
01:53 hmmmm do you realize the difference in magnitude..
01:53 paramat especially since cutoffs due to rotation are not checked for anyway
01:53 hmmmm do you mind if I add it back in when I add in the rotation check?
01:53 paramat yeah small
01:53 paramat no i don't mind =)
01:53 hmmmm ok
01:55 paramat so you will be checking for cutoffs due to rotation? impressive
01:56 hmmmm it's not hard
01:58 paramat okay. now, game#310 has approval from the team, is rebased and squashed, i'm considering pushing it for them since they're so busy ..?
01:58 ShadowBot https://github.com/minetest/minetest_game/issues/310 -- Allow overriding papyrus and cactus grow functions by HybridDog
01:58 paramat game dev work is so slow at the moment
01:59 paramat i need this pushed to fix my branched cacti
02:05 paramat well i'm gonna do it, i even asked nore yesterday and got no response
02:06 hmmmm fine by me, i mean i don't do anything with minetest_game
02:10 paramat oh hang on, some of ShadowNinja's line notes have not been acted on, so it needs improving before pushing
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05:00 paramat to finish mgv6 snow biomes i will push this later game#497
05:00 ShadowBot https://github.com/minetest/minetest_game/issues/497 -- Default/mapgen: Add dry shrub to mgv6 tundra by paramat
05:04 hmmmm hmm
05:04 hmmmm i look at stuff like this http://i.imgur.com/HFEftHA.jpg and it makes me wonder if we've been doing it wrong
05:05 hmmmm should we be using 2d noise as the base terrain and then 3d noise for "detail"?
05:05 hmmmm although I suppose the current algorithms already do this to an extent
05:07 hmmmm how can the 2d noise shape be made more prevalent over the 3d
05:08 hmmmm what if the base terrain was pure 2d and then for terrain detail, the same 2d noise is multiplied by 3d noise to create the detail
05:09 hmmmm so it'd be like placing mapgen v5 on top of a mapgen v6 map
05:09 hmmmm sorta
05:09 hmmmm except the terrain would be synchronized
05:09 hmmmm i gotta try this out but i'm stuck doing unit test crap
05:16 * paramat ponders
05:27 paramat now pushing 497 to game
05:30 paramat done
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05:34 paramat 'stuck'? you're not at work, do what you feel
05:35 hmmmm well
05:35 hmmmm it's a priority for me
05:35 paramat ah
05:36 hmmmm I hate work right now
05:36 hmmmm i feel like i'm getting micromanaged
05:36 paramat my river valleys use 2d valley noise to multiply 3d mountain noise, for a smooth blend from one to the other
05:43 paramat something like (1 + 2Dnoise) * 3Dnoise
05:44 hmmmm that's what mapgen v5 already does
05:44 hmmmm hmm what I'm talking about is hard to explain i think, i just need to show you
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05:49 paramat yeah
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14:14 neoascetic hi all
14:15 neoascetic github supports contributors notice: https://github.com/blog/1184-contributing-guidelines
14:16 neoascetic could someone add CONTRIBUTORS.{md,txt} to the repo with style guides/etc?
14:17 neoascetic I think it is better to have guidelines in the repo instead than somewhere on wiki
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15:22 est31 sometimes, C is very weird
15:22 est31 I have these 4 files: https://github.com/est31/csrp-gmp/tree/master/sha
15:23 est31 where is the implementation for SHA256_Init??
15:23 sfan5 remember how i said just ripping some code out of a big project is not a good idea
15:24 sfan5 this is exactly what happens
15:24 sfan5 you use some code
15:24 est31 it works very well
15:24 sfan5 then somehow something is missing
15:24 sfan5 or you don't know where it is
15:24 sfan5 or it breaks for some reason
15:24 sfan5 or ....
15:25 est31 I just wanted to add SHA-1 support so that I can test whether we are conformant with RFC 5054
15:25 est31 (in theory)
15:25 est31 I mean we dont need that conformance, but its a good way to check whether all computations are right
15:25 sfan5 you mean whether sha1.cpp is right?
15:25 Etzos Line 33-66.
15:26 est31 Etzos, which file?
15:26 Etzos sha256.c
15:26 est31 ah I see
15:26 est31 thanks
15:27 * est31 should read more carefully
15:27 sfan5 est31: <sfan5> you mean whether sha1.cpp is right?
15:27 est31 no that is ok
15:27 est31 I mean I trust that
15:27 est31 I only want to check the srp implementation
15:28 sfan5 sha1.cpp is correct btw
15:28 est31 and the test vectors in the RFC rely on sha-1
15:33 est31 I know of sha1.cpp
15:33 est31 but its c++
15:33 est31 and the test file is c based
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21:14 est31 sfan5, I think you have convinced me. I now think that libnettle is no bad option at all.
21:14 est31 Right now it might only be used for hashing, but later we can use it for encryption too.
21:15 est31 However, before its a back and forth, I suggest first running with the "ripped out" sha implementation, and then adding nettle when adding encryption.
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