Time |
Nick |
Message |
00:02 |
sofar |
It's strange to see git describe --tags say 0.4.11-git-bla and not 0.4.12-git-bla |
00:38 |
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00:38 |
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00:43 |
paramat |
yes supporting 6d rotation would be a challenge, 24 orientations x 3 rotations to consider =P i'll try rotating some horizontal branches again to see if rotateAlongYAxis actually works for 6d, i don't think it does but should check again |
01:07 |
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01:13 |
paramat |
nope horizontal branches are not rotated, for now then i'll disable that function for param2 > 3, and check wallmounted |
01:14 |
paramat |
i just added a sandstone grassland biome to my biome system, the sandstone cliffs and mountains are beautiful, and make this material a resource |
01:25 |
paramat |
param2 seems to be used differently for wallmounted, so i'll only alter the facedir code |
01:30 |
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01:42 |
paramat |
'rotateAlongAxisOfEvil' |
01:55 |
paramat |
hmmmm here it is for review #2666 |
01:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/2666 -- RotateAlongYAxis: For facedir case, return if param2 >= 4 by paramat |
02:30 |
hmmmm |
sure, looks good. |
02:31 |
paramat |
cool |
02:41 |
paramat |
now pushing 2666 |
02:46 |
paramat |
push complete |
02:46 |
hmmmm |
remember to flush the toilet |
02:52 |
paramat |
hehe |
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16:47 |
VanessaE |
https://github.com/minetest/minetest/issues/2667 |
16:50 |
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16:54 |
rubenwardy |
Do any devs actually work on minetest_game? |
16:54 |
VanessaE |
a few do |
16:54 |
Krock |
Currently, it doesn't look very active |
16:54 |
VanessaE |
paramat is most active |
16:54 |
rubenwardy |
There are a lot of good PRs (bug fixing) that haven't been merged |
16:54 |
rubenwardy |
game#200 |
16:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/200 -- Make furnaces burn items even when they are unloaded by Novatux |
16:54 |
rubenwardy |
no, game#395 |
16:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/395 -- Make furnace work even when unloaded by Kalabasa |
16:55 |
rubenwardy |
game#499 game#489 |
16:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/499 -- Optimize all sounds by kilbith |
16:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/489 -- Rename to Minetest Game (fixes #480) by BlockMen |
16:55 |
Krock |
same topic - other pull :3 |
16:55 |
kilbith |
making VanessaE or Calinou _game maintainers with half-voice on PRs would revive that repo |
16:56 |
kilbith |
they have experience on that |
16:57 |
VanessaE |
eh. |
16:57 |
rubenwardy |
They say the aim of Minetest is "customisation" but even that isn't done properly. It's only fully customisable for subgame developers, mods can't override subgames properly. Even then, most players can't make mods. I'd love to see more modularity, like being about to download decorative items individually rather than getting loads of redundant ones in a mod. |
17:00 |
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17:05 |
VanessaE |
I'm content to maintain my own game and pull stuff from minetest_game as needed |
17:06 |
VanessaE |
trying the furnace patch in dreambuilder though |
17:20 |
VanessaE |
https://github.com/minetest/minetest_game/issues/395 seems to work well on dreambuilder ;) |
17:23 |
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17:26 |
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17:32 |
paramat |
hmmmm this is interesting and concerning #2665 checking watershed the 2D perlinmaps have z = 1 as is correct |
17:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2665 -- get_perlin_map consumes all memory and brings down servers |
17:34 |
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17:43 |
hmmmm |
ouch |
17:43 |
hmmmm |
sounds crazy |
17:43 |
hmmmm |
FWIW, you do use a lot of 3d noise maps :) |
17:44 |
hmmmm |
"If I understand correctly, a single perlin map should only contain 343KB of data. 777*16 * 64bit data = 343KB. " |
17:44 |
hmmmm |
where did this guy these numbers from... |
17:46 |
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17:51 |
hmmmm |
I could (theoretically) make memory usage of perlin noise more efficient |
17:52 |
hmmmm |
it would become much more awkward to use though :) |
17:54 |
hmmmm |
also that guy is full of shit.. the theoretical maximum of the memory consumption from those noise params would be 36 MB |
17:54 |
paramat |
yeah i do, riverdev is worse =) |
17:54 |
hmmmm |
sounds to me like he edited them to have insane values |
17:55 |
hmmmm |
like maybe "oh more detail is good, I'm going to increase number of octaves to 20" |
17:58 |
paramat |
"it would become much more awkward to use though" then of course, please don't |
17:58 |
paramat |
yeah so i'll label it unconfirmed bug |
17:59 |
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18:00 |
hmmmm |
i feel that if something is technically superior but more difficult to use, it should still be there so the willing may use it |
18:00 |
hmmmm |
we can have a line-by-line buffer and have the caller interpose perlin noise calls with they functions they use the noise in |
18:00 |
hmmmm |
so it'd be like |
18:01 |
paramat |
sure |
18:01 |
hmmmm |
for (s16 y = min; y <= max; y++) { float buffer[80]; noise_foobar->getPerlin3D_line(buffer, x, y, z); for (s16 x = min.X; ...) |
18:02 |
hmmmm |
all you REALLY need are two points from the noise lattice to avoid recalculation |
18:02 |
hmmmm |
the current interface is there for convenience |
18:02 |
hmmmm |
i never saw memory consumption be a problem though |
18:03 |
paramat |
ah i see, that's reasonable |
18:04 |
hmmmm |
oh jeez |
18:04 |
hmmmm |
i know, it's the lua table that's consuming the majority of the memory |
18:04 |
hmmmm |
but it shouldn't be taking up gigabytes... no way |
18:05 |
hmmmm |
how on earth do you measure consumption of lua? |
18:06 |
paramat |
no one else has had this issue with my monster mapgens |
18:07 |
hmmmm |
it's funny, i profiled this a while ago. writing the noise values to a lua table takes up about 10x as much CPU as generating them does |
18:09 |
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18:13 |
paramat |
nore, sfan5 see https://github.com/minetest/minetest_game/issues/459#issuecomment-98395281 could i have permission to add the mgv5/v7 biome system in a few days? then soon after i'll sort out the sapling growing |
18:14 |
hmmmm |
why is it 0.5.0 |
18:14 |
hmmmm |
did we not already agree the next major version would be 1.0.0?? |
18:17 |
paramat |
yes, whatever, my mistake |
18:18 |
hmmmm |
it's a more general question. we first said 1.0.0 then somebody said 0.5.0 and now there's an 0.5.0-dev branch in upstream |
18:18 |
hmmmm |
and now everybody refers to it as 0.5.0 |
18:18 |
paramat |
some call it 0.5.0 so i used that |
18:18 |
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18:22 |
paramat |
i guess like me, many are just repeating what they see written |
18:22 |
hmmmm |
so what do you like better? 1.0.0 or 0.5.0? |
18:22 |
hmmmm |
the numbering system is FUBAR and it'll never reach 1.0.0 if we continue along this path |
18:24 |
paramat |
personally i like 0.5.0 because 1.0.0 sound too 'finished' hehe |
18:24 |
paramat |
(sounds) |
18:24 |
nore |
paramat: I see no problem with adding it, if it works :) |
18:24 |
paramat |
that or 5.0.0 |
18:25 |
paramat |
thanks |
18:25 |
hmmmm |
we thought about 5.0.0 but people were against it because the sudden leap would confuse everybody |
18:25 |
nore |
<hmmmm> did we not already agree the next major version would be 1.0.0?? <-- I haven't seen that... but that's good! |
18:26 |
hmmmm |
a couple weeks back we had a talk about it |
18:26 |
hmmmm |
erm, months rather |
18:26 |
hmmmm |
I don't think the next version is going to be this major version though |
18:26 |
hmmmm |
a defining feature of the next major version is the introduction of client-side scripting |
18:27 |
paramat |
yes 0.4.13 next, and soonish since there's been so much mapgen progress |
18:27 |
hmmmm |
huh |
18:28 |
hmmmm |
i wonder if there's enough material for another release |
18:28 |
hmmmm |
if we had a changelog from 0.4.12 to right now, what would it look like? |
18:28 |
paramat |
erm midsummer .. june 21st perhaps |
18:28 |
hmmmm |
first of all, the bugs that currently exist need cleaning |
18:29 |
hmmmm |
i think it's plenty clear at this point that nerzhul will not fix the player damage flash so we'll fix that |
18:29 |
paramat |
shadow glitches fixed and snow biomes in mgv6, mgv5 and mgv7 stable and with biomes |
18:29 |
hmmmm |
the git-describe tag issue will need fixing too |
18:30 |
hmmmm |
there are so many bugs |
18:30 |
hmmmm |
just go to the issue tracker and scoop up a handful |
18:30 |
hmmmm |
i need to figure out the mac osx thing too |
18:31 |
paramat |
nerz is apparently busy with RL stuff so the HP bug may need fixing by someone else |
18:34 |
hmmmm |
i was busy with real life a lot and i still found time to fix large bugs |
18:34 |
hmmmm |
that one time there was a crash on 0 length packets in connection, i was 30 minutes late for work but i fixed it |
18:35 |
hmmmm |
though that was a pretty bad vulnerability |
18:35 |
hmmmm |
anyway how about the flat player bug? |
18:41 |
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18:44 |
paramat |
this sloped landscape looks good https://forum.minetest.net/viewtopic.php?p=177683#p177683 |
18:46 |
hmmmm |
hmm |
18:46 |
hmmmm |
it does look cool but it's ultimately unusable until the nodebox lighting bug gets fixed |
18:47 |
hmmmm |
also i wonder how that guy added the slopes... the simplest method i can think of is to generate map like normal, and then do another pass to replace gaps with angled nodes |
18:47 |
hmmmm |
but then you have the cutoff-at-y=47 problem |
18:58 |
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19:01 |
Sokomine |
hmmm: yes, transfering huge amounts of data from the engine to lua seems to be expensive. getting the mapgen data and writing it back is a considerable time factor regarding lua mapgens |
19:04 |
Sokomine |
fixing the nodebox highlighting bug might cause problems. we sometimes use it to draw with light on purpose |
19:06 |
Sokomine |
hmmmm: i've already considered reading and writing only part of the mapchunk in order to increase speed. it's not too slow in general - even my phone can run the lua mapgen. but still - saving time would be nice |
19:08 |
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19:47 |
hmmmm |
i have no idea if it would increase performance breaking things up into smaller chunks, but i'll try |
19:47 |
hmmmm |
in theory the larger chunk would be faster because it's the same amount of work with the lowest amount of overhead and optimal cache coherency |
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