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01:36 |
paramat |
another PR for pushing later #2692 |
01:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/2692 -- Mapgen v5/6/7: Cleanup node resolver and aliases by paramat |
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03:38 |
paramat |
now pushing 2692 |
03:38 |
VanessaE |
wait, not THAT button! :) |
03:39 |
paramat |
BOOM |
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03:45 |
est31 |
was 2692 trivial? |
03:45 |
paramat |
it is done |
03:45 |
paramat |
fairly |
03:49 |
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03:50 |
paramat |
a code cleanup. however i do have plans for mgv5/v7 to detect sandstone to enable generation of sandstone dungeons in sandstone biomes |
03:50 |
VanessaE |
bbl |
03:53 |
* est31 |
pushes in 15 minutes: https://github.com/est31/minetest/commit/b4c3ff6eab197828d370c30d66e033cde9d2f13d |
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09:21 |
nore |
thoughts about #2693? |
09:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/2693 -- Add code to support raillike group names by Novatux |
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10:22 |
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10:26 |
RealBadAngel |
nore, here? |
10:27 |
nore |
yep |
10:28 |
nore |
RealBadAngel, ^ |
10:28 |
RealBadAngel |
wanna test minimap? |
10:28 |
nore |
of course :) |
10:28 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/tree/minimap |
10:29 |
RealBadAngel |
code is still messy |
10:30 |
RealBadAngel |
but it works pretty nice imho :) |
10:31 |
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10:34 |
RealBadAngel |
nore, tell me when u got it compiled |
10:34 |
nore |
just finished |
10:34 |
nore |
is there anything to put in minetest.conf? |
10:34 |
RealBadAngel |
yup |
10:35 |
RealBadAngel |
hud_map = true |
10:35 |
RealBadAngel |
zoom and mode is by now set in game.cpp |
10:35 |
nore |
hm... is it normal that it is in the middle of the screen? |
10:35 |
nore |
well, middle top |
10:36 |
RealBadAngel |
line #3996 mapper->drawMap( floatToInt(player->getPosition(), BS) ,&client->getEnv().getClientMap(), false, 4); |
10:36 |
ShadowBot |
RealBadAngel: Error: Delemiter not found in "HTTP Error 404: Not Found" |
10:36 |
RealBadAngel |
false/true for radar |
10:36 |
RealBadAngel |
last one is zoom 1, 2 or 4 |
10:37 |
RealBadAngel |
about position on the screen - need to fix it, it is valid for default window |
10:38 |
RealBadAngel |
so, how it works for you? |
10:38 |
nore |
surface mode works well |
10:39 |
RealBadAngel |
have you tried radar? |
10:39 |
nore |
not yet |
10:41 |
nore |
ah, perhaps you should scan for non-solid nodes instead |
10:41 |
nore |
(of air) |
10:42 |
RealBadAngel |
we can add it there |
10:43 |
RealBadAngel |
atm it works that way when theres more air in the column dot on the map is brighter |
10:45 |
nore |
also, perhaps instead of having two modes, perhaps do something like |
10:45 |
nore |
if there are a lot of air (or other) nodes directly above one another in a column, use surface mode |
10:45 |
nore |
(i.e. show top node below) |
10:45 |
nore |
else, use radar |
10:45 |
nore |
brb |
10:50 |
RealBadAngel |
exploring big caves would trigger such changes |
10:51 |
RealBadAngel |
i thought about just toggling it with one key, like off, surface *1,*2,*4, radar *1,*2,*4 |
10:51 |
RealBadAngel |
will try it now |
11:05 |
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12:28 |
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12:30 |
RealBadAngel |
nore, here? |
12:30 |
nore |
yes |
12:30 |
RealBadAngel |
ive pushed some changes |
12:31 |
RealBadAngel |
config setting is: enable_minimap = true |
12:31 |
RealBadAngel |
then ingame use F9 |
12:34 |
nore |
it works well, except for the minimap position :) |
12:35 |
RealBadAngel |
gonna fix that now |
12:35 |
RealBadAngel |
btw, what about makin it slightly bigger? |
12:36 |
nore |
hm... I don't know |
12:36 |
nore |
maybe it could be in the config |
12:36 |
RealBadAngel |
well for sure it should scale with screen resolution imho |
12:54 |
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13:14 |
RealBadAngel |
hi proller |
13:25 |
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13:40 |
RealBadAngel |
nore, http://i.imgur.com/kM6aEHc.png |
13:40 |
RealBadAngel |
now scaled and correctly positioned |
13:40 |
nore |
good :) |
13:45 |
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13:59 |
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14:04 |
ShadowNinja |
RealBadAngel: If you based it on gsmapper it has to be GPL unless you can get the author to agree to re-license it. |
14:20 |
nore |
sfan5, ShadowNinja: thoughts about game#506, game#508, game#450? |
14:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/506 -- Add screwdriver callbacks, and code them for doors and beds by Novatux |
14:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/508 -- Default/mapgen: Add mapgen aliases for sandstone brick and sandstone brick stair by paramat |
14:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 |
14:20 |
sfan5 |
508 is so trivial you don't even need to ask |
14:24 |
nore |
also, what about #2693? |
14:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/2693 -- Add code to support raillike group names by Novatux |
14:26 |
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14:31 |
sfan5 |
nore: game#450 seems ok |
14:31 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 |
14:34 |
RealBadAngel |
ShadowNinja, i wrote to gsmanner bout it, if he wont respond i will delete all his original code. anyway most of it is already changed |
14:42 |
Amaz |
RealBadAngel, one problem with the mapper is that I get ~9 fps when it is set to zoom x1, and when it is disabled I get 40-50fps, which seems to be quite a dramatic difference... |
14:44 |
RealBadAngel |
Amaz, now it does full scan each frame, i will optimize it later |
14:45 |
RealBadAngel |
btw, i do get 60fps all the time no matter the zoom ;) |
14:45 |
Amaz |
Okay! Lucky thing ;) |
14:45 |
RealBadAngel |
and whats the framerate for you with radar mode? |
14:46 |
Amaz |
15-20 on zoom x1. |
14:46 |
RealBadAngel |
whats the difference with zoom x2 and 4? |
14:47 |
Amaz |
With radar? 30-35 on zoom x2, and normal on zoom x4. |
14:47 |
RealBadAngel |
and surface? |
14:48 |
Amaz |
25-30 with zoom x2, 30-50 with zoom x4. |
14:49 |
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14:50 |
RealBadAngel |
whats ur cpu, gpu and ram? |
14:54 |
Amaz |
Intel(R) Core(TM)2 Duo CPU T6570 @ 2.10GHz, Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07), MemTotal: 3008900 kB |
14:54 |
Amaz |
Not the best system in the world :) |
14:59 |
nore |
sfan5, btw, I noticed a problem while looking at game#450: see game#509 |
14:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/450 -- Make TNT respect on_blast, implement on_blast for some nodes by Wuzzy2 |
14:59 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/509 -- Beds, doors and fire |
15:01 |
nore |
I think the best fix would be to have multi-node support somewhere, perhaps even in builtin |
15:06 |
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17:16 |
RealBadAngel |
nore, are you here? |
17:17 |
nore |
yep |
17:18 |
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17:24 |
Krock |
RealBadAngel, nice to see gsmapper active again :D |
17:24 |
Krock |
(or a remake of it) |
17:24 |
RealBadAngel |
nore, ive pushed changes that should effect with better fps |
17:25 |
RealBadAngel |
scanning is divided into 4 stages and image is generated only when scan is finished |
17:25 |
RealBadAngel |
a bit less smooth but its enough i think |
17:26 |
nore |
RealBadAngel: good, trying it |
17:26 |
RealBadAngel |
test it and tell me bout fps |
17:26 |
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17:33 |
nore |
fps without/surfacex1/surfacex2/surfacex4/radarx1/radarx2/radarx4/ : 60/30/60/60/40/60/60 |
17:35 |
RealBadAngel |
how does it "feel" now? |
17:35 |
nore |
and with another test: always 30, and another one: always 60, except with surfacex1: 35 |
17:36 |
RealBadAngel |
minimap fps is now 1/4th of it was before |
17:36 |
nore |
well, it works well |
17:37 |
nore |
what you should do perhaps: use result of computation of previous image to do the next one |
17:37 |
nore |
that could make it far faster |
17:38 |
nore |
but still draw it at the same fps as before could work well :) |
17:38 |
nore |
and recompute it every 1/2s or something like that |
17:38 |
nore |
or better, if possible: each time an update is received |
17:39 |
RealBadAngel |
that wont work that good, now its smooth because map follows the player |
17:39 |
nore |
yes, but you can use previous results |
17:39 |
nore |
recomputing only columns that need to |
17:39 |
RealBadAngel |
if you make it .5s intervals it would jump |
17:40 |
nore |
and if the player moves up/down, looking at top & bottom nodes that have changed |
17:40 |
nore |
and every .5s, recompute it |
17:40 |
RealBadAngel |
to see what have changed you need to scan everything anyway |
17:40 |
nore |
since some nodes may have changed (because the client received a new block for example) |
17:40 |
nore |
yes, but only every .5s |
17:41 |
nore |
you know how the client has moved, so there are a lot of columns you don't need to compute again |
17:41 |
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17:41 |
nore |
and if the player has moved up/down, look at the nodes that were added or removed |
17:41 |
nore |
in the scanning area |
17:41 |
RealBadAngel |
other can add nodes in the area too |
17:41 |
nore |
and update accordingly |
17:41 |
RealBadAngel |
*others |
17:42 |
nore |
that would be in the "every .5s update" |
17:42 |
RealBadAngel |
well, thats good idea to make the code faster |
17:43 |
nore |
for example, with radar |
17:43 |
nore |
you only need to look how many air nodes were added on top |
17:43 |
nore |
and how many were removed on bottom |
17:43 |
nore |
if the user moved up |
17:45 |
nore |
I would complain because the radar shows that caves are bugged too :p |
17:45 |
RealBadAngel |
i will try such optimisations when code is cleaned |
17:45 |
nore |
ok, thanks :) |
17:45 |
RealBadAngel |
now need to show minimap and cursor as meshes |
17:46 |
nore |
meshes?? |
17:46 |
RealBadAngel |
that will allow easier rotation of marker |
17:46 |
RealBadAngel |
and the map itself |
17:46 |
RealBadAngel |
you cant rotate the texture, but you can do that easily with mesh |
17:46 |
nore |
ah, that would be useful :) |
17:47 |
RealBadAngel |
simple plain mesh with one texture |
17:47 |
RealBadAngel |
but then i will be able to make minimap round and rotating :) |
17:48 |
RealBadAngel |
and i will be able to get rid of the rest of gsmanners code (and the license too) ;) |
17:49 |
nore |
ah, good :) |
17:49 |
VanessaE |
suddenly I get the impression the minimapper will be like the regular overhead view in google maps :) |
17:51 |
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17:51 |
nore |
hm... nodes that have a param2 are of the color of their top texture when not rotated |
17:52 |
sfan5 |
hm |
17:52 |
nore |
(for example trees) |
17:52 |
nore |
that looks a little strange |
17:52 |
sfan5 |
where is nrz when you need him |
17:52 |
kilbith |
you have his e-mail |
17:53 |
sfan5 |
but irc is way easier |
17:53 |
Megaf |
VanessaE: minimapper? |
17:56 |
* Megaf |
googles |
17:57 |
VanessaE |
Megaf: um, the thing RealBadAngel and nore are working on..? |
17:58 |
Megaf |
oh, ok then |
17:58 |
Megaf |
I like that already |
17:59 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/tree/minimap |
17:59 |
est31 |
Krock, you there? |
17:59 |
Krock |
est31, this answer answers your question. |
17:59 |
est31 |
I have a question regarding MSVC compatibility |
17:59 |
RealBadAngel |
^^ tree with what im working on |
17:59 |
est31 |
I know I broke |
17:59 |
Krock |
est31, should I tell you all compiling errors? |
18:00 |
ElectronLibre |
RealBadAngel: Got this with the lastest version of your minimap http://pastebin.ubuntu.com/11099345/ |
18:00 |
est31 |
Krock, about this file https://github.com/minetest/minetest/blob/master/src/json/CMakeLists.txt |
18:00 |
est31 |
you only set CMAKE_CXX_FLAGS_RELEASE |
18:00 |
est31 |
why not _DEBUG too? |
18:00 |
ShadowNinja |
RealBadAngel: Is the mini-map generation done in a seperate thread? |
18:01 |
est31 |
can you try to run a debug build on that commit? |
18:01 |
Krock |
est31, who uses _DUBUG on json? |
18:01 |
Krock |
I wasn't sure if debug has that problem too..possible |
18:01 |
est31 |
can you test it? |
18:01 |
Krock |
mhm k |
18:02 |
RealBadAngel |
ElectronLibre, thx, will check this |
18:02 |
est31 |
then I can add that to libgmp too |
18:02 |
ShadowNinja |
Krock: You should probably use a more generic option, so SemiDebug, MinSizeRel, RelWithDbgInfo, etc work too. |
18:02 |
RealBadAngel |
ShadowNinja, its done in draw loop |
18:03 |
ElectronLibre |
I had unknown nodes around me I think, I will try to see without the minimap. |
18:03 |
ShadowNinja |
RealBadAngel: Make sure to seperate it then. The UI thread should only blit the finished texture to the screen. |
18:03 |
Krock |
Funny, there's no debug option in the .vcxproj file of json, so I can't compile it for debug :/ |
18:03 |
RealBadAngel |
ShadowNinja, im not sure how to run it in a separate thread |
18:03 |
RealBadAngel |
any example in mind? |
18:04 |
ShadowNinja |
RealBadAngel: grep -r 'public JThread' src/ |
18:04 |
est31 |
Is the rendering being done in irrlichtß |
18:04 |
est31 |
? |
18:04 |
est31 |
then we can forget separate threads |
18:05 |
ShadowNinja |
RealBadAngel: Then use a MutexedQueue or similar to pass back whatever the UI thread needs. |
18:06 |
RealBadAngel |
ShadowNinja, there are pros and cons to that imho |
18:07 |
est31 |
from what I read, we have to generate our very own irrlicht context for this when we want to use threads |
18:07 |
est31 |
and then only pass on the image |
18:07 |
ShadowNinja |
RealBadAngel: Of course there are, but you can't be doing long operations like scanning the map on the UI thread, it kills FPS. |
18:07 |
Krock |
ShadowNinja, there's no problem with debug because minetest links with "/MDd", like json |
18:08 |
RealBadAngel |
but putting that in thread instead of splitting it into parts will continuosly eat cpu |
18:08 |
ShadowNinja |
est31: The UI thread might have to generate the actual image, but a seperate thread can scan the area and generate an array of pixel values. |
18:08 |
est31 |
ok that sounds reasonable ShadowNinja |
18:09 |
ShadowNinja |
Krock: What about MinSizeRel, SemiDebug, and RelWithDbgInfo? |
18:09 |
RealBadAngel |
but anyway going to implement that in a thread |
18:09 |
RealBadAngel |
thx SN |
18:09 |
exio4 |
RealBadAngel: it doesn't, you may only generate n images per second |
18:09 |
ShadowNinja |
YW. |
18:09 |
exio4 |
it could be cheaper, as you could generate maybe only 10 updates per seconds |
18:09 |
RealBadAngel |
atm image is generated each 4th frame |
18:10 |
ShadowNinja |
It should definitely be limited to 1/sec or so. |
18:10 |
RealBadAngel |
on the other frames its collecting data |
18:10 |
VanessaE |
nore: I took a look at that screwdriver callback pull. didn't try it yet, but the idea looks good to me. |
18:11 |
RealBadAngel |
so minimap has now 15fps (when mt has 60) |
18:11 |
Krock |
ShadowNinja, minetest is linked with /MDd and json with /MD with non-Release options, there aren't any conflicts |
18:12 |
est31 |
ok then |
18:12 |
est31 |
Krock, can you make a PR to make gmp compile for you? |
18:12 |
TheWild |
RealBadAngel, great job with that minimap though... will be possible to set arbitrary color for each type of node from Lua? (e.g. in register_node) |
18:12 |
Krock |
est31, is your pull up-to-date? |
18:12 |
est31 |
? |
18:13 |
est31 |
Its merged now into master |
18:13 |
Krock |
oh |
18:13 |
Krock |
Ah yesterday.. I missed something |
18:13 |
est31 |
nice idea TheWild, that can be used for real mapping too |
18:13 |
Calinou |
the node color should be automatic by default, with an optional override |
18:13 |
RealBadAngel |
TheWild, color is taken from top of the node |
18:14 |
Calinou |
color = {r = 255, g = 255, b = 255, a = 255} probably |
18:14 |
VanessaE |
use minetestmapper's colors.txt if it's present :) |
18:14 |
RealBadAngel |
texture is scaled down to 1x1 to get the color |
18:14 |
Calinou |
colors.txt seems obsolete to me |
18:14 |
Calinou |
IMO, it's up to mods to define colors if they want an override |
18:15 |
sfan5 |
<Calinou> colors.txt seems obsolete to me |
18:15 |
sfan5 |
what |
18:15 |
sfan5 |
i just updated it a few days ago |
18:16 |
Calinou |
it's an obsolete way of doing things, I mean |
18:16 |
VanessaE |
it's faster to read a color from a text file than to scale an image down to get it...... |
18:16 |
ElectronLibre |
If it can help you RealBadAngel, the minimap crashed every time it tried to get an unknown node texture. Now I've removed them and it work. Adding a check about whether or not the node is register would be enough I think (I don't know how to do so but it must not be that complicated). |
18:16 |
RealBadAngel |
ElectronLibre, thx a lot, will put there check for it |
18:17 |
VanessaE |
ElectronLibre: that's easy to do, at least on the lua side of things. |
18:17 |
ElectronLibre |
Yes, on the lua side I can do it. But on the C++ side, I can't. |
18:20 |
est31 |
What do people think of #2695 |
18:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/2695 -- Faster settings and defaultsettings by est31 |
18:21 |
est31 |
I want to make more changes to that file later on, but that PR is a first step with the largest speed boost |
18:25 |
est31 |
Zeno has already said that the code looks good |
18:25 |
est31 |
so if sb could test it then thats enough I guess |
18:25 |
est31 |
not that I havent tested it |
18:26 |
est31 |
add this code so some place to test settings: http://pastie.org/10181015 |
18:26 |
est31 |
s/settings/speed/ |
18:32 |
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18:32 |
TenPlus1 |
hi folks... |
18:32 |
Krock |
heya |
18:33 |
TenPlus1 |
hi krock... have you ever gotten the bouncy node feature to work properly ? |
18:33 |
Krock |
no and the only bouncy node I saw was made with a physics change.. |
18:34 |
TenPlus1 |
I've made a quick slimeblock that doubles the players bounce height when it's dropped on, but holding jump shoots them into outer space..!! |
18:34 |
TenPlus1 |
and disable_jump doesnt work |
18:34 |
Krock |
but isn't that great? |
18:35 |
TenPlus1 |
would be amazing if I had moon realm installed :) but for normal play, nope |
18:35 |
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18:36 |
TenPlus1 |
would one of the devs be so kind as to add disable_jump check to the bounce code when jump is pressed |
18:37 |
est31 |
TenPlus1, do you want to make a PR? |
18:38 |
TenPlus1 |
er... c+ isnt my strongpoint... I could manage an issue :P |
18:38 |
est31 |
thats ok too, best with example code :) |
18:39 |
TenPlus1 |
heh, will do that now... |
18:40 |
Krock |
est31, there we go #2696 compiled without troubles |
18:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/2696 -- Build and link gmp correctly on MSVC by SmallJoker |
18:41 |
TenPlus1 |
it's already an issue it seems: https://github.com/minetest/minetest/issues/1551 |
18:45 |
TenPlus1 |
back later... testing :) |
18:46 |
nore |
anyone against merging #2693? |
18:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/2693 -- Add code to support raillike group names by Novatux |
18:47 |
est31 |
nope nore |
18:47 |
est31 |
SN has already +1ed it so you are free to merge |
18:48 |
est31 |
Krock, can you add newlines at the end of the files in your pr again? |
18:49 |
est31 |
thanks Krock |
18:49 |
Krock |
np |
18:49 |
est31 |
why exactly do you need those additional paramsß |
18:49 |
est31 |
? |
18:49 |
est31 |
/O2 /Ob2 /D NDEBUG |
18:50 |
Krock |
those o's are for optimizations |
18:50 |
Krock |
and the /d ndebug is just default |
18:50 |
est31 |
ok then, I +1 it |
18:51 |
est31 |
I guess I can push it directly |
18:51 |
est31 |
I mean, nobody else uses msvc :) |
18:52 |
Krock |
*cough* BlockMen *cough* |
18:52 |
est31 |
pushing #2696 in 15 minutes |
18:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/2696 -- Build and link gmp correctly on MSVC by SmallJoker |
18:56 |
nore |
pushing https://github.com/Novatux/minetest_game/commit/81259e9fcc1a91380d8eca7d73317a357be2c27c in 5 minutes |
18:56 |
nore |
ShadowNinja, ^ |
18:57 |
est31 |
looks good nore +1 |
18:57 |
est31 |
merge it now :) |
18:58 |
nore |
I'll wait 21:00:00 :p |
19:03 |
nore |
https://github.com/Novatux/minetest_game/commit/aaa6c260cdcdc13498b1ed18fa55a3765e3359bc <-- can I merge that too? |
19:05 |
est31 |
when can pos be modified? |
19:05 |
nore |
in the callback |
19:05 |
nore |
such as the one in doors, as I just discovered |
19:06 |
est31 |
ah ok |
19:06 |
est31 |
then merge it |
19:18 |
nore |
hm... |
19:18 |
nore |
2015-05-12 21:16:59: ERROR[main]: WARNING: before createPlayingSoundAt: invalid name |
19:18 |
nore |
2015-05-12 21:16:59: ERROR[main]: WARNING: createPlayingSoundAt: out of memory |
19:19 |
nore |
(and that hundreds of times) |
19:20 |
nore |
(I tried to explode a 10x10x10 cube of tnt) |
19:29 |
est31 |
hmmmm, #2695 was your idea. Can you +1 it? |
19:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/2695 -- Faster settings and defaultsettings by est31 |
19:32 |
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19:34 |
VanessaE |
[05-11 03:14] <hmmmm> alrighty guys, I'm gonna skedaddle |
19:34 |
VanessaE |
[05-11 03:14] <hmmmm> i'll be gone for like a week or so on business |
19:35 |
est31 |
oh ok |
19:36 |
est31 |
skedaddle nice word |
19:43 |
VanessaE |
bbl |
19:57 |
Calinou |
that word does exist :o |
20:16 |
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21:03 |
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21:10 |
paramat |
since hmmmm is away can anyone approve my plan to make mgv5/v7 dungeons use sandstone brick in sandstone biomes? also, i forgot to add a sandstone alias to default/mapgen, will push that later |
21:11 |
* est31 |
needs hmmm too :((( |
21:13 |
est31 |
paramat, can you at least test #2695 ? |
21:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/2695 -- Faster settings and defaultsettings by est31 |
21:13 |
est31 |
what code should I review? |
21:25 |
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21:39 |
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21:48 |
paramat |
sorry i'm too busy to test that |
21:50 |
paramat |
if you've tested it that's good enough :) |
21:50 |
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21:53 |
paramat |
i just had an idea to possibly add very rare obsidian brick dungeons 8] |
21:54 |
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21:55 |
paramat |
.. in future, i'll discuss it with hmmmm when he's back |
21:55 |
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22:04 |
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22:05 |
est31 |
merging in 5 minutes: https://github.com/est31/minetest/commit/b70e67df8c55c0ccf3c95f9c45e194d1433ba53f |
22:14 |
paramat |
cool, good to have those warnings fixed |
22:16 |
est31 |
interestingly, only gcc had that warning |
22:17 |
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22:18 |
paramat |
will push game#510 soon, trivial fix for my previous mtgame commit |
22:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/510 -- Default/mapgen: Add sandstone alias for sandstone biome detection by paramat |
22:19 |
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22:20 |
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22:28 |
paramat |
now pushing 510 to mtgame |
22:33 |
paramat |
done |
22:37 |
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