Time |
Nick |
Message |
00:00 |
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Kenney_ joined #minetest-dev |
00:42 |
RealBadAngel |
http://picpaste.com/pics/screenshot_20150601_023915-FZGzRFc9.1433119305.png |
00:43 |
Wayward_One |
whoa |
00:44 |
Wayward_One |
awesome |
01:49 |
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01:52 |
paramat |
zat i just thought, your problem with no biome nodes below y = 3 might be due to not using latest 0.4.12dev |
01:53 |
paramat |
an earlier version of the biome API expects 'shore' nodes, which your biome definitions possibly lack |
01:53 |
paramat |
best to use latest 0.4.12dev and biome definitions as in biomesdev mod |
01:56 |
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01:56 |
paramat |
yep 0.4.12 stable has the old biome api which expects 'node top' 'node filler' 'node underwater' |
01:57 |
paramat |
oops sorry i mean.. |
01:57 |
paramat |
expects 'node shore top' 'node shore filler' |
01:58 |
paramat |
.. and 'node underwater' |
02:06 |
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02:39 |
paramat |
http://i.imgur.com/glZFM4A.png projecting dungeons make the best bases. hmmmm |
02:49 |
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02:51 |
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03:15 |
hmmmm |
wait, I'm confused why meshes have a 65536 limit on indicies |
03:15 |
hmmmm |
don't you mean verticies..? |
03:17 |
VanessaE |
http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=44672 |
03:18 |
VanessaE |
this started to creep in back right after nodeboxes were added - people started making objects with fucktons of nodeboxes and it started tripping a lower version of that limit. |
03:18 |
VanessaE |
(I think 16k at the time) |
03:19 |
VanessaE |
this explains the term, http://irrlicht.sourcearchive.com/documentation/1.7plus-pdfsg1/classirr_1_1video_1_1IVideoDriver_55eba6140492faaed9dca7e16ad8dde2.html |
03:19 |
hmmmm |
i still don't understand the limit |
03:20 |
VanessaE |
specifically, "const u16 * indexList," |
03:20 |
hmmmm |
yes, the range of an index is 16 bit, meaning it can specify a vertex from 0 to 65535 |
03:21 |
hmmmm |
perhaps the person who added this limit was confused |
03:22 |
VanessaE |
*shrug* maybe in keeping with AMD and Nvidia recommendations as the poster in the irr.sf.net thread said |
03:22 |
VanessaE |
s/the poster/one poster/ |
03:22 |
hmmmm |
I have no problem with using 1.07 million indicies |
03:22 |
hmmmm |
that's 357492 triangles per mesh |
03:22 |
VanessaE |
O_O |
03:22 |
VanessaE |
damn dude |
03:23 |
VanessaE |
and I thought 7k was a lot. |
03:23 |
hmmmm |
that's pretty small time |
03:24 |
VanessaE |
well I keep it low for performance sake anyway |
03:24 |
VanessaE |
high-poly + minetest = wat :) |
03:25 |
hmmmm |
you have the same amount of polys, just in different mesh buffers |
03:25 |
hmmmm |
the actual amount of geometry is identical |
03:25 |
VanessaE |
right |
03:29 |
hmmmm |
one thing about having high poly counts is that forsynth optimization is correspondingly slower |
03:29 |
VanessaE |
try filling your test world with homedecor wine racks some time :) |
03:29 |
hmmmm |
well, it's nuanced |
03:30 |
VanessaE |
(4.6k polys per, after I shaved it down from > 7k) |
03:57 |
sofar |
but why? lol |
03:57 |
sofar |
thats insane |
04:00 |
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08:34 |
rubenwardy |
#1606 |
08:35 |
rubenwardy |
#1606 |
08:35 |
rubenwardy |
https://github.com/minetest/minetest/pull/1606 |
08:35 |
rubenwardy |
Add mod security |
08:46 |
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09:38 |
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09:42 |
BirdyMeows |
:o |
09:42 |
Darcidride |
Hi everybody, please, some minetest_game devs can approve/check this PR ? https://github.com/minetest/minetest_game/pull/494#issuecomment-107233546 (thank you in advance :)) |
09:43 |
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09:45 |
* BirdyMeows |
envies people who can sleep |
09:57 |
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14:59 |
* est31 |
pushes in 5 minutes https://github.com/est31/minetest/commit/3fa4ab9714d924a06e9e19f2bb940af096e06874 |
15:02 |
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16:18 |
* est31 |
pushes in 5 mins: https://github.com/est31/minetest/commit/6df6b2a0e050da70ac5de9e99d4f440512888955 |
16:23 |
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16:39 |
est31 |
pushed |
16:39 |
est31 |
(more than 5 mins lager) |
16:39 |
est31 |
later* |
16:46 |
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19:52 |
* est31 |
needs second reviews for pull requests https://github.com/minetest/minetest/pulls |
20:00 |
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20:01 |
TeTpaAka |
What should I do about #2738? I can't fix the issue with the offset player location since it is a problem in the file itself. |
20:01 |
TeTpaAka |
https://github.com/minetest/minetest/pull/2738 |
20:05 |
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20:15 |
est31 |
commented |
20:15 |
TeTpaAka |
Thanks. |
20:17 |
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20:18 |
neoascetic |
Hi all! Am I right saying that gettext is not required in server-only build or I am missed something? |
20:22 |
Calinou |
gettext is never required |
20:22 |
Calinou |
you definitely don't need it on a server |
20:22 |
neoascetic |
great |
20:23 |
neoascetic |
so we don't have i18n support in mods, right? |
20:23 |
Calinou |
we do using add-ons |
20:23 |
Calinou |
like intllib |
20:23 |
Calinou |
and the translation is done server-side |
20:24 |
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20:27 |
paramat |
sfan5 thanks for approval of turquoise river water, will push later. please could you add comments on https://github.com/minetest/minetest_game/issues/521 sometime? |
20:29 |
neoascetic |
hi paramat. will we have something like lakes in mountains, mountines rivers in v7 generator? |
20:29 |
sfan5 |
paramat: is the top one the new one? |
20:30 |
paramat |
sfan5 yes |
20:30 |
sfan5 |
paramat: looks good |
20:30 |
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20:30 |
paramat |
seems to lack contrast in the comparison, the dungeon screenshot looks better |
20:32 |
paramat |
neo, not in mgv7 but yes in hmmmm's mgv8 and my own future core mapgen |
20:32 |
paramat |
thanks |
20:33 |
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20:36 |
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20:55 |
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21:13 |
VanessaE |
ShadowNinja: is the problem of Windows clients not handling the '-' character accounted for? |
21:13 |
est31 |
? |
21:13 |
VanessaE |
[06-01 17:09] <MinetestBot> [git] ShadowNinja -> Uberi/MineTest-WorldEdit: Allow more characters in file names https:/ http://git.io/vkDfG (2015-06-01T17:08:43-04:00) |
21:14 |
VanessaE |
looking at the code I notice that it already had "-" as a valid filename char, but I remember windows clients have problems if they're given a texture with "-" in the filename |
21:14 |
VanessaE |
but this was a long time ago, I never heard if that had been fixced. |
21:14 |
VanessaE |
fixed* |
21:15 |
VanessaE |
hm, that was worldedit, not minetest engine |
21:15 |
VanessaE |
didn't notice |
21:15 |
VanessaE |
(my question still applies though :) ) |
21:17 |
est31 |
any updates on the inchra dns thing? |
21:17 |
VanessaE |
yeah, it's been restored. |
21:20 |
est31 |
nice |
21:25 |
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22:07 |
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22:12 |
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22:12 |
RealBadAngel |
current head is dead |
22:12 |
RealBadAngel |
who messed with assertions in builtin? |
22:13 |
RealBadAngel |
assert(core.string_to_privs("a,b").b == true) |
22:13 |
RealBadAngel |
assert(core.privs_to_string({a=true,b=true}) == "a,b") |
22:13 |
RealBadAngel |
those two lines causing game to crash |
22:13 |
RealBadAngel |
either minimal or mt game |
22:15 |
est31 |
its the last commit |
22:15 |
* est31 |
's fault |
22:16 |
est31 |
aand I know the probable reason |
22:16 |
RealBadAngel |
idk what that code does or is supposed to do |
22:16 |
est31 |
at least I see an obvious error |
22:16 |
est31 |
speedup |
22:16 |
RealBadAngel |
but deleting those two lines does the trick ;) |
22:17 |
kahrl |
um |
22:17 |
RealBadAngel |
pity because ive rebased my parallax branch against this pearl ;) |
22:17 |
est31 |
local string_sub, string_sub = string.sub, string.find |
22:17 |
kahrl |
when a unit test breaks, you fix the bug, not remove the unit test :P |
22:17 |
est31 |
^ |
22:17 |
est31 |
I'll fix it |
22:17 |
est31 |
one moment |
22:20 |
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22:21 |
est31 |
https://github.com/est31/minetest/commit/e479337c1a69c68e4e9b0e7d0a6cc96550039bb1 |
22:21 |
est31 |
pushing that^ |
22:22 |
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22:22 |
est31 |
fixed |
22:24 |
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22:30 |
RealBadAngel |
est31, for christ sake, please compile n try before pushing |
22:30 |
est31 |
sorry |
22:30 |
est31 |
I usually do compile |
22:30 |
RealBadAngel |
i can understand hurry, i was doing the same |
22:31 |
RealBadAngel |
but better to hold your horses and try it before |
22:31 |
est31 |
I'll try to test at least basic login/logout when doing lua |
23:00 |
jordan4ibanez |
Why does minetest default to lifting you up to 0.5 above the center of a node while sneaking instead of collision detecting the nodebox? |
23:08 |
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23:50 |
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23:54 |
paramat |
will push https://github.com/minetest/minetest_game/pull/523 to game soon |