Time |
Nick |
Message |
00:00 |
kahrl |
a wild bee hive appears! |
00:00 |
kahrl |
skewing my FPS comparison ever so slightly :S |
00:01 |
VanessaE |
lol |
00:04 |
kahrl |
ok, it's hovering around 20 FPS with fancy leaves and around 24 FPS with simple leaves |
00:04 |
kahrl |
at dreambuilder seed 0 mgv6 spawn facing north with viewing_range_nodes_min = _max = 150 |
00:05 |
Sokomine |
wild bee hives love to eat fps |
00:06 |
kahrl |
I redid the one that I first measured without the bee hive |
00:06 |
VanessaE |
heh |
00:06 |
kahrl |
didn't observably change FPS |
00:06 |
VanessaE |
she's just being a wiseass :) |
00:07 |
kahrl |
:) |
00:09 |
RealBadAngel |
kahrl, so gain is similiar as for me |
00:10 |
kahrl |
I have to say though, simple leaves are quite ugly |
00:10 |
kahrl |
https://imgrush.com/6jvuaVsfWxda.png |
00:11 |
VanessaE |
opaque leaves are worse :) |
00:11 |
VanessaE |
note to self: submit a replacement mesh for that beehive. |
00:11 |
Warr1024 |
opaque leaves could pretty easily be made much less ugly. |
00:12 |
Warr1024 |
Someone just needs to tweak the texture and replace the black gaps with something less ugly, then tune the alpha down to like 1%. |
00:12 |
RealBadAngel |
kahrl, check leaves on moretrees |
00:12 |
RealBadAngel |
they do look way better in most cases |
00:12 |
VanessaE |
Warr1024: I did that for a couple of textures RBA used in one of his screenshots. |
00:12 |
Warr1024 |
using a small but non-zero alpha will prevent image optimizers from discarding the RGB data, but will cause them to be invisible when normal transparency thresholds the alpha channel. |
00:13 |
VanessaE |
Warr1024: the problem is image optimizers usually delete the color of a transparent pixel |
00:13 |
kahrl |
VanessaE: I think opaque is better than simple |
00:13 |
VanessaE |
right, what you said. |
00:13 |
asl97 |
opaque leaves are nice |
00:13 |
VanessaE |
kahrl: well, there's no accounting for taste :D |
00:13 |
Warr1024 |
VanessaE: make them only semi-transparent, e.g. opacity 1% or something. |
00:13 |
RealBadAngel |
each one here has different opinion which one is better |
00:13 |
Warr1024 |
then you could probably merge something like that upstream to mt_game. |
00:14 |
RealBadAngel |
luckily theres a dropdown for it :) |
00:14 |
Warr1024 |
removing the blackness in the leaves texture would make the game look better for some users, and no different for others, so it sounds like a win... |
00:14 |
RealBadAngel |
btw, i just turned leaves to meshnodes |
00:14 |
Warr1024 |
all we would need would be to agree on WHAT goes in there :-) |
00:14 |
RealBadAngel |
theyre way too dense |
00:15 |
VanessaE |
RealBadAngel: using that .obj I sent? |
00:15 |
RealBadAngel |
https://imgrush.com/4MK7MCRGusQH |
00:15 |
RealBadAngel |
VanessaE, yup |
00:15 |
VanessaE |
wow |
00:15 |
VanessaE |
may as well be opaque at that point |
00:16 |
Warr1024 |
I like the look of that, though I doubt I'd be able to spare the framerate, myself. |
00:16 |
Warr1024 |
I actually DO use fast leaves, though I hate the black gaps. |
00:18 |
Warr1024 |
RealBadAngel: if the leaf texture were a bit less dense, then what you have there would make for a pretty neat volumetric effect. |
00:19 |
kahrl |
ok yeah, moretrees are fine with simple leaves, due to the number of air nodes between leaves |
00:20 |
RealBadAngel |
VanessaE, are beaches on by default? |
00:20 |
RealBadAngel |
*beeches |
00:20 |
VanessaE |
yes |
00:20 |
VanessaE |
OHY |
00:20 |
VanessaE |
no |
00:20 |
VanessaE |
they're not |
00:20 |
paramat |
lol |
00:21 |
VanessaE |
I was gonna say, beaches are paramat's department :) |
00:22 |
VanessaE |
beeches are disabled by default, don't remember why I did that. probably something to do with being unable to disable default trees, at least at one time I think it was |
00:22 |
VanessaE |
don't remember now. |
00:24 |
est31 |
about weblate: I think we should configure the weblate bot to automatically push and pull changes |
00:25 |
est31 |
this needs celeron55's level of access to it. |
00:26 |
est31 |
https://docs.weblate.org/en/latest/admin/continuous.html#github-setup |
00:28 |
paramat |
seeing kahrl's screenshot, simple leaves are very ugly for default trees, this cannot be the default. now i'm not even keen on having the option, sorry |
00:28 |
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00:30 |
RealBadAngel |
https://imgrush.com/ILx-ZVKn3b3Y.png |
00:30 |
RealBadAngel |
^^default trees |
00:30 |
RealBadAngel |
with simple + moretrees oak texture |
00:31 |
VanessaE |
RealBadAngel: is that with the cube mesh in place? |
00:31 |
RealBadAngel |
no, its glasslike |
00:31 |
VanessaE |
oh ok |
00:32 |
RealBadAngel |
default leaves texture has too many holes in it to look good |
00:32 |
VanessaE |
right. so it seems like a small matter to compensate for the lost density in "simple" mode by using a "thicker" texture then. |
00:32 |
kahrl |
it's not bad from above since there is a greenish background, but from ground level there's just the sky as background |
00:33 |
VanessaE |
RealBadAngel: any way you could make the client load a different leaves texture (if one exists) when in simple mode? |
00:33 |
RealBadAngel |
ofc i can |
00:33 |
VanessaE |
server-supplied texture of course |
00:34 |
RealBadAngel |
no problemo, such code is here for ages |
00:34 |
RealBadAngel |
special tiles |
00:34 |
VanessaE |
probably need not be complicated - default_leaves.png, default_leaves_simple.png or something |
00:34 |
RealBadAngel |
i can switch to them when simple selected |
00:34 |
VanessaE |
right |
00:35 |
Warr1024 |
doesn't the current behavior just append ^[noalpha? |
00:35 |
VanessaE |
and fall back to the regular tile if special_tiles isn't configured for that node |
00:35 |
VanessaE |
Warr1024: close to it yeah |
00:35 |
Warr1024 |
btw, does anyone actually use that texture filtering stuff I added once upon a time? |
00:35 |
RealBadAngel |
VanessaE, can you make a more dense texture that would be similiar to original one? |
00:36 |
VanessaE |
RealBadAngel: not really, no. I suck at pixel art |
00:38 |
asl97 |
Warr1024: if you mean rotating and layering, i sort of did |
00:41 |
asl97 |
nevermind about the render 6 faces when any of the face is expose idea, it make the edge of the tree too dense and doesn't effect the center enough |
00:42 |
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00:58 |
RealBadAngel |
https://imgrush.com/RvCoJY2fft-k.png |
00:58 |
RealBadAngel |
how about that? |
00:59 |
VanessaE |
nice. |
00:59 |
VanessaE |
that's about the same density as "fancy" mode I'd say |
01:00 |
RealBadAngel |
https://imgrush.com/VBqw3VcYxVQX.png |
01:01 |
RealBadAngel |
thats the texture |
01:01 |
VanessaE |
looks like an entirely different texture than before. |
01:03 |
RealBadAngel |
its made by copy + paste with an offset |
01:10 |
RealBadAngel |
est31, kahrl, have you tried the texture? |
01:10 |
est31 |
RealBadAngel, which? |
01:11 |
est31 |
the ice? |
01:11 |
est31 |
or the shader fix |
01:11 |
kahrl |
sorry, bit busy, but looks good on the screenshot |
01:12 |
RealBadAngel |
https://imgrush.com/VBqw3VcYxVQX.png this, as default_leaves.png and simple leaves |
01:13 |
RealBadAngel |
or maybe this one: https://imgrush.com/sA_zAuziASES |
01:14 |
RealBadAngel |
its more juicy |
01:19 |
VanessaE |
too regular. |
01:19 |
VanessaE |
I mean, too much of a pattern |
01:32 |
RealBadAngel |
ok, let somebody else make the texture for the game |
01:32 |
RealBadAngel |
ive coded the part with special tiles |
01:33 |
RealBadAngel |
if theyre defined, switching to simple will cause using them instead od regular tiles |
01:34 |
RealBadAngel |
if not, the very same texture will be used for both modes |
01:38 |
RealBadAngel |
meanwhile, im off to bed |
01:38 |
RealBadAngel |
cya |
03:51 |
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04:24 |
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Sokomine joined #minetest-dev |
04:54 |
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DFeniks joined #minetest-dev |
04:54 |
hmmmm |
https://github.com/kwolekr/minetest/commit/47c7116b3677874e964357bfc8125202e8b0ce65 |
04:55 |
hmmmm |
sorry it took so long. |
04:56 |
hmmmm |
also created PR 2893 for this |
05:01 |
est31 |
this is the point where git tries to be smarter than it should be https://github.com/minetest/minetest/pull/2893/files#diff-f20c82d93887e9a0f4d4eeb66cc7eaa7L133 |
05:02 |
est31 |
I first thought WTF where is the getMap call |
05:03 |
hmmmm |
use the split view |
05:03 |
hmmmm |
a change this big is too inconvenient to look at with the unified diff |
05:08 |
est31 |
wow you dont need this typedef struct MinimapModeDef {} MinimapModeDef; stuff anymore very convenient |
05:08 |
hmmmm |
not with C++ |
05:12 |
est31 |
whats behind this DSTACK(__FUNCTION_NAME); stuff |
05:12 |
est31 |
and why did you remove it |
05:13 |
hmmmm |
it's old and not needed anymore |
05:13 |
hmmmm |
it's for DebugStacker |
05:13 |
hmmmm |
DebugStacker is in all honesty quite useless... seeing as how it's applied to functions in a random manner |
05:13 |
est31 |
to deliver stack traces even without debug symbols? |
05:13 |
hmmmm |
yes |
05:14 |
hmmmm |
the thing it is includes only location, no parameters or anything |
05:14 |
hmmmm |
and if something calls that function without a DSTACK() then you only get that one location |
05:14 |
est31 |
is it activated right now? is it the debugstacker which delivers these broken "stcks" if you compile in release mode? |
05:14 |
hmmmm |
this is not terribly useful since we have minidumps now |
05:14 |
hmmmm |
yeah, I think they do persist in release mode |
05:15 |
est31 |
ok then |
05:17 |
est31 |
enqueueBlock isn't used now anymore |
05:18 |
est31 |
why did you remove it here https://github.com/minetest/minetest/pull/2893/files?diff=split#diff-f20c82d93887e9a0f4d4eeb66cc7eaa7R277 |
05:18 |
hmmmm |
oh my |
05:18 |
hmmmm |
that's a bug |
05:19 |
hmmmm |
well, I was going to remove enqueueBlock and have pushBlockUpdate call deferUpdate on its own, but I figured that's probably not as symmetric of a design since popBlockUpdate() doesn't wait on updates |
05:19 |
hmmmm |
so I changed it all back and evidently forgot something |
05:20 |
est31 |
ok |
05:21 |
hmmmm |
interesting how it still worked even with such a critical bug |
05:21 |
hmmmm |
I didn't notice it at all tbh |
05:22 |
est31 |
thats what reviews are for |
05:23 |
hmmmm |
no I mean the minimap still functioned even though it wasn't receiving updates |
05:23 |
hmmmm |
that must be because of the flood of setPos() calls it receives |
05:23 |
est31 |
it gets its updates from other points I think |
05:23 |
hmmmm |
hmm |
05:23 |
hmmmm |
well I guess it's not too bad |
05:24 |
hmmmm |
it only signals the event if a whole integer position changed (since pos/old_pos are v3s16) |
05:24 |
est31 |
perhaps you got your updates thanks to this https://github.com/kwolekr/minetest/blob/master/src/minimap.cpp#L325 |
05:25 |
est31 |
but I guess the bug is present when you dont move, dont change the minimap mode, only turn around, and see the world appearing behind you, but the minimap not updating |
05:25 |
hmmmm |
still if it were up to me I'd force an update once only ~3 nodes of distance? |
05:25 |
hmmmm |
how about you? is setPos() too chatty with the update thread? |
05:26 |
est31 |
depends on when setPos gets called |
05:26 |
hmmmm |
I think every single frame |
05:26 |
est31 |
then it should be limited I think |
05:26 |
hmmmm |
indeed |
05:26 |
hmmmm |
it's limited by pos != old_pos |
05:27 |
hmmmm |
so movement will set it off, but not standing around |
05:27 |
est31 |
question is however whether movement will appear blocky because of that |
05:27 |
hmmmm |
and it's implicitly updated once every whole node |
05:27 |
hmmmm |
due to integer rounding |
05:29 |
est31 |
do you know how fast you are with fast mode? |
05:30 |
hmmmm |
sanic fast |
05:30 |
hmmmm |
i have no idea |
05:30 |
est31 |
just wondering whether minimap can keep up with that tempo |
05:30 |
hmmmm |
i'm gonna just try it |
05:31 |
hmmmm |
also removing that silly dependency on Player |
05:31 |
VanessaE |
it keeps up at 20m/sec standard run speed at least. |
05:31 |
VanessaE |
(barely) |
05:31 |
est31 |
20 nodes per sec |
05:31 |
VanessaE |
*nod* |
05:31 |
est31 |
so minimap rendering can take up to 50 ms until its lagging behind |
05:31 |
hmmmm |
heh |
05:32 |
hmmmm |
20 nodes per second?!? |
05:32 |
VanessaE |
hmmmm: yep. |
05:32 |
hmmmm |
that's a bit fast |
05:32 |
hmmmm |
are you suure |
05:32 |
VanessaE |
measured it once a couple years ago |
05:34 |
VanessaE |
197 nodes in 10 seconds. |
05:34 |
VanessaE |
so still what it was. |
05:34 |
hmmmm |
don't you accelerate as you're running |
05:35 |
est31 |
what do you mean with "The minimap's internal buffers are statically sized" |
05:35 |
hmmmm |
a car on a drag strip running a quarter mile in 15 seconds doesn't mean the car goes at 60 mph |
05:35 |
VanessaE |
that was straight speed, measured by holding down "E" first, then jamming down on "W" as soon as I was ready. Then letting off only "W" when the clock hit 10 seconds. |
05:35 |
hmmmm |
they're 512 * 512 regardless of what size may be needed |
05:35 |
VanessaE |
(but keeping E held down for a moment) |
05:36 |
hmmmm |
I noticed something as I was dicking around one day |
05:36 |
est31 |
ah that, I remember |
05:36 |
hmmmm |
your player's speed doesn't make a difference in how far you jump |
05:36 |
hmmmm |
is this... the way it's supposed to work? |
05:36 |
est31 |
well, not a biggie, but would be better to be fixed. |
05:36 |
est31 |
(unless I miss sth) |
05:37 |
VanessaE |
however, accelerating from walk to run takes like half a second to get to full run speed, and a bit shy of 2 seconds to stop. |
05:38 |
VanessaE |
speed makes no difference in jumping? well height no, but I'm pretty sure it matters with horizontal distance. |
05:39 |
VanessaE |
a bit less than 4 nodes horizontal distance with a walking jump, about 30 or so nodes with a running jump. |
05:39 |
hmmmm |
i tested it |
05:39 |
hmmmm |
i built a ramp and ran off a cliff |
05:39 |
hmmmm |
noticed that i only need to go 3 nodes back to get the full distance |
05:39 |
VanessaE |
yeah |
05:39 |
hmmmm |
whereas if I built up speed from ~100 nodes back there was literally no difference in the distance jumped |
05:39 |
hmmmm |
that's.... not how real life works |
05:39 |
VanessaE |
oh yeah, there's no inertia. |
05:40 |
hmmmm |
if this were changed, how would it affect gameplay? |
05:40 |
VanessaE |
but then again, there's all kinds of things you can do in Minetest that doesn't work in real life, like falling 300 meters and landing perfectly safely in say 30 meters deep of water :) |
05:40 |
VanessaE |
I dunno, I think it would irritate some people. |
05:41 |
VanessaE |
it'll affect parkour maps/games for sure though |
05:41 |
VanessaE |
(those seem strangely popular) |
05:42 |
VanessaE |
for my particular uses of fast, a bit longer time to accelerate would be beneficial actually |
05:43 |
est31 |
hmmmm, here we copy the whole QueuedMinimapUpdate, no? https://github.com/minetest/minetest/pull/2893/files#diff-f20c82d93887e9a0f4d4eeb66cc7eaa7R74 |
05:43 |
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05:43 |
est31 |
before, we only passed a pointer |
05:44 |
est31 |
ah but data is only a pointer |
05:44 |
est31 |
then its good |
05:44 |
hmmmm |
right |
05:44 |
hmmmm |
allocating a chunk of memory each update just to save 4 bytes :).. wtf |
05:44 |
hmmmm |
to save copying 4 bytes* |
05:45 |
hmmmm |
and in the process use 8 more |
05:45 |
est31 |
? |
05:46 |
est31 |
well, I'm too lazy to calculate myself, I believe you |
05:46 |
est31 |
even if we did save, new is expensive as you said |
05:46 |
hmmmm |
it depends on a lot of things |
05:47 |
hmmmm |
new could be very fast if the implementation is using a low-fragmentation heap along with thread local arenas to eliminate the need for locking |
05:47 |
hmmmm |
which you're probably not going to find in windows |
05:48 |
hmmmm |
low fragmentation heap is a feature that you need to explicitly activate |
05:48 |
est31 |
ok |
05:49 |
est31 |
your PR is WIP? or you want to make another one with more improvements? |
05:50 |
est31 |
because except the missing update it looks good |
05:50 |
est31 |
havent tested it yet though |
05:51 |
hmmmm |
it's not WIP anymore |
05:51 |
hmmmm |
I made my last set of improvements minor enough to stay in the same commit |
05:52 |
celeron55 |
est31: if you need something to be configured in github, /msg me with details |
05:58 |
est31 |
regarding the newline change, its no issue you added newlines to the getName() method, I just wanted to point out that I copied the approach from unittest https://github.com/minetest/minetest/blob/master/src/unittest/test_collision.cpp#L27 |
05:59 |
est31 |
want* |
05:59 |
est31 |
(its more correct style anyway) |
06:00 |
hmmmm |
hrmm |
06:00 |
hmmmm |
why did I write it like that |
06:00 |
hmmmm |
which do you like better? |
06:02 |
est31 |
I like it most the way I've commited it, as it was. Perhaps can we add an exception to the rules for single line methods that fit inside the line limit? |
06:02 |
hmmmm |
yeah, same |
06:03 |
hmmmm |
except the single line method needs to be a simple statement |
06:03 |
hmmmm |
like returning a value |
06:04 |
est31 |
or a simple setter method |
06:04 |
hmmmm |
the exception is just an exception |
06:04 |
hmmmm |
you could still follow the basic rules |
06:04 |
hmmmm |
so either-or works |
06:04 |
est31 |
ok |
06:05 |
hmmmm |
like how we allow if (foobar)\n\tblah(); as well as if (foobar) {\n\tblah();\n} |
06:05 |
est31 |
yea |
06:05 |
est31 |
do we allow if (foobar) blah(); ? |
06:07 |
hmmmm |
no |
06:07 |
est31 |
ok |
06:08 |
est31 |
yea the missing update is noticeable |
06:08 |
hmmmm |
https://www.kernel.org/doc/Documentation/CodingStyle |
06:08 |
hmmmm |
Don't put multiple statements on a single line unless you have something to hide: |
06:08 |
hmmmm |
est31: I updated it |
06:08 |
hmmmm |
are you using the latest version of that PR? |
06:11 |
est31 |
now it isnt present anymore |
06:14 |
est31 |
glasslike leaves is deadly for small trees |
06:15 |
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06:15 |
hmmmm |
content_mapblock.cpp has some atrocious code |
06:15 |
hmmmm |
have you looked at makeCuboid? |
06:16 |
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06:20 |
est31 |
? |
06:22 |
hmmmm |
MMMMMMM |
06:23 |
hmmmm |
https://github.com/minetest/minetest/commit/a93838707a9aab104c20b6a971d8c622184a508f?diff=unified#diff-b5b39c3a29359759ac6f0293dc37a453R96 |
06:23 |
hmmmm |
do you notice something wrong here? |
06:25 |
est31 |
sizeof(irr_loglev_conv) gives you the size of the array in bytes |
06:25 |
hmmmm |
yup |
06:25 |
est31 |
every entry in the array takes one byte. |
06:26 |
est31 |
doesnt it? |
06:26 |
hmmmm |
does it really |
06:26 |
hmmmm |
no |
06:26 |
hmmmm |
enum entries are ints |
06:26 |
hmmmm |
ints are 4 bytes |
06:26 |
est31 |
whats sizeof(LogMessageLevel) |
06:26 |
hmmmm |
but even so, the only time you can assume sizeof(T) == 1 is when the type is char or unsigned char, or u8 |
06:26 |
hmmmm |
or c8 |
06:26 |
est31 |
whats c8 |
06:26 |
est31 |
only know s8 |
06:27 |
hmmmm |
fixed-width char |
06:27 |
hmmmm |
that's an irrlicht thing |
06:27 |
est31 |
ok |
06:27 |
hmmmm |
i think it's only used for video::SColor |
06:28 |
est31 |
sizeof(irr_loglev_conv) / sizeof(LogMessageLevel) would work though |
06:28 |
est31 |
? |
06:28 |
hmmmm |
even better. you could use ARRLEN() |
06:28 |
est31 |
a smart compiler would optimize the division away |
06:29 |
est31 |
didnt knew of ARRLEN |
06:29 |
est31 |
is that std C? |
06:29 |
hmmmm |
no |
06:29 |
hmmmm |
every time you start a new project, that's pretty much the first macro you write |
06:29 |
hmmmm |
#define ARRAYLEN(x) (sizeof(x) / sizeof((x)[0])) |
06:30 |
est31 |
thats nice |
06:31 |
est31 |
assumes though that the length is at least 1 |
06:31 |
hmmmm |
i think that is a fair assumption |
06:32 |
est31 |
yea, one has to bear it in mind though when changing code |
06:32 |
hmmmm |
can you name a circumstance where length is not at least 1? |
06:34 |
est31 |
you could define an array of configurations, and write later on a loop over the array |
06:34 |
est31 |
then you notice you dont need the loop |
06:34 |
est31 |
and instead of commenting out the loop, you comment out the elements in the array |
06:34 |
est31 |
but thats already bad style |
06:35 |
est31 |
and style guidelines are made to protect you from right these bugs |
06:35 |
hmmmm |
so you're concerned about an out-of-bounds array access on a compiler preprocessor directive? |
06:36 |
hmmmm |
sizeof() never gets executed in code |
06:36 |
hmmmm |
it's always replaced by a constant value by the compiler |
06:36 |
est31 |
makes sense |
06:36 |
est31 |
ok then |
06:37 |
est31 |
ARRAYLEN is free to use |
06:37 |
est31 |
good to know |
06:42 |
est31 |
next pr to look at : #2891 |
06:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2891 -- Use UTF-8 instead of narrow by est31 |
06:42 |
est31 |
its essentially a big huge s/narrow/utf8/g |
06:44 |
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06:46 |
hmmmm |
iconv() is quite slow for what it does |
06:46 |
hmmmm |
are you really sure you want to add all that for no tangible benefit whatsoever? |
06:46 |
est31 |
that has actual benefit |
06:47 |
hmmmm |
? |
06:47 |
est31 |
I think e.g. #2883 can be fixed with that |
06:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/2883 -- Support Unicode in tooltip names |
06:49 |
VanessaE |
by the way, offtopic, whose bright idea was it to bind en/disable camera updates to the 'n' key? |
06:50 |
est31 |
if we use "narrow", we have a **very** restricted character set |
06:51 |
hmmmm |
maybe... maybe only replace narrow_to_wide with utf8_to_wide in non-constant expressions |
06:51 |
est31 |
windows people will get stuff converted into this ANSI thingy |
06:53 |
est31 |
makes sense |
06:53 |
est31 |
I've wanted to remove that function entirely at some point |
06:53 |
est31 |
but if there is an actual speed benefit |
06:53 |
est31 |
I'll do a benchmark |
06:55 |
Hunterz |
utf8 will be fine when will be there font with utf8 symbols for example |
06:55 |
est31 |
? |
06:56 |
est31 |
fonts are another matter |
06:56 |
Hunterz |
for example star as prefix for admin |
06:56 |
Hunterz |
in the chat |
06:56 |
est31 |
erm, sorry but that doesnt have to do anything with utf8 |
06:56 |
Hunterz |
ok |
06:58 |
asl97 |
VanessaE: the default doesn't seem to have change but for some reason, the mapping is wrong |
06:58 |
asl97 |
https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp#L57 |
07:02 |
VanessaE |
celeron55: you about? |
07:02 |
VanessaE |
asl97: odd. well mine's a Release build |
07:03 |
VanessaE |
so "none" is probably being interpreted as a string, hence the 'n; |
07:03 |
VanessaE |
'n' * |
07:04 |
asl97 |
make sense, you can make the bug report |
07:04 |
est31 |
hmmmm, for me utf8 is about as double as slow as narrow |
07:05 |
est31 |
but note, 10 000 calls to utf8_to_wide can be handled in 24 ms. |
07:06 |
est31 |
unless my compiler tried to optimize stuff it shouldnt |
07:07 |
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07:07 |
est31 |
https://github.com/est31/minetest/commit/5e6f40f9f4f7e8c0086eaea3c7e64b67f66642de |
07:07 |
VanessaE |
offtopic: can someone please fix this G*d damned forum blacklist bug (moderators/admins should be exempt from the blacklist)? |
07:11 |
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07:11 |
RealBadAngel |
hmmm, what if we make different model of coding stuff for minetest? we will gather some ideas and you will code that for us :P |
07:13 |
est31 |
That was a cleanup |
07:13 |
est31 |
spares new and removes own minimapupdatequeue |
07:14 |
est31 |
(not needed) |
07:17 |
est31 |
I'll merge #2893, it has two +1 unless RealBadAngel or sb else wants to check for issues with it. |
07:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/2893 -- Clean-up Minimap code by kwolekr |
07:17 |
hmmmm |
wait |
07:17 |
hmmmm |
who is the second +1? |
07:17 |
hmmmm |
and it's not me, btw |
07:17 |
est31 |
nrzkt |
07:17 |
nrzkt |
est31 |
07:17 |
est31 |
heh |
07:17 |
hmmmm |
oh... on the PR i guess? |
07:17 |
est31 |
no, nrzkt i am first! |
07:17 |
hmmmm |
i don't read github as much as irc |
07:18 |
nrzkt |
:p |
07:18 |
est31 |
:) |
07:18 |
est31 |
you are the third +1 :p |
07:18 |
est31 |
whatever |
07:18 |
hmmmm |
alright, pushed |
07:18 |
est31 |
k |
07:19 |
hmmmm |
what do you guys think about 2886 |
07:20 |
RealBadAngel |
hmmmm, you have asked me about size, 512. told you that you should change it to 256 |
07:20 |
hmmmm |
huh?? |
07:21 |
est31 |
hmmmm, I dont know that uch about that part of the code, and it seems complicated |
07:21 |
hmmmm |
est31: if it's only that much of a difference then maybe I calculated it wrong or something |
07:21 |
RealBadAngel |
shall i find the logs? |
07:21 |
est31 |
hmmmm, perhaps its slow on freebsd? |
07:21 |
hmmmm |
err, @the utf8 performance |
07:21 |
hmmmm |
yeah it is |
07:21 |
est31 |
can you test it? |
07:21 |
hmmmm |
I did test it |
07:21 |
hmmmm |
this is with GNU iconv |
07:21 |
est31 |
whats the numbers |
07:22 |
hmmmm |
like... 8-11 microseconds per conversion |
07:22 |
hmmmm |
not horrible |
07:22 |
hmmmm |
just something to not put in a tight loop |
07:22 |
RealBadAngel |
also, https://github.com/minetest/minetest/pull/2893/files#diff-f20c82d93887e9a0f4d4eeb66cc7eaa7R182 |
07:22 |
hmmmm |
it's definitely something that's not worth it for converting a string |
07:22 |
RealBadAngel |
why the loops are on the same level? |
07:22 |
est31 |
why not |
07:23 |
est31 |
"dimensions" |
07:23 |
hmmmm |
RealBadAngel, whenever there's iteration over dimensions or coordinates you can do that to reduce the amount of indentations |
07:24 |
RealBadAngel |
about the names, mmblock ? is_radar ? excuse me, is what? where? |
07:24 |
RealBadAngel |
another loop: https://github.com/minetest/minetest/pull/2893/files#diff-f20c82d93887e9a0f4d4eeb66cc7eaa7R399 |
07:25 |
est31 |
hmmmm, what about if I make some of the constants translateable? Of course not those that are sent by the server. |
07:26 |
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07:26 |
hmmmm |
yeah, I guess os |
07:26 |
hmmmm |
so |
07:27 |
hmmmm |
just don't make strings that are obviously never going to be utf-8 encoded ever pass through the utf-8 to wide version |
07:30 |
VanessaE |
I just pulled and built (including hmmmm's just-pushed commit), I don't see anything obviously wrong with the minimap. |
07:30 |
RealBadAngel |
hmmmm, and thx you havent asked me about merging this. you have said that i will be able to review it. when i was reading the commit you have just merged it. |
07:31 |
hmmmm |
I had +2 |
07:31 |
hmmmm |
besides, what's wrong with it? |
07:31 |
hmmmm |
are you mad? |
07:31 |
VanessaE |
well there is *one* possible glitch - as you ascend/descend, the depth of the map doesn't change smoothly. seems to update a mapblock at a time |
07:32 |
RealBadAngel |
next time i will never ask for your vote and what do you think about the code |
07:32 |
RealBadAngel |
you have even changed code formatted up to your suggestions |
07:32 |
hmmmm |
VanessaE: I didn't change anything related to that |
07:32 |
hmmmm |
RealBadAngel: Like what |
07:32 |
VanessaE |
hmmmm: ok. |
07:32 |
hmmmm |
RealBadAngel: I didn't expect you to write the code looking like it does now initially |
07:33 |
hmmmm |
that's just some cleaning and perfecting things |
07:33 |
hmmmm |
like what I did with Hud |
07:34 |
hmmmm |
RealBadAngel: By the way what was that quote you were going to show me before?? |
07:34 |
RealBadAngel |
nvm, i wont waste my time, will make a pr to fix it |
07:35 |
RealBadAngel |
also i need to check if functionality hasnt changed |
07:35 |
hmmmm |
RealBadAngel: why are you taking my code review so personally |
07:35 |
hmmmm |
besides, you submitted it after only changing like 1/4th of what I asked for in the first place |
07:36 |
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07:36 |
RealBadAngel |
you havent asked me how it works, your questions were like "what radar is" |
07:36 |
VanessaE |
RealBadAngel: it hasn't changed. seems exactly the same to me. but check that someone didn't break something regarding height/depth scanning. Also, right-shift + F9 does not toggle the shape. |
07:36 |
hmmmm |
RealBadAngel: my point is that "radar" is a vague name for a boolean option |
07:36 |
hmmmm |
something like "is_radar" means a lot more |
07:37 |
RealBadAngel |
such massive changed pushed in a hurry, have i heard some1 complainin a lot bout it? |
07:37 |
RealBadAngel |
minimap is not a radar, minimap can be in radar mode |
07:38 |
est31 |
hmmmm, isn't it tempting to completely remove narrow_to_wide at some point? |
07:39 |
RealBadAngel |
so rather "radar_enabled" |
07:39 |
hmmmm |
est31: not really |
07:39 |
hmmmm |
est31: then again I don't bother much with character set conversions |
07:39 |
hmmmm |
maybe it's more of a pressing issue for you than it is me |
07:40 |
est31 |
how much slower is iconv for you than narrow_to_wide? |
07:41 |
hmmmm |
i never compared the two |
07:41 |
hmmmm |
i'll do that |
07:41 |
RealBadAngel |
est31, simple leaves are faster circa 13% for me, 16% for kahrl |
07:41 |
hmmmm |
hold on |
07:42 |
RealBadAngel |
also ive coded already support for simple to use alternative texture |
07:42 |
est31 |
? |
07:42 |
RealBadAngel |
https://imgrush.com/sA_zAuziASES.png |
07:42 |
RealBadAngel |
this is an example texture with simple mode |
07:43 |
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07:43 |
est31 |
well, its ugly |
07:43 |
est31 |
but if people do report speedups |
07:44 |
est31 |
and if some even like it |
07:44 |
RealBadAngel |
http://pastie.org/10279179 |
07:44 |
RealBadAngel |
using alternative is as easy as that ^ |
07:44 |
est31 |
? |
07:44 |
est31 |
what are special_tiles? |
07:44 |
RealBadAngel |
if no alternative given, original is used for all modes |
07:44 |
RealBadAngel |
special tiles are the 2nd set of tiles each node has |
07:45 |
RealBadAngel |
theyre exactly the same as tiles, used when you need more textures or whatever |
07:50 |
RealBadAngel |
est31, anyway, makin a good texture for simple leaves is up for mtgame team, im not any good with 16px |
07:51 |
est31 |
RealBadAngel, still, they are ugly |
07:51 |
RealBadAngel |
some like apples some peas |
07:51 |
est31 |
I +1 if you dont change the default |
07:51 |
RealBadAngel |
for paramat best lookin are opaque |
07:51 |
est31 |
leave default to fancy |
07:52 |
RealBadAngel |
i will update the pr in a few minutes, need to edit config example and that lua stuff |
07:52 |
RealBadAngel |
btw, the dropdown stuff is copied from other dds |
07:53 |
est31 |
yea seen it |
07:53 |
RealBadAngel |
so you may want to clean the rest after im done |
07:53 |
est31 |
yea |
08:01 |
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08:02 |
est31 |
so you +1 #2891 hmmmm ? |
08:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/2891 -- Use UTF-8 instead of narrow by est31 |
08:03 |
est31 |
I will make the maximum viewing range thing translateable |
08:03 |
hmmmm |
yea |
08:03 |
hmmmm |
+1 |
08:03 |
est31 |
and perhaps I'll make an extra PROJECT_NAME_WIDE |
08:04 |
est31 |
automatically converted out of PROJECT_NAME |
08:04 |
RealBadAngel |
est31, https://github.com/minetest/minetest/pull/2892#discussion-diff-34115348R377 i will leave that as is |
08:05 |
RealBadAngel |
one should change them all in chain |
08:05 |
RealBadAngel |
not only my dd |
08:06 |
est31 |
the break isn't that hard I think. |
08:06 |
est31 |
but its mostly a nitpick |
08:06 |
est31 |
ill do a cleanup there later |
08:06 |
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08:10 |
RealBadAngel |
ok |
08:10 |
est31 |
hmmmm, which file is in your opinion a good place to put a static variable |
08:11 |
est31 |
for the project name |
08:11 |
est31 |
just in wchar |
08:11 |
hmmmm |
iunno |
08:11 |
hmmmm |
anything works reall |
08:11 |
hmmmm |
really* |
08:11 |
est31 |
I want to automatically generate it from the normal char'd project name |
08:12 |
est31 |
or I don't do it, its not worth those microseconds |
08:12 |
est31 |
Tesseract can do these things better |
08:13 |
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08:15 |
RealBadAngel |
est31, pushed the changes |
08:15 |
RealBadAngel |
will wait just for travis and merge it |
08:16 |
est31 |
man this gettext is stupid |
08:16 |
est31 |
you have no way to format your string |
08:19 |
est31 |
I'll push without gettext |
08:19 |
est31 |
pushed RealBadAngel |
08:27 |
est31 |
ok about translation PRs |
08:28 |
est31 |
I think we should decline such PRs and point to transifex |
08:28 |
VanessaE |
I'd say run them through google translate, and if nothing really nasty shows up, just merge them. |
08:29 |
est31 |
we have weblate now |
08:29 |
VanessaE |
yes |
08:29 |
VanessaE |
never used it myself, though. |
08:29 |
est31 |
I myself am not sure how to handle it |
08:29 |
est31 |
I think there is util/updatepo.sh |
08:29 |
VanessaE |
but you're gonna be hard-pressed to get someone who didn't use it in the course of a translations PR to then use it to verify their existing PRs or whatever |
08:29 |
est31 |
has to be run regularly |
08:30 |
est31 |
right too |
08:33 |
est31 |
I guess people should just cherry pick the translation commits from weblate |
08:35 |
est31 |
nrzkt, can you look at #2843 |
08:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/2843 -- Update Japanese Translation by Rui914 |
08:36 |
est31 |
after that I'll run updatepo.sh to show the stuff in weblate |
08:39 |
nrzkt |
I'm not japanese :p |
08:40 |
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08:42 |
RealBadAngel |
hi Calinou, could you make texture for simple leaves maybe? |
08:44 |
Calinou |
I'm not good at making pretty leaves, look at how they look in Carbone |
08:44 |
Calinou |
feel free to take the texture from it :P |
08:44 |
Calinou |
https://forum.minetest.net/viewtopic.php?f=4&t=9428 |
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09:06 |
RealBadAngel |
https://github.com/minetest/minetest_game/pull/555 |
09:06 |
RealBadAngel |
its tweaked ice texture |
09:06 |
VanessaE |
+1 |
09:06 |
yang2003 |
Good |
09:08 |
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09:08 |
est31 |
RealBadAngel, can you drag& drop the images? |
09:08 |
RealBadAngel |
just added screenshots to compare |
09:08 |
est31 |
links can rot |
09:08 |
RealBadAngel |
ok |
09:09 |
RealBadAngel |
est31, do you expect the pr to hang here for ages? |
09:09 |
est31 |
no, but every PR gets archived. |
09:09 |
est31 |
I know in this case its perhaps not needed |
09:10 |
est31 |
but always better that way |
09:14 |
RealBadAngel |
done |
09:15 |
RealBadAngel |
pushing now #2892 |
09:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/2892 -- Add new leaves style - simple (glasslike drawtype) by RealBadAngel |
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09:45 |
asl97 |
ice with border (glasslike_frame): https://cloud.githubusercontent.com/assets/4752645/8567543/bd53c9f8-2598-11e5-8574-dbc990e24ebe.png |
09:46 |
RealBadAngel |
do you know of course that glasslike framed is way slower? |
09:47 |
RealBadAngel |
this way you disable grouping nodes in fastfaces rows also |
09:47 |
RealBadAngel |
not quite good idea for a node being massively used in the world |
09:51 |
asl97 |
i think i lost 50% fps lol, but it does look better though |
09:51 |
RealBadAngel |
it does, but price is too high |
09:52 |
asl97 |
hmmm.... why is it so slow though, there should be a cache or something |
09:52 |
RealBadAngel |
because of autoconnecting |
09:53 |
RealBadAngel |
and more vertices and textures used |
09:53 |
RealBadAngel |
you will be able to add such border when connected textures will go in |
09:55 |
RealBadAngel |
http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256343-a-texture-artists-guide-to-mcpatchers-features |
09:56 |
RealBadAngel |
i want to code such thing one day |
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13:46 |
RealBadAngel |
why the fuck github wants to merge all changed trees into minetest_game? |
13:46 |
RealBadAngel |
i cannot make separate pulls at all |
13:49 |
Amaz |
RBA, I doubt that this is the case, but are you making the simple_leaves branch from the new_ice branch? Or has the ice commit somehow got onto your master? |
13:50 |
RealBadAngel |
its in separate branch |
13:50 |
Amaz |
Well, then, it's obviously just git being it's usual nightmareish self :) |
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13:53 |
RealBadAngel |
ok, made it finally |
13:54 |
RealBadAngel |
VanessaE, can you review default:leaves simple texture? |
13:55 |
VanessaE |
the texture looks fine, no time to do a proper review though |
13:55 |
VanessaE |
bbl |
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15:48 |
hmmmm |
hey wait a minute |
15:48 |
hmmmm |
you can't just remove a global setting like that |
15:49 |
hmmmm |
now peoples' configs are going to be broken |
15:56 |
hmmmm |
wow, simple leaves are ugly |
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17:21 |
paramat |
hi sfan5, can we merge game#551 on your single +1 since it is a mesh thing checked by RBA and not a new feature? |
17:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/551 -- Convert stairs in meshnode by kilbith2 |
17:23 |
paramat |
also game#555 it's not great but will do for now, current one is bad and needs to go |
17:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/555 -- Tweaked ice texture - seamless one. by RealBadAngel |
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17:31 |
sfan5 |
paramat: merging 551 w/o two approvals is fine with me |
17:33 |
paramat |
okay thanks, i might merge this later |
17:36 |
paramat |
wow, i'm bisecting the mystery memory leak, present in 0.4.9 and i'm still searching backwards |
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18:04 |
paramat |
now pushing game 551 |
18:10 |
paramat |
complete |
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18:29 |
hmmmm |
sloantothebone, please fix your connection |
18:29 |
sloantothebone |
!!! |
18:29 |
sloantothebone |
I just got banned in a channel for my connection! Am I banned forever?? |
18:30 |
sfan5 |
no |
18:30 |
sfan5 |
you need to ask the channel admins to remove the ban |
18:30 |
sloantothebone |
Ok look if u have a problem with my connection kick me |
18:31 |
sloantothebone |
There must be some kind of bot that kicks people with bad connection |
18:31 |
sloantothebone |
I'm sxorry, really dont want to spam you guys |
18:31 |
hmmmm |
it seems to have subsided |
18:31 |
Amaz |
Maybe turn irc off till it is fixed? |
18:35 |
sloantothebone |
How do I make it turn off automatically if bad connection |
18:35 |
kaeza |
sfan5, do you have a copy of libgcc_s_sjlj-1.dll you could host on your server? |
18:36 |
sfan5 |
mine is probably not compatible with yours |
18:36 |
sfan5 |
you should have that file come with gcc |
18:36 |
kaeza |
apparently my MinGW doesn't come with it |
18:36 |
sfan5 |
did you do find . -name '*.dll'? |
18:38 |
kaeza |
`find /c/MinGW -name 'libgcc_s_sjlj*.dll'` turns up nothing |
18:39 |
kaeza |
everything MinGW-related is under that dir |
18:39 |
sfan5 |
using cygwin? |
18:39 |
kaeza |
no, plain MinGW |
18:39 |
sfan5 |
no |
18:39 |
Calinou |
sloantothebone, which client do you use? perhaps disable automatic reconnection or increase its delay. |
18:40 |
sfan5 |
>/c/MinGW |
18:40 |
sfan5 |
thats not an usual linux path |
18:40 |
kaeza |
sfan5, using mgw natively under win32, not cross-compilation |
18:41 |
sfan5 |
kaeza: anyway, download this https://sfan5.pf-control.de/minetest-builds/latest.php?b=minetest and copy it from the bin/ dir |
18:42 |
kaeza |
sfan5, it's not specifically for me; I'm almost finished doing a modified buildbot so MT can be compiled natively under Windows with MinGW with a simple command |
18:42 |
sloantothebone |
Calinou I increased the delay x3 |
18:42 |
kaeza |
so it would benefit to have a static URL from which to fetch a working libgcc dll |
18:42 |
sfan5 |
i see |
18:49 |
sfan5 |
kaeza: win32 https://sfan5.pf-control.de/dll32/libgcc_s_sjlj-1.dll and https://sfan5.pf-control.de/dll32/libstdc++-6.dll |
18:49 |
sfan5 |
kaeza: win64 https://sfan5.pf-control.de/dll64/libgcc_s_seh-1.dll and https://sfan5.pf-control.de/dll64/libstdc++-6.dll |
18:50 |
kaeza |
sfan5, thank you. testing |
18:55 |
kaeza |
surprise, surprise, doesn't work :( |
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18:59 |
kaeza |
disabling leveldb removes the dependency though, so I guess building leveldb from sources should fix it |
19:00 |
kaeza |
or I could just leave leveldb disabled |
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19:31 |
kaeza |
unrelated: https://github.com/minetest/minetest/pull/2895 |
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19:53 |
paramat |
i'd like to push this later #2894 hmmmm you're probably busy but just letting you know. i want to keep this simple, no flags =) |
19:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/2894 -- Biome API decorations: 'spawnby' searches a 2 node high volume by paramat |
19:55 |
RealBadAngel |
paramat, shall i fix the accacia leaves texture for ya? |
19:55 |
hmmmm |
paramat, looks good but what about updating the documentation? |
19:55 |
hmmmm |
and are you sure that solves kilbith's problem? |
20:03 |
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20:04 |
sloantothebone |
I cannot connect to a minetest server with my public ip, I think its because of my ISP what do I do? |
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20:10 |
sfan5 |
sloantothebone: you need to forward ports, also this channel is strictly for minetest development, ask such questions in #minetest |
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20:20 |
paramat |
thanks, will update docs. and am consulting kilbith |
20:20 |
paramat |
RBA i wanna do it, thanks anyway |
20:29 |
paramat |
yes i'm fairly sure this solves kilbith's problem while also working for the other usage relative to the ground beneath the decoration |
20:48 |
paramat |
updated |
20:50 |
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20:50 |
dv- |
ENABLE_FREETYPE=FALSE is broken? |
20:53 |
paramat |
will push when checks are done |
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21:01 |
RealBadAngel |
paramat, added screenshot and jungle leaves simple |
21:02 |
* paramat |
looks |
21:11 |
paramat |
they look okay in the screenshot, i'll test in-game too |
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21:42 |
paramat |
now pushing 2894 |
21:47 |
paramat |
complete |
21:48 |
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22:30 |
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22:42 |
est31 |
now weblate people have edited the japanese translation |
22:42 |
est31 |
it conflicts with #2843 |
22:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2843 -- Update Japanese Translation by Rui914 |
22:42 |
est31 |
VanessaE, seems there is a reason to decline translation PRs |
23:20 |
kaeza |
we have working weblate again? |
23:20 |
kaeza |
translation PRs were temporary because weblate was broken |
23:23 |
kaeza |
est31, I didn't use NULL in GetTempPath because MSDN doesn't even specify if it is a valid value |
23:24 |
est31 |
kaeza, it should work, because if the length is 0, a dereference of the pointer should be illegal |
23:32 |
kaeza |
est31, pull updated |
23:34 |
est31 |
looks good, nerging |
23:34 |
est31 |
merging* |
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