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IRC log for #minetest-dev, 2015-07-09

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Time Nick Message
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02:11 est31 https://sourceforge.net/p/irrlicht/bugs/435 lets see what the irrlicht crowd sais
02:12 est31 if they fix it, we copy the fixed function into our codebase
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02:49 est31 hmmmm, how can I create a singlenode water mapgen?
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02:49 est31 I want to use valgrind to check for the leak
02:49 est31 but mapgen is too slow
02:49 est31 oh wait
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03:01 sloantothebone Hi
03:02 sloantothebone What would I do if I wanted to add a hundred different types of nodes without defining every single one by hand? Forgive me i this question belongs in #minetest
03:07 est31 sloantothebone, make a loop
03:07 est31 also yes it belongs in #minetest
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03:36 turtlejerky what exactly does adding "--depth 1" when git cloning minetest do?
03:37 asl97 iirc, make it clone only the head commit
03:38 Wayward_One interesting... further testing is to come, but after redownloading minetest and building the apk, the version tag reads 0.4.11-13e100e1
03:40 Wayward_One And the only thing I can think of that I did different was not use --depth 1
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03:47 est31 if just paramat were here
03:47 est31 I've run a server with valgrind
03:47 est31 and found out that singlenode and v7 mapgen leak both the same amount
03:47 est31 so its either a client leak
03:48 est31 or the leak is somewhere else
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04:32 sloantothebone How do I make a golem mod?
04:32 sloantothebone Like is it possible to replace a node structure with an entity
04:32 est31 --> #minetest
04:32 sloantothebone ok
04:33 asl97 on_place, check for the four node below it, remove the node if all is there and add entity
04:33 asl97 oh, and remove the head too
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05:02 hmmmm est31, alias default:water_source to mapgen_singlenode
05:05 est31 ok
05:05 est31 hmmmm, you know more about paramat's leak?
05:06 Wayward_One so, after completely deleting minetest a second time,  redownloading, and building the apk again, the version tag still reads 0.4.11-13e100e1
05:06 hmmmm i don't know anything about paramat's leak
05:06 est31 k
05:06 hmmmm i suggested he try looking at the noise functions since that's the only place where the mapgen allocates memory, and you just said it happens in singlenode where there is literally no noise at all
05:06 hmmmm and he mentioned it happens at least as far back as 0.4.9
05:06 est31 I dunno whether there is a leak
05:07 hmmmm me neither
05:07 est31 I just get the exact same number when I run valgrind
05:07 hmmmm there is a way to tell
05:07 asl97 Wayward_One: download using git?  if so, check your remote and branch
05:08 hmmmm i.e. load a crapton of blocks, then look downward until all of the surrounding blocks unloaded due to inactivity timeout, and then compare the memory usage
05:08 est31 he sais its only happening when mapgen happens
05:08 hmmmm and do this several times
05:08 est31 lets first find out whether its on the server, or on the client
05:09 Wayward_One asl97: I always do. I've been making regular builds on the forum for a while, all built the same way, and never had this happen before
05:10 asl97 maybe someone mess up the tree
05:10 asl97 by using force push
05:10 est31 there has been a 0.4.11 bug on normal already
05:11 est31 perhaps it reappears on android
05:11 Wayward_One Could be
05:11 Wayward_One This is the first I've seen of it though
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05:15 est31 hmmmm, I think the leak paramat observes is no mapgen leak
05:15 est31 I connected to a localhost game, and flew around a bit
05:15 est31 and got 200 MB at client, 40-60 MB at server
05:16 est31 at the start both processes had the same memory amount
05:16 est31 its a client leak
05:17 est31 when I disconnect from the server, the client doesnt deallocate those 200MB
05:18 est31 perhaps we don't drop the meshes I dunno
05:21 hmmmm you used separate processes for server and client? hmm
05:22 est31 yea, connected to localhost
05:22 est31 one instance with ---server
05:22 est31 other from client tab
05:29 hmmmm hrum
05:41 est31 where was that lua doc website with the beer mug again?
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05:44 est31 thats the page with the best documentation what happens
05:44 est31 any ideas hmmmm ?
05:48 est31 ah its http://pgl.yoyo.org/luai/i/about
05:48 est31 thanks though
05:50 * VanessaE peeks in
06:02 hmmmm haa
06:02 hmmmm est31:  i wouldn't have known anyway
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06:11 est31 hmmmm, can I push this https://github.com/est31/minetest/commit/3514ac685fab28885f9e47cd9c3bc33f90e64eab
06:13 est31 its to make the checkbox work in real time
06:15 hmmmm is const std::string value the actual callback prototype?
06:15 est31 yes
06:15 hmmmm wth
06:15 est31 should be changed IMO
06:15 est31 can I push another commit that changes it
06:15 hmmmm probably a typo
06:15 hmmmm we should fix that sometime
06:15 hmmmm yes
06:15 est31 also its const std::string settingname
06:15 hmmmm also what's with the unix_lowercase_underscore_function_style_in_methods
06:15 est31 not value
06:15 est31 mistake by me
06:16 est31 ah you want it readSettings
06:16 hmmmm http://dev.minetest.net/Code_style_guidelines#Classes
06:16 est31 yea
06:17 est31 I keep forgetting it
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06:26 est31 pushing the two commits then : https://github.com/est31/minetest/commits/master
06:26 est31 (if my make succeeds)
06:27 hmmmm hold on a minute
06:27 hmmmm you don't give even 5 minutes for people to look
06:27 hmmmm and besides, you haven't gotten a second +1
06:27 est31 <hmmmm> yes
06:27 hmmmm so?  i agreed to the idea that it should be changed.  there's a difference between an idea and its implementation.
06:28 hmmmm what if you made a fatal typo or something in that implementation?  that's the reason why code reviews exist
06:28 est31 ok then, can you look at it
06:28 hmmmm yes, i did
06:28 hmmmm it's fine
06:29 est31 can I push then? or do you believe I need a third  (or second or whatever) +1?
06:29 hmmmm fine
06:29 hmmmm maybe the number of those in agreement should vary based on size/complexity
06:30 RealBadAngel anybody remember why BS was introduced?
06:30 est31 that would be a good rule change
06:30 hmmmm so that people don't get confused between map coordinates and irrlicht coordinates
06:30 est31 however question is who determines that number
06:30 RealBadAngel can it be that need for camera offset is caused by that?
06:31 hmmmm of course not, irrlicht coordinates are floating point numbers
06:31 VanessaE RealBadAngel: nah, camera offset (if you mean the every-200-nodes thing) is due to precision errors in irrlicht renbdering
06:31 VanessaE rendering*
06:32 VanessaE damn it, ninja'd
06:32 VanessaE shit used to get really glitchy out past around 1500-2000 nodes
06:32 hmmmm minecraft had the same problem
06:32 hmmmm heh
06:32 hmmmm that added to the mystique of the 'far lands'
06:34 hmmmm so does anybody volunteer to work on the remainder of what needs to be done on the minimap?
06:34 VanessaE yeah except farlands sometimes looks kinda nice in the pics I've seen, whereas minetest...er... has nothing out there :)
06:35 RealBadAngel minimap project is far from being complete, those are not "remainders"
06:36 RealBadAngel but im not sure if i know the minimap code good enough :P
06:36 hmmmm it's a decent basis
06:37 RealBadAngel theres API to be done, players markers, waypoints, creating map textures for use within mods, etc
06:37 hmmmm i have two more uses for the minimap: map previewer and an embedded minetestmapper that's officially supported and maintained
06:37 est31 "embedded"?
06:37 hmmmm yeah
06:37 hmmmm you know the functionality of minetestmapper?
06:38 est31 yes
06:38 hmmmm well I want that in minetest
06:38 est31 making png files
06:38 hmmmm to generate an image map as map is generated
06:38 hmmmm a couple things though
06:38 hmmmm it wouldn't be available immediately in minetestserver due to the *heavy* dependencies on irrlicht
06:38 est31 minetestmapper has far more maintained forks than minetest
06:39 est31 not sure whether to add another one
06:39 hmmmm minetestmapper is slow
06:39 est31 forks or compliant reimplementations
06:39 hmmmm if you map on the go, you could theoretically have a website with a near real-time map of your minetest server
06:39 hmmmm now that's sorta cool
06:40 est31 a person running a geo mapping tools company has even implemented a live mapper
06:40 est31 https://www.youtube.com/watch?v=8e6eCMXguu8
06:40 est31 dunno how he got that html into minetest
06:41 RealBadAngel hmmm, one of the things to do is moving image generation back to mapper thread
06:41 RealBadAngel without dep on driver
06:41 RealBadAngel just direct creating image in memory
06:42 RealBadAngel its trivial, we do need just own setPixel stuff
06:42 hmmmm generating the IMAGE is one thing
06:42 hmmmm creating a TEXTURE from the image is another
06:42 hmmmm the latter of the two is not thread-safe
06:42 VanessaE bear in mind that a full size detailed map of a server can run 50 MB in size (*after* pngcrush)
06:42 RealBadAngel that you can you make in main
06:43 hmmmm VanessaE, which is why it'd probably be a good idea to split it up into chunks
06:43 VanessaE and that would only be a fraction of the total map space.
06:43 RealBadAngel most time consuming is to create an image
06:43 hmmmm but otherwise do you think there's value in concept?
06:43 VanessaE hmmmm: right.  est31 seems like your leaftest thing is apropos here?
06:43 est31 or to generate it in chunks the first place
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06:43 hmmmm Leaftest?
06:43 VanessaE yes, I could see it being useful as long as the user is very clear on how to see the map
06:43 est31 VanessaE, thats his own leaflet implementation
06:43 VanessaE https://github.com/est31/leaftest
06:43 RealBadAngel you can save minimapmapblocks to the disk
06:43 RealBadAngel outside app can just read them
06:43 VanessaE est31: yeah I know, but it's similar to what hmmmm is talking about
06:44 hmmmm sloppy map?
06:44 est31 with many small tiles
06:44 hmmmm well
06:44 est31 ^ =: sloppy
06:44 hmmmm if there's no value in this then there's no value in this
06:44 hmmmm that makes less work for us
06:45 hmmmm i still want to use Mapper for map previews when selecting a seed
06:45 est31 preview is cool though
06:45 est31 for seeds and for world selection
06:45 est31 store the last despawned pos
06:45 hmmmm I wanted to add a map preview since I started coding on minetest
06:46 hmmmm never did it though because meh
06:46 hmmmm other things had higher priority
06:46 hmmmm in any case
06:46 hmmmm next up is client side scripting
06:46 hmmmm i'm officially starting on that now
06:46 Hunterz Im trying implement server console using readline alternate interface (callbacks), or will be better wait for keyboard events in the another thread ?
06:46 hmmmm also a minimap becomes a hud item that a script will be able to draw
06:47 hmmmm so you'd (in theory) be able to draw a minimap on the main menu as well as having multiple minimaps on the screen in game
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06:47 est31 it should be a hud item as well as a formspec item.
06:47 hmmmm that's another thing
06:47 est31 perhaps even moveable and so on
06:47 VanessaE hmmmm:  now THAT would be useful (map preview on create)
06:47 hmmmm you should be able to draw hud items on GUIs as well
06:48 est31 but yea thats another thing
06:48 hmmmm i need to sort out how HUD and GUIs are going to work
06:48 est31 perhaps that should even be server generated.
06:48 hmmmm and whether they should be separate at all
06:48 RealBadAngel mapper should just produce textures for use in mods
06:48 RealBadAngel then you could use them anywhere
06:48 hmmmm hunterz:  a callback in which thread?
06:49 Hunterz in the main server thread
06:49 est31 the main difference between hud and gui is that once you have a mouse button, once your mouse is fixed
06:49 hmmmm hunterz:  if I were writing that, I would handle the console interface in a separate thread and then queue commands to be executed in the server thread
06:49 est31 but that difference only shows up on non-android devices
06:49 Hunterz ok, thanks
06:50 hmmmm est31:  alright how does this sound
06:50 hmmmm you can draw hud items ANYWHERE on the screen at any time
06:50 hmmmm i.e. in game, in the main menu, on a formspec
06:51 hmmmm well we call it formspec right now but
06:51 hmmmm the GUI elements
06:51 hmmmm GUI elements, however, can only be present in a GUI window
06:51 hmmmm a GUI window being opened will display the mouse and release the lock on mouse position
06:51 hmmmm s/mouse/cursor/
06:51 RealBadAngel hmmmm, have you noticed what minimap on screen element code is?
06:52 est31 hrmm
06:52 hmmmm RealBadAngel:  what?
06:52 RealBadAngel its modified IGUI element
06:52 est31 so one use case of drawing hud elements in gui is minimap
06:52 hmmmm what?
06:52 est31 any other usecase?
06:52 hmmmm I thought it was a mesh
06:53 RealBadAngel it uses to display the mesh
06:53 hmmmm est31:  yea
06:53 hmmmm how about this
06:53 RealBadAngel but the code for it is IGUI element copy
06:53 hmmmm instead of having drawStatbar() and drawHotbar() and all these little doodads we treat them like pseudo-GUI widgets
06:53 est31 also, I think when drawing hud elements in gui, they should be somehow inside the gui's coordinate system
06:53 hmmmm each have a Draw
06:53 RealBadAngel all the matrices operations come from it
06:54 hmmmm the Mapper might be better renamed to Minimap or something
06:54 hmmmm and that'll inherit IHudElement
06:54 hmmmm or something..?
06:54 hmmmm class Minimap : public HudElement {
06:54 hmmmm void draw();
06:55 hmmmm and I can't think of any other at the moment
06:55 hmmmm i'm sure i'll get a better idea once i start coding it
06:55 RealBadAngel hmmmm, my idea was to fully implement it as IGUI element, not our own
06:55 Hunterz generated image from the minimap can be used for map item like in the minecraft...
06:55 hmmmm RealBadAngel, please don't
06:55 hmmmm this is more flexible if it could be rendered anywhere
06:56 RealBadAngel the very same way we will be able to display actual cubes in formspecs
06:56 RealBadAngel instead of generated textures
06:56 hmmmm maybe you could have an IGUIElement for Minimap that does nothing but adds irrlicht GUI nonsense on top of a drawn minimap
06:56 est31 yea good idea
06:56 hmmmm yes
06:56 hmmmm okay
06:56 hmmmm so every HUD element will have a corresponding IGUIElement
06:57 est31 well it doesnt make much sense to render the inventory bar in gui
06:57 RealBadAngel this way we can say goodbye to lotsa old code incuding item previews
06:57 hmmmm est31:  it doesn't make sense until you need it
06:57 RealBadAngel and have for example rotating cubes in selected inventory slot
06:58 hmmmm est31:  okay, so maybe nevermind on that requirement.  but using this infrastructure you should still be able to render an inventory bar on a gui
06:58 est31 hmmmm, I just say if there is additional effort from adding things like the inventory bar, we should only add a set for which we can construct use cases
06:58 hmmmm just that it won't necessarily need to be a GUI element
06:58 hmmmm but the point is
06:58 RealBadAngel indeed, just the way stays here
06:58 hmmmm no waid
06:58 hmmmm wait*
06:59 hmmmm the hotbar is a GUI element
06:59 hmmmm it's just that it doesn't use the official irrlicht GUI element interface
06:59 est31 its graphical and its a user interface
06:59 hmmmm I envision a GUI element where you have multiple boxes with images and some text on it that you can scroll through using the mouse wheel when it has focus (in the form of a gui element)
07:00 hmmmm so the hotbar is basically a radio button set
07:00 hmmmm except irrlicht doesn't have radio buttons
07:00 hmmmm here's our chase
07:00 hmmmm chance*
07:00 est31 well its a button bare
07:00 est31 bar*
07:01 RealBadAngel just replace images with children gui elements with the same code as minimap have, showing the cubes
07:01 hmmmm we might be able to generalize the hotbar to a radio button set
07:01 est31 if we give the flexibility to game creators, we should also give them tools to ensure portability
07:01 est31 e.g. what about android
07:01 hmmmm wait
07:01 hmmmm we're thinking too hard about all this
07:01 hmmmm let's code first and see what we come up with then continue this conversation
07:01 est31 take the voxus hotbar as example
07:02 hmmmm talk is cheap, code isn't
07:02 est31 its at the side
07:02 RealBadAngel i will code now something to show you something
07:02 RealBadAngel oops, too much of something ;)
07:02 est31 but on android we already have buttons on the side, no room for hotbar
07:03 hmmmm the flexibility of the second-gen hotbar means that you'd be able to select your own geometry
07:03 VanessaE est31: so move the buttons?
07:03 hmmmm when a hotbar is generalized into a set of buttons where only one can be selected at a time
07:03 est31 thats something I can agree with
07:03 VanessaE a hotbar down one side, control buttons + Dpad on the other side, seems reasonable?
07:03 hmmmm if it's implemented right then in theory you should be able to make a hotbar in the shape of a freaking triangle on the screen
07:03 est31 or circle like voxelands
07:03 hmmmm or maybe in bubbles on random coordinates
07:04 hmmmm that's my end-goal here
07:04 hmmmm i want to be able to do that
07:04 hmmmm i want to be able to transform the hotbar into something where I have random images all on the screen and I can scroll through them using the mouse wheel
07:05 hmmmm then I want to be able to use the same hotbar as a GUI element where I can click on them in addition to scrolling with the mouse wheel
07:05 est31 or click on them if you are on android
07:05 hmmmm wow
07:05 hmmmm this all sounds fantastic
07:05 hmmmm I need to get real-life work done though :9
07:06 hmmmm the past couple of days I've been wrestling with gmock
07:06 hmmmm what a shitty overcomplicated framework
07:07 hmmmm don't ever use it for your own projects
07:09 RealBadAngel btw, whos the mtgame team? paramat, pilzadam and ?
07:10 est31 its on the wiki somewhere
07:11 est31 number is 5
07:13 kahrl http://dev.minetest.net/minetest_game_Development
07:17 RealBadAngel theres no paramat in here?
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08:46 est31 hrmm
08:46 est31 kahrl, I wonder why a pointer is 0, can you help?
08:46 est31 ah it isnt null
08:47 est31 still there is something fishy going on
08:47 est31 a bug I dont know the cause of
08:47 est31 when I store some data, everything is fine
08:47 est31 when I retrieve it... bam
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08:49 est31 ah I have a suspicion
08:49 est31 yea
08:49 est31 has been my suspicion
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10:52 Taoki RealBadAngel: :)
10:53 Taoki (subtle and probably dumb way of asking about that VBO pull request)
10:53 RealBadAngel lol
10:53 RealBadAngel not yet :)
10:53 Taoki ok :)
10:53 RealBadAngel still polishing shader issues
10:54 Taoki Aah, so it still has a few bugs? I thought you just didn't find the time to create the pull request itself, which is why I found it a bit odd.
10:55 RealBadAngel https://imgrush.com/i6v_pYBosH0s.png
10:55 Taoki Wow, cool :o
10:55 RealBadAngel i had to find a solution for nontileable textures
10:57 Hunterz grass block in the hand will be same as ground?
10:58 Taoki Hunterz: Shaders don't seem to work for wielded items yet, sadly. Nor players and Lua entities.
10:58 Taoki I wonder when that can be fixed
10:58 Hunterz ah
11:01 RealBadAngel i have code rdy for that but it have flaws
11:01 RealBadAngel sooner or later i will fix that
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11:45 RealBadAngel est31, #2897 its wip
11:45 ShadowBot https://github.com/minetest/minetest/issues/2897 -- Fix relief mapping issues by RealBadAngel
11:46 RealBadAngel can you check it?
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11:55 est31 looks good
11:56 est31 cheapie, you around?
12:10 est31 writing glue code feels so glue-y
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16:06 est31 hmmmm, not polished yet and vast parts untested: #2898
16:06 ShadowBot https://github.com/minetest/minetest/issues/2898 -- Add AreaStore data structure by est31
16:06 est31 comments about concept would be great though
16:06 est31 I'll read the logs
16:09 hmmmm wow it looks really cool
16:09 hmmmm I'll have to take a better look sometime
16:09 hmmmm this is great
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17:25 paramat yes i was wrong to state the memory leak was due to mapgen, i wasn't sure
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17:28 paramat hi sfan5 can i push this fix for yesterday's mesh stair commit? game#561 RealBadAngel please can you check it is correct?
17:28 ShadowBot https://github.com/minetest/minetest_game/issues/561 -- Improved stairs model by kilbith2
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18:50 VanessaE RealBadAngel: the screenshot looks good.
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19:57 paramat okay thanks sfan will push game 561 later
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20:06 paramat perhaps there is not a memory leak at all, but we are just seeing expected world and mesh data accumulating in the client?
20:09 est31 if you leave to main menu, the memory doesnt decrease
20:09 est31 that makes it a leak
20:10 VanessaE that's if you CAN leave to the main menu :P
20:10 paramat yes that behaviour is a bug
20:11 VanessaE (for me, the game hard-crashes pretty frequently when exiting to main menu)
20:11 est31 thats pretty bad
20:11 est31 even horrible
20:11 est31 I have it on a certain server
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20:34 paramat now pushing game#561
20:34 ShadowBot https://github.com/minetest/minetest_game/issues/561 -- Improved stairs model by kilbith2
20:38 paramat complete
20:47 paramat so mesh stairs are now fixed. RealBadAngel the only problem with defining stairs as meshes is they appear dark as a wielditem, is there a fix for this?
20:48 VanessaE paramat: that seems to happen with any kind of mesh
20:48 VanessaE including extruded meshes and the ones you see from the wield3d mod
20:49 paramat okay, i know our wield is a bit buggy at the moment
21:06 est31 hmmmm, do you know something about templates https://github.com/est31/minetest/commit/6b85607215d70faf7ce8e58c0b51c83c66d6820c#diff-e5ab4d3af8e375631903ed35b243c3b4R312
21:07 est31 I want to implement a simple LRU cache
21:07 est31 with templates
21:07 est31 so I've chosen the simplest approach: direct definition in header
21:07 est31 but doesnt build
21:07 hmmmm don't use templates
21:08 est31 it sais a ton of errors
21:08 hmmmm generally they suck
21:08 est31 they do indeed
21:08 hmmmm yea
21:08 hmmmm and the errors are impossible to figure out
21:09 hmmmm I think the actual problem you have is that you can't have nested templated types
21:09 est31 templates do have their use though
21:09 est31 ?
21:09 hmmmm yeah, for language experts whose goal is to make a library and ugly code
21:10 est31 util/container.h is very library-ish
21:10 hmmmm you need to define std::list<K> and so on along with the template definition
21:10 est31 like?
21:12 VanessaE paramat: what say you about adding other basic shapes to minetest_game's models selection?  like slopes, slabs, other shapes as in my slope_test mod?
21:12 VanessaE i.e. things other mods can use instead of carrying their own copies
21:12 hmmmm template <class K, class KeyList = std::list<K>, class KeyValuePair = std::pair<std::list<K>::iterator, V> > >
21:13 hmmmm ?
21:13 hmmmm I think
21:13 paramat only very basic diagonals, because Minetest already has diagonal plantlike drawtype as part of it's character
21:13 hmmmm every time I thought to myself, "gee, templates would really work nicely here" it ended up not working nicely and I trashed it
21:14 paramat so perhaps any shape that uses surfaces created from 45 degree diagonals between node vertices
21:15 paramat a bit like when LEGO added 45 degree roofing slopes =)
21:15 paramat (well not 45 degree actually)
21:16 VanessaE paramat: yeah, I was thinking the same
21:17 paramat basic slope, inner corner, outer corner
21:17 VanessaE like the three basic roof shapes in homedecor (they're all 45-degree angles)
21:17 VanessaE exactly that
21:18 VanessaE LEGO has 2:1 and 3:1 slopes yeah, but I think they also have 1:1
21:19 VanessaE paramat: there are a few shapes in Moreblocks that meet your criteria also btw
21:19 VanessaE (corner pyramids and the like)
21:20 VanessaE but that's overkill
21:20 VanessaE wait...don't I normally suggest overkill anyway? :D
21:20 paramat yes heh
21:21 VanessaE anyways, there are lots of primitives in slope_test, technic CNC machine, and moreblocks that you'll want to pull in, I'm sure
21:27 paramat weird, now i'm getting big drops in memory use when exiting a world, as if most (perhaps not all) world data is now being correctly deleted
21:27 paramat in very latest dev
21:30 paramat well i'm bemused and may have been doing something silly. i'll put this aside now i have other stuff to focus on
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21:44 sloantothebone joined #minetest-dev
21:44 paramat uh-oh
21:45 VanessaE ?
21:47 selat joined #minetest-dev
21:54 RealBadAngel joined #minetest-dev
22:07 est31 yaay it compiles
22:08 est31 or does it
22:08 VanessaE est31: "It compiles, ship it!" :)
22:08 est31 heh
22:09 est31 I wonder how the cache will affect the benchmarks
22:09 est31 wow it *actually* compiles
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22:15 troller joined #minetest-dev
22:26 est31 so why does the cache crash?
22:28 est31 ah
22:28 est31 order :p
22:43 paramat sfan5 and all, game#562
22:43 ShadowBot https://github.com/minetest/minetest_game/issues/562 -- Default: New ice texture by Gambit by paramat
22:55 Taoki RealBadAngel: Are you still around?
23:12 VanessaE Taoki:  so, when you gonna make the model's head able to yaw/pitch separately from the body when looking around? :)
23:12 Taoki VanessaE: When Irrlicht stops breaking models that enable manual IK control.
23:12 Taoki That's the right way to do it
23:12 VanessaE heh
23:12 est31 IK?
23:18 Taoki est31: Putting the armature in a mod which allows controlling bone positions manually
23:18 Taoki That breaks animations
23:49 est31 irrlicht has many bugs
23:50 est31 unfortunately
23:50 est31 age doesnt guarantee bug-freeness

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