Time |
Nick |
Message |
00:21 |
|
est31 joined #minetest-dev |
01:04 |
|
twoelk|2 joined #minetest-dev |
01:19 |
hmmmm |
so people are all of a sudden getting intermittent LUA_ERRERRs |
01:19 |
hmmmm |
this started happening a few days ago. it can't be a mod error, the internal lua state would somehow need to get corrupted for this to happen. |
01:20 |
hmmmm |
my guess is that the lua stack got messed up in an API that everybody uses |
01:21 |
|
Player_2 joined #minetest-dev |
01:37 |
hmmmm |
where is core.luaentities defined? I can't find it in builtin |
01:38 |
hmmmm |
nevermind, it's created by the core |
02:12 |
|
diemartin joined #minetest-dev |
02:20 |
VanessaE |
hmmmm: speaking of corruption, here's today's crash ;) http://pastebin.com/7y8JnASy |
02:21 |
hmmmm |
always in connection |
02:22 |
VanessaE |
MichaelEh reports that if he gets too close to the bottom of the world (he says 30800), it'll crash also. not sure of the specifics. |
02:23 |
hmmmm |
i think it does happen inside the connection send thread. it's way too consistent to be a coincidence. i think glibc uses thread-local arenas for malloc() |
02:23 |
hmmmm |
michaeleh should make an issue on github :) |
02:24 |
hmmmm |
in any case I'm pretty sure the error you're seeing there will get fixed when all of the items found in Address Sanitizer are addressed |
02:25 |
hmmmm |
for the error in error handling I'm thinking it might be prudent to start stashing the mod name somewhere when registering a callback of any sort |
02:36 |
VanessaE |
sounds like a reasonable precaution |
02:38 |
VanessaE |
and actually, I did suggest Michael raise an issue |
02:41 |
VanessaE |
oh, did anyone resolve that "n toggles camera updates in release builds" glitch? |
02:42 |
VanessaE |
#2762, looks like no. :P |
02:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2762 -- “camera update†toggles when pressing N on release builds |
02:43 |
hmmmm |
i haven't looked at it |
02:43 |
VanessaE |
ok. you'll probably want to fix that before release. it's easier to accidentally hit that key than one might think :P |
03:45 |
kahrl |
VanessaE: Wuzzy's guess is probably right |
03:45 |
kahrl |
judging by this comment in keycode.cpp: // it's not a (known) key, just take the first char and use that |
03:48 |
hmmmm |
would you like to whip up a patch :)? |
03:48 |
kahrl |
sure |
03:48 |
kahrl |
I'm trying what happens if you set the setting to the empty string |
03:49 |
kahrl |
it doesn't like that :/ https://gist.github.com/kahrl/b3358ae390c438df75db |
03:50 |
VanessaE |
cheat: set it to some value that's impossible to produce from a keyboard :) |
03:50 |
hmmmm |
ohhh that's the same crash as the russian keyboard problem |
03:53 |
hmmmm |
how can you intercept a Lua call to some function? |
03:54 |
hmmmm |
i'm not really interested in the parameters, but i want to execute something before *every* on_eventhere function |
03:54 |
VanessaE |
redefine the function |
03:55 |
hmmmm |
? |
03:56 |
VanessaE |
local foo = functionname(...) ; function functionname(...) [ youe code here ] ; foo(...) ; end |
03:56 |
VanessaE |
(I'm not 100% sure about the ... but that's the basic form) |
03:57 |
hmmmm |
the ... is the part i'm interested in |
03:57 |
hmmmm |
could you pass through args using this "..." syntax? |
03:57 |
VanessaE |
I think so. |
03:57 |
hmmmm |
hmm i never saw that |
03:57 |
hmmmm |
what is that called |
03:57 |
VanessaE |
I see others doing that, but I've never experimented with itr |
03:57 |
VanessaE |
http://www.lua.org/pil/5.2.html |
03:58 |
hmmmm |
yea reading that right now |
03:58 |
VanessaE |
(works in 5.1 too apparently) |
03:58 |
hmmmm |
good |
03:59 |
hmmmm |
okay |
03:59 |
hmmmm |
so you were pretty close |
03:59 |
kahrl |
this works: https://gist.github.com/kahrl/405c00ec63dd7e293ab1 |
03:59 |
hmmmm |
function foobar(...) <do hook things here>; original_fn(unpack(arg)); end |
04:00 |
VanessaE |
ah yes, right |
04:00 |
hmmmm |
kahrl: looks good to me :) |
04:00 |
kahrl |
shall I push it? |
04:00 |
hmmmm |
yeah |
04:02 |
VanessaE |
/home/minetest/minetest_core/src/server.cpp:511: void Server::step(float): A fatal error occurred: Lua: OOM error in on_playerReceiveFields(): not enough memory |
04:02 |
VanessaE |
wait, what? |
04:02 |
hmmmm |
VanessaE: what are you doing in on_playerReceiveFields |
04:02 |
hmmmm |
:p |
04:02 |
VanessaE |
hmmmm: server crash just a minute or two ago |
04:02 |
hmmmm |
I read about a LuaJIT limitation that doesn't allow it to allocate more than 2gb of memory |
04:02 |
VanessaE |
how the fuck does a formspec crash with OOM? :) |
04:02 |
hmmmm |
but that was in 2010 |
04:03 |
hmmmm |
again, it might not be the formspec exactly, it could be code that goes crazy and tries to allocate an undefined number of things |
04:03 |
hmmmm |
although I am a bit more hesitant to accept this theory for mods since Lua initializes variables to nil, not an undefined value |
04:04 |
hmmmm |
so when a variable is equal to some numerical value, there's intent behind it in almost all conceivable cases |
04:05 |
hmmmm |
VanessaE: FWIW what I'm doing right now will narrow down the problem code even further, so hold on tight |
04:05 |
VanessaE |
no worries. |
04:05 |
VanessaE |
meanwhile, here's the rest of the backtrace, just in case: http://pastebin.com/wue5Ge0W |
04:05 |
hmmmm |
there is never any useful information in the backtraces for lua errors |
04:06 |
hmmmm |
they're just whatever happened to be the state of the application at the time the ServerThread processes that async fatal error |
04:07 |
VanessaE |
ok |
04:07 |
VanessaE |
you know me, I try not to assume too much |
04:07 |
hmmmm |
that |
04:08 |
hmmmm |
that's a good trait* |
04:09 |
hmmmm |
hmm, VanessaE, it seems you can pass ... along literally in the exact manner as you first said, too |
04:12 |
kahrl |
hmmmm: that's reassuring, since that's what the minetest:env handler does :) |
04:18 |
VanessaE |
bbl, bed |
04:54 |
|
diemartin joined #minetest-dev |
05:02 |
|
lag01 joined #minetest-dev |
05:16 |
|
lag01 joined #minetest-dev |
06:12 |
|
Hunterz joined #minetest-dev |
06:25 |
hmmmm |
from my own testing, luajit shits out after roughly 67100000 insertions of integers into a table |
06:26 |
hmmmm |
i also forced an OOM error this way and it tried checking the memory usage using the offically sanctioned lua_gc() which turned out to be ~ 513 MB |
06:27 |
hmmmm |
I wonder if this is an mmap + FreeBSD x64 problem |
06:27 |
hmmmm |
and I wonder if it works better with Linux |
06:29 |
hmmmm |
coincidentally, 538025170 / 67100000 = 8.01826, so I think each insertion of an integer into a table takes up 8 bytes |
06:34 |
hmmmm |
in any case I suspect the OOM is coming from inside an lua api call |
06:51 |
|
Krock joined #minetest-dev |
06:59 |
|
ThatGraemeGuy joined #minetest-dev |
07:00 |
|
Darcidride_ joined #minetest-dev |
07:39 |
|
Amaz joined #minetest-dev |
07:46 |
|
blaise joined #minetest-dev |
07:51 |
|
Gael-de-Sailly joined #minetest-dev |
07:51 |
|
FR^2 joined #minetest-dev |
08:04 |
|
Yepoleb joined #minetest-dev |
08:12 |
|
FR^2 left #minetest-dev |
08:43 |
cornernote |
i know this isnt a Q for #minetest-dev, but i asked several times in #minetest with no response... |
08:43 |
cornernote |
i'd like to show the inventory formsepc when a player clicks a node |
08:44 |
cornernote |
i can use minetest.show_formspec() to show a copy of the inventory formspec, but when i change the formspec it doesnt change (eg, when i click a button in unified_inventory) |
08:44 |
cornernote |
any way to do that ? |
09:12 |
|
nore joined #minetest-dev |
09:16 |
|
RealBadAngel joined #minetest-dev |
09:23 |
|
lag01 joined #minetest-dev |
09:37 |
|
Dartmouth joined #minetest-dev |
09:38 |
|
est31 joined #minetest-dev |
09:54 |
|
Calinou joined #minetest-dev |
09:56 |
|
SopaXorzTaker joined #minetest-dev |
10:17 |
|
est31 joined #minetest-dev |
10:21 |
|
kilbith joined #minetest-dev |
10:22 |
|
Ardonel joined #minetest-dev |
10:30 |
|
troller joined #minetest-dev |
10:38 |
|
cheapie joined #minetest-dev |
10:45 |
|
H-H-H joined #minetest-dev |
10:49 |
|
Amaz joined #minetest-dev |
10:49 |
|
wischi2 joined #minetest-dev |
10:49 |
|
VanessaE joined #minetest-dev |
10:49 |
|
kahrl joined #minetest-dev |
10:49 |
|
celeron55 joined #minetest-dev |
10:51 |
kilbith |
test |
10:53 |
Krock |
test |
10:53 |
est31 |
mine-test! |
10:58 |
|
Lunatrius` joined #minetest-dev |
11:22 |
|
OldCoder joined #minetest-dev |
11:24 |
|
twoelk|2 joined #minetest-dev |
11:32 |
|
Zeno` joined #minetest-dev |
11:35 |
Zeno` |
Greetings |
11:36 |
Zeno` |
#3014 |
11:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3014 -- Add LuaSecureRandom by est31 |
11:36 |
Zeno` |
^-- how to "verify that it actually works"? |
11:36 |
Zeno` |
it looks good from what I saw |
11:37 |
|
proller joined #minetest-dev |
11:37 |
Zeno` |
spy! |
11:38 |
est31 |
I haven't tried it yet, perhaps it should be tested to generate some random sequences |
11:38 |
est31 |
and print them as hex |
11:38 |
est31 |
to verify they are actually random looking |
11:38 |
Zeno` |
hmmmm has an application that rates randomness |
11:39 |
Zeno` |
I wish I bookmarked it |
11:39 |
Zeno` |
maybe I did... lemme look |
11:40 |
Zeno` |
hmm, I don't seem to have it... but he used it to assess his new PNRG implementation |
11:41 |
Zeno` |
basically you spat the numbers to stdout and piped them to whatever the silly thing is called and it'd rate it |
11:46 |
|
nrzkt joined #minetest-dev |
11:47 |
|
OldCoder joined #minetest-dev |
11:51 |
|
cornernote_ joined #minetest-dev |
11:53 |
|
Gael-de-Sailly joined #minetest-dev |
12:00 |
|
H-H-H joined #minetest-dev |
12:09 |
|
swaaws joined #minetest-dev |
12:12 |
|
paramat joined #minetest-dev |
12:13 |
paramat |
sfan5 any comments approval for game#607 ? it will be split into 2 commits soon |
12:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/607 -- Biomes: Improve biome system and v6 mushroom spawning WIP by paramat |
12:15 |
kilbith |
yes, shorten those descriptions patterns with : `name:gsub("%l", string.upper, 1)` |
12:16 |
|
alket joined #minetest-dev |
12:26 |
|
est31 joined #minetest-dev |
12:31 |
paramat |
aha okay |
12:31 |
VanessaE |
don't forget to put in a better, darker jungle wood texture :) |
12:31 |
VanessaE |
also, good morning. |
12:31 |
paramat |
O/ |
12:32 |
paramat |
i see my mistake now, i saw the 'l' as a '1' |
12:32 |
kilbith |
yes, i guessed that |
12:44 |
paramat |
i was watching minetest 'lets play' videos and really noticed how bad our grass texture looks. it's dull, grim and depressing, a sickly colour, i will try editing or find a new one |
12:45 |
paramat |
for junglewood open an issue and gain support, i quite like the light green wood but am not too bothered either way |
12:45 |
est31 |
the colour is deep healthy green |
12:45 |
kilbith |
^ |
12:46 |
kilbith |
RBA likes it too |
12:46 |
VanessaE |
why not base your texture off of HDX's grass? (don't copy & scale, I mean the colors and general "feel" of the texture) |
12:46 |
est31 |
that grass is a photo of real grass, no? |
12:46 |
est31 |
or is it from your other texture pack? |
12:47 |
VanessaE |
it is a photo, yes. |
12:47 |
paramat |
the dark green is popular so i'll try editing to retain that, but with more contrast and saturation, and a less yellow hue |
12:47 |
VanessaE |
hence why I said not to just use it directly. |
12:48 |
est31 |
well, i like the "abstracting" part of minetest_game |
12:48 |
est31 |
once you try to mimick reality, you are in direct competition for realism |
12:48 |
est31 |
IMO |
12:49 |
VanessaE |
that's why I said to borrow the colors, not the whole texture :) |
12:51 |
paramat |
i think i will go ahead and change pinetree -> pine_tree, pinewood -> pine_wood, and add aliases. game#603 |
12:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/603 -- Acacia tree/wood : wrong naming convention |
12:51 |
kilbith |
be consistent and go ahead for the acaccia as well |
12:51 |
kilbith |
ah no, nvm |
12:52 |
est31 |
btw whats the state of acacia trees, can they already grow from saplings, and are they generated by mapen? |
12:52 |
est31 |
as in "are they finished" |
12:53 |
paramat |
yes |
12:53 |
VanessaE |
paramat: https://github.com/minetest/minetest_game/issues/611 |
12:53 |
paramat |
generated in mgv5/v7 |
12:53 |
paramat |
okay |
12:55 |
paramat |
the other 3 trees have 2 versions, a sapling will grow into the classic design in mgv6, and grow into the new schematic version in mgv5/v7 |
12:56 |
est31 |
ok |
12:56 |
paramat |
also to do: the 4 sapling growing abms can be combined into a sinkle abm on 'group:sapling', to reduce abm load |
12:57 |
est31 |
VanessaE, bout game#611, what exactly was the "breaking commit"? |
12:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/611 -- Junglewood texture too light, boring |
12:57 |
paramat |
i will be busy.. |
12:58 |
VanessaE |
est31: https://github.com/minetest/minetest_game/commit/13dfc2c0e90b9e5f5e7380a6b9a80ce3ebdcd8f3 |
13:00 |
paramat |
note the old tree-top texture wasn't dark brown, that could be corrected |
13:00 |
VanessaE |
yeah I know |
13:00 |
paramat |
this would be a chance for a slightly darker, richer hardwood colour |
13:00 |
paramat |
(if wanted) |
13:03 |
sfan5 |
paramat: "Remove water below glacier rivers" are those right above the dirt? |
13:04 |
paramat |
i noticed the icesheet was not as deep as the rivers, so 2 nodes of water was there above 'seabed' gravel |
13:05 |
paramat |
now ice is 2 nodes deeper so glacier biome 'rivers' are pure ice |
13:05 |
sfan5 |
i see |
13:06 |
sfan5 |
paramat: game#607 looks good |
13:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/607 -- Biomes: Improve biome system and v6 mushroom spawning WIP by paramat |
13:06 |
paramat |
okay will split into 2 commits later |
13:08 |
paramat |
sfan5 how about game603? 'pine_wood / pine_tree' (and adding aliases) to be consistent with acacia nodes |
13:09 |
paramat |
i remember shadowninja requesting this |
13:10 |
sfan5 |
i suggest renaming every one of them to be consistent with acacia_tree and adding aliases |
13:11 |
paramat |
aha okay, tree and jungletree too, fine by me |
13:11 |
VanessaE |
agreed; will an alias of an alias still work btw? |
13:11 |
VanessaE |
(node used to be A, got renamed + aliased to B, meanwhile some mod aliases its old nodes to A) |
13:11 |
paramat |
(erm i mean jungletree too) |
13:13 |
kilbith |
we could drop the aliases support for 1 year if necessary |
13:14 |
est31 |
no |
13:14 |
est31 |
that would break any structure with pines |
13:14 |
est31 |
that has been built before |
13:15 |
est31 |
aliasses dont hurt |
13:15 |
est31 |
if we have an automated "migration service", I agree |
13:15 |
est31 |
but removing functionality is completely useless |
13:16 |
VanessaE |
aliases *are* automated migration, |
13:16 |
VanessaE |
problem is, it only changes the nodes in parts of the map that people have visited. |
13:17 |
kilbith |
i said if necessary like if relayed aliases are uneffective |
13:17 |
est31 |
VanessaE, do aliases actually change the nodes? |
13:17 |
est31 |
I've thought you need an exta abm for that? |
13:17 |
est31 |
e.g. like with the stairs abm? |
13:18 |
VanessaE |
the stairs ABM handles rotating upside down stairs --> 6dfacedir |
13:18 |
kilbith |
no, that ABM cha,gs the facedir |
13:18 |
kilbith |
oops |
13:18 |
est31 |
why is there no signs abm too? |
13:18 |
est31 |
signs:sign -> signs:sign_new |
13:18 |
est31 |
or so |
13:19 |
VanessaE |
last time I added an alias (less then a week ago), I had to keep a backup of the test world to make sure the nodes under test were reverted between changes |
13:19 |
VanessaE |
why would signs need an ABM? |
13:19 |
paramat |
aliases don't replace nodes no, the stairs abm does though |
13:19 |
VanessaE |
paramat: you sure about that? |
13:19 |
est31 |
VanessaE, havent you changed how signs are displayed in the past, requiring everybody to screwdriver them? |
13:20 |
kilbith |
the signs_lib yes |
13:20 |
VanessaE |
est31: that only affected signs_lib because it used 6dfacedir for the wooden wall signs, while default code uses wallmounted. |
13:20 |
VanessaE |
an ABM wouldn't be useful in that case because I can't safely rename the node, and an alias can't rotate a node |
13:21 |
est31 |
why cant you rename the node?+ |
13:21 |
kilbith |
neither an entity |
13:21 |
est31 |
also, considered changing the param2type? |
13:22 |
VanessaE |
can't rename the node because then that would break any world you install it in, should you decide to remove it. |
13:25 |
paramat |
no not sure =) |
13:26 |
|
paramat left #minetest-dev |
13:42 |
|
H-H-H joined #minetest-dev |
13:43 |
|
RealBadAngel joined #minetest-dev |
13:46 |
|
hmmmm joined #minetest-dev |
13:46 |
|
AnotherBrick joined #minetest-dev |
13:52 |
|
swaaws joined #minetest-dev |
14:32 |
|
paramat joined #minetest-dev |
14:33 |
|
WSDguy2014 joined #minetest-dev |
14:37 |
paramat |
hmmmm this seems related to your recent luajit OOM tests https://github.com/paramat/riverdev/issues/1 |
15:16 |
hmmmm |
hrmmm |
15:17 |
hmmmm |
does riverdev use the memory-efficient API variations? |
15:17 |
paramat |
not yet |
15:18 |
hmmmm |
it would be a real shame if this is a luajit problem at its core, but at the same time a mapgen shouldn't require more than 512 MB |
15:18 |
hmmmm |
I just never imagined that people would use 3d noise to such a heavy extent.. |
15:18 |
paramat |
lol |
15:20 |
paramat |
10 3D noises plus 7 2D noises |
15:20 |
hmmmm |
but there have been OOM errors in mundane callbacks such as player_setfields or something |
15:20 |
hmmmm |
there could be an internal problem |
15:21 |
hmmmm |
also LuaJIT might have problems telling the difference between a runtime error inside an error handler, or a runtime error inside of a lua function call that happened inside of another lua function call |
15:22 |
hmmmm |
I saw what HybridDog posted to reproduce the double fault |
15:24 |
paramat |
the riverdev issue could perhaps just be the excessive mesh data buildup caused by exploring |
15:24 |
hmmmm |
i personally don't believe so... the luajit memory limitation is real |
15:25 |
hmmmm |
and it's orders of magnitude less than how much memory the user actually has available |
15:25 |
hmmmm |
having too many meshes wouldn't cause lua to hit some kind of artificial usage limit |
15:26 |
hmmmm |
well i suppose it mostly depends on /where/ the mesh memory was allocated |
15:26 |
hmmmm |
yeah, your theory may be plausible i suppose. |
15:26 |
paramat |
well i dunno |
15:27 |
paramat |
i can see this being a much needed very long feature freeze |
15:29 |
paramat |
we need to fix this excessive memory use problem when flying around a map. i tried bisecting and got as far back as 0.4.8, still the same behaviour, just seems this is how MT works |
15:30 |
hmmmm |
you can fix this by lowering the block unload timeout |
15:30 |
paramat |
0.5GB per minute buildup while flying |
15:30 |
paramat |
i tried that and got unclear results |
15:30 |
paramat |
need to try again |
15:30 |
hmmmm |
server_unload_unused_data_timeout, client_unload_unused_data_timeout |
15:30 |
paramat |
'client unload unused data timeout'? |
15:31 |
hmmmm |
probably more the client than the server |
15:31 |
paramat |
oh i didnt try the server one |
15:31 |
paramat |
will try that |
15:31 |
hmmmm |
the client unloads unused blocks after 10 minutes, the server, 29 seconds |
15:31 |
paramat |
ah |
15:32 |
paramat |
i have tried reducing the client one to 1 minute and exploring, but saw no reduction in memory use |
15:32 |
paramat |
seems it removes meshes from the client's view but doesn't remove the data from memory |
15:32 |
paramat |
AFAIK |
15:34 |
hmmmm |
they're removed from the client's view because they don't exist in memory anymore |
15:34 |
|
Hunterz joined #minetest-dev |
15:34 |
paramat |
ah |
15:35 |
paramat |
i guess the raw world data is kept in memory because it's so compact, only meshdata is deleted / recreated when needed |
15:36 |
paramat |
then when i exit to menu, i get varying degrees of memory clearout, from none to almost all |
15:36 |
paramat |
that's a separate problem perhaps |
15:39 |
paramat |
https://github.com/minetest/minetest/issues/2653#issuecomment-120201932 and the following comment |
15:41 |
paramat |
anyway i certainly think 'client unload unused data timeout' should be hugely reduced, 10 minutes can be 7GB if flying |
15:43 |
paramat |
2-3 mins perhaps |
15:43 |
|
rubenwardy joined #minetest-dev |
15:45 |
|
proller joined #minetest-dev |
15:47 |
paramat |
perhaps it was fixed in freeminer?.. |
15:48 |
|
crazyR joined #minetest-dev |
15:48 |
|
crazyR joined #minetest-dev |
15:50 |
rubenwardy |
A few comments about the android app: 1. The black screen on start up is confusing, there should be an indication of progress. 2. You shouldn't show fly/noclip/fast buttons if the player doesn't have those privs. 3. I expected, in the inventory, to be able to tab an item and then tab where I want it to go - you have to drag them instead. 4. Pressing the back button to open the menu is not intuitive for me, I'd have expected it to exit |
15:50 |
rubenwardy |
the game. 5. closing menus with the back button breaks the flow, my back button vibrates and takes ~0.5 seconds to do anything. |
15:50 |
rubenwardy |
Showing the debug info is handy, but should probably be hidden in the pause menu rather than on screen |
15:51 |
|
proller joined #minetest-dev |
15:54 |
paramat |
will push soon game#612 |
15:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/612 -- Biomes: Tune v5/v7 biomes and v5/v6/v7 mushroom distribution by paramat |
16:11 |
paramat |
now pushing game 612 |
16:13 |
|
nore joined #minetest-dev |
16:16 |
paramat |
push complete |
16:31 |
|
Mine joined #minetest-dev |
16:43 |
|
nrzkt joined #minetest-dev |
17:13 |
paramat |
will push game#613 soon |
17:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/613 -- Flowers: Edit mushroom code, rename spore nodes by paramat |
17:13 |
VanessaE |
"edit mushroom code"? |
17:13 |
VanessaE |
you may wanna be more specific there ;) |
17:14 |
VanessaE |
https://xkcd.com/1296/ |
17:14 |
paramat |
code cleanup |
17:15 |
VanessaE |
(note the fourth commit in the comic ;) ) |
17:16 |
paramat |
yeah, 'cleanup' is better, will change |
17:41 |
|
FR^2 joined #minetest-dev |
17:52 |
wischi2 |
is mgv6 hardcoded? |
17:53 |
wischi2 |
I mean the biome definition |
17:56 |
paramat |
yes |
17:56 |
paramat |
but there's a choice between classic biomes and a new system with taiga and tundra |
17:56 |
paramat |
by default snowbiomes are enabled |
17:57 |
VanessaE |
paramat: define "a new system" please -- is the old mgv6 terrain not compatible with this "new" one? |
17:57 |
wischi2 |
are v5 and v7 more flexible (at least I found some "register_biome" calls in the v5 lua part) |
17:58 |
paramat |
VAnessa terrain is unchanged, biomes are moved around and different sizes |
17:58 |
VanessaE |
hm, ok |
17:59 |
VanessaE |
I'd really love to see a tool that can strip a map down to just what's been modified since mapgen time |
17:59 |
paramat |
(moved around a little) |
17:59 |
VanessaE |
so that it's easier to add new biomes, ores, etc. |
17:59 |
paramat |
yeah v5/v7 use the biome API so you can define your own biome sytems |
17:59 |
VanessaE |
nono |
18:00 |
VanessaE |
I don't mean in code |
18:00 |
paramat |
sorry that was for wischi2 |
18:00 |
VanessaE |
I mean e.g. run such a tool, then add say moreores, and its new ores appear in all newly-generated blocks (i.e. the stuff that was stripped out gets re-added) |
18:01 |
wischi2 |
oh my name changed ^^ (damn reconnects) |
18:04 |
wischi |
wth!? github can't search in commit messages? |
18:04 |
VanessaE |
nope. |
18:04 |
wischi |
lol |
18:04 |
VanessaE |
at least not that I've found. and it's irritating as fuck |
18:05 |
VanessaE |
so I just `git log |grep -A -B ...` |
18:05 |
paramat |
now pushing game 613 |
18:10 |
paramat |
push complete! |
18:11 |
wischi |
@VanessaE: thx |
18:18 |
|
kaeza joined #minetest-dev |
18:34 |
|
lag01 joined #minetest-dev |
18:38 |
|
paramat left #minetest-dev |
19:00 |
|
rubenwardy joined #minetest-dev |
19:12 |
|
Gael-de-Sailly joined #minetest-dev |
19:58 |
|
paramat joined #minetest-dev |
20:00 |
paramat |
sfan5 any comments on game#614 ? |
20:00 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/614 -- Default/trees: Combine sapling ABMs into one ABM by paramat |
20:01 |
sfan5 |
oh yes |
20:01 |
sfan5 |
that'll improve performance |
20:01 |
sfan5 |
paramat: looks good |
20:01 |
paramat |
cool |
20:05 |
VanessaE |
paramat: game#611 |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/611 -- Junglewood texture too light, boring |
20:07 |
rubenwardy |
lol |
20:07 |
rubenwardy |
If you keep mentioning it, he'll take the hint eventually |
20:07 |
paramat |
+1 |
20:08 |
kilbith |
i just realized that darker was better :P |
20:08 |
VanessaE |
kilbith: told you it was :) |
20:09 |
|
MinetestForFun joined #minetest-dev |
20:10 |
paramat |
looks like blockmen changed the wood colour to match the light green core of the jungle trunk. it would have been better to match the trunk core to the dark wood |
20:10 |
VanessaE |
agreed. |
20:15 |
|
H-H-H joined #minetest-dev |
20:22 |
|
proller joined #minetest-dev |
20:48 |
Tesseract |
I've rebased and tweaked my threading pull. |
20:50 |
|
crazyR joined #minetest-dev |
20:50 |
VanessaE |
paramat: an argument could be made that a jungle tree's core turns lightly-colored when exposed to air, until it's made into processed wood planks :) |
20:52 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze IN EFFECT until 0.4.13 release, no commits on the master branch except bugfixes or trivial (small) cleanups, PR 2613 is temporarily exempt until August 4. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
20:52 |
rubenwardy |
My bad :'( https://github.com/minetest/minetest/commit/63b12f1f048d83632069a4d0b3d2649cf9be7904 |
20:53 |
Tesseract |
^ Removed 2992, which has already been merged. |
20:53 |
rubenwardy |
#2992 #2613 |
20:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/2992 -- Biome API: Make fallback biome stone and water, disable filler by paramat |
20:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/2613 -- Clean up threading by ShadowNinja |
20:53 |
sfan5 |
>excempt until aug 4 |
20:53 |
sfan5 |
that doesnt apply anyway |
20:53 |
sfan5 |
-c |
20:53 |
Tesseract |
Oh, right. |
20:54 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Feature freeze IN EFFECT until 0.4.13 release, no commits on the master branch except bugfixes or trivial (small) cleanups. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
20:54 |
kilbith |
VanessaE: a wood always gets darker when it's cut and drained of water |
20:54 |
Tesseract |
So, we should probably enable security before release. |
20:55 |
kaeza |
wont that break mods? |
20:57 |
paramat |
sure the planks are usually a little darker, but the hue of the current jungle trunk core is wrong so we'll need a new jungle tree top texture with same bark but different core |
20:57 |
kaeza |
security should be disabled by default until .14(?) |
20:57 |
kaeza |
imho |
20:57 |
VanessaE |
Tesseract: definitely no. that's a feature |
20:57 |
VanessaE |
and as we're in freeze and that will break a couple of mods, definitely not now |
20:57 |
Tesseract |
kaeza: No, it should only break old versions of a few mods. |
21:10 |
hmmmm |
Tesseract: You gonna push the threading PR? |
21:11 |
rubenwardy |
VanessaE, it's already merged and the aim was to enable it for 0.4.13 |
21:13 |
VanessaE |
I still say 'no' |
21:13 |
VanessaE |
enable it *after* the release |
21:13 |
VanessaE |
give modders time to figure out how to deal with it |
21:16 |
|
paramat left #minetest-dev |
21:34 |
|
nore joined #minetest-dev |
21:48 |
RealBadAngel |
too light -> boring. black -> an orgasm :P |
21:49 |
RealBadAngel |
lets make all the textures black, that would be something original ;) |
21:50 |
VanessaE |
... |
21:51 |
RealBadAngel |
oh cmon, just jokin :P |
21:54 |
sfan5 |
Minetest 0.4.13 |
21:54 |
sfan5 |
fifty shades of black edition |
21:54 |
VanessaE |
hah |
21:54 |
VanessaE |
wait |
21:55 |
VanessaE |
didn't we already HAVE that edition a couple versions ago? :) |
21:55 |
VanessaE |
(preload item visuals turning all textures black, for a while) |
21:57 |
|
lag01 joined #minetest-dev |
22:18 |
|
werwerwer joined #minetest-dev |
22:19 |
|
Lunatrius joined #minetest-dev |
22:32 |
|
alket_ joined #minetest-dev |
22:43 |
|
deltib_ joined #minetest-dev |
22:53 |
|
Ardonel joined #minetest-dev |
22:53 |
|
ThatGraemeGuy joined #minetest-dev |
22:55 |
|
H-H-H joined #minetest-dev |
23:14 |
|
est31 joined #minetest-dev |
23:16 |
|
crazyR joined #minetest-dev |
23:16 |
|
crazyR joined #minetest-dev |
23:54 |
|
wischi joined #minetest-dev |