Time |
Nick |
Message |
00:00 |
twoelk |
I mean newly set trees cutting through older trees |
00:00 |
VanessaE |
I'd have that flag set to false for sapling-grown trees. |
00:00 |
VanessaE |
true for mapgen-spawned ones |
00:00 |
paramat |
yeah l-system, i made mgv6 trees do this already (i think) |
00:00 |
RealBadAngel |
VanessaE, trunk can be placed only in air nodes |
00:01 |
VanessaE |
RealBadAngel: I know. and I'd like to turn that behavior off. |
00:01 |
RealBadAngel |
it cannot overwrite anythin |
00:01 |
RealBadAngel |
this way it would be able to destroy everythin |
00:01 |
VanessaE |
sure, if turned on after mapgen time. but that's not the plan here. |
00:02 |
paramat |
trunk can replace air, ignore or leaf. then no problem for sapling grown too |
00:02 |
VanessaE |
paramat: that would be sufficient, so long as you can reliably detect leaves :) |
00:03 |
RealBadAngel |
flag for that should be carried in treedef |
00:03 |
VanessaE |
(I guess checking the target node name for "leaves" or "needles" would be enough) |
00:03 |
VanessaE |
RealBadAngel: that's the idea. |
00:03 |
RealBadAngel |
and tree does know its leaves |
00:03 |
paramat |
groups |
00:03 |
VanessaE |
paramat: oh, right |
00:03 |
RealBadAngel |
theyre in the treedef |
00:04 |
* twoelk |
wonders wether trees still grow leaves through walls |
00:05 |
paramat |
ah |
00:05 |
VanessaE |
the need for this came up when I finally fixed the bug in moretrees that kept its own jungle trees from spawning -- they now spawn along and just inside of the edges of where the mapgen puts default jungles, so they need to be able to punch through the canopy without being broken by existing leaves. |
00:05 |
RealBadAngel |
they grow in empy spaces, they dont understand the walls ;) |
00:07 |
twoelk |
maybe they should only grow if connected to trunk or other leaves |
00:07 |
VanessaE |
twoelk: one thing that would help that is if the growing routine would abort the current "branch" if it finds something other than air or leaves. |
00:08 |
paramat |
yep |
00:08 |
VanessaE |
would only work on lsystem trees though |
00:08 |
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00:10 |
RealBadAngel |
lsystem tree trunk placement check only for ignore and air |
00:11 |
RealBadAngel |
there are no checks for anything other |
00:12 |
VanessaE |
well then it needs to change :) |
00:12 |
VanessaE |
I should be able to tell it to not check for anything at all, if I want. |
00:12 |
VanessaE |
(well, ignoring "ignore" for a moment) |
00:14 |
RealBadAngel |
this way tree will overwrite everything including itself |
00:14 |
RealBadAngel |
trunks will replace leaves and vice versa |
00:14 |
VanessaE |
um no |
00:14 |
VanessaE |
I'm saying only the trunks should overwrite. |
00:15 |
* twoelk |
sees mods with aggressive building grieving landscape changing plants invading peacefull worlds |
00:21 |
RealBadAngel |
trees using such thing will look different than without |
00:22 |
RealBadAngel |
they will have lotsa more trunks nodes places and less leaves |
00:22 |
RealBadAngel |
*placed |
00:23 |
VanessaE |
so only make them replace stuff that doesn't match what's in the tree def |
00:23 |
RealBadAngel |
edit treegen.cpp line 550 |
00:23 |
RealBadAngel |
and remove that if |
00:24 |
RealBadAngel |
and see how the trees will look like with trunks being able to overwrite leaves |
00:25 |
RealBadAngel |
you want the tree to being able to "erase" other trees? |
00:25 |
VanessaE |
yep |
00:25 |
RealBadAngel |
what for? |
00:25 |
VanessaE |
see above. |
00:26 |
VanessaE |
if I spawn (at mapgen time) one of moretrees' jungle trees (which have their own local copy of the default jungle tree trunk node), they should be able to punch right up through the canopy of default jungle trees |
00:26 |
twoelk |
promoting only their own kind the trees will take over the world at last |
00:27 |
VanessaE |
btw why aren't you caching vmanip.m_data[vi].getContent() ? |
00:27 |
RealBadAngel |
why dont you just replace regular trees with lsystem ones? |
00:30 |
* VanessaE |
shrugs |
00:32 |
VanessaE |
lsystem trees are pretty slow anyway |
00:32 |
VanessaE |
I don't want to slow the mapgen down by creating forests of them too |
00:34 |
RealBadAngel |
ok, i will code such thing for you |
00:35 |
* twoelk |
goes to bed, dreaming of growing trees, growing strong |
00:44 |
RealBadAngel |
VanessaE, finally i made good looking grass |
00:45 |
RealBadAngel |
https://imgrush.com/b8GQJBoASMPO.png |
00:46 |
VanessaE |
looks good. |
00:48 |
RealBadAngel |
atm i do have almost all maps done |
00:48 |
RealBadAngel |
things like chests and furnaces are left |
00:49 |
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01:27 |
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01:28 |
Sokomine |
there are attempts to populate the dungeons with mobs. what adventuretest does there looks pretty intresting. the dungeons as such are good. they're just too empty by default |
01:31 |
Sokomine |
hmmmm: i'm pretty satisifed with mg_villages by now. it still has bugs, part of the code definitely needs cleanup, but it does work, is fast enough and creates very nice villages |
01:42 |
hmmmm |
sokomine, I was going to add chests with random contents in dungeons to minetest_game to showcase the mapgen GenerateNotify api |
01:42 |
hmmmm |
dunno what happened with that though |
01:53 |
Sokomine |
hmmmm: seems BrandonReese discovered that api as well and populated the dungeons. someone created goblins recently; they're now supposed to live in the dungeons in adventuretest. there's even a video of it |
01:53 |
Sokomine |
with mtg having no mobs, a bit more furniture and chests with random materials would of course be a very good idea |
01:56 |
* VanessaE |
mumbles something about homedecor |
01:56 |
VanessaE |
;) |
02:03 |
* Sokomine |
imagines a dungeon master getting angry because players forgot to wipe their shoes on the mat :-) |
02:04 |
VanessaE |
ha! |
02:22 |
VanessaE |
bbl |
02:30 |
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02:36 |
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02:36 |
paramat |
game#636 this looks lush with our new grass texture |
02:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat |
02:44 |
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03:00 |
hmmmm |
wow there's a lot of stuff going on with mtgame |
03:00 |
hmmmm |
i guess it's time to update it soon |
03:54 |
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09:00 |
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09:06 |
nrzkt |
nore: #3067 ? |
09:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/3067 -- Remove unused functions. by onkrot |
09:10 |
nore |
nrzkt: code looks good, so if it works, +1 |
09:10 |
nrzkt |
ty will push it soon |
09:12 |
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16:58 |
paramat |
hi nore sfan5 any comments on game#636 ? |
16:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat |
17:00 |
VanessaE |
+1 on that, paramat. |
17:09 |
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17:13 |
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17:17 |
paramat |
cool |
17:21 |
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17:28 |
hmmmm |
god fuckin dammit |
17:28 |
hmmmm |
https://github.com/minetest/minetest/pull/3067 |
17:28 |
hmmmm |
why do people NEED to remove unused functions? they're kept there for historical reasons |
17:28 |
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17:29 |
hmmmm |
if somebody wants to compare the current mapgen lighting with the original baseline, for example, they can use calcLightingOld |
17:29 |
hmmmm |
I am reverting 5556ba1 |
17:29 |
paramat |
hm i saw that too |
17:29 |
paramat |
good |
17:30 |
nrzkt |
hmmmm: it was approved by nore |
17:30 |
nrzkt |
and me. |
17:30 |
hmmmm |
well I veto it |
17:30 |
hmmmm |
it's a bad change |
17:30 |
hmmmm |
it doesn't actually help minetest in any way |
17:30 |
sfan5 |
what is legacy_get_id for? |
17:31 |
hmmmm |
0.3.x compat crap |
17:31 |
hmmmm |
if we're going to start removing 0.3.x compatibility, I would rather it be done altogether |
17:31 |
sfan5 |
but it doesn't seem to be used anywhere else? |
17:31 |
sfan5 |
(otherwise the current head would fail to build as it has been removed) |
17:32 |
hmmmm |
right but the thing is i don't appreciate things half-assed |
17:32 |
nrzkt |
sfan5: exact. |
17:33 |
nrzkt |
it's only dead code. |
17:33 |
hmmmm |
if you really wanted to remove this you should remove the entire file content_mapnode.cpp |
17:33 |
nrzkt |
if it's really 0.3.X code and never called anywhere ok, else no :) |
17:34 |
hmmmm |
do you realize how big of a step removing 0.3.x support is |
17:34 |
nrzkt |
i see some parts :) |
17:34 |
hmmmm |
how does celeron feel about it? |
17:34 |
nrzkt |
celeron55 <= |
17:36 |
hmmmm |
and nobody commented on #3066 |
17:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3066 -- SEnv: Remove static_exists from ActiveObjects in deleted blocks by kwolekr |
17:41 |
paramat |
3066: reading the comment seems good in purpose to me +1 can't comment on implementation |
17:42 |
hmmmm |
:/ |
17:50 |
paramat |
nore sfan5 VanessaE game#637 |
17:50 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/637 -- Use the lighter moretrees pine needles texture |
17:51 |
paramat |
i think est31 is away for a couple of days |
17:54 |
sfan5 |
paramat: commented |
17:54 |
paramat |
thanks |
17:56 |
paramat |
i think nore might prefer the darker one too |
18:02 |
nrzkt |
paramat: i prefer darker too |
18:19 |
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18:36 |
celeron55 |
i think 5556ba1 is probably fine |
18:36 |
celeron55 |
i think that might have become dead code at some point when the unit tests were reworked |
18:36 |
celeron55 |
maybe |
18:39 |
celeron55 |
LEGN is internal 0.3 compatibility stuff that has no reason to be used ever again; Mapgen::calcLightingOld has been replaced with a new implementation, altough it might have some value because lighting is subtly broken and the way it used to work might be useful information in debugging it |
18:41 |
celeron55 |
(anyway; this is git; you can resurrect those pieces of code at any point you want; who even cares) |
18:42 |
celeron55 |
try to be careful to not remove code that is actually useful in the future though; removing such code would just create more work |
18:44 |
celeron55 |
and to hmmmm's argument "it doesn't actually help minetest in any way": it does help, because it makes the code less confusing by making everyone less likely to be reading some obsolete dead code when trying to make sense of something |
18:47 |
nrzkt |
celeron55: agree :) |
19:13 |
hmmmm |
meh |
19:13 |
hmmmm |
celeron, well how about 3066? |
19:15 |
Donillo |
hello |
19:15 |
Donillo |
did something changed in password handling in git version of server? |
19:16 |
Donillo |
I can't login onto server via Android client unless password is blanked |
19:16 |
celeron55 |
hmmmm: it seems fine |
19:16 |
hmmmm |
so why not add a "+1 LGTM" |
19:17 |
hmmmm |
Donillo: yes, something changed |
19:18 |
hmmmm |
Donillo: I'm not the password guy though so I can't really be of much help. I'll be sure to direct your question to the right guy though |
19:19 |
celeron55 |
actually i do think the function name is kind of confusing |
19:20 |
hmmmm |
what should it be then |
19:20 |
celeron55 |
setStaticExistsForActiveObjectsInBlock would make much more sense to me |
19:20 |
celeron55 |
i.e. add Exists and Active |
19:20 |
hmmmm |
but this doesn't just set static exists |
19:20 |
hmmmm |
it sets the static block position as well |
19:21 |
celeron55 |
hmm |
19:21 |
celeron55 |
well then take Exists out, but add Active |
19:21 |
hmmmm |
but Static Objects don't have any attributes related to "static" |
19:22 |
celeron55 |
well my only argument is that it initially confused me and this would have helped |
19:22 |
hmmmm |
okay |
19:22 |
hmmmm |
if the name confuses anybody, that's argument enough to change it |
19:24 |
celeron55 |
actually also another thing: i am not sure if the thing that is logged as an error is universally an error |
19:25 |
celeron55 |
wait, yes it is |
19:41 |
paramat |
nore sfan5 when you have time please comment on game#636 mtgame release possibly on wednesday |
19:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat |
19:52 |
VanessaE |
paramat: commented also. |
19:53 |
paramat |
thanks |
19:57 |
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20:21 |
sloantothebone |
So how long until minetest 0.4.13 is released? |
20:21 |
sloantothebone |
Hi c55 |
20:53 |
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20:53 |
rubenwardy |
hmmmm: https://forum.minetest.net/viewtopic.php?f=6&t=13052&view=unread&sid=eaba6a643f7cfb2a92962de81d840f4f#unread |
20:54 |
rubenwardy |
not sure if you've seen that |
21:11 |
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21:15 |
paramat |
game#638 < VanessaE |
21:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/638 -- Default: New stone brick and desert stone brick textures by paramat |
21:16 |
VanessaE |
+1 |
21:33 |
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22:03 |
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22:04 |
kilbith |
hey guys, there's a real nasty bug with FSAA + 3rd person view : https://lut.im/2FxcJCh7/MCji346p |
22:04 |
kilbith |
you can go through the nodes |
22:05 |
kilbith |
nvm, forget to disable noclip >_> |
22:08 |
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23:18 |
paramat |
game#639 another one |
23:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/639 -- Boats: Fix sinking through boat when detaching by paramat |
23:26 |
RealBadAngel |
paramat, you want me to fix that tiling code or you will fix it by yourself? |
23:26 |
paramat |
can you make a new PR? |
23:27 |
paramat |
if you test it i'll merge it when i see it |