Time Nick Message 00:24 waressearcher2 I want to find source code, that is "playable" but that doesn't have too much code, something that just generage landscape where you can just walk, without any other features 00:24 waressearcher2 celeron55: you here ? 00:26 waressearcher2 I looked at "0.2.20110731_3" even its code would be too complicated to understand for me and to make it into something 02:16 paramat hi hmmmm please could you review #3216 sometime? should be quick and easy, please check my bitwise operations, i made it more robust on your request 02:16 ShadowBot https://github.com/minetest/minetest/issues/3216 -- Mapnode: Replace rotateAlongYAxis with improved version by paramat 02:59 hmmmm hrmm 02:59 hmmmm maybe it would be more clear which bits are being set and unset if hex notation were used for the digit 02:59 hmmmm 0x1F 02:59 hmmmm too bad we can't use binary number literals in C 03:00 hmmmm it looks good though 03:02 hmmmm what would be best is if there was a constant for 0x1F though, to assign meaning to that number for people who might not know that facedir only uses the first 5 bits 03:02 hmmmm it could look arbitrary 03:02 hmmmm maybe like 03:02 hmmmm #define NODE_FACEDIR_MASK 0x1F or something 03:02 hmmmm i don't know 03:03 hmmmm #define NODE_FACEDIR_MASK ((1 << 5) - 1) 03:05 VanessaE that's a bit of a rube goldberg don't you think? 03:10 hmmmm ? 03:10 VanessaE I mean your last line versus the previous 03:10 VanessaE 0x1F is perfectly understandable as a mask 03:11 hmmmm well okay 03:13 VanessaE and btw, it uses the bottom 6 bits for plantlike items. 03:14 hmmmm what does, facedir? 03:14 VanessaE yeah 03:14 hmmmm why 03:14 hmmmm and how 03:14 VanessaE it's used for rotating the plant 03:14 VanessaE (around Y axis only) 03:14 VanessaE I forget the scale, but I *think* it's step -> 2 degrees of rotation 03:15 VanessaE 1 step* 03:15 hmmmm regular facedir ranges in value from 0 to 23 03:15 VanessaE yep 03:15 hmmmm and plant facedir is 0 to 45?? 03:16 hmmmm 47 i mean 03:16 VanessaE something like that yeah 03:16 VanessaE simple rotation-in-not-quite-degrees 03:16 hmmmm what does it mean if there's an in between rotation 03:16 hmmmm ? 03:16 VanessaE in-between? 03:16 hmmmm yes 03:16 hmmmm what does a plant facedir value of 1 mean 03:16 hmmmm you said each step is 2 degrees of rotation 03:17 VanessaE oh, that's 2 degrees off of the 45-degree "baseline" I believe 03:17 VanessaE 10=45, 1=47, 2=49, ... 03:17 VanessaE 1=45* 03:17 VanessaE G*d damn it 03:17 VanessaE 0=45, 1=47, 2=49, ... 03:18 hmmmm well 03:18 hmmmm if plants don't work it's your fault for making it too overcomplicated 03:18 hmmmm :) 03:18 VanessaE don't look at me, RBA coded it :) 03:19 VanessaE (so by definition, it already IS overcomplicated on some level :P ) 03:20 hmmmm ha ha 03:20 VanessaE we settled on a scale of 2:1 to make sure a plant could be rotated all the way around to the point where the textures' orientation would make it "overflow" 03:20 hmmmm there are still some parts of minetest i don't fully understand 03:20 hmmmm this is one of them 03:21 VanessaE one thing I don't understand, 03:22 VanessaE well, hard to explain. you got moreblocks handy? 03:22 hmmmm nope 03:22 VanessaE ok well get it. place a table saw and stick some stone into the input slot. 03:22 VanessaE notice how long it takes to render the formspec on the first run 03:22 VanessaE I'm pretty sure that's a render-to-texture thing happening there 03:23 hmmmm probably 03:23 VanessaE I've been wondering why we haven't ditched that in favor of showing the models directly in the formspec 03:25 VanessaE RBA was planning to do that, but as usual he got sidetracked 03:26 VanessaE (not saying it bugs me. it's just one of those things I fail to understand) 03:29 hmmmm yeah me too 03:30 hmmmm to be honest it'll probably get fixed along with the formspec overhaul 04:14 paramat ok thanks for the review 04:20 paramat hmmmmm i'd like to merge as is, i find 31 clearer than 0x1F, and it's consistent with the rest of the function. will merge soon 04:46 paramat cd ~/mtmapper 04:46 paramat oh oops 05:02 paramat now merging 3216 05:09 paramat complete, back down to 100 open PRs 05:25 celeron55 here's a thing https://github.com/celeron55/minetest_nmpr 05:25 celeron55 waressearcher2: ^ 06:06 waressearcher2 celeron55: thanks, what "nmpr" stands for ? 06:09 hmmmm the initial Network MultiPlayer Release 06:14 waressearcher2 right 06:24 waressearcher2 strange it requires jthread, I think I did compiled 0.4.10.something without having jthread 06:49 celeron55 waressearcher2: latest versions of 0.4 have a built-in modified jthread 13:36 est31 honestly I think RBA's plantlike param2 configuration deserves its own param2type 17:34 kilbith wb RBA 17:35 RealBadAngel hi 19:53 paramat est31 > RBA's plantlike param2 configuration deserves its own param2type < it should have this. if it's facedir it will be incorrectly rotated 20:21 paramat actually don't bother, i feel plantlike rotation should be removed as it's not used and is adding unnecessary calculations to a heavily-used drawtype in mesh generation 20:26 paramat sfan5 can you add comments to game#682 ? also i will merge these biome tweaks soon game#687 20:26 ShadowBot https://github.com/minetest/minetest_game/issues/682 -- Default: Remove light source from mese ore by paramat 20:26 ShadowBot https://github.com/minetest/minetest_game/issues/687 -- Mgv5/7 biomes: Add shallow dirt waters by paramat 20:26 sfan5 I'll look at them soon 20:27 paramat ok 20:37 sfan5 paramat: both ok 20:38 paramat ok thanks 20:51 RealBadAngel paramat, those calculations are not that heavy. and on the other hand rotations shall be used imho 20:51 RealBadAngel if minetest_game doesnt like to use it, other games may want to 20:53 RealBadAngel for(u16 i = 0; i < 4; i++) 20:53 RealBadAngel vertices[i].Pos.rotateXZBy(46 + n.param2 * 2); 20:54 RealBadAngel code responsible for that is + n.param2 *2 20:54 RealBadAngel not that much... 20:55 RealBadAngel and facedir has nothing to do with plantlike 20:57 paramat what is param2type for plantlike currently? 21:02 est31 It seems it doesn't care which param2type to use 21:02 est31 once the drawtype is plantlike, its automatically used 21:05 paramat perhaps it should have a param2type so that node rotation knows how to deal with it 21:05 est31 yup 21:05 est31 what I've said earlier this day 21:06 est31 any ideas for a name? 21:11 paramat PLANTROT? hehe 21:11 est31 lol 21:12 est31 2DROTATE? 21:23 paramat i'm fairly neutral about plantlike rotation being available for modders, however it was partly added with the intention of it being used in mapgen, which now won't happen. also those extra calculations, while lightweight, are in a heavily used part of meshgen. i don't feel the very occasional use by modders justifies this 21:25 waressearcher2 having some issues compiling jthread 21:28 T4im isn't multiplying by 2 basically optimized as just a simple bitshift? 21:35 est31 well, with the added paramtype2 only those modders will add it who actually use it 21:35 est31 so the code will only be called where modders have enabled it 21:37 est31 whatever, its only very simple computations 21:38 est31 minetest can improve at many areas, but the approach of saying "we remove features" or "we slow it down" isnt the right way 21:45 waressearcher2 I tryed to compile minetest_nmpr and it said it required "jthread" so I got that "jthread_1.0.tgz" but have lot of issues compiling it because the code is from 2002, and issues like adding "std::" or removing ".h" from "iostream.h", so the question I noticed there is jthread included in recent source code of minetest can I somehow build that 21:45 waressearcher2 jthread and will it work with that old minetest_nmpr ? 21:51 est31 paramat, #3219 21:51 ShadowBot https://github.com/minetest/minetest/issues/3219 -- Add new ContentParamType2 "CPT2_DEGROTATE" by est31 21:51 est31 also, it is possible to use that rotation in lua mapgen right? 21:55 * paramat looks 21:55 paramat in lua mapgen yes i think so 22:00 paramat nice commit, optimises the rotation code 22:10 paramat sure of it, there is a way to set param2 in the luavoxelmanip 22:33 RealBadAngel Values range 0 - 255 is wrong 22:33 RealBadAngel it should be 0 -179 22:33 RealBadAngel its multiplied *2 to get 0 - 359 22:33 est31 no 22:34 est31 0 - 358 22:34 est31 not 359 22:34 est31 only even numbers 22:34 est31 but yea, will change it 22:34 RealBadAngel 358, right 22:35 RealBadAngel and the code is slower now, theres an extra "if", addition is still there 22:36 RealBadAngel so i wont call it "an optmization" at all 22:36 est31 its no optimisation 22:36 RealBadAngel paramat called it so 22:36 est31 i've opened the PR in order to have a proper content type 22:37 est31 param type sorry 22:39 RealBadAngel yeah, it wasnt documented at all, so its ok 22:52 waressearcher2 I'm trying to compile minetest_nmpr this is the error: http://sprunge.us/aSAj, also I have irrlicht-1.8 and I took JThread from "minetest 0.2.20110731_3" version 22:52 waressearcher2 I think the problem can be with JThread 22:56 est31 "note: 'pthread_create@@GLIBC_2.1' is defined in DSO /lib/libpthread.so.0 so try adding it to the linker command line" 22:56 est31 have you tried that? 22:56 waressearcher2 no 22:56 waressearcher2 I just run "make" 22:57 waressearcher2 this is the command like I assume 22:57 waressearcher2 g++ -o bin/test src/connection.o src/environment.o src/client.o src/server.o src/socket.o src/mapblock.o src/mapsector.o src/heightmap.o src/map.o src/player.o src/utility.o src/main.o src/test.o -L/usr/X11R6/lib -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -ljthread 22:57 waressearcher2 what should I add ? 23:00 est31 -lpthread ? 23:53 waressearcher2 that minetest_nmpr is really heavy on CPU I have 85% load on 1.8Gh with just 20FPS 23:53 waressearcher2 no 30FPS and when I walk it drops to 15-20FPS and its the most simple version of minetest