Time |
Nick |
Message |
00:28 |
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00:33 |
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est31 joined #minetest-dev |
01:39 |
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proller joined #minetest-dev |
02:04 |
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Miner_48er joined #minetest-dev |
03:15 |
hmmmm |
blah |
03:15 |
VanessaE |
? |
03:15 |
hmmmm |
i just realized how much i hate writing |
03:16 |
VanessaE |
heh |
03:16 |
hmmmm |
vanessae, take a look at this and tell me if it's alright so far |
03:16 |
VanessaE |
shoot |
03:16 |
hmmmm |
http://fpaste.org/287485/79750144/ |
03:16 |
* VanessaE |
reads... |
03:19 |
VanessaE |
"which retrieves an individual node in a MapNode formatted table" refers to the same data you'd get with minetest.get_node() ? |
03:19 |
hmmmm |
yeah |
03:19 |
VanessaE |
ok. |
03:19 |
hmmmm |
this is only like half finished too |
03:19 |
hmmmm |
ugh |
03:19 |
hmmmm |
i have to do a lot more writing |
03:21 |
fling |
Which mod is for pregenerating world? |
03:21 |
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JohnnyComeL8ly joined #minetest-dev |
03:21 |
hmmmm |
fling: that's a #minetest question, but I don't think you need a mod, you could just use the /emergeblocks command |
03:22 |
fling |
hmmmm: thanks. |
03:22 |
VanessaE |
hmmmm: what you have here is pretty easy to understand, actually. |
03:22 |
VanessaE |
I had to think a little bit about the table described by lines 49-58, but that's all. |
03:23 |
VanessaE |
(once you format the table, it'll be easier to read) |
03:23 |
VanessaE |
as for hating writing, well, really no one likes to write documentation |
03:25 |
hmmmm |
VanessaE: how can I make the format of the array clearer? |
03:25 |
VanessaE |
hmmmm: oh, just the usual - whitespace to line things up. |
03:26 |
VanessaE |
also, since it's a Lua table you're returning, you might want to use { } in your example, instead of {}/(). |
03:26 |
VanessaE |
instead of []/() |
03:27 |
VanessaE |
actually no |
03:27 |
VanessaE |
that might confuse. |
03:28 |
hmmmm |
oopos |
03:29 |
hmmmm |
oops* |
03:29 |
hmmmm |
thanks for pointing this out, this is a 2d array that I wrote |
03:30 |
fling |
hmmmm: is not there any documentation on "/emergeblocks"? |
03:30 |
hmmmm |
why would it need documentation beyond its help string? |
03:31 |
fling |
does this line in ldd output 'libluajit-5.1.so.2 => /usr/lib64/libluajit-5.1.so.2 (0x00007f3062885000)' mean the luajit is enabled and working fine? :P |
03:31 |
VanessaE |
yep |
03:32 |
VanessaE |
hmmmm, ^^^ to that end, it might be a good idea to add something to the cmake setup so that it shows that it found LuaJIT. |
03:32 |
fling |
Is not there a server console binary? |
03:32 |
hmmmm |
it does already |
03:33 |
VanessaE |
hmmmm: nope. |
03:33 |
VanessaE |
(if you have to point cmake to your copy, I think it does, but not normally) |
03:34 |
hmmmm |
wtf you're right |
03:34 |
VanessaE |
fling: the very latest dev code has a server console. |
03:34 |
hmmmm |
okay it didn't use to be like this |
03:34 |
fling |
I'm using the master from today. |
03:35 |
hmmmm |
hmm |
03:35 |
hmmmm |
this changed with shadowninja's cmake 'refactoring' |
03:35 |
hmmmm |
err, sorry, "cleanup" |
03:35 |
hmmmm |
:p |
03:35 |
VanessaE |
heh |
03:36 |
hmmmm |
well, it will give you a "LuaJIT not found, using bundled Lua" message if you're *not* using lua |
03:36 |
hmmmm |
luajit |
03:36 |
VanessaE |
btw, is it normal for `minetest --help` to return output that looks like it was snipped from a log file? :P |
03:36 |
fling |
Is not it using any bundled libs? -> http://dpaste.com/3G80JP4 |
03:36 |
VanessaE |
(as in timestamped lines) |
03:36 |
hmmmm |
no, that's another feature of shadowninja's "cleanup" |
03:36 |
hmmmm |
god dammit |
03:36 |
VanessaE |
heh |
03:36 |
hmmmm |
celeron just lashed out about this a few days ago and i think he fixed most instances of this happening |
03:37 |
hmmmm |
VanessaE est still didn't merge the ncurses console PR |
03:37 |
hmmmm |
what is up with that PR |
03:37 |
VanessaE |
damn |
03:37 |
VanessaE |
I could swear he had done so |
03:38 |
VanessaE |
maybe just waiting for more +1's or something. |
03:38 |
hmmmm |
I did a complete total review on it and gave it a +1 over a week ago, kahrl also did a thorough review on it too |
03:38 |
VanessaE |
well that's two +1's. |
03:38 |
VanessaE |
merge the fucker :) |
03:38 |
hmmmm |
actually nevermind I see why |
03:38 |
hmmmm |
"There are some bugs right now which would be pretty heavy regressions if this got in master, so I guess I'll have to fix them before it gets merged. Note for myself, fix these:" |
03:38 |
VanessaE |
(actually, I don't have a use for it myself) |
03:39 |
VanessaE |
hm |
03:39 |
VanessaE |
well anyways |
03:39 |
VanessaE |
fling: well there's your console if you wanna fiddle with it, #3292 |
03:39 |
* VanessaE |
pokes ShadowBot again... |
03:39 |
VanessaE |
https://github.com/minetest/minetest/pull/3292 |
03:41 |
hmmmm |
fling: doesn't look like it |
03:41 |
fling |
VanessaE: thanks |
03:41 |
VanessaE |
(wtf is with ShadowBot not returning issue links lately?) |
03:42 |
fling |
hmmmm: but how do you see? |
03:42 |
hmmmm |
go into minetest/src, look for all the third party libraries there |
03:42 |
hmmmm |
if a .so entry shows up in your command output then it must have been dynamically linked |
03:44 |
hmmmm |
how do you view a file as an .md on github or something? |
03:44 |
fling |
hmmmm: I don't see any .so files installed by minetest ebuild so it is good. |
03:45 |
VanessaE |
hmmmm: I think it's purely automatic |
03:45 |
VanessaE |
extension-based. |
03:46 |
hmmmm |
right so there's no good way to see how my documentation looks with formatting |
03:46 |
hmmmm |
i think we should finally rename lua_api.txt to lua_api.md... and break it up into smaller pieces |
03:46 |
VanessaE |
http://tmpvar.com/markdown.html |
03:46 |
VanessaE |
paste your text there and it'll render it |
03:48 |
VanessaE |
(it doesn't properly render the ``` table though) |
03:48 |
hmmmm |
nope, it also removes my newlines |
03:50 |
VanessaE |
try this one: http://dillinger.io/ |
03:50 |
VanessaE |
hm, no. that's even worse |
03:52 |
VanessaE |
https://jbt.github.io/markdown-editor/#jVfbjts2EH3XVxC7KGJvtUbsoC8B+rBo0mKBxgmKtGgSBDYtURYTSlRJypf9+p4Z6raXpE2CVhY59zNnRpeXl2L7lz0p80bWutkmySX+iJudbYMY3yfjo9BeSOEzp5ug673QdVCukJkSwYpQqviilkY8eyObqEOwZGtksO6ZwGVtdDgvhHiP+03rGuuVsEUSSii3uy8qC2SmsA6XfUiFscdrow7KpGLXmq9CZpnyniw6JXNyQ9a5ODrNLpHdzMKNOsDGjRe+zcpUeBXoOKlwXNtcQb50tt2Xk0DFURsjjMy+ikrWZzjFMZV6Xyon2AVRKBlaB3GyCTuZaoIXZ9tC5Cx2SrRe5Ql8O+pQChtIslKhtLknfZ0b0QX49yuiVCdZNUa |
03:52 |
VanessaE |
lnV/sRG2DKOVBkQPakSEfXJsFbWuynODi8DuTxuzgtBeurVN2rEZubHyLkiCVleSryKux+73KF0lyy2nWVWNdkHWgfMIqWZTT6tMlWNP7WuVcFN8olUczVxC4EkpyASlyQUUz6qR3scjJbUG5QQpsjmr902pOnaAqVD0syLEeFtE6p6CEBaPE8vnzH0g7ghQq3yuE65VPyRIVB0YTnFKNugpRFkWDKqoKGBgKlopGuVI2XlS6VgH5W6AYG7o9m1OQO5QGxfKtDl2kpP+L3Q25ksbb/5GwCr4EriDgQBBWjt2FdyiWbU1OBx6wpgMyRClKkNdMFzrjPFKQgMf9MlTWB6GKAh2iAY1jCX09oA7KnQFdhwRJtAWDjbIM1wik4poMJQPUdIHX5jyIS/HTCX9j8khBSlV6IlHG2qaHemUdK |
03:52 |
VanessaE |
g4mqKRZdOTxpyd1E/K4mQbRtXcma5LPYIdyTb0GJVRMElaauuZlMqGm2admiQKuPs+3nMrt4Noerh3o3qZ6cJHKFhuYXLRESqAazXBrpJPoSuU8BSsa4IOxQlVi613voxIgCWSI8EOquiIpQvMemhKG6o5VXBsrc5yAAyMZPg6cupWChiSq+5YsHbVXUTelvS8bEQpOSoAsGRoFGW+BgEI7z9j6b3sxoZNEviTK3BTOVshXM+MsrQcQf+8iAkYf1eDNox0TeYAV63zH5jEnlMYKfu3OMYVJfxtsU+c6k2xOEbx01VbMJJU88fMMlWgivs15LkbJjos5RzILLejgPCYguR9+it7QWdnjlNuC2hmwG5QQGwFAoMLIwqBY9KdWaJZYjk45XU4yax0mDTz3DF5mAmiGCqenCJYFcQiJUuK |
03:52 |
VanessaE |
pkrkMMg6DaXYJtuAn+JVvyEJfiWMsxNPVBAU0NiIhjyp7A+nIsuReoQKil4ip6aYYkTjuJREQ5G7dVruI8248IQ8PPaSe38gwo66LGQUIEPCB5x9X86Bz1CLyhkZiEszfNf2IQ4c8DXIHHu+iGpAz5J/C4tbSRE1AdvSH6LWl1thhGeF88yViTbQ95YqGJZl8IlN8v2MZAjLd490BSiUmFJyRzgEd0TfOyj3C4fApY4R8ogUOsNsrxEzXw/PtKw51nj4SNzQHHivh13FWeR6jjwSZnVb3JCl2lg7nRl3nqlF1TtYv4t0LcZAG6UReflchEfizXZ/Ez2DCxd/g/maJ//0oltu0OzvHsw/x7EM8Y2fi+V08/xjPP/I5lKPJ6ziyZN8fXc8DR7i4aFZpRFtMr5P1HlUiGhHb5Va0DVegp |
03:52 |
VanessaE |
oJkpuUmodDY+7gEKuxDxMeetFIQVwLe4j935MC7CSEUGEtRdbO8R+O6b3OucNljESKo8XabfOIgZ89TQf/mqZgtx8fV8LhYLMRsfep/D0LLUWg5Ci0fCC1HIbwbhNfnUXp4Xo3Pg3z3YurqcnR1Obq6fODq8htWVxOrq4nV1UOrq28oWN9NNMQfq8mPezrwJvnMyU6o2mM5wBnq1CFoHMfcTVLTiplZooEA+qc6RkyBIl4myXbWDICcD7A4AZs46JE8n7zrkT9n+E4HHUO05x1sAuKCOeHFq+jlRY8Y7FHbd8oZXa8t5jS4jRr0RY6HDUkwbXP33vDwZvbxYuYV9Kq4nhu5UwaBbYd723nPTfSxQB3B3KeLM+3yWb8TdyOPM5bEjBFPGSJRHWHecdmEANn/fhmjgH1yJW7Aw1X8Yuu |
03:52 |
VanessaE |
+muJY4uZ5ij93qqDdjsYLssQCvOigwVrTWb5TzuK7rN6HEjCZ0in5+g0ujd8NUlxk+KCAiYtu4ww8kwZA0K76vXG0QFBY7rpdTU5IiFwuUTZav8+KIsGSvFe1cjw14Rl9Zbbh2hbX+M6t82G1gGQa0dFp0x4+FAi7n7YZHF788nb9/vX6/eb2t/XbP153jjyVw34z5Bpb7AVgTvqO0zlcbqR/tJpNRw5KHYCCDFML+z4lY1hZmUEPVueirWtFn8ISq3+lsI2f6SvJZjIyZEezjr/P+Ktt8S8= |
03:52 |
VanessaE |
FUCK ME |
03:52 |
VanessaE |
G*d damn talk about a long URL |
03:52 |
hmmmm |
oh okay I'll just click that link |
03:53 |
VanessaE |
well go to the https://jbt.github.io/markdown-editor/ part and paste your code there. aside from missing newlines around your leading and trailing [] in the table, the result looks fine. |
03:53 |
hmmmm |
I fixed that |
03:55 |
fling |
VanessaE: I only have a single binary -> /usr/games/bin/minetestserver |
03:56 |
VanessaE |
fling: oh, thought maybe you were working with a copy you compiled yourself. |
03:56 |
VanessaE |
btw, does minetestserver *really* belong in /usr/games? |
04:00 |
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paramat joined #minetest-dev |
04:01 |
fling |
VanessaE: I used an ebuild from hasufell |
04:01 |
paramat |
vm doc looks good, useful |
04:06 |
paramat |
the docs in your recent commit are fine, i was just suggesting something like: use after 'set data' and before lighting calculations or 'write to map' |
04:07 |
paramat |
http://i.imgur.com/eqtXJhe.png |
04:12 |
hmmmm |
paramat: but that's ultimately meaningless because it encourages cargo cult programming |
04:13 |
hmmmm |
documentation cannot imply that there is one and only one way to use this set of functionality, while assuming that everybody has a single buffer they work with |
04:13 |
paramat |
okay, over-simplification |
04:13 |
hmmmm |
in this new document I'm writing, it explicitly states that the data retrieved from get_data() is a copy of the internal VoxelManip state at the time of that call |
04:14 |
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04:14 |
hmmmm |
and I'll also explicitly write that "you cannot expect a copy of the internal state will magically update itself when another function changes the internal voxelmanip state" |
04:14 |
hmmmm |
or something to that effect |
04:15 |
paramat |
ah i see mow |
06:06 |
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Player2 joined #minetest-dev |
06:31 |
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Hunterz joined #minetest-dev |
06:38 |
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paramat left #minetest-dev |
07:30 |
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paramat joined #minetest-dev |
07:38 |
paramat |
https://www.youtube.com/watch?v=YJyDuDIztUc minetest video exploring the 'valleys mapgen' river mapgen by Gael de Sailly https://forum.minetest.net/viewtopic.php?f=9&t=11430 |
07:44 |
hmmmm |
lol |
07:44 |
hmmmm |
I'm convinced a whole 50 people use minetest |
07:44 |
hmmmm |
why is it we put so much effort into it |
07:48 |
hmmmm |
the kid in that video is using so much imagination |
07:49 |
hmmmm |
it's kind of sad really |
07:49 |
celeron55 |
kids usually use a lot of imagination |
07:49 |
hmmmm |
looking forward to what celeron's client side modding will be able to do |
07:49 |
hmmmm |
my point is that he shouldn't need to imagine that there's cold wind and going into a cave will shield him from it |
07:50 |
celeron55 |
i mean, before these computer things and plastic crap kids played with basically stones |
07:50 |
hmmmm |
he shouldn't need to imagine that he has to "bunker up" for the night or "make a fire to stay warm" |
07:50 |
hmmmm |
these are all things that client side modding would open the door for |
07:51 |
|
nrzkt joined #minetest-dev |
07:53 |
celeron55 |
roleplaying and gaming can be two completely different things though |
07:54 |
paramat |
hmmmm you said the destructors for mapgenfractalparams and mapgenfractal should be 'virtual', same for the other mapgens, is it ok for me to do this? |
07:55 |
celeron55 |
to some people it's more enjoyable to make up their own rules while playing |
07:55 |
celeron55 |
that's the roleplayers |
07:55 |
hmmmm |
paramat: the rule is that the base class needs to have a virtual destructor |
07:55 |
celeron55 |
gamers want strict rules beforehand and then want to compete |
07:55 |
hmmmm |
derived classes that override or implement a method that was declared as virtual in the base class still retain the virtual property |
07:56 |
hmmmm |
specifying methods as virtual in derived classes mostly serves as a reminder that they are virtual |
07:56 |
hmmmm |
it's not strictly necessary but I would argue in good taste |
07:57 |
paramat |
ah ok |
07:57 |
hmmmm |
celeron55: in that video he said "this is my subgame ... " |
07:57 |
celeron55 |
(disclaimer: i didn't even open the video; i'm in the middle of debugging stuff...) |
07:57 |
paramat |
https://forum.minetest.net/viewtopic.php?f=50&t=13223 the subgame |
07:58 |
hmmmm |
lol what |
07:58 |
hmmmm |
that profile pic is him? |
07:58 |
hmmmm |
okay older than the voice made him sound |
07:58 |
celeron55 |
it's gotta be said that i don't like the way minetest or irrlicht does memory management after having used C++11 and Urho3D |
07:58 |
celeron55 |
this is way, way worse |
07:59 |
hmmmm |
irrlicht memory management is the pits, sure, but minetest itself isn't "bad" by any means |
07:59 |
celeron55 |
well minetest is just standard C++03 |
07:59 |
hmmmm |
minetest uses mostly standard constructs |
07:59 |
hmmmm |
don't see what there is to improve on tbh |
07:59 |
hmmmm |
if you're referring to smart pointers, oh god |
07:59 |
hmmmm |
please spare me |
07:59 |
celeron55 |
obviously that |
08:00 |
hmmmm |
smart pointers are not necessarily good |
08:00 |
celeron55 |
they make developing much easier |
08:00 |
hmmmm |
I guess they could, maybe... |
08:00 |
hmmmm |
I don't personally ever say to myself, "gee, this is so hard because I need to manage memory" |
08:00 |
celeron55 |
i have spent hours trying to get rid of all the segfaults and other problems caused by these lesser ways of doing things now |
08:01 |
celeron55 |
especially the combination of irrlicht's manual reference counting and no smart pointers is ridiculously bad |
08:01 |
hmmmm |
the challenge in coding is mostly in developing a sane and efficient interface to a problem in a generalized manner |
08:01 |
hmmmm |
for me, anyway |
08:01 |
hmmmm |
if you're having segfault problems it sounds like you might suck at coding :-) |
08:01 |
celeron55 |
urho3d uses it's own unusually clever smart pointers for storing its reference counted things which automatically use the reference counting; it's just as efficient as irrlicht but automatic |
08:02 |
celeron55 |
i ported a texture atlas from buildat and it's causing a lot of issues |
08:02 |
celeron55 |
it does a few fancy things that i don't want to bother to re-implement |
08:02 |
celeron55 |
fancy and required |
08:03 |
hmmmm |
well whatever floats your boat, I guess... |
08:04 |
hmmmm |
Buffer and SharedBuffer from what I've seen myself caused more problems than they helped prevent |
08:05 |
celeron55 |
Buffer is just a stupid clone of std::vector though |
08:05 |
celeron55 |
it's not designed to prevent any problem; it's there because minetest didn't use STL originally |
08:05 |
hmmmm |
I'm of the philosophy that if you feel you need to use a smart pointer somewhere, chances are your object lifetimes are ill defined and thus the program's design is deficient |
08:07 |
celeron55 |
i don't use them for that; i use them for not having to carefully write a lot of destructors and deletions and droppings and causing memory leaks due to that being an incredible waste of time and unmotivating |
08:08 |
celeron55 |
like, "handle this like it was on the stack but put it in the heap because we don't know its internal structure" |
08:08 |
hmmmm |
in some of my non-minetest coding adventures, I've had the (dis)pleasure of using the Chromium Base Library where I was forced to use all these faggy WeakPtrs and ScopedPtrs and SharedRefPtrs and of course, they cause more problems than they solve because of subtleities they were supposed to "protect" the programmer against |
08:08 |
celeron55 |
i am sure you can code completely wrong using those |
08:08 |
celeron55 |
incompetence is always incompetence |
08:09 |
hmmmm |
the thing is |
08:09 |
hmmmm |
if I were competent enough to use them properly, chances are I wouldn't actually be helping myself by using those |
08:09 |
celeron55 |
you are saving a lot of time by using them; that's my point |
08:09 |
celeron55 |
also, when are we moving to C++11, i'm tired of writing useless constructors that only set default values for member variables |
08:09 |
hmmmm |
well whatever |
08:10 |
hmmmm |
I don't find myself wasting a lot of time by writing destructors |
08:10 |
hmmmm |
that might be like 0.00001% of my time spent in fact |
08:10 |
hmmmm |
the vast majority of my time is wasted on chatting with people on IRC instead of coding |
08:11 |
hmmmm |
like right now I could be coding but I'm not because I'm a sucker |
08:11 |
celeron55 |
also why isn't GameRunData initialized at all |
08:12 |
hmmmm |
?? |
08:12 |
celeron55 |
i get a lot of valgrind errors when trying to find my own errors |
08:12 |
hmmmm |
because Zeno` didn't code it that way =D |
08:12 |
celeron55 |
i don't think it's intentional that various camera positions and stuff are used before they set to any value at all |
08:12 |
celeron55 |
are set* |
08:12 |
hmmmm |
zeno did lots of valgrinding so I'm sort of surprised that wasn't fixed long ago. perhaps your valgrind is configured differently |
08:16 |
celeron55 |
if somebody was in the habit of writing C++11 initializations for all struct variables always unless specifically needed for performance reasons, this could not happen |
08:18 |
celeron55 |
altough actually i don't know where that uninitialized value is coming from; maybe it's coming from somewhere else |
08:19 |
celeron55 |
anyway this isn't what i will fix now; it's just something that makes fixing something else unnecessarily hard |
08:19 |
celeron55 |
i'm sure it's reproducible though |
08:21 |
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est31 joined #minetest-dev |
08:21 |
est31 |
<celeron55> also, when are we moving to C++11, i'm tired of writing useless constructors that only set default values for member variables |
08:21 |
est31 |
which constructors? |
08:22 |
est31 |
does c++11 magically guess the default value for one? |
08:23 |
celeron55 |
struct Foo { int bar = 0; } <- you can do that |
08:23 |
celeron55 |
no need for struct Foo { int bar; Foo(): bar(0) {} } |
08:23 |
est31 |
ah that notation has been added? |
08:23 |
est31 |
nice sugar |
08:23 |
hmmmm |
it's sugar |
08:24 |
celeron55 |
best sugar |
08:24 |
hmmmm |
that's not making me code any better |
08:24 |
hmmmm |
that's not the thing that's convincing me to move to C++11 |
08:24 |
est31 |
well the problem is, what is if you have struct Foo { int bar = 42; Foo(): bar(0) {} } |
08:24 |
celeron55 |
you know, at this rate i'll just fork minetest, or essentially make hmm make his own fork of minetest |
08:25 |
est31 |
both at different ends og the file |
08:25 |
celeron55 |
hmmmm* |
08:25 |
est31 |
of* |
08:25 |
celeron55 |
this is still my project and there are things i want from it |
08:25 |
hmmmm |
FYI: freeminer switched to C++11 and look at how amazing that's doing |
08:25 |
est31 |
bug trap pit |
08:25 |
hmmmm |
updating the version of the language used is not a panacea |
08:26 |
hmmmm |
I feel like you're trivializing the problems in minetest |
08:26 |
celeron55 |
what the fuck; i am not saying not using C++11 is a problem |
08:26 |
celeron55 |
i am saying it would be much nicer to solve the real problems if all the small issues of C++03 weren't there |
08:26 |
celeron55 |
and of irrlicht |
08:27 |
celeron55 |
i know because i have been solving real problems without C++03 and without irrlicht when i haven't been fighting with minetest's code |
08:28 |
hmmmm |
meh |
08:28 |
est31 |
hmmmm isnt against abandoning irrlicht is he? |
08:28 |
hmmmm |
of course not, it's just that as far as I understand it this is already in progress |
08:28 |
hmmmm |
I'd rather not step on other peoples' toes |
08:29 |
hmmmm |
besides, I'm looking for ways to get out of minetest rather than get in deeper |
08:29 |
celeron55 |
what does that even mean |
08:30 |
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08:30 |
celeron55 |
you could just leave any day as a matter of fact; not that i or others would necessarily like it but anyway |
08:31 |
hmmmm |
I think somebody implied that I should be the one to switch graphics engines |
08:32 |
hmmmm |
that's a huge no |
08:32 |
est31 |
did I? |
08:32 |
hmmmm |
almost |
08:32 |
est31 |
if I did, I didnt intend |
08:32 |
est31 |
I just wondered why celeron55 brought irrlicht into the discussion between you two |
08:33 |
hmmmm |
earlier in the convo he mentioned how much irrlicht's memory management stinks |
08:33 |
celeron55 |
removing minetest's dependency on irrlicht is basically practically a joke though because it's so much work; i don't really suggest anyone to say minetest is abandoning irrlicht because it's almost impossible |
08:33 |
hmmmm |
I don't disagree with that, I mean memory management deficiencies are a reason why the VBO patch is still a patch |
08:34 |
hmmmm |
celeron, Zeno was working on that, last I heard he has minetest running roughly on Ogre3d |
08:34 |
hmmmm |
I feel like maybe I'm pumping up too many expectations right now |
08:34 |
hmmmm |
forget i said anything |
08:35 |
celeron55 |
i don't believe until i see |
08:35 |
est31 |
^ |
08:35 |
hmmmm |
if it really does happen, it's a really nice unexpected treat |
08:36 |
nrzkt |
hmmmm, freeminer is not an example of a best c++11 move :) |
08:39 |
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08:50 |
paramat |
Conf.example, settingtypes: Improve mgfractal documentation #3344 https://github.com/minetest/minetest/pull/3344 will merge later |
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08:52 |
celeron55 |
this is the valgrind output i mentioned http://fpaste.org/287526/67998601/ |
08:52 |
celeron55 |
might as well paste it here |
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11:10 |
paramat |
now merging #3344 |
11:15 |
paramat |
done |
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12:01 |
kilbith |
just from point of interest, does the core team's still considering the HTTP fetching feature ? (https://github.com/minetest/minetest/pull/1869) |
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14:44 |
celeron55 |
i have a few interesting pictures, but imgur's album functionality has gone to full shit |
14:45 |
celeron55 |
i'll upload them once someone tells me a service that is like imgur's old album functionality where each image shows at the same position so that you can compare them |
14:45 |
celeron55 |
i tried a few ones but none were any good |
14:46 |
VanessaE |
it doesn't have the album functionality, but picpaste is pretty simple at least. |
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14:49 |
kilbith |
have the album feature : https://imgrush.com/ |
14:53 |
celeron55 |
imgrush seems to attempt to do it but this is too broken to be usable |
14:54 |
celeron55 |
why is it so hard; albums are better monetizable too by ads unlike direct links that every service seems to be hyping about |
14:55 |
celeron55 |
i think i'll have to do one at some point but maybe not right now |
14:56 |
celeron55 |
also yes, this is not #-dev talk; i'll shut myself up |
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19:21 |
RealBadAngel |
hi guys. whats up? |
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19:39 |
Blackninja543 |
I have a couple of questions I was hoping someone could answer in regards to multiplayer gameplay I have noticed on the more recent builds. |
19:40 |
Blackninja543 |
specifically what bug is keeping the engine from producing 3D player modules, I cannot find any bugs that reference this issue |
19:40 |
Blackninja543 |
secondly what bug or configuration option needs to be set to allow players to once again damage one another |
19:47 |
Megaf |
enabled_damage and enable_pvp Blackninja543 |
19:49 |
Blackninja543 |
Thanks |
19:50 |
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19:54 |
Calinou |
Blackninja543, screenshot of 3D issue? |
19:54 |
Blackninja543 |
that will take a minute however what I am seeing is the flat green character model |
19:55 |
Calinou |
in minetest_game? |
19:55 |
Blackninja543 |
yeah |
19:59 |
Blackninja543 |
http://i.imgur.com/6KyhJN3.png |
20:00 |
Blackninja543 |
there is a link to the issue I am seeing |
20:01 |
Calinou |
looks like minimal subgame to me, Blackninja543. |
20:01 |
Calinou |
use Minetest Game |
20:01 |
PilzAdam |
Blackninja543, that isn't Minetest game |
20:07 |
Blackninja543 |
ok that was it |
20:07 |
Blackninja543 |
just never moved the map over to minetest_game |
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20:57 |
kahrl_ |
pushing in 30 minutes: https://gist.github.com/kahrl/c70f2b238cb49c687137 |
21:01 |
JohnnyComeL8ly |
https://forum.minetest.net/viewtopic.php?p=197318#p197318 |
21:01 |
JohnnyComeL8ly |
http://pastie.org/10534834 |
21:01 |
JohnnyComeL8ly |
I fixed that issue that Hybrid Dog had. |
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