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02:35 |
paramat |
VanessaE, you might be interested to try this branch https://github.com/paramat/minetest/tree/novergen and try moretrees in mgv7. i may have found the cause of the shadow bugs in mgv7/v5/flat/fractal |
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paramat |
.. documented here https://github.com/minetest/minetest/issues/3421 |
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VanessaE |
paramat: I really REALLY wish you'd stop doing that :) |
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hmmmm |
!!! |
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hmmmm |
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12:42 |
hmmmm |
Lol, minetest needs "more" code comments |
12:42 |
hmmmm |
Please if you're going to do that, fork the project and call it minetest-super-annotated or minetest-obnoxious-newbie-edition |
12:43 |
hmmmm |
hrmm, paramat, I see you added documentation for biomes... so does this mean the biome API is stable? |
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16:31 |
Calinou |
hmmmm, why not? Minetest got quite sparsely commented over the years. |
16:31 |
Calinou |
it was more commented when only c55 worked on it, I guess |
16:31 |
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16:31 |
Calinou |
please don't turn Minetest into another Cube 2 :) |
16:31 |
Calinou |
whose only 3% of lines are comments |
16:36 |
celeron55 |
some parts might have the issue for sure |
16:37 |
rubenwardy |
good commenting, not more commenting |
16:37 |
celeron55 |
those parts need to be addressed separately and not by talking about the whole codebase |
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17:16 |
rubenwardy |
Wed Aug 29, 2012 4:54 pm |
17:16 |
rubenwardy |
Thu Dec 03, 2015 5:39 pm |
17:17 |
rubenwardy |
oops |
17:31 |
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19:02 |
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19:02 |
est31 |
minetest code is commented well |
19:02 |
est31 |
also, C++ has the concept of variable and method names |
19:03 |
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19:03 |
est31 |
if you set m_sun->is_shining to false then you dont need a comment explaining that it became night |
19:03 |
est31 |
otherwise, if one has questions, one can look at google as c55 said, or if its minetest specific there is also grep -rIn |
19:03 |
est31 |
and git blame |
19:04 |
est31 |
so lots of ways to find out about something |
19:04 |
est31 |
even asking here |
19:06 |
asl97 |
est31: (#3417) i hope that what you mean by move the constructor from player.h to player.cpp and override behaviour of the superclass. |
19:12 |
est31 |
code looks good now |
19:12 |
est31 |
thanks asl97 |
19:13 |
est31 |
asl97, have you tested that it fixes the bug? |
19:27 |
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19:29 |
asl97 |
i did do a build and it seem to fix the bug but i should do clean build and make sure everything works |
19:30 |
est31 |
nice |
19:30 |
est31 |
well idk does sb want to look at it? |
19:30 |
est31 |
or can I merge it with one approval |
19:31 |
paramat |
nore sfan5 or anyone, please can someone check/approve the implementation of https://github.com/minetest/minetest/pull/2827 'Allow overriding the hand'? seems an essential feature long overdue |
19:32 |
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19:33 |
thePalindrome |
Oh wait, I can approve things! I'll checkem out |
19:33 |
asl97 |
since when did thePalindrome became a core dev? |
19:33 |
est31 |
he isnt |
19:33 |
thePalindrome |
I thought it was contributor+ that did that? |
19:33 |
* thePalindrome |
checks documentation again |
19:34 |
est31 |
but if there is a mistake, and he finds it, and it gets fixed, everybody is thankful :) |
19:35 |
Krock |
thePalindrome is not a palindrome. |
19:35 |
thePalindrome |
aye |
19:35 |
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19:36 |
RealBadAngel |
hi |
19:36 |
est31 |
hello |
19:37 |
paramat |
also any comments appreciated on https://github.com/minetest/minetest/pull/3418 'Mapgen: Add propagate_shadow bool to calcLighting' |
19:37 |
RealBadAngel |
esr31, fixed compability problems with shader thingy |
19:38 |
RealBadAngel |
CF version 7 is moved to old ones |
19:38 |
thePalindrome |
Eh, I guess I'm just crazy and mis-read something |
19:42 |
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19:42 |
RealBadAngel |
paramat, if light propagation is such a problem why just cut-off those calcuations for defined stacked realm height? |
19:42 |
RealBadAngel |
*why not |
19:42 |
asl97 |
est31: i also did check to make sure that it was overriden on the server by adding a `actionstream<<player_max_speed<<std::endl;`in content_sao.cpp (checkMovementCheat), no idea how to check if it done anything on the client though |
19:43 |
est31 |
it shouldn't change anything on the client |
19:44 |
RealBadAngel |
paramat, this way you wont bother bout a setting and propably calcuations could be made faster |
19:45 |
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19:58 |
paramat |
because light calculations are important and should be active in all chunks, otherwise stuff looks like the math mapgen mandelbox, fullbright |
20:00 |
hmmmm |
paramat, are you sure that piece of code works as-intended? the way it is now, you propogate sunlight even if the overtop has a shadow, but you don't stop from propogating shadows the rest of the way down after hitting a solid node |
20:01 |
paramat |
yes that's intentional |
20:02 |
paramat |
so that any structure just under the cutoff y has proper shadows |
20:02 |
hmmmm |
yeah but that causes an ugly line where shadows just stop |
20:02 |
paramat |
yes |
20:03 |
paramat |
but we have that anyway when generating upwards |
20:03 |
est31 |
I do not think its the right way to do it |
20:03 |
hmmmm |
yeah you have a point |
20:03 |
est31 |
have sunlight nodes instead |
20:03 |
hmmmm |
any way we look at it, lighting is broken |
20:03 |
paramat |
cutoff y will be chosen by the mapgen to occur in what is usually empty space, so the line is rarely seen |
20:04 |
hmmmm |
this makes it less broken for a certain case |
20:04 |
paramat |
oh yeah i thought of sunlight nodes :) |
20:04 |
hmmmm |
I think I know what I'm going to work on next... |
20:04 |
hmmmm |
this lighting model NEEDS to die |
20:05 |
hmmmm |
all of these crappy problems can be fixed by adding a single dynamic light for the sun |
20:05 |
hmmmm |
only problem is, for people with GPUs that don't support dynamic lights, they'll be stuck with the old lighting model |
20:06 |
paramat |
nice. i'm used to the buggy lighting it doesn't bother me much |
20:06 |
est31 |
<hmmmm> all of these crappy problems can be fixed by adding a single dynamic light for the sun |
20:06 |
est31 |
wrong |
20:06 |
est31 |
take large caves |
20:06 |
hmmmm |
it'll fix sunlight propogation problems |
20:07 |
hmmmm |
it is only one half of the solution though |
20:07 |
paramat |
hmmmmm see https://github.com/minetest/minetest/issues/3421 |
20:08 |
est31 |
nice work |
20:08 |
paramat |
mgv5/v7 biome/decoration API and biome system are all very nearly stable, but i hate having to decide something is stable :P something may come up that needs changing |
20:09 |
paramat |
like recently i made caves much more dense, after feedback |
20:11 |
paramat |
hopefully 0 up 2 down overgen will also fix shadow bugs caused by schematic placement and use of non-mapgen object voxelmanip, since those also use 'updateLighting' |
20:12 |
paramat |
still needs lots of work and testing though |
20:13 |
paramat |
so yes it was my fault all along =} |
20:13 |
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20:18 |
paramat |
RBA >"cut-off those calcuations for defined stacked realm height?" maybe i misunderstood, the mapgen itself will define the cutoff y. later if we have a realms API that can set the cutoff as you suggest |
20:19 |
paramat |
but a core or lua mapgen itself may have multiple layers itself so this will also be needed |
20:19 |
paramat |
hmmmmm i think multi-level worlds are a priority over lighting |
20:19 |
RealBadAngel |
paramat, i was think about realms as layers, 256 or 512 height, so limiting such calculations could be trivial |
20:21 |
paramat |
well a realms API could have varying realm thicknesses, but yes it would auto-set cutoff to just below a realm border |
20:21 |
paramat |
.. maybe 128 nodes below whatever |
20:23 |
RealBadAngel |
this you will have shadows from layer above just on the clouds of the one below ;) |
20:23 |
paramat |
i won't wait for realm support though i might create a multi-level core mapgen |
20:24 |
paramat |
well clouds will be much lower, i was thinking 1000-1500 nodes of air between realms |
20:25 |
RealBadAngel |
what for? who would ever need that space? |
20:25 |
paramat |
for kickass mountains, as in my rivergen branch |
20:26 |
RealBadAngel |
thats a point to define layer height |
20:26 |
paramat |
mgv7 mountains can already hit 500 |
20:29 |
paramat |
this commit allows existing mapgens to add their own floatland realms, if wanted |
20:29 |
paramat |
i already have code for mgv7 floatlands but have been feeling 'meh' about it :( |
20:29 |
est31 |
realm height should be something configured per map not per mod setup |
20:29 |
paramat |
yes |
20:30 |
est31 |
lazy travis buildbot |
20:31 |
est31 |
https://github.com/minetest/minetest/pull/3422 |
20:32 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3391 |
20:32 |
RealBadAngel |
so what about this one? |
20:35 |
paramat |
what about est's issue in second to last comment? |
20:37 |
est31 |
RealBadAngel, why can't you just add a simple if case? |
20:37 |
est31 |
duplicating all the code is total bloat |
20:37 |
RealBadAngel |
all other versions are made this way, just moved there |
20:37 |
est31 |
I mean you only make small changes, no? |
20:38 |
RealBadAngel |
yes |
20:39 |
RealBadAngel |
but motice ive moved to v8 not only my changes |
20:39 |
RealBadAngel |
all the other ones waitin in line too |
20:39 |
est31 |
A simple if case, around these lines: https://github.com/minetest/minetest/pull/3391/files#diff-70868aa6d6b96c0c1623c761500d23c4R399 |
20:39 |
est31 |
done |
20:40 |
est31 |
duplicating code makes writing backwards compatible code hard |
20:40 |
RealBadAngel |
not rly, old protocols are stored in serliaze/deserialize old |
20:40 |
RealBadAngel |
you dont care about them anymore |
20:41 |
RealBadAngel |
current one is not bloated with compability code |
20:41 |
est31 |
<RealBadAngel> you dont care about them anymore <--- perhaps you don't, but I still do care. |
20:41 |
RealBadAngel |
i meant, you dont care about them in current serialize routines |
20:41 |
RealBadAngel |
for that you have Old |
20:42 |
RealBadAngel |
thats not my invention, i added new version and followed the way already used |
20:42 |
est31 |
RealBadAngel, Old is only for stuff thats really old and in a way where simple if cases wont help |
20:43 |
RealBadAngel |
6 is older than 7 and is in old |
20:43 |
RealBadAngel |
so 7 too |
20:43 |
est31 |
only if that person has done it this completely ugly way doesnt mean you have to do it too :) |
20:43 |
* est31 |
blames the code |
20:44 |
RealBadAngel |
i can do that your way, but then current contsruct will be broken |
20:44 |
RealBadAngel |
it is already so that 7 doesnt mean compability 100% |
20:44 |
est31 |
yea lets "break" it. |
20:44 |
RealBadAngel |
theres 7.0, 7.1. etc |
20:45 |
RealBadAngel |
throw, catch.. |
20:45 |
RealBadAngel |
i moved it to old because of protocol v27 |
20:45 |
RealBadAngel |
tile def has changed too |
20:46 |
RealBadAngel |
thought its a good ocasion to move things out of throw-catch and make clean v8 |
20:46 |
est31 |
yes no problem with tht |
20:46 |
est31 |
that* |
20:47 |
est31 |
just dont implement backwards compat the way that you copy the whole damn list. |
20:49 |
est31 |
man, great, travis is broken, this means I can't check that PR. |
20:49 |
RealBadAngel |
lately is more broken than operational |
20:51 |
RealBadAngel |
est31, so you want cases for another, future protocols inside current serialize/deserialize routines, right? |
20:51 |
est31 |
RealBadAngel, as long as the change isnt too intrusive yes. |
20:52 |
est31 |
then stuff can be moved to the old version of the routine |
20:52 |
paramat |
hmmmm see this lua mapgen that uses slopes, new screenshots https://forum.minetest.net/viewtopic.php?p=200541#p200541 |
20:53 |
RealBadAngel |
est31, ok, i will redo compability commit then |
20:54 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3391/files#diff-70868aa6d6b96c0c1623c761500d23c4R340 |
20:55 |
RealBadAngel |
that looks i will have to redesign lotsa stuff in here |
20:55 |
est31 |
Just keep the PR focused on what it does |
20:55 |
est31 |
you can make a separate PR with the redesign |
20:55 |
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20:56 |
RealBadAngel |
im focused on shaders and gfx |
20:56 |
RealBadAngel |
and yet more it takes to care about ancient clients ;) |
20:57 |
RealBadAngel |
which was not my goal at all |
20:59 |
rubenwardy |
as a server owner, I'd like 0.4.12+ to be able to connect, I don't care about older versions. |
21:00 |
est31 |
RealBadAngel, sorry that cant really discuss about these graphics changes. |
21:00 |
est31 |
that I* |
21:00 |
est31 |
bc I dont know about gfx alot |
21:00 |
rubenwardy |
however other server owners may want to support older if they use less new things |
21:00 |
RealBadAngel |
youre blind or something? |
21:01 |
RealBadAngel |
:) |
21:02 |
RealBadAngel |
gfx is about how it looks i think ;) |
21:02 |
rubenwardy |
Actually, I'd like 0.4.10+ |
21:02 |
rubenwardy |
http://minetest.rubenwardy.com/stats/ |
21:02 |
rubenwardy |
we should persuade the old clients to upgrade, though |
21:03 |
RealBadAngel |
https://github.com/minetest/minetest/pull/3391/files#diff-70868aa6d6b96c0c1623c761500d23c4R1306 |
21:03 |
RealBadAngel |
this is one of the reasons to really move to 8 |
21:03 |
RealBadAngel |
6 is sent there twice |
21:03 |
RealBadAngel |
once for tiles, not taken care of even |
21:04 |
RealBadAngel |
second for special tiles |
21:04 |
Fixer |
we need at least some kind of non-intrusive message that will ask to update to a newer version |
21:04 |
rubenwardy |
https://gist.github.com/rubenwardy/9859d09c2ff1748e64e5 |
21:04 |
RealBadAngel |
2 reasons, 2 bytes to move that code to old ;) |
21:05 |
rubenwardy |
!title |
21:05 |
rubenwardy |
~title |
21:05 |
rubenwardy |
ok... |
21:05 |
ShadowBot |
rubenwardy: Error: The command "title" is available in the Format and Web plugins. Please specify the plugin whose command you wish to call by using its name as a command before "title". |
21:05 |
ShadowBot |
rubenwardy: Error: The command "title" is available in the Format and Web plugins. Please specify the plugin whose command you wish to call by using its name as a command before "title". |
21:05 |
rubenwardy |
ShadowBot sucks |
21:05 |
rubenwardy |
"Send chat messages to old clients serverpackethandler.cpp.diff" |
21:05 |
rubenwardy |
~web title |
21:05 |
ShadowBot |
rubenwardy: web title [--no-filter] <url> |
21:06 |
rubenwardy |
that shouldn't really be included in core, as it's not good for forks |
21:07 |
RealBadAngel |
est31, anyway, i will change that code tommorow, going to sleep now |
21:08 |
RealBadAngel |
atm its maybe not nice, but its working and folks can test the shaders |
21:29 |
Robert_Zenz |
Any chance that I can get another pair of eyes on #3358, please? |
21:44 |
rubenwardy |
Is m_lag in Server a reliable indicator of how much the server is struggling? |
21:44 |
est31 |
pushing in 10 mins https://github.com/est31/minetest/commit/d8975eabf95fac1881f75ab149d0cebeff3d10f3 |
21:53 |
nrzkt2 |
rubenwardy i did exactly same thing since 0.4.13, except i detect android version and send to players the right app link :) |
21:54 |
rubenwardy |
you were the motivation of that change |
21:54 |
nrzkt2 |
rubenwardy, for m_lag it depends |
22:16 |
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