Time |
Nick |
Message |
01:17 |
|
twoelk left #minetest-dev |
01:43 |
|
Terusthebird joined #minetest-dev |
02:27 |
|
jomat joined #minetest-dev |
06:35 |
|
tbillion joined #minetest-dev |
07:29 |
|
Hunterz joined #minetest-dev |
07:38 |
|
Krock joined #minetest-dev |
09:16 |
|
Obani joined #minetest-dev |
09:22 |
|
Calinou joined #minetest-dev |
09:58 |
|
Obani joined #minetest-dev |
10:17 |
|
alket joined #minetest-dev |
10:23 |
|
Zeno` joined #minetest-dev |
10:29 |
|
proller joined #minetest-dev |
10:32 |
|
proller joined #minetest-dev |
10:49 |
|
Obani joined #minetest-dev |
10:54 |
Zeno` |
hi all |
10:54 |
Zeno` |
It has been suggested to me that I should have explained why I removed myself as a dev |
10:55 |
Zeno` |
Some people know, because I sent them a memo |
10:55 |
Zeno` |
But for those that don't, it can be summed up as that I think: new features should only be added when current features are bug free. I realise that this would upset the users, though |
10:55 |
Zeno` |
I have no problem with the project or other devs |
10:56 |
Zeno` |
Mainly, though, I felt trapped chasing bugs |
10:57 |
Zeno` |
I do think the project is worthwhile though, it's just that at this point in time I can't motivate myself to contribute, so it didn't seem fair that I had commit access |
11:13 |
|
CraigyDavi joined #minetest-dev |
11:29 |
|
Calinou joined #minetest-dev |
11:43 |
|
Krock joined #minetest-dev |
12:01 |
|
kaeza joined #minetest-dev |
12:36 |
|
Soni joined #minetest-dev |
12:41 |
|
Soni joined #minetest-dev |
13:11 |
|
zat joined #minetest-dev |
13:14 |
|
zupoman joined #minetest-dev |
13:14 |
|
zupoman joined #minetest-dev |
13:19 |
|
est31 joined #minetest-dev |
13:31 |
|
Krock2 joined #minetest-dev |
13:46 |
|
Fixer joined #minetest-dev |
13:52 |
|
RealBadAngel joined #minetest-dev |
14:05 |
|
Taoki joined #minetest-dev |
14:09 |
|
Fixer joined #minetest-dev |
14:21 |
|
kaeza joined #minetest-dev |
14:26 |
|
Terusthebird joined #minetest-dev |
14:52 |
|
BrandonReese joined #minetest-dev |
15:07 |
|
Soni joined #minetest-dev |
15:10 |
|
nrzkt joined #minetest-dev |
15:32 |
|
hmmmm joined #minetest-dev |
15:40 |
|
behalebabo joined #minetest-dev |
15:57 |
|
Gael-de-Sailly joined #minetest-dev |
16:17 |
|
PenguinDad joined #minetest-dev |
16:24 |
|
H-H-H joined #minetest-dev |
16:30 |
|
Soni joined #minetest-dev |
17:10 |
est |
pushing in ~ 20 mins https://github.com/est31/minetest/commit/5643b9b9ed3ec39f90e3a7c9bf09bc255e0bcef3 |
17:10 |
est |
can be reverted sooner or later |
17:10 |
est |
but needing it right now |
17:12 |
nrzkt |
est: ok |
17:12 |
est |
can I merge nrzkt? |
17:13 |
nrzkt |
yes |
17:13 |
est |
thx |
17:15 |
est |
wanting to merge this too, if travis works https://github.com/minetest/minetest/pull/3422 |
17:15 |
est |
is that okay? |
17:19 |
|
Obani joined #minetest-dev |
18:27 |
|
behalebabo joined #minetest-dev |
18:35 |
|
Calinou joined #minetest-dev |
18:38 |
|
rubenwardy joined #minetest-dev |
18:44 |
|
est31 joined #minetest-dev |
18:44 |
est31 |
anybody here to look at 2 PRs? |
18:45 |
est31 |
first |
18:45 |
est31 |
https://github.com/minetest/minetest/pull/3428 |
18:45 |
est31 |
then |
18:45 |
est31 |
https://github.com/minetest/minetest/pull/3417 |
18:45 |
est31 |
both are okay for me |
18:46 |
est31 |
for the second, the concerns I had and PA had too are fixed now |
18:50 |
|
younishd joined #minetest-dev |
19:07 |
|
Darcidride joined #minetest-dev |
19:19 |
|
DFeniks joined #minetest-dev |
19:21 |
|
Nerzhul joined #minetest-dev |
19:27 |
|
DFeniks_ joined #minetest-dev |
19:28 |
|
DFeniks_ joined #minetest-dev |
19:37 |
|
DFeniks joined #minetest-dev |
19:40 |
|
Player2 joined #minetest-dev |
19:43 |
|
johnnyjoy joined #minetest-dev |
19:53 |
|
eeew joined #minetest-dev |
20:07 |
|
paramat joined #minetest-dev |
20:08 |
paramat |
+1 for 3422 and 3428, perhaps i'll merge these later |
20:08 |
paramat |
oh 3428 needs squashing |
20:15 |
paramat |
for 3417 i feel someone else should check the code |
20:23 |
VanessaE |
#3428 |
20:23 |
VanessaE |
damn it ShadowNinja fix the bot |
20:28 |
|
Miner_48er joined #minetest-dev |
20:29 |
|
Supertanker2 joined #minetest-dev |
20:42 |
|
Drangue joined #minetest-dev |
20:52 |
|
turtleman_ joined #minetest-dev |
20:59 |
paramat |
i'll also merge https://github.com/minetest/minetest/pull/3418 later |
21:03 |
|
behalebabo joined #minetest-dev |
21:39 |
VanessaE |
paramat: did you say the other day you had some code around you wanted me to try regarding tree lighting bugs in mgv7? |
21:46 |
paramat |
ugh =) i did but further testing showed the fix broke other stuff, sorry |
21:46 |
VanessaE |
it's okay |
21:46 |
VanessaE |
I'll just harass you about it off and on. ;) |
21:47 |
paramat |
see https://github.com/minetest/minetest/issues/3421 |
21:47 |
VanessaE |
it's probably related to the y=+63 glitch you mentioned before |
21:47 |
* VanessaE |
looks |
21:48 |
paramat |
no that's independent |
21:49 |
VanessaE |
"I created a branch with a version of mgv7 without overgeneration and tried the moretrees mod, the shadows were fixed. " well at least you have a theory |
21:49 |
paramat |
although having no overgen fixes the moretrees shadows, the issue should be fixed another way by working on lighting code |
21:50 |
VanessaE |
yeah a lot of folks think the lighting code needs .... revamped. |
21:50 |
VanessaE |
but that's non-trivial |
21:50 |
paramat |
also of course moretrees is using l-system during mapgen, which it shouldn't, so it's partly a mod thing. you're lucky it works in mgv6 |
21:50 |
VanessaE |
well |
21:50 |
VanessaE |
there's a caveat there: |
21:51 |
paramat |
well delayed a little |
21:51 |
VanessaE |
moretrees can be configured NOT to grow trees immediatley. |
21:51 |
VanessaE |
immediately* |
21:51 |
VanessaE |
(in that alternate mode, it places saplings that trigger spawn_tree() calls 10-20 seconds after mapgen of that block) |
21:52 |
paramat |
i confirmed that the shadows are fixed if the upper mapchunk is generated first, so if you place saplings grown by ABM a few seconds later that might work |
21:52 |
VanessaE |
originally I added that feature to reduce mapgen lag, but since my deferred code, it didn't matter. |
21:52 |
paramat |
aha |
21:52 |
VanessaE |
OH that reminds me: |
21:52 |
VanessaE |
moretrees does NOT actually generate *during* mapgen |
21:52 |
VanessaE |
not since the deferred code. |
21:52 |
paramat |
yep i know |
21:52 |
VanessaE |
(including spawn_tree() calls).. they're done during globalstep |
21:52 |
VanessaE |
oh ok |
21:53 |
paramat |
but it's still fast enough that the mapchunk above is not generated first |
21:53 |
VanessaE |
true |
21:53 |
paramat |
try the sapling method in mgv7, that might fix the shadows |
21:53 |
VanessaE |
I'll give it a shot |
21:53 |
VanessaE |
meanwhile, it almost sounds like you need a more MC-like mapgen method, though maybe not necessarily a full 16 mapblock column |
21:54 |
paramat |
ideally 'updateLighting' needs work to be more robust |
21:54 |
paramat |
and a veersion of l-system without a lighting update |
21:55 |
paramat |
comments in the code show it is a TODO, it was ment to be another decoration type |
21:55 |
VanessaE |
that might help but there's a problem - it's not possible to know ahead of time when the very last tree in a chunk will be generated |
22:00 |
paramat |
(version) |
22:00 |
paramat |
yeah |
22:02 |
VanessaE |
I suppose it might be feasible to pre-sort biome_lib's registered actions list to group spawn_tree() calls together. But how would one know when to actually run one of those calls *with* lighting? |
22:02 |
paramat |
since they are often over 16 nodes tall, it's not ideal to place them as decorations withing the mapgen vm because that has limits at mapchunk edges. best is to grow l-system trees from sapling using an ABM, then each tree gets a vm big enough for it's height |
22:02 |
paramat |
(within) |
22:03 |
paramat |
yeah agreed |
22:03 |
VanessaE |
that's what they do in the alternate mode |
22:03 |
VanessaE |
they're placed in globalstep, but then an ABM comes around some time later and grows them with spawn_tree() |
22:04 |
VanessaE |
maybe I could read the mapgen type and enforce the alternate mode if it isn't mgv6 or something |
22:04 |
paramat |
the version without a lighting update should be the one done as a decoration |
22:05 |
paramat |
yes all other mapgens other than mgv6 will probably have shadow bugs, so they should use the sapling method |
22:07 |
paramat |
the big lighting issue is the y = 63 one, i just can't see what it is about non-mgv6 mapgens that causes it https://github.com/minetest/minetest/issues/2759 it's bad |
22:08 |
VanessaE |
yeah, saw the screenshots |
22:08 |
VanessaE |
it's like those floating shadows caused by I guess "cave air" up high |
22:08 |
VanessaE |
in that they suck :) |
22:09 |
VanessaE |
the shadows in your screenshots are easily worse than the moretrees thing. |
22:09 |
VanessaE |
btw the moretrees glitch even happens with smaller trees like palms, which barely stand one mapblock tall |
22:12 |
paramat |
yes i think that's because l-system automatically emerges a large and tall volume that would touch the mapchunk top |
22:12 |
VanessaE |
ah |
22:12 |
paramat |
3-4 blocks tall |
22:12 |
VanessaE |
I recall RBA saying that by default it emerges 3 mapblocks tall |
22:12 |
paramat |
ha |
22:12 |
VanessaE |
but I don't remember what he said (if anything) about the horizontal range |
22:13 |
VanessaE |
what would happen if you tweaked it to force say, 6 mapblocks in height? |
22:13 |
VanessaE |
clearly it would exceed a chunk boundary every time then |
22:14 |
paramat |
more chance of shadow i think |
22:14 |
VanessaE |
hm no, that wouldn't help anyway (what if the bottom of the stack was just below the lower boundary) |
22:15 |
paramat |
well i don't understand it, thought i did, for a day |
22:15 |
VanessaE |
it's like quantum mechanics |
22:15 |
VanessaE |
if you think you understand it, you haven't studied it enough :) |
22:15 |
|
est31 joined #minetest-dev |
22:16 |
paramat |
for the y = 63 thing, i even made mgv7 as mgv6-like as possible: removed overgeneration and used the exact lighting calculation mgv6 does, but still shadows. mysterious |
22:16 |
paramat |
ahh it's good to see est here |
22:16 |
VanessaE |
wb est. |
22:16 |
est31 |
hi |
22:17 |
est31 |
updated my pr about luajit detection |
22:18 |
paramat |
every dev still active is so appreciated currently |
22:18 |
paramat |
okay |
22:18 |
est31 |
tbh I'm trusting susnux here, but I doubt they do it badly |
22:19 |
paramat |
can it be tested? |
22:19 |
paramat |
well we'll soon know i guess |
22:20 |
est31 |
the buildbots say its okay |
22:22 |
paramat |
hmmmm you are much missed |
22:23 |
|
harrison joined #minetest-dev |
22:27 |
harrison |
oberon event will happen in Boston and Zurich simultaneously on some Saturday in April |
22:27 |
harrison |
exact date, venue yet to be chosen |
22:27 |
harrison |
please join g+ group "Oberon/A2/Bluebottle" to submit talk proposals and plan conference/meetup |
22:27 |
harrison |
i am organizing the Boston half of the event |
22:27 |
harrison |
and have no experience at all I haven't even ever been to a coding meetup |
22:27 |
harrison |
please help me |
22:28 |
est31 |
harrison, its quite likely that the stuff you talk about is off-topic |
22:28 |
VanessaE |
um.... this is minetest-related how? |
22:28 |
VanessaE |
ninja'd/ |
22:30 |
est31 |
well, for the case there is sb living near boston wanting to promote minetest, now is your chance, contact harrison. |
22:31 |
VanessaE |
haha |
22:32 |
harrison |
i know it is not very relevant to the channel |
22:32 |
harrison |
i am hoping for genneral advice |
22:32 |
harrison |
on organizing a coding meetup / informal conference |
22:33 |
harrison |
like, advise me bro |
22:35 |
|
Obani joined #minetest-dev |
22:37 |
paramat |
-> #minetest |
22:53 |
|
behalebabo joined #minetest-dev |
23:09 |
|
asl97 joined #minetest-dev |
23:09 |
|
Fixer joined #minetest-dev |
23:14 |
|
Siva joined #minetest-dev |
23:34 |
rubenwardy |
Will sending particle spawners individually to players using playername cause lag problems? http://rubenwardy.com/minetest_modding_book/lua_api.html#particlespawner-definition-add_particlespawner |
23:53 |
paramat |
thanks hmmmmm i will make the shadow bool optional |
23:53 |
est31 |
yea I too think that optional is better here |
23:54 |
est31 |
but idk about mapgen code design |
23:57 |
paramat |
yep |
23:57 |
paramat |
i mean yes optional is best |