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09:38 |
* VanessaE |
pokes RealBadAngel |
10:15 |
VanessaE |
celeron55: what's the word on your farmap code? |
10:23 |
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10:25 |
VanessaE |
(I note now that Fixer asked about this several days ago, but it bears repeating. that code must not be allowed to die.) |
10:25 |
RealBadAngel |
celeron55, you shouldnt close the PR when i agreed for WIP label and that i will look for better solution (faster) |
10:27 |
RealBadAngel |
your point about using meshes is partially valid, there are cases that making a mesh runtime is way better than import stuff from outside |
10:51 |
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10:54 |
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11:24 |
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11:36 |
red-001 |
#602 #667 |
11:37 |
VanessaE |
red-001: the bot doesn't work |
11:37 |
red-001 |
https://github.com/minetest/minetest_game/pull/667 |
11:37 |
red-001 |
https://github.com/minetest/minetest_game/pull/602 |
11:37 |
red-001 |
I think all style issues are fixed |
11:43 |
RealBadAngel |
hi Zeno` |
11:44 |
Zeno` |
howdy :) |
11:45 |
RealBadAngel |
whats going on? any news on ogre? |
11:46 |
Zeno` |
nah, I kinda lost motivation :( |
11:49 |
RealBadAngel |
did you get it to any working stage? |
11:50 |
Zeno` |
it's "half" working |
11:50 |
Zeno` |
there is still irrlicht fragments so both libs are used |
11:51 |
Zeno` |
which is a bit insane |
11:51 |
Zeno` |
(and the reason I never pushed) |
11:52 |
RealBadAngel |
do you have it somwhere online? |
11:56 |
Zeno` |
RealBadAngel, I'm on my laptop but I'll email you a link when I'm back on my main computer if you like |
11:57 |
Zeno` |
it's not online atm |
11:57 |
Zeno` |
kinda messy and hacky |
11:57 |
Zeno` |
the types are the biggest problem |
11:57 |
VanessaE |
messy and hacky is okay |
11:58 |
VanessaE |
no project starts out perfectly polished. |
12:01 |
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13:09 |
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13:15 |
red-001 |
https://github.com/minetest/minetest_game/pull/667 |
13:22 |
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13:22 |
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13:26 |
cmdskp |
@red-001, for a TNT api, it would be nice to have the option of chain-reaction increasing blast radius if more TNT blocks are found (similar to the old Carbone game does, I believe) |
13:26 |
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13:27 |
red-001 |
cmdskp |
13:27 |
red-001 |
I have no idea how to code that |
13:27 |
cmdskp |
Let me see if I can find the bit of Calinou's script that does it |
13:29 |
cmdskp |
Inside the 'boom' function here: https://github.com/Calinou/carbone/blob/master/mods/tnt/init.lua |
13:30 |
cmdskp |
It's rather nicely balanced, in that, the increase in radius decreases the bigger it gets, so it becomes rather wasteful of TNT eventually, but offers much fun stacking TNT for bigger booms! |
13:31 |
red-001 |
Ok I will try and add that as an opition |
13:32 |
cmdskp |
Thank you :) I know some players on a server I play on who love it (as do I) |
13:35 |
red-001 |
It seems that a lot of the code in boom was moved to destroy |
13:35 |
cmdskp |
I see |
13:35 |
red-001 |
and expload |
13:35 |
cmdskp |
I've not compared it |
13:35 |
red-001 |
I might add it as an alt expload function |
13:36 |
cmdskp |
seems reasonable |
13:37 |
red-001 |
the thing is voxel manipulater is now used |
13:37 |
red-001 |
and this uses minetest remove node |
13:37 |
red-001 |
with is a lot slower |
13:39 |
cmdskp |
let me have a more detailed look at the API version... |
13:39 |
cmdskp |
one moment |
13:40 |
red-001 |
line 167 |
13:40 |
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13:43 |
cmdskp |
I can see what you mean about performance - I can also see that it would be possible to do a count of TNT found (similar to line 192 but cid==c_TNT), then if any found perform a secondary explode for the increased radius, but skipping the inner radius already done |
13:43 |
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13:43 |
red-001 |
ok I will try that |
13:47 |
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13:50 |
cmdskp |
with the TNT found count, after the loop, you can do a while loop to calculate the secondary radius using Calinou's carbone's if's radius adds, thus saving performance inside the loop to just checking for TNT and adding to a count |
13:51 |
red-001 |
what would be a good name for the option? |
13:51 |
cmdskp |
it also ties in nicely with checking if a max radius option is set and not doing the secondary blast if it's <= radius |
13:51 |
cmdskp |
max_radius would be a good option |
13:52 |
red-001 |
? |
13:52 |
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13:52 |
red-001 |
isn't this suppose to increase the blast radius? |
13:53 |
red-001 |
if it finds more tnt |
13:53 |
cmdskp |
yes, but you'll do that in a second function loop for the 2nd blast radius size afterwards, if max_radius>original radius |
13:53 |
red-001 |
ok |
13:54 |
red-001 |
how to deal with multipile types of tnt? |
13:54 |
cmdskp |
ah, good point! |
13:54 |
cmdskp |
use a factor of their blast radius to increase the secondary radius |
13:55 |
red-001 |
check the blast radius of each and calc an average? |
13:55 |
cmdskp |
you could do that too |
13:56 |
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13:56 |
gregorycu |
Hey guys |
13:58 |
cmdskp |
hey |
13:58 |
red-001 |
hi |
14:00 |
* red-001 |
is thinking about logic |
14:00 |
red-001 |
well this will need a table |
14:07 |
red-001 |
https://github.com/minetest/minetest_game/pull/602 |
14:09 |
red-001 |
Also github for windows finally can handle branches |
14:09 |
red-001 |
It still doesn't know how to rebase |
14:10 |
cmdskp |
another way to refactor into two functions, primary blast counts TNT only inside it, secondary blast would then only destroy and ignore TNT blocks inside the greater radius |
14:11 |
cmdskp |
(it'd destroy the outer radius TNT blocks, sorry, I meant ignore them as in they wouldn't add to the radius) |
14:11 |
red-001 |
yeah that was my idea at first |
14:11 |
gregorycu |
Doesn't sounds like refactoring to me |
14:11 |
red-001 |
It sounds less confussing |
14:12 |
red-001 |
olny call the first function if this is enabled |
14:12 |
cmdskp |
I was discussing it with someone in a PM - I just copy+pasted to here as it was relevant :) |
14:12 |
cmdskp |
yup! |
14:12 |
red-001 |
otherwise just call the second one |
14:12 |
gregorycu |
You talking about explosions that set off other TNT? |
14:13 |
cmdskp |
yes, as an option for a TNT api |
14:13 |
gregorycu |
Isn't it a very simple recursive algo? |
14:13 |
red-001 |
well TNT already get set off |
14:13 |
cmdskp |
recusion is much slower though |
14:14 |
gregorycu |
Slower than what exactly? |
14:14 |
cmdskp |
and more costly performance wise - which was a concern :) |
14:14 |
red-001 |
this option makes the blast area bigger if there is more TNT |
14:14 |
cmdskp |
doing two separate blasts, inner blast and secondary larger outer blast (without clearing the inner blast area already done) |
14:15 |
gregorycu |
Ahh ok |
14:15 |
gregorycu |
This isn't chained explosions |
14:15 |
gregorycu |
More like amplified explosions? |
14:15 |
cmdskp |
as most people naturally stack TNT together in a block in the centre, it copes with most normal use cases, while not being true chaining |
14:15 |
red-001 |
yes |
14:15 |
red-001 |
thats a good name |
14:15 |
cmdskp |
indeed |
14:16 |
gregorycu |
Who are you guys anyway? |
14:16 |
* red-001 |
is learning NTFS junction point back magic |
14:16 |
* cmdskp |
is just me |
14:17 |
gregorycu |
Never seen you both before |
14:17 |
red-001 |
I don't go on this irc often |
14:17 |
cmdskp |
that'd be reasonable, as I only found Minetest a few months ago and only used chat recently |
14:17 |
red-001 |
and I usally call myself red1 |
14:20 |
cmdskp |
true chaining could be a possible option in the secondary loop, by triggering a burn on it if found, rather than remove. Perhaps with a limit as to how many will be triggered (a simple count decremented) |
14:20 |
cmdskp |
This would also nicely stagger the explosions, reducing server impact at once |
14:21 |
red-001 |
that is already done |
14:21 |
red-001 |
when tnt normally explodes it lights other tnt |
14:22 |
cmdskp |
cool :) just the thought occurred in musing over it |
14:24 |
gregorycu |
If you had say 6 blocks of connected TNT, you could take the midpoint of those blocks |
14:24 |
gregorycu |
And make the radius some sort of function on the number of connected blocks |
14:24 |
red-001 |
good idea |
14:25 |
gregorycu |
Sorry, I mean connected TNT |
14:26 |
red-001 |
what's the itemstring for locked chest and door? |
14:27 |
cmdskp |
is there as group for locked items yet? |
14:27 |
cmdskp |
*a |
14:27 |
cmdskp |
It would be helpful in this case... |
14:27 |
red-001 |
yeah |
14:31 |
red-001 |
How do priv get defined? |
14:32 |
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14:35 |
red-001 |
Is it a function? |
14:35 |
cmdskp |
priv meaning privileges? |
14:35 |
red-001 |
yes |
14:36 |
cmdskp |
minetest.get_player_privs(name)? |
14:37 |
cmdskp |
and minetest.check_player_privs(player_or_name, ...) |
14:37 |
cmdskp |
that seems to be what the lua_api.txt defines |
14:37 |
red-001 |
no as in is it possible to create a new privilege? |
14:37 |
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14:38 |
cmdskp |
minetest.register_privilege(name, definition) perhaps? |
14:42 |
red-001 |
well it didn't crash |
14:42 |
red-001 |
so maybe |
14:44 |
red-001 |
no |
14:44 |
red-001 |
:( |
14:44 |
cmdskp |
Defining a group 'indestructible' would be suitable for locked doors/chests, as 'immortal' is symantically expected of living entities rather than inanimate blocks |
14:45 |
cmdskp |
shame |
14:45 |
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14:47 |
cmdskp |
In "int ObjectRef::l_set_physics_override(lua_State *L)", I notice a section for setting physics_override marked: // old, non-table format |
14:47 |
cmdskp |
is this still necessary to add to when adding a new physics override setting? |
14:47 |
red-001 |
nvm it works |
14:48 |
red-001 |
I didn't give it a string |
14:48 |
cmdskp |
ah |
14:48 |
red-001 |
I make that mistake too much |
14:49 |
cmdskp |
'tis easy to do |
14:50 |
red-001 |
can minetest be set to try and use the same port when in singleplayer? |
14:52 |
cmdskp |
you mean like running two instances server/client on your own PC, using localhost as the server name? |
14:53 |
cmdskp |
if you need to test client/server privileges, that's the easy way |
14:53 |
cmdskp |
and no one else can join from outside |
14:53 |
red-001 |
I'm running one as singleplayer and then connecting an other client to it |
14:54 |
cmdskp |
you'll need to run one as a server with the server address set to: localhost |
14:54 |
cmdskp |
rather than singleplayer |
14:55 |
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14:56 |
red-001 |
well minetest prints out the server address when starts |
14:56 |
red-001 |
but the port number changes every time |
14:58 |
cmdskp |
I'd imagine that's just to allow it to act internally like a combined server/client |
14:58 |
cmdskp |
but it won't let other clients connect to a singleplayer instance |
14:58 |
red-001 |
I thing is it does |
14:59 |
cmdskp |
mmm curious |
14:59 |
red-001 |
it's usefull |
14:59 |
red-001 |
but in 4.13 RC It is a bit strange |
15:00 |
red-001 |
if the singleplayer client pause in the esc menu |
15:01 |
cmdskp |
the whole engine stops I imagine? |
15:01 |
red-001 |
they becmoe frozen and phyics dosn't work on them |
15:01 |
red-001 |
the other client can still place blocks |
15:01 |
red-001 |
and lua stops running |
15:01 |
cmdskp |
that's why running a localhost server behaves as expected =) and you can still play on the server instance too, as it's not set to headless mode |
15:02 |
red-001 |
when singleplayer reusmes the blocks stay places |
15:02 |
red-001 |
placed* |
15:02 |
red-001 |
strange |
15:02 |
cmdskp |
I imagine they're queued and resent/or collected and placed when the server unpauses |
15:02 |
red-001 |
makes seens |
15:03 |
red-001 |
sense* |
15:05 |
gregorycu |
The actions are added the a queue on the server |
15:05 |
red-001 |
nope still can't register privileges |
15:05 |
gregorycu |
And processed once the game is unpaused |
15:06 |
gregorycu |
Actually, probably added to an outgoing queue on the remote client |
15:10 |
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15:17 |
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15:22 |
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15:23 |
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15:23 |
sapier |
pushing https://github.com/minetest/minetest/pull/3479 in a few minutes as it's got two agreements and doesn't change anything if you don't use it |
15:25 |
cmdskp |
that seems very useful |
15:25 |
cmdskp |
I love the mini-me mesh item ^_^ |
15:29 |
sapier |
well that's just an example as I didn't want to create a new mesh for testing only ;-) |
15:29 |
cmdskp |
yes, but it is a fun example to go with - along with the more standard ingot mesh starter ;) |
15:29 |
sapier |
just waiting for the rebased pull to complete compile check then I'm gonna push it |
15:29 |
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15:30 |
cmdskp |
cool |
15:30 |
sapier |
ingot isn't included |
15:30 |
sapier |
ppl didn't like the hardcoded mesh so I removed it |
15:31 |
sapier |
as it's not a big deal to build a mesh like that I let this do the games guys ;-) |
15:31 |
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15:31 |
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15:32 |
cmdskp |
"Ingots not included" - so like Yule toys... |
15:32 |
red-001 |
https://github.com/minetest/minetest_game/pull/602 |
15:33 |
sapier |
Any graphical change in minetest is hard fighting and it's way more comfortable to let modders decide it by simple "usage" |
15:33 |
cmdskp |
yep, I understand =) |
15:34 |
red-001 |
I'm not sure did I put the registration of access(a new privilege) in the right place |
15:34 |
sapier |
once everyone uses it decision is made ... and if not ... well shit happens ;-) |
15:37 |
cmdskp |
"access" could be "access_locked" - to help explain what type of 'access' the privilege is? It also reduces the chance of clashes with other privileges that might use 'access' for another reason? |
15:40 |
red-001 |
well it has an explanation and access_locked would be longer then any other name for a privilege |
15:42 |
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15:43 |
cmdskp |
seems like there's a history to 'access' for this too: https://github.com/minetest/minetest_game/issues/304 |
15:44 |
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15:47 |
red-001 |
I don't think you can convince the people that say it's useless by changing the name of the privilege |
15:47 |
cmdskp |
no, I wasn't suggesting that - I just found out the history of a similar access feature, which backs up calling it as you intended |
15:56 |
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16:02 |
sapier |
https://github.com/minetest/minetest/pull/3467 pushing this one after rebase/style fixed pull build check is completed |
16:04 |
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16:14 |
red-001 |
cmdskp |
16:14 |
red-001 |
I think it would make most sense if TNT searches all the nodes directly connected to it to check if they are TNT |
16:15 |
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16:16 |
cmdskp |
That would need to be limited to a certain range, otherwise people could build a long line of TNT or a maze of it for fun and set it off, causing a long chain of checks |
16:17 |
red-001 |
yeah just check the blast radius |
16:17 |
cmdskp |
A fill algorithm to find the nodes would be costly performance wise |
16:17 |
red-001 |
true |
16:18 |
kaadmy |
would it be faster to just check all nodes in the radius? |
16:18 |
red-001 |
maybe check is there more then x% of TNT in an area? |
16:18 |
kaadmy |
or do you want only connected tnt? |
16:18 |
red-001 |
only connected |
16:19 |
red-001 |
I'm not go at using vm |
16:19 |
red-001 |
good* |
16:19 |
kaadmy |
could find all tnt nodes, then check for connectivity |
16:19 |
red-001 |
thats a good idea |
16:20 |
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16:20 |
cmdskp |
seems a lot of extra processing - any benefits to checking connectivity versus just counting them in the blaast radius? |
16:21 |
red-001 |
makes more irl sense? |
16:21 |
red-001 |
I guess |
16:22 |
red-001 |
not that minetest makes a lot of sense punching trees and all |
16:22 |
est31 |
sapier, what are the two agreements you talk about? |
16:22 |
est31 |
in terms of this pr https://github.com/minetest/minetest/pull/3479 |
16:22 |
est31 |
I only see one agreement in github: yours |
16:22 |
cmdskp |
performance with TNT was a concern, naturally and if people don't know any different and get similar results in most cases...games are all about slight-of-hand compromises for performance =) |
16:23 |
cmdskp |
still, you could test and see what the results are like speed-wise |
16:25 |
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16:35 |
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16:38 |
red-001 |
can obj:punch(puncher) be nil? |
16:39 |
red-001 |
or is a puncher always needed? |
16:40 |
cmdskp |
the problem is whether all mods cope with nil in "on_punch" |
16:41 |
red-001 |
do any mods use it? |
16:41 |
cmdskp |
yes, mobs |
16:41 |
cmdskp |
or at least mobs_redo does that I know of |
16:41 |
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16:42 |
red-001 |
well all should |
16:45 |
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16:46 |
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16:46 |
cmdskp |
someone could argue, how can something be 'punched' without a 'puncher'? |
16:46 |
red-001 |
no they don't deal with it |
16:46 |
cmdskp |
symantically, it's unexpected behaviour |
16:46 |
cmdskp |
not surprised |
16:46 |
cmdskp |
I had the same problem a few weeks ago |
16:48 |
cmdskp |
regretably, I didn't find a satisfying solution to offer |
16:54 |
red-001 |
there really should be a on_damage callback |
16:59 |
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18:26 |
cmdskp |
Slippery nodes (with physics override 'slip' factor - e.g. could allow boots to grip) https://github.com/minetest/minetest/compare/master...cmdskp:master |
18:27 |
cmdskp |
and some test values for default game: https://github.com/minetest/minetest_game/compare/master...cmdskp:master |
18:29 |
cmdskp |
I need assistance on how to handle checking the protocol version in content_cao.cpp |
18:54 |
sapier |
est31 no need to do so I already did it as I obviouly misinterpreted those agreements in there and I don't have any interest in fighting for this one |
18:59 |
sofar |
cmdskp: looks simple enough, why the negative slippery value for jungletree? |
19:00 |
sofar |
cmdskp: I'd have dirt remain the default value though, instead make wet soil slippery instead |
19:01 |
cmdskp |
The negative value was a test to see the effect of increasing acceleration, it's quite amusing |
19:03 |
kaadmy |
i want to see bunnyhopping in MT :) |
19:05 |
cmdskp |
dirt should be? but dirt_with_snow has slippery |
19:08 |
cmdskp |
With small negative slippery values you can propel yourself at fast speeds, counter-intuitively, big negative values offer slower acceleration increase |
19:10 |
cmdskp |
I'll let someone else consider upwards movement - my focus is sideways and next, slopes ;) |
19:12 |
sofar |
dirt should not be slippery |
19:12 |
sofar |
with snow yes |
19:12 |
cmdskp |
It's not |
19:12 |
sofar |
\wet soil yes |
19:12 |
sofar |
ok |
19:13 |
Calinou |
snow probably shouldn't be slippery either |
19:13 |
Calinou |
only ice |
19:13 |
cmdskp |
It's very slight, as in, you slow to a stop slightly slower |
19:14 |
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19:16 |
cmdskp |
But does make snow slightly risky footing, as you can go over the very edge, when near full speed (and not sneaking) |
19:17 |
cmdskp |
The slippery values though as just for test, I'm happy to not include them - they were for people to test the feature easier :) |
19:17 |
cmdskp |
*as=are |
19:19 |
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19:34 |
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19:48 |
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19:48 |
sofar |
I would certainly enable slipperyness if this gets merged |
19:49 |
sofar |
let me know if you feel it needs test feedback, I certainly like the idea, and the implementation seems trivial |
19:59 |
cmdskp |
It's always nice to get feedback :) |
20:00 |
cmdskp |
I just need some help on how to code a test for the network protocol version and then I can offer it as a pull |
20:01 |
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20:01 |
neoascetic |
Hi everyone |
20:02 |
neoascetic |
Will #3143 and #2485 be merged someday? |
20:02 |
neoascetic |
A lot of PRs here for ages... |
20:03 |
red-001 |
the bot is dead |
20:04 |
neoascetic |
https://github.com/minetest/minetest/pull/3143 |
20:04 |
neoascetic |
https://github.com/minetest/minetest/pull/3143 |
20:04 |
red-001 |
https://github.com/minetest/minetest/pull/2485 |
20:04 |
neoascetic |
whoops https://github.com/minetest/minetest/pull/2485 |
20:04 |
neoascetic |
yeah |
20:05 |
red-001 |
most pr not from collaborators are like that |
20:05 |
red-001 |
PR's* |
20:06 |
neoascetic |
And this is bad for community |
20:06 |
red-001 |
and all open source projects have it |
20:07 |
red-001 |
even Wikipedia has it |
20:07 |
red-001 |
in a diffrent way |
20:08 |
neoascetic |
Okay, is there a way to solve this? Maybe some bot that pings on too old PRs? |
20:08 |
neoascetic |
Or do a global PRs/issues review once per month? |
20:09 |
neoascetic |
https://github.com/minetest/minetest/pull/817 |
20:09 |
red-001 |
yeah as if the sort of community that this happens in will agree to a global review once a month |
20:09 |
neoascetic |
the oldest open PR, hi from 2013, with some life within |
20:10 |
red-001 |
and an ancient meme |
20:10 |
red-001 |
https://github.com/minetest/minetest_game/pull/667 Is that ok? I think all style issues are fixed |
20:11 |
red-001 |
@shadowninja |
20:11 |
red-001 |
nvm he is offline |
20:20 |
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20:51 |
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21:20 |
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21:31 |
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21:35 |
red-001 |
does cmake care what ever a / or \ is used? |
21:36 |
red-001 |
whatever* |
21:38 |
Krock |
it converted them all to / in cmake-gui here |
21:39 |
Krock |
but it should be able to handle it |
21:39 |
red-001 |
ok |
21:41 |
red-001 |
can cmake have variables in variables? |
21:42 |
Krock |
when you use a variable to define another, the current value will be taken |
21:42 |
red-001 |
thats ok for me |
21:43 |
red-001 |
so do you just do .8/bin/ZlibDllRelease/zlibwapi.lib |
21:43 |
red-001 |
ZLIB_LIBRARIES:FILEPATH=$MYPATH/zlib-1.2.8/bin/ZlibDllRelease/zlibwapi.lib |
21:43 |
red-001 |
and define MYPATH somewhere else? |
21:57 |
Krock |
CMake variables needs brackets around it, like this: ${MYPATH} |
22:00 |
red-001 |
ok |
22:01 |
red-001 |
well I already fixed the problem with a powershell script |
22:06 |
red-001 |
what type of variable does MYPATH have to be? |
22:06 |
red-001 |
static? |
22:08 |
Krock |
anyway, why do you need that? Using cmake-gui is much easier |
22:09 |
red-001 |
I'm making a file that already has all the paths in it |
22:09 |
red-001 |
if I move the location of the folder I build minetest in |
22:10 |
red-001 |
I just have to change one variable |
22:10 |
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22:12 |
Krock |
ah.. portability |
22:13 |
red-001 |
and a reason to learn more about cmake and powershell |
22:23 |
Fixer |
!tell paramat permanent fire has no sound, is this right> |
22:23 |
ShadowBot |
Fixer: Error: Spurious ">". You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands. |
22:24 |
Fixer |
!tell paramat permanent fire has no sound, is this right? |
22:24 |
ShadowBot |
Fixer: O.K. |
22:38 |
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22:41 |
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22:56 |
sapier |
https://github.com/minetest/minetest/pull/3469 ... obviously has three agreements ... hope I'm not missinterpreting it again ... pushing in a few minutes |
23:08 |
red-001 |
sapier can you take a look at my pull requests? |
23:08 |
red-001 |
https://github.com/minetest/minetest_game/pull/667 |
23:08 |
red-001 |
https://github.com/minetest/minetest_game/pull/602 |
23:08 |
sapier |
I usually don't have a lot to do with minetest_game |
23:08 |
red-001 |
ok |
23:09 |
red-001 |
who should I ask? |
23:09 |
sapier |
I can have a look at it but the "arts" department isn't mine |
23:09 |
red-001 |
well it's not art |
23:10 |
sapier |
well I count "game type" to arts ... not exactly correct yes |
23:11 |
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23:14 |
RealBadAngel |
red-001, ask paramat, hes an artist here, he knows everything bout it and got best taste |
23:14 |
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23:33 |
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23:43 |
sapier |
can someone explain to me what an AreaStore does do and how to use it? documentation is kindof useless ;-) |
23:43 |
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23:45 |
est31 |
sapier, AreaStore stores areas efficiently |
23:45 |
est31 |
you can add areas to it, and remove them |
23:45 |
sofar |
easy way to save/restore areas? |
23:45 |
est31 |
yes. |
23:45 |
sapier |
no more? |
23:45 |
est31 |
lookup is optimized |
23:45 |
est31 |
you can pass a point and get the list of areas it is in |
23:46 |
est31 |
and do the same for an area too |
23:46 |
sapier |
true but I don't actually see a lot of uses except of maybe backup and rollback |
23:46 |
est31 |
that's where the optimisation is |
23:46 |
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23:46 |
est31 |
protection mod for example |
23:46 |
est31 |
SN's areas mod used alot of computation |
23:46 |
sapier |
I see ... very special thing |
23:46 |
est31 |
every server step, it gets the position of every player, then checks which areas the player is in |
23:47 |
est31 |
for that, it traversed all areas, previously |
23:47 |
est31 |
yes, currently the use cases are bit limited. |
23:47 |
sapier |
I was hoping this one could be used for some sort of mapgen or map checks in async lua threads but if you can only add and remove it in total I don't think it can be used that way |
23:47 |
est31 |
but later on we can use it for splitting up the map lock. |
23:48 |
sapier |
well it's certainly usefull in that area but I don't see the direct connection to it |
23:50 |
est31 |
well if you want to split up the map lock, e.g. where code can request lock on a specific area of mapblocks, you can either implement it manually, with a large list of all mapblocks and who owns them, but AreaStore can use R* trees, so if you add the library its faster |
23:53 |
sapier |
Actually I did think more about some sort of transaction system for map but I didn't think this to the end by now ... especially as I never did dig to the deep in map |
23:54 |
est31 |
wanting to push this fix https://github.com/est31/minetest/commit/a142e4f4b2256e7c4a16d14aecde6e04be33457c |
23:54 |
cmdskp |
who would be best to ask about the network protocol checks? |
23:54 |
est31 |
if nobody objects, and there is no agreement, I'll push it in 10 minutes |
23:54 |
est31 |
clearly trivial |
23:54 |
est31 |
cmdskp, me |
23:54 |
sapier |
go ahead |
23:55 |
cmdskp |
ty est31, I need to find a way to check which protocol version in content_cao.cpp, marked TODO here: https://github.com/minetest/minetest/compare/master...cmdskp:master |
23:56 |
cmdskp |
I don't see an easy way to get at the protocol version and I'm unsure of the path to take through the program structure |
23:57 |
cmdskp |
basically, I've added a float into the physics_override for 'slip' factor on slippery nodes and need to only read it when on the latest protocol |