Time |
Nick |
Message |
00:15 |
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rubenwardy joined #minetest-dev |
00:34 |
turtleman |
is there a design reason why wool cannot be dyed white? |
00:38 |
Fritigern |
turtleman: I'm no dev, but if I were to guess, I'd say it was an oversight. |
00:38 |
turtleman |
ill file an issue |
00:45 |
sofar |
can you re-dye red wool to white? |
00:46 |
sofar |
can you re-dye red wool to green? |
01:00 |
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01:01 |
paramat |
now merging 3541 |
01:09 |
paramat |
merged |
01:50 |
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02:34 |
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02:57 |
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03:04 |
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03:33 |
paramat |
will merge later https://github.com/minetest/minetest/pull/3552 'Mgflat: Set blank default spflags. Unhide' |
04:05 |
paramat |
now merging 3552 |
04:11 |
paramat |
merged. finally mgflat is usable and unhidden |
04:20 |
sofar |
neat |
04:36 |
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05:09 |
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05:13 |
Soni |
any #minetest ops around? |
06:29 |
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06:42 |
paramat |
change of plan. i will not make existing mapgens able to use custom atmosphere nodes, it is complex, problematic and they are unsuitable anyway. instead, only new dedicated space/alien mapgens will use a custom 'mapgen_atmosphere' alias node |
06:44 |
paramat |
i am considering adding an experimental lunar mapgen, and a vacuum node to game, to start working on the issues |
07:05 |
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07:44 |
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08:03 |
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08:15 |
Hijiri |
you could make space a fluid |
08:31 |
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08:36 |
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08:43 |
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08:58 |
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09:18 |
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10:23 |
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10:24 |
neoascetic |
Hi everyone. line_of_sight checks only loaded nodes, am I right? |
10:24 |
nrzkt |
yes |
10:26 |
neoascetic |
I want it to work on not loaded nodes. How to do this? |
10:58 |
sfan5 |
rewrite the function to load a block if it hits non-loaded nodes |
10:59 |
neoascetic |
Is this possible with Lua? |
11:13 |
neoascetic |
Okay, seems like I may use minetest.emerge_area... but it is async so I am not sure... |
11:31 |
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11:35 |
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11:58 |
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12:09 |
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12:28 |
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12:33 |
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13:04 |
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13:15 |
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13:26 |
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13:35 |
yunfan |
hi, can you add more datatype supporting for nodemetaref? |
13:35 |
yunfan |
i think a set datatype is really needed for many member relationship check |
13:35 |
yunfan |
or allow/disallow list |
13:38 |
yunfan |
currently i saw many mod author just use a simple ':' split format, and just check one by one is the target is hit, this is a O(N) algorithm campared to a O(1) set |
13:45 |
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13:46 |
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14:25 |
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14:36 |
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14:56 |
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14:58 |
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15:17 |
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15:18 |
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15:31 |
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15:41 |
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15:55 |
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16:10 |
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16:12 |
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17:12 |
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17:29 |
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17:37 |
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17:56 |
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18:12 |
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18:27 |
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19:21 |
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19:41 |
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19:52 |
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20:01 |
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20:10 |
paramat |
hmmmmm celeron55 i have reviewed c++ valleys mapgen and it is now suitable for merge https://github.com/minetest/minetest/pull/3508 would you like to review and/or approve? for screenshots of the lua and c++ versions see https://forum.minetest.net/viewtopic.php?f=9&t=11430 pages 1 and 8 |
20:23 |
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20:42 |
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20:51 |
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20:54 |
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20:57 |
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21:05 |
red-001 |
sofar what's with the meshnode doors? I though you finished them? |
21:22 |
Fritigern |
The flat mg does not really behave like MC migrants would expect. In MC a flat map will have no trees so tht it's easier to build big projects. And although one can remove all trees using worldedit (which many builders would have anyway), the trees do create an extra hurdle for those that wish to build a big project. So perhaps it would be a good idea to consider disabling tree spawn for that mapg |
21:22 |
Fritigern |
That is, if at all possible. |
21:30 |
Fixer |
i think you can disable that in mapgen settings imo, look in config example |
21:50 |
Fritigern |
I wasn't qaware that there are separate configs for mapgens. Which folder do they live in? |
21:51 |
Calinou |
minetest.conf, mg_flags = notrees |
21:51 |
Calinou |
I think |
21:51 |
Fritigern |
Oh, but that's a global setting. Not a per-mapgen one. |
21:52 |
paramat |
the global trees flag is deprecated, use nodecorations |
21:53 |
paramat |
for the new mgflat |
21:53 |
Fritigern |
What i am looking for is a way to turn off trees in mgflat, but leave them on for all the other mgs. Is this possible? |
21:54 |
paramat |
the global trees and flat flags have been moved into mgv6 spflags, but they remain in global flags for backwards compatibility |
21:55 |
paramat |
yes, set nodecorations when you create your mgflat world, then unset it before starting any other world |
21:56 |
paramat |
the flags set when you create a world remain stored in, and active on, that world (in map meta txt) |
21:57 |
paramat |
see end of conf.example for more info on flags |
21:57 |
Fritigern |
Although i am comfortable with editing config files by hand, "normal' users may not be. I therefore think it would be a good ide to make this easier for the end user to enable/diable |
22:03 |
paramat |
oh you can do it in the settings menu too |
22:04 |
paramat |
mapgen->advanced |
22:08 |
paramat |
->mgflat |
22:10 |
Fritigern |
I feel that nodecorations would be better off being part of the default mgflat spflags, that way you get a flat terrain the way most people would expect it. Those that would like decorations can then turn it on. |
22:10 |
paramat |
without trees a world will lack resources, the lakes flag is there to provide certain resources. forest biomes can be big, just try a few seeds until you get grasslands around spawn |
22:11 |
Fritigern |
99% of the time people want flat land to build without having to modify the terrain |
22:11 |
paramat |
i see your point though |
22:22 |
paramat |
mgv6 in flat mode also has all options enabled by default (trees, decorations, caves, dungeons) it makes a more interesting world. what MC migrants expect is not important |
22:52 |
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23:08 |
sofar |
red-001: I went out for a forest hike with the kids |
23:09 |
sofar |
red-001: I've got it pretty much working at this point, I wonder if I should just make it a PR against minetest_game already |
23:11 |
sofar |
I think I can have it replace all the old doors, but there's some problems that may need adjustment |
23:14 |
sofar |
I'll throw it in a separate github |
23:17 |
sofar |
red-001: https://github.com/sofar/newdoor |
23:28 |
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23:33 |
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paramat joined #minetest-dev |
23:35 |
sofar |
https://www.youtube.com/watch?v=GCGA0LFvi0 fyi - mesh node doors |
23:36 |
red-001 |
cool |
23:36 |
sofar |
code is on github - github.com/sofar/newdoor |
23:36 |
red-001 |
the video doesn't work |
23:36 |
sofar |
huh |
23:36 |
sofar |
https://www.youtube.com/watch?v=GCGA0LFvi0g ? |
23:37 |
red-001 |
that worked |
23:38 |
sofar |
it's important to note that there's hardly a visual difference from the old doors |
23:38 |
sofar |
the missing black line half-way, and the see-through parts are the only hints |
23:38 |
sofar |
and you could enable back face culling to remove that |
23:40 |
red-001 |
strange |
23:40 |
red-001 |
minetest is being buggy |
23:41 |
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23:41 |
red-001 |
http://imgur.com/JFD8nst |
23:42 |
red-001 |
it acts like it's in a node |
23:43 |
sofar |
the darkness? |
23:43 |
red-001 |
yes |
23:43 |
sofar |
I spotted that too |
23:43 |
sofar |
oh, may know what that is |
23:43 |
red-001 |
it think it's newdoor:hidden |
23:43 |
sofar |
yes |
23:43 |
red-001 |
it shouldn't look like that |
23:44 |
red-001 |
it's airlike |
23:44 |
red-001 |
the code looks a lot cleaner |
23:45 |
red-001 |
maybe you should open a PR? |
23:45 |
sofar |
I tried to clean up as much as I could |
23:45 |
sofar |
not ready yet |
23:45 |
sofar |
close, but still missing fallback/compatibility |
23:45 |
sofar |
plus, trapdoors |
23:45 |
sofar |
it's a good start, we can likely make it work nice and quickly |
23:46 |
red-001 |
trap doors can use nodeboxes right? |
23:46 |
sofar |
yes, but we want the same API |
23:46 |
sofar |
to work for them too |
23:47 |
red-001 |
in the old code trapdoors where an ugly copy of door code |
23:47 |
red-001 |
at least at face vaule |
23:52 |
sofar |
weird |
23:52 |
sofar |
adding paramtype2 = light and sunlight_propagates doesn't fix the issue for me |
23:52 |
sofar |
sorry paramtype = light |
23:53 |
red-001 |
should there be one register function or two? |
23:53 |
sofar |
two |
23:53 |
red-001 |
ok |
23:53 |
sofar |
well three with the hidden node |
23:53 |
red-001 |
no |
23:54 |
red-001 |
I meant newdoor.register |
23:54 |
red-001 |
if you add trapdoors |
23:54 |
sofar |
oh |
23:54 |
sofar |
it'll be door.register_door and door.register_trapdoor |
23:54 |
sofar |
so two separate ones |
23:54 |
red-001 |
ok |
23:54 |
sofar |
doors.* |
23:57 |
paramat |
nice doors |
23:58 |
sofar |
if only I could figure out the light problem |
23:59 |
* red-001 |
is adding trapdoors |