Time |
Nick |
Message |
00:02 |
Skyduskguy |
anyone care to brainstorm how i should generate these nodes with smoothhills? i know i should have abms spammed everywhere |
00:07 |
sofar |
don't use ABM's |
00:07 |
sofar |
https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1831 |
00:07 |
sofar |
do it at mapgen time instead |
00:07 |
kahrl |
RealBadAngel: I don't see what's wrong with the function that you linked |
00:08 |
RealBadAngel |
kahrl, do you remember those wrong vertices i posted? |
00:08 |
kahrl |
RealBadAngel: yeah |
00:08 |
RealBadAngel |
thats the reason |
00:08 |
kahrl |
RealBadAngel: the one you mentioned earlier, cloneMesh, seems wrong to me, but not scaleMesh |
00:09 |
RealBadAngel |
that trick with stride deforms all the vertices |
00:09 |
RealBadAngel |
each one that touches vertices is affected |
00:09 |
RealBadAngel |
not only cloneMesh |
00:09 |
RealBadAngel |
translate, rotate etc too |
00:10 |
kahrl |
what's the error in those? |
00:10 |
RealBadAngel |
whenever you are doing calculations on Pos, using that stride thingy, they get deformed |
00:11 |
kahrl |
no, the thing with stride is exactly the correct way to index vertices |
00:11 |
RealBadAngel |
may look like so |
00:12 |
RealBadAngel |
but in the end you get deformed coords, thats unaceptable |
00:12 |
kahrl |
are you sure that it's not only cloneMesh? |
00:12 |
RealBadAngel |
completely |
00:12 |
kahrl |
any evidence? |
00:12 |
RealBadAngel |
im using all those manipulators to get meshes for inventory |
00:13 |
RealBadAngel |
i had to fix them all to get correct, non broken meshes |
00:13 |
kahrl |
what's the fix? |
00:13 |
RealBadAngel |
i can provide you dumps of the coords if you like |
00:13 |
RealBadAngel |
hold on |
00:13 |
kahrl |
sure |
00:14 |
RealBadAngel |
http://pastie.org/10690722 |
00:14 |
RealBadAngel |
thats whole mesh.cpp |
00:15 |
RealBadAngel |
lemme prepare dumps of the vertices using non-modified manipulators and the new ones |
00:18 |
kahrl |
I'm pretty sure it's the methods that do *not* do the stride thing (cloneMesh, rotateMesh*) that are buggy |
00:19 |
kahrl |
otherwise it makes no logical sense (the version with the stride is equivalent to your switch implementation) |
00:19 |
kahrl |
can you try just replacing the code of cloneMesh and rotateMesh* with your new versions? |
00:20 |
RealBadAngel |
http://pastie.org/10690729 |
00:20 |
RealBadAngel |
ive used same manipulators in both cases |
00:21 |
RealBadAngel |
only difference is mesh.cpp |
00:21 |
RealBadAngel |
as you can see in case of old ones, coords are completely wrong |
00:21 |
kahrl |
which manipulators did you use? |
00:21 |
RealBadAngel |
hold on |
00:22 |
RealBadAngel |
http://pastie.org/10690731 |
00:22 |
RealBadAngel |
here you have all the code to get inventory mesh (WIP ofcourse) |
00:23 |
kahrl |
right, it does a cloneMesh in pretty much every case :) |
00:23 |
RealBadAngel |
but believe me, each one was deforming vertices |
00:23 |
RealBadAngel |
even rotate or translate |
00:24 |
kahrl |
yeah like I said, rotate is definitely wrong (it casts to S3DVertex* and doesn't care about stride), but translate should be correct |
00:25 |
RealBadAngel |
it is not |
00:25 |
RealBadAngel |
i wouldnt be coding it all if it was ok |
00:27 |
RealBadAngel |
i can upload my working branch and you can see the dumps for yourself if you like |
00:27 |
RealBadAngel |
easy to comment out all the manipulators used and see the difference |
00:28 |
kahrl |
I'll try it out |
00:28 |
RealBadAngel |
ok, gimme a few minutes then, im on it |
00:32 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/tree/inventory_meshes |
00:32 |
RealBadAngel |
i will compile it just to check if i moved there everything |
00:34 |
RealBadAngel |
mesh.cpp here is untouched, all changed manipulators you have in mesh1.cpp |
00:34 |
RealBadAngel |
so you can just swap files |
00:35 |
kahrl |
cool, let me try it |
00:35 |
RealBadAngel |
to get one mesh dumped, put regular node in 1st inventory slot |
00:35 |
RealBadAngel |
and restart the game |
00:35 |
RealBadAngel |
use dirt or something to get mesh passed from mapblock mesh |
00:36 |
RealBadAngel |
ok, sources are complete |
00:37 |
RealBadAngel |
heres the dump when i started minimal game: |
00:37 |
RealBadAngel |
http://pastie.org/10690743 |
00:38 |
RealBadAngel |
there are two cubes in minimal at the start |
00:40 |
RealBadAngel |
and after replacing mesh.cpp: http://pastie.org/10690744 |
00:41 |
RealBadAngel |
btw, offtopic, how do you like the inventory changes? |
00:41 |
kahrl |
ok good so far, I get the same output |
00:43 |
kahrl |
looks good, though some things I've noticed: |
00:43 |
kahrl |
1. the rotation angle should reset when you select/hover a different item |
00:44 |
RealBadAngel |
agree |
00:44 |
kahrl |
2. inventorycube textures look weird when rotated (not sure what to do about this one) |
00:44 |
RealBadAngel |
i was just stopped with the manipulators issue, it took me a few days to hunt down the reason |
00:44 |
RealBadAngel |
ad 2. drop them |
00:44 |
RealBadAngel |
theyre not usefull anymore |
00:45 |
kahrl |
3. in general item meshes should be drawn a little smaller (in the inventory) IMHO |
00:45 |
RealBadAngel |
easy to fine tune it |
00:45 |
RealBadAngel |
you can now try it with dreambuilder and UI |
00:46 |
RealBadAngel |
you will see how it changes the speed of displaying pages |
00:46 |
kahrl |
the code seems to be calling mesh manipulators every frame, is that intended? |
00:46 |
RealBadAngel |
showing the mesh is a bit slower than the texture, but theres no call to create the texture at all |
00:47 |
kahrl |
that seems like it could be a huge slowdown on machines where upload to the GPU is slow |
00:47 |
RealBadAngel |
ive measured timings for single item hold on, i do have it somwhere |
00:48 |
RealBadAngel |
http://pastie.org/10685891 |
00:48 |
RealBadAngel |
average is 50,55 for meshes, 28,57 for textures |
00:48 |
kahrl |
RealBadAngel: what is "...code..." doing? |
00:49 |
RealBadAngel |
showing the item |
00:49 |
RealBadAngel |
ive measured drawtime |
00:49 |
RealBadAngel |
hold on a sec, will point you to it |
00:49 |
kahrl |
well like I said, it hugely depends on how fast upload to the GPU is |
00:49 |
kahrl |
I'm pretty sure yours is very fast |
00:50 |
RealBadAngel |
hud.cpp, line 488 |
00:50 |
RealBadAngel |
showing texture is disabled with if (0) |
00:51 |
RealBadAngel |
you can replace it with if (texture) to display them again |
00:51 |
RealBadAngel |
and disable meshes with if (mesh) -> if(0) |
00:51 |
RealBadAngel |
timers are here |
00:52 |
RealBadAngel |
idk if that fast, its 6yrs old nvidia |
00:52 |
RealBadAngel |
gtx550ti |
00:53 |
RealBadAngel |
it costs circa 50usd right now |
00:55 |
RealBadAngel |
we can measure the whole thingy on other platforms too |
00:55 |
RealBadAngel |
what timings do you actually get? |
00:56 |
kahrl |
I'm doing the mesh.cpp stuff at the moment |
00:59 |
RealBadAngel |
trying to get stride thingy to work correctly? |
01:02 |
kahrl |
got it |
01:03 |
kahrl |
I replaced cloneMesh with your version and changed the other methods that didn't use stride to use stride |
01:03 |
kahrl |
now the coordinates in minimal are correct |
01:04 |
kahrl |
https://gist.github.com/kahrl/bd5c86abb5c08d61984d |
01:05 |
RealBadAngel |
can you paste whole modified mesh.cpp? |
01:06 |
kahrl |
https://gist.github.com/kahrl/2b8daf93af30462a0de3 |
01:08 |
RealBadAngel |
everything seems to be working fine |
01:11 |
RealBadAngel |
will you make a PR with it? |
01:11 |
kahrl |
I'll do that |
01:11 |
RealBadAngel |
ok |
01:12 |
kahrl |
wasn't sure if you wanted that or not, and whether it conflicted with your changes :) |
01:12 |
RealBadAngel |
my code will only depend on it (to work correctly) |
01:12 |
RealBadAngel |
but shouldnt be a part of my PR imho |
01:13 |
RealBadAngel |
also there will be no conflicts, the inventory code doesnt add anything to mesh.cpp at all |
01:15 |
RealBadAngel |
so, can you check the timings? |
01:16 |
RealBadAngel |
i need to cleanup the code so we can measure memory usage after it |
01:17 |
RealBadAngel |
im hoping to get huge gain there in case of dreambuilder and HDX |
01:17 |
RealBadAngel |
atm its 6-8 gb |
01:21 |
kahrl |
PR made: #3567 |
01:22 |
kahrl |
https://github.com/minetest/minetest/pull/3567 |
01:22 |
* kahrl |
tickles ShadowBot |
01:23 |
sofar |
would this fix waving mesh nodes? |
01:23 |
sofar |
RealBadAngel: ? |
01:23 |
RealBadAngel |
sofar, what issue you mean? |
01:24 |
sofar |
there's a patch pending of mine to make mesh and nodebox nodes allow to be "waved" like plants/leaves |
01:24 |
sofar |
but that doesn't work for many mesh nodes |
01:25 |
RealBadAngel |
im not sure, but evertyhting that was using our mesh manipulators were affected |
01:26 |
RealBadAngel |
kahrl, btw, now you can safely use cloneMesh instead of meshmanip and its copy one |
01:26 |
RealBadAngel |
i mean in wieldmesh |
01:26 |
sofar |
oh |
01:26 |
sofar |
is this related to the wield glitch? |
01:27 |
RealBadAngel |
some1 will have to test it |
01:27 |
RealBadAngel |
i wont be suprised it that will fix it |
01:28 |
RealBadAngel |
anyway good we have solved that issue, it took me a few days and delayed me a lot |
01:29 |
kahrl |
yeah I can't even imagine how frustrating something like that is |
01:31 |
RealBadAngel |
i hope to get the meshes patch finished today then, need to clean all the debugging mess |
01:33 |
RealBadAngel |
btw, throwing 256x texture pack at it doesnt seems to have any impact on frame rate |
01:39 |
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paramat joined #minetest-dev |
01:40 |
kahrl |
RealBadAngel: timings: I'm getting an average of 105.252 with meshes, 56.976 with textures |
01:40 |
RealBadAngel |
whats your GPU? |
01:41 |
kahrl |
radeon hd 6850 |
01:41 |
paramat |
kahrl does 3567 need extra review or shall i +1 and merge it? |
01:42 |
RealBadAngel |
paramat, its rather an urgent bugfix and its tested |
01:42 |
paramat |
ok +1 |
01:42 |
RealBadAngel |
kahrl, can you see any slowdowns using it? |
01:43 |
kahrl |
paramat: maybe a code style review |
01:44 |
paramat |
ok |
01:44 |
kahrl |
I didn't change the code style of lines adjacent to what I've changed, not sure if that's needed |
01:44 |
kahrl |
RealBadAngel: well with the dstream output enabled it's really sluggish ;) |
01:45 |
RealBadAngel |
indeed, i will rather polish it first |
01:45 |
kahrl |
it's because outputting to terminal is slow |
01:45 |
RealBadAngel |
it dumps a shitload of things atm :) |
01:46 |
RealBadAngel |
but im really happy i can move on with my code now :) |
01:46 |
kahrl |
without the dstream output, I always get >55 FPS in minimal with some noticeable stutter |
01:47 |
kahrl |
but I had that stutter before, so I can't say it's because of your code |
01:47 |
RealBadAngel |
trying now to measure memory usage before/after |
01:47 |
paramat |
kahrl what's your opinion on creating a split renderer as a solution to https://github.com/minetest/minetest/issues/3530 ? |
01:48 |
paramat |
so far no-one has detailed why it's a bad idea, i'm neutral |
01:48 |
kahrl |
paramat: I would agree to splitting it, but RBA said it's not possible. I didn't look into the specifics |
01:49 |
kahrl |
paramat: oh, err |
01:50 |
RealBadAngel |
it could be possible |
01:50 |
paramat |
ah |
01:50 |
kahrl |
paramat: I thought you meant making the renderer a template with the vertex type as template argument |
01:50 |
paramat |
i see |
01:50 |
RealBadAngel |
i will just need to code mesh stuff the same way as cloneMesh is now |
01:51 |
RealBadAngel |
anyway its the way its done in irrlicht itself |
01:51 |
kahrl |
yeah, that would be another way |
01:51 |
kahrl |
I would be ok with either one |
01:51 |
paramat |
hmmmm what's your objection to renderer split? |
01:51 |
RealBadAngel |
its not renderer split at all, just coding 2 possible cases |
01:52 |
RealBadAngel |
and that applies only to mesh collector |
01:52 |
kahrl |
(with the template solution, just avoid including headers with templates as much as possible, to avoid excessive compile times) |
01:52 |
RealBadAngel |
i tried to code that with templates before, gave up after a week or so ;) |
01:53 |
kahrl |
yeah templates aren't fun in the slightest |
01:53 |
RealBadAngel |
instead of adding some cases, whole mapblock mesh shall be rewritten |
01:53 |
RealBadAngel |
thats not fun at all ;) |
01:54 |
paramat |
it would be ideal to be able to use some of RBAs effects if we want, so if no-one has a good reason not to i feel we should do it |
01:55 |
paramat |
i can't judge obviously |
01:57 |
RealBadAngel |
paramat, "some of the effects" are basically all shaders things and soon the lighting too |
01:58 |
paramat |
yes i realise it's fundamental |
01:58 |
RealBadAngel |
the lighting will also require another kind of vertices too |
01:59 |
RealBadAngel |
if i will put in the meshcollector case for it to be able to collect different kind of vertices you will propably get what you want |
02:03 |
paramat |
there needs to be the option to use the previous simple verticies, with shaders disabled obviously |
02:04 |
RealBadAngel |
when i code it with cases that will be possible |
02:07 |
paramat |
cool. the extra data in each vertex will inevitably have an effect, so if you can do that i will probably support it |
02:18 |
RealBadAngel |
but keep in mind that 25% FPS drop is not a general drop for everybody |
02:18 |
RealBadAngel |
its just your case |
02:19 |
RealBadAngel |
dont expect that everybody will get then fps gain |
02:20 |
RealBadAngel |
on my box non-shaders version will become slower even |
02:26 |
paramat |
my case and hmmmmm's. but yes, i hope others test the change in FPS |
02:27 |
RealBadAngel |
i will code that in next few days once im done with inventory meshes |
02:27 |
paramat |
great thanks |
02:28 |
paramat |
maybe it's because i have integrated graphics, no card |
02:28 |
RealBadAngel |
btw, what about https://github.com/minetest/minetest/pull/3547 ? |
02:30 |
paramat |
reading.. |
02:34 |
paramat |
+1 |
02:38 |
sofar |
yeah that one is an easy one |
02:38 |
sofar |
RealBadAngel: I will try and test your changes on a new intel HD graphics card if I can, soon |
02:38 |
RealBadAngel |
kahrl, btw no wonder you had twice the time of rendering mesh item, in current code it was displaying 2 meshes at once, there was an attempt to display halo mesh |
02:39 |
kahrl |
RealBadAngel: yeah, I saw something about that, wasn't sure what it was |
02:39 |
kahrl |
(never saw a halo) |
02:42 |
RealBadAngel |
tried to show selected the same way as highlighted node but that doesnt work any good |
02:43 |
RealBadAngel |
btw, with the change preloading item visuals can be completely removed |
02:44 |
RealBadAngel |
texture is demanded only as a fallback in case of getting mesh failed |
02:45 |
paramat |
i noticed you changed the angle of the inventory cubes? please can they be isometric as before? |
02:45 |
paramat |
then top is as clear and visible as the sides |
02:45 |
RealBadAngel |
paramat, they do rotate when selected |
02:46 |
RealBadAngel |
when still, they look the same way as before |
02:46 |
paramat |
i must have seen an out of date screenshot of yours |
02:46 |
RealBadAngel |
hold on a sec |
02:47 |
paramat |
the screenshot i saw had them at a lower angle, top not so visible |
02:48 |
paramat |
and the inventory cubes spin around y-axis? |
02:50 |
RealBadAngel |
indeed the angle is a bit lower, will change it |
02:50 |
RealBadAngel |
yes |
02:54 |
paramat |
ok |
03:03 |
paramat |
i don't mind the spinning of the selected item in the inventory, it looks just like the item on the ground, and with inventory open it's not affecting in-game performance. but i'm not keen on spinning the wielded item in the hotbar, because this might reduce in-game performance, it's also visually distracting |
03:06 |
paramat |
in inventory spin can be useful for seeing all sides of the cubes, but not much needed for wielded item |
03:07 |
RealBadAngel |
displaying a bunch of meshes more when you display whole the world around wont affect the performance rather |
03:08 |
* sofar |
builds RBA's inventory meshes branch |
03:08 |
RealBadAngel |
sofar, its highly bloated atm, lotsa debugging stuff etc |
03:08 |
RealBadAngel |
but you can see for yourself how it works |
03:09 |
sofar |
yeah, it works great |
03:09 |
sofar |
no page flipping delay either :D |
03:09 |
sofar |
at the cost of some compile warnings ;) |
03:09 |
RealBadAngel |
hehe, im cleaning the code atm |
03:10 |
RealBadAngel |
paramat, does items spinning on the ground distract you too? ;) |
03:10 |
paramat |
heh no i'm okay with that |
03:11 |
RealBadAngel |
paramat, just wait when you will be able to test polished code |
03:12 |
sofar |
it's not distracting |
03:12 |
sofar |
not even in the action bar below |
03:12 |
sofar |
actually helps me to see what I'm wielding |
03:12 |
paramat |
ok |
03:13 |
paramat |
i'm just concerned about the possible extra processing being needed to spin it, hopefully it's insignificant |
03:15 |
kahrl |
paramat, est31, thanks for the review on 3567, will merge it now |
03:15 |
paramat |
ok |
03:34 |
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crazyR joined #minetest-dev |
03:45 |
paramat |
i'll merge aspen trees and new creative inventory later |
03:48 |
paramat |
i'll also update saveschems |
03:48 |
Skyduskguy |
sofar but if i do it at mapgen then how will they generate after map gen? |
03:52 |
paramat |
use 'on place' and 'on dig' functions for after mapgen |
03:53 |
Skyduskguy |
that at min doubles all of my if's |
03:53 |
paramat |
.. should this discussion be in the other channel? |
03:53 |
Skyduskguy |
I dont know what should be where, as i see it talking about developing a mod |
03:53 |
Skyduskguy |
other is minetest general isnt it? |
04:42 |
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paramat joined #minetest-dev |
04:52 |
paramat |
mod discussion goes to #minetest channel |
04:53 |
paramat |
now merging game 771 777 |
04:53 |
Skyduskguy |
so what is this? |
04:53 |
Skyduskguy |
thats confusing |
04:54 |
kahrl |
Skyduskguy: core development |
04:54 |
kahrl |
core as in engine, not mods |
04:55 |
kahrl |
(the exception that minetest_game development can be discussed proves the rule) |
04:57 |
Skyduskguy |
welp, still think there should be a general and a modding channel. I'm going to leave now |
04:57 |
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Skyduskguy left #minetest-dev |
05:04 |
sofar |
paramat: ahh lol the written book image finally merged, thanks :) |
05:05 |
sofar |
paramat: did you have time yet to dig up those mtr saveschems? |
05:05 |
paramat |
merged |
05:05 |
paramat |
will update savaschems now |
05:06 |
sofar |
thanks, I'll reconvert them to the new format in minetest-mods/saveschems then as well |
05:06 |
paramat |
i'll also correct the "mts" thing |
05:07 |
sofar |
yeah, I pulled that in as well |
05:10 |
sofar |
damn! I never saw 777 |
05:10 |
sofar |
nice one |
05:10 |
paramat |
lol |
05:19 |
sofar |
2016-01-14 21:13:53: WARNING[Main]: Irrlicht: Could not open file of texture: character.png |
05:19 |
sofar |
still happening, no clue why |
05:20 |
kaadmy |
because of the model |
05:20 |
kaadmy |
put the character.png in the textures/ dir |
05:21 |
sofar |
$ find . -name character.png |
05:21 |
sofar |
./mods/default/models/character.png |
05:21 |
sofar |
huh |
05:21 |
sofar |
why is that in the models folder? |
05:21 |
sofar |
lemme fix that :) |
05:23 |
sofar |
doesn't even fix the problem |
05:24 |
kaadmy |
oh |
05:24 |
sofar |
[pid 20167] 21:18:42.942261 open("/home/sofar/git/minetest/build/character.png", O_RDONLY) = -1 ENOENT (No such file or directory) |
05:24 |
sofar |
ah, it's because it's my git build |
05:27 |
sofar |
sweet, valleys_c with aspen and logs look great |
05:35 |
paramat |
my saveschems repo is updated |
05:35 |
sofar |
thanks |
05:35 |
sofar |
I'll double check to compare it actually creates the same binary files as in-game |
05:38 |
paramat |
there's even a 1 node waterlily schem heh |
05:39 |
paramat |
might return to lua table schems for the small ones |
05:39 |
sofar |
yeah, that's probably better |
05:41 |
paramat |
papyrus and waterlily, large cactus is big enough for an mts file |
05:42 |
sofar |
logs are 3x3 |
05:42 |
sofar |
anything under that size back to lua tables |
05:42 |
paramat |
yes |
05:50 |
sofar |
783c71fa8083f25752a3834c96f945c1 /home/sofar/git/minetest_game/mods/default/schematics/acacia_tree.mts |
05:50 |
sofar |
8ccd2c7a512b34adb484a84ddc842363 schematics/acacia_tree.mts |
05:51 |
sofar |
I probably made an error in that one |
05:51 |
sofar |
the rest now matches |
05:52 |
sofar |
yup |
05:55 |
sofar |
paramat: you probably can't merge from minetest-mods/saveschems, but I suspect you may want to use the new table format to make new schematics easier to read and update |
06:06 |
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Player2 joined #minetest-dev |
06:35 |
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Hunterz joined #minetest-dev |
06:40 |
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blaze joined #minetest-dev |
06:55 |
paramat |
hey hmmmm is there a reason why all members of the mgv5/v6/v7 classes are public? i've been asked to make as many as possible private |
06:56 |
hmmmm |
it doesn't really matter |
06:56 |
hmmmm |
they're public for convenience |
06:57 |
hmmmm |
access modifiers in C++ are a bunch of crap without any real utility |
06:58 |
paramat |
nerzhul told me it's important to have as many as possible private |
06:58 |
hmmmm |
it's not really that important... |
06:59 |
paramat |
ok |
06:59 |
paramat |
thanks |
07:09 |
hmmmm |
you know what I feel like coding right now |
07:09 |
hmmmm |
what things need to be done in minetestland? |
07:09 |
hmmmm |
that don't consist of code reviews* |
07:11 |
sofar |
need an idea? |
07:11 |
sofar |
I've got some that I was saving |
07:12 |
sofar |
use the font engine to paint text on signs client-side rendering |
07:12 |
sofar |
for SIGNLIKE nodes |
07:12 |
sofar |
so we don't have lua shove pixel macaroni |
07:12 |
hmmmm |
wasn't RBA doing something like that already? |
07:12 |
sofar |
just fetch text from node meta infotext |
07:13 |
sofar |
and pick a nice bitmappy but ye olde font style that the font engine can paint |
07:13 |
sofar |
it'll make a TON of server lag go away |
07:13 |
paramat |
erm, the water over ignore thing? |
07:13 |
sofar |
ahahahahaha |
07:14 |
sofar |
yeah that one too |
07:14 |
sofar |
that one isn't fun though |
07:14 |
sofar |
;) |
07:14 |
hmmmm |
ugh transformLiquidNodes |
07:14 |
paramat |
yeah not much fun |
07:14 |
sofar |
hmmmm: just admit, my idea is better |
07:14 |
hmmmm |
sure, it shouldn't take more than 2 hours |
07:15 |
paramat |
anyway gregorycu might attempt the water ignore thing sometime |
07:16 |
kahrl |
hmmmm: change CNodeDefManager::set() so that it removes the node from groups (in m_group_to_items) it is no longer in, when a node is redefined |
07:17 |
paramat |
mgv8 heh, aether and nether realms .. |
07:19 |
hmmmm |
well |
07:19 |
hmmmm |
valleys mapgen starts me underwater |
07:19 |
hmmmm |
that's a big no-no |
07:19 |
paramat |
ah someone reported that, we'll tackle it |
07:20 |
paramat |
will post in the PR thread |
07:21 |
paramat |
perhaps even hide it for a while |
07:21 |
hmmmm |
don't... that's tantamount to commit spam |
07:22 |
hmmmm |
ahh i like how you guys got rivers working without overflowing all the time |
07:22 |
sofar |
the river water is getting good use now |
07:22 |
hmmmm |
mapgen v7 was supposed to have rivers defined by log(noise^3) but they were too finnicky in overflowing |
07:23 |
hmmmm |
i take it that river water just floods over a shorter distance or something? |
07:23 |
hmmmm |
only looks like two nodes |
07:23 |
paramat |
yeah range 2 |
07:23 |
hmmmm |
decent solution |
07:24 |
paramat |
and non-renewable |
07:25 |
hmmmm |
PTAL https://github.com/kwolekr/minetest/commit/f8b3395227b2f15ea67844415c96e076f6c097ef |
07:25 |
paramat |
did you spawn underwater at 0,0,0? |
07:25 |
hmmmm |
i did not take note of the exact position |
07:27 |
paramat |
no problem i'll test |
07:27 |
hmmmm |
no code review? |
07:27 |
hmmmm |
i already manually tested it and it works fine, it's just the code review would be nice |
07:33 |
paramat |
i looked and code style seems ok, implementation is a little beyond me though, sorry |
07:35 |
paramat |
i could +1 on trust |
07:35 |
hmmmm |
you can't... |
07:35 |
hmmmm |
the point of a code review is to review the code, not review your trust |
07:37 |
paramat |
exactly |
07:46 |
hmmmm |
do you know how much trouble it is to intentionally place content ignore |
07:57 |
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08:34 |
sofar |
huh, wth |
08:34 |
sofar |
left click trapdoor, param2 goes 0 1 2 3 |
08:34 |
sofar |
right click it |
08:34 |
sofar |
screwdriver mod gets all the way to minetest.swap_node(pos, node) where node has param2 = 4 |
08:35 |
sofar |
never does it. after that param2 just stays 0 |
08:35 |
sofar |
oh, huh |
08:36 |
sofar |
nvm something is interfering |
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09:58 |
sfan5 |
10/10 https://forum.minetest.net/viewtopic.php?f=3&t=13891 |
09:58 |
sfan5 |
~title https://forum.minetest.net/viewtopic.php?f=3&t=13891 |
09:58 |
sfan5 |
damn you ShadowBot |
09:58 |
ShadowBot |
sfan5: 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". |
10:25 |
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10:28 |
Alduin_ |
sfan5, hum, is it as worrysome as it sounds? I was thinking about a new hobby project where I can contribute/spend my hours of subway time each week on... |
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10:52 |
everamzah |
https://github.com/minetest/minetest_game/issues/786 |
11:12 |
RealBadAngel |
sofar, here? |
11:16 |
RealBadAngel |
sofar, until 3166 is fixed and merged you cant make signs that way |
11:17 |
RealBadAngel |
each meta change (simple as moving item in the chest) is causing source mapblock to be sent -> then regeneration of meshes for that and all the adjacent blocks |
11:18 |
RealBadAngel |
also, all metas for the source block are deleted and restored from incoming block |
11:19 |
RealBadAngel |
i do have almost finished code for the signs, but its useless without 3166 |
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11:40 |
sfan5 |
Alduin_: would you believe a conspiracy that says that the jews control everything in the world? |
11:41 |
sfan5 |
if you answer no then don't take the forum topic seriously either |
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11:56 |
kahrl |
everamzah: commented |
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12:08 |
sfan5 |
kahrl: http://sprunge.us/VQjG?diff fixes the infinite placing of slabs |
12:08 |
sfan5 |
but you can still place 1 full block + 1 slab from 2 slabs |
12:08 |
sfan5 |
the problem was that it returned an itemstack of 0 items |
12:08 |
sfan5 |
those are apparently not rendered in the inventory and thus invisible |
12:09 |
sfan5 |
but you can still use them |
12:09 |
sfan5 |
perhaps itemstack:set_count(0) should delete the itemstack |
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12:33 |
sfan5 |
ok, found the bug |
12:34 |
sfan5 |
https://github.com/minetest/minetest/blob/master/src/script/cpp_api/s_item.cpp#L75-L81 |
12:34 |
sfan5 |
when on_place returns nil the itemstack is not modified |
12:35 |
sfan5 |
maybe this is intended |
12:35 |
sfan5 |
but i doesn't seem to be because a lot of on_place handlers explicitly return the itemstack |
12:37 |
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12:45 |
sfan5 |
pushing http://sprunge.us/AiDi?diff in 10 minutes |
12:45 |
sfan5 |
what i'm fixing is :set_count(0) |
12:45 |
sfan5 |
(not sure whether the nil thing i mentioned above is the real problem) |
12:46 |
sfan5 |
s/the real problem/a bug or a feature/ :D |
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14:05 |
Fixer |
RealBadAngel, did you manage to reproduce weild mesh bug? You mentioned it earlier few days ago |
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15:37 |
H-H-H |
<<+RealBadAngel>> thePalindrome, theres a mod that adds animated chests for example |
15:37 |
H-H-H |
<<+RealBadAngel>> or item pedestals, with animated, rotating item |
15:37 |
H-H-H |
does anyone have a link to these? |
15:38 |
RealBadAngel |
H-H-H, that chest is part of Jordach's game i believe |
15:38 |
H-H-H |
i did find some in Majichet game |
15:39 |
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15:39 |
H-H-H |
and ty for your reply RealBadAngel |
15:39 |
RealBadAngel |
https://forum.minetest.net/viewtopic.php?f=9&t=13036&hilit=animated+chest |
15:40 |
H-H-H |
awesome thanks :) |
15:42 |
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15:44 |
RealBadAngel |
H-H-H, and item pedestals : https://forum.minetest.net/viewtopic.php?f=11&t=5600&hilit=pedestals |
15:45 |
H-H-H |
thank you very much apreciated |
15:46 |
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RealBadAngel |
np |
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16:35 |
H-H-H |
now to figure out how to edit the builtin_items mod to work with your entity meta patch |
16:36 |
RealBadAngel |
theres simply new field in items entitity properties, "infotext" |
16:36 |
RealBadAngel |
mods can freely alter it |
16:36 |
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16:37 |
H-H-H |
ty will look into it as i like the way itesm flow with water and get burned in lava in the builtin_items mod i use but it overides the definition |
16:41 |
Fixer |
RealBadAngel, did you manage to reproduce weild mesh bug? You mentioned it earlier few days ago |
16:43 |
RealBadAngel |
fixer, ive found out that it is always present when rendering to texture |
16:43 |
RealBadAngel |
but you can also check the latest patch made by kahrl, it may be related to that glitch |
16:44 |
Fixer |
RealBadAngel, https://forum.minetest.net/download/file.php?mode=view&id=1748 you seen it like that on a left? |
16:45 |
Fixer |
RealBadAngel, it was pushed already, i will look at it when Krock/sfan5 compiles a new one eventually |
16:48 |
Fixer |
RealBadAngel, if you seen that weild mesh bug than you can probably observe texture tear problem, to see it, go over snow biome with snow over trees, fly above them increasing heigth and sligthly changing mouse angle, snow on trees should start to look edgy (like crap)-depending on mouse angle |
16:53 |
H-H-H |
ty RealBadAngel ive just fixed my builtin_items mod and it now shows the infotext wich imho is an extremely usefull feature |
16:53 |
RealBadAngel |
i doubt those two are related in any way |
16:54 |
Fixer |
i will report if kahrl thing fixes that weild mesh thing |
16:55 |
RealBadAngel |
im not sure it will, just saying it was a nasty bug, hard to find |
16:55 |
RealBadAngel |
and meshes related |
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