Time |
Nick |
Message |
00:00 |
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mangeurdenuage left #minetest-dev |
00:05 |
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nolsen joined #minetest-dev |
00:11 |
* H-H-H |
watches with interest at the posibility of being able to actually name a book |
00:12 |
* kaadmy |
burns holes in the screen while staring |
00:12 |
H-H-H |
even checked the pr and wondered if i dare try to apply it to a local copy and have a play |
00:16 |
RealBadAngel |
sofar, yeah, but first things first. the metadata stuff |
00:17 |
RealBadAngel |
but im afraid that too many stuff is using actual system |
00:17 |
sofar |
Which is why we need a new, opaque storage |
00:17 |
sofar |
That solves that problem entirely |
00:17 |
sofar |
And fully backwards compatible |
00:18 |
sofar |
Just let the old metadata field stay, and deprecate it |
00:19 |
sofar |
Add itemstack::get_meta() |
00:19 |
sofar |
Single : |
00:19 |
sofar |
Note that node meta uses get_meta() |
00:20 |
sofar |
So that's nicely the same |
00:20 |
RealBadAngel |
indeed |
00:20 |
RealBadAngel |
that will make things easier to migrate |
00:20 |
sofar |
The interface to LuA would be really easy too |
00:21 |
sofar |
Since ask that code already exists |
00:21 |
sofar |
All* |
00:21 |
sofar |
(On my phone... Typo hell) |
00:21 |
kaadmy |
heh |
00:21 |
RealBadAngel |
i hate those devices telling me what i had in mind ;) |
00:21 |
kaadmy |
typosnindeed |
00:25 |
|
paramat joined #minetest-dev |
00:26 |
paramat |
looks like 3578 is ready, will merge that and 3581 in a moment |
00:28 |
RealBadAngel |
btw, the inventory looks nice, but, why the hell it changes size between tabs? |
00:29 |
RealBadAngel |
i mean crafting formspec is different sized than the other ones |
00:29 |
paramat |
it does |
00:29 |
RealBadAngel |
even tabs are jumping when switching from one to another |
00:30 |
RealBadAngel |
so you have to instantly move cursor up and down to hit another tab |
00:30 |
paramat |
yes, each form is made as compact as possible, perhaps better to keep the tabs stationary |
00:30 |
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00:30 |
paramat |
job for kilbith |
00:31 |
RealBadAngel |
main inventory and tabs shall be same sized and displayed at exactly the same positions |
00:31 |
paramat |
now merging to engine |
00:31 |
RealBadAngel |
otherwise it looks bad and annoying |
00:32 |
RealBadAngel |
yeah, 3578 is fine |
00:33 |
sofar |
Good, then the mesh doors can go in next |
00:34 |
sofar |
Paramat: there's a few conflicts between some of the door and trapdoor prs |
00:34 |
sofar |
I'll fix those depending on merge order |
00:34 |
paramat |
ok |
00:39 |
sofar |
I'm thinking the chest PR may run into more opposition :) |
00:41 |
sofar |
speaking of |
00:41 |
sofar |
I need to see what kinds of nodes are def.walkable |
00:47 |
paramat |
merged |
00:48 |
RealBadAngel |
what about 2827? |
00:51 |
sofar |
seems like it could use a test and another c++ review |
00:51 |
sofar |
well the code looks simple enough |
00:51 |
paramat |
2827 much wanted |
00:52 |
sofar |
I can maybe test it later, not right now |
00:53 |
RealBadAngel |
also #1984 needs some fresh air |
00:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/1984 -- Rename testsounds/ directory to sounds/ by Calinou |
00:54 |
RealBadAngel |
the /sounds folder shall be also included in sources |
00:54 |
RealBadAngel |
so users wont have to create it |
00:55 |
sofar |
that should badly go in fast |
00:55 |
sofar |
afk some more... |
00:57 |
|
kaeza joined #minetest-dev |
00:58 |
sofar |
Kaea: def.walkable? |
00:58 |
sofar |
Kaeza? |
00:58 |
kaeza |
tip: ka<tab> |
00:58 |
kaeza |
:) |
00:58 |
sofar |
Mobile |
00:59 |
kaeza |
I see |
00:59 |
kaeza |
anyway, if a node is `walkable = false`, it has no collision |
00:59 |
kaeza |
s/is/has/ |
00:59 |
sofar |
Yes, but e.g. a plant would look weird |
01:00 |
kaeza |
uh, don't understand |
01:01 |
sofar |
A lid going through a plant |
01:01 |
sofar |
E.g. a root that has grown down |
01:02 |
sofar |
They are climbable, not walkable |
01:06 |
sofar |
Kaeza: more importantly, as I asked in the PR, what nodes do you think I missed? |
01:18 |
kaeza |
sofar, my comment about `walkable` is about hidden passage blocks or the like |
01:19 |
kaeza |
also, in general, I think it's consistent that if a given node lets players pass unimpeded, it should also not block the chest lid |
01:20 |
kaeza |
in your case, it's unlikely you'd make the "root" node un-walkable |
01:23 |
kaeza |
key word is "unimpeded". a slab should block the lid, even if the slab thickness is a rounding error |
01:24 |
kaeza |
(Disclaimer: I'm not on mobile; my english generally sucks) |
01:31 |
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paramat left #minetest-dev |
01:37 |
VanessaE |
kaeza: why not introduce a node property, "mass", scale of 0-255 or something. if a chest has a node above it and it's less than some amount, the chest opens and nothing special happens. between that amount and some higher value, the chest opens and causes the item to drop out as an entity. above the higher value (or undefined), the chest can't open. |
01:38 |
VanessaE |
(the entity idea being that the chest "knocked" the item off of it) |
01:41 |
VanessaE |
(might also be useful in case someone wanted to create a subgame with physics) |
01:56 |
kaeza |
VanessaE, sounds too complex for this feature |
03:23 |
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03:38 |
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03:53 |
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04:35 |
sofar |
alright I'm back |
04:35 |
sofar |
kaeza: so, thinking about hidden passageways |
04:36 |
sofar |
kaeza: I'm not sure why you want a lid animation to reveal a hidden passage |
04:36 |
sofar |
well, it's technically not an animation |
04:56 |
kaeza |
meh, don't care either way |
04:57 |
sofar |
kaeza: easily adjusted, later, anyway |
05:04 |
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05:16 |
sofar |
wow |
05:16 |
sofar |
someone made mumble work in-game |
05:17 |
kaadmy |
really? |
05:17 |
sofar |
https://forum.minetest.net/viewtopic.php?f=5&t=6702 |
05:45 |
sofar |
it does the hardest part - 3d positioning info for mumble |
05:46 |
sofar |
we should hook it up so that clients automatically get sent the right mumble URL |
06:02 |
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06:02 |
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thatgraemeguy joined #minetest-dev |
06:35 |
sofar |
I really, really do not understand why BlockMen's torch mesh model isn't merged |
06:38 |
|
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06:42 |
Hijiri |
Is there anything in the mod API to add things to the rollback log, like if a tool allows a player to dig a wide area of nodes at once? |
06:43 |
|
Hunterz joined #minetest-dev |
07:00 |
sofar |
Hijiri: I really don't know know anything about rollback, sorry, wish I could help |
07:52 |
|
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08:06 |
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Darcidride_ joined #minetest-dev |
08:19 |
red-001 |
hijiri minetest.dig_node should work |
08:19 |
|
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08:21 |
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blaze joined #minetest-dev |
08:22 |
Hijiri |
red-001: how does it know what player to add to the rollback log? |
08:22 |
sofar |
RealBadAngel: hey, I'm tired, if you're looking for fancy ideas that are really, really useful, think about animated textures for particle spawners for a bit |
08:23 |
red-001 |
http://dev.minetest.net/minetest.dig_node |
08:23 |
red-001 |
it has a digger so I say yes |
08:23 |
Hijiri |
oh, the version of lua_api.txt I have doesn't have those extra arguments |
08:24 |
Hijiri |
is that available in 0.4.13? |
08:24 |
* red-001 |
? |
08:24 |
red-001 |
idk |
08:24 |
Hijiri |
red-001: thanks either way |
08:24 |
red-001 |
try to use it and see |
08:25 |
Hijiri |
oh, it's not in the master lua api doc either |
08:26 |
red-001 |
game#667 |
08:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
08:26 |
celeron55 |
holy shit there are like a million robots suddenly power-crawling like every subdomain of minetest.net and the VPS almost can't handle it |
08:26 |
|
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08:26 |
celeron55 |
it's like a DoS |
08:26 |
sofar |
wekk damn |
08:27 |
sofar |
celeron55: that suck |
08:27 |
sofar |
s |
08:27 |
red-001 |
yeah it does |
08:27 |
sofar |
celeron55: I assume robots.txt is everywhere? |
08:28 |
celeron55 |
i had pretty bad robots.txt configurations; they are crawling some wiki special pages and stuff |
08:28 |
celeron55 |
and of course they won't re-read them any time soon |
08:28 |
Hijiri |
red-001: I found node_dig |
08:29 |
Hijiri |
it is exactly what I wanted, I think |
08:29 |
sofar |
celeron55: any idea what crawlers? |
08:29 |
celeron55 |
i think yesterday it was mostly bingbot |
08:29 |
celeron55 |
now it's http://ahrefs.com/robot/ |
08:29 |
Hijiri |
I think dig_node is misdocumented on the wiki, because the C++ source looks like it only uses the position |
08:29 |
Hijiri |
https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L251 |
08:30 |
celeron55 |
yandex too, actually |
08:32 |
sofar |
celeron55: start adding |
08:32 |
sofar |
Crawl-delay: xxx |
08:33 |
sofar |
10 is a good starting value |
08:33 |
sofar |
right under User-Agent: * |
08:35 |
|
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08:39 |
celeron55 |
yeah; that just doesn't help now that they already read it and just go with what there was |
08:39 |
sofar |
it'll help dissipate the problem |
08:39 |
celeron55 |
i blocked the ahrefs one from the wikis now; they don't need this information anyway |
08:39 |
sofar |
you have iptables I assume? |
08:40 |
celeron55 |
ehm, how does that matter? |
08:40 |
celeron55 |
i obviously don't because that's a linux thing |
08:41 |
sofar |
ah, sorry, was just about to suggest an iptables rule to rate limit ips |
08:41 |
sofar |
I have no idea what you run on the servers |
08:41 |
celeron55 |
well i can rate-limit and block stuff in nginx |
08:41 |
sofar |
true |
08:41 |
celeron55 |
i run openbsd on it |
08:48 |
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09:06 |
yunfan |
celeron55: why not netbsd |
09:09 |
celeron55 |
because why not openbsd 8) |
09:11 |
everamzah |
obsd has songs with each release |
09:11 |
everamzah |
so there's that |
09:11 |
yunfan |
well netbsd could run on more platform |
09:11 |
yunfan |
i installed it on my rpi model B |
09:20 |
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09:50 |
nrzkt |
celeron55, use a rate limiting on PF |
10:01 |
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10:13 |
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11:10 |
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11:33 |
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11:38 |
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11:52 |
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12:19 |
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12:20 |
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12:23 |
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13:09 |
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13:09 |
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13:22 |
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13:39 |
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14:03 |
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14:03 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
14:03 |
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14:05 |
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14:10 |
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14:15 |
red-001 |
game#667 |
14:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/667 -- Add tnt API. by red-001 |
14:22 |
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14:30 |
red-001 |
game#602 |
14:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
14:31 |
red-001 |
sofar is the commit message ok? |
14:39 |
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15:00 |
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15:01 |
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15:01 |
sofar_ |
red-001: yeah, fine |
15:01 |
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15:06 |
H-H-H1 |
sofar i love the fact that i can now add Title by Owner as a inventory tooltip for books now ty |
15:07 |
sofar |
that code will all change, though |
15:07 |
dfelinto |
sneak peak of what I’ve been cooking: https://pbs.twimg.com/media/CZLA3dVUMAAND_L.jpg:large |
15:07 |
dfelinto |
basically minetest running with head-tracking + stereo 3d in mesa-3d (a horizontal 3d display) |
15:07 |
dfelinto |
I still need to solve some culling issues, but overall it’s running fine :) |
15:08 |
H-H-H1 |
bring on the occulus :P |
15:08 |
dfelinto |
oculus is the next target. I’ll start looking at it next week :) |
15:08 |
dfelinto |
it will be an experimental branch though. no committment at ever sending it to master |
15:12 |
H-H-H1 |
good luck will be interesting to see how you get on |
15:13 |
dfelinto |
it shouldn’t be too hard now that I figured how to handle and use my own projection matrix in minetest :) |
15:13 |
dfelinto |
the fact that minetest (or rather: irrlicht) uses directx proj matrices even even running via OpenGL was the hardest thing to debug … living and learning :) |
15:15 |
H-H-H1 |
sorry sofar was that comment for me? |
15:15 |
sofar |
H-H-H1: yes |
15:16 |
H-H-H1 |
oh ok then i just patched my minetest for the benefit of my health then haha |
15:19 |
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15:20 |
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15:21 |
red-001 |
dfelinto wow thats awesome |
15:21 |
red-001 |
minetest in 3d and not this https://www.youtube.com/watch?v=IAek-eEb490 |
15:22 |
dfelinto |
haha about that … I have a WIP patch to fix the stereo system adopted by minetest. Now that I figured how to handle the matrices for minetest I should be able to finish it up. it will help even tha anaglyph case |
15:23 |
dfelinto |
which, if it wasn’t existent, it would have been hell for me to tackle. so, I’m very impressed with minetest so far |
15:24 |
dfelinto |
(as a developer, as a user I honestly heard about minetest for the 1st time ever last month, so I’m sure there will still be plenty of minetest features that will impress me :) |
15:27 |
red-001 |
is making a 3d version basically rendering the video output twice and adding so sort of head tracking? |
15:30 |
dfelinto |
red-001: it depends on what you call 3d. the current implementation of minetest has two renders, each one with the camera rotated towards a target in front of the original view. and each of the “cameras†offseted in relation to the original camera (to simulate the left-right eyes) |
15:30 |
dfelinto |
this is known as toe-in stereo |
15:31 |
dfelinto |
what I want to finish later is “off-axis†stereo, where the cameras are offseted from the original camera, but instead of rotated towards a target, they face forawrd and we use a projection matrix shifted towards a convergence plane |
15:32 |
red-001 |
so the second one also needs eye tracking? |
15:32 |
red-001 |
in order to get the axis right |
15:32 |
dfelinto |
not really, it still calculates the stereo based off the original camera orientation |
15:33 |
dfelinto |
for oculus yes you use head tracking (position and orientation), and infere the eyes positions and the correct projection matrices from it (the Oculus SDK calculates the eye position and the projection matrices for you actually) |
15:33 |
dfelinto |
for the mesa-3d (the picture I shared) it’s a bit different, but basically yes we track the head position, and assume you are always facing the table/display. so no need for eye tracking |
15:34 |
dfelinto |
or more specifically: https://github.com/dfelinto/minetest/blob/planovision/src/drawscene.cpp#L572 :) |
15:50 |
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17:27 |
red-001 |
how can I get a wiki account ? |
17:41 |
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18:35 |
RealBadAngel |
hi guys, whats up? |
18:36 |
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sofar joined #minetest-dev |
18:36 |
RealBadAngel |
btw, im reading "Martian" right now, excellent one |
18:36 |
sofar |
hey |
18:37 |
RealBadAngel |
that guy sound like minetest modder most of the time ;) |
18:37 |
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18:38 |
RealBadAngel |
im screwed, next day he founds the way to make things work again |
18:38 |
RealBadAngel |
exactly like us lol |
18:39 |
RealBadAngel |
must read one for every coder or a geek out there |
18:40 |
sofar |
did you see my animated particle idea yesterday? |
18:40 |
RealBadAngel |
yeah |
18:40 |
RealBadAngel |
drop it |
18:40 |
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18:40 |
RealBadAngel |
irrrenderer comes with native irrlicht particels system |
18:41 |
sofar |
ok so? |
18:41 |
sofar |
more code that's more complex? |
18:41 |
RealBadAngel |
i do have all it code merged alredy |
18:41 |
RealBadAngel |
i just dont know how to use it |
18:42 |
sofar |
are you lacking ideas, or the lua side of how to get it working? |
18:43 |
RealBadAngel |
are you aware that irrlicht have own particles and our way is a workaround? |
18:43 |
kaadmy |
^ not surprised |
18:43 |
red-001 |
wasn't there a PR to fix this |
18:43 |
kaadmy |
irrlicht is basically an all-in-one gfx library that MT somehow uses poorly |
18:43 |
red-001 |
I don't think it got merged |
18:43 |
RealBadAngel |
jinxi tried to do that, i mean let us use them |
18:43 |
sofar |
RealBadAngel: don't care, I just want to animate particles |
18:43 |
sofar |
RealBadAngel: so... talk shop |
18:44 |
sofar |
tell me, what is missing to fix it? |
18:44 |
RealBadAngel |
start reading its WIP PR |
18:44 |
RealBadAngel |
he was asking for help to finish it |
18:44 |
RealBadAngel |
long, long time ago in a galaxy far away... ;) |
18:45 |
red-001 |
sofar what would animate particles allow to be done? |
18:45 |
sofar |
just as normal tiles can be animated (torch, furnace) |
18:46 |
sofar |
you'd set the animation length to e.g. 3 seconds |
18:46 |
sofar |
and then you'd animate the e.g. TNT explosion particle |
18:46 |
sofar |
so that it doesn't look lame |
18:46 |
sofar |
very, very lame |
18:46 |
RealBadAngel |
https://github.com/minetest/minetest/pull/2587 |
18:47 |
RealBadAngel |
irrlicht one are way faster than ours |
18:47 |
RealBadAngel |
WAY |
18:48 |
sofar |
dammit RBA, let's finish that |
18:48 |
RealBadAngel |
not my area of expetise |
18:48 |
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18:48 |
RealBadAngel |
idk shit about them |
18:48 |
red-001 |
can someone that know more about c++ please tell me what I messed up? https://github.com/red-001/minetest/commit/19055c335c78dd442b74f31d6bb34405efe124af |
18:50 |
red-001 |
no matter what I try at most I can get the settings to reset to what they where when I opened the dialog |
18:50 |
sofar |
I hate these wonderful PR's that go absolutely nowhere |
18:50 |
sofar |
red-001: I doubt the settings are applied when you close the dialog |
18:50 |
sofar |
red-001: they're probably changed immediately |
18:51 |
sofar |
oh, key settings |
18:51 |
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18:53 |
RealBadAngel |
most wonderful was the integrated logic |
18:54 |
RealBadAngel |
btw, we had even RGB torches befor |
18:54 |
RealBadAngel |
+e |
18:57 |
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18:58 |
RealBadAngel |
but but fuck torches |
18:58 |
red-001 |
red gree blue? |
18:58 |
RealBadAngel |
yeah |
18:58 |
RealBadAngel |
that was nice but lighhting will be better |
18:58 |
RealBadAngel |
i miss really fast circuits |
18:58 |
sofar |
pick a thing, fix it |
18:58 |
sofar |
let's not start 20 PRs and finish none |
18:59 |
RealBadAngel |
cirucuits are not a single pr or something to fix |
18:59 |
RealBadAngel |
it was about implementation |
18:59 |
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19:00 |
RealBadAngel |
we dont have that feature which made mc great |
19:00 |
RealBadAngel |
mesecons thx to being lua mod are way to slow |
19:00 |
RealBadAngel |
in mc folks made HUGE CPU's made out of redstone |
19:01 |
RealBadAngel |
those things were epic |
19:01 |
red-001 |
yeah |
19:01 |
red-001 |
they are |
19:01 |
RealBadAngel |
but more epic is the engine that allows that kind of creative freedom |
19:02 |
RealBadAngel |
we do suck at it |
19:02 |
sofar |
core needs fixes more than better ways of doing lua circuits |
19:02 |
RealBadAngel |
claimin mt is better because we do use lua sucks |
19:02 |
RealBadAngel |
lua is a bitch |
19:02 |
sofar |
lua isn't ideal, for sure |
19:02 |
sofar |
but it's not the problem IMHO |
19:03 |
RealBadAngel |
ofc not |
19:04 |
sofar |
many PR's are stranded for no reason |
19:04 |
RealBadAngel |
mt needs nice gfx (to be modern game) and even nicer physics |
19:04 |
sofar |
"did someone test this?" |
19:04 |
sofar |
"code looks good but need 1 more +1" |
19:04 |
RealBadAngel |
to be real sandbox |
19:04 |
sofar |
"can you change comment here" |
19:04 |
sofar |
:) |
19:04 |
red-001 |
'code style' |
19:04 |
RealBadAngel |
sofar, welcome to the club |
19:04 |
sofar |
and meanwhile paramat is going crazy merging stuff by himself |
19:05 |
sofar |
no offense |
19:05 |
sofar |
he does a ton |
19:05 |
RealBadAngel |
more you write, more whites and strange problems are discovered on your pathces |
19:05 |
sofar |
red-001: code style comments are the best |
19:05 |
sofar |
red-001: they're the easiest to fix |
19:05 |
red-001 |
true |
19:05 |
RealBadAngel |
sofar, paramat is great coder |
19:05 |
RealBadAngel |
but |
19:05 |
RealBadAngel |
only when it comes to mapgen |
19:06 |
RealBadAngel |
we all do have our areas where we are best at |
19:06 |
RealBadAngel |
im demoscene coder\ |
19:07 |
RealBadAngel |
atm we do fight one another for tabs, spaces and use of some coding styles |
19:07 |
RealBadAngel |
instead of cooperating |
19:08 |
* red-001 |
notices a strange pattern in open source projects |
19:08 |
sofar |
ah really, look how fast I respin my PRs for style or nitpick comments |
19:08 |
sofar |
you don't need to fuss about it |
19:08 |
RealBadAngel |
youre quite new to mt |
19:09 |
RealBadAngel |
im here for almost 4 yrs |
19:09 |
sofar |
been doing open source since forever, professionally |
19:09 |
sofar |
so I can probably connect quicker than most people |
19:09 |
RealBadAngel |
im coding for 30 yrs already |
19:10 |
sofar |
OSS, though? |
19:10 |
RealBadAngel |
Zilog Z80, assm |
19:10 |
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19:10 |
sofar |
but, is that in an OSS community type of setting? |
19:11 |
RealBadAngel |
no |
19:11 |
RealBadAngel |
i brought up the platform just |
19:12 |
RealBadAngel |
we have coded just for fun of coding |
19:12 |
sofar |
yeah but |
19:12 |
sofar |
minetest needs people who can collaborate |
19:12 |
RealBadAngel |
licences? who the fuck have ever heard bout such shit |
19:13 |
sofar |
being a brilliant code means nothing if you can't constrain yourself to adhere to coding style norms |
19:13 |
sofar |
or you drop 500 lines of code and walk away |
19:13 |
RealBadAngel |
thats a pain, i do admit |
19:13 |
sofar |
I may need to learn irrlicht, and particles, and objects |
19:14 |
sofar |
but I am well-trained in knowing what it takes to change MT |
19:14 |
RealBadAngel |
but even hmm said i do my goals with minimal code needed |
19:14 |
sofar |
yes, I think you get it |
19:14 |
RealBadAngel |
that was my school |
19:14 |
RealBadAngel |
code and redo it 100 times |
19:14 |
RealBadAngel |
to get it faster |
19:15 |
Obani |
Lol I was making myself a review of MT's PR |
19:15 |
Obani |
https://github.com/minetest/minetest/pull/817 |
19:15 |
RealBadAngel |
that technique is gone nowadays |
19:16 |
RealBadAngel |
we were calculating each loop, unrolling them when necessary |
19:16 |
RealBadAngel |
by hand |
19:17 |
RealBadAngel |
when i do code something i usually make it work in the first place |
19:17 |
RealBadAngel |
at all |
19:17 |
RealBadAngel |
then i do play with the code for a bit |
19:18 |
RealBadAngel |
to see how it behaves or how can i make it faster |
19:18 |
RealBadAngel |
when im quite satisfied with results |
19:18 |
RealBadAngel |
im makin it public |
19:18 |
RealBadAngel |
because i do know that testers will find holes, so i expect feedback |
19:19 |
RealBadAngel |
but what is pissing me off, to the bone |
19:19 |
RealBadAngel |
is closing my PR as celeron did with plants |
19:20 |
RealBadAngel |
paramat lookin at picture said "its cute" |
19:21 |
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19:21 |
RealBadAngel |
it wasnt raping his vision of minetest and spirit was silent atm |
19:21 |
sofar |
I get that |
19:21 |
sofar |
it's personal |
19:21 |
sofar |
and it isn't personal |
19:21 |
RealBadAngel |
then c55 joined the discussion and said hes against |
19:22 |
RealBadAngel |
so paramat started a crusade against my code |
19:22 |
RealBadAngel |
and trying to remove everything i made till now |
19:23 |
RealBadAngel |
we do have best qualitiy relief mapping ( as for our kind) |
19:23 |
RealBadAngel |
but we dont have now files to support it |
19:24 |
RealBadAngel |
because paramat doesnt know how to create new maps in case he will change a texture |
19:25 |
RealBadAngel |
game developer have actually claimed he doesnt know how to make GFX and said its too dificult |
19:25 |
RealBadAngel |
thats why modern game cannot use modern effects |
19:25 |
RealBadAngel |
its just too hard |
19:25 |
RealBadAngel |
L O L |
19:26 |
sofar |
hey, calm down. this type of logic will just annoy the very same people that are going to review your PRs |
19:27 |
RealBadAngel |
im not a teenager to change moods twice a day |
19:27 |
sofar |
but you're old enough to understand that it's self-defeating |
19:27 |
RealBadAngel |
each normal map took me several hours to polish |
19:28 |
sofar |
they are very hard to make |
19:28 |
RealBadAngel |
but either i can be man with a vision or just a piece of material responding to the actual winds around |
19:28 |
RealBadAngel |
which way would YOU pick? |
19:29 |
sofar |
visions don't move mountains, the shovel does, though |
19:29 |
sofar |
you need a little of both |
19:29 |
sofar |
a goal to work for, and small steps |
19:29 |
RealBadAngel |
atm im taming myself |
19:29 |
sofar |
what was it again, the journey of a thousand miles |
19:30 |
sofar |
afk, meeting :/ |
19:30 |
RealBadAngel |
im so involved with the project that i just dont think i could stop |
19:37 |
RealBadAngel |
but, look at all the commits history and folks that stopped contributing |
19:44 |
red-001 |
according to github most people are contributing less in the recent months |
19:50 |
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19:55 |
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20:11 |
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20:18 |
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20:21 |
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20:23 |
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20:42 |
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20:49 |
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21:02 |
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21:07 |
paramat |
nore sfan5 here are 3 simple mtgame PRs, should be easy to review, any comments/approval? https://github.com/minetest/minetest_game/pull/784 https://github.com/minetest/minetest_game/pull/787 https://github.com/minetest/minetest_game/pull/790 |
21:12 |
red-001 |
my tnt api pr is on the verge of experiencing feature creep.. |
21:14 |
paramat |
sorry for the lack of game devs, the lack of my input is because i feel very neutral about it. |
21:21 |
sfan5 |
paramat: 787 is ok |
21:28 |
paramat |
ok |
21:39 |
red-001 |
is there a way to detect if a node has be removed by fire? |
21:45 |
sfan5 |
paramat: game#790 is ok too |
21:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/790 -- Better trapdoor side appearance. by sofar |
21:46 |
paramat |
-> #minetest :] |
21:46 |
paramat |
ok |
21:47 |
paramat |
i might merge those along with game 791 later then |
21:50 |
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21:55 |
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22:12 |
paramat |
now merging to game |
22:13 |
red-001 |
paramat 602 is quite trivial |
22:16 |
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22:23 |
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22:23 |
red-001 |
game#794 |
22:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
22:24 |
paramat |
merged |
22:25 |
red-001 |
an extremely trivial PR that would allow mods to do a lot of hings |
22:25 |
red-001 |
things* |
22:27 |
paramat |
i can't judge 602 because i don't have much server/multiplayer understanding, so i'll leave that to other game devs to judge |
22:29 |
red-001 |
I understand |
22:39 |
paramat |
hmmmm or anyone https://github.com/minetest/minetest/pull/3590 this adds an option to mgvalleys to use classic MT large pseudorandom caves and mgv7 3D noise tunnels (currently mgvalleys lacks underground caverns) |
22:42 |
paramat |
:] spawned inside a tree trunk and couldn't even punch my way out |
22:43 |
red-001 |
This happened to me a *lot* on android |
22:43 |
red-001 |
underground, in tree, etc |
23:03 |
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23:07 |
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23:07 |
Robert_Zenz |
Can somebody have a look at minetest#3358 again, sometime? |
23:08 |
Robert_Zenz |
https://github.com/minetest/minetest/pull/3358 |
23:08 |
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23:12 |
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23:14 |
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