Time |
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04:47 |
paramat |
hmmmm #3630 will test then perhaps merge tomorrow |
04:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3630 -- Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves by paramat |
04:47 |
hmmmm |
there isn't really any advantage to changing int to s16, by the way. |
04:48 |
hmmmm |
the C++ standard specifies that an int will always be at least as big as an s16 |
04:49 |
hmmmm |
I'm kind of confused as to the purpose of that change.. |
04:49 |
hmmmm |
the whole PR i mean |
04:51 |
hmmmm |
oh, I see.. duane should have the reason in the commit message, not in a github comment in an unrelated PR |
04:57 |
paramat |
since the perlinmap minpos is a co-ord i thought it better to make it a s16 |
04:58 |
paramat |
this PR saves huge amounts of unnecessary processing, currently tunnel 3D noises are calculated in empty-air mapchunks |
05:05 |
paramat |
the changes to the #includes are from krock's PR #3595 looks like removing these is not a good idea |
05:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/3595 -- Valleys mapgen: Fix MSVC errors by SmallJoker |
05:05 |
paramat |
according to shadowninja |
05:06 |
paramat |
i'll add a comment about that to the PR |
05:07 |
hmmmm |
we really need a way to test compilation under MSVC :/ |
05:20 |
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05:39 |
sofar |
anyone who has a wiki account? |
05:39 |
sofar |
libcurl3-dev should be listed as an apt-get dependency |
05:42 |
sofar |
can I request a wiki account? anyone? :) |
05:43 |
sofar |
git/minetest/src/util/srp.cpp:549:49: warning: ignoring return value of ���size_t fread(void*, size_t, size_t, FILE*)���, declared with attribute warn_unused_result [-Wunused-result] |
05:46 |
Wayward_One |
sofar, which page? |
05:46 |
sofar |
http://dev.minetest.net/Compiling_Minetest |
05:46 |
Wayward_One |
Ah, of course lol |
05:49 |
Wayward_One |
Added |
08:19 |
sofar |
#3631 |
08:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3631 -- Wear out tools when player punches object or player. by sofar |
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13:07 |
Obani |
Guys |
13:07 |
Obani |
Don't you think it would be cool to have some option in the graphical menu |
13:07 |
Obani |
Like in many games |
13:07 |
Obani |
"Fast graphics, Medium, High, Ultra" ? |
13:07 |
Calinou |
yes, presets are definitely needed |
13:08 |
Calinou |
Low/Normal/High/Ultra should be enough |
13:08 |
Calinou |
presets are something to maintain, so point in having 10 of them |
13:08 |
Obani |
But maybe this would need a new definition of settings menu... |
13:13 |
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13:19 |
Krock |
just a dropdown box.. isn't that hard to add |
13:19 |
Krock |
additionaly with the recent setting menu change |
13:19 |
Obani |
Yes, not a bad idea |
13:31 |
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15:18 |
Obani |
RealBadAngel, you're not part of Minetest team ? |
15:18 |
Krock |
https://github.com/orgs/minetest/people -> nope. |
15:20 |
Obani |
Krock, it was a rhetorical question |
15:22 |
red-001 |
I'm starting to hate TNT |
15:22 |
red-001 |
trying to make it use voxel manipulater more |
15:23 |
red-001 |
and it replaces air with fire |
15:28 |
Krock |
red-001, then you've got wrong content ids |
15:28 |
Krock |
inexistent nodes |
15:29 |
red-001 |
have time to take a look at my code? |
15:29 |
red-001 |
I didn't make large changes |
15:31 |
red-001 |
nvm |
15:31 |
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15:31 |
red-001 |
I finally fixedit |
16:01 |
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16:06 |
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16:57 |
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17:34 |
RealBadAngel |
Obani, what about it? |
17:34 |
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17:35 |
* red-001 |
made TNT six times more efficient |
17:36 |
red-001 |
form 6 seconds for a TNT blast, radius 20 to 1 |
17:43 |
Obani |
RealBadAngel, well, I thought you were part of it... That's all |
17:44 |
RealBadAngel |
i was |
17:54 |
Obani |
So what ? Are you too unminimalistic ? :p |
18:09 |
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18:46 |
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18:49 |
RealBadAngel |
http://i.imgur.com/XvMF5Ul.png cel + fxaa + tonemapping at once |
18:49 |
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18:56 |
hmmmm |
uh... cool! |
18:56 |
hmmmm |
not really sure if that looks better than the default rendering though |
18:57 |
RealBadAngel |
some like cel shading |
18:57 |
RealBadAngel |
its a popular effect |
18:57 |
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18:58 |
paramat |
hmmmm #3590 seems ready now do you approve? |
18:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3590 -- Add V5 caves to Valleys mapgen. by duane-r |
19:00 |
hmmmm |
yeah, looks good then. |
19:08 |
Fixer |
RealBadAngel, 10 years i played some game entirely with this effect, but even more pronounced |
19:09 |
red-001 |
what game was it? |
19:10 |
Fixer |
don't remember |
19:12 |
Obani |
RealBadAngel, really nice looking |
19:12 |
Obani |
Is the pixel density configurable in MT.conf ? |
19:15 |
hmmmm |
by the way |
19:15 |
hmmmm |
I didn't think this has to be an explicit code rule, but I guess it should be now: NO UTF-8 CHARACTERS ALLOWED IN SOURCE FILES |
19:15 |
hmmmm |
jesus christ |
19:15 |
hmmmm |
also: NO TRIGRAPHS |
19:16 |
red-001 |
may I ask why? |
19:17 |
paramat |
ok |
19:17 |
red-001 |
doesn't almost everything support utf-8? |
19:17 |
kaadmy |
red-001: yeah |
19:18 |
kaadmy |
but still... using unicode for source is a bad idea in general |
19:18 |
kaadmy |
and i have seen amateur programmers use the unicode PI symbol as a contant in javascript |
19:24 |
red-001 |
I though hmmmmm meant in source files as in using unicode in comments |
19:27 |
paramat |
i like what cel shading does to the clouds, the rest looks wrong with default textures, it needs a special texture pack with simple cartoonlike area-colouring |
19:28 |
paramat |
an existing 1px/2px texture pack might look good |
19:30 |
Calinou |
<kaadmy> and i have seen amateur programmers use the unicode PI symbol as a contant in javascript |
19:30 |
Calinou |
aka. Lea Verou |
19:30 |
Calinou |
she's not really amateur, but she still does it :) |
19:31 |
RealBadAngel |
paramat, shader can handle that, no need for special texture pack |
19:31 |
RealBadAngel |
i can just reduce number of colors used |
19:32 |
RealBadAngel |
that is how "cartoon" shaders work |
19:32 |
paramat |
interesting |
19:32 |
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19:32 |
Calinou |
RealBadAngel, cel shading can give a nice touch |
19:32 |
Calinou |
it greatly improves lowpoly model look |
19:33 |
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19:51 |
red-001 |
game#816 |
19:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/816 -- Make TNT faster by using `VoxelManip()` for removing nodes. by red-001 |
19:52 |
paramat |
nore sfan5 ShadowNinja any comments on game#814 game#785 game#743 game#792 ? |
19:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/814 -- Creative: rename update function to prevent a vulnerability by kilbith |
19:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/785 -- Move character.png to textures. by sofar |
19:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/743 -- Create API for fence.register, and use it. by sofar |
19:52 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/792 -- Snow footsteps: lower volume by sofar |
19:52 |
red-001 |
makes TNT a lot faster with larger blast radius's |
19:53 |
paramat |
i'll check it |
19:53 |
red-001 |
thanks |
19:58 |
ShadowNinja |
paramat: First was done wrong in the first place leading to the bug, and the design should be fixed instead of hacking around it by making the function name longer than the default max player name length, |
19:58 |
paramat |
ok |
19:58 |
ShadowNinja |
Second seems like it works how it is, so I'm not sure what the point is, but it seems fine. |
19:59 |
paramat |
weird, tnt currently uses a vm to read nodes but not to replace them |
20:00 |
paramat |
yes i'm unsure about 785 too |
20:02 |
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20:03 |
ShadowNinja |
3: Commented. 4: I'll have to check the current sounds. |
20:04 |
ShadowNinja |
paramat: Yeah, There was some issue with using a VM to write out the data. It might be that TNT calls on_destructs and such. |
20:05 |
paramat |
thanks |
20:05 |
red-001 |
I did have an issue with on_blast |
20:06 |
paramat |
the on blast queue is a good idea |
20:08 |
paramat |
ah the vm was overwriting any results of 'on blast'? so those have to be called after 'write to map'? |
20:08 |
red-001 |
yes |
20:09 |
red-001 |
that's the reason for the queue |
20:09 |
paramat |
nice, that also speeds up the explosion itself |
20:09 |
red-001 |
it's a nice side effect |
20:10 |
red-001 |
mods can't lag explosions |
20:10 |
paramat |
if there are issues with other functions they could perhaps also be queued |
20:10 |
red-001 |
like? |
20:10 |
red-001 |
nvm |
20:12 |
red-001 |
minetest.is_protected is the next major bottleneck |
20:12 |
red-001 |
but not much can be done about that |
20:15 |
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20:15 |
paramat |
no idea |
20:17 |
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20:19 |
paramat |
erm 'on destruct' 'after destruct' as these are not called by a vm |
20:20 |
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20:20 |
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20:20 |
Taoki |
Huh... when on Earth did I close this channel? x_x |
20:21 |
* Taoki |
was coming to check if there's been any new screenshots from RealBadAngel :3 |
20:22 |
red-001 |
RealBadAngel: |
20:22 |
red-001 |
http://i.imgur.com/XvMF5Ul.png |
20:22 |
red-001 |
newest screenshots from rba |
20:23 |
Taoki |
Fun stuff :3 |
20:26 |
paramat |
game#814 has been updated by kilbith |
20:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/814 -- Creative: move player datas in separate table by kilbith |
20:26 |
red-001 |
paramat it would be best if mods used on_blast callbacks for tnt |
20:27 |
paramat |
i agree |
20:27 |
red-001 |
but then backwards compatibly is good |
20:28 |
red-001 |
maybe support it for a while and then remove it? |
20:28 |
paramat |
we need input as to how important it is to call 'on/after destruct' in an explosion |
20:29 |
red-001 |
I agree |
20:29 |
red-001 |
add a needs user input tag? |
20:30 |
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20:31 |
paramat |
we don't have one, hopefuly people will comment |
20:33 |
paramat |
would there be a point in calling the extra functions if the nodes are going to be exploded anyway? anyway we could possibly also queue 'after destruct' |
20:35 |
red-001 |
sofar using 'power' for defining tnt would make it harder to add something like a shaped charge |
20:36 |
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20:37 |
red-001 |
game#794 |
20:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 |
20:39 |
red-001 |
there is no way for mods to detect a node being burnt currently |
20:42 |
red-001 |
there should be a way to overwrite abms |
20:51 |
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22:15 |
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22:17 |
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22:29 |
paramat |
merging #3590 |
22:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3590 -- Add V5 caves to Valleys mapgen. by duane-r |
22:43 |
paramat |
merged |
22:46 |
red-001 |
game#799 |
22:46 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/799 -- Move documentation for game to markdown format. by red-001 |
22:47 |
red-001 |
removed the rename commit |
22:47 |
sofar |
red-001: you could change fire abms into node timers, but I can't tell the impact of that |
22:48 |
red-001 |
..so that they can be overwritten? |
22:50 |
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22:50 |
red-001 |
also the basing TNT blast radius from power might make something like shaped charges harder to make. |
22:54 |
red-001 |
game#602 |
22:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/602 -- Add access privilege that allows players to bypass protection. by red-001 |
22:55 |
red-001 |
could someone take a look at it? |
22:55 |
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22:55 |
paramat |
ok thanks for 799 |
23:04 |
paramat |
i feel very neutral about 602 so other mtgame devs will have to review it |
23:04 |
red-001 |
what would be an up to date list of mtgame devs? |
23:05 |
paramat |
mgvalleys has lovely massive caverns now .. |
23:05 |
paramat |
nore sfan5 pilzadam shadowninja and me |
23:06 |
red-001 |
ok |
23:07 |
red-001 |
game#404 |
23:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/404 -- Cotton needs a new texture |
23:21 |
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23:48 |
paramat |
okay hmmmm #3630 is tested and ready for review |
23:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/3630 -- Mgv5/v7/flat/fractal: Move tunnel noise calculation into generateCaves by paramat |