Time |
Nick |
Message |
00:00 |
paramat |
but i feel i can't judge halo because i think any halo is overkill :) |
00:00 |
RealBadAngel |
ive done that for all the surfaces no matter how bright be visible |
00:00 |
RealBadAngel |
i know, but that looks and works good for android for example |
00:01 |
RealBadAngel |
box there is an overkill, barely visible |
00:01 |
RealBadAngel |
i also have an idea right now, im gonna try to highlight selected face a bit more |
00:02 |
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00:45 |
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00:48 |
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00:50 |
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00:56 |
paramat |
fine, but please keep it seperate from 3650 and something for MTHD. 3650 might be beneficial for MT, i don't want highlighting selected faces mixed into 3650 and then you refusing to remove it. IMO it's unnecessary fanciness |
00:56 |
RealBadAngel |
ive dropped that idea |
00:56 |
RealBadAngel |
wasnt lookin any good |
00:58 |
paramat |
oh :) |
01:01 |
RealBadAngel |
but it could be useful in many cases |
01:01 |
RealBadAngel |
when you are using screwdriver for example |
01:04 |
paramat |
i think people can see which face they are selecting =} |
01:08 |
kaadmy |
.. why do the mt devs seem so adamant about having no decent features? the settings exist for a reason.... |
01:09 |
kaadmy |
if someone can't have their TP in minetest_game because it's not "community-made", one dev shouldn't be able to exclude any toggleable features that a majority likely would agree with |
01:12 |
paramat |
one dev can't stop anything, it only takes 2 approvals. sounds like you're tastes might be closer to MTHD |
01:14 |
kaadmy |
yes |
01:15 |
kaadmy |
but i remember an older conversation with sofar- about unified texture pack |
01:15 |
paramat |
i expect we will support post processing shaders |
01:15 |
kaadmy |
and someone (you?) didn't want that because it wasn't "community" |
01:16 |
paramat |
yes i wasn't keen on the idea |
01:19 |
paramat |
but for multiple reasons, see the discussion |
01:20 |
paramat |
now merging game 824 825 826 |
01:24 |
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01:25 |
RealBadAngel |
paramat, halo cant be white or like its now, it has to be visible on every surface |
01:25 |
RealBadAngel |
atm its barely visible on snow for example |
01:26 |
RealBadAngel |
same as your selection boxes, try to see it on obsidian for example |
01:27 |
paramat |
ah of course |
01:29 |
paramat |
merged |
01:29 |
RealBadAngel |
so, take a look on this: http://i.imgur.com/IzHJZ3c.png |
01:30 |
RealBadAngel |
double colors will make it visible on any pointed stuff |
01:34 |
paramat |
ah nice |
01:35 |
paramat |
that would be good as the default, as maybe 128px |
01:36 |
paramat |
or 256px |
01:40 |
RealBadAngel |
http://i.imgur.com/4RWzLs8.png |
01:40 |
RealBadAngel |
this is 128x |
01:40 |
RealBadAngel |
still ascethic, but with far better visibility |
01:44 |
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01:44 |
paramat |
seems good, is the inner lne silver because white is too bright? |
01:45 |
paramat |
yeah 128px seems ideal, 256px would be too thin |
01:46 |
paramat |
and yes a grey inner line is more subtle for general use, seems best |
01:51 |
RealBadAngel |
actually 256 works better |
01:51 |
RealBadAngel |
for 128x lines are just one pixel |
01:54 |
RealBadAngel |
having two pixels per line is making them smoother http://i.imgur.com/FtsZN1y.png |
01:56 |
RealBadAngel |
see the obsidian again http://i.imgur.com/llOTxuB.png |
01:58 |
paramat |
128 looks better to me and is a smaller texture. smoother looks more out of place in MT |
01:58 |
RealBadAngel |
it does matter when you rescale viewport to higher resolutions |
01:59 |
RealBadAngel |
and size here really doesnt matter |
02:00 |
RealBadAngel |
256x texture is 846 bytes |
02:01 |
RealBadAngel |
in 128x theres just not enough pixels to show two lines |
02:01 |
RealBadAngel |
so its either gray or black depending on view angle |
02:01 |
paramat |
ok |
02:01 |
RealBadAngel |
but effective visible size remains the same, no matter 128x or 256x |
02:02 |
paramat |
the screenshot of it on obsidian looks good |
02:03 |
RealBadAngel |
more dark surface you see the grey one more |
02:03 |
RealBadAngel |
on bright vice versa |
02:03 |
paramat |
yeah 128 and 256 look much the same, sorry |
02:03 |
paramat |
so 256 seems fine |
02:04 |
RealBadAngel |
im putting this one as default for pr |
02:04 |
RealBadAngel |
ive fixed meanwhile offset issue, just theres some border issue with getting light for it |
02:04 |
RealBadAngel |
and it will be complete then |
02:05 |
Hijiri |
is an AreaStore something you can serialize? Or is it intended that you serialize the data separately and then just initialize an AreaStore on startup |
03:03 |
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03:06 |
paramat |
3rd test shows a 21% drop in FPS with vertextangents https://github.com/minetest/minetest/issues/3530#issuecomment-180664058 |
03:18 |
RealBadAngel |
no need to remind me that |
03:19 |
RealBadAngel |
even if i code that next half an hour it wont be merged for a month propably... |
03:19 |
RealBadAngel |
so no hurries |
03:21 |
RealBadAngel |
also i wont be coding next stuff that will modify the very same files as my other PRs already |
03:21 |
RealBadAngel |
dont have time to instantly rebasing shit |
03:29 |
RealBadAngel |
fixed all the issues and updated #3650 |
03:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3650 -- Use meshes for highlighted objects by RealBadAngel |
03:30 |
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03:32 |
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04:16 |
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04:23 |
RealBadAngel |
paramat, still here? |
04:23 |
paramat |
yeah |
04:23 |
RealBadAngel |
ive coded that, would you like to test it? |
04:25 |
paramat |
yes i'll test it |
04:27 |
RealBadAngel |
ok, gimme a few minutes to create a branch with it |
04:28 |
paramat |
i can wget and apply the PR? |
04:31 |
RealBadAngel |
yeah, but hold on a sec, ive done that on 3650 |
04:31 |
RealBadAngel |
need to rebase it again, i hate that |
04:31 |
RealBadAngel |
i will hand you that PR and i start to merge my stuff into HD, im fed up with rebasing |
04:32 |
RealBadAngel |
everything waits in dozens of branches and i cannot focus on main goal |
04:33 |
paramat |
ok |
04:41 |
RealBadAngel |
checkin if it compiles now and works |
04:46 |
paramat |
i've already tested but can test your update later |
04:47 |
RealBadAngel |
what have you tested? |
04:47 |
RealBadAngel |
my code that i wrote 15 mins ago? lol |
04:47 |
paramat |
box and halo. yes |
04:48 |
RealBadAngel |
i mean vertex tangents "issue" |
04:48 |
paramat |
oh |
04:48 |
paramat |
well cool i've done 3650 too :) |
04:50 |
RealBadAngel |
#3654 |
04:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3654 -- Use tangent space meshes only when shaders are enabled by RealBadAngel |
04:51 |
RealBadAngel |
3650 and 3654 cant be merged together |
04:52 |
RealBadAngel |
you will have to resolve conflicts, i wont be rebasing it anymore |
04:52 |
paramat |
ok. i'll test 3654 later, thanks for that |
04:52 |
paramat |
(after food) |
05:10 |
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05:12 |
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05:27 |
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05:29 |
paramat |
hmmmm if you're interested here are my proposed improvements to findSpawnPos() #3649 |
05:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat |
05:29 |
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06:31 |
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11:02 |
red-001 |
#3656 |
11:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/3656 -- Stop water from spreading over water. by red-001 |
11:25 |
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14:05 |
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14:06 |
red-001 |
#3657 |
14:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/3657 -- Remove unknown items when the player tries to drop them. by red-001 |
14:06 |
red-001 |
useful for gettting rid of old items after removing a mod. |
14:07 |
RealBadAngel |
not better to remove them on player load? |
14:08 |
est31 |
yeah, that's even better IMO |
14:09 |
red-001 |
that would make debugging mods a bit harder but |
14:09 |
red-001 |
it's not a bad idea |
14:09 |
RealBadAngel |
make a debug setting them |
14:10 |
RealBadAngel |
and make auto removing a default option |
14:10 |
red-001 |
ok I will add that |
14:10 |
red-001 |
but I will still keep this |
14:11 |
red-001 |
a player might want to get rid of old items in a chest, bones, etc |
14:11 |
Obani |
commented on it |
14:13 |
red-001 |
well that's why you test updates |
14:13 |
red-001 |
so maybe I shouldn't add RealBadAngel's suggestion |
14:14 |
est31 |
pushing this in 10 mins https://github.com/est31/minetest/commit/d913f098a1aa21f9bb4437c475266c8a924d2e08 |
14:15 |
nrzkt |
i don't agree removal of unknown items |
14:15 |
nrzkt |
if a server owner remove accidentally a mod this will remove all the concerned items from connecting players, it's not a good behaviour. Of if a node is rename and alias is missing |
14:16 |
nrzkt |
est31 thanks for your reporting :) |
14:17 |
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14:21 |
red-001 |
nrzkt what about removing them if the player drops them? |
14:21 |
nrzkt |
why not for dropped items, but only them |
14:22 |
red-001 |
that's what my PR does |
14:22 |
Obani |
Lol |
14:22 |
Obani |
That's just what I said on the issue |
14:22 |
nrzkt |
Obani, i agree with your option idea |
14:23 |
red-001 |
ok then |
14:24 |
red-001 |
I will add an option |
14:24 |
red-001 |
to disable dropping unknown items |
14:26 |
nrzkt |
no |
14:26 |
nrzkt |
an option to enable it |
14:27 |
nrzkt |
with a default value set to false |
14:27 |
red-001 |
should I add the option to minetest.conf.example ? |
14:28 |
red-001 |
how about I fix add_drop so that unknown items can be dropped normally? |
14:28 |
red-001 |
that sounds like the best option |
14:29 |
red-001 |
and add a setting to delete then on drop |
14:29 |
red-001 |
thats disabled by default |
14:29 |
nrzkt |
yes you should |
14:29 |
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14:36 |
est31 |
I redact the commit I announced to push to master earlier |
14:36 |
est31 |
its bad, using code from 2011 |
14:36 |
est31 |
(and doesn't build :p) |
14:50 |
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14:52 |
OldCoder |
There seem to be 2 bugs in clientmap.cpp ClientMap::updateDrawList. 1 is that v3s16 is used in cases where elements may be too large to fit into s16. |
14:53 |
OldCoder |
The other is the code || sp.Y < p_blocks_min.Z || sp.Y > p_blocks_max.Z though I'm not sure this part is incorrect |
14:54 |
OldCoder |
The v3s16 issue combined with the "if" that includes the latter code above is the explanation for... |
14:54 |
OldCoder |
the unusual disappearing world bug that I reported here some weeks ago. Commenting out the "if" statement fixes the problem. |
14:54 |
OldCoder |
May I ask the correct fix? |
14:55 |
nrzkt |
can you link the cod e? |
14:55 |
OldCoder |
Yes. How do you mean? In GitHub? |
14:55 |
est31 |
and can you tell what the disappearing world bug is about |
14:55 |
est31 |
yeah, link to github file would be best |
14:56 |
OldCoder |
Linking to GitHub code shortly. brb. Explanation coming. |
14:57 |
OldCoder |
1st part of problem: See this line: https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L183 |
14:58 |
OldCoder |
If X, for example, in player coordinates crosses 23200 or so, this value may go negative |
14:58 |
OldCoder |
Now see this line: |
14:58 |
OldCoder |
https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L215 |
14:59 |
OldCoder |
When p_blocks_max.X goes negative, this compare necessarily succeeds (incorrectly) and the world disappears |
14:59 |
OldCoder |
Finally, see this line: |
14:59 |
OldCoder |
https://github.com/minetest/minetest/blob/master/src/clientmap.cpp#L216 |
14:59 |
OldCoder |
Should that be Y and Z there, or Y and Y or Z and Z? |
15:00 |
OldCoder |
There is a similar issue on line 217 |
15:00 |
OldCoder |
Done |
15:00 |
OldCoder |
Um, disappearing world issue is that, in some clients, I theorize some 32-bit ones, stepping past about 23200 in any direction causes the world to disappear. Stepping back causes it to reappear. |
15:01 |
OldCoder |
The cause is as described above. A maximum coordinate goes negative and a compare therefore succeeds erroneously. |
15:01 |
est31 |
yeah it is weird that y is compared with z here |
15:01 |
OldCoder |
(23200 is approximate but for any world it is always the same value down to 0.1) |
15:02 |
est31 |
that shouldnt be the case |
15:02 |
OldCoder |
Right |
15:02 |
est31 |
ah I know why |
15:02 |
est31 |
sp is v2s16 |
15:02 |
est31 |
the "Y" part of SP stands for Z part in 3D space |
15:02 |
OldCoder |
Got it. But the world disappearing problem is separate. |
15:03 |
OldCoder |
Debug statements confirm that max X Y or Z go negative at 23200 or so |
15:03 |
est31 |
the camera is never supposed to be outside of v3s16 ranges |
15:03 |
OldCoder |
Causing the "if" statement to succeed and all blocks to disappear |
15:03 |
OldCoder |
It is, possibly due to running in a 32 bit world |
15:03 |
* OldCoder |
has spent weeks on this issue |
15:04 |
OldCoder |
It is not the camera, necessarily |
15:04 |
OldCoder |
I stopped when I hit line183 and came here |
15:04 |
est31 |
so the issue is reproducible for you? |
15:04 |
OldCoder |
Highly for weeks |
15:04 |
est31 |
how to reproduce |
15:04 |
OldCoder |
It actually occurs... |
15:05 |
OldCoder |
Simply teleport in any direction to 23200 and walk further out. But it happens for nobody else. This may be due to 32-bit OS. Note: Happens with CXX11 compiler, old compiler, different releases of gcc, Linux, Windows |
15:05 |
* OldCoder |
has tried dozens of tests |
15:06 |
OldCoder |
Oh, and all releases of Minetest from 0.4.11 to 0.4.13 |
15:07 |
* OldCoder |
has assumed the issue is related to storage of X Y Z as values times 10 in some cases |
15:07 |
OldCoder |
Times 10 in s3v16 |
15:07 |
OldCoder |
In s3v32 it seems to be times 100 |
15:08 |
est31 |
times 100? |
15:08 |
est31 |
and where is s3v32 used? |
15:08 |
OldCoder |
Not a bug, it appears. I'm still learning this part. |
15:08 |
est31 |
but the BS stuff can indeed be the reason |
15:08 |
OldCoder |
s3v32 is used in numerous places. |
15:08 |
* OldCoder |
saw BS but has not added debug statements there yet |
15:09 |
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15:09 |
est31 |
BS == 10 usually |
15:09 |
est31 |
as in always |
15:09 |
* OldCoder |
will go print BS and camera position now. Back in a few minutes. |
15:12 |
OldCoder |
est31, BS is 10 and camera X position is 249980; i.e., about 25000 times 10 as coords are stored this way |
15:12 |
OldCoder |
v3s16 cam_pos_nodes = floatToInt(camera_position, BS); |
15:13 |
OldCoder |
The result created here is too large to fit, is it not? |
15:13 |
est31 |
camera X position |
15:13 |
OldCoder |
Right |
15:13 |
est31 |
which variable do you print? |
15:14 |
OldCoder |
infostream << BS << " " << camera_position.X << std::endl; |
15:16 |
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15:16 |
est31 |
yeah, makes sense that that gets turned into a negative number |
15:17 |
OldCoder |
What is the correct solution? Easy to make things v3s32 but that is incompatible with calls further down |
15:17 |
OldCoder |
Comment-out of if statement fixes disappearing world but that is a kludge |
15:17 |
est31 |
I now am wondering why the code is working the first place |
15:17 |
OldCoder |
:-) |
15:17 |
est31 |
I add that print myself as well moment please |
15:17 |
* OldCoder |
requests "RJK was here" in the Pull Request |
15:19 |
OldCoder |
est31, ClientMap::renderMap further down includes the same problematic code |
15:25 |
est31 |
OldCoder, what does warningstream << "ZZZZ: " << camera_position.X << " " << cam_pos_nodes.X << std::endl; |
15:25 |
est31 |
what does it print for you |
15:25 |
OldCoder |
At same location? Minute... |
15:25 |
Fixer |
!tell RealBadAngel will be nice to have fog in clouds |
15:25 |
ShadowBot |
Fixer: O.K. |
15:26 |
OldCoder |
Fixer, hello. Let's talk Redcrab sometime. |
15:27 |
Fixer |
OldCoder, np, i was on it few days ago |
15:27 |
OldCoder |
Need to finish tidy up. Will just ask more history. |
15:27 |
OldCoder |
est31, compiling |
15:29 |
OldCoder |
est31 ZZZZ: 249982 24998 |
15:29 |
est31 |
so both are positive |
15:29 |
est31 |
this can't be it then |
15:29 |
est31 |
what is negative now? |
15:29 |
OldCoder |
Back shortly. Will add a few more prints. |
15:30 |
OldCoder |
p_nodes_max.X is -30983 |
15:32 |
est31 |
can you print box_nodes_d.X, cam_pos_nodes.X, and the sum of both? |
15:32 |
est31 |
and probably m_control.wanted_range.X too |
15:33 |
OldCoder |
Minute |
15:33 |
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15:33 |
OldCoder |
Um, isn't the following the issue? Moment: |
15:34 |
OldCoder |
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d; |
15:34 |
OldCoder |
-30983 = 24998 + 9555 |
15:34 |
OldCoder |
? |
15:34 |
est31 |
yeah that makes sense |
15:34 |
est31 |
your viewing range is too big :) |
15:34 |
OldCoder |
Hm? How do I check that? |
15:35 |
OldCoder |
Where is that set? |
15:35 |
OldCoder |
Ah, wait |
15:35 |
OldCoder |
Might be a typo. What is the usual value? And can't negative happen regardless? |
15:36 |
est31 |
yes negative values can happen |
15:36 |
OldCoder |
If viewing range is greater than zero, at all, can't that sum go negative? |
15:36 |
OldCoder |
O.K. So, bug? |
15:36 |
est31 |
well, sorta yes, sorta no |
15:36 |
OldCoder |
Causes world to disappear. Seems buggy enough. |
15:36 |
est31 |
it is a bug as large viewing ranges can trigger this |
15:36 |
OldCoder |
No, 100 can do it, right? |
15:36 |
est31 |
but its no bug as usually the world limit is limiting it |
15:36 |
OldCoder |
If you are close to the edge of the map? |
15:37 |
OldCoder |
What is usual viewing range? |
15:37 |
est31 |
idk whether its in mapblocks or in node blocks |
15:37 |
kaadmy |
nodesniirc |
15:37 |
kaadmy |
nodes iirc* |
15:37 |
est31 |
never larger than idk, 500? |
15:37 |
OldCoder |
So, 32000 and up, can fail? |
15:37 |
est31 |
no |
15:37 |
OldCoder |
I suppose that is acceptable |
15:37 |
OldCoder |
Hm? |
15:37 |
kaadmy |
i have about 40 nodes fixed range :| |
15:37 |
est31 |
the world is limited at 31k |
15:38 |
est31 |
always |
15:38 |
OldCoder |
Not 32? Then maximum viewing range of 500... |
15:38 |
OldCoder |
addresses the issue. But it should be capped, shouldn't it? |
15:38 |
OldCoder |
So, bug fix might be to clip viewing range at 750 or so |
15:38 |
OldCoder |
? |
15:39 |
est31 |
all the space between 31k and 2^15 (==32768) is there |
15:39 |
OldCoder |
Just invisible |
15:39 |
est31 |
yeah, that might be it |
15:39 |
OldCoder |
O.K. |
15:39 |
est31 |
or even 1k can be the limit |
15:39 |
OldCoder |
Lone Ranger's work is done here :P |
15:39 |
OldCoder |
Right. Thank you. |
15:39 |
* OldCoder |
may do a P.R. |
15:40 |
est31 |
can you add a bug report first? |
15:40 |
OldCoder |
Sure |
15:40 |
est31 |
then if you don't do a PR, nobody forgets about it :) |
15:40 |
OldCoder |
How is that done? |
15:40 |
OldCoder |
Link to bug report system pls |
15:40 |
est31 |
https://github.com/minetest/minetest/issues |
15:41 |
OldCoder |
I can do the PR and bug report simultaneously, I assume? |
15:41 |
est31 |
if you wanted to do a PR anyways, its no issue yes |
15:41 |
est31 |
there is no "if its a bug it must have a bug report" requirement |
15:41 |
OldCoder |
est31, thank you for your assistance. Will at least do the bug report; possibly this weekend |
15:41 |
OldCoder |
As a P.S. |
15:42 |
OldCoder |
I still use a network bug fix from a year ago. Sapier created it but it has never been merged for some reason. |
15:42 |
OldCoder |
It's just a few lines but dramatically reduces problems. |
15:42 |
OldCoder |
I assume that I can submit if I credit him. But this may be my version. |
15:43 |
OldCoder |
Hm. Falling asleep. Thank you again for your time. Interesting bug, you must admit. Take one step and the world disappears. |
15:43 |
OldCoder |
o/ |
15:44 |
est31 |
yeah. |
15:44 |
est31 |
night |
15:45 |
Obani |
or day |
15:51 |
est31 |
whatever :) |
16:07 |
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16:21 |
red-001 |
what would be the correct way to document a setting? |
16:21 |
red-001 |
would it be settingtypes.txt ? |
16:21 |
est31 |
yup |
16:21 |
red-001 |
thanks |
16:21 |
est31 |
only required there for you PR |
16:21 |
est31 |
all other places are generated from it |
16:22 |
red-001 |
would adding it to defaultsettings.cpp be needed? |
16:22 |
est31 |
yes that too |
16:23 |
est31 |
that's no documentation :) |
16:23 |
est31 |
but these two lists are the only places you have to edit if you submit a PR adding a setting |
16:27 |
red-001 |
thank you |
16:51 |
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19:45 |
red-001 |
Obani and nerzhul you re-review #3657 ? |
19:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3657 -- Allow players to drop unknown items and add a setting to remove them on drop. by red-001 |
19:57 |
H-H-H |
i thought you could already do this with the item drop mod ? |
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21:29 |
OldCoder |
Is "node units" an acceptable term for distance measured in node blocks? |
21:29 |
OldCoder |
Amaz, rubenwardy, VanessaE ^ |
21:30 |
VanessaE |
just measure in meters. |
21:31 |
VanessaE |
or nodes |
21:31 |
VanessaE |
meters makes more sense, even if a node isn't necessarily equal to one scale meter |
21:33 |
OldCoder |
VanessaE, if a node is not a meter, why use meters? |
21:34 |
VanessaE |
because it's *supposed* to be a meter. |
21:34 |
OldCoder |
Hm. But this is about a specific setting that *is* in node units. |
21:34 |
* OldCoder |
is probably doing a pull request |
21:34 |
VanessaE |
then just use the word "nodes" |
21:34 |
VanessaE |
depends on the context of course. |
21:35 |
OldCoder |
But it is about node units, distance, and not nodes. Thank you; I have a feeling for this now. |
21:35 |
VanessaE |
if you're calculating a path, you might want nodes, but if you're measuring straight distance to a pointed thing or landmark, "meters" is better |
21:35 |
* OldCoder |
found the weird disappearing world bug |
21:35 |
OldCoder |
It's about viewing range |
21:35 |
VanessaE |
then call it meters. |
21:35 |
OldCoder |
Viewing range is measured in node units, though, isn't it? |
21:36 |
VanessaE |
in-game it's measured as nodes-equivalents, but meters makes far more sense |
21:36 |
* OldCoder |
will state both |
21:36 |
VanessaE |
and again in practice they're the same thing anyways |
21:36 |
OldCoder |
Thanks |
21:36 |
VanessaE |
just SOME folks here think a node is actually bigger than a meter, at scale |
21:36 |
OldCoder |
Ah |
21:37 |
VanessaE |
probably because the player is something like 1.7 nodes tall, which would be 5.58 feet were a node exactly one meter |
21:37 |
OldCoder |
Interesting |
21:37 |
OldCoder |
What is wrong with that height? |
21:38 |
VanessaE |
the average person is a bit taller than that |
21:39 |
VanessaE |
more like 5.85 feet |
21:39 |
VanessaE |
(1.78m) |
21:39 |
everamzah |
google reports 5.6 for men, 5.2 for females |
21:40 |
OldCoder |
So it's slightly off but close |
21:40 |
VanessaE |
hm, that seems a bit short, but okay |
21:40 |
everamzah |
"google" "reports" heh |
21:40 |
OldCoder |
And the world is about 100,000 meters on a side |
21:40 |
everamzah |
i dispuite the disparity, personally |
21:41 |
OldCoder |
Averages |
21:41 |
* everamzah |
searched "What is the average height of a human being?" |
21:41 |
OldCoder |
1609 meters per mile |
21:42 |
OldCoder |
Huh. The universe is only 62 miles wide? |
21:42 |
Calinou |
in Minecraft, the player collision is 1.8 meters, eye height is 1.62 |
21:45 |
* OldCoder |
had imagined it was more than 62 miles |
21:46 |
Krock |
lol what? 62 miles wide? the universe? |
22:01 |
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22:05 |
red-001 |
why does the C++ style guide not allow using '||' ? |
22:08 |
sfan5 |
you read it wrong |
22:08 |
sfan5 |
it doens't allow you to use "or" or "and" |
22:08 |
red-001 |
ohh |
22:08 |
red-001 |
that makes a lot of sense |
22:10 |
OldCoder |
Krock, node units are meters. +/-32767 meters means that the world is 200,000 meters wide |
22:10 |
OldCoder |
Correct? |
22:10 |
OldCoder |
Divide that by 1069 meters per mile and you get 187 miles wide |
22:10 |
OldCoder |
So, wider than I said, but still a cube 200 miles on a side |
22:11 |
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22:11 |
OldCoder |
Wait. -31000 to +31000 = 62000 node units wide. |
22:11 |
OldCoder |
So, only 60 miles wide. Right the first time. |
22:12 |
Krock |
OldCoder, but then we live in a 4D universe because there can be many other worlds |
22:12 |
OldCoder |
yes |
22:12 |
OldCoder |
So, truly infinite, in that sense |
22:12 |
Krock |
^^ |
22:12 |
OldCoder |
But each bubble (or cube) universe is only 60 miles wide or tall |
22:13 |
OldCoder |
OTOH most worlds only use a fraction of that and some are quite rich |
22:17 |
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22:18 |
paramat |
not metres, that unit is never used in MT, even if a node actually is a metre (which it probably isn't, it's close though) |
22:19 |
paramat |
distance is stated in 'nodes' |
22:19 |
OldCoder |
paramat, you and Vanes* disagree, then? |
22:19 |
OldCoder |
OK |
22:20 |
paramat |
maybe a little |
22:20 |
OldCoder |
|
22:20 |
VanessaE |
OldCoder: not 60 miles -- 60 km |
22:20 |
VanessaE |
so more like 132 miles. |
22:20 |
OldCoder |
VanessaE, I divided 60000 by meters per mile |
22:21 |
OldCoder |
There are 1609 meters per mile. World runs from -31000 to +31000 which means 62000 meters wide approx. Divide that by 1069 and you get 58 miles. |
22:22 |
paramat |
divide by 1609 |
22:22 |
OldCoder |
Hm; 1069 or 1609... |
22:22 |
OldCoder |
Correct |
22:22 |
OldCoder |
I transposed digits |
22:23 |
OldCoder |
So 62000 / 1609 gives about 40 miles (!) |
22:23 |
OldCoder |
Is that right? The individual worlds are tiny. |
22:23 |
VanessaE |
"60 km in miles" --> "37.28" |
22:23 |
VanessaE |
where I got 132, I dunno |
22:23 |
VanessaE |
I can't math :P |
22:23 |
red-001 |
only 62km |
22:23 |
OldCoder |
Math is not wrath. Krock is correct, though; it is a 4D universe. |
22:24 |
OldCoder |
We seem to fit a lot into 40x40x40 and often it is just 40x1x40 |
22:26 |
hmmmm |
on a visual scale, minetest blocks most certainly are not 1 meter |
22:26 |
hmmmm |
that's just some bullshit that got fed to somebody and it caught on |
22:27 |
hmmmm |
if you want to make minetest blocks bigger, you need to lower the camera level and make movement slower |
22:27 |
red-001 |
then what are they? |
22:27 |
hmmmm |
who knows |
22:27 |
hmmmm |
blocks were larger in minecraft classic btw |
22:28 |
hmmmm |
maybe that's where "1 meter" came from |
22:28 |
DFeniks |
i wouldnt like that , in creativerse character camera is lower and blocks look bigger , i like smaller though |
22:31 |
red-001 |
I say a block is 0.88 meters |
22:32 |
red-001 |
player is about 1.8 block units |
22:32 |
paramat |
hi hmmmm here's my PR for improving findSpawPos() if you want to look sometime #3649 |
22:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/3649 -- FindSpawnPos: Let mapgens decide what spawn altitude is suitable by paramat |
22:32 |
OldCoder |
So, about 35 miles wide? |
22:32 |
red-001 |
average height is 1.6 m according to wolfram and alpha |
22:33 |
paramat |
35mi is big in the UK =) |
22:35 |
hmmmm |
yeah i'll have a look |
22:44 |
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23:00 |
OldCoder |
https://github.com/minetest/minetest/issues/3660 |
23:00 |
OldCoder |
A pull request has been submitted to correct the disappearing-world problem reported some weeks ago. |
23:01 |
OldCoder |
est31 is not here but deserves primary credit for the fix. |
23:08 |
H-H-H |
anyone in here that does videos of minetetest (or any other software for that matter) ? |
23:13 |
paramat |
NathanS does good videos and mod reviews |
23:13 |
STHGOM |
i did one |
23:13 |
paramat |
best ask in the other channel |
23:14 |
H-H-H |
im curios to see whast folks use to highlight the mouse lol |
23:21 |
OldCoder |
H-H-H, see this: https://www.youtube.com/watch?v=_xLFZSouTZk |
23:21 |
STHGOM |
thats not "of" though |
23:22 |
OldCoder |
This is STHGOM's video. It is unique in that it is not simply gameplay narration. |
23:22 |
STHGOM |
just noticed that |
23:22 |
STHGOM |
its "with" |
23:22 |
OldCoder |
STHGOM, it is not clear yet what he is looking for |
23:22 |
OldCoder |
Your video is quite different from most, worth mentioning |
23:23 |
* H-H-H |
is looking for recomendations on what to use to highlight the mouse pointer on an xfce desktop for when making videos |
23:23 |
H-H-H |
thats why iasked the question :) |
23:23 |
OldCoder |
https://youtu.be/_xLFZSouTZk |
23:23 |
OldCoder |
Video is not relevant, then, but there is a shorter link ^ |
23:23 |
OldCoder |
H-H-H, people will probably refer this question to #minetest |
23:24 |
H-H-H |
yep i will ask in there shortly ty |
23:39 |
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23:43 |
OldCoder |
paramat, I have modified the patch as you indicated. Press Reload on the Pull Request. |
23:43 |
paramat |
ok |
23:43 |
OldCoder |
est31, thank you for remarks earlier. Pull request is located at: |
23:43 |
OldCoder |
https://github.com/minetest/minetest/pull/3659 |