Time Nick Message 00:04 est31 OldCoder, commented 00:07 OldCoder est31, paramat doesn't want the maximum range capped. If the actual setting is capped, will this contradict his point? 00:08 OldCoder If it is capped dynamically as you suggest, will he still be able to do as he wishes? 00:08 paramat no est's suggestion is good 00:08 OldCoder So, a dynamic cap? 00:08 paramat there's no need to see beyond the world edge 00:09 * OldCoder is curious about what is beyond, but very well 00:09 OldCoder Cap needs to be dynamic so that screenshots will work as you wish, paramat ? 00:09 OldCoder Will look into this 00:10 paramat yes 00:10 est31 capping to world edge would be even too restrictive 00:10 OldCoder est31, go on 00:10 est31 capping to coord edge is better 00:10 OldCoder Distinction? 00:11 est31 world edge is at 31000 00:11 est31 there is where mapgen stops 00:11 OldCoder And coord edge is 32767 ? 00:11 est31 coord edge is where s16 flips over 00:11 est31 yup 00:11 OldCoder Ninja 00:11 est31 :) 00:11 OldCoder Ttys 00:11 paramat yes agreed, coord edge 00:11 * OldCoder will rest and look at this 00:11 OldCoder o/ 00:11 est31 that way you still see something when standing at world edge and looking back 00:11 OldCoder Indeed 00:12 OldCoder "I don't know where I'm going but can see where I've been" 01:49 OldCoder est31, patch has been updated to reflect both your input and paramat's 01:50 OldCoder https://github.com/minetest/minetest/pull/3659 01:50 OldCoder ^ Ready for glory 01:50 OldCoder Press Reload button or Refresh link on page to see latest version 01:50 OldCoder 01:51 * OldCoder has spent a day on this and looks forward, eventually, to his first official patch 01:52 OldCoder Hm, wait, the update didn't flush 01:52 * OldCoder goes to fix it 01:53 OldCoder No, it's correct, press Reload 02:01 est31 OldCoder, commented 02:02 OldCoder est31, thanks 02:02 OldCoder Commenting back 02:03 OldCoder This is fun, in a way. II suppose I'll end up with a parallel program as many developers, including you, have. 02:03 OldCoder Oops 02:03 OldCoder This is fun, in a way. I'm convinced I know best, some will agree and some will not. I suppose I'll end up with a parallel program as many developers, including you, have. 02:03 OldCoder * 02:03 OldCoder Comments coming online 02:10 OldCoder est31, that last point is sensible 02:10 OldCoder I'll probably fix that, but growing physically tired today 02:10 * OldCoder is referring to the per-frame issue 02:10 est31 ah yeah 02:10 est31 it will make the code more complex, that's bad 02:10 est31 but any fix is probably better than no one :) 02:10 OldCoder Incorrect, it's good 02:11 OldCoder Will explain online as paramat has raised this issue there 02:11 OldCoder Will fix the runtime load issue separately another day, I think 02:12 est31 take your time 02:15 paramat sorry OldCoder i don't think it's worth fixing at all 02:16 OldCoder paramat, I am savaging your views in the PR thread 02:16 OldCoder As you have commented there 02:16 OldCoder I trust you will not mind 02:16 * OldCoder turns to GitHub and edits 02:17 paramat no problem 02:22 OldCoder paramat, a confusing point... 02:22 OldCoder I don't think it's even worth fixing, it would be preferable to keep the ability of a 2000 node view range elsewhere in the world. 02:22 OldCoder ^ quote 02:22 OldCoder The patch does exactly that as we discussed 02:22 OldCoder It only limits view range at the edges of the universe 02:23 OldCoder Am I missing something or was this not clear? 02:23 paramat yes, i'm referring to my suggested alternative fix 02:24 est31 I hope we agree there are two alternatives here: 02:24 est31 1. limit the viewing range to a fixed amount 02:24 est31 2. limit the viewing range to the distance to the world edge 02:25 est31 2 is more smarter and is almost as lightweight as 1. 02:25 OldCoder My online response will go into detail regarding one issue because I feel it's an important philosophical difference 02:25 kahrl well there's a third one 02:25 paramat do nothing 02:25 OldCoder But I'll work further on the patch and wish to hear kahrl's point 02:25 kahrl yes, and a fourth one 02:25 OldCoder paramat, you have made your view clear 02:25 kahrl work with v3s32's and rangelim them to s16 range at the end 02:25 kahrl that would give the most "correct" output, but I'm not sure how expensive it is 02:26 OldCoder You're in error and this will be explained shortly. However, your time is also much appreciated. 02:26 OldCoder Not kahrl, paramat 02:26 OldCoder This has been more fun than these things usually are 02:28 kahrl 4. is more correct than 2., because let's say the viewing range is 3000 and you're at the world border, if you look away from the world border you see 3000 nodes far with option 4., but less with 2. 02:30 OldCoder est31, paramat, reading the exchange, I'd like to be clear, this is all with a smile. I've genuinely enjoyed the process and appreciated your help. Both of you. 02:30 paramat ok 02:30 OldCoder kahrl, I'm growing physically tired but will review your remarks at a later point. 02:32 est31 OldCoder, paramat and me often play this game "est wants this, paramat doesnt want this", its not the first time we have discussions of this kind. 02:32 OldCoder Ah thanks 02:32 * OldCoder turns back to editing 02:33 paramat heh yeah 02:34 paramat my opinion is shifting anyway 02:34 est31 its not really personal, but idk, our views arent aligned or something. still paramat is a nice guy 02:35 paramat est is ok too 02:39 kahrl so, while we're looking at the performance of this code 02:39 kahrl what is the purpose of m_camera_mutex? 02:39 kahrl all places that lock it appear to be called from the main thread 02:40 kahrl ClientMap::m_camera_mutex, to be clear 02:43 kahrl I grepped the codebase for lines that lock it (thankfully grep only found lines in clientmap.h and clientmap.cpp) and added logging next to each one 02:43 kahrl the log only shows [Main] as the thread 02:43 OldCoder est31, I'll drop the redundant code if you'll merge the P.R. I've explained the reasons for retaining it but it isn't a significant issue. 02:45 OldCoder I'll also look at a more efficient version at a later date, though it sounds as though kahrl is onto something 02:45 OldCoder I actually considered that approach this morning, but didn't know enough to go that route 02:46 OldCoder Or you can merge the P.R. and delete those lines 02:46 OldCoder est31, ^ 02:47 paramat i'm beginning to agree this needs attention, but i think we can come up with something better, i don't think this is mergeable 02:47 kahrl gaining performance by getting rid of an unnecessary mutex would compensate a somewhat more expensive node range calculation :) 02:47 est31 yup 02:47 est31 I'll try to dig up the commit that added the mutex 02:49 OldCoder paramat, I'm fine with tossing the P.R. and am glad if it leads to discussion of a superior approach 02:50 paramat ok cool 02:50 * OldCoder has not eaten and will now go on break. He will be here Saturday night later and all day Sunday. 02:51 OldCoder o/ 02:51 OldCoder (This assumes that the issue is fixed one way or the other) 02:51 OldCoder 02:51 kahrl est31, it's there in 4e249fb 02:51 kahrl "Initial files" 02:54 kahrl wow, I completely forgot about the initial attempt to add lua scripting (way before 0.4 was even dreamt of) 02:55 kahrl (got reminded by commit 9778347c which touches m_camera_mutex) 02:57 paramat not sure if this is the case, but the camera seems to have a viewing limit of 2000 nodes? if so, for a start we could limit view range min/max and m_control.wanted_range to 2000 nodes, this would fix this occuring in all places more than 300 nodes from world edge 02:57 paramat this would be lightweight 02:58 paramat another possibility, reduce world size by 300 nodes =) 02:58 paramat or to 30000 (might not be popular though) 03:01 * OldCoder is headed out to lunch but hopes not to sacrifice outer 1000 nodes just for this. 03:02 paramat yeah forget that idea 03:02 paramat players already say it's too small 03:02 OldCoder Tell them to build up :P 03:04 paramat so since this occured due to m_control.wanted_range becoming 9600+ first we should avoid such crazy values being possible. limiting this and view range min/max can be done where those are set or adjusted, lightweight because not per-frame 03:06 est31 well kahrl m_camera_mutex is an object that's predating the git history of minetest: its contained in the initial commit 4e249fb 03:08 paramat !tell RealBadAngel does the camera have a viewing limit of 2000 nodes? 03:08 ShadowBot paramat: O.K. 03:12 kahrl est31: yeah 03:12 kahrl it's not there in NMPR, so it must have been added between then and the first git commit 03:15 RealBadAngel paramat, near plane of camera is set to 1.0 i think by default 03:15 RealBadAngel mt never sets or changes near plane 03:15 RealBadAngel also minimum is always 20000 03:15 RealBadAngel (for far plane) 03:16 RealBadAngel so it can 1 - 20000 or 1 - 20000+ 03:16 est31 well kahrl I can see m_camera_mutex be unlocked / locked at several places: 03:17 est31 1. in the header src/clientmap.h. The only place where updateCamera( is called is in game.cpp and that code is only called in main game loop 03:18 est31 2. ClientMap::renderPostFx is only called by draw_scene in drawscene.cpp 03:18 est31 and the method has video::IVideoDriver *driver as its argument 03:18 est31 knowing that irrlicht is single threaded only, it must be used in the main thread already 03:19 paramat hm i know clouds cutoff at 2000 nodes 03:19 est31 3. ClientMap::updateDrawList and ClientMap::renderMap both take the driver as arguments as well. same argument applies 03:19 kahrl ah, true I didn't even think of that to make it easier to analyze 03:19 est31 so +1 to your proposal 03:20 paramat i suspect MT sets far plane to 20000 units = 2000 nodes 03:20 RealBadAngel paramat, see what i wrote 03:20 RealBadAngel 20000 is hardcoded limit 03:21 RealBadAngel whatever distance you set, far plane of camera will be no lower than 20k 03:21 paramat yes 03:21 est31 it'd be cool to see player's reactions when we limit world to +-11760 in all directions 03:22 RealBadAngel also, propably even when you set vRange to 245 it is still 20k 03:22 RealBadAngel dunno why 03:22 paramat i'm just wondering what MT sets the far plane to? 03:22 RealBadAngel damn 03:22 RealBadAngel 20k 03:22 RealBadAngel always 03:22 paramat well clouds are always visible out to 2000 nodes whatever view range is 03:23 RealBadAngel even when you set it to 245, far plane is 20k 03:23 RealBadAngel that may be a bug 03:23 paramat RBA, you weote '20000+' and 'no lower than 20000', that means it could be higher? 03:23 paramat (wrote) 03:24 RealBadAngel lookin at code its broken 03:24 RealBadAngel 20k means that far plane is way too far 03:24 RealBadAngel and has nothing to do with nodes visible 03:25 RealBadAngel its just set absurdly far to make everything visible 03:25 paramat but clouds need to be visible out to 20000 whatever view range is set to? 03:25 paramat and indeed they are 03:25 RealBadAngel clouds yeah 03:25 RealBadAngel but world? 03:27 RealBadAngel its set to see 125 maplocks in straight line 03:28 RealBadAngel 20000 / BS / 16 = 125 03:29 RealBadAngel it means that setting lower vRange wont speed up rendering 03:29 RealBadAngel because no matter what everything will be always rendered 03:30 RealBadAngel with 20k far clipping is effectively disabled 03:30 paramat but setting lower view range does speed up rendering in-game 03:31 RealBadAngel blocks are manually occluded 03:32 RealBadAngel in clientmap.cpp 03:32 kahrl est31: #3661 03:32 ShadowBot https://github.com/minetest/minetest/issues/3661 -- Remove ClientMap::m_camera_mutex by kahrl 03:32 RealBadAngel thx to that code we do have missing blocks in the screen corners sometimes 03:33 RealBadAngel btw, #3654 03:33 ShadowBot https://github.com/minetest/minetest/issues/3654 -- Use tangent space meshes only when shaders are enabled by RealBadAngel 03:33 RealBadAngel can somebody merge it? 03:34 paramat i need to test that 03:34 paramat i'll do that now 03:34 RealBadAngel there are 2 dev votes already 03:34 est31 but paramat wants to test it 03:34 RealBadAngel ok 03:35 paramat need to check it restores FPS 03:35 est31 and if he finds something that needs improvement, it improves the whole situation 03:35 est31 so no need for haste 03:35 est31 paramat, if the test is successful, I assume you plan to merge it? 03:35 RealBadAngel est31, kinda, im blocked with it 03:35 paramat sorry i was going to do that earlier but got sidetracked 03:36 est31 because I am planning to getting sidetracked myself 03:36 paramat yeah! if it works i want it in 03:36 est31 sort of... getting to bed :) 03:36 paramat yeah i'll merge it if tests well 03:37 RealBadAngel paramat, please do, this PR blocks all my other ones 03:38 est31 and somebody if they have time should have a look at https://github.com/minetest/minetest/pull/3638 03:38 est31 its a good pr IMO and fixes a long standing bug in minetest 03:38 * est31 now really heading to bed 03:48 RealBadAngel paramat, ive solved problem with selection boxes, they can remain old way 03:49 paramat nice 03:49 RealBadAngel https://github.com/RealBadAngel/minetestHD/commit/b98cb03d7bacfcc179e7d19b629fa9eead6259cc 03:49 RealBadAngel so theyre no longer an obstacle for deferred rendering 03:51 RealBadAngel now i have to take care of player name tags 03:52 RealBadAngel and the entities ones 03:52 RealBadAngel and the sky ;) 04:08 paramat ok FPS up from 42 to 52, 42 is 81% of 52 so a 19% drop, close enough to 21% so PR seems good, will merge 04:10 RealBadAngel good 04:10 paramat now merging 04:17 paramat merged 04:21 paramat issue closed too 04:21 paramat thanks for that 04:22 RealBadAngel np 04:28 RealBadAngel i will update now 3650 04:28 OldCoder paramat, does this address the other issue or is it still open? 04:37 paramat which other issue? 04:38 OldCoder The one we spent an hour on (paramat) 04:39 paramat ah, no it's unrelated 04:40 OldCoder ah 04:40 * OldCoder trusts est31 paramat others will settle the other issue. Or merge OldCoder patch as a fallback. But OldCoder will nap now. 04:43 paramat now that est has reviewed 3610 it may be mergeable once updated 04:54 RealBadAngel im fixing now 3650 code with nrzkt comments 04:54 RealBadAngel i will do 3610 as next 05:31 RealBadAngel ok 3650 now become #3662 05:31 ShadowBot https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel 05:32 RealBadAngel paramat, ^^ 05:36 paramat ok 05:51 RealBadAngel 3610 and 3662 are confilcting as usual 05:51 RealBadAngel please merge 3662 before i can make 3610 mergeable 05:55 paramat ok 05:58 paramat hopefully it can get some approves later on sunday 05:58 RealBadAngel code was reviewed already 06:03 paramat needs +1 from the reviewer nerzhul plus another +1, unfortunately you'll have to wait, much as i'd like to get things moving 06:06 paramat wow big commit 06:36 RealBadAngel ok, ive updated #3610 with est31 comments 06:36 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel 13:59 red-001 nrzkt I updated #3657 13:59 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 13:59 est31 sfan5, is the +1 you did in RBA's PR a "real" +1? 13:59 red-001 could you re-review it? 14:10 Fixer I really hope for PR #3612, i playing with it for a long time, works fine and gives nicer view 14:10 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel 14:10 Fixer I'm* 14:16 sfan5 est31: what's a "real" +1? 14:16 Fixer code review? 14:16 est31 sfan5, well were you just supporting the idea, or were you agreeing to the actual code being merged into master 14:17 est31 if its the second, I'll merge it now 14:17 * sofar peeks in 14:17 est31 (after reviewing it for a last time) 14:17 sfan5 est31: idea approval 14:17 sfan5 but i can look at the code now too if you want 14:18 est31 would be cool if you did 14:18 est31 137 open pull requests and counting 14:19 red-001 minetest game has more PRs then issues 14:19 sfan5 est31: looks good 15:25 Fixer !tell paramat happens sometimes https://github.com/minetest/minetest_game/issues/828 15:25 ShadowBot Fixer: O.K. 17:10 RealBadAngel so, whats about #3662, #3612 and #3610 ? 17:11 ShadowBot https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel 17:11 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel 17:11 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel 17:11 est31 RealBadAngel, seen my comment in the last PR? 17:11 est31 why is it not needed to set delta = 0? 17:11 RealBadAngel because its set before? 17:12 est31 mhh that makes sense 17:12 est31 its a bit confusing what's static here and what isnt 17:13 RealBadAngel this is not a class, so some variables have to be made static 17:14 RealBadAngel otherwise i would need them to be global 17:14 est31 why so? 17:14 est31 i've thought they only serve as speedup? 17:14 RealBadAngel draw function can be called from formspec or hud 17:15 RealBadAngel it doesnt belong in fact to any of them, but have to remember whats selected, dragged or hovered 17:16 RealBadAngel and keep the timers for those 3 17:16 RealBadAngel so its not about speed 17:18 est31 and why does it require three fields? 17:18 est31 why is not one enough? 17:18 RealBadAngel three at the time can spin... 17:18 est31 you cant hover if you drag can you 17:18 RealBadAngel one in the hotbar 17:18 RealBadAngel the one you have dragged 17:19 RealBadAngel and you can hover next one when dragging 18:30 nrzkt RealBadAngel, i added comments on #3662 18:30 ShadowBot https://github.com/minetest/minetest/issues/3662 -- Cleanup selection mesh code, add shaders for halo and selection boxes by RealBadAngel 18:33 RealBadAngel nrzkt, about frist one, scolor, that wont even compile 18:33 RealBadAngel you already pointed that one before 18:34 nrzkt why ? there is a local modification ? 18:34 RealBadAngel idk, its not my code 18:34 RealBadAngel youre pointing mostly old code around 18:34 nrzkt but you are using it, adding a little maintenance could be good :) 18:34 RealBadAngel ive added something to that function call 18:35 RealBadAngel i have no slightest idea why it wont work 18:36 RealBadAngel also why everybody are so keen on ternary operators? 18:37 RealBadAngel static const on txc also wont work 18:37 RealBadAngel iterators will refuse it 18:37 hmmmm because having 5 lines to change one slightly different parameter in otherwise identical code is repetitive 18:37 hmmmm repetitive code is bad 18:39 hmmmm what is a "txc"? 18:39 hmmmm you have repetitive code such as "bool use_default_txc = (txc != NULL) ? false : true; ... if (use_default_txc) txc = txc_default;" 18:40 RealBadAngel f32[24] table of texure coords 18:40 hmmmm that doesn't make it more clear 18:40 hmmmm texture coords for what 18:40 RealBadAngel mesh faces 18:40 hmmmm i know what it is, but other people reading the code casually do not 18:40 hmmmm "txc" is pretty useless to anybody but you yourself 18:40 RealBadAngel grep for txc 18:40 hmmmm don't care 18:40 hmmmm it's not descriptive at all 18:40 RealBadAngel its used 50+ times in source 18:41 RealBadAngel if not more 18:41 hmmmm the minute it's being used as a parameter you need to put in some effort into describing it better 18:41 hmmmm also just because it's been done before doesn't mean it's right 18:41 hmmmm old code has buffer overflows everywhere and no security 18:41 hmmmm because it's been done a lot, I guess that must mean it's the right thing to do, right? 18:42 hmmmm look, over 100 people jumped off that cliff. it must be the right thing to do! 18:44 RealBadAngel https://github.com/RealBadAngel/minetestHD/blob/selection_fixes/src/mesh.cpp#L455 18:44 hmmmm don't care 18:44 RealBadAngel fuck, its described there whats that 18:44 hmmmm as it stands, the name "txc" is useless to everybody but yourself 18:44 RealBadAngel are you blind or what? 18:44 RealBadAngel its the code you are commenting 18:45 RealBadAngel also you would like to put there: https://github.com/RealBadAngel/minetestHD/blob/selection_fixes/src/mesh.cpp#L487 18:46 RealBadAngel face_texture_coordinates instead of txc? 18:47 RealBadAngel sorry man, but you are talkin bullshit now. 18:47 hmmmm face_texture_coords would be best imho 18:47 RealBadAngel hmmm lets try 18:47 hmmmm let me guess, you think short, indecipherable jibberish is more "l33t hax0r" like 18:47 hmmmm and therefore cooler 18:48 Obani Is this about a naming convention ? 18:48 hmmmm maybe it is cooler, but save it for your own projects. seriously. 18:48 RealBadAngel http://pastie.org/10712563 18:49 RealBadAngel here you go 18:49 RealBadAngel happy reading and formatting such piece :P 18:49 hmmmm you're being obtuse on purpose 18:49 Obani lol 18:49 Obani I think face_texture_coords is too long 18:49 hmmmm float *txc = face_texture_coords; 18:50 Obani but txc is impossible too hard to understand/memorize 18:50 red-001 texture_coords? 18:50 hmmmm you act like there is some kind of direct size/understandability tradeoff without even considering alternative solutions 18:51 RealBadAngel i think you are just overreacting on such simple things 18:51 hmmmm and I can say the same of you 18:51 hmmmm if it's such a simple thing, why not just make me happy and change it? 18:51 RealBadAngel why should i change something which is kinda convention when it comes to meshes? 18:52 hmmmm just rename the parameter "face_texture_coords", and add an f32 *txc = face_texture_coords; right before the loop 18:52 hmmmm because it's apparently a big deal 18:52 RealBadAngel txc, tsrc, shdrscr, BS, etc 18:52 red-001 RBA did you fix the build error in VS2013 yet? 18:52 hmmmm you call it such a simple thing, but here you are making it a big deal 18:52 RealBadAngel we are using many common shortcuts there 18:52 Obani vhdjsbfjsdbf 18:52 Obani I like that shortcut 18:53 RealBadAngel and all the gfx related functions are using the same ones 18:53 hmmmm [01:42 PM] look, over 100 people jumped off that cliff. it must be the right thing to do! 18:53 RealBadAngel look, now i dont have to think how the stuff is called elsewhere 18:54 RealBadAngel because i do know the convention 18:54 RealBadAngel i type tsrc, txc and i know it will be there 18:54 hmmmm right 18:55 hmmmm you're coding it for YOURSELF 18:55 RealBadAngel and you want me to change the whole codebase convention because i used it in a single call 18:55 RealBadAngel huh? 18:55 RealBadAngel its not my invention :P 18:55 hmmmm no, I just want you to change the parameter name in that single function 18:55 hmmmm that's all 18:55 hmmmm you're saying - 18:55 RealBadAngel i just got used to it 18:55 hmmmm "I know the convention, I know it will be there, I know this, I know that" 18:55 hmmmm did you ever think about future coders working on the graphics? 18:56 hmmmm look I realize that you like to pretend that you're the only one who can work on graphics but seriously cut the shit 18:56 RealBadAngel yes, they will read comment: //Compute texture coords 18:56 hmmmm texture coords for what 18:56 hmmmm also I don't get why you need a comment when you can simply name the parameter something sane in the first place 18:56 hmmmm also what are the chances of them running across that SPECIFIC comment? 18:57 hmmmm more description is better than less 18:57 hmmmm stop writing cryptic code. 18:57 est31 well if something naming related is used all over the codebase then it should be consistent shouldnt it 18:57 est31 or we could do a big s/txc/texture_coords/g kind of thing 18:58 hmmmm those are all internal to the functions, here RBA is passing a parameter to a public function 18:58 RealBadAngel ok, i will comment that call 18:58 hmmmm oh my god 18:58 hmmmm why do you need to add a comment 18:58 est31 *** Error in `bin/minetest': double free or corruption (fasttop): 0x00000000024accc0 *** 18:58 hmmmm what's actually wrong with my suggestion? 18:58 est31 interesting 18:58 est31 but not reproducible 19:02 RealBadAngel est31, you can ofc do that with such variables, but you will end with lines this: video::S3DVertex(min.X,min.Y,max.Z, 0,-1,0, c, face_texture_coordinates[4],face_texture_coordinates[7]), 19:02 RealBadAngel repeated 24 times 19:02 RealBadAngel also look, theres "c" here, wonder whats that ;) 19:04 hmmmm do you see "c" as the parameter name anywhere? 19:04 hmmmm or how about something more descriptive like thing_color 19:04 hmmmm c is fine if it's a short-lived local variable where the meaning is obvious 19:04 hmmmm the second you make it into the parameter of a public function, you're defining it as part of an external INTERFACE 19:05 hmmmm you have a duty to make it a good, clean, understandable one 19:06 RealBadAngel ok, i can make parameter a bit more descriptive 19:07 hmmmm that's all I asked for 19:07 est31 oops sorry nrzkt didn't see your comment 19:07 RealBadAngel but dont expect to exaplain in its name that is a uv texture coordinate for each face of used mesh 19:07 est31 do you mind if I implement what you asked? 19:07 RealBadAngel unless you want to copy what i wrote and replace spaces with underscores 19:08 RealBadAngel but then propably i should also mention what uv mapping is ;) 19:09 red-001 shouldn't torches be made floodable? 19:09 kaadmy red-001: aren't they already? 19:09 RealBadAngel they should imho 19:09 red-001 kaadmy afaik no 19:10 red-001 no they are not 19:10 RealBadAngel unless something changed you can still place torch underwater and it will burn ;) 19:12 red-001 fire should be floodable 19:12 red-001 would make the code a lot smaller 19:13 red-001 maybe an abm could be removed 19:14 RealBadAngel ok, i will dig through 3662 now with all the comments 19:16 RealBadAngel meanwhile #3612 doesnt require any further changes i suppose? 19:16 ShadowBot https://github.com/minetest/minetest/issues/3612 -- Filmic HDR tone mapping by RealBadAngel 19:16 red-001 ohh 19:16 red-001 floodable doesn't drop the node 19:17 red-001 and doesn't call a callback 19:24 red-001 that's bad 19:29 est31 nrzkt, you want to have a look https://github.com/est31/minetest/commit/2f1c8794e0d3239284eaafce69a25efc0e7ccf1e 19:29 est31 I did what you asked in #3610 19:30 ShadowBot https://github.com/minetest/minetest/issues/3610 -- Use meshes to display inventory items by RealBadAngel 19:33 Fixer RealBadAngel, i'm at this very moment making a simple MT benchmark with tinytask tool that records mouse and keyboard, fraps and special world and config, will see how it goes :} 19:34 Fixer now i can also measure reliably that horrible mapgen or meshgen stutter 19:34 Fixer it will reproduce exact path and actions 19:35 RealBadAngel est31, static bool enable_animations 19:36 RealBadAngel whoops, wont work 19:36 est31 RealBadAngel, what about it? 19:36 RealBadAngel hmm, wait a sec 19:37 RealBadAngel ive tried already to make it static or const, one of them not worked 19:37 RealBadAngel i mean it works just once 19:37 RealBadAngel then changing a setting in main menu wont help 19:39 RealBadAngel just try goin back to main menu, changing the setting and back to game 19:39 est31 nrzkt, I have linked the commit : https://github.com/est31/minetest/commit/2f1c8794e0d3239284eaafce69a25efc0e7ccf1e 19:39 est31 nrzkt, merge it if you +1 it, or if you dont want to merge, +1 on github, or in IRC 19:39 est31 will monitor all of them 19:39 est31 bye! 20:04 nrzkt est31: i like your change 20:05 RealBadAngel a bit overcomplicated imho but nice 20:08 RealBadAngel i think that "rotation_kind" is kinda confusing 20:09 RealBadAngel as if dragged or hovered were animated different way 20:10 RealBadAngel those flags were only to pass which one is displayed to store its mesh and update timers, not animate them different ways 20:12 red-001 game#829 20:12 ShadowBot https://github.com/minetest/minetest_game/issues/829 -- Make grass, flowers, fire, crops and torchs floodable. by red-001 20:12 red-001 not sure if making torches floodable is a good idea 20:13 RealBadAngel or torchs ? 20:13 RealBadAngel ^^typo in commit title 20:13 red-001 thanks 20:16 red-001 fixed 20:24 red-001 #3667 20:25 ShadowBot https://github.com/minetest/minetest/issues/3667 -- Sneak can be used to stop a fall without fall damage. 23:34 est31 I'll merge the commit now with hmmmm 's proposed adjustments 23:34 hmmmm what?? 23:34 est31 first value in enum is 0 23:34 hmmmm oh 23:35 hmmmm yeah everything looks fine 23:35 hmmmm that's the only thing i could nitpick about 23:35 hmmmm there's no issue with being more explicit either, it's just that i figured you might not be aware of that rule 23:35 hmmmm that enums always start at 0 23:36 est31 pushed 23:37 est31 well I wasn't sure, and I saw other code do it 23:37 est31 codebase is bad teacher :) 23:37 hmmmm it's a good teacher to learn quickly, but at some point you should start reading the language spec 23:59 paramat RealBadAngel if you haven't seen this yet #3668 23:59 ShadowBot https://github.com/minetest/minetest/issues/3668 -- Wield images are set as inventory images since 6cd2b3b