Time |
Nick |
Message |
00:08 |
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00:51 |
ShadowNinja |
est31: http://ix.io/ouw/diff fix for #3174. Look good? |
00:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/3174 -- ERROR[Main]: Couldn't find a locale directory! ... when starting game. |
00:52 |
est31 |
dont add spaces after the # |
00:52 |
est31 |
we indent with tabs :) |
00:53 |
est31 |
otherwise looks good |
00:53 |
sofar |
yup |
00:53 |
sofar |
warningstream is fine for those |
00:53 |
ShadowNinja |
est31: Indenting the directives with tabs makes them hard to distinguish from code. |
00:53 |
ShadowNinja |
Unless you use tons of indentation for the code. |
00:54 |
sofar |
that's why we usually flush left #ifdefs |
00:54 |
est31 |
well idk |
00:55 |
est31 |
merge it :) |
00:57 |
ShadowNinja |
Done. |
00:57 |
* sofar |
sighs deeply |
01:05 |
ShadowNinja |
est31: #3347 look good? |
01:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/3347 -- Fix jumping at node edge by ShadowNinja |
01:06 |
est31 |
dunno |
01:06 |
est31 |
collision code is book with seven seals for me |
01:06 |
est31 |
and right now i am writing on a patch |
01:07 |
ShadowNinja |
Well, it works for me and seems to work for all the other testers, so I'll merge it and we'll see what happens, O.K.? |
01:09 |
ShadowNinja |
est31: ^? |
01:09 |
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01:09 |
est31 |
fine with me |
01:11 |
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01:13 |
ShadowNinja |
est31: Does #3256 look good? |
01:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/3256 -- Clean up numeric.h and split FaceFositionCache from it by ShadowNinja |
01:20 |
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01:20 |
ShadowNinja |
est31: The split-up you mention here isn't possible because the typedefs conflict with Irrlicht's ones if you use `using namespace irr;` : https://github.com/minetest/minetest/pull/3298#issuecomment-151663509 |
01:21 |
ShadowNinja |
^ Did you edit that comment? I didn't reply to it before. |
01:22 |
est31 |
ShadowNinja, not that I can remember |
01:22 |
est31 |
but i sometimes do edit stuff yeah |
01:22 |
est31 |
but usually I check that the discussion is not too old |
01:24 |
ShadowNinja |
est31: Are you O.K. with the last PR I mentioned (FPC split)? |
01:24 |
est31 |
FPC split? |
01:27 |
ShadowNinja |
https://github.com/minetest/minetest/issues/3256 -- Clean up numeric.h and split FaceFositionCache from it |
01:27 |
ShadowNinja |
est31: ^ |
01:34 |
est31 |
sorry cant really give it a close enough look |
01:35 |
est31 |
you can give a pr a look if you have time: #3503 |
01:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar |
01:40 |
sofar |
just shoot that one down |
01:40 |
sofar |
it makes minetest less generic |
01:40 |
sofar |
made in china(tm) |
01:40 |
sofar |
... |
01:40 |
* sofar |
has had a beer |
01:47 |
est31 |
soo and now I go |
01:47 |
est31 |
bye |
01:47 |
ShadowNinja |
sofar: I just thought of one issue with the disign of that. |
01:48 |
sofar |
please, I'm dying for someone coming up with well-based technical arguments |
01:48 |
sofar |
honestly I can work with technical arguments |
01:48 |
sofar |
my code isn't perfect |
01:48 |
ShadowNinja |
It won't work for thinks like pipeworks because the pipes will connect to sides of the machines that it shouldn't like the front. |
01:48 |
sofar |
ahh yes the backwards connection |
01:48 |
sofar |
I could fix that |
01:49 |
ShadowNinja |
Pipeworks uses connect_sides={} or such for this. |
01:49 |
sofar |
what I'd do is only build connections if the connected_to node connects back in that direction |
01:49 |
sofar |
but things like pipeworks pumps are rotatable nodes |
01:50 |
sofar |
so it gets complicated quickly |
01:50 |
ShadowNinja |
sofar: Oh, and this will definitely have to support facedir. |
01:51 |
sofar |
only if you want it to support those types of nodes |
01:51 |
sofar |
if you're happy if it supports fences and the likes.... |
01:52 |
ShadowNinja |
A machine should have something like connect_sides = {false, false, true, true, false, true} (top, bottom, left, right, front, back) for a machine that connects on the sides and back. |
01:52 |
sofar |
I wasn't aiming at replacing e.g. pipeworks' pumps |
01:52 |
sofar |
maybe, just the pipes themselves |
01:53 |
ShadowNinja |
sofar: Well, it shouldn't be too difficult to support it, and this would allow not only pipeworks but also memecons and technic wires to use the system. |
01:53 |
sofar |
well mesecons also connects diagonally, so that's already out of scope |
01:54 |
ShadowNinja |
True. |
01:55 |
sofar |
which is why I'm really aiming for fences/walls and the likes for now |
01:55 |
sofar |
but, maybe we can fix it |
01:55 |
sofar |
idk |
01:59 |
ShadowNinja |
sofar: int getNeighbors(v3f pos, MapNode n, MapNode (node_getter*)(v3f)) ? |
01:59 |
ShadowNinja |
Oh, you tried that. |
02:00 |
ShadowNinja |
Well, in your comment you just create a pure vertual function, and you can't instantiate anything with a pure virtual function. |
02:03 |
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02:05 |
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02:05 |
ShadowNinja |
sofar: Shouldn't this be an || ? : https://github.com/minetest/minetest/pull/3503/files#diff-70868aa6d6b96c0c1623c761500d23c4R1600 |
02:07 |
ShadowNinja |
sofar: Also, is it possible to gall getIds directly on connects_to_ids to avoid that copy? |
02:11 |
ShadowNinja |
Other than those two issues the main problem I see is too much repetition. |
02:12 |
ShadowNinja |
You might not be able to remove it, but I'm sure you can reduce it -- or at least move it out into its own function. |
02:17 |
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02:38 |
RealBadAngel |
#3748 |
02:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/3748 -- Remove preload_item_visuals code by RealBadAngel |
02:41 |
* RealBadAngel |
yawns. time to wake up and code something more difficult than above ;) |
03:11 |
sofar |
RealBadAngel: extract a generic MetaData class out of NodeMetaData so we can inherit it from NodeMeta, PlayerMeta and ItemStackMeta |
03:11 |
sofar |
Also, Animated textures in particles |
03:12 |
RealBadAngel |
im not any good in coding abstractions ;) |
03:12 |
RealBadAngel |
im trying now to finish 3166 |
03:14 |
RealBadAngel |
for start eliminating meta update dupes would be enough |
03:14 |
RealBadAngel |
i can think of meta packages later on |
03:16 |
RealBadAngel |
3166 is kinda important, because of those issues servers "dont like" technic, pipeworks, mesecons and the like |
03:20 |
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03:23 |
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03:47 |
RealBadAngel |
#3749 |
03:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/3749 -- Camera: remove auto tune FPS, single view range setting by RealBadAngel |
03:48 |
RealBadAngel |
its updated and rebased 3720 (closed that already) |
04:04 |
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04:18 |
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05:55 |
RealBadAngel |
#3751 |
05:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/3751 -- Dont make fastface if tile is not seamless by RealBadAngel |
06:27 |
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07:59 |
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08:45 |
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08:45 |
nrzkt |
hi, sfan5 , nore , kahrl can you loook at #3752, it's a little cleanup since recent collision.cpp merge |
08:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/3752 -- Little collision.cpp cleanups by nerzhul |
08:48 |
sofar |
I'm just gonna focus on door fixes :( |
08:48 |
RealBadAngel |
lol, im at doors issue now ;) |
08:50 |
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08:56 |
sofar |
https://github.com/minetest/minetest_game/pull/858 |
08:56 |
sofar |
found a bug introduced by a fix :( |
08:56 |
* sofar |
afk bed |
09:16 |
RealBadAngel |
sofar, ha, and ive fixed your issue ;) |
09:52 |
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09:59 |
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09:59 |
RealBadAngel |
#3753 |
09:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/3753 -- Fix getting pointed node by RealBadAngel |
09:59 |
RealBadAngel |
!next |
09:59 |
ShadowBot |
Another satisfied customer. Next! |
10:06 |
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10:39 |
nrzkt |
merging 3752 as it's just a little style fix and an integer sign fix |
11:06 |
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11:09 |
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11:09 |
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11:35 |
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12:03 |
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12:05 |
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12:28 |
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12:41 |
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12:55 |
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13:21 |
Fixer |
RealBadAngel, hi, cloud thing is fixed in #3749? want to compile it |
13:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/3749 -- Camera: remove auto tune FPS, single view range setting by RealBadAngel |
13:22 |
RealBadAngel |
fixer, yes |
13:22 |
Fixer |
RealBadAngel, btw, is not default view range at 100 is too much? |
13:23 |
Fixer |
feels like people are running MT on calculators |
13:24 |
RealBadAngel |
imho thats not too much |
13:24 |
RealBadAngel |
comparing to it pushin 240 at default |
13:24 |
Fixer |
on heavy servers with 100 i got 30 fps with it |
13:25 |
RealBadAngel |
clients get flooded by updates |
13:25 |
Fixer |
RealBadAngel, have you ever encountered mipmapping issues like that - https://github.com/minetest-mods/moreblocks/issues/33 |
13:25 |
Fixer |
just curious |
13:25 |
RealBadAngel |
thats not a matter of client performance, but dumb server code |
13:27 |
RealBadAngel |
thats how mipmapping works |
13:27 |
RealBadAngel |
textures are downscaled |
13:27 |
Fixer |
RealBadAngel, but why yellow one is intact? |
13:27 |
Fixer |
that's odd |
13:27 |
Calinou |
https://github.com/minetest/minetest/commit/60dc01dc258db842e229351b871d0989e3e7d62c |
13:27 |
Calinou |
hahaha… 1 year old commit merged |
13:28 |
RealBadAngel |
Fixer, good question :) |
13:28 |
Fixer |
exactly |
14:07 |
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14:07 |
|
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/ |
14:16 |
Fixer |
this one should be critical PR imho (fixing that annoying 2 sec inventory lag): https://github.com/minetest/minetest/pull/3638 |
14:17 |
Megaf |
2 sec inventory lag? |
14:17 |
Megaf |
in my opinion that's misconfiguration on the server |
14:17 |
Fixer |
i've experienced it many times |
14:21 |
Megaf |
RealBadAngel, btw, things like this is what I want https://github.com/minetest/minetest/pull/3166 |
14:21 |
Megaf |
actual improvements :) |
14:22 |
RealBadAngel |
Megaf, i said i will code menu in the future not now |
14:22 |
RealBadAngel |
now im fixing bugs one by one :P |
14:35 |
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14:41 |
RealBadAngel |
ok, i have reworked getting pointed thing, should be way faster now |
14:43 |
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14:50 |
Fixer |
compiler error in mapblockmesh.cpp |
14:51 |
Krock |
return dump(error_log) |
14:53 |
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14:57 |
Fixer |
Krock, error |
14:58 |
RealBadAngel |
fixer, just try again |
14:58 |
Krock |
oh. an error error |
14:58 |
Fixer |
RealBadAngel, it is problem with 3751, yes? |
14:58 |
RealBadAngel |
ive updated it, grab it again |
14:58 |
Fixer |
function 'void updateFastFaceRow...' |
14:58 |
Fixer |
ok |
14:58 |
Fixer |
ty |
15:06 |
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15:19 |
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15:52 |
RealBadAngel |
#3753 |
15:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/3753 -- Fix getting pointed node by RealBadAngel |
15:53 |
RealBadAngel |
reworked getting pointed thing code, propably one could make much further selection range now |
15:53 |
RealBadAngel |
the code should be way faster |
15:54 |
RealBadAngel |
iirc there was even an issue open bout that |
15:57 |
Fixer |
yes, if long range it started to lag iirc |
15:58 |
RealBadAngel |
Fixer, you can compare it if you wish |
15:59 |
RealBadAngel |
that wont eliminate lags at all for long ranges but definitely should allow larger range |
16:01 |
RealBadAngel |
funny |
16:02 |
RealBadAngel |
with this code i can easily add highlighting of the selected face |
16:02 |
RealBadAngel |
all the needed code is practically done |
16:04 |
RealBadAngel |
coincidence? i think not ;) |
16:38 |
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16:39 |
Fixer |
RealBadAngel, you was talking about crack texture slow down everything, you did workaround for it, or i misunderstand? |
16:45 |
Fixer |
RealBadAngel, 3753 can be tried now? |
16:46 |
RealBadAngel |
yeah |
16:46 |
RealBadAngel |
cracks i have to redo |
16:57 |
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17:00 |
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17:08 |
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17:10 |
nore |
Hm, is that normal? Vanilla minetest_game, both minetest and minetest_game latest git, I get: 2016-02-20 18:08:09: WARNING[Main]: NodeDefManager: Ignoring CONTENT_IGNORE redefinition |
17:10 |
nore |
It doesn't seem legit to me |
17:11 |
nore |
builtin redefines ignore, but it looks like NodeDefManager does not agree |
17:16 |
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17:40 |
celeron55 |
well it could be that it's defined in builtin so that it exists in the lua side of things |
17:40 |
celeron55 |
the definitions are mirrored and no data actually goes from C++ to Lua regarding to them |
17:40 |
celeron55 |
so ignore has to come from somewhere |
17:40 |
celeron55 |
for the Lua side |
17:41 |
celeron55 |
(C++ obviously always has it) |
17:42 |
celeron55 |
i don't think allowing any kind of redefining of ignore from Lua to C++ should be allowed; that can do only harm |
17:42 |
celeron55 |
so... builtin should probably just put it in the Lua-side table instead of trying to do it in the normal way |
17:44 |
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17:46 |
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17:47 |
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18:31 |
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18:45 |
Fixer |
sofar, can't remove my own steel door in singleplayer |
18:47 |
sofar |
did you see the PR I filed yesterday? |
18:47 |
Fixer |
Door fixes(2) #858 ? |
18:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/858 -- Fix formspec label issues in win builds (MSVC) by BlockMen |
18:48 |
sofar |
yes, 858 |
18:48 |
Fixer |
i will try it now |
18:48 |
sofar |
but it doesn't fix existing doors that are broken |
18:49 |
Fixer |
it was just for test, no big deal |
18:52 |
Fixer |
sofar, fixed the issue for me |
18:55 |
sofar |
reply on the PR? |
18:55 |
Fixer |
sure |
19:13 |
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19:21 |
RealBadAngel |
http://imgur.com/a/Bc6jf |
19:21 |
RealBadAngel |
what do you think bout that? |
19:21 |
Fixer |
RealBadAngel, found problem with selection |
19:21 |
RealBadAngel |
Fixer, yes? |
19:22 |
Fixer |
RealBadAngel, need you at Just Test |
19:22 |
Fixer |
RealBadAngel, can't mine rock at some angle |
19:22 |
Fixer |
3753 thing |
19:23 |
RealBadAngel |
coming |
19:23 |
Fixer |
RealBadAngel, go to -40 -18 -13 |
19:24 |
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19:24 |
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19:29 |
Fixer |
RealBadAngel, where are you -_- |
19:29 |
Fixer |
? |
19:31 |
Fixer |
RealBadAngel, making a gif |
19:36 |
RealBadAngel |
dinner time, sorry. make that gif and maybe comparision with 2 clients modified and not |
19:41 |
Fixer |
RealBadAngel, https://imgur.com/UmogRof |
20:03 |
RealBadAngel |
Fixer, please do compare two clients, make two screenies |
20:03 |
RealBadAngel |
and use halo, those damn boxes are almost invisible here |
20:03 |
Fixer |
RealBadAngel, another example https://i.imgur.com/mzC3Ir5.png |
20:03 |
Fixer |
RealBadAngel, look at cracks |
20:04 |
Fixer |
RealBadAngel, client without that PR does not have this problem |
20:04 |
Fixer |
RealBadAngel, in gif pay attention to cracks |
20:04 |
RealBadAngel |
propably, ive changed the logic a bit, so make a screenies showing difference |
20:04 |
Fixer |
RealBadAngel, what screenies? |
20:05 |
RealBadAngel |
on this animated i can barely see anything |
20:05 |
Fixer |
i will turn on halo |
20:05 |
Fixer |
hold on |
20:05 |
RealBadAngel |
same scene, point problematic node and do screnshots in both clients |
20:05 |
Fixer |
ok |
20:06 |
RealBadAngel |
and press f5 so i can see yaw |
20:08 |
RealBadAngel |
wait, i found a place where i can see a glitch |
20:08 |
RealBadAngel |
no need for screenies |
20:08 |
Fixer |
.___________. |
20:09 |
Fixer |
RealBadAngel, also, it can select deeper into the blocks o_0 |
20:09 |
RealBadAngel |
thats the glitch |
20:11 |
RealBadAngel |
open game.cpp line 347 |
20:11 |
RealBadAngel |
s16 yend = pos_i.Y + 1 + (camera_direction.Y > 0 ? a : 1); |
20:12 |
RealBadAngel |
add there +1 in the middle |
20:13 |
Fixer |
i see |
20:13 |
Fixer |
line 347? |
20:14 |
Fixer |
it is 345 for me |
20:14 |
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20:14 |
Fixer |
will recompile |
20:14 |
RealBadAngel |
could be, ive added there already face highlighting |
20:20 |
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20:37 |
Fixer |
RealBadAngel, fixed |
20:44 |
Fixer |
RealBadAngel, btw, halo can't into water |
20:44 |
Fixer |
RealBadAngel, if i select something in water (and i'm not in water), halo will not be visible |
21:03 |
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21:14 |
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21:20 |
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21:23 |
Fixer |
RealBadAngel, btw, is Lava actually fogged in MT? |
21:23 |
Fixer |
feels like no fog acting on lava |
21:23 |
Fixer |
ok with water |
21:39 |
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22:06 |
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22:08 |
Fixer |
RealBadAngel, found another bug, with you fixed view thing :} |
22:08 |
Obani |
https://github.com/minetest/minetest/pull/2445 !!!!! |
22:22 |
Fixer |
RealBadAngel, ok this bug is not related to fixed view, it is between 0.4.13 and git :( looks like this https://i.imgur.com/hTY9WtV.png |
22:23 |
kaadmy |
hovering lava? |
22:23 |
Fixer |
RealBadAngel, or this https://i.imgur.com/FQ3DBYo.png |
22:23 |
Fixer |
kaadmy, no, fountains |
22:34 |
Fixer |
RealBadAngel, https://github.com/minetest/minetest/issues/3757 for you :) |
22:41 |
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22:45 |
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22:51 |
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22:53 |
iio7 |
I have noticed VanessaE's pipeworks mod are using some "item_drop" function calls which makes Minetest 0.4.13 crash, but not the current dev version. If however I use "add_item" instead it works on both versions. Are there any reason why item_drop should be used instead of add_item? |
22:58 |
VanessaE |
use a -dev build with a suitably up-to-date minetest_game |
22:58 |
VanessaE |
0.4.13 is old, and pipeworks doesn't target it. |
22:59 |
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23:04 |
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23:05 |
iio7 |
VanessaE, take a look at https://github.com/greencopper/pipeworks |
23:06 |
iio7 |
Using add_item works across all versions in a similar manner. |
23:06 |
VanessaE |
as I recall, there are other glitches that will cause pipeworks to crash on 0.4.13. Better to just upgrade your engine. |
23:08 |
iio7 |
Even if there is, the item_drop is just a wrapper for add_item, since add_item works across all versions I suggest using it since it makes pipeworks backwards compatible too and no functionality is lost. |
23:08 |
VanessaE |
nore: ^^^^ |
23:08 |
VanessaE |
(it's more his project than mine anyway) |
23:09 |
iio7 |
Ok :) |
23:53 |
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