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IRC log for #minetest-dev, 2016-02-20

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Time Nick Message
00:08 rubenwardy joined #minetest-dev
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: ^?
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01:09 est31 fine with me
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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
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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.
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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.
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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
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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)
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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
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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 ;)
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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 ;)
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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!
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10:39 nrzkt merging 3752 as it's just a little style fix and an integer sign fix
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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
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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
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14:41 RealBadAngel ok, i have reworked getting pointed thing, should be way faster now
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14:50 Fixer compiler error in mapblockmesh.cpp
14:51 Krock return dump(error_log)
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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
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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 ;)
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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
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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
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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
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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
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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
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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
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20:14 Fixer will recompile
20:14 RealBadAngel could be, ive added there already face highlighting
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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
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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
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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 :)
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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.
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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 :)
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