Time |
Nick |
Message |
02:21 |
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04:13 |
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04:14 |
paramat |
i'll merge #3885 #3886 later |
04:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/3885 -- Mapgen: Stop tunnel-floor biome nodes being placed everywhere by paramat |
04:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/3886 -- Fix connected nodes' selection boxes. by sofar |
04:45 |
paramat |
will also merge another batch of PRs to game |
04:53 |
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05:12 |
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06:14 |
paramat |
now merging games 916 928 933 944 955 956 |
06:17 |
sofar |
how can GenericCAO not have m_pitch? *tears hair out* |
06:17 |
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06:23 |
paramat |
no idea |
06:24 |
sofar |
apparently the server only ever sends yaw, but never pitch |
06:24 |
sofar |
anyway, I was attempting to look at head rotation for players |
06:25 |
paramat |
nice. merged |
06:25 |
sofar |
good job |
06:25 |
sofar |
I think I lost an hour figuring out what each of the [CS]AO |
06:25 |
sofar |
's are |
06:25 |
sofar |
and which one I'd actually need to look at |
06:25 |
paramat |
btw is it possible to place new doors using lvm? |
06:26 |
sofar |
lbm? |
06:26 |
paramat |
door + hidden i guess |
06:26 |
paramat |
lua voxelmanip |
06:26 |
sofar |
can lvm write node metadata? |
06:27 |
paramat |
nope |
06:27 |
sofar |
you can get pretty far. I suppose we could make the door code recognize a "metadata-less" door and assume it was placed as a closed door |
06:28 |
sofar |
should be easy to test, sec |
06:28 |
paramat |
it would be good to allow schematics with doors |
06:28 |
paramat |
closed by default would be fine |
06:29 |
paramat |
for example sokomine's villages mod has schems with doors |
06:29 |
sofar |
actually |
06:30 |
sofar |
I think it's already working |
06:30 |
sofar |
you have to make sure you place doors tops and bottoms with the same facedir, tho |
06:30 |
sofar |
I just placed one with //lua minetest.setnode() and checked if the doors API code sets the metadata |
06:31 |
sofar |
and it does, properly |
06:31 |
sofar |
lemme try right-sided door, though |
06:31 |
sofar |
right-hinged |
06:34 |
paramat |
set node is different to lvm though |
06:35 |
sofar |
yes, but set_node only sets content and param1/2 |
06:35 |
paramat |
ok. lvm doesn't call callbacks |
06:36 |
sofar |
hummm, how can I detect in lua whether a nodemeta value is entirely missing? get_string() it? |
06:36 |
paramat |
uhm i don't know =/ |
06:36 |
sofar |
ah, yes, that works |
06:37 |
paramat |
placing doors using set node is essential, by lvm would be good too |
06:39 |
paramat |
phew down to 26 PRs, now i'd like to keep it down to 1 page (25) |
06:47 |
sofar |
ok, I have a patch for that |
06:47 |
paramat |
good |
06:47 |
paramat |
lvm and schematics can set node id and rotation, both need to be able to place doors, i would say it's essential |
06:48 |
sofar |
the hidden top should be included in the schematic for best results |
06:48 |
paramat |
sokomine is currently updating villages mod to new doors, you could perhaps discuss with her |
06:48 |
sofar |
but it can be missing |
06:48 |
paramat |
yes |
06:51 |
sofar |
of course, mods using lvms could set nodemeta, and then lvm in the blocks. |
06:52 |
sofar |
but, this will work for wooden doors |
06:52 |
sofar |
(not for locked doors, obviously) |
06:52 |
paramat |
ok |
06:52 |
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06:53 |
sofar |
actually, it works fine |
06:53 |
sofar |
can place a steel door this way |
06:53 |
sofar |
it's just openable by everybody |
06:53 |
paramat |
lol |
06:53 |
sofar |
game#957 |
06:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/957 -- Doors: Allow schematic placement of wooden doors. by sofar |
06:54 |
paramat |
thanks |
06:58 |
sofar |
why did you reopen #953? |
06:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/953 -- When re-loading map, map is totally black |
06:58 |
sofar |
game 953, of course |
06:59 |
paramat |
oh error |
07:00 |
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07:00 |
paramat |
thinking it was open i just hit the 're open' button thinking it was the 'close' button |
07:00 |
paramat |
oh it auto-closed the issue, creepy |
07:01 |
paramat |
it does that when some PRs are merged |
07:01 |
sofar |
must be a new thing |
07:01 |
est31 |
no |
07:02 |
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07:02 |
est31 |
you can add "fixes #blabla" to your commit msg then issue #blabla gets closed when you push and you also have commiter rights for a repo |
07:02 |
est31 |
its an old thing |
07:03 |
paramat |
ah |
07:03 |
est31 |
also works for "merge" i think, there are a couple of magic words. |
07:03 |
sofar |
est31: I started looking at head animation client-side. turns out GenericCAO only stores (gets from server?) yaw, never pitch :^(( |
07:04 |
est31 |
of course real fun when you write "doesn't fix #blabla" and it closes the issue |
07:05 |
est31 |
lemme see |
07:05 |
sofar |
623 in content_cao.cpp |
07:05 |
sofar |
I can extend, obviously, new version, woohoo |
07:06 |
sofar |
not that I figured out the rest yet. I can mess up rotation of players, though, that's hopeful, lol |
07:07 |
est31 |
i remember a bug where the yaw is sent wrongly, turned by 90 degrees or something |
07:07 |
sofar |
that's to lua |
07:07 |
est31 |
bug in the protocol |
07:07 |
est31 |
ah |
07:07 |
sofar |
this one is to the client, and it's correct |
07:07 |
est31 |
cool |
07:08 |
est31 |
so, its not that big of an issue to bump the protocol version, is it? |
07:08 |
sofar |
anyway, I'm out of gas, it's late, and I gotta work tomorrow. I now know where I can mess up bone rotation |
07:08 |
est31 |
now that you know how it works :) |
07:08 |
sofar |
well it's still weird |
07:08 |
sofar |
updateBonePos is only called once |
07:08 |
sofar |
UpdateNodePos is called every step |
07:09 |
sofar |
not sure why. oh well? |
07:09 |
sofar |
the version bump should indeed be fine |
07:10 |
est31 |
idk either |
07:11 |
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07:11 |
sofar |
it's gonna be a hack for starters to begin with. if it works as a concept I'll be happy. No rush |
07:11 |
* sofar |
gives up for the day |
07:11 |
sofar |
later |
07:11 |
est31 |
bye |
07:42 |
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07:59 |
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07:59 |
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08:01 |
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08:02 |
Obani |
paramat, should #3890 be merged ? |
08:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/3890 -- Update menu header image by kilbith |
08:05 |
paramat |
i'd rather the spaces were removed, see my comment |
08:06 |
Obani |
I personnaly prefer with spaces |
08:06 |
Obani |
It's more readable and airier |
08:07 |
Obani |
But I agree it would do some strange things switching to singleplayer tab :) |
08:11 |
paramat |
i'd also prefer a new surface texture instead of stone, perhaps something metallic. |
08:12 |
Obani |
mmh |
08:12 |
Obani |
I would have seen personally something more organic with dirt, grass, trees, flowers, lianas,... :p |
08:12 |
Obani |
But kinda hard to make |
08:12 |
paramat |
#958 |
08:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/958 -- Add player list, viewable by holding Tab by sfan5 |
08:13 |
Obani |
:o |
08:13 |
paramat |
well the header is for the engine, so perhaps needs to be more universal |
08:13 |
paramat |
oops |
08:13 |
paramat |
game#958 |
08:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/958 -- Default: Fix rotation errors for mapgen aspen and sapling jungletree by paramat |
08:49 |
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08:59 |
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09:03 |
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09:19 |
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09:39 |
red-001 |
#3657 |
09:39 |
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 |
09:54 |
paramat |
game#959 |
09:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/959 -- Default: Make some plant nodes non-flammable by paramat |
10:00 |
red-001 |
paramat are you working on adding an on_flood callback? |
10:02 |
paramat |
not yet but maybe after release |
10:11 |
paramat |
but i don't like the idea of allowing water to drop nodes and would rather not bloat the liquid code with something non-essential |
10:28 |
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10:51 |
paramat |
hm so actually no i won't work on it and will vote against it :) |
11:24 |
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11:25 |
est31 |
okay noclip enforcement works so fa |
11:25 |
est31 |
r |
11:25 |
est31 |
but it has some problems though |
11:25 |
est31 |
mostly because of failing path search |
11:26 |
est31 |
and because path search is so slow |
11:26 |
est31 |
it really is, searching 16 nodes takes like 100 ms |
11:26 |
est31 |
thats not nice |
11:27 |
paramat |
100ms == forever |
11:28 |
est31 |
yeah |
11:30 |
est31 |
that path search code needs a big cleanup anyway |
11:30 |
red-001 |
what is quicktune? |
11:33 |
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11:37 |
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11:39 |
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11:40 |
est31 |
I guess half of the time is wasted to print stuff to verbosestream or something |
11:41 |
est31 |
idk, i have to do non minetest things, now, as much fun as fixing the noclip enforcement would be |
11:41 |
est31 |
first I would have to understand what all the path search code does |
11:43 |
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11:43 |
est31 |
its not that hard, its just a bit uncommon |
11:44 |
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11:49 |
nore |
#3895 |
11:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs |
11:49 |
paramat |
nice |
11:49 |
nore |
Needs review, and some more testing than just mine |
11:50 |
Megaf |
Merge that please |
11:50 |
paramat |
yeah i'm a little concerned about adding nodetimer crops for release, hopefully 2 weeks is enough to debug |
11:51 |
nore |
Also, I did not profile it, so I don't know if is really is faster, but it should be, the speedup should be enough to balance the slightly higher constant factor |
11:51 |
nore |
(2 maps instead of one) |
11:51 |
nore |
So, adding a node timer is 2 timers slower as before |
11:51 |
nore |
But each nodetimer step should only have complexity O(number of timers that were triggered) |
11:52 |
est31 |
it should be profiled |
11:52 |
nore |
(maybe * log (number of nodetimers in block)) |
11:52 |
est31 |
i had suggested a speedup to RBA |
11:52 |
nore |
meaning that nodetimer can be decreased |
11:52 |
est31 |
didnt profile it and he applied it |
11:52 |
est31 |
what we ended with was master having a big speed regression in meshgen |
11:52 |
nore |
est31: how do you profile it? (I've never done profiling before :/) |
11:53 |
est31 |
usually you measure some code |
11:53 |
Megaf |
when will this be merged? https://github.com/minetest/minetest/pull/3848 |
11:53 |
est31 |
how long it takes to execute |
11:53 |
Megaf |
#3848 |
11:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/3848 -- Send only changed node metadata to clients instead of whole mapblock by est31 |
11:53 |
est31 |
take the time before, and the time after it |
11:54 |
nore |
ok |
11:54 |
est31 |
afk |
11:54 |
nore |
hm, it looks like I added a bug :/ |
12:06 |
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12:07 |
kilbith |
paramat, give me a reason why you removed the milestone on my Creative cleaning ? |
12:07 |
kilbith |
it's important, i don't want to ship a least optimized code for 0.4.14 |
12:09 |
paramat |
ok i'll re-add |
12:10 |
kilbith |
reviewing appreciated as well please |
12:10 |
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12:13 |
paramat |
no reason for removing the milestone apart from undecidedness on what is essential for release, happy to re-add it |
12:15 |
paramat |
i would like to see it included for release, so that was a mistake sorry |
12:16 |
kilbith |
sorry to be sensitive on that because it's my area of expertise |
12:17 |
rubenwardy |
Just because something's not on a milestone doesn't mean that it won't be added before release |
12:17 |
kilbith |
yes but at least i have a clear warrant that it will be shipped |
12:19 |
rubenwardy |
very true |
12:24 |
rubenwardy |
why is Minetest so terrible at transfering files w/o remote media server? |
12:35 |
nore |
est31: so the real bottleneck is actually iterating the mapblocks: I get a little speedup, but the code is actually already very fast |
12:36 |
nore |
averaging over many steps, it looks like nodetimers currently take 1/4 to 1/3 ms per step (with ~200 active nodetimers) |
12:37 |
nore |
with my pull, it more like 1/5 to 1/4 I would say |
12:40 |
est31 |
ok |
12:40 |
est31 |
well its a speedup |
12:40 |
est31 |
thats goo |
12:40 |
est31 |
d |
12:45 |
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12:55 |
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13:05 |
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13:10 |
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13:10 |
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13:21 |
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13:39 |
red-001 |
#3896 |
13:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/3896 -- Made more keys configurable in-game and remove a few keybinds used for debugging. by red-001 |
13:50 |
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13:52 |
rubenwardy |
/ Sorry, I was too lazy to implement this. --kahrl |
13:52 |
rubenwardy |
10/10 |
14:09 |
celeron55 |
it's a well optimized function |
14:28 |
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15:18 |
Fixer |
compiled minetest-0.4.13-9388704-win64-PR3810-3848-3856-3886-3894 and getting strange server crash if player takes out item from chest |
15:19 |
Fixer |
no errors in logs, i will build debug build and try gdb on it |
15:44 |
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15:48 |
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15:48 |
Sokomine |
sofar, paramat: handle_schematics and mg_villages are both updated now so that they can place new doors (they use voxelmanip) if the schematic contained an old door. i'm not sure if i caught all possible setups of doors, but those i tested worked fine. the _a version of the door seems to work right out of the box; the _b version needed extra treatment |
15:55 |
Sokomine |
sofar, paramat: and yes, the actual setup of the doors is done after the placement and lvm is finished; just like chests and other things with metadata. the existing door-abm can't be used due to the old nodes no longer existing |
15:55 |
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16:08 |
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16:11 |
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16:16 |
Fixer |
https://github.com/minetest/minetest/issues/3897 i have crash minetest with some pull requests applied, can someone look at it? can it be related to PR 3848? i will do more tests |
16:21 |
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16:27 |
sofar |
Sokomine: did you use that patch that I posted yesterday? |
16:35 |
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16:36 |
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16:39 |
red-001 |
sofar doesn't the minetest.after(0.1) you added to TNT just increase the delay to 1.1 seconds? |
16:39 |
sofar |
no |
16:39 |
sofar |
go watch the video linked |
16:39 |
sofar |
https://www.youtube.com/watch?v=c3G-52FV4SI |
16:40 |
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16:44 |
red-001 |
I see |
16:48 |
sofar |
1.1sec right? ;) |
16:50 |
red-001 |
wouldn't it be better to use a nodetimer for that? |
16:56 |
sofar |
nodetimers run 1.0 seconds apart |
16:57 |
red-001 |
I see |
16:58 |
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17:11 |
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17:12 |
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17:12 |
Sokomine |
sofar: havn't seen that yet |
17:13 |
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17:13 |
sofar |
Sokomine: it fixes up the _b doors automatically once the first player opens them |
17:14 |
Sokomine |
sofar: ah. that is good to hear. so no more extra handling of _b doors necessary? |
17:14 |
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17:15 |
sofar |
right, if you place the two nodes with param2 to rotate them properly with the schematic, then it should autocorrect them without a hitch |
17:15 |
Sokomine |
that sounds good. param2 rotatiion is handled by the mods |
17:16 |
sofar |
yes, that would be in your schematic |
17:16 |
sofar |
mts schematic, right? |
17:23 |
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17:29 |
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17:31 |
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17:36 |
paramat |
will merge #3885 #3886 in a moment |
17:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3885 -- Mapgen: Stop tunnel-floor biome nodes being placed everywhere by paramat |
17:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/3886 -- Fix connected nodes' selection boxes. by sofar |
17:38 |
paramat |
now merging |
17:40 |
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17:45 |
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17:48 |
paramat |
merged |
17:49 |
Obani |
paramat, #3143 can be merged :) |
17:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3143 -- Add CONTRIBUTING.md by davisonio |
17:50 |
paramat |
i almost did but thought est might want to give it a final check |
17:51 |
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17:53 |
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17:53 |
Arron |
hello there |
17:53 |
Arron |
i m stick |
17:54 |
Arron |
can anyone can helpo me |
17:54 |
Arron |
i m trying to create a Bot for minetest |
17:54 |
Arron |
but no way to connect on my server |
17:54 |
Arron |
i m trying this --> https://github.com/boppreh/minetesting/blob/master/client.py |
17:54 |
Arron |
i do'nt understand how that's works can someone can hep me to found the way ? |
17:57 |
Arron |
i haev this error --> raise ValueError('Access denied. Reason: ' + self.access_denied) |
17:57 |
Arron |
ValueError: Access denied. Reason: Your client sent something server didn't expect.Try reconnecting or updating your client |
17:57 |
sofar |
ask in #minetest |
17:58 |
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17:58 |
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18:02 |
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18:03 |
ssieb |
Looking in the C++ source files, it's not clear if the code style is opening braces on the same line or new line. Which is it or does it not matter? |
18:04 |
sofar |
following line for function braces, same line otherwise |
18:05 |
sofar |
ssieb: don't look at C++ for code style rules, lol |
18:07 |
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18:08 |
ssieb |
ok |
18:09 |
ssieb |
I want to change the colorize command to respect the destination alpha. A brief look at mods indicates that changing the current way it works would change how current nodes are displayed. |
18:10 |
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18:11 |
ssieb |
Would it be ok to add an option where if the second parameter is "alpha" instead of a number, it will do what I want? This will not affect any current mods or clients. It will only add new functionality for new clients. |
18:13 |
sofar |
is that a lua function? |
18:14 |
red-001 |
colorize? |
18:14 |
ssieb |
Oh, sorry, it's the ^[colorize option for textures. |
18:18 |
Arron |
waou works with minetest 0.4.9 |
18:18 |
Arron |
i have my bot |
18:19 |
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18:19 |
Arron |
ok now i have to create an IA |
18:20 |
Arron |
well i don't how to start |
18:26 |
sofar |
1) program it to have goals |
18:27 |
sofar |
2) let it do random stuff |
18:27 |
sofar |
3) if that progresses towards goals, repeat |
18:27 |
sofar |
4) if not, stop doing it |
18:28 |
Arron |
for now no way to move it |
18:29 |
Arron |
i try command like that : |
18:30 |
Arron |
bot/walk |
18:30 |
Arron |
or bot/turn |
18:30 |
Arron |
nothink appening |
18:32 |
Arron |
well all command i send is just asking in the chat |
18:32 |
red-001 |
well then your doing something wrong |
18:33 |
Arron |
yes i think to |
18:36 |
Arron |
evrythink is incvalid command |
18:38 |
kilbith |
Arron, wrong channel, thanks this to #minetest please |
18:38 |
Arron |
ok |
18:38 |
kilbith |
s/thanks/take |
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18:44 |
ssieb |
Any comments on my [colorize change? I guess I'll just file a PR and see what happens. :-) |
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21:46 |
sofar |
can someone move "https://forum.minetest.net/viewtopic.php?f=3&t=14257" to "News" perhaps? |
22:07 |
celeron55 |
sofar: doing |
22:07 |
sofar |
awesome |
22:08 |
sofar |
FYi if you haven't seen this one: https://forum.minetest.net/viewtopic.php?f=7&t=14229. possible long read, but may be interesting |
22:08 |
celeron55 |
...assuming i can actually figure out how to move a topic |
22:09 |
sofar |
"In each topic, there is an option to "Move topic" (click the dropdown next to Quick-mod tools)." |
22:09 |
celeron55 |
moved |
22:10 |
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22:13 |
celeron55 |
sofar: it's called Lua, not LUA |
22:13 |
sofar |
sure, lol |
22:14 |
celeron55 |
this is important! |
22:14 |
sofar |
fixed it :) |
22:15 |
sofar |
don't have to discuss in the forums, but I'd be interested to know which items people would like to see prioritized |
22:15 |
sofar |
or, toileted ;) |
22:17 |
celeron55 |
well, none of them need to be toileted |
22:17 |
celeron55 |
just be very wary of performance in some |
22:18 |
celeron55 |
11 is something i have been wanting a long time already |
22:18 |
celeron55 |
and contains a typing error |
22:18 |
sofar |
11 doesn't sound like a technically complex thing |
22:19 |
celeron55 |
it clearly wants to say "server to client", not "client to server" |
22:19 |
sofar |
ahh lol, yes |
22:19 |
celeron55 |
yeah it's not complicated at all |
22:19 |
sofar |
I've pretty much written down the whole implementation there as well |
22:20 |
sofar |
just in words, not code |
22:21 |
sofar |
4 may be an issue, but I think it could be *faster* if implemented correctly |
22:21 |
sofar |
5 is really something that should be simple - just allow optional tiledef instead of "texture = " |
22:23 |
sofar |
I however keep coming back to 2 being the one thing that blocks so much progress |
22:25 |
ssieb |
Is it possible to use mesh objects for tool inventory images? |
22:26 |
sofar |
right now, or with patches? |
22:30 |
celeron55 |
sofar: what you elaborate in 2 could be a reasonable way to do the thing; people often get into all kinds of database complexness when they talk about that |
22:30 |
ssieb |
sofar: right now |
22:30 |
ssieb |
but I'm assuming from your response that the answer is no :-) |
22:31 |
sofar |
celeron55: it could easily be done in steps, too |
22:31 |
celeron55 |
and probably not even difficult; the most difficult part can be designing all the compatibility things to work perfectly |
22:31 |
sofar |
ssieb: only way now is to make an entity and bone_attach |
22:31 |
sofar |
ssieb: I think |
22:32 |
ssieb |
I meant just in the inventory, but yes, for the wielding as well |
22:32 |
sofar |
oh |
22:32 |
sofar |
if you have a mesh node block |
22:32 |
sofar |
like e.g. fencegate |
22:32 |
sofar |
that just *works* |
22:33 |
sofar |
just open the game with current git for minetest, and minetest_game, and look at the fencegate item |
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22:48 |
ssieb |
sofar: is that a tool? |
22:48 |
sofar |
ah, no. mesh tools? never heard of it |
22:50 |
ssieb |
would look nicer in the inventory |
22:51 |
ssieb |
and for wielding |
22:51 |
sofar |
honestly, if you've seen my list I think you'd realize how little I could care about something like that, sorry |
22:52 |
ssieb |
sure, it was just a general question |
22:52 |
nore |
sofar: btw, about #3895, I tested it with ~150 active nodetimers; the speedup was not very high since nodetimer managing is already quite fast, but there still is one |
22:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs |
22:52 |
sofar |
ah, ok, I thought you were suggesting something for my list |
22:53 |
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22:53 |
nore |
I guess with ~1000 nodetimers the speedup would be more noticeable |
22:53 |
sofar |
nore: the optimization is nice, it'll make the farming conversion even better |
22:53 |
sofar |
with increased range for timers activating, one could grow huge fields of crops ;) |
22:54 |
nore |
I could optimize it even more, to avoid iterating blocks that don't need to |
22:54 |
nore |
but I'm not sure it would be very useful, nodetimers are already *very fast* |
22:54 |
sofar |
tbh I don't see the current implementation as bad at all |
22:54 |
sofar |
nod |
22:54 |
nore |
i.e. < 1ms each step |
22:54 |
nore |
whereas ABMs take ~30ms... |
22:56 |
nore |
(well, I was even wondering if it would be possible to handle ABMs the way nodetimers are handled instead, that would remove quite a lot of server load) |
22:56 |
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22:56 |
nore |
anyway, it's getting late here, so good night! :) |
22:57 |
sofar |
nore: if you want something that abuses abm's try minetest-mods/mymonths |
22:57 |
sofar |
it'll make abm's overflow it's timeslice :) |
22:58 |
nore |
isn't it the thing that add seasons? |
22:58 |
nore |
for a mod like that, I'd rather use voxelmanip; but there would need to be a way to know which blocks are active |
22:58 |
nore |
and that's something I've been waiting for for a loooong time |
22:59 |
nore |
maybe I should try again to code it someday (IIRC I tried once, but failed as I was not experimented with the engine enough back then) |
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