Time |
Nick |
Message |
00:03 |
kinokoio |
I am checking how to add light to the player and I found the code |
00:17 |
|
DFeniks joined #minetest-dev |
01:12 |
|
Void7 joined #minetest-dev |
01:21 |
|
est31 joined #minetest-dev |
01:22 |
est31 |
man our cpp pathfinder is a total mess |
01:22 |
est31 |
it has O(n^3) complexity |
01:23 |
est31 |
its really funny |
01:23 |
est31 |
it gives the choice between dijkstra and A*, and has n^3 complexity |
01:23 |
est31 |
what a joke |
01:23 |
est31 |
no wonder it adds so much lag |
01:24 |
est31 |
When I'm done with it, it will be something completely else |
01:24 |
Void7 |
n^4 complexity? :jokeface: |
01:25 |
est31 |
paramat, why are torches disabled for dungeons? |
01:25 |
est31 |
I think its desireable to have the dungeons filled with *stuff* |
01:26 |
est31 |
perhaps it might be fun to light dungeons up |
01:26 |
est31 |
but there should be something else that fills the dungeons |
01:26 |
est31 |
dunno chests or something |
01:28 |
Void7 |
hmm... perhaps flood them sometimes? |
01:31 |
paramat |
the torches are just roughly placed for dev work |
01:48 |
hmmmm |
est31, there are mods for that |
01:49 |
hmmmm |
the engine should not be in the business of deciding what goes into the dungeons |
01:58 |
sofar |
well, if mods could use mapgen decorations, that would be nice and optimized |
02:09 |
|
yang2003 joined #minetest-dev |
02:17 |
paramat |
they can, but the decoration API cannot yet place inside dungeons |
02:29 |
paramat |
anyway i agree mapgen should only do very basic universal stuff in dungeons, most decorations (torches, bookshelves, chests) would be a mod thing |
02:48 |
paramat |
such a mod could be part of mtgame |
02:52 |
|
est31 joined #minetest-dev |
02:52 |
est31 |
hmmmm, of course, the engine should not hardcode it |
02:53 |
est31 |
mtgame should take care of the content :) |
02:53 |
hmmmm |
well if you want to include a dungeon decoration mod in the default mod, so be it.. |
02:53 |
hmmmm |
s/default mod/default game/ |
03:02 |
hmmmm |
paramat, you can construct the simple decorations yourself, if you want to place a schematic there's place_schematic_in_vmanip, if you want to grow an lsystem structure there's that set of api |
03:03 |
hmmmm |
you can already do all the placement you want in the dungeons |
03:03 |
paramat |
ok |
03:05 |
paramat |
ShadowNinja are you able to help out with https://github.com/minetest/minetest/issues/3266#issuecomment-199766449 ? |
03:38 |
ShadowNinja |
#3946 |
03:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/3946 -- Improved block serialization format |
03:39 |
ShadowNinja |
paramat: I fixed that, or at least made a PR... |
03:40 |
ShadowNinja |
https://github.com/minetest/minetest/commit/7bcbc0105b3e67b7e066be6fd77775769cffdd16 |
03:41 |
paramat |
ok good |
04:02 |
paramat |
that was merged great |
04:05 |
paramat |
removed milestone from #3266 |
04:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/3266 -- Settings tab improvements |
04:07 |
paramat |
tesla model 3 is beautiful =) |
04:14 |
|
troller joined #minetest-dev |
04:16 |
paramat |
updated #3927 any comments hmmmm ? |
04:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/3927 -- Decoration API: Allow rotation of simple decorations by paramat |
04:18 |
hmmmm |
oh boy what's going on here |
04:18 |
hmmmm |
so a simple decoration is a vertical column |
04:18 |
hmmmm |
i'm assuming what this patch does is randomly select one of the 24 facedirs for each node in the vertical column?? |
04:18 |
hmmmm |
or does it place these nodes on their sides... or.. |
04:19 |
hmmmm |
make it into a horizontal column? |
04:19 |
hmmmm |
both? |
04:19 |
sofar |
that's why I thought randomizing over 24 is so weird |
04:19 |
sofar |
I can understand (0-3) |
04:19 |
hmmmm |
what's the point of this feature exactly |
04:19 |
paramat |
if a deco is a vertical column all nodes in the column have the same rotation, it stays vertical |
04:20 |
hmmmm |
hmm |
04:20 |
paramat |
a modder requested rotation for simple decorations |
04:20 |
hmmmm |
looking at the code it looks like it really is just facedir rotation |
04:20 |
hmmmm |
not actual decoration shape rotation |
04:20 |
sofar |
yes |
04:21 |
paramat |
first it was just rotations 0-3, then i made it 0-23 |
04:21 |
paramat |
correct |
04:21 |
hmmmm |
"a value of 24 enables 24-orientation random rotation." |
04:21 |
hmmmm |
honestly things like this i feel can be considered bad api design |
04:21 |
hmmmm |
especially when we can take advantage of lua's typing system here |
04:22 |
hmmmm |
what if it were... "random" for a random rotation? |
04:22 |
hmmmm |
what if you want to expand this in the future to use degrotate? |
04:22 |
paramat |
i thought that might be controversial, but it's simple and intuitive |
04:23 |
paramat |
i oppose degrotate |
04:23 |
hmmmm |
why |
04:23 |
paramat |
a new enum for 23 rotations plus random perhaps |
04:23 |
hmmmm |
i feel like it could have a real use case with simple decorations |
04:24 |
hmmmm |
in any case like sofar mentioned earlier, the choice to randomize between 0 and 23 is kind of weird |
04:24 |
hmmmm |
do you mind if i make a recommendation to your api design? |
04:24 |
paramat |
i don't mind of course |
04:25 |
hmmmm |
make the random option the string "random" or something like that |
04:25 |
hmmmm |
and then add a flag to the simple decoration that's like |
04:25 |
hmmmm |
"lock rotations to Y axis" |
04:25 |
hmmmm |
and if that's set it'd choose the rotation mod 4 |
04:26 |
hmmmm |
so that way you can have |
04:26 |
hmmmm |
rotation = "random", |
04:26 |
hmmmm |
lock_rotation_to_y_axis = true, |
04:26 |
hmmmm |
that would choose a random facedir from 0 to 3 |
04:26 |
hmmmm |
whereas if the latter were false or absent it'd be 0 to 23 |
04:26 |
sofar |
"facedir" "facedirsimple" |
04:26 |
hmmmm |
???? |
04:27 |
paramat |
my arguments are in game#290 degrotate is fone for specialised mod use but unsuitable for mapgen |
04:27 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/290 -- Add rotation to plants. by RealBadAngel |
04:27 |
sofar |
rotation = "facedir" | "facedirsimple" .. |
04:27 |
hmmmm |
sofar: i still don't quite understand what you mean by that |
04:27 |
paramat |
hm good idea |
04:27 |
sofar |
sorry, it would be a suggested string value to determine operation |
04:27 |
paramat |
(fine) |
04:28 |
hmmmm |
sofar: so rotation = "facedir" would mean "a random facedir from 0-23"? |
04:28 |
sofar |
yes |
04:28 |
hmmmm |
well actually i think that's a better idea |
04:28 |
hmmmm |
except maybe it should have the word "random" as part of it |
04:28 |
paramat |
i did thnk an option for 0-3 would be good |
04:28 |
sofar |
and facedirsimple = 0-3 |
04:29 |
sofar |
right, it lacks the "random" word :/ |
04:29 |
hmmmm |
we can be more descriptive than "simple" though |
04:29 |
hmmmm |
random_facedir_y_axis |
04:29 |
sofar |
random-facedir |
04:29 |
hmmmm |
random_facedir |
04:29 |
sofar |
random-facedir-simple |
04:29 |
hmmmm |
??? yes? |
04:29 |
sofar |
underbar, sure, yes |
04:29 |
hmmmm |
what about changing simple |
04:30 |
hmmmm |
paramat: do you agree with this or would you rather all of the rotation values be numbers?? |
04:30 |
sofar |
well so, the screwdriver mod has the concept of "simple facedir rotation" being 0-3 |
04:30 |
sofar |
https://github.com/minetest/minetest_game/blob/master/mods/screwdriver/init.lua#L16 |
04:30 |
sofar |
that's where I got that from |
04:32 |
paramat |
yes this is good |
04:32 |
hmmmm |
and what do you think about the nomenclature? |
04:32 |
paramat |
no rush it's not milestone |
04:33 |
hmmmm |
should it be random_facedir_y_axis or random_facedir_simple? |
04:33 |
paramat |
i prefer y axis |
04:34 |
hmmmm |
alright then since it's your pr that'll be it |
04:34 |
sofar |
I'm entirely neutral on that |
04:34 |
paramat |
ok i'll work on it |
04:34 |
sofar |
so, do it |
04:34 |
hmmmm |
yea |
04:35 |
hmmmm |
when you translate the random rotation string from lua to engine, you're going to have to either add a new field or two, or define constants for each |
04:35 |
hmmmm |
i notice you made rotation an s16 for no real reason - fine by me |
04:36 |
paramat |
just because the others were |
04:36 |
hmmmm |
#define DECO_SIMPLE_ROTATION_FULL (-1) |
04:36 |
hmmmm |
#define DECO_SIMPLE_ROTATION_YAXIS (-2) |
04:36 |
hmmmm |
RAND_ROTATION |
04:37 |
paramat |
ok thanks |
04:40 |
sofar |
can I put a number in there, too? |
04:40 |
sofar |
and have it end up in param2? |
04:41 |
hmmmm |
yeah you're right |
04:41 |
hmmmm |
if you put in a number larger than 8 bits, it'll truncate |
04:41 |
hmmmm |
also the param2 isn't validated |
04:41 |
sofar |
if you make it s16, and your constants are -3, -2 and -1, then 0 - 255 are free to be used |
04:44 |
hmmmm |
pretty sure that's going to cause a new compiler warning |
04:45 |
sofar |
well, I'd treat the negative values as flags to enable the random behavior |
04:45 |
paramat |
yeah i intended it so that any param2 could be set, for special uses where param2 controls other stuff |
04:45 |
sofar |
and positive values as plain param2 values |
04:45 |
hmmmm |
paramat: that shouldn't be an easter egg |
04:46 |
hmmmm |
add to the documentation that values not within the range of 0 to 23 are undefined |
04:46 |
hmmmm |
and this value for non-facedir node types will also result in undefined behavior |
04:46 |
paramat |
should be documented yes |
04:46 |
sofar |
may as well call it `param2 = "random_facedir_rotation_y_axis"` |
04:47 |
hmmmm |
so instead of validating the data, you could just put the onus on the modder to get it right |
04:47 |
paramat |
yes i prefer that :) |
04:47 |
hmmmm |
you know what I changed my mind about the strings |
04:47 |
hmmmm |
that's so ugly |
04:48 |
hmmmm |
define constants for -1 and -2 in Lua as well in builtin/constants.lua |
04:48 |
hmmmm |
so instead of rotation = "random_facedir" you can do |
04:48 |
hmmmm |
rotation = minetest.DECO_ROTATION_RANDOM_FACEDIR |
04:49 |
hmmmm |
deja vu... i feel like we've had this exact same conversation before |
04:51 |
paramat |
ok cool |
04:51 |
|
paramat left #minetest-dev |
04:54 |
sofar |
lol, caught IRC-ing |
05:10 |
|
Hunterz joined #minetest-dev |
05:35 |
ShadowNinja |
hmmmm: What do you think about #3946 ? |
05:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/3946 -- Improved block serialization format |
07:22 |
|
nrzkt joined #minetest-dev |
07:27 |
|
jin_xi joined #minetest-dev |
08:28 |
|
kaeza joined #minetest-dev |
08:29 |
* kaeza |
looks at the date... |
08:29 |
kaeza |
time for 0.5? |
08:34 |
celeron55 |
i think that wouldn't be very tasteful |
08:36 |
celeron55 |
unless there's a very good "explanation" to go with it :P |
08:48 |
|
ShadowBot joined #minetest-dev |
09:25 |
|
maxela joined #minetest-dev |
10:48 |
|
srifqi joined #minetest-dev |
11:00 |
|
jin_xi joined #minetest-dev |
11:07 |
|
Calinou joined #minetest-dev |
11:29 |
|
Fixer joined #minetest-dev |
11:33 |
|
Player_2 joined #minetest-dev |
11:35 |
|
iangp joined #minetest-dev |
11:53 |
|
proller joined #minetest-dev |
12:00 |
|
Obani joined #minetest-dev |
12:16 |
|
STHGOM joined #minetest-dev |
12:18 |
|
Hunterz joined #minetest-dev |
12:18 |
|
proller joined #minetest-dev |
12:32 |
|
turtleman joined #minetest-dev |
12:37 |
|
damiel joined #minetest-dev |
13:04 |
|
rubenwardy joined #minetest-dev |
13:27 |
|
Zeno` joined #minetest-dev |
13:48 |
|
kaadmy joined #minetest-dev |
14:06 |
|
Darcidride joined #minetest-dev |
14:08 |
|
kilbith joined #minetest-dev |
14:21 |
|
PilzAdam joined #minetest-dev |
14:26 |
|
proller joined #minetest-dev |
14:45 |
|
rubenwardy joined #minetest-dev |
14:52 |
Zeno` |
how do I apply to be a dev? |
14:53 |
Fixer |
o_0 |
14:54 |
Fixer |
Zeno`, is not you quit? |
14:54 |
kilbith |
wanna come back ? |
14:54 |
kilbith |
^ celeron55 |
14:54 |
Zeno` |
yeah, I want back |
14:54 |
Fixer |
Zeno`, welcome back! |
14:54 |
Fixer |
\o/ |
14:55 |
|
Calinou joined #minetest-dev |
14:55 |
Zeno` |
I removed myself as a dev because I needed a break. I've had that break |
14:56 |
Zeno` |
and now is a good time to come back |
15:05 |
Obani |
hey Zeno` ;) |
15:05 |
Obani |
back again ! |
15:05 |
Obani |
(double meaning sentence) |
15:07 |
|
Hunterz joined #minetest-dev |
15:08 |
|
est31 joined #minetest-dev |
15:08 |
est31 |
lol Zeno` |
15:08 |
est31 |
we just wanted to move you to the previous core devs section on the credits tab: #3907 |
15:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/3907 -- Update credits tab by est31 |
15:09 |
Zeno` |
better update that :p |
15:09 |
nore |
hey Zeno` :) |
15:09 |
Zeno` |
yo nore |
15:09 |
nore |
est31: btw, I was wondering |
15:10 |
nore |
remember that commit I made a few weeks ago that removed escape sequences from chat? |
15:10 |
est31 |
yes |
15:10 |
nore |
I think it could be useful to remove escape sequences from formspec labels, item descriptions, etc |
15:11 |
nore |
so we can add colored text/bold/italics/links/etc there in the future too |
15:11 |
nore |
what do you think? |
15:11 |
est31 |
or translated text :) |
15:11 |
nore |
oh, good idea |
15:11 |
est31 |
yes, good idea |
15:12 |
Zeno` |
do the escape sequences in those labels currently serve a useful purpose? |
15:12 |
nore |
Zeno`: not yet |
15:12 |
Zeno` |
good idea then |
15:12 |
nore |
compatibility without version bump in the future for things like colored chat mainly |
15:12 |
Obani |
question : mind changing minetest core license ? |
15:13 |
est31 |
Obani, thats a biggie, and very likely to be not possible. |
15:13 |
Zeno` |
nore, that's probably not a huge thing if it became incompatible |
15:13 |
Obani |
est31, you might know why I ask that |
15:13 |
est31 |
no |
15:13 |
Obani |
freeminer |
15:14 |
est31 |
nah, i dont want GPL only because of freeminer |
15:14 |
Zeno` |
we care about freeminer? In what way? |
15:14 |
Obani |
freeminer uses MInetest commits |
15:14 |
Zeno` |
to incorporate code back into MT? |
15:14 |
Obani |
Whereas minetest can't use freeminer's commits |
15:14 |
est31 |
so what |
15:14 |
Obani |
And freeminer is way better than Minetest actually |
15:14 |
nore |
Zeno`: well, if we decide to add translations or things like that, that may create huge strings for users that don't have that code |
15:14 |
Obani |
But it's community is minimalistic |
15:15 |
nore |
anyway, I'm going to code that then |
15:15 |
kilbith |
that's just FM "cool" features that newbies are excited from |
15:15 |
Zeno` |
In the past we've added many of freeminer's "features" in a different way |
15:15 |
Obani |
kilbith, those features you are talking about is just why it is better |
15:15 |
Zeno` |
nore, true |
15:15 |
Obani |
And why it looks better |
15:15 |
est31 |
Obani, well perhaps it is. I cant make a judgement except "The steaming pile of shit I sit on is the best one around, no other pile can compare". |
15:16 |
kilbith |
and proller's code is rather sucky |
15:16 |
Obani |
kilbith, well at least it works and it's fast |
15:17 |
|
AnotherBrick joined #minetest-dev |
15:17 |
Zeno` |
Obani, originally FM was better because it was better optimised. But we fixed that. It also has extra features of course, but there is no reason that cannot be fixed either |
15:17 |
nore |
I'll try to do that quickly enough so it can get into 0.4.14 |
15:17 |
nore |
(as it is compatibility code) |
15:17 |
Fixer |
est31, lol |
15:17 |
Zeno` |
maybe there is more optimisation to be done -- I dunno -- I need to look at profiling (which I am starting now) |
15:18 |
Zeno` |
when is 0.4.14's expected release date? |
15:19 |
Obani |
it was excepted to be some days/weeks ago |
15:19 |
|
hmmmm joined #minetest-dev |
15:19 |
Obani |
But....the freeeeeze |
15:19 |
Zeno` |
ok, so it's "As soon as it's ready" |
15:19 |
Zeno` |
cool |
15:19 |
Fixer |
Zeno`, in terms of performance you might be interested in #3770, also gregorycu made a PR that tries to fix jittering/stuttering but it can't be compiled right now |
15:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja |
15:20 |
Zeno` |
hi hmmmm |
15:20 |
Zeno` |
Fixer, ok I'll look at it |
15:20 |
Fixer |
Zeno`, and est31 is working on node metadata PR that will help on servers with tecnic and stuff |
15:21 |
est31 |
but if somebody else wants to work on it, please take it :) |
15:21 |
Fixer |
Zeno`, VBO was merged recently and works pretty good for me, have not heared any complaints |
15:21 |
est31 |
i am busy with other stuff atm |
15:21 |
hmmmm |
hello |
15:21 |
Zeno` |
I don't want to look at VBO atm for personal reasons |
15:22 |
Zeno` |
from what I saw it seems fine and doesn't need touching at least for the next release |
15:22 |
Fixer |
Zeno`, yes, you don't need to touch it, it seems to work fine :) |
15:22 |
est31 |
yeah its fine |
15:26 |
Zeno` |
:) |
15:27 |
Zeno` |
est31, well done on the mapblock RAM thing |
15:28 |
est31 |
thanks |
15:28 |
est31 |
yeey a supporter for it |
15:28 |
Zeno` |
Oh, I support it of course because I gathered data related to that for weeks and weeks lol |
15:29 |
est31 |
celeron55 doesn't like it |
15:29 |
* Zeno` |
is impressed tbh |
15:29 |
Zeno` |
oh well :) |
15:29 |
est31 |
because of a bug, i agree with him that it should be fixed somehow |
15:30 |
Zeno` |
what are the side-effects of the bug? |
15:31 |
Zeno` |
(or direct effects I guess) |
15:31 |
est31 |
The server sends you all the blocks inside the viewing range, now if the number of the blocks the server thinks you should have is larger than the RAM limit, the server constantly sends you stuff, and the client constantly deletes it again |
15:31 |
Zeno` |
oh |
15:31 |
Zeno` |
that's kinda nasty |
15:32 |
Zeno` |
nevertheless it's progress |
15:34 |
est31 |
okay I am leaving now again, just joined to welcome back Zeno` |
15:35 |
Zeno` |
awwww |
15:35 |
est31 |
just for the protocol I support him being a core dev again |
15:35 |
Zeno` |
:) |
15:37 |
Obani |
#3620 is ok for test |
15:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/3620 -- Stereo: replace toe-in by off-axis method by dfelinto |
15:37 |
Obani |
It just needs some spaces replaced by tabs |
15:38 |
kinokoio |
Anout https://github.com/minetest/minetest_game/issues/1004, has anyone started working on it? |
15:40 |
kinokoio |
I have thought a solution to add support for NDT_NORMAL and change a bit the way fences' bars are drawed |
15:47 |
sofar |
Zeno`: I was there when you left. Good to see you had an enjoyable break! |
15:49 |
Obani |
#3208 |
15:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/3208 -- allow changing the velocity of objects relatively to their current velocity by HybridDog |
15:52 |
|
STHGOM joined #minetest-dev |
16:02 |
|
rubenwardy joined #minetest-dev |
16:20 |
|
Calinou joined #minetest-dev |
16:23 |
|
STHGOM joined #minetest-dev |
16:25 |
|
diemartin joined #minetest-dev |
16:35 |
|
STHGOM joined #minetest-dev |
16:49 |
|
paramat joined #minetest-dev |
16:52 |
paramat |
!tell Zeno` good to see you. freeze is delayed but sometime fairly soon, we're concentrating on stuff essential for release |
16:52 |
ShadowBot |
paramat: O.K. |
16:53 |
VanessaE |
so are we still on the inside of the fridge door next to the juice? :) |
16:54 |
paramat |
yeah but i drank the juice |
16:54 |
VanessaE |
you bastard! :) |
16:55 |
paramat |
btw freeminer is not better than minetest |
16:55 |
VanessaE |
I haven't looked at it in months, maybe a year now |
16:57 |
paramat |
i guess it may seem so superficially |
17:00 |
|
STHGOM joined #minetest-dev |
17:02 |
paramat |
the client mapblock limit bug should be fixed for release i think, 5000 mapblocks is easily exceeded |
17:03 |
VanessaE |
just so long as "fixing" it doesn't result in OOM crashes |
17:04 |
paramat |
there's a commit in the farmap branch for this |
17:04 |
VanessaE |
but that branch is not a 0.4.14 candidate |
17:07 |
|
Gael-de-Sailly joined #minetest-dev |
17:09 |
kilbith |
paramat uses 320 nodes of viewing range btw |
17:10 |
kilbith |
so yeah, easily exceeded |
17:10 |
VanessaE |
my view range doesn't generally exceed 150, and on my creative server I drop it to 60 in some places to keep the fps up. |
17:18 |
paramat |
i mean, we can base a new commit on the farmap commit |
17:21 |
paramat |
5000 is exceeded at view range 170 |
17:25 |
|
Obani joined #minetest-dev |
17:27 |
|
STHGOM joined #minetest-dev |
17:36 |
Obani |
Zeno is already gone ? :'( |
17:38 |
VanessaE |
paramat: imho if you're gonna fiddle with code from farmap, you and/or celeron55 need to finish it completely and commit it for 0.4.14 |
17:38 |
VanessaE |
it's waited long enough. |
17:39 |
VanessaE |
Obani: he never stays long. |
17:39 |
paramat |
nooo it's not for 0.4.14 |
17:39 |
paramat |
still needs lots of work |
17:40 |
VanessaE |
then just bump the block count limit up to say 10k and call it a day. |
17:40 |
VanessaE |
don't go mucking about with the code. |
17:40 |
Obani |
<Zeno`> I used to be here nearly 24/7 |
17:40 |
VanessaE |
you're already practically in "feature" territory as it is |
17:40 |
VanessaE |
Obani: that was a very long time ago |
17:42 |
VanessaE |
lately if he shows up at all, it's only for a few minutes to an hour |
17:52 |
Obani |
sofar, are fence gates in-game ? |
17:52 |
Obani |
in minetest-game* |
17:54 |
paramat |
they are |
18:10 |
paramat |
nore PilzAdam sfan5 ShadowNinja easy review game#994 |
18:10 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/994 -- Beds: Check for buildable_to for bottom half by sofar |
18:10 |
sfan5 |
+1 from me |
18:10 |
paramat |
ok |
18:10 |
PilzAdam |
paramat, if it really fixes the issue it is trying to fix, then +1 |
18:16 |
sofar |
it does |
18:16 |
paramat |
good enough for me |
18:22 |
paramat |
game#999 |
18:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
18:25 |
sofar |
that's not for 0.4.14 |
18:25 |
sofar |
same with the fire changes |
18:26 |
paramat |
ok but 999 is so simple it can be in release |
18:28 |
sofar |
sure, that one is fairly simple |
18:41 |
paramat |
i'll merge game#1003 as seems trivial |
18:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1003 -- Fix disappearing doors while underwater by tenplus1 |
18:42 |
paramat |
or do they need 'use texture alpha'? |
18:44 |
VanessaE |
that won't help. |
18:44 |
VanessaE |
it's an alpha/z-sorting issue in the rendering code |
18:44 |
VanessaE |
(tenplus1's idea is the only workaround) |
18:46 |
paramat |
yes but doors won't be using translucency .. ? |
18:47 |
paramat |
oh i see |
18:48 |
paramat |
well for tidyness it can be removed |
18:57 |
sofar |
paramat: texture alpha for nodeboxes is broken |
18:58 |
sofar |
horribly |
18:58 |
paramat |
ah i see |
18:58 |
sofar |
I'm fine with 1003 for now |
19:01 |
paramat |
sfan5 PilzAdam game#999 ? |
19:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
19:02 |
sfan5 |
dry grass? |
19:02 |
sfan5 |
why |
19:02 |
sofar |
in the middle of savannahs, if you build something and then remove it, it leaves a dirt spot |
19:02 |
sofar |
after a while you get normal grass in between dry grass |
19:03 |
sofar |
like, when you dig up an acacia log |
19:03 |
paramat |
it doesn't help with the centres of large patches of dirt, but it helps and is fairly lightweight |
19:04 |
sofar |
could extend the range, but for large patches it's not so bad |
19:04 |
paramat |
it's something i almost fixed a while back |
19:04 |
paramat |
yeah possibly |
19:04 |
VanessaE |
isn't there a noise source (or three) you could check to determine the biome? |
19:05 |
sofar |
if only we had biome information after mapgen...... |
19:05 |
sofar |
*COUGH* |
19:05 |
paramat |
hm |
19:05 |
sofar |
;) |
19:05 |
paramat |
get heat/humidity/biome at point API may happen |
19:07 |
paramat |
anyway for now this with range 1 is good |
19:10 |
paramat |
perhaps it could search for nearby dirt with snow also .. |
19:10 |
VanessaE |
why not just change the node to whatever its neighbors are? leave it as dirt if there's nothing useful next to it |
19:10 |
VanessaE |
that way even large patches eventually grow over, if there's at least one "seed" node somewhere in the patch |
19:11 |
VanessaE |
else it stays a patch of dirt and you should add something else, say a water source, to get it to grow (into green grass) |
19:11 |
sofar |
that's not a bad idea. |
19:11 |
VanessaE |
seems to me that this would add a small gameplay feature as well as simplifying the growing logic |
19:13 |
paramat |
worth considering .. |
19:15 |
paramat |
yeah removing the bias towards green grass makes sense |
19:15 |
sofar |
want me to update? |
19:16 |
paramat |
and we could remove the check for snow above too |
19:16 |
paramat |
yeah let's work on this |
19:17 |
paramat |
so 'find node near' searches radius 1 for green grass, dry grass and dirt-with-snow |
19:17 |
sofar |
right |
19:17 |
sofar |
I wonder if we can just do one find_node_near |
19:17 |
paramat |
and changes dirt to one of those |
19:18 |
paramat |
yeah just one with multiple entries |
19:18 |
sofar |
yes, and then take first found as hint |
19:18 |
sofar |
change it to the one found XD |
19:18 |
Fixer |
biome blend |
19:18 |
Fixer |
problem? |
19:19 |
paramat |
well yeah at biome borders a biome could start to grow over another, but meh .. |
19:19 |
Fixer |
grow forever |
19:19 |
Fixer |
fighting each other ._. |
19:19 |
sofar |
no, since it terminates |
19:19 |
sofar |
once the dirt is covered, end of problem |
19:19 |
paramat |
it would be a rare occurence and quite fun if it happens |
19:21 |
VanessaE |
yeah unless you start creating bare dirt biomes, it wouldn't be an issue |
19:21 |
VanessaE |
this is the part where kilbith is supposed to chime in saying that we shouldn't use reality as the basis for such things ;) |
19:23 |
VanessaE |
(psst... kilbith, that's your cue!) |
19:24 |
sofar |
he's like betelgeuse |
19:24 |
VanessaE |
heh |
19:25 |
sofar |
any objections against minetest.set_node(pos, node) type syntax? instead of { name = node.name } ? |
19:26 |
VanessaE |
where "node" is...? |
19:26 |
sofar |
I could care less about param2 values |
19:26 |
VanessaE |
(a node def table, a string?) |
19:26 |
sofar |
VanessaE: minetest.get_node(pos_from_find_node_near) |
19:27 |
sofar |
e.g. I'm doing: |
19:27 |
sofar |
local blend = minetest.find_node_near(pos, 1, { |
19:27 |
sofar |
}) |
19:27 |
kilbith |
hmm ? |
19:27 |
sofar |
then |
19:27 |
sofar |
if blend then |
19:27 |
VanessaE |
kilbith: you're late. |
19:27 |
sofar |
minetest.set_node(pos, blend) |
19:27 |
sofar |
err |
19:27 |
kilbith |
idk what you're talking about |
19:27 |
sofar |
minetest.get_node(blend) |
19:27 |
VanessaE |
sofar: hm.. I don't see any reason not to support that. As long as you're doing so, add support for a node name string as well. |
19:27 |
Obani |
Fixer, could you check something for me ? |
19:28 |
VanessaE |
kilbith: it was a joke. |
19:28 |
Fixer |
Obani, ? |
19:28 |
sofar |
VanessaE: I'm not changing the API |
19:28 |
VanessaE |
ok |
19:28 |
Obani |
Fixer, do you have the noclip pathfinding ? |
19:28 |
Obani |
antcheat I mean |
19:28 |
Obani |
the PR by est31 |
19:28 |
Fixer |
Obani, only old version |
19:29 |
Obani |
Fixer, would it be possible to test something with it ? |
19:29 |
Fixer |
yes, but i will need to compile it again |
19:29 |
Obani |
I suspect some recent commit to spam server logs |
19:30 |
Obani |
"pathfinder: failed to update cost map" |
19:30 |
Obani |
I thought it could be it |
19:30 |
Obani |
(When nobody is online) |
19:30 |
Fixer |
Obani, what exactly you want to test? |
19:31 |
Obani |
Well, open a server in normal dev |
19:31 |
Obani |
And connect and disconnect it |
19:31 |
Fixer |
and? |
19:31 |
Obani |
then look at the logs and tell me if this message appears |
19:31 |
Fixer |
Obani, with est31 PR? |
19:32 |
Obani |
Both, the PR and the main repo |
19:32 |
Obani |
Test with the repo mainly |
19:32 |
Obani |
I don't think it's because of est31's PR |
19:32 |
Fixer |
Obani, connect and disconnect it, what this means? connect with client to it? |
19:32 |
Obani |
Yes, open a server and look at its logs |
19:33 |
Obani |
Connect to it with an other client and disconnect from it |
19:33 |
Obani |
Then look at the logs if something strange happens |
19:33 |
Fixer |
i'm at 0115da1 right now |
19:34 |
Obani |
mmh I suggest you update it |
19:34 |
Obani |
It's only 3 commits behind, but still |
19:36 |
Fixer |
i don't have this error in 0115da1 |
19:37 |
Fixer |
let me compile newer one, but that will take 20 min |
19:37 |
Obani |
?? |
19:37 |
Obani |
not so sure |
19:37 |
Obani |
Why should it ? |
19:37 |
Obani |
Fixer, wait |
19:37 |
Obani |
Did you activate anticheat ? |
19:38 |
Fixer |
Obani, that one was without est noclip |
19:38 |
Obani |
Fixer, yes, but try with it |
19:38 |
Fixer |
Obani, it is old version, and it is still WIP, wait a sec than |
19:38 |
Obani |
Fixer, without the est31 PR I mean |
19:39 |
Fixer |
damned |
19:39 |
Fixer |
i just tested it without, and it has no such error |
19:39 |
Obani |
damn |
19:39 |
Fixer |
and i don't remember such error when i was testing it with est31 noclip pr week ago |
19:39 |
Obani |
It's in server logs, right ? |
19:40 |
Fixer |
debug.txt |
19:40 |
|
Krock joined #minetest-dev |
19:41 |
Fixer |
afk |
19:41 |
Obani |
ok |
19:51 |
nore |
#3948 |
19:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
19:53 |
nore |
paramat: sofar: ^ |
19:54 |
paramat |
ok. nore is #3895 ready for merge? |
19:54 |
ShadowBot |
https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs |
19:54 |
nore |
Fixer: also, if you could test it to check I've not forgotten anything, it would be useful :) (this pull would be good to have in 0.4.14, so it needs testing) |
19:55 |
nore |
paramat: there should not be any problems with it, at least I and sofar tested it |
19:55 |
nore |
so I'd say yes |
19:55 |
paramat |
ok |
19:57 |
Fixer |
nore, 3948? |
19:57 |
nore |
Fixer: yep |
19:57 |
Fixer |
nore, not sure how to test it |
19:58 |
nore |
I'd say try to add escape sequences everywhere, the main question is actually whether I've missed somewhere :/ |
19:59 |
nore |
item descriptions, infotexts, labels and tooltips should at least work fine |
19:59 |
nore |
tab headers too |
20:03 |
Fixer |
chat messages? |
20:03 |
nore |
chat messages was the previous pr ;) |
20:03 |
nore |
I just had the idea to extend it to more strings |
20:04 |
nore |
and est31 noticed it would allow client-side translations for example |
20:04 |
nore |
(as well as: colored text, clickable links, ...) |
20:09 |
Fixer |
nore, dropboxes too? |
20:09 |
Fixer |
like in settings tab |
20:10 |
nore |
hm, I don't remember actually if I added it there |
20:12 |
Fixer |
nore, labels on buttons too? |
20:12 |
nore |
labels on buttons should be ok |
20:12 |
nore |
for dropdowns, escapes are removed |
20:12 |
nore |
BUT |
20:13 |
nore |
with the way dropdowns currently work |
20:13 |
nore |
the field that will be sent to the server will be the escaped text |
20:13 |
Fixer |
nore, what about lists? like in world config window or in advanced settings |
20:14 |
nore |
hm, didn't try them but they should be ok |
20:14 |
nore |
I remember adding escapes there |
20:17 |
nore |
I don't know how I should handle dropdowns though |
20:17 |
Fixer |
nore, text that is shown when looking on items in game with F5? |
20:18 |
nore |
don't think so |
20:18 |
nore |
but this is only node name, isn't it? |
20:19 |
ShadowNinja |
Isn't this thread-unsafe? https://github.com/minetest/minetest/blob/master/src/mapblock.cpp#L469 |
20:20 |
Fixer |
nore, like Mese Sword / GenericCAO hp=1 armor={immortal=1, } |
20:20 |
nore |
hm, this |
20:20 |
nore |
I don't think I escaped them indeed |
20:21 |
Fixer |
nore, also, hud text? |
20:21 |
nore |
hm, nope |
20:21 |
Fixer |
like in custom mods, like areas |
20:25 |
nore |
ok, it should work now |
20:25 |
nore |
just added both |
20:26 |
ShadowNinja |
Hmmm, seems the map's saved directly from the server thread. |
20:26 |
ShadowNinja |
So it's safe, but saving can block the server. |
20:27 |
|
nrzkt joined #minetest-dev |
20:46 |
PilzAdam |
celeron55, github now allows to disable merge commits: https://github.com/blog/2141-squash-your-commits |
20:47 |
PilzAdam |
maybe change that setting for our repos, so that nothing bad happens if somebody accidentally presses the green merge button? |
20:47 |
PilzAdam |
s/change that setting/use this setting/ |
20:50 |
Obani |
PilzAdam, the problem with Github's commands is that it adds a commit to the logs |
20:50 |
sofar |
ohhh nice |
20:50 |
sofar |
damn that's nice |
20:51 |
nrzkt |
nice squashing :) |
20:51 |
sofar |
um, but I want rebasing, not squashing :( |
20:52 |
sofar |
oh wait, so disabling both check boxes should do that, I think |
20:54 |
nrzkt |
sofar, rebasing is available on gitlab :p i hope they will follow with squashing |
21:14 |
|
kaeza joined #minetest-dev |
21:16 |
|
nrzkt joined #minetest-dev |
21:21 |
|
Darcidride joined #minetest-dev |
22:01 |
|
DFeniks joined #minetest-dev |
22:19 |
|
paramat left #minetest-dev |
22:25 |
|
iangp joined #minetest-dev |
22:41 |
|
Dragonop joined #minetest-dev |
22:42 |
|
blaaaaargh joined #minetest-dev |
22:46 |
celeron55 |
sofar: you can't disable both |
22:46 |
celeron55 |
it says "nope" |
22:46 |
celeron55 |
which frankly is dumb |
22:48 |
kaeza |
!tell est31 if you are fixing credits tab names, please could you 'i' -> 'Ã' in "Diego Martinez"? |
22:48 |
ShadowBot |
kaeza: Error: Spurious ">". You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands. |
22:49 |
kaeza |
fek |
22:49 |
kaeza |
well, read the logs |
22:49 |
Fixer |
he reads the logs anyway |
22:50 |
kaeza |
est31, just in case, "MartÃnez", not "DÃego" :P |
22:51 |
Fixer |
you want fancy i? |
22:53 |
kaeza |
it sounds slightly different, but is more correct |
22:53 |
kaeza |
just as 'o' is not the same as 'ö' in some languages |
22:53 |
Dragonop |
Spelling is important, that's why I'm so bad speaking my own language |
22:56 |
|
proller joined #minetest-dev |
23:41 |
|
yang2003 joined #minetest-dev |
23:52 |
|
est31 joined #minetest-dev |
23:53 |
est31 |
will push this in 20 mins : https://github.com/est31/minetest/commit/25dedbc7b88b2dcdc1593ac986d009dd2fea28e9 |