Time |
Nick |
Message |
00:01 |
gregorycu |
Night |
00:02 |
gregorycu |
I have such a clock at work, by the way |
00:17 |
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00:19 |
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00:29 |
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01:48 |
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02:06 |
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02:32 |
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02:46 |
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04:25 |
sofar |
are all the bots down? |
04:26 |
sofar |
ah no, ShadowBot is up |
04:26 |
sofar |
!tell est31 weblate says the entire minetest project is locked, nobody can translate atm? |
04:26 |
ShadowBot |
sofar: O.K. |
05:42 |
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06:02 |
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06:20 |
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06:45 |
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07:04 |
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07:44 |
nore |
~tell ShadowNinja it looks like thread tests still fail on OSX (with recent PRs) |
07:44 |
ShadowBot |
nore: O.K. |
07:46 |
nore |
#4077 should be complete now, can anyone review? |
07:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/4077 -- Colored chat and other strings by Ekdohibs |
08:07 |
Zeno` |
#4072 |
08:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4072 -- Fix holding down F10 (open console) causing GUI to freeze by Zeno- |
08:08 |
Zeno` |
nore, you may not be able to freeze your computer (it depends a lot on CPU speed; on my laptop it takes much longer to freeze than on my desktop, but it still does) |
08:08 |
Zeno` |
freeze on your* |
08:09 |
Zeno` |
once mientest does freeze (before the patch) you will have to alt-tab away from it and kill it using whatever your preferred method is |
08:10 |
Zeno` |
knife, axe, with hands... any method is good |
08:26 |
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08:49 |
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09:40 |
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lisac joined #minetest-dev |
09:41 |
lisac |
Hi nore. |
10:00 |
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10:01 |
lisac |
nore? |
10:03 |
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10:09 |
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10:18 |
lisac |
nore? |
10:21 |
nore |
Hey lisac |
10:21 |
lisac |
:D |
10:21 |
lisac |
I wanted to ask you how'd I color an item description? |
10:22 |
nore |
Sorry, was in class, going to eat now |
10:22 |
lisac |
Ok. |
10:22 |
nore |
Just read the doc :) |
10:22 |
nrzkt |
nore: ? |
10:22 |
lisac |
I did :D |
10:22 |
nrzkt |
nore ? |
10:22 |
lisac |
Still, it won't work. |
10:22 |
nrzkt |
i think lisac is a nore fanboy :p |
10:22 |
nore |
nrzkt ? |
10:23 |
nore |
:D |
10:23 |
lisac |
2016-05-04 11:58:07: ERROR[Main]: ModError: Failed to load and run script from /home/lisacvuk/.minetest/games/lars/mods/default/init.lua: |
10:23 |
lisac |
2016-05-04 11:58:07: ERROR[Main]: ...lisacvuk/.minetest/games/lars/mods/default/nodes.lua:187: attempt to call field 'colorize' (a nil value) |
10:23 |
lisac |
Maybe :D |
10:23 |
nore |
Try with a s instead of z |
10:23 |
lisac |
Ok. |
10:23 |
lisac |
2016-05-04 12:23:42: ERROR[Main]: ...lisacvuk/.minetest/games/lars/mods/default/nodes.lua:187: attempt to call field 'colorise' (a nil value) |
10:24 |
nore |
Ehm... did you update it? |
10:25 |
lisac |
Yes. |
10:25 |
nrzkt |
nore i was just doing like lisac, spamming your name :D |
10:25 |
nore |
I know, that why I did the same to you :p |
10:25 |
lisac |
:D |
10:26 |
lisac |
description = core.colorize("#ffffff", "Stone"), |
10:28 |
nore |
Ehm... use minetest instead of core maybe |
10:28 |
lisac |
Ok. |
10:29 |
lisac |
nore: Nope. |
10:38 |
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11:08 |
nore |
lisac: minetest.colorize("#00ffff", text) |
11:09 |
nore |
and "#ffffff" is white, so if you do this on items, it won't change anything... |
11:09 |
lisac |
nore: 2016-05-04 13:09:26: ERROR[Main]: ...lisacvuk/.minetest/games/lars/mods/default/nodes.lua:187: attempt to call field 'colorize' (a nil value) |
11:10 |
nore |
ehm... well, I don't get any problem with it |
11:10 |
nore |
what happens when you do /help all? |
11:10 |
lisac |
moment. |
11:11 |
Zeno` |
Added a comment to #4072 to explain, hopefully, why the freeze occurs and the change is needed |
11:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/4072 -- Fix holding down F10 (open console) causing GUI to freeze by Zeno- |
11:12 |
Zeno` |
seems a bit overboard, but *shrug* |
11:12 |
lisac |
nore: It only makes the background blue, the text is still white. |
11:12 |
nore |
lisac: the background?? |
11:12 |
lisac |
Yes, behind the chat. |
11:13 |
lisac |
Chat's background is blue. |
11:13 |
* nore |
rereads the code |
11:13 |
* nore |
has no problem |
11:14 |
lisac |
I can give you a screenshot. |
11:14 |
lisac |
I could also re-download the code, and compile it again. |
11:15 |
nore |
could you try to re-download please? |
11:16 |
lisac |
Sure. It also changes to white, and then back to blue from time to time. |
11:16 |
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11:16 |
nore |
do you have a screenshot too please? |
11:16 |
lisac |
Moment, I just deleted it, redownloading. |
11:19 |
lisac |
compiling.. |
11:21 |
Zeno` |
#4072 is *again* updated with much more straightforward and correct code |
11:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/4072 -- Fix holding down F10 (open console) causing GUI to freeze by Zeno- |
11:21 |
* nore |
tests |
11:22 |
nore |
I can confirm there is a bug with current versions |
11:24 |
nore |
compiling... |
11:25 |
Zeno` |
:) |
11:27 |
nore |
I can confirm it fixes the bug |
11:27 |
Zeno` |
Thanks nore. I'm going to commit it in 15 minutes (roughly) unless there is an objection. |
11:28 |
Zeno` |
It will conflict with your PR but it's an easy enough conflict to fix (you only moved the file after all) |
11:29 |
Zeno` |
Can you satisfy yourself that the logic is sane and add label? ;) |
11:29 |
nore |
ok, push it |
11:29 |
Zeno` |
ok cool :) |
11:30 |
nore |
and the quicker you push it, the earlier I will be able to fix my pr ;) |
11:30 |
Zeno` |
I'll do it now |
11:30 |
nore |
btw, have you seen my answer about the =0? what's your opinion on it? |
11:31 |
Zeno` |
oh, I agreed that it probably should be left given the reason you gave |
11:32 |
Zeno` |
it's just yuck, but your reason makes sense |
11:32 |
Zeno` |
pushed |
11:32 |
nore |
ok :) |
11:33 |
Zeno` |
another problem I have with the =0 instead of NULL is that when scrolling quickly it's possible to misread and think it's a pure virtual function |
11:33 |
Zeno` |
but it's not a big deal at all |
11:33 |
nore |
yay, git rebased automagically without help :) |
11:33 |
Zeno` |
magic! |
11:33 |
nore |
indeed |
11:33 |
* nore |
checks it still works |
11:33 |
Zeno` |
lol |
11:34 |
nore |
lisac: what was the result then? |
11:34 |
lisac |
It compiled, but I forgot to switch to colored_chat branch.... |
11:34 |
nore |
works :) |
11:34 |
nore |
:D |
11:36 |
Zeno` |
I'd be a bit concerned if that change broke it hehehe |
11:37 |
nore |
well, what I feared was the git automerge |
11:38 |
nore |
that maybe prevented it from compiling |
11:38 |
nore |
lisac: so, what do you get now? |
11:38 |
lisac |
I'm now trying to get the right branch... I'm sort of new to git aswell. |
11:40 |
lisac |
nore: Can you help me? I'm sort of time limited. |
11:40 |
lisac |
How do I get the right branch? |
11:41 |
nore |
lisac: wget -O - https://github.com/minetest/minetest/pull/4077.patch | git am |
11:43 |
lisac |
Doesn't work, I'll just clone the right branch. |
11:46 |
nore |
~tell paramat I finally retested #2823, the bug is still there |
11:46 |
ShadowBot |
nore: O.K. |
11:47 |
nore |
Zeno`: what's your opinion on the coloured chat pull btw? |
11:47 |
Zeno` |
nore: A small point... the documentation could be a little bit clearer. E.g. `color` is a ColorString ... what is a ColorString? |
11:48 |
nore |
it is written above :) |
11:48 |
* Zeno` |
looks again |
11:48 |
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11:49 |
Zeno` |
I see :) |
11:49 |
Zeno` |
lol, I added those names colors |
11:49 |
Zeno` |
I should have known |
11:49 |
Zeno` |
named* |
11:50 |
nore |
:D |
11:50 |
Zeno` |
umm, I'm fine with the PR. I have tested and it works as advertised. I have not, however, reviewed enrichedstring.cpp & .h |
11:50 |
nore |
ok, thanks :) |
11:51 |
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11:54 |
lisac |
nore: Text is colored, but has random background. |
11:54 |
nore |
lisac: hm, interesting |
11:55 |
lisac |
screenshot incoming. |
11:59 |
nore |
~tell lisac could you please try the commit I just added? |
11:59 |
ShadowBot |
nore: O.K. |
12:09 |
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12:21 |
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13:08 |
PilzAdam |
I just noticed that I can dig sandstone brick stairs with my hands; can someone look into that? |
13:11 |
Fixer |
you can dig sandstone with your hands |
13:12 |
Fixer |
not only stairs |
13:13 |
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13:13 |
PilzAdam |
I'm talking about sandstone bricks |
13:16 |
Fixer |
PilzAdam, https://i.imgur.com/5Cl7mVL.png |
13:17 |
Fixer |
i guess I need to file a bug |
13:18 |
Fixer |
i was thinking about that too |
13:21 |
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13:40 |
Fixer |
PilzAdam, https://github.com/minetest/minetest_game/issues/1071 |
14:07 |
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14:30 |
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14:43 |
Zeno` |
Fixer, I think you should |
14:43 |
Zeno` |
will be easy enough to fix as well |
14:47 |
Fixer |
Zeno`, already did this ^ |
14:48 |
Zeno` |
heh |
15:11 |
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15:12 |
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15:23 |
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15:31 |
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15:50 |
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15:59 |
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16:02 |
sofar |
I certainly could see that we make the sandstone bricks all not diggable by hand |
16:03 |
sofar |
I actually don't mind that sandstone is diggable by hand |
16:12 |
paramat |
nor do i |
16:14 |
paramat |
could make it crumbly = 1, and bricks cracky = 3 |
16:15 |
Zeno` |
? |
16:15 |
Zeno` |
bricks are hard |
16:15 |
Zeno` |
I can't break them effectively using just my hands |
16:15 |
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16:16 |
paramat |
stone brick is cracky = 2, was thinking of making sandstone brick softer than that, maybe not |
16:16 |
Zeno` |
then again I can't chop down trees with my hand either |
16:16 |
Zeno` |
even though I used to be a ninja |
16:16 |
sofar |
:) |
16:16 |
sofar |
kung fu panda! |
16:16 |
Zeno` |
heh :D |
16:16 |
johnnyjoy |
Sandstone brittle, but not easy to break with hands at all. |
16:17 |
Zeno` |
I think the report though is focusing on the fact that they're not consisten |
16:17 |
Zeno` |
t |
16:17 |
Fixer |
!tell gregorycu any progress on https://github.com/gregorycu/minetest/commits/Jitter ? |
16:17 |
ShadowBot |
Fixer: O.K. |
16:19 |
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16:19 |
PilzAdam |
paramat, the cracky rating should sort nodes into rough categories; if you only think about toughness then use the level group |
16:19 |
Zeno` |
ShadowNinja, fix your bot. Ok (ok, OK, okay) are not an abbreviation :p |
16:19 |
Zeno` |
It annoys me and makes me want to smash my monitor :( |
16:19 |
PilzAdam |
paramat, so all bricks get cracky=2; if stone is harder than sandstone then it should have a higher level |
16:20 |
paramat |
ok |
16:20 |
Zeno` |
lol |
16:20 |
PilzAdam |
Zeno`, just chill, o.k. |
16:20 |
Zeno` |
oh dear |
16:20 |
* Zeno` |
looks at PilzAdam |
16:21 |
paramat |
crumbly = 1 ok for sandstone PA? eventually diggable by hand |
16:21 |
PilzAdam |
dunno; I don't know the common group ratings of mt_game off the top of my head |
16:22 |
paramat |
no prob will make PR |
16:22 |
Zeno` |
P.R. |
16:22 |
hmmmm |
sandstone brick shouldn't be diggable by hand though |
16:23 |
hmmmm |
sand can be very strong when set |
16:23 |
Zeno` |
hmmmm, that's what I think the issue report is suggesting |
16:23 |
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16:23 |
Zeno` |
(and which I agree with) |
16:23 |
hmmmm |
i think these kind of small parameter/texture changes are distracting from the bigger issues of mtgame |
16:24 |
Zeno` |
hmmmm, maybe. But they must be consistent at least. From the issue report it looks like not all bricks are equal |
16:25 |
paramat |
sure, sandbrick will be cracky = 2 and not crumbly at all |
16:25 |
Zeno` |
paramat, why should half height sandbrick be different? |
16:25 |
Zeno` |
to full height sandbrick? |
16:25 |
sofar |
it shouldn't |
16:25 |
sofar |
bricks/stairs should act the same |
16:26 |
sofar |
and slabs |
16:26 |
paramat |
yeah the same |
16:28 |
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16:29 |
paramat |
hmmmm if you can bear to do this, could you look at l-system implementation for any obvious mistakes? it causes lighting bugs #3421 |
16:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3421 -- L-system lighting bug |
16:29 |
Zeno` |
isn't that what the report is saying? That they're not the same? |
16:29 |
paramat |
however that may be due to updateLighting, nasty |
16:29 |
Fixer |
famous shadow bugz |
16:31 |
paramat |
l-system causes subtle shadows in water, which may have been missed when it was merged |
16:31 |
Fixer |
btw, just random look at stutter today (exposed with torch mod that updates lighting below player): https://imgur.com/ypGwowQ |
16:31 |
Fixer |
paramat, don't forget placing water sources in ocean will make them darker bug %) |
16:31 |
Fixer |
by 1 level iirc |
16:32 |
paramat |
github will remember for me |
16:32 |
paramat |
walking light is a heavy mod, lots of lighting updates |
16:33 |
Zeno` |
I did a lot of experiments with l-system and didn't notice any lighting issues; is it new? |
16:33 |
Fixer |
yes, but look how much it takes to update it once :/ |
16:33 |
Zeno` |
or being called in a different way? |
16:33 |
Fixer |
bumped gregorycu about that jitter commit, maybe he will look again at it |
16:35 |
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16:36 |
paramat |
Zeno maybe new. VanessaE can you remember if those subtle shadows in water caused by l-system have been around a long time? |
16:37 |
paramat |
the extreme shadows are caused by mgv7 etc, any mapgen with 1-up overgeneration |
16:38 |
paramat |
(so not mgv6) |
16:38 |
Zeno` |
about a year ago (IIRC) there was a change to l-system to handle stuff when it crossed chunk borders |
16:38 |
Zeno` |
maybe related, I dunno |
16:39 |
Zeno` |
l-system was causing (before the fix) crazy huge chunks of random nodes if the top extended above the top of a block |
16:39 |
paramat |
oh that |
16:39 |
Zeno` |
I remember the bug reports because some of them looked kinda cool |
16:40 |
paramat |
could be, overgeneration acts at y = 47/48 |
16:41 |
paramat |
the water shadows may be a seperate issue |
16:41 |
Zeno` |
just throwing out random ideas :) |
16:41 |
Zeno` |
ideas/thoughts |
16:42 |
paramat |
the extreme dark shadows only happen when the mapchunk above is not yet generated |
16:42 |
paramat |
so rarely, because l-system is meant to be used after mapgen |
16:43 |
paramat |
moretrees uses it during mapgen so causes dark shadows |
16:44 |
Fixer |
paramat, btw, why not than load it in order, so black shadows not appear (noob question) |
16:45 |
paramat |
that's hacky. it should be more robust |
16:46 |
Warr1024 |
heh, that's not hacky. http://gitlab.com/sztest/szutilpack/blob/master/sz_fixhack/init.lua is hacky. |
16:55 |
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16:57 |
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16:58 |
Zeno` |
I think a spider bited me |
16:59 |
Zeno` |
Hard to tell but the blister-like things on my arm are suspicious |
16:59 |
Zeno` |
either the spider or bubonic plague I guess |
17:00 |
sofar |
are you in australia? |
17:00 |
Zeno` |
I am |
17:00 |
sofar |
if so, you're probably dead |
17:00 |
Zeno` |
oh great |
17:01 |
Zeno` |
I probably got bitten by a highly venomous spider that was also carrying bubonic plague |
17:01 |
Zeno` |
it's all good though; I suppose |
17:01 |
sofar |
thank god I live in the US. Worst thing I've seen on my property where we're building is just a black bear |
17:02 |
* Zeno` |
wonders if bears are good to eat |
17:02 |
sofar |
absolutely |
17:02 |
Zeno` |
nice! |
17:02 |
Zeno` |
Spiders don't taste nice |
17:02 |
Zeno` |
well, apparently tarantula do |
17:03 |
Zeno` |
but I haven't eaten one of them |
17:24 |
ShadowNinja |
Zeno`: It may be an abreviation of "oll korrect" according to http://grammarist.com/spelling/ok-okay/ |
17:25 |
Fixer |
how you are supposed to eat tarantula? smallest thing i eat was pigeon |
17:27 |
Zeno` |
Fixer, I think you fry them... not sure |
17:30 |
Calinou |
smelt them in a furance |
17:30 |
Zeno` |
ShadowNinja, I have heard that hypothesis before, but ok, thanks |
17:32 |
sofar |
Fixer: never had shrimp? |
17:33 |
Fixer |
oh, ofc yes, forgot about that, pain in the *** |
17:33 |
Fixer |
i want shrimp but huge one |
17:36 |
Fixer |
lobster should be nice, but never tasted it |
17:36 |
Zeno` |
it's more than nice |
17:39 |
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18:58 |
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19:01 |
lisac |
nore: Sorry for leaving like that, I was late for school. |
19:02 |
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19:04 |
lisac |
nore: It works now! |
19:05 |
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19:06 |
lisac |
|tell |
19:07 |
lisac |
|later |
19:07 |
lisac |
| tell |
19:51 |
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20:09 |
lisac |
nore |
20:09 |
lisac |
nore |
20:09 |
lisac |
nore |
20:09 |
nore |
yes? |
20:11 |
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20:20 |
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20:21 |
paramat |
updated game#1065 back to half coverage |
20:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1065 -- Default: Lower grass_side and snow_side textures by paramat |
20:35 |
MillersMan |
is there a way to generate world chunks in a specific order? i need a repeatable generation process to get meaningful statistics |
20:38 |
Fixer |
devs seem away right now, they will answer that for sure when will be near computer |
20:42 |
MillersMan |
i think i can speed-up map-gen's updateLiquid to to be still around 30ms and only around 70 trans_liquid adds per chunk |
20:43 |
Fixer |
MillersMan, nice, have you looked at that flow interruption for few blocks I mentioned? |
20:43 |
paramat |
erm |
20:44 |
MillersMan |
Fixer, I have them observed myself too, but i don't have an idea what might be causing them |
20:44 |
Fixer |
MillersMan, my idea, middle mapchunk loaded last, so below chunk will go down and upper will reflow, maybe this? |
20:45 |
MillersMan |
it looks like some blocks aren't added at all, sometimes |
20:45 |
paramat |
you could teleport the player to specific locations in sequence |
20:45 |
paramat |
using a mod |
20:46 |
MillersMan |
paramat, is there already such a mod? |
20:46 |
paramat |
yeah hang on .. |
20:47 |
paramat |
https://forum.minetest.net/viewtopic.php?f=11&t=2950 will need editing |
20:48 |
paramat |
that flow interruption doesn't bother me as long as it eventually returns to being a complete column |
20:48 |
VanessaE |
paramat: I don't know how long the more subtle shadows triggered by moretrees have been around. |
20:49 |
paramat |
ok. i might bisect it just before the last code change |
20:52 |
VanessaE |
regarding game 1065, tobyplowy's suggestion to extend the grass-side texture to reach all the way down the node if there's grass adjacent is a really good idea. |
20:52 |
VanessaE |
you could just use the grass top texture in that instance. |
20:54 |
VanessaE |
(that way no new textures need be drawn) |
20:55 |
VanessaE |
c1ffisme's suggestion that it be done as a separate drawtype applied only to grass/savanna grass/snow has merit. |
20:57 |
VanessaE |
it would certainly solve your core problem of making grassy(etc) slopes look more grassy on the X/Z sides :) |
21:00 |
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21:08 |
Fixer |
kahrl, can you look at this now? https://github.com/minetest/minetest/issues/4051 |
21:08 |
Fixer |
kahrl, chat scroll |
21:12 |
lisac |
nore: It works now. |
21:12 |
* VanessaE |
pokes paramat |
21:12 |
nore |
Ok, good |
21:14 |
paramat |
VE yeah, worth considering |
21:14 |
VanessaE |
good. :) |
21:16 |
paramat |
although i might prefer a simple texture solution, no drawtype processing needed for the large amounts of surface nodes present |
21:16 |
VanessaE |
it's the best way to achieve the effect you're trying to get by messing with the "size" of the side texture |
21:17 |
VanessaE |
besides, it's not like the "processing" needed to handle such a drawtype would even be measurable anyway |
21:22 |
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21:22 |
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21:22 |
paramat |
well if you consider how many surface nodes are visible for much of the time, it will be significant, and mesh generation is our bottleneck |
21:23 |
VanessaE |
yeah but the same would apply to ANY new drawtype that gets added, like with those connected nodeboxes. |
21:23 |
paramat |
i'm not sure it would be worth it when the simple solution still looks good |
21:23 |
VanessaE |
the majority of the "processing" associated with any new drawtype is in the decision-making code |
21:23 |
sofar |
does anyone except est31 have an idea what is up with weblate? all translations have been locked for 24h now - bad timing just after freeze |
21:24 |
sofar |
I've left a msg for est31, but he seems occupied |
21:24 |
VanessaE |
the amount of time it would take to actually render the node after you get past the decision tree (a case statement I assume?) would be trivial |
21:25 |
VanessaE |
sofar: no idea there. |
21:25 |
paramat |
indeed i'm not knowledgeable about the impact |
21:25 |
VanessaE |
why not just try it and benchmark the results? |
21:25 |
VanessaE |
that's the only way to be sure, short of nuking it from orbit anyway |
21:33 |
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21:36 |
VanessaE |
paramat: that aside, the "longer" side texture as proposed does seem attractive. I say, do both. |
21:37 |
paramat |
am happy you like it |
21:37 |
VanessaE |
yeah imagine that, for once I don't dislike one of your proposed textures :D |
21:49 |
sofar |
I'm totally fine with the longer side. do it. |
21:50 |
VanessaE |
paramat: I'd say you have enough +1's for your textures now. |
21:55 |
paramat |
waiting for reviews by game devs |
22:15 |
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22:15 |
Wayward_One |
#200 doesn't seem to be a problem any more |
22:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/200 -- clouds appear in front of water |
22:28 |
Calinou |
maybe it was fixed with the addition of use_texture_alpha |
22:31 |
Fixer |
btw, I've asked RBA to fix water before fog bug and he did fix it, maybe this is it |
22:33 |
paramat |
please can anyone with android confirm #4086 fixes 2122 and 1454? |
22:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/4086 -- Fix locked hardware buttons on Android by MoNTE48 |
22:51 |
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22:52 |
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22:52 |
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22:52 |
Wayward1 |
paramat, I'll test it when I get home |
22:53 |
paramat |
thanks! |
22:53 |
Wayward1 |
Yw :) |
22:56 |
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23:21 |
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23:30 |
paramat |
game#1075 |
23:30 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1075 -- Stairs/default: Make sandstone(brick) groups consistent by paramat |
23:40 |
sofar |
so crumbly implies diggable by hand? |
23:58 |
paramat |
think so, like dirt or sand |
23:58 |
paramat |
game#1076 |
23:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1076 -- Fire: Override coalblock to support a permanent flame by paramat |