Time Nick Message 02:56 hmmmm hey paramat 02:57 hmmmm a common problem we have with comparing the result of some kind of perlin noise operation to a threshhold is that by modifying the threshhold, it not only makes the areas of effect larger, it introduces smaller perturbances in the basic shape of the noise 02:58 hmmmm i think we might be able to solve this by using a combination of edge detection and high-pass filters 02:59 hmmmm errm, low-pass filters rather 02:59 hmmmm so we have noise, then we threshhold-ize it so that we get the desired size of the effects, but we also get the undesireable smaller effects popping up 03:00 hmmmm then we do an edge detection pass which leaves us with an outline of the shape 03:00 hmmmm then we do a low-pass filter into a separate buffer that would erase the lines or at least smudge them significantly 03:01 hmmmm then we do a blur on the original thresholded buffer using our low-passed buffer as the blur kernel 03:01 hmmmm err, rather a blur map 03:02 hmmmm maybe it would make more sense if i ran an example through photoshop but then again i don't have photoshop D: 03:02 thePalindrome hmmmm: use krita 03:03 thePalindrome as far as I can tell it does everything photoshop does 03:04 hmmmm thanks. i'll have to check that out. 03:05 thePalindrome You want a link? 03:05 hmmmm no thanks, i googled for it. 03:05 thePalindrome The whole calligra suite is awesome, but only krita has a proper windows build 03:05 thePalindrome ah 06:05 sofar #4139 06:05 ShadowBot https://github.com/minetest/minetest/issues/4139 -- Add arbitrary player metadata storage API by sofar 06:07 est31 cool 06:07 sofar yeah, no kidding 06:07 sofar can't believe I didn't think of it before 06:08 sofar seriously, that's such an obvious idea I'm ashamed it took me ... like 2 months? to think of it 06:09 sofar full credit to BlockMen for that one :) 06:09 sofar I think storing a string in playerdata is safe, do we have a unit test for that? 06:09 sofar e.g. someone doesn't serialize but puts \n\n\n;--'" in there 06:11 sofar now I need to add a nice data arbitrage model so multiple mods can use it without colliding 06:11 sofar shouldn't be too difficult, though 06:23 YuGiOhJCJ hello, I have just created a world with minetest 0.4.14 and the map generator v7. I get some flying platforms. Is it something we want? https://lut.im/LkwZhwEpAt/UTDFNOixzSPXKlVu.png 06:24 sofar yup 06:24 YuGiOhJCJ lol it is not realistic but OK so that's fine :p 06:26 est31 as long as its no flying stone ring :) 06:35 YuGiOhJCJ Something strange: In Singleplayer mode, I am able to create a Fence, but in Client mode, I am unable to create a Fence. Something wrong with my server? 06:37 YuGiOhJCJ http://wiki.minetest.net/Fence 06:38 sofar are you mixing wood plank types? 06:39 sofar also, that's really a #minetest question 06:39 YuGiOhJCJ no that's only Wooden Planks 06:39 YuGiOhJCJ yes sorry I am not in the correct channel for that 06:40 YuGiOhJCJ well I will ask that in the correct channel 06:42 est31 sitting since 7 hours on a strange network bug 06:42 est31 and I still am not sure how it exactly works 06:42 est31 I have a fix 06:42 est31 but I am not sure whether the fix actually is okay 06:48 est31 there is really something fishy going on here 07:17 hmmmmm i wonder if this design with all different types of 'params' is a good one or not 07:17 hmmmmm if i did everything through the global config it would reduce the complexity a lot 07:17 hmmmmm wouldn't be structured nearly as elegantly, but a big complicated mess is never elegant 07:19 est31 you mean g_settings? 07:19 hmmmmm yeah 07:20 est31 so do every mapgen setting now not per world anymore but inside minetest.conf? 07:20 est31 thats bad 07:21 hmmmmm nah i'd handle that obviously 07:21 est31 it would break the singleplayer usecase 07:21 est31 where you have multiple mapgens 07:21 est31 in multiple worlds 07:22 hmmmmm i was in the process of adding BiomeParams, CaveParams, DungeonParams, and at some point i stopped and wondered 07:22 hmmmmm what is the point of all this 07:23 hmmmmm what would be wrong if i just did settings->get() inside the constructors for each of these things 07:23 hmmmmm and then i'd be able to cut down on so much complexity for something really undeserving of it, configuration settings 07:24 est31 well i think it better belongs to the world 07:24 est31 not the global config file 07:24 est31 but we already do have mapgen related stuff in the global config 07:24 est31 dunno 07:24 hmmmmm that's not an issue 07:25 * sofar calls it a day 07:26 nore sofar: player meta is a good idea :), but why did you make it opaque? 07:29 hmmmmm oh i remember why i did it this way now 07:29 hmmmmm still feels messy 07:35 est31 sofar, you had a tool to make the network messy whats its name? 07:45 est31 hrmm I just wait for air to come online again 07:46 est31 #4140 07:46 ShadowBot https://github.com/minetest/minetest/issues/4140 -- Tolerate packet reordering in the early init process by est31 07:47 est31 it fixes the bug 07:47 est31 but I want to find out why it fixes the bug 07:49 est31 connection.cpp is just a giant blast site 07:49 est31 less horrible than the pathfinder 07:49 est31 but still a blast site 07:52 nrzkt hmmmmm: pr was updated 07:52 nrzkt est31: agreed 12:05 Fixer https://github.com/minetest/minetest/issues/4141 12:13 est31 oh seems I found it out 12:13 est31 its called netem 12:14 est31 and there is even an option to emulate the issue air had 12:14 est31 at least I think so 14:35 Foghrye4 So, 0.4.14 is released. How about to merge #4034 #4035 and #4128 so they will have enough time to be properly tested? 14:35 ShadowBot https://github.com/minetest/minetest/issues/4034 -- Adding minetest.clear_craft(recipe) to Lua modding API by Foghrye4 14:35 ShadowBot https://github.com/minetest/minetest/issues/4035 -- Additional hooks for inventory manipulations callbacks. by Foghrye4 14:35 ShadowBot https://github.com/minetest/minetest/issues/4128 -- Fix disappearing attached player model when parent entity leave and when return to client side loaded area by Foghrye4 15:16 Zeno` Wouldn't edge detection be a little bit... slow? 16:12 hmmmm Foghrye4, perhaps there's a misunderstanding about the code contribution policy for this project 16:12 hmmmm a PR does not get merged first "for testing" 16:14 hmmmm it needs to pass intense testing in its own branch first, and pass code reviews from two separate developers, and the concept of what the PR accomplishes and the basic approach it takes must be approved as well 16:15 Foghrye4 Yeah, yeah, thats what i mean. I need two approval. 16:21 red-001 could someone review #3919 ? 16:21 ShadowBot https://github.com/minetest/minetest/issues/3919 -- Add base64 encoding and decoding to the lua api. by red-001 16:23 hmmmm it looks all good and everything... 16:26 celeron55 there are many different versions of base64 with differences in padding and the two special characters; i'm sure people will encounter more than the one implemented by minetest's internal base64_encode/decode 16:26 celeron55 altough, i guess if someone is asking this, maybe this is enough for them 16:27 celeron55 (they're also quite trivial to convert from this base format) 16:30 hmmmm celeron, I mentioned that in the PR 16:31 hmmmm your formal feedback on that issue would be appreciated 16:35 celeron55 well i just explained why what i said doesn't actually matter in the end 16:35 hmmmm so you're saying you'd rather not comment because you have a neutral opinion on the matter? 20:48 red-001 could someone review #3900 ? 20:48 ShadowBot https://github.com/minetest/minetest/issues/3900 -- Add a button for disabling all mods to world config. by red-001