Time |
Nick |
Message |
00:09 |
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00:10 |
xunto |
Hijiri: this channel is for core development. You'd better ask in #minetest. |
00:49 |
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00:57 |
OldCoder |
xunto, people in -project will answer some questions as well |
00:58 |
OldCoder |
However, temporary voice is required there to ask them; people are invited to PM to request it |
01:15 |
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03:26 |
paramat |
hi hmmmm, please can i merge #4216 ? commit message is improved |
03:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/4216 -- Dungeons: Generalise use, add capabilities, various modifications by paramat |
03:27 |
hmmmm |
sure |
03:27 |
hmmmm |
also 4177 looks good too |
03:27 |
paramat |
ok thanks |
03:32 |
paramat |
will merge both in a moment |
03:45 |
paramat |
merging |
03:51 |
paramat |
done |
04:11 |
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04:11 |
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04:38 |
sofar |
neat |
04:39 |
hmmmm |
one thing though is that i'm not sure i like making all these more basic blocks rotatable |
04:41 |
hmmmm |
if the textures don't tile up correctly then shouldn't that be the thing to fix? |
04:42 |
hmmmm |
all the more reason to improve the lighting system and free up a whole other byte |
05:05 |
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05:15 |
Hijiri |
If someone was going to try and fix #2658, should they pull a php and make get_really_real_look_yaw and get_really_real_look_pitch? |
05:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/2658 -- get_look_yaw, set_look_yaw, get_look_pitch, set_look_pitch unable to use same values as input/output |
05:18 |
hmmmm |
if it's really a bug, why not just fix it? |
05:18 |
hmmmm |
it'd be true to the word of the documentation |
05:19 |
Hijiri |
the documentation doesn't specify where 0 yaw is |
05:19 |
Hijiri |
so technically it is still true |
05:19 |
hmmmm |
ahh |
05:19 |
hmmmm |
i don't have a problem with deprecating those two functions and then making new ones |
05:19 |
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05:19 |
hmmmm |
get_look_pitch2() |
05:20 |
hmmmm |
and print a warning message whenever get_look_pitch is used :-) |
05:20 |
hmmmm |
that'll get people to REALLY fix it quick |
05:21 |
Hijiri |
I've never made an engine contribution but this seems low-enough hanging that I should try fixing |
06:09 |
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14:07 |
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14:56 |
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14:57 |
w_laenger |
sorry, I wrote this at the wrong place: https://cloud.githubusercontent.com/assets/3192173/15683375/4b34d408-2762-11e6-99e8-09e0772bc9f8.png Are the textures supposed to look black if the base texture has a normalmap but the others don't? |
15:00 |
w_laenger |
Is anyone here? |
15:01 |
Glorfindel |
Yeah |
15:03 |
w_laenger |
I'm wondering, do you use shaders with bumpmapping, if yes, do you use automatically generated or custom normalmap images? |
15:04 |
Glorfindel |
I don't know, but if you hang around someone who does will show up sooner or later :) |
15:04 |
w_laenger |
ok, thanks |
15:09 |
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15:11 |
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15:15 |
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15:20 |
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15:22 |
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15:22 |
asl97 |
w_laenger: the person who know the most about those things is RealBadAngel but he died a while ago |
15:22 |
asl97 |
iirc, he generate them using AwesomeBump, https://github.com/kmkolasinski/AwesomeBump |
15:31 |
w_laenger |
Ok, so I assume it's ok to have that PR opened: https://github.com/minetest/minetest/pull/4180 |
15:36 |
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15:58 |
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16:06 |
Amaz |
#4227 |
16:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/4227 -- Allow customising messages when a player joins/leaves a server. |
16:10 |
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18:19 |
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18:52 |
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18:57 |
Hijiri |
I want to send a warning from a method in src/script/lua_api/l_object.cpp |
18:57 |
Hijiri |
actually let me just look at FFI docs |
18:58 |
Hijiri |
nevermind |
18:58 |
Hijiri |
Actually yeah, is there an easier way then calling it from lua? |
19:23 |
celeron55 |
send a warning... to what? |
19:25 |
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19:26 |
Hijiri |
to the console |
19:26 |
Hijiri |
I want to deprecate get_look_yaw/get_look_pitch |
19:27 |
est31 |
ah |
19:27 |
Hijiri |
I wrote the code already using the lua API though, hopefully it is not broken |
19:27 |
est31 |
i think there is special deprecation logic built in |
19:27 |
OldCoder |
Hijiri, will this break old mobs? |
19:27 |
est31 |
better use that one |
19:27 |
Hijiri |
no |
19:27 |
Hijiri |
The old methods will still be there but they will give warnings |
19:27 |
est31 |
OldCoder, it will not break old mods, only if you have set a special setting |
19:27 |
OldCoder |
OK |
19:27 |
OldCoder |
Ty |
19:28 |
Hijiri |
est31: where do I find the deprecation logic? |
19:28 |
est31 |
moment |
19:29 |
est31 |
Hijiri, use log_deprecated |
19:29 |
Hijiri |
ok, thanks |
19:29 |
est31 |
it will print a warning to warningstream by default |
19:30 |
est31 |
but if you have set deprecated_lua_api_handling to "error" then it will cause an error |
19:32 |
est31 |
Hijiri, i think i can guess what you are planning to do... that's really cool :) |
19:32 |
est31 |
there is this inconsistency |
19:33 |
est31 |
if you pass directly the output of the getter to the setter, it changes the value |
19:33 |
Hijiri |
yeah |
19:33 |
asl97 |
and the issue is #2658 |
19:33 |
ShadowBot |
https://github.com/minetest/minetest/issues/2658 -- get_look_yaw, set_look_yaw, get_look_pitch, set_look_pitch unable to use same values as input/output |
19:33 |
Hijiri |
I encountered the issue and it looked not too hard to fix |
19:33 |
Hijiri |
I was surprised the issue had been around more than a year |
19:34 |
Hijiri |
time to stall my computer out running out of memory for c++ compilation |
19:34 |
Hijiri |
or maybe not, since the code style guidelines says to avoid new templates unless convenient |
19:40 |
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19:47 |
Hijiri |
It doesn't look like it's outputting the deprecation warning |
19:48 |
Hijiri |
get_look_yaw2 and get_look_pitch2 work though |
19:49 |
Hijiri |
Is this the right way to use it?: http://lpaste.net/166623 |
19:50 |
est31 |
Hijiri, in release builds it will print nothing per default |
19:51 |
est31 |
try setting deprecated_lua_api_handling to "log" |
19:51 |
est31 |
or do a debug buil |
19:51 |
est31 |
d |
19:52 |
Hijiri |
alright |
19:52 |
est31 |
to answer your question : yes it should be the right way |
19:57 |
Hijiri |
ok, looks like it works |
19:58 |
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19:59 |
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20:01 |
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20:02 |
Hijiri |
PR: #4229 |
20:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/4229 -- Fixes #2658 (Bad get_look_yaw/get_look_pitch) by raymoo |
20:05 |
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20:11 |
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20:15 |
Fixer |
paramat: "too much negativity about our lighting", it is not just lighting, but if you go deeper into render... and look into detail... moretrees shadowbug, Y=XX bugs, blinking in water of torches when looking through glass tunnels underwater, translucency problems, glitched shadows of unknown origin, strange blinking of water that was fixed by moving nametags to different file, z-fighting in water and cthulhu knows what bugs, but yes on the surface it |
20:15 |
Fixer |
looks kinda ok %) |
20:17 |
paramat |
heh indeed |
20:18 |
Fixer |
aslo, waving water effect when viewed in underwater glass tunnel |
20:19 |
Fixer |
not render one, sorry |
20:19 |
Fixer |
or it is |
20:19 |
paramat |
game#1116 can possibly be merged, anymore comments? nore |
20:19 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1116 -- Make a ton of crafted blocks rotatable. by sofar |
20:20 |
nore |
paramat: :+1: |
20:21 |
paramat |
Minetest has many problems but overall it's fairly good and it would be exaggeration to call Minetest sh*t or sucks |
20:21 |
Fixer |
paramat: or cases when looking into wall don't really stops render of things behind it (per mapblock occlusion culing iirc) |
20:22 |
Fixer |
paramat: some aspects are shit |
20:22 |
Fixer |
not in general |
20:23 |
paramat |
the bugs in some aspects are sh*t, not the whole aspect |
20:34 |
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20:38 |
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20:43 |
paramat |
anyone know the exact height of the player model in nodes? the top damage point is 1.6 nodes above feet, is this because the player model is 1.7 nodes high? |
20:55 |
sofar |
I'm fairly sure it's 1.8 right now |
20:55 |
sofar |
but I can measure in blender |
20:55 |
sofar |
just not right atm. |
21:13 |
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21:17 |
paramat |
ok great |
21:34 |
VanessaE |
about 1.768 meters. |
21:34 |
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21:35 |
VanessaE |
greetz sapier, long time. |
21:35 |
sapier |
hello VanessaE |
21:35 |
sapier |
true, lots of things seem to have happened in between |
21:37 |
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21:45 |
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21:55 |
paramat |
thanks Vanessa |
21:55 |
VanessaE |
sure |
21:55 |
VanessaE |
sapier: so, what broke that made you stop by again? :) |
22:00 |
sapier |
someone told me there's some information required about networking subsystem but seems like everything is already fixed ;-) |
22:00 |
VanessaE |
oh heh |
22:01 |
Fixer |
all bugs went on vacation |
22:02 |
sapier |
that's good :-) I'd not have time to fix a bug myself anyway ;-) |
22:02 |
Fixer |
they will come back when you leave though |
22:04 |
sapier |
well then I'm not here to be uspset about them :) |
22:11 |
Wayward_One |
Anyone willing/able to work on #2761 in case MoNTE is not willing or able? |
22:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/2761 -- Placing blocks with single tap |
22:17 |
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22:28 |
paramat |
merging game#1116 game#1134 in a moment |
22:28 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1116 -- Make a ton of crafted blocks rotatable. by sofar |
22:28 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1134 -- add fall_damage_add_percent to farming:straw by cdqwertz |
22:29 |
VanessaE |
paramat: hold up a secon 1116 |
22:29 |
VanessaE |
sec on* |
22:30 |
paramat |
sure |
22:30 |
VanessaE |
screwdriver doesn't rotate these new blocks> |
22:30 |
VanessaE |
< |
22:30 |
VanessaE |
GAH! |
22:31 |
* VanessaE |
manually draws a G*D damned QUESTION MARK at the end of that sentence. :P |
22:31 |
paramat |
it fails in your testing? |
22:32 |
VanessaE |
I have not tested it. just going from the comments including sofar's opening post |
22:32 |
VanessaE |
"The current screwdriver mod also refuses to rotate and alter param2, so this is safe to enable from now on." |
22:32 |
VanessaE |
I have to question whether one should extend rotation to more nodes if the screwdriver can't be used to flip them around where needed. |
22:33 |
paramat |
i think the first comment is unclear |
22:33 |
paramat |
these are made facedir so will be rotatable |
22:33 |
VanessaE |
ok. |
22:34 |
VanessaE |
so long as it doesn't act differently from other stuff like stairs. |
22:34 |
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22:34 |
sofar |
it's safe because reasonably no node in any world will change because of this patch |
22:35 |
VanessaE |
maybe you should clarify your opening post then :) |
22:36 |
paramat |
ok merging |
22:36 |
sofar |
VanessaE: that might make it worse ;) |
22:36 |
VanessaE |
haha |
22:48 |
paramat |
merged |
22:51 |
paramat |
now you can fall 11 nodes onto straw without damage. time to make it craftable from dry grass |
22:53 |
sofar |
+1 |
22:53 |
sofar |
yeah, 9 dry grass nodes -> straw? |
22:54 |
paramat |
as in game#884 |
22:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/884 -- Suggestion: Tweak straw |
22:54 |
paramat |
9 seems good |
22:54 |
sapier |
paramat dry grass directly results in thinking about a sun glass ;-) |
22:54 |
sofar |
seems anyone can just make a patch that implements it |
22:55 |
sofar |
paramat: are you going to? |
22:55 |
paramat |
yeah i'll work on this probably |
22:56 |
paramat |
884 that is |
22:56 |
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