Time |
Nick |
Message |
00:03 |
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03:11 |
* lisac |
slaps lisac |
03:12 |
* lisac |
slaps lisac |
03:12 |
* lisac |
slaps lisac |
03:12 |
lisac |
there we go, I will now enter the statistics :D |
03:33 |
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04:09 |
hmmmmmm |
PTAL https://github.com/kwolekr/minetest/commit/30b77a79505f4e32df5d00d0c8e2ea50f63900c3 |
04:13 |
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04:33 |
paramat |
ok |
04:38 |
lisac |
https://github.com/minetest/minetest/issues/4259 |
05:12 |
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05:36 |
hmmmmmm |
i'm ashamed of that commit |
05:36 |
hmmmmmm |
i'm gonna try to break it down into multiple smaller ones, but no promises |
05:38 |
paramat |
ok, i don't mind either way. planet http://i.imgur.com/t08cwKp.png |
05:40 |
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05:45 |
hmmmmmm |
please still do review it |
06:07 |
hmmmmmm |
i don't think i'm able to split it up though, because a big part, the MapgenSpecificParams removal, requires a whole new method to creating and managing MapgenParams since now changes to the mapgen type would require reallocating a whole new structure |
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07:37 |
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07:37 |
tenplus1 |
hi folks |
07:37 |
tenplus1 |
if possible could someone look at game#1101 and game#1102 as a bugfix and new feature to beds mod |
07:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1101 -- save respawn entering bed, remove constant read_spawns by tenplus1 |
07:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1102 -- Read bed spawns once on load by tenplus1 |
07:39 |
tenplus1 |
they fix the fact that respawn positions are loaded every single time a player joins game and loads them once instead, plus sets respawn when a player sleeps in a bed (if not protected) instead of waiting for 1/2 the server to sleep til day |
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07:47 |
tenplus1 |
hi nrz |
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08:44 |
tenplus1 |
laters |
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18:59 |
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19:00 |
dfelinto_ |
Is minetest working for Linux? for me it doesn't work well since 2060fd9c |
19:00 |
dfelinto_ |
the world spins around the zenith |
19:02 |
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19:04 |
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19:07 |
sfan5 |
dfelinto_: 1) for these issues #minetest is probably more appropiate 2) distro? gfx card (AMD, NVIDIA, Integrated)? |
19:08 |
dfelinto_ |
since I found this via git bisect I assumed I would find more useful help here. I can go to #minetest though |
19:08 |
dfelinto_ |
I was just trying to update my patch to the latest master, and ran into this problem with master itself |
19:09 |
sfan5 |
oh someone well versed in git :) |
19:09 |
sfan5 |
i can try building 2060fd9c |
19:09 |
dfelinto_ |
:) |
19:09 |
dfelinto_ |
it's the commit that introduces joystick support |
19:09 |
dfelinto_ |
I wonder if it's assuming some joystick. I'm trying to pinpoint the error |
19:12 |
Fixer |
est31 might help with it |
19:12 |
T4im |
i remember having that too after an recent build, perhaps try with a fresh minetest.conf? |
19:13 |
T4im |
it's been gone since then |
19:13 |
* T4im |
shrugs |
19:15 |
T4im |
oh, actually nvm, I added "enable_joysticks = false" later, that fixed it |
19:15 |
dfelinto_ |
yup, just changed that in src/defaultsettings.cpp and got it "fixed" here too |
19:16 |
* dfelinto_ |
actually reported it here https://github.com/minetest/minetest/issues/4261 |
19:17 |
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19:18 |
sfan5 |
current HEAD works for me |
19:18 |
dfelinto_ |
sfan5: linux or windows? |
19:18 |
sfan5 |
linux |
19:19 |
dfelinto_ |
maybe it's a distro problem (assuming your enable_joystick is true) |
19:19 |
dfelinto_ |
let me update the bug report. T4im what is your distro? |
19:19 |
T4im |
debian |
19:20 |
dfelinto_ |
ubuntu + kde here |
19:21 |
sfan5 |
arch (+ xfce) here |
19:21 |
sfan5 |
yes joystick support was enabled |
19:22 |
T4im |
minetest directly tries to access /dev/input/js0, which even exists here, despite no joystick being present, hmm |
19:22 |
T4im |
gnome here |
19:23 |
* T4im |
tries to forbid js0 access to see what happens |
19:24 |
sfan5 |
no js0 here |
19:24 |
sfan5 |
and it works fine |
19:24 |
T4im |
good, that could be the cause then :) |
19:24 |
T4im |
difference |
19:25 |
T4im |
yupp |
19:25 |
T4im |
if it has no access to js0, it behaves |
19:30 |
dfelinto_ |
T4im: +1 changing js0 to 600 fix it here too |
19:30 |
dfelinto_ |
thanks, I'll move on since the bug is properly reported now |
19:34 |
Fixer |
hmmmm: hi, is this comment is related to your work? https://github.com/minetest/minetest/pull/3199#issuecomment-194503409 |
19:44 |
hmmmm |
not in the slightest |
19:45 |
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19:45 |
hmmmm |
i'll clarify: |
19:46 |
hmmmm |
a mapgen setting is really any setting passed along to the map generator or related components that must have their values preserved at the time of creation or else it will cause an inconsistency or outright breakage in that world |
19:47 |
hmmmm |
setting a map generating limit would be a good candidate for a mapgen setting if there was a requirement to preserve it |
19:50 |
hmmmm |
did anybody want me to finish fixing up #3199 and merge it? |
19:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/3199 -- split map_generation_limit into x/y/z components by EUGD |
19:56 |
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20:00 |
Fixer |
will be nice in my opinion, since some server owners want different limits |
20:01 |
Fixer |
right now they use bedrock mod to limit depth and some other mod to limit x/z |
20:05 |
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22:37 |
Fixer |
observation, when i do /mapfix (mod) on earlier generated blocks of ocean it changes its brightness slightly, probably related to that place source in ocean bug |
22:39 |
Fixer |
refreshing lighting over land gives different shadows under trees, less deeper iirc |
22:41 |
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23:47 |
Fixer |
https://github.com/minetest/minetest/issues/4067 can someone look at this? |
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