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07:55 |
tenplus1 |
pulls game#1085 and game#1081 both updated and ready for inclusion... coudl a dev have a peek plz |
07:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1085 -- Disabling TNT by tenplus1 |
07:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1081 -- Placing liquid in protected area fixed by tenplus1 |
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08:19 |
tenplus1 |
https://github.com/freeminer/freeminer/blob/0b85ddb2eff2f501e85f7374ff1a8624f5829147/src/fm_liquid.cpp#L191 |
08:23 |
tenplus1 |
pull game#669 ready for inclusion also :P |
08:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/669 -- Tidy sethome code, add global functions, round coords to 1 decimal by tenplus1 |
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15:00 |
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15:03 |
twoelk |
was just wondering about items being vaccumed up by players. Might it not be more usefull for an item to check if a player is near and if so does the needed calculations how to react? This way maybe items cold also be made to react to other things such as flowing water or item manipulating mobs - or someday maybe wind |
15:08 |
Krock |
yes, the flowing thing was already added by a mod but I forgot its name |
15:14 |
T4im |
look at an extreme example, let's say pipeworks spill of hundreds of items; that seems a lot faster when searched from the player; and I'd expect players to usually be smaller in numbers than items |
15:16 |
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15:17 |
twoelk |
but players move around a lot |
15:18 |
twoelk |
maybe items occupying the same node can be combined |
15:18 |
T4im |
that would be a performance improvement on its own :D |
15:19 |
T4im |
at least with some mods |
15:20 |
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15:21 |
everamzah |
dropped items do combine. and some mods do move drops in water, or burn in lava, as krock mentioned. as well as get pulled to nearby players and plopped in their inventory |
15:21 |
everamzah |
https://github.com/blockmen/wasteland has some, but i dunno where they originate |
15:21 |
everamzah |
pilzadam mods methinks |
15:23 |
Krock |
https://forum.minetest.net/viewtopic.php?t=3188 |
15:23 |
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15:23 |
Krock |
^ twoelk |
15:24 |
Krock |
C_alinou made a newer version of it - but I'm not suer if it's better |
15:38 |
everamzah |
also: https://forum.minetest.net/viewtopic.php?f=11&t=2656 |
15:39 |
T4im |
everamzah: the background, why this came up, is that hmmmm is considering to built that function into the engine to improve performance |
15:40 |
everamzah |
ye good |
15:40 |
everamzah |
plop plop |
15:41 |
everamzah |
at any rate, item drops already do combine |
15:42 |
T4im |
nice, haven't noticed that (without mods?) |
15:42 |
everamzah |
yes, since a while ago |
15:43 |
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16:04 |
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16:06 |
Thomas-S |
Hello! PR #4267 needs a good review, because I don't know how to write C++ code. I only copied some code from this file together, so that the new texture modifier works. Thanks in advance for your efforts. |
16:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/4267 -- Add an [opacity: texture modifier. by Thomas--S |
16:11 |
Krock |
Thomas-S, does it really work with overlapping other graphics? |
16:13 |
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16:16 |
Thomas-S |
Krock, I'll give you an example: |
16:17 |
Thomas-S |
base_texture.png^(another_texture.png^[opacity:127) This will make "another_texure.png" semi-transparent. |
16:18 |
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16:19 |
xunto |
Thomas-S: I thought that we can do it using `[mask:<file>`, can't we? |
16:22 |
xunto |
Thomas-S: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L365-L366 |
16:24 |
Thomas-S |
http://i.imgur.com/OAuLSTx.png | Left side: mask | Right side: opacity |
16:24 |
Krock |
but with a mask you'd need another file |
16:24 |
Thomas-S |
Both times, I overlay gneiss with default_stone_brick |
16:24 |
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16:25 |
xunto |
Thomas-S: how do you use mask? |
16:25 |
Thomas-S |
ts_medieval_gneiss.png^[mask:default_stone_brick.png |
16:25 |
xunto |
But Krock is right. It needs another file. |
16:25 |
Thomas-S |
for comparison: ts_medieval_gneiss.png^(default_stone_brick.png^[opacity:127) |
16:26 |
xunto |
Thomas-S: you are using it wrong) |
16:26 |
Thomas-S |
How to use it right? |
16:26 |
xunto |
default_stone_brick.png^ts_medieval_gneiss.png^[mask:alpha_mask.png(or something like that) |
16:27 |
Krock |
orig.png^(overlap.png^[colorize:#FFFF:128) |
16:27 |
Krock |
half-opaque overlapping |
16:28 |
Krock |
not tested... |
16:28 |
Thomas-S |
But then it's also colored white. |
16:28 |
Krock |
yeah.. |
16:28 |
Krock |
maybe #000F would give a better result, not sure. |
16:29 |
Thomas-S |
@xunto: But with the new modifier, you don't need a new image, what is basically the goal of the modifiers. |
16:29 |
xunto |
Thomas-S: yeah, maybe you are right) |
16:29 |
Krock |
( |
16:30 |
Thomas-S |
@Krock: Colorizing isn't always possible. Sometimes you have many different colors in an image. |
16:30 |
xunto |
I don't like core.colorize by the way :/ |
16:30 |
xunto |
Whe is it multiply? |
16:30 |
xunto |
There are better algorithms. |
16:31 |
xunto |
*Why does it multiply? |
16:48 |
Zeno` |
what multiplies? |
16:49 |
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16:51 |
Krock |
the bugs, Zeno`, the bugs. |
17:00 |
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17:01 |
Zeno` |
features, Krock |
17:01 |
Krock |
oh right! |
17:02 |
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17:02 |
twoelk |
if a bug and a feature breed is thje result dangerous? |
17:05 |
Zeno` |
depends on their jeans |
17:05 |
* twoelk |
is feeding his portable git on windows batch files for the first time - the results are not as expected |
17:07 |
hmmmm |
hey Zeno`? |
17:07 |
hmmmm |
can you do a review? |
17:07 |
Zeno` |
of your mapgen refactor? |
17:08 |
hmmmm |
oh you saw somewhere |
17:08 |
hmmmm |
it's not really a mapgen refactor but it does involve mapgens somewhat |
17:08 |
Zeno` |
yeah I wanted to review but lost the lonk |
17:08 |
Zeno` |
link |
17:08 |
hmmmm |
https://github.com/kwolekr/minetest/commit/30b77a79505f4e32df5d00d0c8e2ea50f63900c3 |
17:08 |
Zeno` |
I can't do it now, but just bookmarked it |
17:08 |
hmmmm |
OK |
17:09 |
Zeno` |
will do first thing tomorrow :) |
17:09 |
Zeno` |
err well, today but when I wake up (it's 3:10AM) |
17:09 |
hmmmm |
heh |
17:09 |
hmmmm |
that's right, in australia everything is backwards |
17:09 |
hmmmm |
including the time of day |
17:09 |
Zeno` |
we're GMT + though! |
17:10 |
Zeno` |
GMT+10 here |
17:10 |
Zeno` |
so we're... forward really :P |
17:10 |
* twoelk |
imagines a kangaroo jumping tail first |
17:11 |
* Zeno` |
eats the kangaroo |
17:12 |
hmmmm |
err, rather, upside-down |
17:12 |
twoelk |
tail first? |
17:12 |
hmmmm |
that's the saying |
17:12 |
Zeno` |
twoelk, of course |
17:13 |
hmmmm |
(btw for people who didn't get the reference: http://i3.kym-cdn.com/photos/images/newsfeed/000/047/237/meanwhile_in_australia.jpg) |
17:13 |
hmmmm |
i recently realized a lot of people don't get my references |
17:13 |
twoelk |
sadly "upside-down" is not a feature of minetest yet :-( |
17:15 |
twoelk |
a trailing bracket too much in that link, else, lol |
17:28 |
twoelk |
http://i.imgur.com/C41DO08.jpg some time ago on VanessaE's creative server there was a visitor from the "other side" of the globe. Seems to have had difficulties to adjust |
17:29 |
VanessaE |
hehe |
17:29 |
VanessaE |
I forgot about that glitch |
17:33 |
Zeno` |
lol |
17:34 |
* Zeno` |
wonders why everyone except for BrasiL is upside down |
17:39 |
twoelk |
I wonder what BrasiL saw |
17:39 |
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17:52 |
Krock |
hahaha, good one with the australia image |
18:02 |
xunto |
>(07:48:52 PM) Zeno`: what multiplies? |
18:02 |
xunto |
Oh, I've mistaken. Forget it. It just doesn't look like real colorize. It's more like we have two images and one of them filled with color and then we just combine them using "Normal" blend mode from gimp... |
18:04 |
xunto |
Compare it to gimp's colorize. This one is quite more usefull then minetest's. |
18:04 |
xunto |
https://docs.gimp.org/en/gimp-tool-colorize.html |
18:07 |
xunto |
> The Colorize tool renders the active layer or selection into a greyscale image seen through a colored glass. |
18:07 |
xunto |
That what colorize should do, by the way. :D |
18:12 |
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18:17 |
T4im |
that does sound indeed more appealing |
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19:10 |
tenplus1 |
hi folks |
19:10 |
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19:13 |
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19:13 |
tenplus1 |
Could one of the devs please look at game#669 in the hope of adding it to minetest, it's been a long time waiting |
19:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/669 -- Tidy sethome code, add global functions, round coords to 1 decimal by tenplus1 |
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23:18 |
MillersMan |
Maybe the wrong time to ask this but: Is there any interest in having a generic base-implementation for mapgens that work similar to my Canyon mapgen? |
23:18 |
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