Time |
Nick |
Message |
00:11 |
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00:16 |
paramat |
hmmmm sometime please can you review #4376 and consider something to help with the map meta hash problem? see the comments |
00:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4376 -- Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags by paramat |
00:26 |
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00:41 |
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00:44 |
sofar |
paramat: +1 on rubenwardy |
00:44 |
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00:44 |
* sofar |
gets back from a small vacation |
00:45 |
paramat |
cool thanks, good to have you back |
01:00 |
paramat |
i'll ask nore too, then that will hopefully be 4 approvals out of 6 and i feel enough |
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02:05 |
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02:53 |
paramat |
hmmmm, here's one that might interest you since it's decorations #4401 #4402 |
02:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4401 -- Tall schematic decorations unnecessarily failing near chunk top |
02:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4402 -- Decorations: Fix decoration height check errors by paramat |
05:12 |
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06:04 |
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06:06 |
hmmmm |
paramat, |
06:06 |
paramat |
hi |
06:07 |
hmmmm |
i'm looking at 4376 right now and it seems good but maybe the flag constants themselves shouldn't be removed |
06:07 |
hmmmm |
instead, add a comment to the end of the lines // deprecated |
06:07 |
hmmmm |
or similar |
06:07 |
paramat |
ok agreed |
06:07 |
hmmmm |
i think it's odd that MG_FLAT was only used in mapgen_v6.cpp... |
06:08 |
hmmmm |
i think i recall each mapgen interpreting that flag on its own |
06:08 |
paramat |
afaik mgv7 did not |
06:09 |
hmmmm |
we really need to do something with the whole "flag" system |
06:09 |
hmmmm |
it's a leaky abstraction that the end user should've ever seen |
06:09 |
hmmmm |
i'm finishing up my project at work pretty soon so i should have some spare time to work on these things |
06:09 |
paramat |
nice |
06:09 |
hmmmm |
in retrospect, maybe making a hash was the compact solution but not the best solution |
06:10 |
hmmmm |
right now, a basic map_meta.txt file is like 1.5 KB of text |
06:10 |
hmmmm |
i was thinking maybe the hash setup should be changed to keeping a copy of the map_meta.txt to compare against in a new test_data/ subdirectory that goes.. somewhere |
06:12 |
hmmmm |
src/unittests/? that would make sense in terms of keeping similar topics together, but that's for source files, so not so sure |
06:12 |
hmmmm |
i didn't expect comparing against a hash to set a barrier to so many contributors wishing to change the contents of a map meta file |
06:13 |
hmmmm |
for now just ignore the failing unit test and i'll fix it the way i described |
06:14 |
paramat |
ok. a copy to compare against sounds good |
06:14 |
hmmmm |
hell, you can even implement that if you'd like |
06:14 |
hmmmm |
i'd be around to help |
06:14 |
paramat |
krock had a problem with this hash too |
06:14 |
hmmmm |
yeah but maybe that was a good thing |
06:15 |
hmmmm |
that patch was shit |
06:15 |
paramat |
lol |
06:15 |
hmmmm |
but it's not krock's fault, it's the guy before him who changed map_generation_limit |
06:17 |
hmmmm |
yeah so i'm gonna go back to working, the sooner i can get that done the sooner i can do minetest things |
06:17 |
paramat |
O/ |
06:22 |
paramat |
nore Tesseract any opinion on rubenwardy being added to mtgame team? so far +1 from me, sfan and sofar |
06:36 |
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06:40 |
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07:04 |
paramat |
hmmmm perhaps i should remove this UASSERT() line from the unit test so that builds do not fail on everyone's PRs? https://github.com/minetest/minetest/blob/master/src/unittest/test_map_settings_manager.cpp#L203 |
07:05 |
hmmmm |
no, just surround the entire piece of code with #if 0 #endif |
07:05 |
hmmmm |
and add a comment // TODO(hmmmm or paramat): change this to compare the result against a static file |
07:06 |
paramat |
ok |
07:11 |
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07:11 |
paramat |
nore |
07:12 |
nore |
+1 for rubenwardy as wekk (for what you asked yesterday) |
07:12 |
paramat |
ok good |
07:18 |
paramat |
celeron55 please could you consider rubenwardy as a full core dev in order to be a mtgame dev, and perhaps invite him? the most active 4 mtgame devs (out of 6 total) approve |
07:18 |
celeron55 |
that's fine to me; is it fine to rubenwardy? |
07:22 |
paramat |
fairly sure, he said he's happy to help out if we need another mtgame dev |
07:25 |
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07:39 |
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07:57 |
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08:12 |
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08:12 |
tenplus1 |
hi folks, would a nice dev check out pull game#1232 which fixes tnt bug |
08:12 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1232 -- fix tnt bug with huge stacks by tenplus1 |
08:16 |
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09:04 |
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10:08 |
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10:12 |
juhdanad |
In c++ comments should I write 'nodebox' or 'node box'? |
10:14 |
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10:14 |
Krock |
nodebox |
10:15 |
juhdanad |
Just because the struct name is 'NodeBox'. |
10:15 |
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10:52 |
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11:13 |
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11:21 |
juhdanad |
Another question: my code (in getPointedThing()) returns the normal vector of the colliding surface, which is currently v3s16. |
11:22 |
juhdanad |
But if the turning mobs could have turning selection boxes, the normal vector should be v3f. |
11:22 |
juhdanad |
Which type is preferred? |
11:24 |
Calinou |
turning selection boxes don't make much sense if the collision boxes don't rotate |
11:24 |
Calinou |
but it's not possible to rotate collision boxes by design |
11:24 |
Calinou |
I'd rather see cylinder/sphere collision/selection boxes |
11:25 |
Calinou |
both cases are far from trivial |
11:26 |
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11:28 |
juhdanad |
Then s16. Thanks! |
11:36 |
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11:55 |
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12:30 |
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12:31 |
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12:41 |
juhdanad |
I made a member variable (core::aabbox3d<s16>) in CNodeDefManager, with a virtual getter in INodeDefManager. This getter is slow, when I repeat it 100 times in every step, my FPS drops from 28 to 14. Can anybody help? |
12:56 |
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13:59 |
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14:03 |
juhdanad |
Can I split getPointedThing() into handlePlayerPointedThing() (updates Hud) and raycast() (actual getPointedThing, but uses Environment and is independent of the client)? Raycast() could be then exposed. |
14:03 |
juhdanad |
(exposed to Lua) |
14:05 |
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14:48 |
sfan5 |
juhdanad: you can of course do that but in the end the core devs will decide about code changes |
14:49 |
juhdanad |
Yes, I just wanted to know if it might worth trying. Thanks! |
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17:18 |
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17:18 |
Nosrick |
Anyone about that can possibly give me a hand with an error I'm getting? |
17:21 |
juhdanad |
What is your error? (I'm not sure that I can help you.) |
17:21 |
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17:21 |
Nosrick |
I'm trying to load a script using require(), but no matter what I try, it can't find the file I'm trying to reference. |
17:23 |
Krock |
Nosrick, http://stackoverflow.com/questions/9145432/load-lua-files-by-relative-path |
17:24 |
Krock |
when you specify a name it will automatically search for *.dll *.so and init.lua files |
17:24 |
Krock |
maybe you want to try dofile() instead |
17:25 |
Nosrick |
Well, I need a reference to the script, so I can access the functions within it. |
17:25 |
Nosrick |
And I don't think dofile returns anything |
17:26 |
Krock |
you can specify a global table to add your functions there. With dofile() you can extend that table and use the functions wherever you want |
17:27 |
Krock |
many mods do that and it works perfectly. |
17:27 |
Nosrick |
Got any example of that? |
17:28 |
Nosrick |
(As I'm still new to Minetest modding and Lua in general, so that might be a little above my pay grade) |
17:29 |
Krock |
Nosrick, check this one: https://github.com/Bremaweb/landrush/ |
17:29 |
Krock |
in init.lua it creates a new global table, "landrush" |
17:30 |
Krock |
and in functions.lua it extends that table |
17:30 |
Krock |
(because init.lua uses dofile()) |
17:31 |
Krock |
oh. another thing. This is the channel for the core development, not for mod development |
17:32 |
Krock |
either #minetest or #minetest-project may fit better for this |
17:32 |
Nosrick |
Woops, my apologies! |
17:32 |
Nosrick |
Thank you so much for your help. |
17:32 |
Krock |
no problem. It's too silent in here. |
17:40 |
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17:41 |
Hijiri |
Nosrick: dofile does return the return value of the script |
17:41 |
Nosrick |
Ah, okay! |
17:42 |
Hijiri |
If you don't need a global table it is cleaner to use the return value |
17:42 |
Nosrick |
I unfortunately do need a global table. |
17:42 |
Krock |
that largely depends on your coding style |
17:44 |
Nosrick |
Spaghetti. |
17:45 |
Zedicius |
Any core devs around? I've might've caught a bug, didn't spot it on the forums and was wondering if it's a known issue or not. |
17:45 |
twoelk |
check the issues |
17:45 |
Krock |
.. on github ^ |
17:45 |
KaadmY |
Zedicius: coldn't you just report the bug on the forum or report it as an issue on github? |
17:46 |
twoelk |
https://github.com/minetest/minetest/issues |
17:46 |
Zedicius |
Didn't find it, though there are over 600 issues. |
17:47 |
* twoelk |
wants to know the bug by know |
17:47 |
Zedicius |
https://www.youtube.com/watch?v=YUfSUpvTveE |
17:48 |
Zedicius |
No mods installed |
17:48 |
KaadmY |
items slide forever? |
17:48 |
KaadmY |
along edges? |
17:48 |
twoelk |
now thats a neat feature :-O |
17:49 |
Zedicius |
Depends on the angle. If they go to far off the edge they fall off and stop. |
17:49 |
KaadmY |
>.< twoelk, Krock and Zedicius all have purple nicknames on irc for my client |
17:49 |
Zedicius |
Is that good or bad? |
17:49 |
KaadmY |
a bit bad :P |
17:50 |
KaadmY |
hard to see who's who |
17:51 |
Krock |
KaadmY, they're all blue here and I have no problem. Try changing your font |
17:52 |
Krock |
but change my color to transparent, please |
17:52 |
KaadmY |
;_; |
17:52 |
twoelk |
hmm all black here - but then again that's what I set up |
17:55 |
Krock |
Isn't that a discrimination? Black latters on white background? |
18:00 |
Zedicius |
So! I'll just throw it on the forum and see what'll happen with it :P |
18:04 |
Krock |
Zedicius, could you please check the behaviour with https://github.com/minetest/minetest/pull/4370 ? |
18:04 |
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18:04 |
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18:04 |
Hijiri |
I was thinking of implementing the "attached particle spawners" feature #567, and was wondering what I should do with particle spawners that outlive their objects |
18:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/567 -- Implement attached particle spawners. |
18:05 |
Hijiri |
ObjRefs currently just become invalid, so I could just remove the spawner and the spawner will be invalid too |
18:05 |
Hijiri |
Or I could let the spawner live on, but then if modders want it to be removed at the same time as the obj, they will need to poll for the object |
18:06 |
Hijiri |
A more complex solution would be to let modders attach a finalizer that fires when the particle spawner's object dies |
18:06 |
Hijiri |
Oh wait, they could do that in the object already |
18:06 |
Krock |
to keep it simple for modders, I'd prefer that they would disappear when the ObjRef became invalid |
18:07 |
Hijiri |
And let the particle spawner reference become invalid? |
18:07 |
Krock |
yes, otherwise it's required by modders to do that manually which is just garbage collecting |
18:08 |
Hijiri |
ok |
18:09 |
Hijiri |
It seems though that the modder would have to to garbage collection anyway, to get rid of the invalid particle spawner |
18:09 |
Hijiri |
assuming they have the reference in a table somewhere, not in an entity |
18:09 |
Hijiri |
For example, for players |
18:14 |
Hijiri |
I guess letting it go invalid is still better in the sense of less garbage collection though, because you won't need to do it if it's in an object |
18:14 |
Hijiri |
I can't think of any use cases where you would actually want it to live on, other than to avoid invalid references |
18:15 |
Zedicius |
Krick 4370 still has the same issue. |
18:15 |
Zedicius |
Krock ^ |
18:16 |
Krock |
okay. going to look into that issue |
18:33 |
Krock |
I see. It would increase the node checks from currently 1 to up to 4 |
18:36 |
Krock |
but it's a cool bartender move :) |
18:36 |
Krock |
^ Zedicius |
18:39 |
Zedicius |
Heh. The irony is, I discovered it while messing around with an old conveyor belt mod on the forums... |
18:42 |
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18:45 |
Hijiri |
Krock: Do all entities that are loaded on the server get sent to clients? |
18:45 |
Krock |
only if the player is close to them |
18:45 |
Hijiri |
More specifically, can I expect that any entities loaded on the server are also loaded on the client |
18:46 |
Hijiri |
ok |
18:46 |
Krock |
the setting for that is called "active_object_send_range_blocks" and is by default 3*16 = 48 nodes distance |
18:46 |
Hijiri |
So I think there is another issue with automatic invalidation, in the case that an entity with an attached spawner moves close to a player, when it wasn't loaded on the client before |
18:47 |
Hijiri |
The client won't know whether an entity was removed or if the entity just got unloaded |
18:47 |
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18:48 |
Hijiri |
so it won't know whether to unload the spawner |
18:48 |
Hijiri |
I mean remove |
18:48 |
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18:50 |
Hijiri |
unless in the protocol they send different messages for entity removal and unloading? |
18:51 |
* Krock |
doesn't know the answer |
18:58 |
paramat |
fix for missing jungltrees near chunk borders #4402 see #4401 |
18:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4402 -- Decorations: Fix decoration height check errors by paramat |
18:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4401 -- Tall schematic decorations unnecessarily failing near chunk top |
19:02 |
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19:13 |
Hijiri |
Krock: actually I think this isn't an issue if the server just keeps track of the spawners on each object and uses the ordinary spawner deletion on them when the object is unloaded |
19:19 |
twoelk |
minetest is a universe where if a minecart passes by and nobody is there to see it it doesn't exist |
19:19 |
twoelk |
hm, rather it pends to exist |
19:21 |
Fixer |
wat? |
19:21 |
* twoelk |
starts studying a philosophy book about phenology to get this right |
19:22 |
twoelk |
argh, wheres my dictionary |
19:23 |
twoelk |
Phenomenology? |
19:24 |
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20:52 |
Tesseract |
I finally managed to get my (Android) immersive mode bug figured out. I'll be pushing it to my Android update branch in just a moment. |
20:53 |
Tesseract |
Turns out I just had to set the system UI flags earlier, before the native app had a chance to get the screen dimensions. |
21:04 |
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21:17 |
Fixer |
https://i.imgur.com/FMIyC3r.png after lava cast |
21:17 |
Tesseract |
est31: Nice job with the X11 icon. But there's a little issue with it... http://sprunge.us/hPOU |
21:17 |
Krock |
WOHOO! ShadowNinja is back! |
21:18 |
est31 |
welcome back Tesseract |
21:18 |
Tesseract |
Heh, hi :-) |
21:19 |
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21:20 |
Tesseract |
est31: If you try to use minetest.totallynotanimageformat as the icon it should spin in an infinite loop or crash, depending on what getImageLoader does. |
21:21 |
est31 |
yeah, I'll fix that |
21:22 |
est31 |
https://github.com/est31/minetest/commit/e0204c59883c3ac45252262837f57234c8116f7e |
21:22 |
est31 |
Tesseract, what about this |
21:23 |
Tesseract |
est31: That looks good. Nitpick though: PROJECT_NAME "-icon-128.png"? It isn't really xorg-specific. |
21:24 |
shamoanjac |
does anyone know where the code for interpreting texture strings is? I am trying to find it but I get lost somewhere when draw2DImage() is called |
21:24 |
est31 |
Tesseract, the format may be not, but it is loaded just for xorg |
21:24 |
shamoanjac |
I have updated issue 4396 about textures in formspecs, apparently it goes further than that, since lower resolutions work |
21:24 |
est31 |
so its xorg specific, no? |
21:26 |
Tesseract |
est31: Well, it's just used for xorg, but the file itself isn't xorg-specific, you can use it for whatever you want. It hardly matters though, you can leave it if you want. |
21:29 |
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21:29 |
shamoanjac |
ah found it it was tiles.cpp |
21:30 |
paramat |
Tesseract rubenwardy has been invited to join the mtgame team, hope you're okay with that |
21:30 |
est31 |
There is a related bug to it, #4323. Any ideas Tesseract how to solve it? |
21:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4323 -- X11 Icon not shown when minetest is installed via make install |
21:30 |
Tesseract |
paramat: Yep, sounds good. |
21:31 |
est31 |
don't you have to be a dev to be in mtgame team? |
21:31 |
paramat |
core dev yes |
21:31 |
paramat |
looks like c55 has already made him a core dev |
21:31 |
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21:31 |
est31 |
he's made him a trusted non-dev |
21:32 |
est31 |
so he's a dev now, good to know. |
21:33 |
Tesseract |
est31: You could just add it to line 177 of CMakeLists.txt |
21:36 |
Tesseract |
Then pass ICONDIR to the executable in cmake_config.h. (It's hardcoded to $prefix/share/icons on UNIX) |
21:36 |
paramat |
now just waiting for rubenwardy to confirm his acceptance |
21:36 |
est31 |
He has confirmed it |
21:36 |
est31 |
https://github.com/orgs/minetest/teams/team-minetest |
21:37 |
paramat |
ok i guess he had to accept the invite to that team |
21:45 |
est31 |
Tesseract, is ICONDIR a good place for it? |
21:46 |
Tesseract |
est31: I think so. The .svg already goes there, so it seems like a good place. |
21:47 |
Tesseract |
You'll just have to use the "128x128" directory instead of "scalable". |
21:57 |
est31 |
Thanks |
22:05 |
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22:06 |
est31 |
Why don't we just say that rubenwardy is an official dev |
22:07 |
est31 |
i mean "mtgame member but no coredev" that would be an even newer category. |
22:07 |
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22:09 |
paramat |
he is a core dev now, just hasn't been removed from 'trusted non-core-devs' team |
22:09 |
est31 |
but you only asked mtgame members |
22:10 |
est31 |
never asked the other coredevs |
22:10 |
paramat |
hm good point |
22:10 |
est31 |
its not that I would be against rubenwardy to be either coredev or mtgame member |
22:10 |
est31 |
in fact I support him being a member |
22:10 |
paramat |
maybe he should only push to game then, for now |
22:11 |
est31 |
I just feel a sad that I wasnt asked :) |
22:11 |
est31 |
a bit* |
22:12 |
paramat |
yeah sorry, i guess i was in a way suggesting a mtgame-only core dev |
22:13 |
paramat |
we should ask all core devs then, as a core dev has push access to all repos |
22:13 |
est31 |
and a core dev has +1 "access" |
22:15 |
est31 |
idk, I don't know what rubenwardy wants |
22:15 |
est31 |
I dont want to ask all coredevs for a vote until I know what his wishes / intentions are |
22:16 |
paramat |
i'll discuss this if i see him around |
22:18 |
est31 |
maybe I am too buerocratic, but I like things to be clear :) |
22:22 |
paramat |
it's a good point |
22:29 |
est31 |
Everybody PTAL https://github.com/est31/minetest/commit/4ec667190967591727294ebbca0a38259fc006c7 |
22:29 |
est31 |
if no +1, I'll push in 10 minutes |
22:30 |
est31 |
s/+1/reaction/ |
22:41 |
est31 |
done |
22:43 |
paramat |
ah that, +1 |
22:46 |
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22:51 |
Hijiri |
Are the ids of corresponding CAOs and SAOs equal? |
23:07 |
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23:09 |
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23:17 |
Hijiri |
Where is the protocol defined? How would I start extending the particlespawner-adding message to optionally include an object it's attached to? |
23:24 |
Hijiri |
nevermind, I think I found it on the dev wikiw |
23:59 |
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