Time |
Nick |
Message |
00:04 |
est31 |
sofar, https://forum.minetest.net/viewtopic.php?t=15336 |
00:10 |
est31 |
have fun, if you could report whether it works for you it would be cool |
00:15 |
est31 |
I think I'll go offline now |
00:30 |
Hijiri |
If someone was to add an "add_velocity" method to ObjectRefs for pushing players around, lua entities should respond similarly for consistency, right? |
00:32 |
Hijiri |
oh, there's already a PR with some discussion |
00:38 |
Hijiri |
What if entities had multiple "movement models" that could be used, with each one being predicted separately by the client side? |
00:38 |
Hijiri |
The current velocity + acceleration one we have now would be one |
00:39 |
Hijiri |
An example of another possible one is a "path movement model", where the entity has a set path along points, a velocity, and a start time |
00:39 |
Hijiri |
this model could be used for e.g. carts |
00:41 |
Hijiri |
using setvelocity or setacceleration (and maybe moveto) would switch to the default model we have now, and using path stuff could switch to the path one |
01:18 |
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11:44 |
paramat |
nore and all game#1238 |
11:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1238 -- Default: Optimise and simplify leafdecay ABM, remove cache by paramat |
11:48 |
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11:53 |
Krock |
so it wasn't possible to fix the decay cache? |
11:54 |
Krock |
the code looks good to me, simple and easy |
11:55 |
paramat |
the cache is possibly fixable, but has too many issues |
11:56 |
paramat |
as well as being insanely huge in size |
11:58 |
paramat |
#1249 is trivial i feel |
11:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/1249 -- Minetest Slackware |
11:58 |
paramat |
ugh |
11:58 |
paramat |
game#1249 |
11:58 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1249 -- Faster find snow near sapling by tenplus1 |
12:00 |
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12:00 |
Krock |
is_snow_nearby must return either true or false. not nil and nodedef |
12:01 |
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12:01 |
Krock |
but this usually doesn't make a difference. |
12:01 |
paramat |
ah |
12:03 |
paramat |
hm, not sure if to be strict or faster |
12:05 |
paramat |
returns pos or `nil` |
12:05 |
paramat |
well it should work so let's be faster |
12:15 |
paramat |
nore sfan5 any opinions on game#475 ? |
12:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/475 -- Have beds to depend necessarily on red dye? |
12:18 |
Calinou |
paramat: can you explain why -1 on https://github.com/minetest/minetest_game/issues/1235 ? considering I'm proposing a skin conversion tool |
12:18 |
Calinou |
we aren't going to stay on <1.7 format, it's too limited |
12:19 |
Calinou |
nearly all Minecraft skins use the new format already |
12:19 |
Calinou |
and there's already converters out there, we just need to mainline one in Minetest repo |
12:19 |
Calinou |
(Python script probably) |
12:19 |
paramat |
will add explanation |
12:19 |
Calinou |
ok |
12:19 |
Calinou |
also, 64×32 vs 64×64 is no real performance impact |
12:19 |
Calinou |
if you complain about skin file size, then use OptiPNG and reduce to 256-color palette |
12:20 |
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12:20 |
paramat |
hm maybe i'm neutral instead |
12:27 |
paramat |
i'm neutral, i misunderstood something sorry |
12:36 |
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13:10 |
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13:42 |
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13:42 |
Fixer |
paramat: have you thinked about ice lately? |
13:43 |
Fixer |
paramat: i remember glacial biome has ice, but snowy forest biome + river will not have icy in river, right? |
13:43 |
* paramat |
.oO(hmmm, cool, refreshing) |
13:43 |
paramat |
correct |
13:44 |
Fixer |
paramat: https://i.imgur.com/DSrbUEh.jpg like here, is it intentional that river does not have at least some icy blocks? |
13:46 |
paramat |
yes intentional. perhaps ice blocks are possible with decorations |
13:47 |
paramat |
my feeling was that ice doesn't form easily in a river so i chose no ice over solid ice |
13:47 |
Krock |
rivers dno't freeze easily |
13:47 |
Krock |
*don't |
13:48 |
Krock |
maybe the border would be a bit frozen |
13:48 |
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14:54 |
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14:55 |
APNG |
does minetest have torrent downloads? |
14:58 |
Krock |
Why do you need that? It's not illegal |
15:07 |
Fixer |
Krock: maybe he likes to download faster |
15:08 |
Krock |
oh yes. Minetest ships thousands of kilobytes of data |
15:09 |
Fixer |
Krock: you can download 20mb of minetest much faster with torrents in certain conditions %) |
15:09 |
Krock |
oh yes. That's true. People don't want to wait long to finally play Minetest |
15:24 |
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15:24 |
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15:25 |
Calinou |
Fixer: any decent server has good enough bandwidth for direct download |
15:25 |
Calinou |
provided you use remote_media |
15:34 |
Fixer |
Calinou: i mean not server, but game.zip itself |
15:34 |
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15:37 |
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15:41 |
Calinou |
Minetest is like a 20 MB download… |
15:41 |
Calinou |
(at most) |
15:49 |
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15:51 |
Krock |
I squash my builds into a 6 MiB archive - without any subgame. The players must update it themselves |
15:51 |
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15:52 |
Fixer |
20mb is very small by todays standards anyway |
15:58 |
sfan5 |
-rw-r--r-- 1 sfan5 sfan5 13M May 15 14:47 minetest-0.4.14-win64.7z |
15:58 |
sfan5 |
and that's with extra subgames included |
15:58 |
Krock |
7z is your friend ;) |
16:06 |
APNG |
Krock, can minetest handle 1000s of concurrent downloads? |
16:06 |
Krock |
don't know about other players but my router keeps crashing sometimes when loading the media |
16:06 |
APNG |
hmm... |
16:06 |
APNG |
meh |
16:06 |
APNG |
why can't I just pack my own minetest... |
16:07 |
Krock |
you can. |
16:07 |
APNG |
exactly |
16:07 |
APNG |
I'm stupid .-. |
16:13 |
Fixer |
i doubt there will be 1000s of concurrent downloads |
16:39 |
APNG |
can I use zerobrane studio with minetest? |
16:40 |
KaadmY |
APNG: it should work, minetest doesn't have anything really specific in MT only |
16:40 |
KaadmY |
it's mods are lua, zerobrane handles that iirc |
16:42 |
APNG |
can I use the debugger? |
16:47 |
Tesseract |
I don't think there's anything blocking just switching to C++11 now. It's supported with all but the stock compilers on the oldest LTS releases (and those probably aren't gaming desktops anyways). |
16:48 |
Tesseract |
Also: https://github.com/ShadowNinja/MC2MT sofar: I finally got to publishing it :-) |
16:49 |
Tesseract |
^ like nore's converter but something like 10-100x faster. |
16:50 |
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16:50 |
Krock |
Minetest was not only designed for gaming desktopis |
16:50 |
Krock |
*desktops |
16:50 |
Tesseract |
16m0.8s vs 7s was one comparison (although it was on different computers). |
16:51 |
Tesseract |
Krock: I mean, those computers are probably headless servers. |
16:51 |
Krock |
could you do the test on the same machine? Different ones can't be compared anyway |
16:51 |
Tesseract |
Although the server would run on those. |
16:52 |
Tesseract |
You can just update your compiler, install a prebuilt package, or cross compile though, if you care about having a recent game but not a recent OS... |
16:52 |
Tesseract |
Krock: Moment. |
17:06 |
Tesseract |
Well, 14500 blocks and still waiting... |
17:11 |
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17:11 |
Krock |
heheh.. let the computer calculate, that's why they were built |
17:11 |
Krock |
hello est31 |
17:11 |
est31 |
hi Krock |
17:11 |
KaadmY |
hi Krockpot ;_; |
17:12 |
Krock |
Hi akaademy |
17:12 |
KaadmY |
:P |
17:12 |
KaadmY |
K, a dummy! |
17:12 |
KaadmY |
^ don't call me that :P |
17:12 |
Amaz |
That's not the right way to address Krock! |
17:13 |
Amaz |
The proper salutation for him is: |
17:13 |
Amaz |
Hello Krockolony of the holy lands of Krocky island, first of the Sir Mc Krock family. |
17:13 |
Amaz |
:P |
17:13 |
Krock |
please, this is the wrong channel |
17:13 |
KaadmY |
Amazing |
17:13 |
Amaz |
Opps :P |
17:14 |
Tesseract |
Krock: 16m53.2s vs. 7.0s. |
17:14 |
Krock |
wow, that's really a difference. |
17:14 |
Tesseract |
144.7x faster. |
17:15 |
Tesseract |
Part of that is threading. My program's multithreaded and I have two cores (with hyperthreading). |
17:16 |
est31 |
nice |
17:16 |
Krock |
Sounds like cheating. |
17:16 |
Tesseract |
Something like 50% of the program's time is spent in zlib doing compression/decompression, so it's getting pretty close to the limit. |
17:17 |
est31 |
Tesseract, about requiring c++11: we currently still support 12.04 LTS |
17:17 |
Tesseract |
Krock: It's still very fast in simglethreaded mode. |
17:17 |
est31 |
(which PilzAdam is using) |
17:18 |
Tesseract |
est31: Just have them update their compiler. C++17 is already rolling out. |
17:18 |
est31 |
Tesseract, on linux its not that simple especially with libraries with cpp interfaces |
17:18 |
est31 |
if irrlicht comes from the system, and you use a newer compiler you get in trouble |
17:19 |
est31 |
(or any other cpp library minetest is using) |
17:20 |
Tesseract |
Make PA update then :-P. There's a newer LTS already. |
17:23 |
est31 |
Tesseract, do you have time for a PR review session |
17:24 |
est31 |
we review PRs and merge those we think are okay |
17:24 |
est31 |
there are > 150 open prs, a bad situation |
17:24 |
Krock |
with tendence to increase |
17:25 |
Tesseract |
est31: Eh, maybe. I'll look through a few notifications. |
17:28 |
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17:28 |
sofar |
Tesseract: ah, nice! |
17:29 |
* Krock |
waits to rebase & build his local repo later |
17:29 |
sofar |
Tesseract: I'll have to look at your table layout but conversions.h seems self-explanatory enough |
17:40 |
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17:54 |
Fixer |
Tesseract: pr 3810, please decide what to do with it, i played with it for many weeks, found nothing else except minor issues I already described |
17:58 |
Krock |
#3810 |
17:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/3810 -- Try to fix jumping at node edge again by ShadowNinja |
18:01 |
Tesseract |
Fixer: Well, I could merge it. I don't think there's anything I can do about it seeking a bit more"jiggly" for you thought. |
18:01 |
Tesseract |
seeming* |
18:03 |
Fixer |
Tesseract: that jiggle thing, only masohists make those kinds of 2block stair shafts |
18:03 |
Krock |
damn it. |
18:05 |
Krock |
Fixer, but why the masochists? It's a free ladder |
18:05 |
Krock |
and ladders don't hurt ;) |
18:12 |
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18:19 |
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18:22 |
Tesseract |
I'll merge it if I get approval from someone. |
18:24 |
Tesseract |
Also https://github.com/minetest/minetest/compare/master...ShadowNinja:check-float-not-nan fixes #4425 and #3326, and should probably be merged. I just need an approval for that. |
18:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/4425 -- Assertion failure: sanitize some values obtained from mods (yaw, velocity, etc.) by Rogier-5 |
18:24 |
ShadowBot |
https://github.com/minetest/minetest/issues/3326 -- Check that LuaEntitySAO::setVelocity's parameter and generally Lua's v3f inputs are not NaN by celeron55 |
18:28 |
est31 |
#4363 |
18:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/4363 -- Call FATAL_ERROR() on lua panic, instead of exit(). by Rogier-5 |
18:31 |
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18:36 |
Fixer |
Krock: example: https://imgur.com/UmsgUPt (i made it, i admit) |
18:36 |
Fixer |
Krock: slight jiggle here |
18:40 |
paramat |
dungeons are filled with 2 block stair shafts. i should test 3810 |
18:41 |
paramat |
i'll try to test it soon |
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21:59 |
sofar |
est31: if you see this - perhaps adding installation instructions to the flatpak is needed |
21:59 |
sofar |
est31: I'm not sure how to get it to install myself on the cmdline |
22:15 |
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22:27 |
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22:51 |
APNG |
can I encrypt node metadata? |
22:57 |
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23:02 |
sofar |
yes |
23:02 |
APNG |
can I set custom item names? |
23:02 |
Hijiri |
not from metadata |
23:02 |
sofar |
not currently, no |
23:02 |
APNG |
can you fix that? |
23:02 |
sofar |
you mean tooltip text, right? |
23:02 |
APNG |
because I kinda need it |
23:02 |
Hijiri |
there are some github issues/PRs for it, but nothing merged yet |
23:02 |
APNG |
yes |
23:03 |
sofar |
APNG: I've worked on several PRs with several folks, nothing conclusive yet |
23:03 |
sofar |
it's certainly possible, question is how |
23:03 |
APNG |
just replace the string metadata with a table metadata |
23:04 |
sofar |
https://forum.minetest.net/viewtopic.php?f=9&t=13732 |
23:04 |
APNG |
I need it to display metadata |
23:04 |
sofar |
there's a minetest PR open but unlikely to get merged |
23:04 |
sofar |
metadata is arbitrary, so, it needs a standard |
23:05 |
sofar |
that's the whole problem |
23:05 |
APNG |
yes |
23:05 |
APNG |
actually no |
23:05 |
sofar |
it also needs to get serialized into the player store |
23:05 |
APNG |
just add a "display name" field |
23:05 |
sofar |
there is no field |
23:05 |
sofar |
it has no structure |
23:05 |
APNG |
that's why I said "add" |
23:05 |
APNG |
it should be a string |
23:05 |
APNG |
associated with an ItemStack |
23:05 |
sofar |
can't add a structure without core change |
23:06 |
sofar |
the PRs open add a structure |
23:06 |
sofar |
they're not merged |
23:06 |
APNG |
then bump the version to 0.5 >.> |
23:06 |
sofar |
feel free to help out getting the problem solved |
23:06 |
Hijiri |
APNG: do you mean a new field completely separate from the existing metadata? |
23:06 |
APNG |
ok so |
23:06 |
APNG |
replace the metadata field |
23:07 |
APNG |
use a serialization lib like serpent to support tables in it |
23:07 |
sofar |
e.g. https://github.com/minetest/minetest/pull/3449 |
23:07 |
APNG |
(that's not really replacing) |
23:07 |
sofar |
https://github.com/minetest/minetest/pull/3984 |
23:08 |
APNG |
why max_stack=1 only? |
23:08 |
sofar |
don't duplicate another serialization lib, minetest already has code to serialize/deserialize |
23:08 |
APNG |
uh |
23:08 |
sofar |
can't stack items with different metadata |
23:08 |
APNG |
serpent can do cyclic references |
23:09 |
sofar |
you won't get it merged |
23:09 |
APNG |
sofar, I never said different metadata |
23:09 |
sofar |
sure, maybe some items can be stacked |
23:10 |
APNG |
but imagine 20 items with the same metadata, "function x() [20 opcodes]", and you wanna be able to stack them so you can carry them all at once to multiple places |
23:10 |
sofar |
sure, I'll allow that |
23:11 |
APNG |
meh :/ |
23:11 |
sofar |
congrats, you've spotted an improvement. have a cookie |
23:11 |
APNG |
I wish we had client mods |
23:11 |
APNG |
we wouldn't need any of this |
23:11 |
Hijiri |
someone was working on it, last I saw |
23:11 |
sofar |
Hijiri: orwell96 gave up |
23:11 |
Hijiri |
oh |
23:11 |
Hijiri |
rip |
23:12 |
Hijiri |
is duckbrain orwell96? |
23:12 |
sofar |
dunno |
23:12 |
Hijiri |
bottom of #3440 |
23:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3440 -- Client side Lua scripting |
23:12 |
Hijiri |
or near-bottom |
23:12 |
Hijiri |
it used to be the bottom |
23:13 |
sofar |
different person I think |
23:13 |
sofar |
APNG: client side mod modify tooltip text? possibly could work, yes |
23:13 |
sofar |
but then you can't hide node metadata and have to send it to all clients |
23:13 |
APNG |
sofar, client side mods (note the s) to implement all the things minetest takes too long to implement |
23:14 |
sofar |
I noted the "s"... |
23:14 |
sofar |
"(a) client side mod (to) modify the tooltip text" |
23:15 |
APNG |
I also don't get why minetest doesn't send only what's relevant to the client |
23:15 |
sofar |
(not that node metadata is secret right now) |
23:16 |
sofar |
APNG: what data does it send out that is not relevant? |
23:16 |
APNG |
(with the current system, making the server send only what the client should see would be trivial) |
23:16 |
APNG |
sofar, it sends the whole node metadata |
23:16 |
APNG |
instead of only the things that matter |
23:16 |
sofar |
it needs that for the formspec I think |
23:16 |
APNG |
then make it so the formspec is easier to parse |
23:17 |
APNG |
put a "params" element |
23:17 |
APNG |
or something |
23:17 |
APNG |
and bam, problem solved, it can just use that to decide what to send |
23:18 |
APNG |
(the server can strip the params element, which means it's a backwards compatible change) |
23:19 |
APNG |
or add a special field to hide things from the client |
23:20 |
APNG |
(a list of fields to hide, that is) |
23:20 |
sofar |
small problem, big solution |
23:21 |
APNG |
in other words I have to make my own voxel engine because you're too stupid to care about performance |
23:23 |
APNG |
(you're basically telling me I have to decrypt 1000s of nodes in as few ms as possible) |
23:24 |
sofar |
you're reading into things too much |
23:24 |
sofar |
I want what you want |
23:24 |
sofar |
don't Trump me by twisting my words |
23:25 |
APNG |
yes uh |
23:25 |
APNG |
you as in the developers |
23:25 |
sofar |
I don't represent the developers, I'm just one of them talking in here |
23:27 |
* sofar |
afk - commuting |
23:28 |
APNG |
yeah well ping the other devs or something :/ |