Time |
Nick |
Message |
00:45 |
paramat |
rubenwardy are you happy with game#946 ? |
00:45 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/946 -- Xpanes: convert to connected nodeboxes. by sofar |
01:07 |
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01:25 |
rubenwardy |
It seems okay, paramat |
01:25 |
rubenwardy |
I tested it and couldn't see any immediate problems |
01:26 |
rubenwardy |
I've really used xpanes so I'm unsure on what the old behaviour was |
01:26 |
paramat |
ok |
01:26 |
paramat |
i never used xpanes either |
01:48 |
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02:08 |
hmmmm |
i never said that i don't ever want biomes to be relative to water level, i said that would screw things up if you didn't take care in implementing it |
02:09 |
hmmmm |
certain biomes could be absolute positioned whereas others could be water level relative |
02:09 |
hmmmm |
same with decorations (in fact, doesn't that flag already exist for decorations and ores?) |
02:59 |
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03:13 |
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03:17 |
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03:18 |
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03:22 |
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05:10 |
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05:14 |
paramat |
will merge game#1283 in a moment |
05:14 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1283 -- Licenses: (Part 4) Remove overlooked WTFPL text. Cleanup by paramat |
05:18 |
paramat |
merging |
05:19 |
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05:25 |
paramat |
merged |
05:58 |
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06:38 |
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06:42 |
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06:44 |
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06:49 |
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06:57 |
Zeno` |
Thomas-S, I wouldn't use brackets there. Just don't use brackets on one of the ifs and not the others ;) |
06:57 |
Thomas-S |
Ok. Thanks for the information. I will update the PR soon. |
06:59 |
Zeno` |
are 'r', 'g', 'b' and 'a' guarenteed to be lowercase? |
07:00 |
Thomas-S |
you have to type them lowercase. Do you want uppercase support, too? |
07:00 |
Zeno` |
I don't know |
07:01 |
Zeno` |
hmm |
07:01 |
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07:02 |
Zeno` |
leave it for now. It's probably documented somewhere (or the string is converted to lower case previously I dunno) |
07:04 |
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07:11 |
hmmmm |
anyone wanna do a second final review on https://github.com/minetest/minetest/pull/4307 ? |
07:13 |
Zeno` |
reading |
07:14 |
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07:15 |
hmmmm |
a lotta lookers but no approvers |
07:15 |
Zeno` |
I looked at this the other day while you had pending questions still |
07:16 |
Zeno` |
The only question I had at the time was if getWritableNodeDefManager() could return NULL |
07:17 |
Zeno` |
but by the looks of it if that happened things would already be FUBAR |
07:17 |
Zeno` |
so it lgtm |
07:18 |
hmmmm |
nodedef != NULL is already an assumption everywhere else |
07:18 |
Zeno` |
yeah |
07:18 |
hmmmm |
if you wanted to assert that i'd recommend doing it in a separate PR all at once |
07:18 |
Zeno` |
so if it's NULL then things are broken anyhow so it's fine |
07:18 |
Zeno` |
nope, I think the PR is fine as is |
07:18 |
hmmmm |
ok |
07:19 |
hmmmm |
will you add a little thumbs up comment in the PR for a paper trail of approvals though? |
07:21 |
celeron55 |
"But there is no loop" |
07:21 |
Zeno` |
*nod* |
07:21 |
celeron55 |
instant classic |
07:22 |
Zeno` |
lol |
07:22 |
hmmmm |
i wasn't paying enough attention when i wrote that |
07:23 |
Zeno` |
it's still a classic though :D |
07:23 |
Zeno` |
You could add it to your email sig |
07:23 |
celeron55 |
it's beautiful |
07:27 |
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07:30 |
hmmmm |
unless anybody has any objections, i'm just going to change (u16)-1 to U16_MAX and commit 4506 |
07:30 |
hmmmm |
it's kind of pissing me off sitting there |
07:31 |
hmmmm |
#4506 |
07:31 |
ShadowBot |
https://github.com/minetest/minetest/issues/4506 -- Make getStackMax return the correct maximal stack size by SmallJoker |
07:35 |
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07:42 |
hmmmm |
what's with #4490?? is modulo actually that expensive in lua and luajit?? |
07:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/4490 -- VoxelArea: faster iter function by HybridDog |
07:42 |
hmmmm |
somehow i have my doubts |
07:45 |
nore |
hmmmm: I have doubts as well, but remember that Lua numbers are doubles, and modulo on doubles are quite expensive, I think |
07:46 |
nore |
So it should be benchmarked |
07:46 |
hmmmm |
how does modulo even work on doubles? |
07:46 |
hmmmm |
it either does something wacky or converts it to an integer |
07:47 |
hmmmm |
lua modulo is wack |
08:05 |
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08:37 |
Zeno` |
although modulo might or might not be expensive the new way in 4490 is how I would have done it in the first place |
08:38 |
Zeno` |
mainly because the way it is in the PR is the way we used to do it on the c64, Amiga, 386/486 because modulo *was* expensive :) |
08:39 |
Zeno` |
so I'm used to seeing it that way heh |
08:41 |
Zeno` |
Interesting it probably *is* measurably faster |
08:41 |
Zeno` |
I made a similar change in C++ ages ago that was profiled |
08:44 |
Zeno` |
not exactly the same, but the idea was to avoid multiplication and this was profiled extensively using valgrind: |
08:44 |
Zeno` |
https://github.com/minetest/minetest/commit/c16b1e26393c133df2d660bae80ae908339b0ae4 |
08:45 |
Zeno` |
hmm, ok it's not at all the same |
08:45 |
Zeno` |
lol |
08:46 |
Zeno` |
it was to avoid the calls to the indexing functions which used multiplication |
08:46 |
Zeno` |
hmm... so it probably is related in a way |
08:59 |
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09:12 |
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09:29 |
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09:59 |
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10:20 |
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10:38 |
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10:41 |
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10:53 |
sfan5 |
anyone wanna take look at #4499 |
10:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4499 -- Allow escaping of texture names when passed as an argument to a modifier by sfan5 |
10:53 |
sfan5 |
? |
11:43 |
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12:27 |
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12:34 |
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13:01 |
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13:08 |
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13:12 |
everamzah |
#4507 |
13:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/4507 -- AreaStore:get_area(areaID) crashes for non-existent ID |
13:15 |
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13:18 |
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13:54 |
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13:58 |
Zeno` |
marked as bug |
14:13 |
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14:18 |
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14:52 |
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14:55 |
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14:55 |
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15:07 |
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15:07 |
everamzah |
#4508 |
15:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4508 -- Return nil on empty get_area() by everamzah |
15:11 |
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17:22 |
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17:35 |
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17:42 |
Tesseract |
Just got a new computer and ran MT on Windows. I immediately noticed some major issues with the touchpad: It cuts out when you move (even with the Windows touchpad typing disabler off) and when you stop moving it sometimes slowly drifts off in more or less whatever direction you were heading when you stoped. The latter even happens with an external mouse. |
17:42 |
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17:43 |
Calinou |
Tesseract: did you enable smooth mouse accidentally? |
17:43 |
Calinou |
cinematic mode |
17:43 |
Calinou |
I think it's not enableable in Git now by default though |
17:45 |
Fixer |
enabable if you edit keyboard settings |
17:45 |
Fixer |
no idea who was uncomfy with it |
17:45 |
Fixer |
Tesseract: try other games |
17:46 |
Fixer |
maybe it is garbage touchpad |
17:48 |
Tesseract |
Calinou: No, and it's not that. When you release the touchpad/mouse it just keeps steadily moving the view indefinitly. |
17:48 |
Calinou |
try running Minetest in fullscreen |
17:48 |
Calinou |
screenW = 1920 - screenH = 1080 - fullscreen = 1 |
17:48 |
Calinou |
for example |
17:48 |
sofar |
I've seen that happen with cheap touchpads |
17:48 |
Tesseract |
Trying terasology now, this device is pretty powerfull, so maybr it will run at ultra-low settings ;-) |
17:48 |
sofar |
they retain some charge and drift :/ |
17:52 |
Tesseract |
sofar: It happens with an external mouse too. |
17:52 |
sofar |
that sounds like bad input logic |
18:01 |
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18:02 |
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18:03 |
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18:06 |
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18:11 |
Tesseract |
Apparently my installation of Windows doesn't support contnuous alocations over 1.5G or so (which java requires for its heap), and that's not enough for Terasology. |
18:12 |
Fixer |
o_0 |
18:17 |
Calinou |
Tesseract: 32-bit Windows? |
18:17 |
Calinou |
if you have 64-bit Windows and Java, this should not be an issue |
18:17 |
Calinou |
64-bit Java is a requirement for Terasology |
18:17 |
Calinou |
www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html |
18:17 |
Calinou |
http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html |
18:18 |
Tesseract |
Calinou: It's 64-bit. Looks like it may be a bug in a "security" update that's since been fixed. I'm updating now. |
18:25 |
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18:25 |
paramat |
hmmmm there's no flag for water-relative / absolute limits for ores and decorations, but i feel this is very low priority if needed at all |
18:32 |
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18:45 |
Hijiri |
#4509 |
18:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/4509 -- Fix inconsistencies between different descriptions of the entity callbacks in docs by raymoo |
18:46 |
Hijiri |
something like water-relative might be needed if some kind of world layering is introduced |
18:46 |
Hijiri |
to regenerate things at each layer, assuming the layer wants it |
18:50 |
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18:56 |
paramat |
yeah |
18:57 |
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19:03 |
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19:07 |
hmmmm |
right |
19:07 |
hmmmm |
because you can adjust it yourself by querying the effective water_level and adding that onto the y min/max params on registration |
19:08 |
hmmmm |
that's probably better anyway, because i'm tired of adding new functionality to the lua api to do things that could be done without it |
19:08 |
hmmmm |
it's already way too bloated |
19:08 |
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19:13 |
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19:14 |
est31 |
Tesseract, I think you are experiencing bug #4287 |
19:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/4287 -- Player's head/camera moving on its own |
19:35 |
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19:55 |
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19:59 |
sfan5 |
i'd still like to get #4499 merged btw |
19:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/4499 -- Allow escaping of texture names when passed as an argument to a modifier by sfan5 |
20:16 |
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20:50 |
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21:05 |
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21:26 |
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21:58 |
paramat |
hmmmmm often a stacked realm world would want differing biome systems per realm anyway. also any multi-layer mapgen can probably repeat a single biome system by passing a modulo of y |
22:03 |
paramat |
#4503 is related, but for now i prefer to create the layers within a single mapgen, instead of stacking differing core mapgens |
22:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/4503 -- Map Layering |
22:08 |
everamzah |
#4303 only has one +1, and is needed for sprint mods to be effective. |
22:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/4303 -- Anticheat: Use the physics_override modifiers aswell by SmallJoker |
22:25 |
paramat |
yeah simple and tested too, any reviews? |
22:54 |
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