Time |
Nick |
Message |
00:18 |
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01:16 |
paramat |
one for hmmmm #4490 bbl |
01:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4490 -- VoxelArea: faster iter function by HybridDog |
02:08 |
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02:55 |
paramat |
game#1303 |
02:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1303 -- Default: Add grey sand by paramat |
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08:51 |
_Megaf |
sofar: sfan5: #4495 |
08:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/4495 -- Using Zstandard for mapblock compression? |
08:51 |
_Megaf |
Why not LZMA :) |
08:54 |
Calinou |
it needs to be fast |
08:54 |
Calinou |
.tar.xz (LZMA2) is just very slow |
08:58 |
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08:59 |
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09:15 |
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09:15 |
tenplus1 |
Hi folks... |
09:15 |
tenplus1 |
could devs please look at pull #4425 |
09:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/4425 -- Assertion failure: sanitize some values obtained from mods (yaw, velocity, etc.) by Rogier-5 |
09:16 |
tenplus1 |
we need this in the game to either print an appropriate error message showing line error OR correct NaN values within mod |
09:48 |
olivattaque |
is it possible to make the player invisible for mobs ? i don't mean invisible like transparent but that mobs don't attack the player ? |
09:49 |
tenplus1 |
mobs redo and invisibility mod already does this |
09:49 |
tenplus1 |
I've tied them both in to work together... take invisibility potion and mobs cant see you to attack |
09:49 |
tenplus1 |
github.com/tenplus1 <-- get them both here |
09:50 |
olivattaque |
but i need that the player remain visible and can be pointed by other players, is that the case ? |
09:50 |
tenplus1 |
if player is still visible then mobs will SEE player and attack... |
09:51 |
olivattaque |
erf so there is no way ? :/ I'm trying to create my first mod, but i'm running into a lot a modding api limitations :( |
09:52 |
tenplus1 |
what are you trying to do ? |
09:52 |
tenplus1 |
stop mobs from attacking players ? |
09:52 |
olivattaque |
yep i'm trying to implement something like second chance in call of duty |
09:53 |
tenplus1 |
second chance ??? |
09:53 |
olivattaque |
if you die you stay on the ground for 20 seconds and you can resurrect if you kill a mob or if a player resurect you otherwise you actually die |
09:54 |
olivattaque |
since i can't seem to do anything with register on die, i use register on hp change with condition player_hp == 1 |
09:54 |
tenplus1 |
hrm, sounds like a pain to programme |
09:56 |
tenplus1 |
in mobs api we use a table called: invis[player_name].... if this is set to TRUE for player then they are considered invisible to mobs |
09:56 |
tenplus1 |
you could use this instead, but it will be overriden by invisibility mod if in use |
09:57 |
tenplus1 |
e.g. invis["singleplayer"] = true ... hides singleplayer from mobs until it's set to nil |
09:57 |
tenplus1 |
would that help any ? |
09:59 |
tenplus1 |
I'll make it global by changing to mobs.invis for such things |
09:59 |
olivattaque |
ah yes i guess it would work |
10:00 |
olivattaque |
btw i forgot that there is no mobs api in core, so my mod could depends or not on mobs redo |
10:00 |
tenplus1 |
would have to depend on mobs api to get access to mobs.invis table, yes |
10:02 |
olivattaque |
but it can be optionnal no ? if i put mobs.invis["singleplayer"] = true in my code and your mod is not loaded, there will be no errors no ? or a null exception ? |
10:02 |
tenplus1 |
mbos redo git updated with global table |
10:04 |
tenplus1 |
https://github.com/tenplus1/mobs_redo/blob/master/api.lua#L29 check this |
10:04 |
tenplus1 |
shows you how to SEE if a global variable exists and use alternative if not |
10:04 |
olivattaque |
cool thanks a lot ! |
10:05 |
tenplus1 |
:) |
10:06 |
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10:40 |
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10:41 |
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10:41 |
_Megaf |
folks, obscure bug for you guys, in minetest_game game#1304 |
10:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1304 -- Weird and serious bug in locked chests |
11:03 |
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11:15 |
olivattaque |
raah is it possible to prevent the death screen ? i tried to return false in on register_ondie but that doesn't seem to work |
11:17 |
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11:17 |
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11:23 |
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11:35 |
Calinou |
nope |
11:35 |
Calinou |
it's C++ and client-side |
11:41 |
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11:44 |
olivattaque |
erf if I can't modify it or prevent it then I can't do my mod :/ that's too bad for a first mod and not encouraging :( |
12:06 |
sfan5 |
why do we have SER_FMT_VER_HIGHEST_READ and SER_FMT_VER_HIGHEST_WRITE? |
12:07 |
Wayward_One |
olivattaque, perhaps open a request here: https://github.com/minetest/minetest/issues |
12:07 |
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12:07 |
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12:11 |
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12:23 |
olivattaque |
Wayward_One: yep thx. I'm gonna continue working on this mod how I would want it to work (mostly for training as it's my first) and i'm gonna open a forum thread to discuss the limitations I encountered (see if they are real limitations) and then open an request |
12:29 |
celeron55 |
sfan5: they weren't there originally; they were added because they were needed due to a weird serialization goof at some point |
12:30 |
sfan5 |
o.O |
12:30 |
sfan5 |
what would be the correct way of raising the mapblock serialization version then? |
12:30 |
celeron55 |
i guess something along the lines of master writing a new version for a while, after which it was dropped before release and people didn't want to mess up worlds due to support being dropped |
12:31 |
celeron55 |
well, no, because the goof wasn't released |
12:32 |
celeron55 |
i could be 100% wrong, dig it up yourselfif you really want to know |
12:32 |
sfan5 |
i guess i'll find out more about it later when i have time |
12:47 |
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13:15 |
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13:15 |
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13:45 |
sfan5 |
so i implemented support for brotli compression (MapBlock node data & metadata) |
13:45 |
sfan5 |
https://github.com/minetest/minetest/issues/4495#issuecomment-251391579 |
13:49 |
Krock |
wow nice |
13:50 |
Krock |
but why do you go over an additional library instead of directly using brotli? |
13:50 |
Krock |
I can't see more than some (for windows users) useless compiling scripts |
13:51 |
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14:01 |
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14:09 |
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14:21 |
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14:58 |
_Megaf |
eh, don't people like lzma? |
14:58 |
_Megaf |
it's well stabilished already |
14:59 |
_Megaf |
I think we should benchmark worlds using 3 or 4 different compression libs |
15:07 |
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15:07 |
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15:19 |
sfan5 |
Krock: linux package maintainers (rightfully imo) obsess over linking everything dynamically, if i don't then they will |
15:20 |
sfan5 |
also this approach was easier for me |
15:20 |
sfan5 |
_Megaf: lzma is slow |
15:20 |
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15:21 |
nrzkt |
_Megaf: lz4 is better than lzma |
15:22 |
_Megaf |
oh, ok |
15:28 |
sfan5 |
_Megaf: if you look at the times here http://blog.fefe.de/?ts=a90c6783 (don't mind all the german text) |
15:28 |
sfan5 |
xz takes 38.787 with 8 threads so basically 310.296 seconds |
15:28 |
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15:28 |
sfan5 |
while e.g. brotli with -9 takes 57.761 (single threaded, so not * 8) |
15:29 |
_Megaf |
ok them I removed my comment already |
15:29 |
sfan5 |
it's just that lzma is not made for our usecase |
15:34 |
sfan5 |
celeron55: it was pretty much what you said, the issue was weather params: https://github.com/minetest/minetest/commit/06cdce1e1231fb5946ac9750f9b53b53c6f7e5f8 |
15:35 |
sfan5 |
which means the correct way of raising the mapblock version would be to skip 26? |
15:36 |
Krock |
to keep compatibility with these old builds, yeah. |
15:37 |
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15:38 |
Krock |
nrzkt, you can display the '*' character in markdown by escaping it |
15:38 |
Krock |
( https://github.com/minetest/minetest/pull/4566#discussion_r81783974 ) |
15:43 |
_Megaf |
T4im: don't get it, was that merged already or not? The fix |
15:44 |
_Megaf |
game#1304 |
15:44 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1304 -- Weird and serious bug in locked chests |
15:44 |
nrzkt |
Krock: right thanks |
15:45 |
T4im |
not yet; but some other user wanted itemframe support for saplings and seeds fixed and couldn't find the right issue tracker yet x) |
15:45 |
T4im |
so i started fixing that; and the CONTENT_IGNORE issues are just in the same lines; so i fixed them too |
15:45 |
T4im |
but not PR'ed that yet |
15:46 |
_Megaf |
ok |
15:46 |
T4im |
because seeds kinda unraveled more issues |
15:46 |
T4im |
I'll push something up this evening |
15:47 |
T4im |
generally if something is replaced on placement it's nearly always a CONTENT_IGNORE being ironically ignored :P |
15:48 |
T4im |
i hope you could roll back the chest? or get the content from a backup? |
15:48 |
T4im |
metadata would be gone with the set_node :( |
15:49 |
_Megaf |
T4im: I can't, I have some items to him but there's no way of reverting |
15:50 |
_Megaf |
trees and saplings are very dengerous and destructive |
15:50 |
T4im |
well; **all** custom on_place are potentially destructive |
15:50 |
_Megaf |
nether trees just replace everything on their way |
15:50 |
_Megaf |
and pine trees used to replace everything too |
15:50 |
_Megaf |
dont know it that was fixed on pine trees |
15:50 |
T4im |
they all share the same sapling placment iirc |
15:50 |
T4im |
so one fix to fix them all |
15:51 |
_Megaf |
hopefully |
15:51 |
T4im |
well all saplings* |
15:51 |
T4im |
not all the other cases ;) |
15:54 |
T4im |
i might have a potential "overall" minetest fix for this class of issue; but I'd love to get some feedback on that from someone with more intimate knowledge of ignore nodes first |
15:57 |
_Megaf |
yep, that wouldn't be me |
16:03 |
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16:04 |
_Megaf |
ok https://github.com/minetest/minetest/issues/4495#issuecomment-251422192 |
16:04 |
_Megaf |
lz4 it is by me |
16:05 |
_Megaf |
the cpu free thingy I like, don't know what you mean by that tho |
16:06 |
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16:06 |
Krock |
perhaps that it uses the GPU? sounds strange anyway |
16:07 |
_Megaf |
I don't thing it uses GPU |
16:08 |
_Megaf |
maybe it is so efficient and well crafted that it doesn't consume CPU time, it's on the fly |
16:08 |
_Megaf |
who knows... |
16:08 |
_Megaf |
and why isn't #4549 merged yet? :) |
16:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/4549 -- Add coloured logs by HybridDog |
16:09 |
_Megaf |
I knw, est wants some changes, but it looks good so far |
16:12 |
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16:14 |
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16:22 |
olivattaque |
Here is my forum thread following our discussion :p https://forum.minetest.net/viewtopic.php?f=47&t=15630&p=235374#p235374 |
16:25 |
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16:41 |
_Megaf |
!title |
16:41 |
ShadowBot |
modding around death screen (second chance mod) - Minetest Forums |
16:47 |
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17:00 |
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17:05 |
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17:13 |
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17:14 |
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17:14 |
paramat |
game#1303 |
17:14 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1303 -- Default: Add grey sand by paramat |
17:15 |
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17:16 |
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17:26 |
paramat |
i'm considering reducing the lebgth of the red damage flash, as i have seen videos where in some situations the screen becomes constantly red, which is blinding in low-light |
17:26 |
paramat |
(length) |
17:26 |
nrzkt |
if you reduce it you can do some epileptic issues |
17:29 |
Krock |
it was already reduced maybe two years ago :) |
17:30 |
est31 |
i like the current damage flash |
17:30 |
est31 |
if you have pain you are blind too, no? |
17:30 |
est31 |
or dunno |
17:30 |
nrzkt |
est31: src/porting.cpp:626:4: erreur : ‘ICON_DIR’ was not declared in this scope did you know this issue ? |
17:30 |
est31 |
never was severely wounded in RL |
17:31 |
est31 |
nrzkt, are you on current master? |
17:31 |
est31 |
and did you re-run cmake |
17:31 |
est31 |
nrzkt, there were some issues about it in the past |
17:31 |
est31 |
you are on BSD rightß |
17:31 |
est31 |
? |
17:32 |
red-999 |
It would be nice if the damage flash was stronger at the sides of the screen |
17:33 |
nrzkt |
no i'm on arch atm |
17:33 |
nrzkt |
an i'm in master, i dropped my cmakebuild directory and recreate it with default options |
17:34 |
nrzkt |
est31, i'm working on a PR to backport some chat administrative options from my fork but i'm faced of this tstrange issue |
17:34 |
nrzkt |
but => ../cmakebuild/src/cmake_config.h:#define ICON_DIR "/usr/local/share/icons" |
17:34 |
nrzkt |
it's strange that it's not know |
17:34 |
est31 |
it may be missing an include then |
17:35 |
nrzkt |
missing include i think |
17:35 |
est31 |
but it does work for me |
17:35 |
est31 |
so maybe some of your changes removed the include |
17:35 |
est31 |
note: don't include cmake_config.h directly |
17:35 |
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17:35 |
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17:35 |
nrzkt |
oh |
17:36 |
nrzkt |
i have a cmake_config.h in src dir, i think it causes problem, rebuilding without it |
17:36 |
est31 |
cmake_config.h should be there |
17:37 |
nrzkt |
yes but not in the right place |
17:37 |
nrzkt |
it should be in cmakebuild/src/cmake_config.h not src/cmake_config.h |
17:37 |
nrzkt |
that solve the issue, i removed it, i think it was legacy build :) |
17:37 |
nrzkt |
maybe a fail cmake . at a moment |
17:37 |
nrzkt |
:) |
17:45 |
paramat |
i'm not epileptic but i find any visual flash literally painful, the intensity may have to be reduced. anyway it's ridiculous, at the one time you really need to see and fight, blinded by constant red screen |
17:45 |
est31 |
its punishment for getting hit :) |
17:45 |
paramat |
heh |
17:45 |
paramat |
damage-tilt does it too for me |
17:46 |
Calinou |
yeah, should be tweakable |
17:46 |
paramat |
don't really need both |
17:46 |
Calinou |
Enemy Territory lets you tweak damage flash too |
17:46 |
Calinou |
tilt-only is not really visible in my experience |
17:46 |
Calinou |
I used to play like that (with source modification) |
17:46 |
Calinou |
way to go would be damage vignette (redden only the sides of the screen) and compass (if possible) |
17:46 |
paramat |
hm yeah i guess if you're moving around a lot |
17:46 |
Calinou |
like all the modern games do |
17:47 |
paramat |
personally i think we could drop damage-tilt |
17:48 |
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17:48 |
paramat |
tilt makes me feel sick :) |
17:49 |
_Megaf |
wolfer, one of the best arcade style fps ever |
17:49 |
_Megaf |
wolfet* |
17:49 |
_Megaf |
Wolfenstein Enemy Territory |
17:50 |
Calinou |
paramat: we can keep tilt, but only for large damage maybe |
17:50 |
Calinou |
(half-heart damage shouldn't cause tilting probably) |
17:51 |
_Megaf |
game##1304 getting interessting |
17:51 |
_Megaf |
game#1304 |
17:51 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1304 -- Serious bug in locked chests. on_rightclick vs on_construct. formspec |
17:51 |
paramat |
my opinion of vignette is we can't assume the edges of the screen are less important (they're not) |
17:51 |
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17:51 |
Calinou |
peripheral vision :) if you want a less obstrusive vignette, use a darkening mode |
17:51 |
Calinou |
Irrlicht should have that |
17:52 |
Calinou |
but some people may think it's too blood-like, as it's automatically dark red |
17:54 |
Krock |
I wonder when bugs aren't meant serious (apart from the one issue that was opened because a developer didn't want to contribute for a moment) |
17:55 |
Krock |
sadly I can't find it anymore :'( |
17:55 |
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17:56 |
T4im |
it's a serious but also very simple to fix bug... not that interesting imo |
17:56 |
_Megaf |
well, I consider a bug if it made a player to have lost everything it had mined for the past months |
17:56 |
_Megaf |
a bug serious |
17:56 |
_Megaf |
for example... |
17:56 |
_Megaf |
mined* |
17:56 |
Krock |
_Megaf, if so, call "aix" a bug |
17:57 |
_Megaf |
he is not here |
17:57 |
Krock |
hmm yes :/ |
17:58 |
T4im |
sadly one cannot place ignore nodes willingly; or i would test for that class of bug automatically :/ |
17:58 |
* T4im |
did consider mocking the situation though |
17:58 |
T4im |
get_node function that is |
18:01 |
Krock |
oh right, the most serious bug ever: game#1176 |
18:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1176 -- tenplus1 |
18:01 |
T4im |
because paramat is quite right about that being probably an issue in a lot more places |
18:17 |
paramat |
sofar rubenwardy game#1306 simple and fairly urgent |
18:17 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1306 -- Fix sapling placement handling of on_rightclick and CONTENT_IGNORE by t4im |
18:18 |
paramat |
i might merge that tonight as it's almost trivial |
18:18 |
sfan5 |
code lgtm |
18:19 |
sfan5 |
i'd count it as trivial too |
18:19 |
paramat |
ok |
18:20 |
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18:20 |
Krock |
why was the check for sneak added in? |
18:20 |
Krock |
err nvm |
18:20 |
T4im |
so you can force placing a sapling against a chest or itemframe |
18:22 |
T4im |
another trivial one, just a simple nil check #1307 |
18:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1307 -- Add minetest.register_on_punchplayer by Bremaweb |
18:22 |
T4im |
eh |
18:22 |
T4im |
game#1307 |
18:22 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1307 -- Prevent possible nil-crash on invalid book metadata. by t4im |
18:23 |
_Megaf |
what do you mean by lgtm? |
18:24 |
Krock |
"looks good to me" |
18:24 |
Krock |
which is kind of an approval |
18:26 |
paramat |
i'll merge both later |
18:30 |
paramat |
maybe with grey sand too :} |
18:39 |
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18:41 |
sfan5 |
*sigh* |
18:41 |
sfan5 |
why don't do mapnodes have a version number |
18:41 |
sfan5 |
changing MapNode::deSerializeBulk breaks .mts schematics |
18:41 |
sfan5 |
because the schematic code always uses SER_FMT_VER_HIGHEST_READ |
18:42 |
sfan5 |
who thought that would be a good idea |
18:42 |
Krock |
the developers the developers the developers the developers! |
18:43 |
T4im |
great, now i will never stop imagining you to look like balmer |
18:43 |
T4im |
:D |
18:44 |
T4im |
sfan5: what stops you from adding one? |
18:44 |
Krock |
:D |
18:44 |
sfan5 |
backward compatibility |
18:44 |
T4im |
assume everything without to have a version of 0? |
18:44 |
sfan5 |
how do i know whether the first byte is data or a version? |
18:44 |
sfan5 |
that's right, i don't |
18:45 |
sfan5 |
there's other ways of solving this though |
18:49 |
T4im |
param0 would be the content id? isn't there an invalid to serialize id you can use to make the separation? |
18:50 |
T4im |
ok probably too hacky, nvm |
18:50 |
sfan5 |
i don't know |
18:50 |
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18:50 |
sfan5 |
instead i can just fix loading/saving of schematics https://github.com/sfan5/minetest/commit/10569a3c8b4ff935f03066ef757e940a062684da |
18:51 |
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19:39 |
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19:42 |
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20:08 |
nrzkt |
sfan5, a little but hacky but works |
20:08 |
sfan5 |
well i am forced to deal with it |
20:09 |
sfan5 |
unless we remove support for .mts right now :P |
20:09 |
nrzkt |
it's not possible to read version and then do sth depending on that version ? |
20:39 |
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21:07 |
sfan5 |
nrzkt: i could do that |
21:07 |
sfan5 |
but that doesn't make any sense |
21:08 |
sfan5 |
because no .mts files with brotli exist |
21:08 |
sfan5 |
so we don't need to support that |
21:08 |
sfan5 |
i just need to make sure that it reads mts files with a serfmtver before brotli was introduced |
21:22 |
nrzkt |
sfan5, not now but in the future ? |
21:24 |
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21:32 |
sfan5 |
yes in the future this is how it would work |
21:40 |
nrzkt |
sfan5, TimeGetter is only in clientlauncher.h |
21:40 |
nrzkt |
time(NULL) is portable, no problem i think then :) |
21:40 |
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21:40 |
sfan5 |
nevermind then |
21:48 |
nrzkt |
sfan5, sofar, i added fixes based on your comments on my pr can you review ? |
21:49 |
sfan5 |
sure |
21:50 |
sfan5 |
nrzkt: +1 remains |
21:50 |
nrzkt |
grat |
21:50 |
nrzkt |
great, thanks |
21:53 |
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21:58 |
nrzkt |
sfan5, for lz4, install lz4 lib include <lz4.h> and here are comprssion/decompression wrappers |
21:58 |
nrzkt |
http://pastebin.com/k70YVk8V |
21:58 |
nrzkt |
they are not the most optimized i think, maybe we can do better but it works |
21:59 |
nrzkt |
i'm using it in my own MT fork since long time then you can bench safely :) |
22:02 |
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22:10 |
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22:10 |
nrzkt |
rubenwardy, where ? |
22:11 |
rubenwardy |
commit message / title |
22:11 |
rubenwardy |
unimportant atm, first thing I saw |
22:14 |
nrzkt |
i can improve the description if you want |
22:14 |
nrzkt |
Chat: new settings to prevent spam |
22:14 |
nrzkt |
:) |
22:15 |
nrzkt |
sfan5, i will merge it then i have your approval and mine + sofar approved without the last fixes but they are minor |
22:17 |
nrzkt |
done |
22:21 |
nrzkt |
sfan5, rebased and squashed with your comment fixed, okay for merge ? |
22:24 |
nrzkt |
go to bed, if okay you can merge if you want sfan5 :) |
22:27 |
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22:29 |
paramat |
game#1285 seems good now |
22:29 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1285 -- Destroy flammable items when in fire or lava by Ferk |
22:34 |
Fixer |
nice, nerzul PR is very useful |
22:34 |
Fixer |
admins will like it a lot |
22:44 |
_Megaf |
I don't like this that much |
22:44 |
_Megaf |
I prefer if anything that is droped on lava gets destroied |
22:44 |
_Megaf |
but not on fire |
22:57 |
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23:07 |
paramat |
searching for the code that creates damage flash, anyone know where? |
23:08 |
_Megaf |
dmaage flash? |
23:09 |
_Megaf |
what do you mean by that? |
23:13 |
paramat |
red screen |
23:25 |
T4im |
paramat: game.cpp#L4277 |
23:26 |
paramat |
well done, thanks |
23:28 |
paramat |
i also found some code earlier in that file, so will experiment |
23:29 |
paramat |
L3366 |
23:32 |
paramat |
ok i see, 'damage_flash' controls red alpha, and is reduced per-frame |
23:41 |
paramat |
alpha hits a max of 180, no wonder then |
23:43 |
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