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08:34 |
nrzkt |
hi -dev ! trivial but a long #4574 ready for review |
08:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/4574 -- Replace various std::map with UNORDERED_MAP + various cleanups by nerzhul |
08:47 |
sfan5 |
nrzkt: lgtm |
08:53 |
nrzkt |
sfan5: merging then :) |
08:56 |
nrzkt |
done |
09:18 |
Hijiri |
can someone check #4128 |
09:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/4128 -- Prevent attached models from disappearing during parent reload by Foghrye4 |
09:22 |
nrzkt |
Hijiri: i'm doing it |
09:22 |
Hijiri |
thanks |
09:24 |
nrzkt |
done, |
09:24 |
nrzkt |
some spaces, some code lines to change |
09:25 |
nrzkt |
and i ask you to change one MT container type because you are manipulating it here to generic type permitting to switch to C++11 optimized set for this use case |
09:27 |
Hijiri |
It's not my PR |
09:27 |
nrzkt |
oh i see :) |
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13:35 |
red-001 |
intersting you can search the posts of users who no longer have an account |
13:36 |
Krock |
seems like you had some strange number overflow in your name, which started with 1 instead of 0 |
13:44 |
_Megaf |
Krock: not binary based |
13:44 |
Krock |
yes, thus, strange. |
13:44 |
_Megaf |
Krock: is base 10, he goes to 999 and resets to 1 |
13:44 |
_Megaf |
I know, should start in 0 |
13:44 |
_Megaf |
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13:45 |
red-255 |
so much for my cloak |
13:46 |
red-255 |
:) |
13:49 |
* _Megaf |
stops talking before someone says it's not minetest development related |
13:54 |
* red-255 |
says it's not minetest development related |
14:01 |
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14:16 |
nrzkt |
guys, release was in apr/may. it's time to release no ? is there any blocker to release MT 0.4.15 ? |
14:16 |
nrzkt |
many fixes has been added and some little feature |
14:17 |
Fixer |
i see reason for 0.4.14.1 not for 0.4.15 :( |
14:31 |
nrzkt |
we didn't do sub patch |
14:31 |
nrzkt |
major.minor.patch |
14:31 |
nrzkt |
6 months of commit it's a patch :) |
14:31 |
nrzkt |
we didn't need to be impressive if it's only user experience improvements |
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16:10 |
paramat |
Fixer we're very aware of bugs and do care, the issue is simply lack of dev time. please stop being so negative, it's actually harmful to the project. how about improving your coding and starting to contribute since you care so much and have so much time to report bugs and complain? :] |
16:10 |
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16:14 |
paramat |
your nick is funny |
16:14 |
* paramat |
changes your nick to Whiner |
16:32 |
Zeno` |
https://www.youtube.com/watch?v=1DZmyAWul9Y |
16:35 |
paramat |
i'll merge games 1306 1307 soon |
16:37 |
paramat |
sofar sfan5 nore rubenwardy i need game#1303 for new biomes, please can i merge that too? |
16:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1303 -- Default: Add grey sand by paramat |
16:37 |
sfan5 |
grey sand is a little weird as a description |
16:37 |
Zeno` |
#1306 |
16:37 |
sfan5 |
how about "dark sand" or "cold sand"? |
16:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/1306 -- Fix line run on, making lua-api.txt more readable. by hoodedice |
16:37 |
Zeno` |
+1 |
16:38 |
Zeno` |
#1307 |
16:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/1307 -- Add minetest.register_on_punchplayer by Bremaweb |
16:38 |
sofar |
can I get a sec to see if I can come up with a better name for grey/gray sand? |
16:38 |
nore |
paramat: same comment as sfan5: "Grey sand" looks weird, but once this is changed, +1 |
16:38 |
Zeno` |
err 1307 is already merged |
16:39 |
Zeno` |
oh games |
16:39 |
Zeno` |
oops :) |
16:40 |
* Zeno` |
listens to Evie song again |
16:40 |
nore |
(also: since we are starting to have quite diverse versions of basically the same thing (for sand, trees, ...), it would be nice to make them somehow a bit different) |
16:40 |
paramat |
sure we can improve the name |
16:40 |
nore |
(would be harder for sand than for wood though) |
16:41 |
paramat |
texture seems fine to me, it's a lovely design |
16:42 |
sofar |
fluvial sand, alluvial sand, volcanic sand... trying to find better names... |
16:42 |
paramat |
i chose 'grey sand' to make it more flexible in use, not restricted to cold desert, but sure i don't mind a new name |
16:43 |
Zeno` |
volcanic sand is normally black. Although it might be grey if there is coral reef involved as well. The merging of the two is... hmm... variable |
16:43 |
sofar |
eolian sand would do well, but it's a difficult word |
16:43 |
sofar |
Zeno`: volcanic sands often turn gray after a while when exposed to sunlight |
16:43 |
Zeno` |
sofar is the geologist... we should listen to him! |
16:44 |
sofar |
but sure, many people think volcanic sands are dark, and they mostly are |
16:44 |
sofar |
I' |
16:44 |
Zeno` |
sofar, I have a black pearl (which is really grey) |
16:44 |
sofar |
I'm not actually looking for a name that declares the origin of the sand |
16:44 |
sofar |
just posing ideas |
16:44 |
Zeno` |
from an area which has volcanic sands |
16:44 |
sofar |
lol |
16:45 |
Zeno` |
apparently it's probably worth some $$ |
16:45 |
Zeno` |
but I aint selling it |
16:46 |
Zeno` |
I dunno if alluvial sand would be correct... wouldn't that depend of the alluvium? |
16:46 |
paramat |
btw this biome will extend from 'cold desert' into (dry) tundra climate |
16:47 |
Zeno` |
auxiliary sand |
16:47 |
Zeno` |
:D |
16:47 |
sofar |
Zeno`: `alluvial` means `in a river dominated geomorphology` |
16:48 |
sofar |
e.g. non-marine |
16:48 |
Zeno` |
sofar, yeah, but wouldn't the sand colour then depend on what is being eroded into the river/stream? |
16:48 |
sofar |
eolian can mean near seas as well (dunes) or desert |
16:49 |
sofar |
alluvial sands are usually more rich in detritus and clay, so yes, browner |
16:49 |
Zeno` |
hmm ok |
16:49 |
sofar |
that's why aeolian fits better |
16:49 |
Zeno` |
what about in sandstone areas? :D |
16:50 |
Zeno` |
aeolian is a bit hard to type |
16:50 |
sofar |
we could call it `dune sand` to simplify |
16:50 |
Zeno` |
yeah that'd work |
16:51 |
Zeno` |
i guess :/ |
16:51 |
Zeno` |
what about sand dunes? lol |
16:51 |
Zeno` |
(i mean beach ones) |
16:51 |
sofar |
at least it avoids the `gray` vs `grey` sand problem |
16:51 |
Zeno` |
but this is a bit silly hehehe |
16:51 |
Zeno` |
desert sand? |
16:52 |
sofar |
how about |
16:52 |
sofar |
`silver sand` |
16:52 |
sofar |
avoid the whole genealogy debate |
16:52 |
paramat |
silver was my first idea |
16:52 |
sofar |
isn't weird like grey, perhaps? |
16:52 |
Zeno` |
so, "grey" is the issue? |
16:52 |
Zeno` |
just call it "dark sand" |
16:53 |
sofar |
in dutch it's even a word I think |
16:53 |
paramat |
the biome is inspired by high cold deserts in pakistan |
16:53 |
sofar |
silversand (loosely translated) |
16:53 |
sofar |
I'd be quite content with it being called `silver sand` |
16:53 |
sofar |
it fits the biome, it's a bit more descriptive and catching |
16:53 |
paramat |
it's a prettier word |
16:54 |
Zeno` |
sounds nice |
16:54 |
sofar |
do it |
16:55 |
paramat |
^ nore sfan5 ? |
16:55 |
sfan5 |
yup |
16:55 |
sfan5 |
though it should be "silversand" not "silver sand" |
16:55 |
paramat |
https://pbs.twimg.com/media/B_vmUKfXEAA1c2_.jpg |
16:56 |
paramat |
nope silver_sand, node names now use seperated word |
16:56 |
paramat |
http://www.pakistantoursguide.pk/wp-content/uploads/2015/11/Cold-desert-at-dusk.%E2%80%94-S.M.Bukhari.jpg |
16:56 |
sfan5 |
i meant the description |
16:58 |
paramat |
ah i would think Silver Sand is correct english |
16:58 |
sofar |
english usually splits out words |
16:58 |
sfan5 |
it is |
16:58 |
sofar |
german/dutch concatenate |
16:58 |
sofar |
I'd split it out myself |
16:58 |
paramat |
yeah, ok thanks everyone |
16:59 |
T4im |
"Police helps dog bite victim." |
16:59 |
sfan5 |
i'm aware that "silversand" is not correct english, i'd just name it that way because it's not really quite literally supposed to be "just" silver colored sand |
16:59 |
redyellow |
sand maked from sliver dust? |
17:00 |
redyellow |
made* |
17:00 |
paramat |
i see 'silversand' is often used as a fancy name |
17:00 |
Krock |
as a name for an infrumental album from 1985 for example |
17:00 |
Krock |
*instrumental |
17:00 |
paramat |
heh |
17:09 |
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17:13 |
sfan5 |
serverlist stats are in << https://kitsunemimi.pw/tmp/serverlist_stats_2016-10-05.txt |
17:13 |
sfan5 |
could be interesting for coredevs |
17:15 |
paramat |
it is |
17:15 |
twoelk |
modernhousebuild? |
17:15 |
sfan5 |
android clones have quite silly names |
17:16 |
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17:16 |
twoelk |
I didn't know you could actually identify them |
17:18 |
T4im |
passive os fingerprinting, i assume :) |
17:18 |
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17:19 |
paramat |
mobile is 93%! |
17:19 |
twoelk |
16 older than winXP? wonder what they ran on |
17:20 |
T4im |
oh, that's simple user agent parsing? |
17:20 |
sfan5 |
yes it is |
17:21 |
T4im |
any chance of minetest unrelated bots being part of that? |
17:21 |
T4im |
you know, exploit scaners |
17:22 |
T4im |
nvm, i should've read the rest first x) |
17:23 |
twoelk |
so most users by far use some sort of multicraft :-( |
17:23 |
T4im |
it's impressive how many old clients are still in play |
17:25 |
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17:26 |
Krock |
but wow.. two million ingame server list fetches |
17:27 |
Krock |
and that in less than a month |
17:27 |
twoelk |
hm, this is for ten days right? so we have a quarter million clients per day? If some of those are rejoins or such this still gives minetest some hundreds of thousands unique users per day |
17:27 |
Krock |
yeah, imperssive |
17:28 |
T4im |
doesn't the same client update the lists, too after a while? or at least when switching tabs? |
17:28 |
Krock |
no, only when removing or adding favourites |
17:28 |
twoelk |
creating clicks by server hopping? |
17:28 |
T4im |
well switching tabs updates server status here though, Krock |
17:29 |
Krock |
ah right, yes |
17:30 |
Krock |
right now I noticed that I submit wrong data by using my browser to fetch the list. x64 linux gets some clicks more by that xD |
17:31 |
sfan5 |
T4im: F5 and take a look at the effective version distribution |
17:31 |
sfan5 |
then you'll be much happier |
17:32 |
T4im |
ah :D |
17:33 |
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17:34 |
T4im |
why are some absolute numbers smaller in the effective distribution now though? |
17:34 |
T4im |
shouldn't all of them be larger if you distribute the third-party applications onto them? |
17:35 |
T4im |
eh nvm |
17:35 |
T4im |
theyare |
17:36 |
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17:37 |
twoelk |
I wonder wether the desktop/mobile ratio is tipped towards mobile devices because they reconnect much more often due to bad internet and such |
17:37 |
Krock |
could be |
17:38 |
twoelk |
the last time I tried to play from a phone I was in an overland bus with a bad wlan connection |
17:39 |
sfan5 |
i could count unique ip addresses in a time frame of 30 minutes |
17:39 |
sfan5 |
but then i'd need to do all the stats again |
17:39 |
sfan5 |
nahhh |
17:42 |
twoelk |
I did notice on some servers that sometimes players are disconnected and reconnect in groups, like a netsplit on irc |
17:43 |
Fixer |
sfan5: do it, is not it is interesting to confirm 7% desktop share? |
17:43 |
sfan5 |
no i'm going to have some ice cream now |
17:43 |
twoelk |
yummy |
17:44 |
* T4im |
wonders if mobile clients aren't essentially just crowd sourced bots |
17:44 |
Fixer |
i go eat too |
17:44 |
twoelk |
well looking at their behaviour does let one wonder |
18:23 |
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18:27 |
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18:53 |
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18:58 |
nrzkt |
will push a little compilation fix since recent commit that travis didn't point |
18:59 |
nrzkt |
pushed |
19:02 |
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19:04 |
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19:21 |
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19:52 |
redyellow |
will minimal be included in the next release? |
19:55 |
_Megaf |
probably |
19:58 |
sfan5 |
minimal will always be included unless we find a reason to omit it |
19:58 |
redyellow |
It doesn't really make sense to include it |
19:59 |
sfan5 |
paramat: greysand now has 2 approvals |
19:59 |
sfan5 |
why not? |
19:59 |
redyellow |
only the sort of people that complie minetest from source have a use for it |
20:00 |
redyellow |
half of the game is code for testing stuff |
20:01 |
paramat |
ok |
20:01 |
est31 |
thats why it says "this is minimal and only intended for developers" |
20:02 |
paramat |
minimal is probably useful in stable |
20:02 |
paramat |
i always keep a 'last stable' version around for testing and comparing |
20:06 |
_Megaf |
minimal is good for making mods too |
20:08 |
redyellow |
you can't make a lot of mods using minimal |
20:08 |
redyellow |
most mods depend on default |
20:13 |
paramat |
i'll merge game#1310 also, a trivial tuning of ABM speed to match previous ABM version |
20:13 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1310 -- Default/functions: Tune speed of grass spread ABM by paramat |
20:15 |
paramat |
ok will merge games 1303 1306 1307 1310 in 20mins |
20:21 |
sfan5 |
paramat: why can't we add bushes btw |
20:21 |
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20:35 |
paramat |
we can, that's in the pipeline |
20:36 |
Krock |
that pipeline with the valve on the one side? |
20:36 |
nrzkt |
sfan5, i'm working on a worker for C++11 builds using gcc #4578, i will change our exclusion mode to inclusion matrix |
20:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/4578 -- [WIP] Changes on travis build matrix by nerzhul |
20:36 |
Krock |
sometimes it flushes through, sometimes it gets stuck |
20:36 |
paramat |
with the closed valve yes |
20:37 |
sfan5 |
wait didn't you say that you don't want/like bushes? |
20:37 |
sfan5 |
also for which biomes are bushes planned? |
20:39 |
paramat |
est31 hmmmm nore nrzkt sfan5 sofar Tesseract rubenwardy we're considering a release for around winter solstice Dec 21st, 2.5 months from now |
20:39 |
paramat |
erm we disagreed on some details, like bushes in jungles |
20:40 |
est31 |
paramat, okay with me |
20:40 |
nrzkt |
paramat, we're ? who ? because in the list you poke everybody except you in team :p |
20:40 |
sfan5 |
lemme dig up the bushes pr again |
20:40 |
paramat |
but they're good in savanna and maybe grassland too |
20:40 |
paramat |
yeah there's new discussion |
20:42 |
paramat |
and this time i think we can manage the release together |
20:43 |
sofar |
I'd settle for bushes like mine in savannah's. I'd be exhilerated with small bush clumps in grassland |
20:43 |
paramat |
yes i like the 3x3x2 savanna bushes |
20:44 |
sfan5 |
nrzkt: see my comments |
20:44 |
sofar |
how about a pine needle version of that in grassland? |
20:44 |
nrzkt |
sfan5, did you remove the condition fix comment ? i saw it but after refresh... disappear (for the ||) |
20:44 |
paramat |
those with generic 'bush leaves' nodes, in savanna and grassland is fine by me |
20:44 |
sfan5 |
yes i added a more comprehensive one instead |
20:44 |
paramat |
i'd rather keep pine nedles to pine trees |
20:44 |
paramat |
(needles) |
20:45 |
nrzkt |
nice idea for the compiler var :) |
20:45 |
sfan5 |
keeps the code compact :) |
20:45 |
paramat |
nrzkt by 'we' i meant a discussion a few devs had a few days ago |
20:46 |
nrzkt |
paramat, who ? :) |
20:46 |
nrzkt |
sfan5, yes ofc |
20:46 |
nrzkt |
i think we could remove llvm install no ? |
20:47 |
nrzkt |
it's included in base ? |
20:47 |
nrzkt |
i will test it |
20:47 |
paramat |
erm me, est, sfan .. can't remember |
20:47 |
nrzkt |
ty paramat |
20:47 |
nrzkt |
because apt-get install $COMPILER i think i can remove the clang + llvm 3.1 |
20:47 |
sfan5 |
not sure, try that before |
20:47 |
sfan5 |
i think we used that because ubuntu 12.04 had outdated versions |
20:48 |
nrzkt |
okay, but 16.04 is now out |
20:48 |
nrzkt |
and 14.04 :) |
20:48 |
sfan5 |
indeed |
20:48 |
sfan5 |
we need travis to update |
20:48 |
sfan5 |
but i'm sure you can set a newer version in travis |
20:49 |
sfan5 |
i might try this with minetest/minetestmapper travis today |
20:49 |
nrzkt |
will try it |
20:49 |
nrzkt |
for this PR i can do some cleanups :) |
20:49 |
nrzkt |
yes i can remove -std=c++11 because GCC 6.2 enable std=c++14 |
20:49 |
nrzkt |
i will test it by adding a std::unordered_map in map t obe sure |
20:49 |
sfan5 |
paramat: so we can agree on acacia bushes whose trunks should drop sticks? and also the leaves should be a seperate node somehow? |
20:50 |
paramat |
yes, the leaves nodes might drop sticks, we might use a trunk node at the centre to provide wood |
20:51 |
paramat |
(for grassland) |
20:51 |
sofar |
just do trunk + leaves |
20:51 |
sfan5 |
why should the leaves drop sticks? |
20:51 |
sofar |
I don't see why you'd make it more complex |
20:51 |
sfan5 |
IMO there isn't much material in bush leaves |
20:51 |
sofar |
keeps it simple for the players |
20:51 |
paramat |
we could use the generic 'tree' node for the trunk |
20:51 |
sfan5 |
so you can't justify it dropping sticks |
20:51 |
sofar |
I don't see the need for it |
20:51 |
sfan5 |
just make the trunk drop sticks |
20:51 |
paramat |
fine by me |
20:51 |
sofar |
why sticks? |
20:52 |
paramat |
wood |
20:52 |
sofar |
just make it drop a log like normal |
20:52 |
sfan5 |
nah |
20:52 |
sfan5 |
bushes are way less dense than normal trees |
20:52 |
sfan5 |
it would be kinda weird if they dropped comparable amount of resources |
20:52 |
sofar |
it's a blocky game with everything being 1m3 |
20:52 |
sofar |
lol |
20:52 |
sofar |
sorry, I think it's overdoing it :) |
20:53 |
paramat |
i know it's weird but the idea was to provide enough wood to make a tool, in grassland |
20:54 |
sfan5 |
can't we make it drop half a wood node? :D |
20:54 |
sofar |
how many bushes are you going to put in mapgen? |
20:54 |
sofar |
that's really the question |
20:54 |
paramat |
i guess it could directly drop a small amount of wood |
20:55 |
sofar |
if you are going to make a significant amount, then maybe, it makes sense to limit resources |
20:55 |
sofar |
if you are going to scatter a few very far apart, then it doesn't matter |
20:55 |
paramat |
i was thinking quite scattered and sparse in grassland, but larger clumps in savanna |
20:55 |
sofar |
say, 5 bushes in a 200x200 space |
20:55 |
sofar |
each 1 trunk |
20:56 |
sofar |
that's 5 trunks in a 40000 node surface |
20:56 |
paramat |
in savanna density is not an issue because trees |
20:56 |
sofar |
who cares it's 5 logs instead of 10 sticks? |
20:56 |
sofar |
it's still not enough to build a house! |
20:56 |
sofar |
(20 planks doesn't make a shed, even) |
20:57 |
sofar |
sure, it's 80 sticks, so I can make a nice long ladder and some basic tools |
20:57 |
paramat |
the issue is, whether to provide wood for tools in grassland, if not sticks might be more suitable |
20:57 |
paramat |
i'm not too bothered either way |
20:57 |
sofar |
either way you look at it, if you make it sparse enough it's not enough to do major construction |
20:58 |
sofar |
so don't bother making it drop even less artificially |
20:58 |
nrzkt |
okay then there is g++-6 usage https://travis-ci.org/minetest/minetest/jobs/165354980 but i need to ensure it work by adding c++11 container explicitely to code :) |
20:58 |
paramat |
yeah |
20:59 |
paramat |
the new biomes mean that there's more chance player is a long way from any forest |
20:59 |
paramat |
personally i think that's good for exploration |
21:00 |
Fixer |
i really miss this: possibility to see rough map of a given seed before world creation |
21:00 |
Fixer |
not all seeds are nice |
21:00 |
Fixer |
some are boring |
21:01 |
paramat |
my latest core mapgen has a way to shrink the whole world down to a 3D map |
21:01 |
paramat |
very useful for devving |
21:01 |
paramat |
but could be used by players too |
21:02 |
paramat |
you can zoom to any scale |
21:02 |
Fixer |
lets say i want seed with island in ocean |
21:03 |
Fixer |
minecraft has nice configuration menu for world, ore settings, water level, here it is hard to adjust water level |
21:03 |
Fixer |
i want ocean world, that means i need to write my mod |
21:03 |
Fixer |
or arctic only world |
21:03 |
sofar |
water level can be tuned |
21:05 |
Fixer |
on my first try I increased water level up and made arctic only, but then I discovered underground trees :) |
21:05 |
Fixer |
underwater* |
21:06 |
nrzkt |
if that build pass https://travis-ci.org/minetest/minetest/jobs/165356862 we have working c++11 CI. and then i will squash my commits. Can you review a last time sfan5 please ? (except the std::unordered change which is just for testing) |
21:07 |
sfan5 |
in a few mins, sure |
21:10 |
nrzkt |
nice build pass |
21:11 |
paramat |
yes changing water level screws up any non-mgv6 mapgen unless you reregister all biomes and decorations |
21:11 |
paramat |
better to use noise params to lower terrain |
21:12 |
sfan5 |
nrzkt: see comments |
21:12 |
sfan5 |
if you fix that you have my +1 |
21:12 |
nrzkt |
fixed the two conditions :) |
21:12 |
nrzkt |
strange, unittests are not working with C++11 |
21:13 |
nrzkt |
somes are unconditonally failing |
21:13 |
sfan5 |
is it pcg random? |
21:13 |
sfan5 |
or something with streams & floats? |
21:13 |
nrzkt |
[FAIL] testAllSettings - 1ms |
21:13 |
nrzkt |
[FAIL] testAtomicSemaphoreThread - 7ms |
21:14 |
nrzkt |
only those |
21:14 |
paramat |
it possible to write mods that create miniature 3D 'seed previews' of the core mapgens |
21:14 |
sfan5 |
never seen those fail |
21:15 |
nrzkt |
i know but two builds failed exactly here |
21:15 |
nrzkt |
comparing const char* vs std::string |
21:15 |
nrzkt |
it's not good in c++11 |
21:16 |
nrzkt |
on my pc cannot reproduce easily, coredump on floating point exception |
21:16 |
sfan5 |
same here |
21:17 |
nrzkt |
systematic on the test after testPcgRandom |
21:19 |
paramat |
(will merge those 4 game PRs in a moment) |
21:19 |
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21:22 |
nrzkt |
sfan5, in fact in debug mode i have the unit tests problem mentionned by travis and in release mode the floating point failure |
21:24 |
nrzkt |
sfan5, the problem is the std::unordered_map i used in a previous commit sfan5 for the settings |
21:24 |
nrzkt |
the generated string is different |
21:25 |
sfan5 |
ah yes |
21:26 |
sfan5 |
serialization gets non-deterministic with unordered maps |
21:26 |
nrzkt |
i don't know how fix this... except remove this test |
21:26 |
sfan5 |
which one? (github code link please) |
21:27 |
paramat |
merging |
21:27 |
nrzkt |
sfan5, https://github.com/minetest/minetest/blob/master/src/unittest/test_settings.cpp#L200 |
21:28 |
nrzkt |
this line |
21:28 |
sfan5 |
hm yes that's hard |
21:28 |
sfan5 |
comment it out for now i guess |
21:29 |
nrzkt |
sfan5, or ifndef c++11 like ? |
21:29 |
nrzkt |
to use it in old builds but not in c++11 ? |
21:29 |
sfan5 |
that works too |
21:31 |
paramat |
merge complete |
21:31 |
nrzkt |
lol |
21:32 |
nrzkt |
testAtomicSemaphoreThread problem is only due to uninitalized variable and c++11 doesn't like it |
21:32 |
nrzkt |
random value in atomic :) |
21:34 |
I_wish_I_was_a_l |
#3900 |
21:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/3900 -- Add a button for disabling all mods to world config. by red-001 |
21:34 |
I_wish_I_was_a_l |
#3900 |
21:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/3900 -- Add a button for disabling all mods to world config. by red-001 |
21:40 |
_Megaf |
T4im: [22:29:52] <MinetestBot> [git] t4im -> minetest/minetest_game: Fix sapling placement handling of on_rightclick and CONTENT_IGNORE 32f7051 https://git.io/vPnSd (2016-10-05T22:22:15+01:00) |
21:40 |
_Megaf |
awesome! |
21:41 |
nrzkt |
sfan5, i found the problem i think |
21:41 |
nrzkt |
0 % 0 |
21:41 |
nrzkt |
i think |
21:43 |
nrzkt |
very very strange |
21:43 |
nrzkt |
if (bound == 0) |
21:43 |
nrzkt |
return next(); |
21:43 |
nrzkt |
but |
21:43 |
nrzkt |
i have this line after |
21:43 |
nrzkt |
std::cout << bound << " test2" << std::endl; |
21:43 |
nrzkt |
and it works |
21:43 |
nrzkt |
... |
21:43 |
nrzkt |
and bound = 0 |
21:45 |
nrzkt |
sfan5, i'm waiting for travis but did you agree with last version ? |
21:46 |
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22:26 |
_Megaf |
Some of the latest commits broke minetestserver!! #4579 |
22:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/4579 -- SEG FAULT on entering anything on the curses terminal. |
22:27 |
_Megaf |
sfan5: nrzkt paramat ˆ |
22:28 |
nrzkt |
merging #4578 |
22:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/4578 -- Changes on travis build matrix by nerzhul |
22:38 |
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