Time |
Nick |
Message |
01:07 |
paramat |
game#1324 |
01:07 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1324 -- Default: Add coral nodes and death ABM by paramat |
01:07 |
paramat |
^ sofar |
01:08 |
paramat |
will also make a PR for adding the generic 'bush_leaves' node soon |
01:26 |
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01:40 |
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02:13 |
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02:13 |
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02:42 |
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03:08 |
paramat |
will merge game#1320 in a moment |
03:08 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1320 -- Bucket: Add optional 'force-renew' bool to registration by paramat |
03:13 |
paramat |
merging |
03:17 |
paramat |
merged |
03:33 |
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03:50 |
sofar |
wow someone just redid all the work I did on torches |
03:50 |
sofar |
even though he knew about it |
03:50 |
hmmmm |
don't you love those "refactors" |
03:51 |
sofar |
6 months of people testing it on servers, too |
03:51 |
sofar |
I got good feedback |
03:51 |
sofar |
plus I made the models better, I think |
03:51 |
hmmmm |
i think the people on minetest game should be more picky with PRs |
03:51 |
sofar |
I've been critical |
03:51 |
sofar |
very |
03:52 |
sofar |
it's wearing me down |
03:52 |
hmmmm |
well, who merged the latest torch refactor? |
03:53 |
sofar |
torches in mtg have never been refactored |
03:53 |
sofar |
they're still vanilla pilzadam |
03:53 |
hmmmm |
then whatchu talkin bout |
03:54 |
sofar |
open PR |
03:54 |
hmmmm |
ahh |
03:54 |
hmmmm |
ah i see the one |
03:54 |
hmmmm |
octacian |
03:55 |
hmmmm |
who is this guy... he made a client side modding PR after i pasted the code i had already and said i've stopped work on it |
03:55 |
hmmmm |
it looks remarkably similar (but then again, there aren't many *good* other ways of doing it tbf) |
04:18 |
sofar |
oh well, I just made a competing PR |
04:18 |
sofar |
may the merit win |
04:18 |
sofar |
lol |
05:11 |
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05:22 |
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05:31 |
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06:01 |
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06:10 |
celeron55 |
better be concerned whether the best design gets adopted, not whether it's someone's or not |
06:11 |
celeron55 |
we can just credit everyone who tried :P |
06:25 |
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06:37 |
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06:42 |
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06:49 |
jin_xi |
i may be repeating myself, but the issue with competing PRs and choosing the best design could be greatly improved if there was a place for devs to actually talk about designs _before_ anyone goes writing code. This is obviously not the case for irc and neither github. |
06:50 |
jin_xi |
and it might also help new developers cross the initial hurdle easier, seeing as good devs are hard to come by and 'quick' to leave minetest after their big PRs and fixes rot away |
07:46 |
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08:25 |
Hijiri |
I can't figure out where particles get scheduled for drawing |
08:26 |
Hijiri |
can anybody tell me? |
08:28 |
Hijiri |
I think I see, irrlicht calls OnRegisterSceneNode before rendering, or something |
08:43 |
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09:26 |
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09:30 |
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09:51 |
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10:14 |
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11:33 |
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11:36 |
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11:36 |
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12:00 |
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12:05 |
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12:20 |
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12:27 |
red-001 |
hwo do you run unit tests? |
12:27 |
red-001 |
how* |
12:31 |
Krock |
> minetest --run-unittests |
12:31 |
Krock |
or. 6 failed |
12:31 |
Krock |
*oh |
12:34 |
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12:35 |
red-001 |
UASSERT(s.getS32("leet") == 1337); |
12:38 |
red-001 |
test_settings.cpp line 122 |
12:41 |
Krock |
[PASS] testAllSettings - 0ms |
12:42 |
* red-001 |
has too many PRs open |
13:08 |
dzho |
oh, is there a limit? |
13:09 |
Megaf |
nope |
13:10 |
Megaf |
I mean, there's always a limit |
13:10 |
T4im |
there's a limit in motivation |
13:10 |
Krock |
sky is limit too |
13:17 |
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13:20 |
T4im |
hm, that client side mods PR already started out on a pretty outdated ref; loads files, that don't even exist anymore |
13:23 |
T4im |
(it's rebased by now, although wrongly, but the first time i saw it, he built it on some july ref iirc) |
13:24 |
Krock |
and the whole thing is not secure at all |
13:46 |
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13:58 |
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14:19 |
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14:22 |
red-001 |
krock why is it not secure? |
14:23 |
red-001 |
doesn't it use the mod security added a while back? |
14:23 |
Krock |
the one which isn't enabled by default yet? |
14:28 |
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14:30 |
red-001 |
from what celron55 said it seemed that mod security is always enabled in the new api |
14:31 |
T4im |
ShadowNinja opened a PR to do enable it by default; it's not enabled yet |
14:31 |
* T4im |
might have actually delayed it a bit unintentionally; but is ok with that happening, generally, btw |
14:31 |
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14:31 |
red-001 |
the api as in the client sided scripting |
14:32 |
T4im |
ah, ok |
14:32 |
red-001 |
nvm est31 said that not celron55 |
14:52 |
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15:02 |
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15:08 |
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15:32 |
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15:41 |
red-001 |
updated #4472 |
15:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 |
15:49 |
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15:50 |
sfan5 |
wonderful |
15:50 |
sfan5 |
nrz's unordered map changes made the profile graphs flicker |
15:50 |
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15:56 |
sfan5 |
http://i.imgur.com/8lisQZa.gif |
15:58 |
Krock |
eeks. I thought the profiler wasn't affected of these changes |
16:13 |
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16:14 |
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16:26 |
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16:32 |
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16:40 |
sfan5 |
nrzkt: mind approving this? http://sprunge.us/OQJO (otherwise this happens http://i.imgur.com/8lisQZa.gif) |
16:41 |
nrzkt |
sfan5, seems lgtm to bugfix |
16:41 |
sfan5 |
thanks, will push soon |
16:53 |
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17:07 |
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17:28 |
sofar |
sfan5: hah, yeah, bad use of unordered :D |
17:31 |
Krock |
unordered is bad! |
17:36 |
red-001 |
why do people not like smart pointers |
17:48 |
sfan5 |
because c++11 |
17:50 |
nrzkt |
red-001, the problem is smart pointers should only be used when necessary not everywhere |
17:50 |
nrzkt |
because with smartpointers memory leaks are as easy as forgetting delete: ) |
17:51 |
sfan5 |
sofar: wouldn't >is_soil == 0 be false with is_soil = false? |
17:53 |
sofar |
sfan5: get_item_group returns '0' if the soil group is not set |
17:53 |
sfan5 |
ok thn |
17:53 |
sfan5 |
*then |
17:54 |
sofar |
https://github.com/minetest/minetest/blob/3a95054db5c44a3fea6a27d5633f668539e67870/builtin/game/misc.lua#L151 |
17:54 |
sofar |
tl:dr: `return 0` |
18:06 |
Hijiri |
nrzkt: finally figured out where I was getting build fails from, the "at" method is C++11 apparently |
18:19 |
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18:21 |
sfan5 |
Hijiri: shouldn't travis help you figure that out? |
18:21 |
Hijiri |
it did |
18:21 |
Hijiri |
but I didn't undrestand the gcc error message |
18:21 |
Hijiri |
I had to look at the clang error |
18:24 |
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18:25 |
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18:28 |
paramat |
please could devs add their comments about the controversial part of #4620 ? the running of nodeupdate 'on punch' |
18:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/4620 -- Optimize falling.lua by tenplus1 |
18:39 |
paramat |
^ nore nrzkt sfan5 Zeno` |
18:40 |
sfan5 |
IMO nodes don't need to start falling if you punch then |
18:40 |
sfan5 |
*them |
18:42 |
T4im |
can't you discuss that in an extra issue? whether or not punching should be removed from them should not prevent fixing of actual issues |
18:44 |
paramat |
indeed a seperate commit would be good, but tenplus1 is not good with git |
18:45 |
T4im |
krock recently pointed out, that that new "allow maintainer to edit" checkbox might allow you guys to actually push to those git repos of PR's |
18:45 |
paramat |
anyway we can alter on merge if necessary |
19:15 |
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19:47 |
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19:58 |
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19:59 |
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20:03 |
sfan5 |
paramat: i really like your floatlands, goob job |
20:04 |
paramat |
good, a little more tuning to do |
20:04 |
sfan5 |
dungeons look especially nice in there |
20:04 |
sfan5 |
do we have an issue on the tracker for putting stuff into dungeons yet? |
20:05 |
sfan5 |
right now they're just decoration |
20:05 |
paramat |
some have asked, i think there is an issue |
20:08 |
sfan5 |
also what about ores in floatlands? |
20:09 |
paramat |
ore distribution has been changed, above 1024 you get everything with the same densities as below -1024 |
20:10 |
paramat |
so ore-rich floatlands |
20:10 |
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20:11 |
sfan5 |
hm i haven't seen a single ore yes |
20:11 |
sfan5 |
*yet |
20:11 |
sfan5 |
i just found a pond of water though, wonderful |
20:12 |
paramat |
weird, should be lots of ores |
20:12 |
paramat |
i'll check that |
20:16 |
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20:17 |
sfan5 |
paramat: lots of gravel(?) blobs but no ores: http://i.imgur.com/R6P3hU7.png |
20:18 |
paramat |
there are ores in the thread screenshot, anyway i'll check when tuning |
20:19 |
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20:21 |
paramat |
latest mtgame? |
20:22 |
sfan5 |
oops, that must be it |
20:23 |
paramat |
checf for ore registrations for y = 1024+ |
20:29 |
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20:34 |
paramat |
(check) |
20:35 |
sfan5 |
nah the p |
20:35 |
sfan5 |
the outdated mtgame is definitely the issue |
20:35 |
sfan5 |
it's nice that trees grow even here http://i.imgur.com/aBqMqqR.png |
20:48 |
paramat |
the standard biomes will be messy though, underwater trees and grass etc. enabling floatlands will enable a tweaked set of biomes that fixes those issues |
20:48 |
sfan5 |
small overview map of some floatlands: http://i.imgur.com/a7D7MUl.png |
20:48 |
sfan5 |
looks pretty nice |
20:49 |
paramat |
there will be larger lakes in places |
20:51 |
* twoelk |
dreams of nice waterfalls |
20:52 |
sfan5 |
won't that result in horrible lag? |
20:52 |
paramat |
water flows through tunnels under the lakes to the floatland base and falls |
20:52 |
paramat |
nah |
20:53 |
paramat |
oh well maybe |
20:53 |
paramat |
if they spread too much over surface |
20:54 |
paramat |
if you swim in the falling column to keep it loaded you can eventually create a water column down to ground level (takes time though) |
20:59 |
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20:59 |
Hijiri |
what do people think of this solution to transparent particle depth sorting? http://answers.unity3d.com/questions/20984/depth-sorting-of-billboard-particles-how-can-i-do.html |
21:00 |
Hijiri |
(bounded number of passes of bubblesort) |
21:01 |
paramat |
we have a problem with particles disappearing behing translucency |
21:01 |
Hijiri |
or do you think sorting normally every frame would be performant enough |
21:02 |
paramat |
(behind) |
21:02 |
Hijiri |
paramat: I'm talking specifically about particles disappearing behind other translucent particles, not nodes or other things |
21:02 |
paramat |
yeah |
21:05 |
twoelk |
If above a certain hight wouldn't it be better for falling water to turn to vapour after say 100m or so? |
21:06 |
Hijiri |
if all particles were inside one big scene node then you could just sort them in there, not sure how it works when each particle is a scene node |
21:06 |
paramat |
twoelk it usually does that anyway when it hits an unloaded/ungenerated area |
21:06 |
sfan5 |
wow |
21:06 |
sfan5 |
you can find diamond at the surface in the floatlands |
21:07 |
paramat |
yeah identical ores to below y = -1024 |
21:08 |
paramat |
compensates for lack of stone mass |
21:10 |
twoelk |
cool, I got an old map imported from worldpainter that had too many liquid spills to be playable in minetest. Maybe I should work on that project again. |
21:10 |
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21:11 |
paramat |
also now, falling liquids don't spread outwards on ignore |
21:11 |
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21:11 |
paramat |
the water column just stops |
21:11 |
paramat |
which can be considered it dissolving into spray |
21:12 |
twoelk |
I was trying to figure out how to make a special lava that would vapourize water that falls near it - so that I could have a persistant lavalake as base no mater how much water flows onto it |
21:13 |
Hijiri |
ABM on water with new lava neighbors? |
21:14 |
paramat |
override the lavacooling ABM |
21:14 |
sfan5 |
paramat: #4628 |
21:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/4628 -- Use range-based fog instead of z-plane based. by lhofhansl |
21:14 |
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21:15 |
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21:15 |
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21:16 |
paramat |
looking |
21:17 |
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21:18 |
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21:34 |
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21:43 |
paramat |
any reviews for #4620 ? |
21:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/4620 -- Optimize falling.lua by tenplus1 |
21:43 |
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21:48 |
sfan5 |
paramat: lgtm |
21:50 |
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21:58 |
paramat |
ok |
21:59 |
paramat |
will merge it later |
21:59 |
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22:03 |
paramat |
well, maybe it ought to have more input |
22:04 |
Hijiri |
nrzkt: I moved the erase call into the conditional body |
22:04 |
Hijiri |
and the build finished |
22:07 |
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22:09 |
nrzkt |
Hijiri, cool thanks |
22:18 |
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22:27 |
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22:30 |
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22:53 |
paramat |
will merge game#1324 in a moment |
22:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1324 -- Default: Add coral nodes and death ABM by paramat |
22:54 |
sfan5 |
wait wait |
22:55 |
sfan5 |
where's the second approval? |
22:55 |
sfan5 |
oh from sofar |
22:55 |
sfan5 |
but IMO we don't need corals |
22:56 |
sofar |
sfan5: well, um, that can be said about almost any node |
22:56 |
sofar |
but yes it's cosmetic |
22:56 |
sofar |
but no, the sea floors are barren, uninterestign areas. |
22:56 |
sfan5 |
well we can make it useful later |
22:56 |
sfan5 |
fine with me |
22:57 |
sofar |
that's the spirit ;) |
22:57 |
paramat |
ok merging |
22:57 |
sofar |
paramat: can you close my PR as well then? |
22:57 |
paramat |
calcium carbonate has many uses |
22:57 |
paramat |
yes ok |
22:59 |
sofar |
grind it up for lime fertilizer? |
22:59 |
sofar |
makes nice kitchen countertops, too |
22:59 |
paramat |
i have a copy of your coral schem and will be using that, with orange corals added |
23:02 |
paramat |
merged |
23:03 |
sofar |
I'll be looking for them :) |
23:03 |
paramat |
mapgen stuff isn't done though |
23:03 |
paramat |
yet |
23:03 |
sfan5 |
hm |
23:03 |
sfan5 |
paramat: would corals also appear in floatlands? :D |
23:04 |
paramat |
yeah if wanted |
23:04 |
paramat |
my intention was to have all resources available up there |
23:05 |
sfan5 |
some just won't make sense maybe |
23:06 |
paramat |
eventually the floatlands flag will enable a tweaked set of biomes and decorations that work well with the floatlands |
23:06 |
paramat |
yeah perhaps |
23:06 |
paramat |
also of course we could have special biomes up there |
23:07 |
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23:09 |
sfan5 |
that tweaked set will be set by the lua code in mtgame, right? |
23:20 |
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23:22 |
paramat |
yes in mapgen.lua |
23:24 |
sfan5 |
<insert github +1 emoji here> |
23:25 |
paramat |
i might merge floatlands in a week or so, after some more tuning |
23:32 |
Fixer |
does coral need slabs/stairs? :trollface: |
23:33 |
sfan5 |
apropos stairs |
23:33 |
sfan5 |
paramat: is it possible that dungeons *no longer* have proper stairs? |
23:33 |
sfan5 |
because they did in 0.4.14 |
23:34 |
paramat |
some dungeons do not have half-node stairs, erm for some reason i temporarily forget |
23:35 |
paramat |
oh any dongeon with diagonal corridors cannot (desert dungeons) |
23:35 |
paramat |
(dungeon heh) |
23:35 |
paramat |
dong eon |
23:36 |
paramat |
dungeons with 2 node wide corridors cannot because that causes bugs (sandstone dungeons) |
23:37 |
paramat |
maybe i can fix that later |
23:37 |
sfan5 |
i observed it in normal dungeons too |
23:37 |
paramat |
yeah in stone dungeons stairs sometimes become full nodes, don't know why |
23:38 |
paramat |
it's not new behaviour afaik |
23:38 |
paramat |
or at least, that code has not been changed |
23:49 |
sofar |
only stairs are needed for the dead coral node |