Time |
Nick |
Message |
00:01 |
paramat |
ok with me, i just didn't consider it as an obvious building material |
00:02 |
sfan5 |
me neither, dead coral seems like a weird material for stairs |
00:43 |
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01:23 |
paramat |
game#1327 |
01:23 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1327 -- Default: Add generic 'bush leaves' node by paramat |
01:42 |
paramat |
coral schematics screenshot https://github.com/minetest/minetest_game/pull/1022#issuecomment-253388241 |
01:48 |
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06:43 |
red-001 |
chanserv is offline |
06:43 |
red-001 |
werid |
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07:27 |
red-001 |
~seen rubenwardy |
07:27 |
ShadowBot |
red-001: I saw rubenwardy in #minetest-dev 1 day, 8 hours, 15 minutes, and 52 seconds ago saying "paramat, merging game#1078 in a few minutes with documentation..." |
07:27 |
red-001 |
!seen rubenwardy |
07:27 |
ShadowBot |
red-001: I saw rubenwardy in #minetest-dev 1 day, 8 hours, 16 minutes, and 6 seconds ago saying "paramat, merging game#1078 in a few minutes with documentation..." |
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11:57 |
Megaf |
game#1329 |
11:57 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1329 -- sticks from regular wood and jungle wood are different items. |
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14:49 |
twoelk |
just for the records. Many of the older buildings along the coasts of the Red Sea are built of coral blocks and they do indeed sport stairs carved out of coral blocks. |
14:52 |
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15:09 |
nrzkt |
sfan5: are you always okay for #4409 ? |
15:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/4409 -- Attached Particle Spawners by raymoo |
15:09 |
sfan5 |
my +1 still stands |
15:10 |
nrzkt |
then we can merge, i will do it in ~15-30 mins |
15:10 |
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15:16 |
nrzkt |
sfan5: if you get some time, can you look #4612, i didn't finished all the modifications i need for the PR but the base PR design is there |
15:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4612 -- [WIP] Player class cleanup / PlayerSAO - LocalPlayer ownership by nerzhul |
15:16 |
sfan5 |
yes later |
15:17 |
nrzkt |
no problem |
15:17 |
nrzkt |
saveSuperflShade: wow |
15:17 |
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15:20 |
red-001 |
!seen rubenwardy |
15:20 |
ShadowBot |
red-001: I saw rubenwardy in #minetest-dev 1 day, 16 hours, 9 minutes, and 15 seconds ago saying "paramat, merging game#1078 in a few minutes with documentation..." |
15:29 |
|
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15:33 |
nrzkt |
merged |
15:36 |
sfan5 |
also i stumbled upon a crash while testing brotli |
15:36 |
sfan5 |
here's the fix https://github.com/sfan5/minetest/commit/5b65da6761d1e2523138c3755ff807a1298e9b08 |
15:36 |
sfan5 |
does it look okay? (not going to merge it now though) |
15:38 |
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15:45 |
red-001 |
I think I fixed all the issues with #4472 |
15:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 |
15:51 |
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15:54 |
red-001 |
could someone review it? |
16:18 |
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16:48 |
Mewgaf |
eh |
16:48 |
Mewgaf |
nor sure it's merging red-001 |
16:48 |
Mewgaf |
maybe it needs rebase |
17:02 |
red-001 |
Mewgaf github says there are no merge conflicts |
17:03 |
red-001 |
shouldn't that mean it can be merged? |
17:03 |
Mewgaf |
never trust github |
17:03 |
Mewgaf |
never |
17:03 |
Mewgaf |
I will check for you, hold on |
17:04 |
T4im |
I'd rather trust github on something like that, tbh |
17:05 |
T4im |
user error seems more likely; maybe you're on the wrong branch, or have local changes that mess with it |
17:06 |
T4im |
or haven't updated to the most recent ref yet |
17:07 |
Mewgaf |
my one line check |
17:07 |
Mewgaf |
for PRs |
17:07 |
Mewgaf |
ID=4472 && git clone --depth=1 http://www.github.com/minetest/minetest && cd minetest && wget https://github.com/minetest/minetest/pull/$ID.patch && git apply $ID.patch |
17:08 |
T4im |
well yes; that seems less rigid to me |
17:08 |
Mewgaf |
and it failed |
17:08 |
red-001 |
what did git say? |
17:08 |
T4im |
history actually helps git to do better merges; also what you're doing is applying a patch, not doing a merge |
17:09 |
T4im |
and you don't know if you can apply that patch against the version you're cloning at all |
17:09 |
T4im |
although it should often work |
17:09 |
red-001 |
so what would be the correct way to do it? |
17:09 |
* red-001 |
knows almost nothing about git |
17:10 |
T4im |
personally i just the user remote, fetch it and check it out |
17:10 |
T4im |
i just add the user remote* |
17:10 |
nrzkt |
Mewgaf, it's not a rebase that |
17:10 |
Mewgaf |
This is what I got http://paste.debian.net/plain/873087 |
17:10 |
nrzkt |
red-001, didn't listen to this |
17:10 |
nrzkt |
on your local repo |
17:11 |
nrzkt |
git checkout master && git pull origin master (replace origin with other thing if origin is not minetest original repo) |
17:11 |
nrzkt |
then git checkout <yourbranch> |
17:11 |
nrzkt |
and git rebase master |
17:11 |
nrzkt |
then git push yourrepo |
17:11 |
Mewgaf |
Oh, how simple... |
17:11 |
T4im |
^^ that's if you want to rebase |
17:11 |
Mewgaf |
oh |
17:11 |
Mewgaf |
makes sense now |
17:12 |
nrzkt |
it's a rebase, a proper rebase, clone + apply patch = reinstall windows |
17:12 |
T4im |
you can checkout other peoples pr's directly, too |
17:12 |
T4im |
hah |
17:12 |
Mewgaf |
my one line thingy is just to check if a PR request is 100% drop in cmpatible with current master. |
17:12 |
* T4im |
never has seen a windows metapher around git before |
17:12 |
Mewgaf |
It's not for the week T4im |
17:12 |
Mewgaf |
the force is strong with this one |
17:15 |
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17:15 |
T4im |
TheMeowingTiger: if the PR is patched against master^1 for example, it could fail; but a rebase or merge would be able to take the history into account; i don't think am does that by default; it certainly won't do it in your case, because you don't checkout master^1 |
17:16 |
T4im |
don't fetch* it |
17:48 |
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18:58 |
Hijiri |
If I want to make some constants, is it fine to just do a #define in the relevant file, or should I do it differently? |
19:17 |
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19:29 |
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19:38 |
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19:42 |
paramat |
i might merge #4620 later so last chance to add comments about the controversial issue of whether nodeupdate should be called 'on punch' |
19:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/4620 -- Optimize falling.lua by tenplus1 |
19:42 |
sfan5 |
paramat: can we merge the pr without the punch change and have a seperate pr for it? |
19:43 |
paramat |
sure, i can alter on merge |
19:43 |
paramat |
you prefer that then? |
19:44 |
sfan5 |
yes |
19:45 |
paramat |
ok |
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19:55 |
paramat |
game#1327 |
19:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1327 -- Default: Add generic 'bush leaves' node by paramat |
19:55 |
paramat |
needs update though |
20:01 |
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20:13 |
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20:13 |
T4im |
paramat: since you reported the sandslide bug, perhaps you could test if #4630 works, as i expect? |
20:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/4630 -- Fix sandslides and node destruction by falling nodes. by t4im |
20:13 |
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20:13 |
T4im |
i don't think that the issue still happens that freuqently on linuxgaming |
20:13 |
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20:13 |
paramat |
ahh |
20:13 |
T4im |
so that might be harder to test there |
20:14 |
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20:14 |
paramat |
ok |
20:14 |
T4im |
thanks |
20:17 |
T4im |
they btw, also turned to fallen items after a while sometimes, allowing bulk-sand collecting; so gameplay can quite be affected, too, not to speak of the additional lag that might have been potentially worsened by the whole thing |
20:18 |
Krock |
T4im, quick, localize the global "core.registered_nodes[n_bottom.name]" |
20:19 |
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20:20 |
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20:20 |
T4im |
lol; give me a break |
20:20 |
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20:20 |
paramat |
red-001 join leave spam! |
20:20 |
* Krock |
gives T4im "break;" |
20:20 |
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20:20 |
Krock |
paramat, will be k-lined soon, so don't worry |
20:20 |
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20:20 |
paramat |
red-001 fix your connection |
20:21 |
* T4im |
makes a get_connected_players loop extremly fast by putting the break into it |
20:21 |
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20:21 |
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20:21 |
Krock |
if i == 1 then break end |
20:21 |
Krock |
very fast but a bit lossy |
20:27 |
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20:47 |
T4im |
hmm does set_node actually forceload a mapblock? |
20:48 |
paramat |
i don't know |
20:51 |
Krock |
T4im, I thought so, yes. |
20:51 |
T4im |
yea, would make sense |
20:52 |
Krock |
or it would be ignored .. needs deeper research |
20:54 |
T4im |
well, the current approach preventing falling nodes from destroying stuff is to not have them solidify in ignore; the side effect is, that they are likely serialized as entities not as node via set_node-ing them into that chest or whatever; |
20:54 |
T4im |
not sure if that's good, bad or doesn't make a difference |
21:01 |
paramat |
this needs reconsidering https://github.com/minetest/minetest/pull/4628#issuecomment-253635583 |
21:11 |
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21:16 |
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21:17 |
sfan5 |
paramat: passing true for range-based fog only changes how the fog is disabled, there is no MT fog, all of it is handled by Irrlicht |
21:18 |
sfan5 |
s/disabled/displayed/ |
21:20 |
paramat |
ah |
21:22 |
paramat |
comment removed then |
21:23 |
sfan5 |
ok looked at game.cpp, no implementation of fog in sight |
21:23 |
sfan5 |
it either references the shader or irrlicht |
21:25 |
paramat |
ok so the PR asks for range fog if the hardware allows it |
21:27 |
sfan5 |
irrlicht will probably degrade to z-plane fog when range fog isn't available |
21:28 |
sfan5 |
paramat: can i merge? |
21:29 |
paramat |
sure fine |
21:30 |
sfan5 |
done |
21:41 |
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22:07 |
paramat |
no away nicks please |
22:16 |
paramat |
it creates spam |
22:38 |
PR4472-away |
ok |
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