Time |
Nick |
Message |
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10:28 |
paramat |
does core.registered_nodes[unknown_node.name] return a nodedef or nil? |
10:29 |
paramat |
unknown is registered as an item but not a node |
10:30 |
paramat |
although the item is apparently also the node |
10:33 |
paramat |
hm looks like unknown_def has type 'node' |
10:35 |
paramat |
and the unknown def is a fallback too |
11:39 |
paramat |
closed game#1253 |
11:39 |
Karazhan |
Cette issue n'existe pas. |
11:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1253 -- Mobs: Animals and Monsters |
11:44 |
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11:45 |
nrzkt |
oops paramat why my bot answers here |
11:45 |
nrzkt |
i should fix it :p |
11:47 |
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11:47 |
nrzkt |
game#1253 |
11:47 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1253 -- Mobs: Animals and Monsters |
11:47 |
nrzkt |
correct :) |
11:49 |
paramat |
heh |
11:50 |
paramat |
FallingBugs talk to hmmmm about 'get biome at point', he is intending to code that |
11:50 |
FallingBugs |
paramat: i think xerenas wanted that feature for his "weather mod" |
11:53 |
FallingBugs |
ah yes, here it is https://github.com/minetest/minetest/issues/3685 |
11:55 |
FallingBugs |
may be useful for weather or ambience or trees |
12:10 |
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12:12 |
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12:26 |
paramat |
+1 for #4746 |
12:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/4746 -- Don't limit vertical block send area to 1/2. by lhofhansl |
12:29 |
nrzkt |
paramat: you can merge when you want as the change is trivial and only trigger some more mapblock sending |
12:31 |
paramat |
i might merge it soon, but i wouldn't say it was trivial |
12:36 |
paramat |
lol mutant player #4739 |
12:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/4739 -- Changing one player bone garbles the entire player model |
13:04 |
paramat |
#4724 is a good PR needing review |
13:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/4724 -- Improve number of blocks sent and occlusion culling. by lhofhansl |
13:11 |
FallingBugs |
minetest has 7 carpet mods... does this suggest minetest_game should have some? %) |
13:15 |
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13:19 |
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13:59 |
paramat |
wool nodes are deep pile carpeting |
14:00 |
paramat |
:] |
14:04 |
paramat |
will merge game#1340 game#1366 game#1368 game#1370 in a moment |
14:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1340 -- flint-and-steel: trigger node on_ignite, add it to tnt, gunpowder, coal by Ferk |
14:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1366 -- Fix the crash when turning on creative mid game by Rui-Minetest |
14:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1368 -- Don't auto-grant home priv to singleplayer by Wuzzy2 |
14:04 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1370 -- Darken vessels and bookshelf background icons by Wuzzy2 |
14:13 |
celeron55 |
a real house with a 1-meter deep layer of wool acting as the floor would be quite something |
14:19 |
FallingBugs |
paramat: you can use wool, sure, then second floor needs two block thick spacing (if think more - it is needed anyway) |
14:20 |
FallingBugs |
i always forgot to do this in my houses |
14:25 |
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14:33 |
paramat |
now merging |
14:41 |
paramat |
merged |
14:41 |
paramat |
i also renamed the shelf slot textures |
14:45 |
paramat |
http://i.imgur.com/jnZ15hj.png deep pile carpeting exposed under the apartments |
14:46 |
celeron55 |
that seems dangerous |
14:47 |
celeron55 |
flooring made from a superglue carpet composite material |
14:54 |
FallingBugs |
lol |
15:07 |
paramat |
#4747 seems good |
15:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4747 -- Draw bottom of the sky box in fog color. by lhofhansl |
15:33 |
octacian |
paramat: are you still interested in implementing permafrost? |
15:34 |
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15:39 |
paramat |
not really, i decided to just make tundra bare stone and snow or ice and snow |
15:39 |
paramat |
#4740 is updated and improved |
15:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/4740 -- Builtin/../falling: Fix bugs caused by 'ignore' nodes by paramat |
15:40 |
octacian |
paramat, cause if you are still interested, a friend of mine made some textures that seemed a lot more fitting than mine. He also made a texture for coarse dirt. |
15:41 |
octacian |
I don't have the textures right now, but if there's any chance it might be implemented, I'll get them xD |
15:41 |
paramat |
thanks, but we had some good textures, the surface node was the main problem |
15:42 |
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15:43 |
endev15 |
ok, paramat. |
15:44 |
paramat |
4740 is actually somewhat trivial, just proper treatment of ignore, so i might merge that within a day if no objections |
15:45 |
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15:48 |
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15:48 |
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15:49 |
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15:54 |
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16:09 |
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16:16 |
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16:40 |
FallingBugs |
paramat: bottom of the sky box was probably that way to not render stars at ground level |
16:42 |
FallingBugs |
i mean in nadir direction |
16:44 |
paramat |
just tested, stars appear in all directions at night |
16:44 |
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16:47 |
FallingBugs |
with pr or without too? |
16:47 |
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16:47 |
paramat |
probably because mgv6 didn't go above y = 47 |
16:47 |
paramat |
without |
16:47 |
FallingBugs |
oh, you are right |
16:48 |
FallingBugs |
removing my post |
16:52 |
paramat |
yet another great PR by lhofhansl |
16:53 |
Foghrye4 |
Useful and simple? ^^ |
16:53 |
paramat |
:] |
17:08 |
sofar |
I dunno, they're kinda trivial. At least that Foghrye4 is doing actually complex stuff :) |
17:12 |
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17:12 |
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17:31 |
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17:36 |
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18:10 |
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18:13 |
thePalindrome |
Do we have somebody fixing the png files already? |
18:29 |
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18:30 |
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18:32 |
Foghrye4 |
thePalindrome, guess an answer is no. Whats wrong with PNG? |
18:34 |
est31 |
I don't think the engine has to do anything here |
18:34 |
est31 |
its more an mtgame/mods thing |
18:34 |
est31 |
just make sure the png files are valid |
18:34 |
est31 |
if its what I think it is |
18:38 |
paramat |
png file optimisation? |
18:40 |
sofar |
thePalindrome: care to explain? |
18:44 |
thePalindrome |
"Irrlicht: PNG warning: iCCP: known incorrect sRGB profile" is spat out a bunch when a world is loaded |
18:45 |
thePalindrome |
It's just needless noise |
18:45 |
sofar |
ah |
18:45 |
thePalindrome |
But it would be nice to make the log quite a bit smaller |
18:45 |
sofar |
hard to figure out where it's coming from, too |
18:45 |
sofar |
git bisect? |
18:46 |
est31 |
its not a fault of us |
18:46 |
est31 |
if anyone is to blame, its libpng |
18:46 |
thePalindrome |
If I may |
18:46 |
sofar |
could be a mod, even? |
18:46 |
est31 |
the issue surfaces at other applications too |
18:47 |
thePalindrome |
The PNG files shipped with minetest_game may be to blame |
18:47 |
est31 |
yes |
18:47 |
thePalindrome |
It'll just be a matter of fixing the profile for the image |
18:47 |
thePalindrome |
should be able to do it without any image degredation |
18:47 |
sofar |
if there's a way to detect if images have that issue, we can fix it? |
18:47 |
est31 |
the issue is libpng changed their code from ignoring problems in invalid files to warning about it |
18:47 |
est31 |
its no problem per se |
18:48 |
est31 |
but it forces modders and mtgame creators to adapt the game :) |
18:48 |
thePalindrome |
Again, very low priority |
18:48 |
thePalindrome |
Easilly fixed |
18:48 |
thePalindrome |
I was just wondering if anybody else had already started working on it :P |
18:51 |
thePalindrome |
So I guess I will then |
18:54 |
sofar |
flowers_waterlily.png fire_flint_steel.png default_grass_5.png default_grass_2.png default_sign_wall_wood.png default_grass_1.png default_snow_side.png default_grass_3.png default_sign_wall_steel.png default_sign_steel.png default_meselamp.png default_snow.png |
18:54 |
sofar |
should have them converted in a sec |
18:54 |
thePalindrome |
oh, ok :P |
18:54 |
sofar |
prolly a few more |
18:55 |
est31 |
in the ideal case travis could check it and fail if its invalid |
18:56 |
sofar |
default_snowball.png default_flint.png default_sign_wood.png default_grass_4.png default_ladder_steel.png default_gravel.png |
18:56 |
sofar |
maybe with imagemagick? not sure it uses libpng |
18:58 |
sofar |
doors_door_obsidian_glass.png doors_door_glass.png |
18:58 |
sofar |
just keeping a list, sorry |
18:58 |
sofar |
so, I think kilbith and paramat are suspect :) |
19:02 |
paramat |
3 are mine, what actually causes the warning? |
19:02 |
sofar |
there's an HP proprietary srgb color profile |
19:02 |
sofar |
they're not indexed, basically |
19:02 |
sofar |
I'm making them all indexed |
19:02 |
paramat |
oh crumbs |
19:02 |
sofar |
no worries |
19:02 |
sofar |
some are kilbiths, i think |
19:02 |
sofar |
the ladder and signs are, for instance |
19:03 |
paramat |
sometimes i don't make them indexed in an effort to preserve quality, but will now |
19:03 |
sofar |
at 16x16 you can make everything indexed |
19:03 |
paramat |
(convert to indexed in gimp) |
19:04 |
sofar |
even if every pixel is a uniqe color, 256 pixels == 256 indexed palette :) |
19:04 |
paramat |
ahh .. |
19:04 |
* paramat |
feels better |
19:07 |
Calinou |
yeah, if we were 32x32 we would have to keep some textures 24 or 32-bit |
19:07 |
Calinou |
(or convert to indexed and lose some quality, probably not very visible on pixel art) |
19:09 |
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19:25 |
paramat |
later this evening i'll merge 4701 4738 4740 4746 |
19:33 |
sofar |
urg, why can't I view side-by-side all textures modified in github? |
19:33 |
sofar |
paramat: doublecheck game#1374 for not accidentally stripping alpha from textures |
19:33 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1374 -- Convert many textures to indexed, color. by sofar |
19:33 |
sofar |
I'll go over it one more time as well, but, work... |
19:34 |
paramat |
ok |
20:14 |
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20:25 |
FallingBugs |
indexed is just 256 colours right? |
20:25 |
FallingBugs |
that means worse quality |
20:28 |
Calinou |
FallingBugs: a 16x16 texture can't have more than 256 colors |
20:28 |
Calinou |
for the ones which do, it's not a problem, it is hardly noticeable if at all |
20:28 |
FallingBugs |
Calinou: why can't? |
20:28 |
Calinou |
FallingBugs: 16x16 = 256 pixels = number of colors <= 256 |
20:29 |
FallingBugs |
but what about pallete itself? |
20:31 |
thePalindrome |
The pallate can have 256 colors, so no issue :P |
20:31 |
thePalindrome |
Each pixel can only have a single color, no? |
20:40 |
FallingBugs |
but pallete itself is 16 or 32 bit? |
20:51 |
Calinou |
8-bit |
20:51 |
Calinou |
the palette can point to any RGB8 color |
20:51 |
Calinou |
or transparency |
20:54 |
sofar |
FallingBugs: many textures even use a 4-bit pallette, there's even 2-bit pallete in minetest |
20:55 |
sofar |
in reality, most minetest textures only use 30 or so colors |
20:55 |
sofar |
and technically it's 255 colors max in the color palette, not 256, but, I doubt we'd hit that many anywyere |
20:55 |
sofar |
(in 16x16) |
21:09 |
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21:15 |
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21:44 |
paramat |
will merge #4701 #4738 #4740 #4746 in a moment |
21:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4701 -- Windows: Add manifest file and set "High DPI Aware" true (fixes #4287) by adrido |
21:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4738 -- Only give singleplayer 4 basic privs by default by Wuzzy2 |
21:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4740 -- Builtin/../falling: Fix bugs caused by 'ignore' nodes by paramat |
21:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/4746 -- Don't limit vertical block send area to 1/2. by lhofhansl |
21:58 |
paramat |
now merging |
22:00 |
nrzkt |
nice |
22:06 |
paramat |
merged |
22:07 |
paramat |
#4724 needs review, will compensate for 4746 by reducing block sends |
22:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/4724 -- Improve number of blocks sent and occlusion culling. by lhofhansl |
22:25 |
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23:31 |
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23:34 |
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23:45 |
FallingBugs |
can anyone reopen this? https://github.com/minetest/minetest_game/issues/1005 it was addressed only partially |
23:45 |
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