Time |
Nick |
Message |
00:04 |
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00:20 |
lhofhansl |
Thanks! It's safe to merge. If you prefer I'll trainee the FOV default change, it's not needed, just a cosmetic cleanup |
00:20 |
lhofhansl |
I'll remove... |
00:27 |
paramat |
no need |
00:28 |
paramat |
0 is cleaner than that equation |
00:28 |
garywhite |
What's luarocks? |
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01:19 |
VanessaE |
sorry for the frequent joins/parts for Shadowbot. I'm trying to fix it. |
01:21 |
garywhite |
Will someone please approve #4472 before Wednesday? It'd be one thing that MT would have a major advantage over MC |
01:22 |
longerstaff13 |
#4472 ? |
01:24 |
garywhite |
#4472 = Make server list searchable |
01:25 |
longerstaff13 |
oh |
01:25 |
paramat |
seems to have some issues |
01:26 |
paramat |
not really high priority |
01:28 |
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02:13 |
paramat |
will merge games 1432 1434 in a moment |
02:16 |
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02:22 |
paramat |
merging |
02:23 |
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02:27 |
paramat |
done |
02:27 |
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02:31 |
paramat |
will merge engine #4831 #4826 in a moment |
02:32 |
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02:37 |
paramat |
now merging |
02:40 |
paramat |
done, nice |
02:44 |
paramat |
so now i feel we can do this 'Mapgen: Make mgv7 the default mapgen' https://github.com/minetest/minetest/pull/4829 |
02:47 |
lhofhansl |
Thanks. Awesome! |
03:05 |
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03:16 |
paramat |
now i have to rewrite fire sound code .. |
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04:29 |
VanessaE |
#4829 |
04:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/4829 -- Mapgen: Make mgv7 the default mapgen by paramat |
04:29 |
VanessaE |
\o/ |
04:51 |
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05:25 |
paramat |
bot! game#1436 |
05:25 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1436 -- Fire: Rewrite fire sound code by paramat |
05:43 |
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06:35 |
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06:39 |
paramat |
please can anyone be a hero and review/approve #4061 ? |
06:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
06:44 |
hmmmm |
hi paramat |
06:44 |
hmmmm |
is that the one you wanted me to review |
06:44 |
hmmmm |
i'm gonna have a look now |
06:45 |
hmmmm |
i've been in a really stressful situation lately, sorry |
06:45 |
sofar |
it's a bad time of year for most of us |
06:45 |
sofar |
busy work time |
06:45 |
sofar |
family / holiday stress |
06:45 |
hmmmm |
i wish it could just be work shit |
06:45 |
sofar |
I wish it was too |
06:46 |
hmmmm |
that i can handle at least |
06:46 |
hmmmm |
i hope i come out of all this stuff with my nutsack still attached to my body |
06:46 |
hmmmm |
for the past two days my heart has literally been pounding |
06:47 |
sofar |
(that sucks) |
06:49 |
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12:30 |
red-001 |
split #4472 into 3 commits, so that it can be merged without search result filtering part |
12:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 |
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14:35 |
PR4061works |
Kulgan`: VanessaE found mem usage was growing due to logs, not about water queue |
14:36 |
VanessaE |
well no |
14:36 |
VanessaE |
the logs were a problem, fixed, but there is still an apparent memory leak |
14:36 |
VanessaE |
whether it's the liquid queue, idk. |
14:36 |
PR4061works |
nice |
14:37 |
PR4061works |
missed that part |
14:38 |
VanessaE |
that's because I hadn't yet said it :) |
14:38 |
VanessaE |
there's not really enough new stats since I factored-out the logs to make a fair judgment |
14:39 |
VanessaE |
https://daconcepts.com/vanessa/hobbies/minetest/stats-daily.html but if you look at the memory graph here, you can see a ~1 GB drop in usage when the servers were restarted at 0700. |
14:40 |
PR4061works |
VanessaE: try slowing liquids to a crawl? or applying 4061? |
14:40 |
PR4061works |
j4f |
14:41 |
VanessaE |
#4061 |
14:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/4061 -- Add loaded blocks to transforming_liquid-queue similar to updateLiquid by MillersMan |
14:41 |
VanessaE |
I'll let the devs figure it out |
15:02 |
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15:47 |
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15:53 |
PR4061works |
juhdanad: what do you think about moving fog farther a little? This get me thinking about it:https://imgur.com/a/AKbkr (shaders enabled) |
15:56 |
PR4061works |
juhdanad: right now I feel like some stuff is completely hidden by fog, but rendered (like on pics above) |
15:56 |
juhdanad |
You can set the fog for yourself as you want. |
15:57 |
PR4061works |
juhdanad: really? |
15:57 |
PR4061works |
can't find it in config |
15:59 |
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16:00 |
juhdanad |
Advanced settings->Client->Graphics->In-Game->Advanced->Viewing range |
16:01 |
PR4061works |
juhdanad: i use 240, what i mean is fog compleately hides some chunks on that screenshot |
16:01 |
juhdanad |
But I do think that it should be easier to find. |
16:02 |
PR4061works |
maybe it needs to at least slightly uncover that parts |
16:02 |
juhdanad |
On the first picture you disabled fog, am I right? |
16:02 |
PR4061works |
right |
16:02 |
PR4061works |
look center and left trees on far side |
16:02 |
PR4061works |
compare two screens |
16:03 |
juhdanad |
In this mode your client draws everything. |
16:03 |
PR4061works |
make them in two tabs |
16:03 |
PR4061works |
hmmm, but i looked into F6 menu and drawing not changed |
16:03 |
juhdanad |
Try it out! Fly ~1000 nodes, look back, and disable fog. |
16:03 |
juhdanad |
You should see everything that has been ever drawn. |
16:04 |
PR4061works |
block drawn is the same when i turn off the fog |
16:04 |
PR4061works |
nope |
16:04 |
juhdanad |
(at least full viewing range with the R key does this) |
16:04 |
PR4061works |
or wait |
16:05 |
PR4061works |
i don't use R right now |
16:05 |
juhdanad |
Sorry, then I misunderstood you. |
16:05 |
PR4061works |
it draws everything if only R is used |
16:06 |
PR4061works |
i'm really sure fog hides completely some parts, will post new screens |
16:06 |
VanessaE |
something I especially like is that F5 now turns on wireframe mode if you press it enough times |
16:08 |
PR4061works |
juhdanad: https://i.imgur.com/cdGF0Qd.png vs https://i.imgur.com/fQ9CqZY.png |
16:09 |
PR4061works |
so that part can be uncovered a bit for sure |
16:10 |
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16:10 |
PR4061works |
juhdanad: i have impression it is in some parts only |
16:11 |
juhdanad |
Oh, somebody made a commit that made fog round. However the server sends blocks in a cubic shape. You are seeing towards the edge. |
16:12 |
PR4061works |
juhdanad: you sure? blocks are send in round shape now |
16:13 |
juhdanad |
TWell, I don't know what the latest version does. Fly up, and with full view range look down. So you can see the shape of sent blocks. |
16:15 |
PR4061works |
juhdanad: https://github.com/minetest/minetest/commit/e7c62edec90c476b54ea7cf7c44354f1609e4575 |
16:16 |
PR4061works |
juhdanad: lol, i think I bothering wrong person |
16:16 |
PR4061works |
lhofhansl did fog changes... |
16:16 |
PR4061works |
not you |
16:16 |
PR4061works |
sorry |
16:16 |
juhdanad |
No problem. |
16:20 |
PR4061works |
juhdanad: i wonder if thats you who tried to fix ghost lighting? |
16:20 |
juhdanad |
Yes, I am. And at this moment I'm working on it. |
16:21 |
juhdanad |
At the current state I think it works, but uses too much CPU. |
16:21 |
PR4061works |
juhdanad: good luck with that |
16:21 |
juhdanad |
So I'm trying to make it faster. |
16:22 |
juhdanad |
Thanks! |
16:27 |
PR4061works |
damn, I also has this impression of bright grass as someone noted |
16:43 |
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16:43 |
PR4061works |
wonder if someone will reconsider improving of algorithm that is used for background darkening, due to problems with it in some parts of floatlands: https://github.com/minetest/minetest/issues/3577 |
16:47 |
juhdanad |
How can I add six new bits to mapblock data? Should I create a new version number? |
16:49 |
sfan5 |
why 6 bits |
16:49 |
juhdanad |
Each bit indicates that the light spreading could not be finished in that direction because the neighbor block was not loaded. |
16:50 |
juhdanad |
This prevents light calculating when all light spreading is complete. |
16:51 |
PR4061works |
interesting |
16:51 |
PR4061works |
wonder if this can be related to liquid spreading that hmmmm was thinking |
16:52 |
juhdanad |
I don't know - I haven't seen hmmmm's algorithm. |
16:54 |
PR4061works |
he was thinking about: how in some way mark the water when it settle to not process it next time |
16:54 |
PR4061works |
nevermind |
17:01 |
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17:26 |
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17:28 |
juhdanad |
Yay! I successfully created a new serialization version with six extra flags! |
17:34 |
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17:35 |
est31 |
is it for network serialisation, or for disk serialisation? |
17:36 |
juhdanad |
For both. |
17:36 |
est31 |
ok |
17:36 |
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17:37 |
est31 |
from what you told the change sounds reasonable |
17:42 |
PR4061works |
ugh, can't put stick, wooden stairs into furnace |
17:47 |
Krock |
you can craft sticks into planks, depends on subgame and mods |
17:50 |
PR4061works |
nevermind, sfans mtg is probably too old, it was fixed recently i guess |
17:51 |
PR4061works |
hold on, can't use furnace in creative |
17:52 |
Krock |
lolwhat? |
17:52 |
PR4061works |
lolyes |
17:52 |
PR4061works |
or not |
17:53 |
Krock |
maybe you're doing it wrong. works fine here |
17:53 |
PR4061works |
smelting wrong thing, sorry :S |
17:53 |
PR4061works |
was burning wood with wood |
17:54 |
PR4061works |
yeah sorry, it works |
17:56 |
PR4061works |
alarm off |
18:09 |
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18:57 |
PR4061works |
this recent biome change is very good, i like it |
19:09 |
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21:14 |
PR4061works |
!tell paramat is this really necessary to place papyrus on green dirt near savannah biome? |
21:14 |
ShadowBot |
PR4061works: O.K. |
21:14 |
PR4061works |
!tell paramat why not yellow dirt? |
21:14 |
ShadowBot |
PR4061works: O.K. |
21:15 |
PR4061works |
!tell paramat example: https://i.imgur.com/VInMyIj.png |
21:15 |
ShadowBot |
PR4061works: O.K. |
21:24 |
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21:27 |
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21:28 |
paramat |
green was used to blend with the papyrus colour |
21:28 |
paramat |
it's not ideal, perhaps it could be dirt now since grass only spreads from neighbours |
21:29 |
paramat |
hm good idea |
21:29 |
juhdanad |
Yes, I think dirt would be better. |
21:29 |
paramat |
i avoided dirt before because it would just change to grass |
21:29 |
paramat |
will do this |
21:30 |
paramat |
Fixer your input is so useful |
21:30 |
juhdanad |
By the way, what does !tell do? |
21:30 |
garywhite |
!tell juhdanad this |
21:30 |
ShadowBot |
garywhite: O.K. |
21:30 |
garywhite |
!tell garywhite Hi |
21:30 |
ShadowBot |
garywhite: O.K. |
21:30 |
paramat |
or ~tell |
21:31 |
juhdanad |
Oh, I thought it sends an e-mail or something. |
21:31 |
paramat |
the message pops up for the recipient when they next log in |
21:31 |
red-001 |
!tell red-001 test |
21:31 |
ShadowBot |
red-001: O.K. |
21:31 |
juhdanad |
Thanks, this is useful! |
21:34 |
garywhite |
Finally, I finished the commit for my subgame |
21:45 |
paramat |
#4829 |
21:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/4829 -- Mapgen: Make mgv7 the default mapgen by paramat |
22:05 |
VanessaE |
2016-12-03 23:03:13: WARNING[Server]: ServerEnv: Trying to store id = 49415 statically but block (-20,12,44) already contains 10002 objects. Forcing delete. |
22:05 |
VanessaE |
this really, REALLY needs fixed.... |
22:05 |
VanessaE |
(especially since the per-block limit is 500) |
22:05 |
PR4061works |
lol, wonder what are those objects |
22:05 |
sfan5 |
why do you blocks have 10k objects ಠ_ಠ|
22:05 |
VanessaE |
I have no idea at all |
22:05 |
sfan5 |
your* |
22:05 |
PR4061works |
is it possible to print list of them? |
22:05 |
VanessaE |
why is the engine allowing the count to exceed 500? |
22:06 |
sfan5 |
nobody implemented the check in that place |
22:06 |
sfan5 |
or rather it's hard to keep track of which entities move to which mapblock |
22:11 |
VanessaE |
that mapblock is up in the air, far from any land. only one tall building near that spot, and all it has for entities is a bunch of signs. |
22:11 |
VanessaE |
/clearobjects quick helps though. |
22:16 |
VanessaE |
...and it would seem that the old "flat player skin" bug has resurfaced. |
22:16 |
red-001 |
why does minetest even keep that texture around? |
22:17 |
VanessaE |
I don't mean the "green guy" |
22:17 |
VanessaE |
I mean a regular "sam"/minecraft-type skin being laid out flat-sprite style |
22:19 |
red-001 |
so even worse then the green sprite? |
22:19 |
VanessaE |
yeah |
22:19 |
VanessaE |
imagine taking a regular skin file and just...displaying it raw. |
22:19 |
VanessaE |
not wrapping it around a model |
22:19 |
red-001 |
thats pretty bad |
22:20 |
VanessaE |
it's an olllllllllld bug |
22:20 |
red-001 |
is it a bug in the lua code? |
22:20 |
red-001 |
or the c++ code? |
22:20 |
VanessaE |
no idea |
22:21 |
red-001 |
any sure way to reproduce it? |
22:21 |
red-001 |
or does it happen at random? |
22:21 |
VanessaE |
the only thing I can be sure of is that entity glitch ^^^ can help cause it |
22:22 |
VanessaE |
because it still, to this day, deletes player refs/handles too |
22:31 |
PR4061works |
VanessaE: cheapie created very dirty hack to avoid this |
22:31 |
PR4061works |
VanessaE: i sometimes get kicked too on login to some of your servers |
22:31 |
PR4061works |
because of this id = crap |
22:31 |
VanessaE |
I saw his hack |
22:32 |
VanessaE |
figured I'd wait for the devs to decide what to do about it |
22:32 |
PR4061works |
why not somehow get list of those objects, what are they, and somehow deduce why they are there |
22:33 |
VanessaE |
didn't seem like there was any point, the only thing in the are that even creates entities is signs and LCD screens, and they update very infrequently |
22:36 |
Shara |
Regarding the "flat skin" bug. I've noticed it's likely to happen the same time as the "multiple players named unknown in the player list" bug. |
22:38 |
Shara |
Players time out, and seem to get replaced on the player list by "unknown", and when they sign back in, they have flat skins. |
22:38 |
PR4061works |
o.O |
22:38 |
Shara |
It's extremly rare, but have noticed they seem to go together. |
22:38 |
VanessaE |
that's what happened to me. |
22:39 |
VanessaE |
I signed in, got caught-up and deleted with those ^^^ entities, had to quit and sign on again, and got the flat skin. |
22:39 |
Shara |
I've previously entered /status on my server to get "unknown, unknown, unknown, unknown, Shara" for example, when it's just me there and others timed out |
22:40 |
Shara |
Haven't seen it in quite a long time now. |
22:47 |
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23:00 |
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23:08 |
milllersman |
anybody remembering my mapgen with strictly downhill flowing rivers? I'm thinking of redoing the implementation in a more generic way |
23:09 |
milllersman |
my idea is to create an abstract base class that provides the tools for writing recursively refining MapGens |
23:09 |
paramat |
i certainly remember it, and tried it |
23:10 |
milllersman |
in theory it might even be possible to make them scriptable |
23:12 |
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23:12 |
milllersman |
the worlds the old one generated are ugly as the ridges of mountains were always on a grid with a power of two step-size, small ones at around 4x4 while bigger ones had a 64x64 grid or even bigger... |
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23:16 |
millersman |
in theory recursive refinement allows to have non-local rules (like water always goes in the direction of decreasing y regardless of how long rivers are) with comparable speed to noise-based generators |
23:17 |
millersman |
sorry for spaming with reconnects :( |
23:18 |
millersman |
is there any interest in integrating such a feature in the official minetest? |
23:21 |
paramat |
yes i'm interested |
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23:22 |
paramat |
it can certainly be considered |
23:25 |
millersman |
how could i best communicate the general concept and my ideas for the implementation details? |
23:25 |
paramat |
an issue at github |
23:27 |
millersman |
ok, but there are a lot of details, hope i'm able to write it in a clear way |
23:28 |
paramat |
well hmmmmm at least will probably understand it |
23:30 |
millersman |
ok, so i'll try it |
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23:34 |
paramat |
he also really liked your mapgen |
23:34 |
paramat |
or the concept at least |
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23:43 |
millersman |
ok, i stop spamming now but i keep updating and reading the log. so if anybody has questions, just ask them or tell ShadowBot |
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23:46 |
paramat |
ok |
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