Time Nick Message 00:10 est31 read rubenwardy's comment just now 00:11 est31 just wanting to tell: joystick works great for me 00:12 Sokomine est31: playing mt with a joystick? sounds intresting. wonder if it's better for the hand than the mouse is 00:12 est31 not really 00:12 est31 probably only for me though 00:12 est31 as I'm not good with joysticks 00:14 Sokomine might need some practice 01:09 sofar it's playable 01:16 VanessaE sfan5: fwiw, the combine method did not work as a palette spec, however, I *am* allowed to specify an over-sized image for the palette, and it works exactly as I wanted. 01:19 paramat sofar game#1582 can i merge this later? will merge games 1552 1574 in 1-2 hrs 01:19 ShadowBot https://github.com/minetest/minetest_game/issues/1582 -- Lavacooling: Return to chance = 2 by paramat 01:23 sofar paramat: sure, that's fine 02:20 paramat ok thanks 02:20 paramat corals appear in excessively large patches, need to tune .. 03:16 paramat ok tuned, will merge with the other PRs 03:25 paramat game#1583 03:25 ShadowBot https://github.com/minetest/minetest_game/issues/1583 -- Corals: Smaller, less dense reefs by paramat 03:25 paramat trivial 03:25 paramat better acheives the kind of distribution we were looking for in the first place 03:28 sofar the brown spots in the sandy stuff right? 03:33 paramat yes red-brown 03:34 sofar looks fine 03:35 paramat ok, i find them ugly if too large and too dense 03:35 paramat the new leafdecay is a pleasure to use, having all leaves decay briskly within 12s 03:36 sofar and the spread over time is good too 03:36 sofar there's no large amount of leaves that all decay at the same time 03:37 paramat that's fine with me yes 03:43 paramat will merge games 1552 1574 1582 1583 in a moment 03:52 sofar :wq 03:52 sofar ewps I saved irc 03:54 paramat merging .. 03:56 paramat .. complete 04:03 paramat adding a post to the forum .. 08:28 nerzhul merging #5292 08:28 ShadowBot https://github.com/minetest/minetest/issues/5292 -- Fix crash that can be caused by the shutdown command. by red-001 14:03 presstabstart I just realized someone has made a similar PR to mine but the PR is almost a year old now and the person still hasn't fixed the problems in his PR apparently. Functionally both PRs do the same thing. Should I remove my PR or...? (his: #4127 mine: #5305) 14:03 ShadowBot https://github.com/minetest/minetest/issues/4127 -- Avoid calling DiePlayer more than once by 4Evergreen4 14:03 ShadowBot https://github.com/minetest/minetest/issues/5305 -- Fix multiple death messages (#3565) by presstabstart 14:05 Krock 4127 would need a rebase anyway, so keep yours open 14:06 Krock I think there's no variable needed to set the death status 14:06 Krock since when the HP are 0, the player is dead anyway 14:07 presstabstart even if hp is 0, you still don't know if the death screen has been sent to the client 14:08 Krock ah right, there's the problem with the HP change 14:08 rubenwardy est31: I worked out the issue 14:09 rubenwardy turns out that the joystick_controller code doesn't differentiate between different controllers 14:09 presstabstart you could set hp to some impossible value on death but that's messy 14:09 rubenwardy and for some reason my drivers were claiming I had 4 controllers connected 14:10 rubenwardy therefore only one have valid info (num 0), the rest gave all 0s in buttons and axes 14:54 Fixer presstabstart: don't remove your pr, if it goes well, it will be accepted 14:55 presstabstart ok 15:10 red-002 presstabstart, couldn't you just check if the player is already dead before applying damage? 15:10 red-002 no need for an extra varaible 15:15 presstabstart problem was to do with the death screen continuously popping up. Even if you know the player's dead, you don't know if the death screen has already been shown. 15:16 red-002 I guess this isn't a bad way to solve that 15:16 presstabstart maybe i should change the variable name to m_deathannounced, or would that cause more confusion. 15:17 red-002 you could just have checked if hp - damage is less then or equal to zero and hp isn't zero 15:17 presstabstart but here's the thing: hp can be 0 at time of death 15:18 red-002 and then only after at check set the hp to zero 15:18 red-002 that* 15:19 red-002 nvm 15:19 red-002 that's a bad idea 15:19 red-002 lua can directly change the hp 15:19 presstabstart you could potentially set the HP to a really small number (like minus max allowed value), but that's particularly messy and doesn't display why we need it. 15:19 red-002 without the normal damage code being called 17:30 est31 rubenwardy: I see 17:31 rubenwardy adding a check for ev.Joystick == 0 fixes it, but that's a hack (controller may not always be id=0) 17:35 est31 yeah 17:35 est31 the code has no plug + play support either 17:35 est31 but thats an irrlicht problem 17:35 est31 it cant really be fixed by us, unless we do joysticks ourselves 17:35 est31 which is possible 17:36 est31 and probably it would even make sense when we want to add force feedback for damage 17:36 est31 (irrlicht has no force feedback either) 17:36 est31 but its a big effort for those two little features 17:49 rubenwardy I'm currently adding gamepad support to my SFML game, and the API is much nicer to use 17:49 rubenwardy although it is very similar 17:49 rubenwardy although still no autodetection of button numbers or device features 18:04 nerzhul red-001, thanks for your addition 18:06 nerzhul red-001, i added a little comment and we can merge it as it's very trivial 18:06 red-001 I not sure I understand your comment 18:07 red-001 you mean that I should get the node inside the function that calles the lua code? 18:07 red-001 calls* 18:08 red-001 or that lua code can get the node? 18:09 nerzhul just inline your condition & the mapnode call which retrieve it :) 18:20 Thomas-S Is this lightning bug here already known? https://cloud.githubusercontent.com/assets/7414098/23333659/52c0c716-fb8f-11e6-800c-5dc90c57c36f.png 18:21 juhdanad Is that on a server? 18:21 Thomas-S On my Time Travel Server 18:21 Krock Thomas-S, the black font after death/respawn? 18:21 juhdanad And which version do you use? 18:22 Thomas-S The latest git 18:22 Krock nvm, apparently it's supposed to be black 18:23 juhdanad Thomas-S is that a newly generated area? 18:23 Thomas-S No, it isn't 18:24 juhdanad Well, AFAIK vanilla minetest does not make such shadows... 18:24 Thomas-S /mapfix helps to solve this issue 18:26 juhdanad And how do you reproduce these shadows? 18:27 Thomas-S I don't know, how they can be reproduced. I only noticed them, and wondered if they are already reported because they seem to be quite new 18:30 juhdanad If you notice such shadows in a newly generated area or if you can reproduce them, then it definitely worth a bug report. This is similar to #3421. 18:30 ShadowBot https://github.com/minetest/minetest/issues/3421 -- L-system lighting bug 18:31 Fixer l-system one is fixed by another PR which is not merged yet 18:31 Fixer pr#4967 18:31 juhdanad Fixer: wait, there is a bug in that PR too... 18:31 Fixer oh 18:31 Fixer i'm still looking forward for it 18:32 Thomas-S This one is also reported already? https://cloud.githubusercontent.com/assets/7414098/23333738/1c45dd64-fb91-11e6-95e5-7ad27952a57a.png 18:34 juhdanad The command 'mapfix' uses the c++ function Map::update_lighting(), which has bugs if there is water in the area. 18:35 juhdanad I suppose that on your previous picture you used mapfix. 18:35 Thomas-S On the previous picture, mapfix solved the grid pattern. 18:36 Thomas-S Regarding the second picture: In general it seems like new areas show the dark behaviour, whereas old ones show the bright behaviour. 18:37 juhdanad Thomas-S: yes, freshly generated water is brighter than the one that mapfix does; this is a bug. 18:38 tenplus1 hi folks 18:38 Thomas-S Ok. Thanks for your help! And in general: Thank you very much for your efforts to improve lightning! 18:38 tenplus1 Q. why does get_look_yaw() and get_look_horizontal() return different values ??? isnt the latter meant to replace the 1st ??? 18:40 Thomas-S If I remember correctly, get_look_yaw() was buggy and returned unlogical values. get_look_horizontal() was meant as an incompatible improvement. 18:41 tenplus1 dammit, so if I use the new function I gotta change code which would be incompatible with 0.4.14 18:42 juhdanad tenplus1: what about "local myfunction = minetest.get_look_horizontal or minetest.get_look_yaw"? 18:43 tenplus1 no good if they return different values 18:44 juhdanad Oh, sorry... 18:44 tenplus1 one would work for rotation of an entity where the other would mess it up 18:44 tenplus1 but it's a good idea 19:02 Fixer Thomas-S: try mapfix on new world, old one may have incorrect lighting by 1? 19:03 Thomas-S On a new world, the water is generated bright, /mapfix makes it dark. 19:04 Thomas-S If I remember correctly, the same bug appeared in a snowy biome last week.