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05:27 |
paramat |
#5512 trivial mapgen stuff |
05:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/5512 -- MapgenBasic: Add lava source as commonly used content by paramat |
05:39 |
nerzhul |
okay for me |
05:39 |
nerzhul |
paramat, can look at trivial #5510 |
05:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/5510 -- Client handlers: Remove useless stringstream usage in two handlers by nerzhul |
05:41 |
nerzhul |
merging #5508 |
05:41 |
ShadowBot |
https://github.com/minetest/minetest/issues/5508 -- [CSM] Add local node meta reference. by red-001 |
05:42 |
paramat |
#5513 more trivial mapgen stuff, will merge later with 5512 |
05:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/5513 -- Mapgen: Remove '#include treegen.h' from non-mgv6 mapgens by paramat |
05:43 |
paramat |
i don't understand 5510 but if it's trivial go ahead |
05:46 |
nerzhul |
in fact we use a stringstream to deserialize long string instead of asking packet to do it, this copies the memory space of this packet just for deserialize, i remove the copy and use native packet feature :) |
05:47 |
nerzhul |
merging then |
05:51 |
paramat |
ok :] this is stuff i'm not good with |
05:51 |
nerzhul |
merging 5512 |
05:54 |
paramat |
thanks |
05:56 |
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06:11 |
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06:17 |
VanessaE |
paramat: I wonder if you shouldn't leave #5107 open until that issue is actually resolved? |
06:17 |
ShadowBot |
https://github.com/minetest/minetest/issues/5107 -- Make nodes coloured by param2 distinct |
07:08 |
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07:15 |
paramat |
nah it's ok, work on coloured itemstacks is well underway :] |
07:16 |
VanessaE |
ok. |
07:48 |
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10:35 |
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10:37 |
kilbith |
nrzkt: https://hastebin.com/kedesamaqi.cpp |
10:38 |
nrzkt |
kilbith: it's a problem when you compile with a C++11 compiler and use jsoncpp for non C++11 build, just ignore it or update jsoncpp to 1.8.0 to use C++11 instead of C++03 |
10:39 |
kilbith |
jpr2d2:~$ yaourt -Qi jsoncpp |
10:39 |
kilbith |
Nom : jsoncpp |
10:39 |
kilbith |
Version : 1.8.0-1 |
10:42 |
nrzkt |
here you use embedded jsoncpp instead of system |
10:42 |
nrzkt |
it's why you compile it and have warns |
10:44 |
kilbith |
how do I use the system one ? |
10:47 |
nrzkt |
open CMakeCache.txt and set ENABLE_SYSTEM_JSONCPP to "on" |
11:45 |
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12:32 |
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12:32 |
burli |
hi |
12:35 |
burli |
ported the pathfinder to get_node() successfully. Still fast. Now it should be possible to port it to C++ much easier |
12:40 |
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12:56 |
celeron55 |
sounds good |
13:08 |
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15:05 |
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15:08 |
glut32 |
Hi all |
15:11 |
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15:13 |
glut32 |
I'm working on some new features for the FormSpec. I added a new parameter for the textarea and inside the method GUIFormSpecMenu::parseTextarea(...). The problem is that I have a warning that I would like to remove. The warning message is "field/textarea: use field_close_on_enter[name, enabled]..." and there a comment "// TODO: remove after 2016-11-03". Can I remove this warning? |
15:29 |
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15:38 |
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15:38 |
nerzhul |
can you give us the commit in blame ? |
15:41 |
sfan5 |
nerzhul: https://github.com/minetest/minetest/commit/067766eec213918b6cb5b2533d0c78eceb3949ec |
15:43 |
nerzhul |
sfan5: ty |
15:44 |
nerzhul |
ruben ! |
16:01 |
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16:36 |
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16:39 |
kilbith |
there's no option to change the font color globally ? |
16:40 |
DS-minetest |
kilbith: can't you make the font colored? |
16:48 |
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17:02 |
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18:36 |
burli |
https://youtu.be/GU7VeVgsGOs |
18:36 |
burli |
Pathfinder in real terrain. Sometimes the mobs get confused. Not sure why |
18:37 |
burli |
Average time per path is around 1ms |
18:38 |
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18:38 |
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18:39 |
burli |
And I use stepheight 1.1 because jumping in mobs redo is buggy |
18:39 |
red-001 |
could you make it take the hight of the mob into account? |
18:40 |
burli |
Yes |
18:40 |
burli |
I know that's still a bug |
18:40 |
red-001 |
is this written in lua or c++? |
18:40 |
burli |
There are a few things I have to change. |
18:41 |
burli |
This is lua |
18:42 |
burli |
red-001 this should be ported to C++ later. |
18:43 |
red-001 |
nice work btw |
18:43 |
burli |
First I want to test different algorithms |
18:43 |
burli |
The code is still rough and straigt forward |
18:44 |
red-001 |
how does it compare to the bultin pathfinder right now? |
18:45 |
burli |
In speed or quality? |
18:45 |
red-001 |
both I suppose |
18:45 |
red-001 |
I guess it's a bit slower since it's written in lua? |
18:46 |
burli |
the builtin is much faster. But the results are horrible. Let me show you something |
18:46 |
burli |
This is the builtin pathfinder https://www.youtube.com/watch?v=OUsW2M85oYg |
18:47 |
burli |
and this is my version from yesterday https://www.youtube.com/watch?v=kMqiE2frmeg |
18:47 |
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18:48 |
burli |
jumping is disabled and only flat terrain is scanned |
18:49 |
red-001 |
neat |
18:51 |
sofar |
I'm pretty much convinced that a lua pathfinder would be far more flexible than any C++ one and fast enough that it doesn't matter |
18:51 |
sofar |
once you have read all the map data into lua, lua is nearly as fast as c++ |
18:51 |
sofar |
at least in the same order |
18:51 |
burli |
I use get_node() |
18:52 |
sofar |
and you can do much more with the data you have available |
18:53 |
burli |
I used the voxelmanip before. But it takes time to load it. And you can't cache it because the data is invalid if the map has changed |
18:54 |
burli |
And it was not faster than my current version with get_node() |
18:55 |
burli |
I can speed up the algorithm. But first the A* algorithm has to be stable |
18:57 |
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18:58 |
burli |
I highly recommend to port the pathfinder to C++. Why should a Lua version more flexible? |
19:00 |
burli |
*be more flexible |
19:01 |
burli |
damn |
19:02 |
burli |
sofar, what kind of data do you mean? |
19:25 |
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19:32 |
sofar |
burli: node information like whether something is a door or not (and thus can be opened) |
19:34 |
burli |
sofar, such things are on my todo list, but I'm not sure if a pathfinder is the right place for this |
19:35 |
sofar |
well, if you want to path to e.g. a bed inside a house |
19:35 |
sofar |
then searching for a path to a door is pretty senseless |
19:35 |
sofar |
so what is needed is a list of "consider these nodes passable" that can be provided to the path finder |
19:36 |
sofar |
or better, "nodes with these properties" |
19:36 |
burli |
I understand what you mean |
19:37 |
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19:54 |
burli |
doors are a big problem in general. Mobs can't see me even if the door is open |
19:55 |
burli |
mobs see doors as solid node, no matter if open or closed |
19:55 |
benrob0329 |
Perhaps a walkable identifier |
19:56 |
burli |
Currently I just read all nodes and store all walkable nodes in a list |
19:57 |
burli |
walkable nodes are blocking nodes for the pathfinder. You can walk ON them, but not THROUGH them |
19:57 |
benrob0329 |
Then a passivle identifier? |
19:58 |
benrob0329 |
Make them seen as air |
19:58 |
benrob0329 |
*passible |
20:02 |
celeron55 |
the pathfinder should definitely have a way to specify a list of nodes that are passable |
20:02 |
burli |
not sure how to solve that. I assume that I have to rewrite the code a few times |
20:03 |
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20:03 |
burli |
celeron55, I aggree. I have this on my list, but it is to early for this to think about |
20:04 |
celeron55 |
yeah, keep doing whatever is importnat |
20:04 |
celeron55 |
important* |
20:04 |
celeron55 |
is the code available somewhere for testing? |
20:04 |
burli |
maybe using groups, at least for something like doors |
20:05 |
burli |
celeron55, https://github.com/MarkuBu/pathfinder |
20:06 |
burli |
but it is not the current version and it needs some modifications in mobs_redo |
20:06 |
burli |
so it is not ready for testing |
20:09 |
burli |
I'm sorry for the long code lines. I just ignore that for the moment |
20:15 |
burli |
just FYI: this is the first version with voxelmanip. I'm surprised that it is slower https://github.com/MarkuBu/pathfinder/blob/voxelmanip/init.lua |
20:52 |
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20:58 |
Fixer |
fps drop bug at hometown server, tried clients 0.4.15+ and up to 0.4.14, i guess it is time to reproduce it in singleplayer somehow :( |
20:59 |
Fixer |
will try 0.4.13 client |
21:04 |
Fixer |
interesting, when I have those large fps drops some people also moan about lag, weird, coincidence? don't think so (c) |
21:14 |
Megaf |
Fixer, MegafServer has major FPS drops around spawn |
21:14 |
Megaf |
but that's due to minetest not culling caves and things at all |
21:15 |
Fixer |
Megaf: no, that is different problem |
21:29 |
red-001 |
#5516 |
21:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/5516 -- [CSM] Add support for positional audio. by red-001 |
21:30 |
red-001 |
not sure if gain is working correctly |
21:36 |
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21:43 |
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22:07 |
sofar |
red-001: so, hum, good start, what's the problem with max_hear_distance though? |
22:18 |
red-001 |
it seems to be server-sided right now so it will be harder to add |
22:20 |
red-001 |
not sure if it even needs to be added |
22:21 |
nerzhul |
red-001, what do you mean ? |
22:23 |
red-001 |
It seems that all it does is check is the player within the range before sending the sound packet |
22:23 |
red-001 |
which could easily be done by lua |
22:24 |
nerzhul |
but for CSM you just check is player is near sound, no ? |
22:24 |
red-001 |
? |
22:25 |
nerzhul |
you talked about implementing positional sound in CSM ? |
22:25 |
red-001 |
yes |
22:28 |
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22:35 |
VanessaE |
will someone PLEASE fix the rollback command? it's horribly slow (as in several minutes just to go back 45 seconds in a huge log) |
22:48 |
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22:53 |
Megaf |
VanessaE, not gonna happen |
22:54 |
twoelk |
devs don't need the rollback command, so why enhance it? :-) |
22:55 |
Megaf |
I've been running my server for two years now without rollback |
22:55 |
Megaf |
best thing I've ever done on it |
22:57 |
VanessaE |
Megaf: I have it turned on so that I can at least identify and ban griefers, but the rollback (repair/undo) part itself is useless |
22:57 |
Megaf |
VanessaE> Megaf: I have it turned on so that I can at least identify and ban griefers, |
22:57 |
Megaf |
that's a very useful functionality of it indeed. |
22:58 |
Megaf |
that function could be moved to it's own tool IMHO |
22:58 |
Megaf |
something like /inspect (punches node) |
23:00 |
VanessaE |
nerzhul I believe suggested adding an index to the log, but I never got the chance to do so |
23:34 |
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23:35 |
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23:38 |
VanessaE |
can I make a feature request please? I'd like to define node a:b, but have it use node c:d as the object to be displayed in the inventory |
23:39 |
VanessaE |
that is, not an inventory *image*, but an actual node. |
23:41 |
VanessaE |
for example, pipeworks' tubes are pretty small when displayed in the inventory. I'd like to define some oversized versions of them to be used for display, because inventory images get distorted when they're presented as wields |
23:41 |
VanessaE |
(e.g. if the image is rendered in 3d perspective) |
23:43 |
VanessaE |
in the case of something like technic, I would choose its 1m-long cable to be displayed (rather than defining an oversized node), since its default form is a tiny little ~0.25m cube. |