Time |
Nick |
Message |
00:35 |
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YuGiOhJCJ joined #minetest-dev |
00:45 |
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paramat joined #minetest-dev |
01:33 |
paramat |
ugh i'm regretting making biomes, ores and decos relative to water level, it makes everything so complex and wasn't essential. looks like hmmmm was right in refusing that years ago |
02:34 |
sofar |
it doesn't make sense in a geologic fashion either XD |
02:40 |
paramat |
i'll probably revert those changes soon |
02:40 |
paramat |
anyway, this should have been done a long time ago #6422 |
02:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/6422 -- Generate biomes: Recalculate biome at biome lower limit by paramat |
02:40 |
paramat |
separate issue |
03:05 |
paramat |
after a little more testng i'll merge that as it is fairly trivial, obvious and a bugfix |
03:55 |
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03:59 |
paramat |
will merge that in a moment |
04:05 |
paramat |
oh erm, after i update docs |
04:12 |
paramat |
ok merging |
04:16 |
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04:18 |
paramat |
done |
04:22 |
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05:45 |
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06:19 |
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06:19 |
paramat |
sofar one for you #5342 |
06:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/5342 -- Connected nodeboxes don't support facedir (anymore?) |
07:24 |
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09:01 |
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14:59 |
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15:10 |
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15:38 |
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15:51 |
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16:00 |
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16:23 |
Krock |
merging trivial rename PRs in ~15 minutes: #6421 #6420 |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/6421 -- Rename "itemstring" to "item name" (which is actually used) in tooltip setting by DTA7 |
16:23 |
ShadowBot |
https://github.com/minetest/minetest/issues/6420 -- fix addModsFormConfig typo by hashcacher |
16:41 |
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17:09 |
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17:15 |
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17:36 |
paramat |
game#1813 is holding up other work now, please could mtg devs consider it? |
17:36 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1813 -- Ores (non-mgv6 mapgens): New distributions by paramat |
17:37 |
paramat |
next i'd like to do this #6216 i hope people are ok with this? |
17:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/6216 -- Add player eye height as player object property |
17:43 |
paramat |
closed #6423 *sigh* |
17:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/6423 -- Network protocol documentation by zaoqi |
17:44 |
Krock |
no, paramat! why did you close that? it was my best favourite pull, ever! ;) /s |
17:45 |
thePalindrome |
Huh |
17:45 |
Krock |
I thought we had a eye position setter function somewhere |
17:46 |
Krock |
apparently it's just an offset :/ |
17:47 |
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numzero joined #minetest-dev |
17:49 |
Krock |
hello numzero. Testing the recent commits right now. Well done, the crack animation is now scaled correctly |
17:51 |
Krock |
which looks quite funny with a scale of > 1 :D |
17:54 |
numzero |
:D thanks |
17:55 |
Krock |
krock-works.16mb.com/u/xmas_blinky.mp4 |
17:55 |
Krock |
^ scale 1 / 10 |
18:12 |
numzero |
seems I need to add some support for non-power-of-2 scales |
18:15 |
numzero |
Krock: test now, should work |
18:16 |
numzero |
still, scale should be power of 2 |
18:16 |
numzero |
textures won’t match at mapblock boundaries otherwise |
18:26 |
Krock |
given a 256x256 texture and a scale of 1/16 should spread it perfectly on the mapblock, using 16x16 pixels per node, which it only barely does: https://i.imgur.com/x4Ame6Z.png |
18:27 |
Krock |
but the problem is gone when using a scale of 1/8, so using 32 pixels per node |
18:27 |
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18:30 |
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18:36 |
numzero |
works for me, at least with autoscaling |
18:36 |
Krock |
hmm |
18:39 |
numzero |
found |
18:46 |
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YuGiOhJCJ joined #minetest-dev |
18:48 |
numzero |
oh well, that’s due to F1000 format used for serialization |
18:48 |
numzero |
changed scale → 1/scale |
18:48 |
numzero |
and F1000→U8 |
18:49 |
numzero |
pushing soon |
18:50 |
numzero |
pushed (not tested, not even compiled: it recompiles 189 files) |
18:52 |
Krock |
189? that's crazy |
18:55 |
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18:58 |
numzero |
that’s common after header change, esp. after rebase (there was an 1-line change in networkprotocol.h...) |
19:00 |
numzero |
also I see crack size is still wrong sometimes; it tends to tile it on normal nodes (at least in the version I tested) |
19:08 |
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19:28 |
Fixer |
https://github.com/Thomas--S |
19:28 |
Fixer |
https://github.com/minetest/minetest/pull/5919#issuecomment-329986736 |
19:33 |
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Megaf joined #minetest-dev |
19:35 |
thePalindrome |
hmm |
19:36 |
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Raven262 joined #minetest-dev |
19:40 |
numzero |
Krock: now should work. Crack size may be incorrect sometimes, however, if autoscale is in effect |
19:45 |
numzero |
really, it’s better not to use the same texture with different scale |
19:45 |
Krock |
ah yeah, now it looks nice :) |
19:46 |
Krock |
what kind of problems would this cause? |
19:46 |
numzero |
16x16 crack grid |
19:47 |
numzero |
on a node |
19:47 |
numzero |
smth like that |
19:47 |
Krock |
ah I see. |
19:51 |
numzero |
trying to fix... |
19:51 |
Krock |
impressive enough https://i.imgur.com/tSxupJX.png |
19:58 |
thePalindrome |
Is it just me or does v7 have more floating bits? |
19:59 |
sfan5 |
pretty sure that's intended |
19:59 |
Calinou |
it does have an high concentration of floating islands, compared to v6 which doesn't have any (it uses 3D noise) |
19:59 |
Calinou |
2D noise* |
19:59 |
Calinou |
v7 is 3D noise, like v5, v6 is 2D noise (faster, but overhangs are impossible, just like early Minecraft versions) |
20:00 |
celeron55 |
that's not 100% correct; v6 makes them sometimes when the large-scale carving thing happens to make one |
20:00 |
celeron55 |
but it's rare |
20:00 |
celeron55 |
or was it disabled at some point? |
20:01 |
celeron55 |
maybe it was |
20:05 |
Calinou |
it would be nice if v6 used Simplex noise, 2D Simplex noise does not have patent concerns, only 3D and more |
20:07 |
Krock |
One can not simply switch the map generation algorithm without making borders of old worlds ugly. |
20:10 |
Hijiri |
rubenwardy: how do I display a warning? |
20:11 |
Krock |
^ warningstream ? |
20:11 |
Hijiri |
where do I obtain a warningstream? |
20:11 |
Hijiri |
Does it need to be passed as a parameter into my function? |
20:11 |
sfan5 |
it's global |
20:11 |
Hijiri |
ah, ok |
20:20 |
Fixer |
thePalindrome: it does from time to time |
20:22 |
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nerzhul joined #minetest-dev |
20:34 |
Krock |
merging #6424 in 5 mins |
20:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/6424 -- Fix Rotate Node Placement by tenplus1 |
20:34 |
sfan5 |
when's 0.5 release planned actually? |
20:35 |
nerzhul |
not really planned |
20:35 |
nerzhul |
maybe end 2017 or beginning 2018, we should release a 0.4.17 in november with the bugfixes |
20:35 |
nerzhul |
a backport campain should be done at a point |
20:35 |
sfan5 |
>end '17 |
20:35 |
sfan5 |
;_; |
20:35 |
sfan5 |
nerzhul, btw i have updated the list of fixes that should be backported you created on gh |
20:35 |
nerzhul |
there are many other things to add i think, mod channels and enhanced CSM :p |
20:36 |
nerzhul |
sfan5, nice, ty |
20:36 |
Krock |
heh, so it's going to be an xmas present like 0.4.15? ^^ |
20:37 |
nerzhul |
i don't know if it's possible, but at a point we should have a feature freeze, then we need to identify remaining blocking/breaking points to change before release |
20:37 |
nerzhul |
i need also finish to study using asio to have modern network subsystem , but it can be delayed |
20:37 |
sfan5 |
async io is not necessary to fix networking |
20:38 |
nerzhul |
not it's exact but it permits to have some facilities for it :) |
20:38 |
nerzhul |
with Krock we really make it cleaner, it'sn ot yet finished but it's far more better to maintain |
20:39 |
nerzhul |
made* |
20:40 |
nerzhul |
sfan5, i think a feature we should introduce is to use zstd instead of zlib for new mapblocks |
20:40 |
nerzhul |
and network comprssion |
20:40 |
sfan5 |
you mean brotli surely |
20:40 |
nerzhul |
i tend to prefer zstd and lz4 :p |
20:40 |
sfan5 |
(zstd is faster but means bigger maps) |
20:40 |
nerzhul |
how many percent difference between the two comprssion algos ? |
20:41 |
sfan5 |
idk |
20:41 |
nerzhul |
in terms of size i mean :p |
20:41 |
sfan5 |
the exact measurements are in some issue thread |
20:41 |
Krock |
the issue with it was that mapblocks have no version number, right? |
20:42 |
nerzhul |
Krock, it's not a problem |
20:42 |
nerzhul |
add the field and consider previous = v0 |
20:42 |
nerzhul |
or v1 |
20:42 |
sfan5 |
Krock, they do |
20:42 |
nerzhul |
i did it on my server, i have 3 mapblocks versions |
20:42 |
sofar |
zlib with avx acceleration by my team is what I want |
20:43 |
nerzhul |
sofar, don't forget we are generic |
20:43 |
sofar |
I don't want generic, I want to be able to keep using zlib (my OS version of it) |
20:43 |
nerzhul |
we are not intel CPU only :p |
20:43 |
sfan5 |
sofar, didn't some intel guy already PR the zlib repo with a sped-up impl? |
20:44 |
sofar |
yes, not sure whether upstream has fully merged it or even cut a release, tho |
20:44 |
nerzhul |
both brotli, zstd and lz4 are in repositories |
20:44 |
sfan5 |
i don't think there's any usable version of either br or zstd in debian stable |
20:45 |
sfan5 |
it's not a problem anyway as we can include the src |
20:45 |
nerzhul |
https://packages.debian.org/stretch/brotli |
20:45 |
nerzhul |
https://packages.debian.org/stretch/zstd |
20:45 |
nerzhul |
i think it's better to have it in lib/ and permit to use system, it permits more recent compilers to optimize more |
20:46 |
sfan5 |
hmm |
20:46 |
sfan5 |
nerzhul, you're right zstd has one |
20:46 |
sfan5 |
but libbrotli does not exist in anything but experimental |
20:46 |
sfan5 |
not like this makes any difference for choosing a new algo |
20:48 |
nore |
nerzhul: where should I put the tests do you think? |
20:53 |
numzero |
Krock: Am I right you’re @SmallJoker? |
20:54 |
Krock |
without the @ but yes |
20:56 |
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21:03 |
numzero |
“Crack grid†should be fixed now |
21:11 |
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21:12 |
paramat |
mgv6 still has floaty stuff occasionally due to cave carving |
21:14 |
paramat |
thePalindrome has more floating bits :D |
21:17 |
paramat |
but yes the basic terrain of mgv6 (without caves) does not create floaty stuff, due to being 2D noise |
21:22 |
paramat |
i'm going to revert the 'make biomes, decorations, ores relative to water level' thing as i'm realising the problems it will cause, for a start 'get biome at pos' will be near impossible |
21:22 |
paramat |
the first time i suggested it hmmmm refused it, now i realise he was right |
21:27 |
paramat |
it's not much needed too |
21:55 |
paramat |
commit 7000 approaches |
21:59 |
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22:01 |
Krock |
tenplus1 did commit 6666 |
22:01 |
paramat |
4 dimensional beast |
22:02 |
Krock |
indeed. pure evil |
22:46 |
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23:26 |
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23:40 |
paramat |
#6425 rubenwardy please could you approve this revert? i would like to merge it in 2-3 hours after testing |
23:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/6425 -- Biome API: Revert biomes, decos, ores being relative to water level by paramat |
23:41 |
rubenwardy |
is it a straight revert? |
23:45 |
paramat |
yes precise revert |
23:46 |
paramat |
but can't be an automated revert |
23:48 |
paramat |
well, strictly there's one logic statement that i have simplified but with identical behaviour |
23:54 |
paramat |
and it's better to have dedicated biomes for floatlands, that's intended |