Minetest logo

IRC log for #minetest-dev, 2017-09-16

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:35 YuGiOhJCJ joined #minetest-dev
00:45 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 ssieb joined #minetest-dev
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 red-001 joined #minetest-dev
04:18 paramat done
04:22 jas_ joined #minetest-dev
04:23 Karazhan joined #minetest-dev
04:27 Vadtec joined #minetest-dev
04:29 shivajiva joined #minetest-dev
05:45 YuGiOhJCJ joined #minetest-dev
06:19 paramat joined #minetest-dev
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 lisac joined #minetest-dev
08:03 nerzhul joined #minetest-dev
08:25 Hunterz joined #minetest-dev
09:01 Krock joined #minetest-dev
09:43 Fixer joined #minetest-dev
11:10 proller joined #minetest-dev
11:26 troller joined #minetest-dev
11:28 troller joined #minetest-dev
11:34 Xio joined #minetest-dev
11:37 Xio joined #minetest-dev
12:03 thePalindrome joined #minetest-dev
12:22 basicer joined #minetest-dev
12:32 EDAKIRI joined #minetest-dev
12:33 YuGiOhJCJ joined #minetest-dev
12:37 srifqi joined #minetest-dev
12:44 nerzhul joined #minetest-dev
13:46 Raven262 joined #minetest-dev
14:12 Taoki joined #minetest-dev
14:55 Corvus_ joined #minetest-dev
14:59 nerzhul joined #minetest-dev
15:10 Megaf joined #minetest-dev
15:12 Taoki joined #minetest-dev
15:18 Hunterz1 joined #minetest-dev
15:38 ThomasMonroe joined #minetest-dev
15:51 Player_2 joined #minetest-dev
16:00 Raven262 joined #minetest-dev
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 Megaf joined #minetest-dev
17:09 kaeza joined #minetest-dev
17:15 paramat joined #minetest-dev
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 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 kaeza joined #minetest-dev
18:30 behalebabo joined #minetest-dev
18:36 numzero works for me, at least with autoscaling
18:36 Krock hmm
18:39 numzero found
18:46 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 behalebabo joined #minetest-dev
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 Raven262 joined #minetest-dev
19:28 Fixer https://github.com/Thomas--S
19:28 Fixer https://github.com/minetest/minetest/pull/5919#issuecomment-329986736
19:33 Megaf joined #minetest-dev
19:35 thePalindrome hmm
19:36 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 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 Megaf joined #minetest-dev
21:03 numzero “Crack grid” should be fixed now
21:11 paramat joined #minetest-dev
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 troller joined #minetest-dev
22:01 Krock tenplus1 did commit 6666
22:01 paramat 4 dimensional beast
22:02 Krock indeed. pure evil
22:46 asl97 joined #minetest-dev
23:26 numzero joined #minetest-dev
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

| Channels | #minetest-dev index | Today | | Google Search | Plaintext