Time Nick Message 05:42 jas_ #game1894 05:43 jas_ oh. lol 06:20 jas_ game#1895 06:20 ShadowBot https://github.com/minetest/minetest_game/issues/1895 -- Door sound volume up close is too loud compared. 14:37 paramat can anyone review game#1886 ? seems good 14:37 ShadowBot https://github.com/minetest/minetest_game/issues/1886 -- Fix locked chest protection against explosions (fixes #1885) by danielmeek32 15:53 dharkael Hello! I'd like to talk about the pathfinding for Minetest before I start implementing what I think is the good approach 15:55 dharkael please, read this: https://pastebin.com/aBNyq3Ss 15:58 sfan5 entity ids are not exposed to lua 15:58 sfan5 also i don't see why modders would need to manually free some cache 15:59 dharkael they shouldn't need it, but sometimes entities can change properties and that changes how the pathfinding should be calculated 15:59 rubenwardy it's a better API to pass in an entity, anyway 16:00 dharkael but maybe they could overwrite the latest cache 16:00 dharkael with the register function 16:01 dharkael is the free_path_cache function needed for some special cases? I don't know, that why I came here to talk about the design 16:01 dharkael I'm not an expert minetest modder 16:04 rubenwardy when I started reading that, I thought you were talking about the path finding algorithm the generates a graph for the terrain which can be used by multiple entities for long distance fast path finding. Is this just caching A* for a single entity at a low range? 16:04 dharkael I thought about the case of pets, they seek the owner and if they don't die and if they use cache the cached data would increase mor and more 16:05 dharkael we should have, or a way to free cache under centain condiciones, or an automatich mechanism to control the level of cacged data 16:05 dharkael cached data* 16:06 dharkael shared cache is hard because entities can be configured with very different properties 16:08 dharkael actually I thought about implementing the Moving Target D* Lite algorithm as sugested by raymoo here https://github.com/minetest/minetest/issues/5479#issuecomment-329682709 16:09 dharkael well he said G-FRA* but it is suboptimal for moving target problems in dynamic environments 16:18 dharkael I think the best approach is to have a configurable load facor for automatic cleanup of cache if it becomes quite big. That would make the free_path_cache function unneeded 16:21 dharkael of course we could use a pahtfinding without cache but it can be from 6 to 20 times slower depending on the case. I could explore variations of Jump point search but they are inconvient when we have to consider size of the mob and many movement conditions 17:39 sofar speaking of ABM's. If we search a mapblock for ABM stuff to do, and we find {array} nodes in there. Do we at least cache this information so that we're not searching the entire mapblock again every ABM tick if the mapblock didn't change? 17:53 paramat good question 17:57 Krock Merging game#1884 and game#1886 in 10 mins 17:57 ShadowBot https://github.com/minetest/minetest_game/issues/1884 -- chest: fix open chest after player leave by tenplus1 17:57 ShadowBot https://github.com/minetest/minetest_game/issues/1886 -- Fix locked chest protection against explosions (fixes #1885) by danielmeek32 18:00 paramat thanks 18:01 paramat game#1813 would be nice to have reviewed soon, it's delaying other work now 18:01 ShadowBot https://github.com/minetest/minetest_game/issues/1813 -- Ores (non-mgv6 mapgens): New distributions by paramat 18:03 paramat maybe game#1880 too? 18:03 ShadowBot https://github.com/minetest/minetest_game/issues/1880 -- Fix some small sfinv issues by rubenwardy 18:03 Krock ^ a balance PR. You have the most knowledge about the ore types and distribution, so I think that's good if you compared the different mapgen 18:04 paramat ok thanks, i spent hours thinking it over 18:55 Krock paramat, I believe we should change the local code to playSoundAt as well 18:56 Krock for the consistency 19:05 paramat hm 19:05 paramat but that's unnecessary extra calculation 19:05 paramat when we could just add a factor as in my PR 19:06 Krock no, that makes it more realistic, as you don't make footstep noise with your ears 19:06 paramat lol 19:06 Krock you can't tell me I'm wrong with that, eh! 19:06 * paramat walks on his ears 19:06 * Krock runs away 19:07 paramat directional sound only bothers with yaw, so the direction will not seem to come from below, it will make no difference it seems, except be more intensive 19:08 paramat anyway, my PR is fine after all that study 19:09 Krock mhm okay. 19:10 * Krock goes to bed on his ears 19:10 paramat lol 19:31 paramat ok i'm happy with #6440 now, just seems to need a volume tuning factor added 19:31 ShadowBot https://github.com/minetest/minetest/issues/6440 -- CAO footstep sounds: Reduce gain to balance volume by paramat 19:31 paramat which is what it does 21:29 nerzhul merging #6430 21:29 ShadowBot https://github.com/minetest/minetest/issues/6430 -- Fix compile error in openbsd by jcalve 22:16 Megaf Interesting, KSP depends on Mono, so it ships Mono with itself, both 32 and 64 bit versions 22:16 Megaf we could include Irrlicht too, couldn't it? 22:16 Megaf Im mean, bundle 22:18 sfan5 why would we do that