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IRC log for #minetest-dev, 2017-09-25

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Time Nick Message
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07:16 blackjack4it hi there two quick questions:      1) can a "gc64" version of minetest for android be built? because the default one crashes at startup using the same mods that I'm using on pc      2) do anyone know if there's a mod like Minebackup with scheduled automatic backup on gdrive or dropbox?    thanks a lot
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08:45 paramat ~tell Krock are you +1 for game#1813 ? i'd like to merge it later. others: any comments or objections?
08:45 ShadowBot paramat: O.K.
08:46 paramat game#1813
08:46 ShadowBot https://github.com/minetest/minetest_game/issues/1813 -- Ores (non-mgv6 mapgens): New distributions by paramat
08:52 paramat rubenwardy sfan5 Krock are you ok with #6351 ?
08:52 ShadowBot https://github.com/minetest/minetest/issues/6351 -- Implement mod communication channels by nerzhul
08:54 nerzhul i wait for rubenwardy but as i fixed his points i think i will merge tomorrow, Krock has reviewed it
08:54 nerzhul i should only pass clang-format on 2 files to make CI happy
09:01 paramat ok
09:12 paramat i'll merge #6457 in 3+ hours
09:12 ShadowBot https://github.com/minetest/minetest/issues/6457 -- Positional sound: Limit volume when closer than 1 node by paramat
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09:40 Krock paramat, I only see a problem in singlenode, where 3D noise tunnels aren't guaranteed
09:42 Krock but if it does its job for v5, v7, fractal, valleys and carapthian, then it's a minor issue
09:55 paramat Krock ok, any lua mapgen using singlenode is likely to redefine ores anyway
09:57 paramat i know yours doesn't though
09:58 paramat so i assume you're +1. i'll merge it in 3+ hours
09:58 nerzhul paramat, do you think at a point we can have abandonned undermines instead of just only caves ? could be very nice
09:59 paramat essentially, lua mapgens can be so varied, we don't consider those when defining ores for core mapgens
09:59 nerzhul i want to see core side mines (toggle feature) and maybe abandonned villages, like mg_villages, but embedded with a core API
09:59 paramat yeah mines would be lovely :)
09:59 paramat i'll keep it in mind
10:00 nerzhul i think having a generic API could be nice, and more performant, and mines are not difficult for mapgen coders to implement i think (i'm bad on this, but you are more competent to design a such thing)
10:01 nerzhul sorry i miss some dev time, i want to work on network part, but i don't get time for this
10:01 nerzhul i'm doing a asio PoC with TCP/UDP layers permitting to simplify our model, asio is very nice to use, not only for network :)
10:08 Krock paramat, ok. LGTM
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11:49 nerzhul sfan5, i think this can have a usage to indicate clients they can use they pure CSM channels mods on servers, it's a capability like pvp or damages, i think
11:50 sfan5 this information is not displayed or offered to mods anywhere though
11:51 sfan5 also it's not certain that the mod installed on the server does actually support whatever functionality makes use of channels
11:51 Krock CSM can check whether the server supports the channels by trying to join one (and send)
11:53 nerzhul Krock, it's exact they can try that method, i thought interesting to have a new column in public view to know we can use such mod communication, but maybe it's useless because mod channels will become essentials to every body in a future release as many mod developpers will tame CSM and understand they can make server less loaded
11:53 nerzhul i just added this as a proposition :)
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14:37 paramat will merge game#1813 game#1880 game#1898 in a few mins
14:37 ShadowBot https://github.com/minetest/minetest_game/issues/1813 -- Ores (non-mgv6 mapgens): New distributions by paramat
14:37 ShadowBot https://github.com/minetest/minetest_game/issues/1880 -- Fix some small sfinv issues by rubenwardy
14:37 ShadowBot https://github.com/minetest/minetest_game/issues/1898 -- flowers: waterlily right-click check by tenplus1
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15:11 paramat merged
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15:18 Krock Do all our supported compilers use standard C, as in __STDC__? I'm not quite sure
15:19 nerzhul they use C11
15:19 nerzhul Krock, what is your problem ?
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15:21 Krock https://github.com/minetest/minetest/pull/6331/files#diff-fe1e38d934712fa3e000901095dbfeb6R40
15:21 nerzhul i think this is obsolete no ?
15:21 Krock This line confused me, as we require the compilers to support C++11 anyway
15:22 nerzhul it's like supporting UNIX SYSV :p
15:22 Krock heh
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15:54 paramat i feel static hardware colouring is better for game#1794 to enable all wool colours, what are other MTG dev's opinions? no other devs have commented
15:54 ShadowBot https://github.com/minetest/minetest_game/issues/1794 -- [WIP] make beds colored by DS-Minetest
15:56 sofar it's just silly
15:56 sofar waste of time
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16:05 paramat thanks please add your comments sometime
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18:06 paramat merging #6457
18:06 ShadowBot https://github.com/minetest/minetest/issues/6457 -- Positional sound: Limit volume when closer than 1 node by paramat
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18:13 paramat done
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18:34 paramat merging #6463 trivial docs
18:34 ShadowBot https://github.com/minetest/minetest/issues/6463 -- Can_zoom player object property: Add missing documentation by paramat
18:36 paramat done, 7000! :D
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18:55 Krock paramat, your sound volume PR replaced #6440, right?
18:55 ShadowBot https://github.com/minetest/minetest/issues/6440 -- CAO footstep sounds: Reduce gain to balance volume by paramat
18:56 Krock nice, 7k commits :)
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19:10 paramat no not replace
19:10 paramat but i will retest to see if that tuning needs to be different now
19:11 paramat that's why i delayed 6440
19:11 Krock ok
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19:25 jas_ not sure what i'm doing wrong with #6457, but either i don't notice a difference, or it's still really loud, or i did something wrong updating.  *shrugs*  : )
19:25 ShadowBot https://github.com/minetest/minetest/issues/6457 -- Positional sound: Limit volume when closer than 1 node by paramat
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20:22 paramat well it could just be the door volume is set too high, my PR won't necessarily fix that. i'll reopen the issue and check door sounds
20:23 paramat so yeah i should not have assumed my PR fixed that issue :)
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21:27 nerzhul will merge #6351 in ~ 30 min (after CI)
21:27 ShadowBot https://github.com/minetest/minetest/issues/6351 -- Implement mod communication channels by nerzhul
21:27 nerzhul i removed what sfan5 wanted & fixed lint
21:41 paramat ok
22:11 nerzhul merged
22:11 nerzhul thanks all for your review, now anybody can improve it with tiny pr :p
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22:37 * sofar slowclaps
22:41 sofar now I just need mod code sending to the client for the actual features I want to use CSM for....
22:42 sofar (don't get me wrong... this is great and all....)
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22:46 sofar I just really want to send my server-specific particle and sound effect code to clients so my server can idle while my clients to map scans for blocks to decorate with sound and particle effects
22:49 Megaf paramat, Heya
22:50 Megaf Very professional and formal compliment to a fellow developer ^
22:50 Megaf Or salutation even
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23:01 basicer Anyone have time to take another look at #6395 ? Should be ready to go.
23:01 ShadowBot https://github.com/minetest/minetest/issues/6395 -- Add setting for near plane distance. by basicer
23:07 Megaf paramat, sofar I will be testing .14 vs .16 as soon as it finishes compiling here #4553
23:07 ShadowBot https://github.com/minetest/minetest/issues/4553 -- Areas where there are a lot of caves and tunnels underground harm FPS (improve occlusion culling)
23:11 paramat :)
23:25 Megaf 0.4.14 not linking using system jsoncpp...
23:25 Megaf testing now with builtin json
23:27 Megaf 0.4.16 does link using systemjsoncpp
23:27 Megaf interesting
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