Time Nick Message 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 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 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 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 :) 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 15:11 paramat merged 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 ? 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 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 16:05 paramat thanks please add your comments sometime 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 18:13 paramat done 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 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 :) 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 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 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 :) 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 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....) 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 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