Time |
Nick |
Message |
00:25 |
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04:10 |
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05:08 |
paramat |
ugh ok new snow footstep sounds coming |
06:13 |
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06:34 |
paramat |
at last game#1920 |
06:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1920 -- Footstep sounds: 5 new sounds by paramat |
06:48 |
paramat |
#6399 finally seems ready just waiting for a +1 from Krock |
06:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/6399 -- Change the settings interface for noise_params, noise_params_group, flags, and v3f by srifqi |
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10:53 |
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11:01 |
paramat |
game#1920 now complete |
11:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1920 -- Footstep sounds: 5 new sounds by paramat |
11:07 |
paramat |
'odes to nodes' |
11:07 |
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11:10 |
paramat |
better still: 'an ode to a node' |
11:10 |
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11:43 |
asl97 |
Does anybody know why m_selected_item is gone when letting of the left click? https://github.com/minetest/minetest/blob/master/src/guiFormSpecMenu.cpp#L3338 |
11:43 |
asl97 |
I piped m_selected_item to actionstream at the end of the event before m_old_pointer = m_pointer; and at the start of the event before m_old_tooltip_id = -1; |
11:43 |
asl97 |
And if I understood it correctly, it's gone, something happen to it outside the event handler, end of event, selected item 0x6f51e20 start of event, selected item 0 |
12:34 |
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12:34 |
Krock |
that's black magic area |
12:47 |
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12:53 |
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12:54 |
Krock |
paramat, I tried something: https://github.com/SmallJoker/bows for a minimalist bow mod |
13:00 |
nerzhul |
Krock, a projectile API can be nice :) |
13:07 |
Krock |
nerzhul, even better would be a way to configure raycast to check against the collision boxes instead of selection |
13:17 |
paramat |
cool |
13:23 |
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13:23 |
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13:25 |
paramat |
hm i get a puff but can't see any arrow flying |
13:35 |
paramat |
game#1919 simple PR i need for the MTG skin mod i'm working on |
13:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1919 -- Sfinv: Add 'position[]' parameter to theming by paramat |
14:18 |
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14:28 |
asl97 |
Krock: If it's really by magic, I suppose I have to stick with the action list instead of just generating it when needed on letting go of the button. |
14:32 |
Krock |
paramat, a puff? I fail to reproduce that |
14:33 |
paramat |
whereever i aim, even at sky, an instant smoke puff and a message in terminal about damage to a SAO |
14:33 |
paramat |
creative mode |
14:35 |
Krock |
I see. creative mode gives the player somewhat string fists. so punching the collision/selection box once causes its death |
14:36 |
Krock |
should work if you press and leave the mouse button real fast |
14:36 |
Krock |
no, that doesn't help. Shooting down is required |
14:42 |
paramat |
ahh |
14:47 |
paramat |
ok works in survival mode, nice. arrow disappears sometimes (perhaps exceeding active block range?) for example shooting straight up |
14:51 |
Krock |
yes, I noticed that too. Sometimes they appear again when going up a bit |
14:51 |
Krock |
but I couldn't find out why they disappear |
15:16 |
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15:22 |
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15:26 |
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15:31 |
paramat |
anyway i will support adding a simple bows mod like this one to MTG |
15:34 |
sfan5 |
dungeon loot when |
15:35 |
sfan5 |
hmm shouldn't be too hard, maybe i should do this myself |
15:35 |
sfan5 |
the only problem would be that the mapgen does not expose where it created a dungeon |
15:36 |
sfan5 |
paramat: ideas? |
15:37 |
paramat |
it does, in 'gen notify' |
15:38 |
paramat |
see blockmen's mod, that uses that |
15:38 |
paramat |
yeah a dungeon loot mod would be good too |
15:38 |
sfan5 |
oh in that case... |
15:39 |
paramat |
i think the centre of the first room is recorded in gennotify |
15:40 |
paramat |
just need floor and/or wall-finding code |
15:44 |
paramat |
actually every room centre pos is added to gennotify |
15:45 |
paramat |
https://github.com/minetest/minetest/blob/master/src/dungeongen.cpp#L220 |
15:49 |
paramat |
the mod needs to be simple and lightweight as it will add to mapgen time |
16:13 |
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16:40 |
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16:41 |
Krock |
paramat, any opinion on game#1914 ? |
16:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1914 -- Creative: Cache inventory items on load by SmallJoker |
16:41 |
Krock |
ShadowBot does his job surprising well if the connection didn't time out :3 |
16:49 |
paramat |
erm |
16:49 |
paramat |
ah it looks simpler than i expected, i'll review |
16:55 |
ThomasMonroe |
paramat, what do you think of #6550? |
16:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/6550 -- New noise types for more variety in mapgen |
16:58 |
paramat |
well, hmmmm actually carefully optimised our perlin noise |
16:58 |
paramat |
c55's initial code was slow, especially for 3D noise |
16:59 |
ThomasMonroe |
it would also allow for more varieties of Mapgen other than perlin |
16:59 |
paramat |
new noise types are a fine idea of course, it's a case of priorities and dev interest and time |
17:00 |
paramat |
this type of library integration is beyond my own abilities though |
17:03 |
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17:06 |
paramat |
anyway currently i'm too tired to dev, sleep phase shifted |
17:06 |
ThomasMonroe |
XD night |
17:06 |
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17:08 |
paramat |
hang on |
17:08 |
asl97 |
m_selected_item disappearing is causing problem with my left click drag implementation |
17:08 |
paramat |
that ridged noise you suggest, we can do that already |
17:09 |
paramat |
noise flag 'abs_value' |
17:09 |
ThomasMonroe |
ooh, ok |
17:09 |
paramat |
"generated in much of the same way as Perlin noise, except the output of each octave is modified by an absolute-value function" |
17:09 |
sfan5 |
paramat: do i just ignore rooms if room centers are outside of the minp -> maxp bounds inside on_generated? |
17:10 |
ThomasMonroe |
well it says that for each of them XD |
17:10 |
paramat |
abs_value does an 'abs' on each octave |
17:11 |
paramat |
sfan5 you don't have to ignore those, dungeons overgenerate and anything that overgenerates remains and is not overwritten later |
17:11 |
sfan5 |
oh okay |
17:11 |
ThomasMonroe |
yeah paramat, it says that for Billows as well |
17:12 |
ThomasMonroe |
voronoi would be interesting for biomes |
17:12 |
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17:14 |
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17:15 |
paramat |
ah billowy, with more details i could find out if we can do that already |
17:15 |
paramat |
yeah voronoi would be useful |
17:16 |
paramat |
only ridged multi and billowy are useful otherwise, and i suspect we can do those already |
17:16 |
paramat |
not sure |
17:17 |
ThomasMonroe |
the Voronoi would look cool with EnableDistance() |
17:17 |
paramat |
actually, billowy just looks like the inverse of ridged multi |
17:18 |
ThomasMonroe |
yeah your right it does |
17:19 |
paramat |
possibly |
17:20 |
rubenwardy |
#6551 |
17:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/6551 -- Revert new version system on stable-0.4 branch by rubenwardy |
17:20 |
rubenwardy |
confusing to users, we should use dev-0.4 or similar instead |
17:20 |
paramat |
we don't have noise turbulence, but that can be added in written code |
17:21 |
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17:22 |
ThomasMonroe |
well the other thing that would be neat to have is the combination of noise maps |
17:22 |
paramat |
there might be a few new things but libnoise is not looking as useful as i hoped |
17:23 |
paramat |
it seems to be a higher level noise thing, where we work on more fundamental stuff |
17:23 |
ThomasMonroe |
the only thing that it might be useful for is streamlining the code as new noise types are added |
17:24 |
paramat |
it wouldn't be worth adding in the hope of new noise types being added to libnoise |
17:24 |
ZenonSeth |
uh just a note to rubenwardy: it really isn't confusing, just good to know |
17:24 |
ThomasMonroe |
true |
17:24 |
rubenwardy |
it breaks the whole point of the branch |
17:25 |
ThomasMonroe |
so what would happen is more noises would be added, the same way they are added in libnoise, but more optimised? |
17:26 |
Krock |
rubenwardy, looks good. so let's also create the development branch now? |
17:27 |
paramat |
i'm not sure if our use of noise is more optimised, but lower level stuff (what we do) tends to be more efficient (i think?) |
17:27 |
rubenwardy |
just realised I'm missing some things |
17:28 |
paramat |
new noise types are a good idea, but this libnoise dosn't look useful to me, apart from voronoi, but we could write our own voronoi generator |
17:29 |
paramat |
simplex noise perhaps |
17:29 |
paramat |
that was discussed |
17:29 |
Krock |
rubenwardy, things like the lua_api version number which states 0.4.17? |
17:30 |
Krock |
simplex sounds good, as an alternative |
17:32 |
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17:32 |
ThomasMonroe |
wb |
17:32 |
paramat |
i'll stick around a bit longer since it's the weekend and people are devving |
17:34 |
paramat |
i'll look thorugh libnoise again another time then reply to the issue |
17:40 |
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18:00 |
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19:11 |
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20:02 |
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20:16 |
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23:06 |
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23:37 |
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23:39 |
srifqi |
~tell Krock I've done fixing those you commented on. Please review before I squash and rebase. |
23:39 |
ShadowBot |
srifqi: O.K. |
23:50 |
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