| Time |
Nick |
Message |
| 00:00 |
Bratmon |
I played on a minecraft server plugin called Naval Battlezone with a similar idea. |
| 00:00 |
Bratmon |
The implementation was god-awful, but it still was really fun. |
| 00:04 |
Bratmon |
The minimum viable product on them isn't actually that much. |
| 00:05 |
Bratmon |
Just nodes that know that they're a boat, and then all the nodes move together. |
| 00:14 |
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| 00:21 |
hmmmm |
well first you need to make each voxel area entity its own irrlicht scene node |
| 00:21 |
hmmmm |
then you have to define a way to store these in the map database |
| 00:22 |
hmmmm |
then you have to define separate mesh making code for it |
| 00:22 |
hmmmm |
then you have to modify the protocol to work with these |
| 00:23 |
hmmmm |
were you volunteering for that, bratmon? |
| 00:25 |
Bratmon |
If you're a lazy bastard, you can get half way there by just making pseudo-VAEs |
| 00:25 |
Bratmon |
That are just nodes in the world with some metadata. |
| 00:26 |
kaeza |
someone already did (kinda) |
| 00:26 |
Bratmon |
Where? I was unaware of this. |
| 00:27 |
jin_xi |
stu did that i believe but i never tried |
| 00:29 |
kaeza |
it works pretty well, but the disadvantage is lack of non-aa collision boxes |
| 00:29 |
Bratmon |
aa? |
| 00:29 |
jin_xi |
axis aligned |
| 00:30 |
Bratmon |
That makes sense. |
| 00:34 |
kaeza |
https://forum.minetest.net/viewtopic.php?f=11&t=8059 |
| 00:36 |
Bratmon |
Thanks. kaeza |
| 00:36 |
Bratmon |
That's exactly what I was thinking of. |
| 00:50 |
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| 01:20 |
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| 01:21 |
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| 02:04 |
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| 02:13 |
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| 02:37 |
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| 02:37 |
paramat |
'Therefore a single noise parameter table can be used to get 2D or 3D noise, when getting 2D noise spread.z is ignored.' < correct hmmmm ? |
| 02:38 |
hmmmm |
that is correct |
| 02:38 |
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| 02:38 |
paramat |
i've seen today's biome drama and corrected my misunderstanding about spread.z not needing to be 1 |
| 02:38 |
hmmmm |
biome drama? |
| 02:40 |
hmmmm |
lol before some guy started spazzing out before... "OMG MAPGEN V7 IS SOOOOO MESSED UP! IT WAS FINE UP UNTIL A COUPLE DAYS AGO AND IT NOW EVERYTHING IS JUST TOTALLY MESSED UP" |
| 02:41 |
hmmmm |
:/ i forgot to remove the manual noise transforms to biome noise when i added auto-transform to the perlinMap* functions |
| 02:42 |
paramat |
yep saw that. beginning to realise you don't test much of your work heh |
| 02:43 |
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| 02:43 |
hmmmm |
not during that flurry of activity |
| 02:43 |
paramat |
that's understandable |
| 02:43 |
hmmmm |
speaking of biomes |
| 02:44 |
hmmmm |
i'm thinking of adding the biome infrastructure to v6 |
| 02:44 |
paramat |
gosh |
| 02:44 |
hmmmm |
:D |
| 02:44 |
hmmmm |
"NOOO MAPGEN V6 WAS FINE UP UNTIL A COUPLE DAYS AGO" |
| 02:44 |
hmmmm |
"NOW IT'S ALL ROCK" |
| 02:44 |
hmmmm |
"BRING BACK THE OLD VERSION!" |
| 02:45 |
paramat |
lol |
| 02:45 |
paramat |
place decos is in there, i was thinking of removing that |
| 02:45 |
hmmmm |
i think i'm going to define some default biomes in builtin |
| 02:45 |
hmmmm |
getting real tired of this BS |
| 02:46 |
paramat |
well i'm working on default biomes already https://github.com/paramat/minetest_game/tree/mgv5biomes |
| 02:46 |
hmmmm |
cool but that's part of minetest game |
| 02:46 |
hmmmm |
so not really default |
| 02:46 |
paramat |
oh i see |
| 02:47 |
paramat |
just something really basic and not stone then |
| 02:47 |
hmmmm |
plains |
| 02:47 |
hmmmm |
i should do this before the release |
| 02:48 |
paramat |
i saw a video review of minetest, only stone v7 was used |
| 02:48 |
hmmmm |
:| |
| 02:48 |
hmmmm |
"what a crappy game" |
| 02:48 |
paramat |
"seemed bleak" < actual comment on IRC |
| 02:48 |
hmmmm |
hah |
| 02:49 |
paramat |
"some kind of hardcore survival?" |
| 02:51 |
paramat |
i'm also working on improving the biome api, i removed 'dust water' because everyone uses that for ice, but that creates holes in ice under overhangs/floatlands |
| 02:51 |
paramat |
replaced with 'water top' |
| 02:51 |
hmmmm |
really? |
| 02:51 |
paramat |
could also add 'water top depth' for ice depth |
| 02:51 |
hmmmm |
i'm planning on nuking the current biome system because it seriously blows |
| 02:52 |
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| 02:52 |
paramat |
well see my improvents first https://github.com/paramat/minetest/tree/biomeapinodes |
| 02:53 |
paramat |
i have ideas and would like a chance to improve it |
| 02:54 |
paramat |
solved the 'surface node underwater' problem when under overhangs |
| 02:55 |
paramat |
but also kept height min/max so vertically layered biomes still work, would work for stacked realms |
| 02:55 |
paramat |
so yes i checked everyone who is using the biome api and 'dust water' was only used for icesheet |
| 02:56 |
paramat |
my improvements combined with my MTgame biomes create an impressive result |
| 02:58 |
paramat |
what's good about the current biome api is it uses 2D noise for heat/humidity but can also cope with vertically stacked biome systems. i consider it a fairly good system, just needs some work |
| 03:02 |
hmmmm |
my idea behind the whole water and 'water dust' was maybe it could be a fog node for swamp biomes |
| 03:02 |
hmmmm |
or maybe radioactive dust around a radioactive liquid biome |
| 03:03 |
hmmmm |
etc. |
| 03:07 |
paramat |
aha, i was wondering what it was for, could be re-added |
| 03:09 |
paramat |
so perhaps instead of yet another trashing we can improve what we have, organically evolve it in little steps |
| 03:10 |
paramat |
i remember a while back in IRC you gave me the job of sorting out biomes, i've put a lot of work into it |
| 03:11 |
Tesseract |
v5 and v7 should be marked as (experimental) and (incomplete) before release. |
| 03:11 |
paramat |
yes |
| 03:11 |
paramat |
i need until 0.4.12 to make tree schems, complete the biome system and improve the biome api |
| 03:14 |
paramat |
hmmmm, if you let me know what you don't like about the biome api i/we can improve what we have. trashing it means a long wait after which you might get fed up with your new system and trash it again |
| 03:18 |
|
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| 03:20 |
paramat |
as i wrote in IRC recently we could have multiple biome apis, insisting on one system just causes unnecessary grief for ourselves |
| 03:27 |
paramat |
any biome api inherently results in limitations in what it can do, therefore insisting on one biome api for all mapgens then rules out a vast amount of other possibilities |
| 03:27 |
|
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| 03:29 |
paramat |
those lost possibilities then make us feel bad and make us consider trashing what we have for a better single biome api |
| 03:30 |
paramat |
pointless grief =) |
| 03:32 |
paramat |
it's a bit like insisting on only one mapgen, it would be hell trying to choose one, and working on one only leads to numbness through over-familiarity |
| 03:34 |
paramat |
we could leave v6 as it is. v5 and an improved v7 could be current biome api. v8 would use your new biome api |
| 03:34 |
paramat |
or perhaps even make each biome api interchangeable across multiple mapgen base terrains |
| 03:48 |
MinerDad |
Is adding parts to the formspec kosher? I'm looking at https://github.com/minetest/minetest/issues/1374 and I think giving mods an ability to set a prediction for put/take would make it possible |
| 03:50 |
MinerDad |
Either change formspec or add a new parameter to the node to indicate this per list |
| 03:53 |
hmmmm |
paramat, what i had in mind was to move generateBiomes() to BiomeManager and have it selectable |
| 03:56 |
paramat |
so it could be disabled, sounds good |
| 03:57 |
hmmmm |
at first i planned to have an mgv6 spflag for "use system biomes" |
| 03:57 |
hmmmm |
might make a new mapgen param for "biome manager type" |
| 03:57 |
hmmmm |
and each mapgen has its default |
| 03:58 |
hmmmm |
v6's default will be "none", v5 will be "paramat's", and v7 will be "hmmmm's" |
| 03:58 |
hmmmm |
and you can switch between all of them |
| 03:58 |
hmmmm |
yes? no? |
| 04:00 |
paramat |
yes good stuff |
| 04:07 |
paramat |
i really look forward to seeing v8 and your new biome api ideas, i feel people will be much happier knowing this wouldn't involve losing what we have |
| 04:16 |
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| 04:23 |
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| 04:32 |
hmmmm |
http://i.imgur.com/bsU7iam.png |
| 04:32 |
hmmmm |
blob ore ^ |
| 04:32 |
hmmmm |
this is supposed to replace dirt, gravel, and clay |
| 04:32 |
* paramat |
looks |
| 04:33 |
paramat |
what i'm doing with the current biome api is a backwards-compatible improvement, the practicality of this is keeping the many players currently using it happy, only a few changes to their biome definitions will be needed |
| 04:33 |
hmmmm |
well |
| 04:33 |
hmmmm |
it doesn't need to be stable at all |
| 04:33 |
hmmmm |
biomes are not officially supported |
| 04:36 |
paramat |
yeah |
| 04:38 |
gregorycu |
I don't know |
| 04:38 |
gregorycu |
The floating coal just doesn't seem realistic to me |
| 04:39 |
hmmmm |
lol |
| 04:41 |
Bratmon |
gregorycu, Are you kidding? I'm looking out my window right now, and I see nothing but giant mountains of floating coal. |
| 04:41 |
gregorycu |
Wow |
| 04:41 |
gregorycu |
The question is, do you need to see a doctor, or do I need to see a geologist? |
| 04:42 |
Bratmon |
I think both. |
| 04:42 |
hmmmm |
how bout a proctologist |
| 04:42 |
gregorycu |
That sounds dirty |
| 04:42 |
gregorycu |
It was more dirty than I expected |
| 04:43 |
Bratmon |
I don't like where this is going. |
| 04:43 |
hmmmm |
me neither. it sounds like off-topic banter that belongs in #minetest |
| 04:43 |
Bratmon |
That's fair. |
| 04:44 |
gregorycu |
You started it! Anyway.... |
| 04:46 |
Zeno` |
pumice floats |
| 04:49 |
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| 04:56 |
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| 04:58 |
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| 05:16 |
gregorycu |
I'm trying to learn how to use an ABM |
| 05:16 |
gregorycu |
function(pos, node, active_object_count, active_object_count_wider), pos is the position, node is the node object |
| 05:17 |
gregorycu |
How do I get a handle to the object the represents the node type |
| 05:17 |
gregorycu |
(The thing that is registered with register_node) |
| 05:18 |
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| 05:22 |
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| 05:23 |
gregorycu |
minetest.registered_nodes is the thing you use |
| 05:27 |
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| 05:31 |
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| 05:36 |
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| 05:45 |
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| 05:51 |
Zeno` |
#1986 |
| 05:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/1986 -- Fix visual_scale for NDT_PLANTLIKE being set too small by Zeno- |
| 06:15 |
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| 08:55 |
Zeno` |
Any objections to #1986 being merged? |
| 08:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1986 -- Fix visual_scale for NDT_PLANTLIKE being set too small by Zeno- |
| 09:01 |
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| 09:05 |
Megaf |
Zeno`: I've noticed no regressions in that |
| 09:05 |
Zeno` |
Nor I. It's a simple fix really |
| 09:15 |
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| 09:18 |
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| 09:22 |
Zeno` |
I'm going to push a simple fix to stop annoying warning. Changing https://github.com/minetest/minetest/commit/67063ed59f91d2feae5011ca0c3767dc182bf38d#diff-5a3527c6dddd0430cefor (s32 i = 0; i != sx * sy; i++)6d04404ea096baR75 to |
| 09:23 |
Zeno` |
great paste zeno! |
| 09:23 |
Zeno` |
changing https://github.com/minetest/minetest/commit/67063ed59f91d2feae5011ca0c3767dc182bf38d#diff-5a3527c6dddd0430ce6d04404ea096baR75 to for (s32 i = 0; i != sx * sy; i++) |
| 09:23 |
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| 09:55 |
Zeno` |
will merge 1986 in about 30 minutes |
| 10:10 |
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| 10:10 |
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| 10:15 |
casimir |
#1851 was closed, but random-input is still broken. |
| 10:15 |
ShadowBot |
https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno- |
| 10:17 |
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| 10:17 |
Zeno` |
in what way is it broken? |
| 10:21 |
casimir |
It always looks into the same direction. |
| 10:21 |
casimir |
I tested your pr and it fixed it. |
| 10:21 |
Zeno` |
which PR? |
| 10:22 |
casimir |
#1851 |
| 10:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno- |
| 10:23 |
Zeno` |
it's already merged though |
| 10:25 |
casimir |
That is strange. |
| 10:27 |
Zeno` |
indeed :) |
| 10:42 |
casimir |
From what I see it was not merged, but I will take a closer look at this issue tomorrow when I have the time. |
| 10:45 |
gregorycu |
Hello all |
| 10:45 |
gregorycu |
What is the target C++ version? |
| 10:48 |
Zeno` |
98 |
| 10:49 |
gregorycu |
Ok |
| 10:49 |
gregorycu |
Anyway, you got my PMs? |
| 10:49 |
gregorycu |
38% -> 25% CPU |
| 10:49 |
gregorycu |
That's in debug, I'll have to try release |
| 11:19 |
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| 13:45 |
Zeno` |
hmmmm, no |
| 13:45 |
Zeno` |
just no |
| 13:45 |
Zeno` |
I did not change that to a signed type for the reason you're suggesting at all |
| 13:46 |
Zeno` |
I changed it because the literal is an int and also that int is the fastest type for a loop (in this case) |
| 13:48 |
hmmmm |
unsigned int is slower than int?? |
| 13:48 |
Zeno` |
signedness did not even enter my mind |
| 13:48 |
hmmmm |
that comment was based on both of your previous two commits |
| 13:48 |
Zeno` |
u16 is not necessarily the native type of the target processor |
| 13:49 |
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| 13:49 |
hmmmm |
yes, but unsigned int is not necessarily u16 |
| 13:49 |
Zeno` |
yes |
| 13:49 |
Zeno` |
so int, in this case, is the correct type |
| 13:49 |
Zeno` |
As for the previous commit... well, I hate warnings |
| 13:50 |
hmmmm |
as for the compiler warning you silenced; i didn't even see that because my version of gcc emits a crapton of spurious warnings about conditions always evaluating to true/false due to type range limitations.. so it's easy to miss |
| 13:50 |
Zeno` |
but this is not related |
| 13:50 |
hmmmm |
i was holding out on that when somebody brought it up because it requires fixing the signedness of the coordinates which is an issue with a lot of my older code |
| 13:50 |
Zeno` |
hmmmm, the previous commit was not suggesting you did anything wrong |
| 13:50 |
hmmmm |
yeah but it's not a fix |
| 13:50 |
hmmmm |
it just silences the warning |
| 13:51 |
Zeno` |
not in a way that can fail though |
| 13:51 |
hmmmm |
correctness is important |
| 13:51 |
Zeno` |
it is correct |
| 13:51 |
hmmmm |
using int for an array index variable is not correct |
| 13:51 |
Zeno` |
x is signed, y is signed |
| 13:51 |
hmmmm |
arrays should be accessed using unsigned types always |
| 13:51 |
Zeno` |
hmm, of course it is when the condition being checked is... an int! |
| 13:51 |
Zeno` |
the literal 4 is of type int |
| 13:52 |
hmmmm |
yes... so? |
| 13:52 |
Zeno` |
so int is correct |
| 13:52 |
hmmmm |
no, it's not correct because you're using the variable 'i' as the index to an array |
| 13:52 |
hmmmm |
the constant 4 gets promoted to 4u anyway |
| 13:52 |
Zeno` |
why is that not correct? |
| 13:53 |
hmmmm |
because it's possible for the array index to be negative |
| 13:53 |
Zeno` |
array[-1] is most certainly valid |
| 13:53 |
hmmmm |
it certainly compiles |
| 13:53 |
hmmmm |
but that doesn't mean it's good practice |
| 13:53 |
Zeno` |
array indices CAN be negative |
| 13:53 |
Zeno` |
array[-1] is *(array -1) |
| 13:53 |
hmmmm |
they can be |
| 13:53 |
Zeno` |
of course |
| 13:53 |
hmmmm |
but that doesn't mean it's good |
| 13:54 |
hmmmm |
i can think of a million things that work just fine but are bad practice |
| 13:54 |
Zeno` |
complain to the C and C++ standard's committees not me then :P |
| 13:54 |
Zeno` |
I can think of a million reasons where negative indices are good |
| 13:54 |
hmmmm |
in fact certain compilers will give warnings for signed indexes |
| 13:55 |
gregorycu |
What is the type of array? |
| 13:55 |
Zeno` |
they should not because it's a valid thing. If a compiler warns about that then it is non-compliant |
| 13:57 |
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| 13:59 |
hmmmm |
it's a warning |
| 14:00 |
Zeno` |
yes |
| 14:00 |
hmmmm |
a warning says something could possibly be dangerous |
| 14:00 |
Zeno` |
and too many warnings lead to people ignoring warnings |
| 14:00 |
hmmmm |
not that it's non-conforming to the standard |
| 14:00 |
hmmmm |
using strcpy() produces warnings under a lot of compilers; that's part of the standard though |
| 14:01 |
hmmmm |
and what about while (foo = bar()) { |
| 14:01 |
hmmmm |
that produces warnings |
| 14:01 |
hmmmm |
it's still 100% correct C |
| 14:01 |
Zeno` |
of course it does |
| 14:01 |
Zeno` |
because it is 9 times out of 10 an error |
| 14:01 |
hmmmm |
and using signed integral types for array indexes? |
| 14:02 |
hmmmm |
not necessarily an error but could be improved |
| 14:02 |
Zeno` |
I'm serious... *(array - n) is common |
| 14:03 |
Zeno` |
but this is not what we're talking about here |
| 14:03 |
hmmmm |
array notation implies different things to the person looking at the code |
| 14:03 |
hmmmm |
vs. pointer arithmetic notation |
| 14:03 |
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| 14:03 |
Zeno` |
they are the same |
| 14:04 |
Zeno` |
but anyway, the real point is that u16 is almost certainly not the native word size of any CPU since about 20 years ago |
| 14:04 |
Zeno` |
so there is an implicit cast to s32 (or whatever it may be). Of course -O3 will fix that, but *shrug* |
| 14:05 |
Zeno` |
if the rhs of a condition is int then the lhs should be as well |
| 14:05 |
Bratmon |
I think you two might be bikeshedding at this point. |
| 14:05 |
hmmmm |
as far as i'm aware, the only speed guarantees are made with int_fastN_t |
| 14:06 |
Zeno` |
hmmmm, correct |
| 14:06 |
hmmmm |
where does it say that int is the fastest type on a given platform |
| 14:06 |
hmmmm |
so your point is kinda moot |
| 14:06 |
Zeno` |
not really |
| 14:07 |
Zeno` |
I really don't believe we're arguing about this |
| 14:07 |
Zeno` |
change https://github.com/minetest/minetest/commit/815876e7097fcd1e317ecfd867db807681f9cb1a#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1188 back to u16 if you're so passionate |
| 14:08 |
hmmmm |
you got all uptight over me pointing out that unsigned types should be preferred |
| 14:08 |
Zeno` |
where? |
| 14:08 |
Zeno` |
I said int |
| 14:08 |
Zeno` |
int is signed |
| 14:08 |
Zeno` |
you're confusing 2 different commits |
| 14:09 |
hmmmm |
because they're both the same issue |
| 14:09 |
Zeno` |
no, the previous commit was to fix a warning |
| 14:10 |
Zeno` |
the commit you commented on is not related in any way and my previous commit did not influence *at all* my changing of the types of i |
| 14:11 |
Zeno` |
but change them back to u16 if you like |
| 14:11 |
Zeno` |
makes no difference to me |
| 14:11 |
hmmmm |
you changed them for different reasons, but the underlying concern is that you both changed them to signed types |
| 14:11 |
hmmmm |
that's all |
| 14:11 |
hmmmm |
this is so asinine |
| 14:11 |
Zeno` |
I changed them for different reasons |
| 14:12 |
hmmmm |
that you did |
| 14:14 |
Zeno` |
for (i = 0; i < 2; i++) { if (i == 0) {...} else if (i == 1) {...} } is crazier than what I did anyway heh |
| 14:18 |
Zeno` |
or... ahem... does that construct make sense? |
| 14:19 |
hmmmm |
you know you can be correct without needless pedantry |
| 14:20 |
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| 14:20 |
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| 14:21 |
Zeno` |
Seriously, the change I made in the commit you're talking about from u16 to int was made without any thought whatsoever; it was just automatic |
| 14:21 |
Zeno` |
change them back |
| 14:23 |
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| 14:30 |
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| 14:31 |
luizrpgluiz |
hi |
| 14:31 |
gregorycu |
hi |
| 14:35 |
Zeno` |
hmm I think you should delete your comment |
| 14:36 |
luizrpgluiz |
what could be the new version of minetest beyond the performance? |
| 14:39 |
Zeno` |
performance |
| 14:39 |
gregorycu |
Especially if you're on windows ;) |
| 14:39 |
gregorycu |
Anyway, I can't repo that bug Zeno |
| 14:40 |
gregorycu |
It's a MingW build |
| 14:40 |
Zeno` |
gregorycu, better add a comment to the bug report then |
| 14:40 |
gregorycu |
I'll see if I can repo with the same package |
| 14:42 |
luizrpgluiz |
next year will leave the version 0.4.11? |
| 14:47 |
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| 14:50 |
gregorycu |
I can't repo with either 32 or 64 bit versions, I've update the issue |
| 14:51 |
luizrpgluiz |
:) |
| 14:59 |
hmmmm |
https://github.com/kwolekr/minetest/commit/7dbb3916cbc7f8650664db327ae35d72d3a872fb |
| 15:02 |
luizrpgluiz |
but I say leave officially |
| 15:03 |
Zeno` |
hmmmm, can that be merged since we're in feature freeze? |
| 15:03 |
Zeno` |
It's not exactly a bug fix |
| 15:03 |
hmmmm |
it can be if you frame it a certain way |
| 15:05 |
Zeno` |
I guess it looks cool and all, but what about the current blockers? |
| 15:05 |
hmmmm |
not aware of any blockers |
| 15:05 |
Zeno` |
https://github.com/minetest/minetest/labels/blocker |
| 15:05 |
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| 15:07 |
hmmmm |
windows specific issue that i can't do anything about, font_size setting error we previously discussed and i thought we came to a conclusion on, bug there's a patch for which has a huge horrible bug i asked him to fix but he never did |
| 15:10 |
luizrpgluiz |
it is a big mistake, it would be possible to fix it? |
| 15:10 |
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| 15:14 |
Zeno` |
hmmmm, you have a solution to #3? |
| 15:15 |
hmmmm |
i guess we can cherry pick the commit, fix it, then push to upstream |
| 15:15 |
Zeno` |
I guess if you can fix it you should |
| 15:20 |
luizrpgluiz |
my dear developers, I'm just a player, I would have to study well the C and C ++ and LUA to help you fix many bugs in the game |
| 15:21 |
luizrpgluiz |
I have many ideas for the game |
| 15:24 |
gregorycu |
Everybody is an ideasman |
| 15:25 |
gregorycu |
You play on windows? |
| 15:25 |
hmmmm |
probably a discussion better for #minetest |
| 15:25 |
kilbith |
^ |
| 15:26 |
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| 15:26 |
gregorycu |
If you do play on windows, can you try and repo this bug: https://github.com/minetest/minetest/issues/1959 |
| 15:35 |
hmmmm |
realbadangel's fix doesn't even work |
| 15:35 |
hmmmm |
i just tested it |
| 15:35 |
Zeno` |
what fix |
| 15:36 |
hmmmm |
for the wieldhand being fully bright in dark scenes |
| 15:37 |
Zeno` |
I can't see the fix |
| 15:37 |
Zeno` |
link? |
| 15:37 |
hmmmm |
https://github.com/RealBadAngel/minetest/commit/57c6e96a4e23781fa190c6ee9925bbb660187204#diff-722710b5ecd9db42e7dd785dd517e186R919 |
| 15:38 |
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| 15:38 |
Zeno` |
That's not a fix for the issue |
| 15:39 |
hmmmm |
erm... it was referenced in the issue |
| 15:40 |
Zeno` |
not by RBA |
| 15:43 |
Zeno` |
I thought you had your own fix |
| 15:45 |
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| 15:59 |
Zeno` |
https://github.com/minetest/minetest/commit/7dbb3916cbc7f8650664db327ae35d72d3a872fb <--- WTH is this? |
| 15:59 |
Zeno` |
there are no comments in the code to suggest it's temporary |
| 16:00 |
Zeno` |
hmmmm ^^^ |
| 16:09 |
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| 16:12 |
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| 16:12 |
gregorycu |
lol |
| 16:13 |
gregorycu |
I just drastically increased the performance of the client in debug by replacing some vector<bool> with vector<char> |
| 16:13 |
gregorycu |
(Not even kidding) |
| 16:13 |
gregorycu |
2fps -> 30fps |
| 16:15 |
Calinou |
where did you do that, which file/line? |
| 16:16 |
gregorycu |
collision.cpp |
| 16:16 |
gregorycu |
231, 232, 233 |
| 16:18 |
Calinou |
does it work on release builds? |
| 16:18 |
gregorycu |
About to find out |
| 16:19 |
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| 16:20 |
sfan5 |
gregorycu: bool shouldn't be that slow |
| 16:20 |
celeron55 |
gregorycu: how did you figure out that optimization? |
| 16:20 |
gregorycu |
Someone forgot to tell microsoft |
| 16:20 |
celeron55 |
sfan5: it can be; vector<bool> is a special implementation |
| 16:20 |
gregorycu |
I profiled |
| 16:20 |
celeron55 |
what tool? |
| 16:20 |
gregorycu |
Visual Studio Profiler |
| 16:21 |
sfan5 |
hm |
| 16:21 |
gregorycu |
In that function, there are 6 vectors |
| 16:21 |
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| 16:21 |
sfan5 |
celeron55: wouldn't it make more sense to use std::bitset |
| 16:21 |
gregorycu |
However, most of that function was spend in std::vector<bool>::push_back |
| 16:21 |
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| 16:21 |
gregorycu |
Even though only 3 of the vectors were bool |
| 16:21 |
Calinou |
the collision code is quite bad currently, I can easily believe it |
| 16:21 |
Calinou |
the one who added nodeboxes worsened it |
| 16:21 |
Calinou |
before it was reliable, you never got stuck anywhere |
| 16:22 |
Calinou |
now, when you jump, you have 10 % chance to get stuck |
| 16:22 |
celeron55 |
can someone else benchmark this change? |
| 16:22 |
celeron55 |
2fps -> 30fps does not sound realistic though, that must be some kind of a specific situation |
| 16:23 |
celeron55 |
like... walking on top of very complex nodebox thinggs |
| 16:23 |
gregorycu |
It was in debug |
| 16:23 |
gregorycu |
I've just profiled release |
| 16:23 |
gregorycu |
One sec |
| 16:23 |
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| 16:25 |
celeron55 |
the speed efficiency of a vector<bool> in visual C++ and g++ might differ a lot |
| 16:26 |
celeron55 |
kahrl: i think you made most of that code; comments? 8) |
| 16:26 |
sfan5 |
hm |
| 16:27 |
sfan5 |
why does it stay stuck at 61 fps even with wanted_fps=max_fps=999 and vsync=false |
| 16:28 |
gregorycu |
There looks to be some improvement, but not much |
| 16:28 |
gregorycu |
Not as much as was in debug, buy far |
| 16:29 |
gregorycu |
I was running singleplayer, let me try server-client |
| 16:29 |
sfan5 |
singleplayer is server-client |
| 16:29 |
sfan5 |
just local |
| 16:29 |
Calinou |
sfan5, fps_max 0 |
| 16:29 |
Calinou |
not max_fps |
| 16:29 |
Calinou |
also you can use 0 to disable limit |
| 16:30 |
Calinou |
and wanted_fps should always be 30 |
| 16:30 |
sfan5 |
*** Error in `./minetest': double free or corruption (!prev): 0x0000000002dabd60 *** |
| 16:30 |
sfan5 |
i dun even |
| 16:30 |
sfan5 |
I just ^C'd it |
| 16:31 |
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| 16:32 |
sfan5 |
ooh, 72 fps |
| 16:32 |
celeron55 |
sfan5: fps_max? |
| 16:33 |
sfan5 |
celeron55: nvm |
| 16:34 |
sfan5 |
79 fps now |
| 16:34 |
celeron55 |
also, calinou is very correct in that changing wanted_fps is optional |
| 16:34 |
celeron55 |
it only affects the automatic view distance tuner |
| 16:35 |
Calinou |
I used to use a big value like 100, and it severely decreased my FPS (I don't know why) |
| 16:35 |
Calinou |
this was a while ago (2011-08), so the new autotuner may behave better |
| 16:37 |
celeron55 |
a high fps in minetest won't feel very good on many systems though because some things tend to cause too large frametime spikes |
| 16:37 |
celeron55 |
be happy if you happen to have one that doesn't suffer from that |
| 16:38 |
gregorycu |
Well, I think there is some positive impact |
| 16:38 |
gregorycu |
But it's not really conclusive in release |
| 16:38 |
gregorycu |
In debug, there certainly is |
| 16:38 |
gregorycu |
Massively |
| 16:40 |
gregorycu |
Under Game:run, 75% of the time is spent in vector<bool>::push_back |
| 16:40 |
gregorycu |
In debug |
| 16:41 |
gregorycu |
This is Visual Studio 2013 |
| 16:41 |
gregorycu |
Anyway, I'm off to bed |
| 16:42 |
celeron55 |
i think practically nobody is using MT in MSVC debug mode; not sure if this will yield any changes |
| 16:42 |
celeron55 |
but good night 8) |
| 16:52 |
sfan5 |
celeron55: i get about 4-7 more fps with the change |
| 16:52 |
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| 16:53 |
celeron55 |
for real? |
| 16:53 |
celeron55 |
i don't even believe that, i guess i'll test it myself |
| 16:57 |
celeron55 |
no difference |
| 17:03 |
celeron55 |
yes, no measurable difference |
| 17:04 |
sfan5 |
¯\_(ツ)_/¯ |
| 17:04 |
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| 17:05 |
celeron55 |
measuring this would require calculating an average FPS over time and it would be some small portion of one, i guess |
| 17:05 |
sfan5 |
why are we not using std::bitset? |
| 17:05 |
celeron55 |
you can't make a dynamically sized one |
| 17:06 |
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| 17:06 |
celeron55 |
and it isn't optimized for speed either |
| 17:06 |
sfan5 |
maybe we should write our own bitset implementation |
| 17:07 |
sfan5 |
or maybe it's already fast enough currently |
| 17:10 |
celeron55 |
what's the problem with vector<char> or vector<bool> |
| 17:11 |
celeron55 |
it doesn't even have a performance difference except for MSVC debug builds, apparently |
| 17:19 |
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| 17:22 |
shadowzone |
Gotta go |
| 17:40 |
rubenwardy |
Can another core developer take a look at this? https://github.com/minetest/minetest/pull/1977 |
| 17:43 |
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| 18:28 |
MinerDad |
I've created a pull request for inventory prediction (bug 1374): https://github.com/minetest/minetest/pull/1988 |
| 18:32 |
Calinou |
can it know if a move is rejected by server? does it revert them gracefully? |
| 18:32 |
MinerDad |
yes |
| 18:33 |
MinerDad |
there was already some client prediction, I just extended it to include more cases |
| 18:49 |
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| 18:54 |
VanessaE |
Zeno's attempt to fix plantlike did not work correctly. |
| 18:55 |
VanessaE |
the size is right, but vertical positioning is broken again |
| 18:55 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2012182014%20-%2001%3a54%3a34%20PM.png\ |
| 18:55 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2012182014%20-%2001%3a54%3a34%20PM.png |
| 18:55 |
Krock |
#1987 is quite interesting |
| 18:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/1987 -- Change TileSpec::frames to be std::vector not std::map by gregorycu |
| 18:55 |
VanessaE |
that 45-degree plantlike part is not supposed to be embedded into the stalk of the tree, it's actually placed in that empty-ish space above it between the raillike parts :) |
| 18:56 |
VanessaE |
do I need to open a new issue just to have it marked as a blocker or can someone just fix it? :) |
| 18:57 |
VanessaE |
(zeno wanted me to test but I was unavailable at the time) |
| 19:09 |
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| 19:27 |
VanessaE |
https://github.com/minetest/minetest/issues/1989 |
| 19:29 |
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| 19:39 |
Krock |
There's a data possible loss while converting lua_Number to char32_t in l-mapgen.cpp 404 |
| 19:40 |
Krock |
Could someone include that fix to an other one? |
| 19:44 |
Megaf |
#1989 |
| 19:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/1989 -- Plantlike visual_scale causes plants to be shifted downward |
| 19:45 |
Megaf |
we should just rewrite minetest... |
| 19:46 |
kaeza |
I'll let you start doing that |
| 19:46 |
kaeza |
please, now, do it |
| 19:46 |
VanessaE |
... |
| 19:48 |
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| 19:57 |
Megaf |
kaeza: rightm, if I do, will you join me? |
| 19:58 |
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| 20:06 |
Bratmon |
Rewriting minetest should take what, the rest of this afternoon? |
| 20:07 |
Bratmon |
Maybe the evening? |
| 20:09 |
Megaf |
MInetest is quite simple actually |
| 20:09 |
Megaf |
the engine itself can be very simple and all stuff could me added as mods |
| 20:10 |
Megaf |
imagine an engine writen using this engine, https://en.wikipedia.org/wiki/Horde3D |
| 20:13 |
Bratmon |
I'm not a graphics programmer. What exactly is the difference? |
| 20:14 |
Megaf |
both Horde3D and Irrlicht are 3D engines that are suposed to be lightweight |
| 20:14 |
Megaf |
but horde supports Lua and Python out of the box |
| 20:14 |
Bratmon |
Okay. |
| 20:16 |
Megaf |
VanessaE: what do you think? http://horde3d.org/features.html |
| 20:18 |
Megaf |
well, minetest problem is not exactely the engine itself |
| 20:18 |
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| 20:18 |
Megaf |
well, not the 3D engine, Irrlicht is pretty capable |
| 20:18 |
Megaf |
The problem is the way it begun and the way it is now |
| 20:19 |
Megaf |
linux Winfows 9.x... |
| 20:19 |
Megaf |
Windows* |
| 20:20 |
Megaf |
If I had the knowhow to re write it I would |
| 20:23 |
PilzAdam |
Megaf, it only supports OpenGL and is probably not suitable for old hardware |
| 20:23 |
Megaf |
It isn't |
| 20:23 |
Megaf |
I just read that now |
| 20:23 |
Megaf |
and it doesn't seems to support EGL |
| 20:24 |
Megaf |
I would rewrite minetest engine if I had the know how |
| 20:37 |
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| 20:49 |
VanessaE |
Megaf: we don't need a new engine. |
| 20:49 |
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| 20:50 |
VanessaE |
I won't say what I think we DO need because I'll undoubtedly stick my foot in my mou--keyboard. |
| 20:50 |
Megaf |
no, we need the same minetest, but rewriten, with all dead/old code removed |
| 20:52 |
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| 20:56 |
VanessaE |
Megaf: the graphics stack upon which a game engine runs is also called an engine |
| 20:56 |
celeron55 |
Megaf: if you had the know how, you would have much more interesting things to do |
| 20:56 |
VanessaE |
e.g. irrlicht --> "The Irrlicht Engine is an open source high performance realtime 3D engine written in C++." |
| 20:59 |
Megaf |
VanessaE: I like Irrlicht, but some of the problems that Minetest has it's not even Minetest fault, it's Irrlichts |
| 21:00 |
Megaf |
celeron55: you mean, in real life or helping minetest ? :P |
| 21:01 |
twoelk |
If I had the knowledge I might design myself a spacecraft, fly to the moon, laser myself some nice moon rock cubes and recreate some Minetest worlds in a 1node = 1meter scale. |
| 21:02 |
* twoelk |
runs outside and stares at the moon |
| 21:02 |
celeron55 |
lol |
| 21:02 |
celeron55 |
it's only halfway rocket science |
| 21:03 |
celeron55 |
Megaf: are you able to make a list of everything that you know is irrlicht's fault? |
| 21:03 |
celeron55 |
because that would be interesting and useful |
| 21:03 |
celeron55 |
(and i would also be able to correct you where you are wrong) |
| 21:04 |
Megaf |
celeron55: Yep, I can list two issue right now |
| 21:04 |
celeron55 |
i'm not interested in randomly picked issues, they aren't very constructive in planning for the far future |
| 21:05 |
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| 21:05 |
celeron55 |
a complete list would be |
| 21:05 |
Megaf |
celeron55: so, EGL, the support is experimental on Irricht and it doesnt work on the Raspberry Pi |
| 21:05 |
Megaf |
but fortunetaly people are making progress on Gallium |
| 21:05 |
Megaf |
and copy and paste on Linux |
| 21:06 |
Megaf |
Copy and paste. Proper font handling (not in a hacky way like sapier is doing) |
| 21:06 |
hmmmm |
how is sapier's font handling hacky? |
| 21:07 |
neoascetic |
can someone tell me in which file server pushes world state to client? |
| 21:08 |
hmmmm |
server.cpp |
| 21:08 |
Megaf |
hmmmm: he made an image for every letter |
| 21:09 |
celeron55 |
have you ever heard of bitmap fonts? i don't understand why so many of them were added to the repo but yes, irrlicht is quite oldschool in not natively supporting others (MT supports vector fonts though) |
| 21:14 |
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| 21:22 |
Megaf |
celeron55: so why arent they used? |
| 21:22 |
Megaf |
anyway, it worked with TTF |
| 21:23 |
VanessaE |
the better question is, why do we still care about bitmapped fonts/non-truetype in this day and age? |
| 21:23 |
VanessaE |
is there some random platform on which freetype can't be depended upon? |
| 21:24 |
Megaf |
VanessaE: GNU/Linux, BSD, OS X, BeOS/Haiku, Windows all support TTF |
| 21:24 |
VanessaE |
I'm with c55 on this one, the addition of those bitmapped fonts doesn't make a lot of sense to me either. |
| 21:24 |
VanessaE |
Megaf: those are operating systems, I meant hardware platforms |
| 21:33 |
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| 21:40 |
RealBadAngel |
hi |
| 21:40 |
VanessaE |
hi |
| 21:41 |
roniz |
hi |
| 21:42 |
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| 21:46 |
RealBadAngel |
why https://github.com/minetest/minetest/commit/815876e7097fcd1e317ecfd867db807681f9cb1a ? |
| 21:46 |
RealBadAngel |
this completely breaks the fixes to plantlike i made lately |
| 21:47 |
roniz |
i am using 0.4.10 |
| 21:47 |
roniz |
how do I generate a v7 mapgen through the linux command line? |
| 21:47 |
roniz |
because I only have ssh access to the server |
| 21:48 |
VanessaE |
RealBadAngel: your fixes broke plantlike anyway... |
| 21:48 |
RealBadAngel |
VanessaE, how exactly? |
| 21:48 |
VanessaE |
RealBadAngel: the stuff we discussed in /msg ? |
| 21:49 |
VanessaE |
or just #1978 anyway |
| 21:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/1978 -- plantlike drawtype visual_scale is way too small now |
| 21:49 |
RealBadAngel |
its NOT to small |
| 21:49 |
VanessaE |
it IS too small |
| 21:49 |
RealBadAngel |
its correct (or rather was) |
| 21:49 |
RealBadAngel |
before it was too big |
| 21:49 |
VanessaE |
well was, until that commit that resulted in bug #1989 |
| 21:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/1989 -- Plantlike visual_scale causes plants to be shifted downward |
| 21:49 |
VanessaE |
no, you can't change the API like THAT |
| 21:50 |
VanessaE |
that's backward incompatible |
| 21:50 |
RealBadAngel |
ofc it wasnt backwards compatinble |
| 21:50 |
RealBadAngel |
now you have same shit again |
| 21:50 |
RealBadAngel |
and floating and improper scaled plants again |
| 21:51 |
VanessaE |
yeah, I don't know why zeno committed this without giving me a chance to test it (he DID want me to test but I was afk) |
| 21:51 |
RealBadAngel |
you just used to the bug and start called it normal behaviour dammit |
| 21:51 |
VanessaE |
um, visual_scale = 2 making a plant twice as big is not a bug... |
| 21:51 |
RealBadAngel |
go on, make now plant twice as big |
| 21:52 |
RealBadAngel |
shit |
| 21:52 |
VanessaE |
the only problem here is the vertical positioning of the plant. the scale is perfect. |
| 21:53 |
RealBadAngel |
code doesnt care about visual scale other than 1.0 and above |
| 21:54 |
RealBadAngel |
plant will be allways burried |
| 21:54 |
RealBadAngel |
https://github.com/minetest/minetest/commit/815876e7097fcd1e317ecfd867db807681f9cb1a#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1191 |
| 21:54 |
RealBadAngel |
this is fucking WRONG |
| 21:55 |
RealBadAngel |
whole commit is just a mess |
| 21:57 |
VanessaE |
I didn't write the patch but what I *do* know is the correct place to fix this is there at line 1191/1192 |
| 21:58 |
VanessaE |
those equations at 1174 and prior need to remain effectively the same or it fucks up the size of the image |
| 21:58 |
RealBadAngel |
nvm, i will trash this code anyway. plantlike will be also converted to meshnode |
| 21:58 |
VanessaE |
no, it's too late in the cycle |
| 21:58 |
VanessaE |
we're in feature freeze now |
| 21:59 |
VanessaE |
release is in less than a week |
| 21:59 |
RealBadAngel |
i have made the conversion code month ago |
| 21:59 |
RealBadAngel |
wont push it now, dont worry |
| 21:59 |
RealBadAngel |
but its obsolete anyway |
| 22:00 |
RealBadAngel |
what im angry at he broke the positioning of the plants |
| 22:00 |
RealBadAngel |
without even asking bout it |
| 22:01 |
VanessaE |
he asked. |
| 22:01 |
VanessaE |
I wasn't here to test his fix |
| 22:01 |
VanessaE |
you weren't here to comment |
| 22:01 |
VanessaE |
idk why he proceeded though |
| 22:01 |
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| 22:01 |
RealBadAngel |
btw, funny to see dozens of new commits in feature freeze phase and see my commit blocked by PilzAdam |
| 22:02 |
VanessaE |
also: |
| 22:02 |
RealBadAngel |
which wasnt a feature |
| 22:03 |
RealBadAngel |
VanessaE, yes? |
| 22:03 |
VanessaE |
I'm comparing the code from before you changed it (when you broke the visual scale) to after zeno's last patch |
| 22:03 |
RealBadAngel |
i havent broke it, i just set it to regular and correct scale |
| 22:03 |
VanessaE |
you broke it. |
| 22:03 |
RealBadAngel |
before it was broken |
| 22:03 |
VanessaE |
the scale was fine before. |
| 22:04 |
VanessaE |
the positioning is what was broke. |
| 22:04 |
VanessaE |
anyway the first part up to line 1174 basically looks like a complete revert of your original patch |
| 22:04 |
VanessaE |
(well 1174 as it exists today) |
| 22:05 |
VanessaE |
my gut keeps telling me this could be solved by just adding BS / 2 to the equation at line 1192 and losing the conditional. |
| 22:05 |
VanessaE |
but that's probably wrong (I haven't tried it) |
| 22:05 |
VanessaE |
something like, vertices[i].Pos.Y -= BS/2 + BS/2 * (1 - f.visual_scale); |
| 22:06 |
hmmmm |
https://github.com/blog/1938-git-client-vulnerability-announced |
| 22:06 |
PilzAdam |
RealBadAngel, your judgement of feature / bugfix, backwards compatibility and broken / non-broken lets me wonder if you are still a suitable for being a core dev |
| 22:08 |
RealBadAngel |
PilzAdam, you are ALWAYS against what im doing, and that pisses me off |
| 22:08 |
VanessaE |
RealBadAngel: see above. What effect would that change have? |
| 22:08 |
VanessaE |
enough of the banter, let's just fucking FIX THIS RIGHT? PLEASE. |
| 22:08 |
RealBadAngel |
VanessaE, i will try it |
| 22:09 |
RealBadAngel |
gimme a few minutes to test it |
| 22:10 |
RealBadAngel |
PilzAdam, and fix that damn screwdriver rewrite, its broken |
| 22:10 |
VanessaE |
screw it, I'll just try it myself. |
| 22:10 |
PilzAdam |
RealBadAngel, I'm not always against what you are doing; e.g. the meshnode drawtype is cool |
| 22:11 |
PilzAdam |
btw, RealBadAngel, https://github.com/minetest/minetest_game/pull/379 |
| 22:11 |
RealBadAngel |
PilzAdam, you have asked me whats wrong with rewrite then pissed on my opinion |
| 22:12 |
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| 22:12 |
PilzAdam |
yes, I asked what is wrong with the rewrite, not which bugs already existed before the rewrite |
| 22:12 |
PilzAdam |
you seem to still not understand that |
| 22:12 |
RealBadAngel |
PilzAdam, dont be so strict |
| 22:13 |
RealBadAngel |
that was a good time to take care of it and you know that |
| 22:14 |
PilzAdam |
it wasn't; the "rewrite" just changed the way the player interacts with it; not how it internally works |
| 22:14 |
PilzAdam |
anyway, thats not the point now |
| 22:14 |
RealBadAngel |
oh, ok |
| 22:15 |
RealBadAngel |
about plantlike, imho it should be aware of it |
| 22:15 |
PilzAdam |
you generally seem to have a quite different judgement of things than I do |
| 22:16 |
RealBadAngel |
PilzAdam, quite normal, im not a copy of you, nobody is ;) |
| 22:17 |
RealBadAngel |
in general we should consider a flag for screwdriver |
| 22:17 |
PilzAdam |
for example, you think breaking backwards compatibility is reasonable if you think the current way is "broken" |
| 22:17 |
PilzAdam |
(e.g. plantlike) |
| 22:17 |
RealBadAngel |
yes, sometimes i do |
| 22:17 |
PilzAdam |
it's not |
| 22:18 |
PilzAdam |
it's even worse when notifying nobody about it |
| 22:18 |
RealBadAngel |
if plant is floating or being burried (depending on the scale) and API says it should be positioned on the ground... |
| 22:18 |
RealBadAngel |
wheres the bug? |
| 22:18 |
PilzAdam |
e.g. nobody knew that you intentionally broke the API, hence Zeno's "fix" |
| 22:19 |
RealBadAngel |
everybody in the channel knew |
| 22:19 |
RealBadAngel |
you was away propably |
| 22:19 |
PilzAdam |
not enough people, it seems |
| 22:19 |
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| 22:19 |
RealBadAngel |
that change was discussed |
| 22:19 |
PilzAdam |
with whom? |
| 22:19 |
RealBadAngel |
im not pushing anything lately without discussion |
| 22:20 |
RealBadAngel |
see the commit and pictures |
| 22:20 |
RealBadAngel |
and the issue which was opened for that |
| 22:21 |
PilzAdam |
API changes previously even had forum posts: https://forum.minetest.net/viewtopic.php?f=18&t=6808 |
| 22:21 |
PilzAdam |
"everyone in the channel" is not enough |
| 22:21 |
PilzAdam |
it is a project goal to have a stable API between releases; you violated that goal |
| 22:23 |
RealBadAngel |
https://github.com/minetest/minetest/issues/1747 |
| 22:24 |
RealBadAngel |
do you think that was a normal behaviour? and that was api claimed? |
| 22:25 |
PilzAdam |
you broke VanessaE's mod |
| 22:25 |
gregorycu |
What is the MeshUpdateThread? |
| 22:25 |
RealBadAngel |
bug being not fixed for too long became a feature |
| 22:26 |
RealBadAngel |
but thats not an excuse to not fix it |
| 22:26 |
VanessaE |
there was nothing wrong with the visual_scale size range |
| 22:26 |
PilzAdam |
how is making nodes 10 times bigger a fix for floating plants? |
| 22:26 |
VanessaE |
only the Y position was bad. |
| 22:26 |
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| 22:26 |
RealBadAngel |
at which point something was 10x bigger?? |
| 22:26 |
PilzAdam |
see VanessaE's original issue |
| 22:27 |
VanessaE |
RealBadAngel: that was an entity with mesh drawtype! |
| 22:27 |
RealBadAngel |
PilzAdam, i think you messed up threads |
| 22:28 |
PilzAdam |
#1978 |
| 22:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/1978 -- plantlike drawtype visual_scale is way too small now |
| 22:28 |
PilzAdam |
s/bigger/smaller |
| 22:29 |
PilzAdam |
there are other things that make me question your judgment of things, too (besides your views on compatibility) |
| 22:29 |
RealBadAngel |
VanessaE, thx to my fixes plants were perfectly the same size as other "pixels" around |
| 22:30 |
PilzAdam |
there were 2 incidences of people bisecting a problem down to one of your commits; and you simply didn't accept it and said it was caused by someone else |
| 22:30 |
RealBadAngel |
you just got used to buggy behaviour and called it NORMAL |
| 22:31 |
PilzAdam |
and then there is this screwdriver thing, where you were simply unable to judge the contents of a PR and constantly pointing to an unrelated / out of scope bug |
| 22:31 |
RealBadAngel |
PilzAdam, afaik last time some1 was bisecting someting i fixed that |
| 22:32 |
PilzAdam |
RealBadAngel, one of it was me trying to find the cause for #1705 |
| 22:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/1705 -- Regression in smooth day-night transition |
| 22:32 |
gregorycu |
You two should stop fighting :P |
| 22:32 |
PilzAdam |
after bisecting, you tried to tell me that this wasn't a regression |
| 22:32 |
RealBadAngel |
PilzAdam, this is also fixed |
| 22:32 |
gregorycu |
And someone should answer my question |
| 22:32 |
PilzAdam |
and that your commit didn't cause it |
| 22:32 |
PilzAdam |
RealBadAngel, finally, after hours of discussing |
| 22:33 |
RealBadAngel |
PilzAdam, i was hoping for another solution |
| 22:33 |
RealBadAngel |
sadly in both cases i was forced to get back to old code |
| 22:33 |
PilzAdam |
then you should have said that, instead of saying it's not caused by you |
| 22:33 |
RealBadAngel |
i did |
| 22:34 |
PilzAdam |
do you really want me to dig up the logs? |
| 22:34 |
RealBadAngel |
but youre lately not around :P |
| 22:34 |
RealBadAngel |
if i didnt, i wouldnt be fixing that |
| 22:34 |
PilzAdam |
I'm not saying that you are "not good", or "bad"; I'm just saying that your way of reasoning seems to be quite different to mine |
| 22:35 |
PilzAdam |
that makes us quite incompatible as discussion participants |
| 22:35 |
PilzAdam |
and I don't like that |
| 22:35 |
RealBadAngel |
do you expect me to like that on the other hand? |
| 22:36 |
RealBadAngel |
i always find you in the opposite corner of the ring |
| 22:36 |
PilzAdam |
it's not about oppinions (I think) |
| 22:37 |
neoascetic |
why server.cpp deals with playersao while ServerEnvironment deals with player object? |
| 22:37 |
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| 22:39 |
PilzAdam |
RealBadAngel, also, because of bias, I think that my "way of thinking" is better, so I'd like to see your right to vote on PR's removed |
| 22:40 |
VanessaE |
while you guys are bitching at each other, I'm actually trying to fix this the right way |
| 22:40 |
VanessaE |
http://pastebin.com/9XSiq5t6 |
| 22:40 |
VanessaE |
there. |
| 22:41 |
VanessaE |
that works fine for anything that's visual_scale = 1.0 or larger. |
| 22:41 |
VanessaE |
no change to anywhere else in the code. |
| 22:41 |
gregorycu |
8% of the render loop is checking settings, just saying |
| 22:41 |
RealBadAngel |
VanessaE, please dont reinvent the wheel: https://github.com/minetest/minetest/pull/1871/files#diff-c03ca828c6b8a7695f2cd7e52c316a3cR1183 |
| 22:42 |
VanessaE |
I don't have anything handy that has a scale of less than 1.0, can someone please check? |
| 22:42 |
RealBadAngel |
this code doesnt use any mind tricks, just the same visual scale for everything |
| 22:42 |
VanessaE |
RealBadAngel: look, I don't know enough C++ to even begin to touch other parts of the engine, this little piece I can at least understand. |
| 22:42 |
VanessaE |
this works. |
| 22:43 |
RealBadAngel |
ofc to some point |
| 22:43 |
VanessaE |
screw it, I'll just test the small stuff too |
| 22:43 |
RealBadAngel |
main problem of the drawtypes is they were written by different folks |
| 22:43 |
hmmmm |
breaking compatibility is bad |
| 22:43 |
PilzAdam |
RealBadAngel, to put it in other words: I don't trust you to judge PRs the same I trust the other devs |
| 22:43 |
hmmmm |
and, yeah, if a bug stays around long enough, it becomes the expected version |
| 22:44 |
hmmmm |
to 'fix' this, have an option to use the fixed version |
| 22:45 |
PilzAdam |
RealBadAngel, is my view on this understandable or do you think I'm just an ass? |
| 22:46 |
VanessaE |
opk, confirmed |
| 22:46 |
RealBadAngel |
youre stubborn the same way as i do :) |
| 22:46 |
VanessaE |
my fix works. |
| 22:46 |
VanessaE |
PR incoming in a few minutes. |
| 22:46 |
VanessaE |
or can someone just take that paste and use it please? |
| 22:46 |
VanessaE |
save me a little trouble :) |
| 22:48 |
RealBadAngel |
hmm, but such bugs are pain in the ass, like the positioning in plants, or torchlike being upside down for param2 = 0 |
| 22:48 |
RealBadAngel |
hmmmm, ^ |
| 22:48 |
hmmmm |
boo fucking hoo |
| 22:48 |
RealBadAngel |
keeping compability means extra code in rendering loops |
| 22:48 |
RealBadAngel |
which is not wise |
| 22:49 |
hmmmm |
you can remove the extra compatibility code when 0.5.0 comes out |
| 22:50 |
VanessaE |
https://github.com/minetest/minetest/pull/1991 |
| 22:50 |
VanessaE |
there |
| 22:50 |
VanessaE |
assuming I did it right, this works for me |
| 22:50 |
RealBadAngel |
hmmmm, thats why im not pushing my recent changes into current tree, atm i trying to convert as much as i can to native irrlicht meshes |
| 22:51 |
RealBadAngel |
this will speed things up and solve the weird issues like with plants |
| 22:51 |
RealBadAngel |
one model for an object and let irrlicht rotate it or scale |
| 22:55 |
VanessaE |
um, hello? |
| 22:56 |
VanessaE |
are you guys gonna bitch at each other or is someone gonna take a look at a one-line pull to fix this issue, and at least tell me if I should go jump in a lake? |
| 22:56 |
RealBadAngel |
VanessaE, hrm |
| 22:56 |
RealBadAngel |
arent those two lines mathematically the same? |
| 22:56 |
VanessaE |
s/at a/at that/ |
| 22:56 |
VanessaE |
RealBadAngel: obviously not, or it wouldn't have fixed it |
| 22:56 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1991/files#diff-c03ca828c6b8a7695f2cd7e52c316a3cL1192 |
| 22:57 |
VanessaE |
besides, 1 - X is rarely equivalent to X - 1 :-) |
| 22:57 |
VanessaE |
(unless X happens to equal 1) |
| 22:57 |
PilzAdam |
RealBadAngel, they are |
| 22:57 |
PilzAdam |
(mathematically equivalent) |
| 22:58 |
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| 22:58 |
jin_xi |
so, lake it is |
| 23:00 |
VanessaE |
well somehow it works. |
| 23:01 |
VanessaE |
maybe just because of the lack of the conditional. |
| 23:03 |
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| 23:08 |
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| 23:08 |
RealBadAngel |
sorry, seems like i had problems with my connection |
| 23:12 |
* VanessaE |
wanders off |
| 23:12 |
VanessaE |
(it'll take me a few minutes to get to the nearest lake to make the aforementioned jump) |
| 23:13 |
jin_xi |
why? did you test again? was it a ghost fix? |
| 23:13 |
RealBadAngel |
jin_xi, zeno's fix broken my fix then VE fixed it again |
| 23:14 |
VanessaE |
jin_xi: no, it works, but the real fix was just getting rid of that conditional; my equation is mathematically the same as the original. |
| 23:14 |
RealBadAngel |
VanessaE, not the original |
| 23:14 |
RealBadAngel |
original was fucked up, youre at the point of my fix |
| 23:15 |
VanessaE |
well same as what's already there. |
| 23:15 |
RealBadAngel |
but with opposite signs just lol ;) |
| 23:16 |
VanessaE |
well with that little fix, now plantlike behaves exactly like it should |
| 23:16 |
VanessaE |
corret sizing, correct positioning |
| 23:16 |
VanessaE |
or so it appears. |
| 23:18 |
hmmmm |
so |
| 23:18 |
hmmmm |
I really don't like https://github.com/minetest/minetest/commit/7dbb3916cbc7f8650664db327ae35d72d3a872fb |
| 23:19 |
hmmmm |
i can remove that if minetest_game and minimal have a subset of paramat's biomes |
| 23:19 |
hmmmm |
thoughts? |
| 23:20 |
VanessaE |
this would affect mgv5 and mgv7 only I presume? |
| 23:20 |
hmmmm |
yep |
| 23:21 |
VanessaE |
yeah, seems reasonable to me, but expect complaints about lack of beaches. |
| 23:21 |
hmmmm |
don't care |
| 23:21 |
VanessaE |
(but, better that ^^^^ than all-stone) |
| 23:21 |
hmmmm |
it'll be something different from the usual complaint |
| 23:22 |
exio4 |
the whole map is just grass! |
| 23:23 |
VanessaE |
then again the aforementioned subset would likely be more than just grass |
| 23:33 |
RealBadAngel |
VanessaE, so im ok with the fix by now |
| 23:34 |
VanessaE |
*GASP* |
| 23:38 |
RealBadAngel |
before 0.4.11 i will fix just that issue with wielded being lit when shaders on |
| 23:39 |
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| 23:40 |
RealBadAngel |
the other code is not yet ready to go into stable, main change (moving highlighted and cracks to separate scene node) has to be widely tested before merging |
| 23:40 |
RealBadAngel |
after that is done i can work on other things |
| 23:41 |
RealBadAngel |
point is i need to have clean mapblock mesh, to turn it into mesh with tangents |
| 23:42 |
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| 23:43 |
paramat |
hmmmm i could submit a simplified version of my v5/v7 biomes branch if you want (to be replaced by the full system in 0.4.12): plains with grasses/flowers (no trees perhaps), simple beaches and sand underwater |
| 23:43 |
hmmmm |
sure |
| 23:45 |
paramat |
okay |
| 23:51 |
paramat |
since schems by lua table is fixed i might also be able to whip up a quick appletree with randomised leaves and apples |
| 23:54 |
paramat |
(but then again maybe not, i'd rather do the tree schems right or not at all ... okay just plains will do) |