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Krock |
#4003 [Bug] [@ Server / Client / Env.] |
| 12:25 |
ShadowBot |
https://github.com/minetest/minetest/issues/4003 -- mainmenu: Fix minetest.after timing by SmallJoker |
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MoNTE48 |
Hi) |
| 14:56 |
est31 |
hello MoNTE48 ! |
| 14:58 |
MoNTE48 |
Today I will have a free evening. What should I do? Remove simple mainmenu for android, add luajit or update vorbis / ogg + reduce the apk size through using systemic griftov? |
| 14:58 |
MoNTE48 |
*fonts |
| 14:58 |
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| 14:59 |
MoNTE48 |
https://github.com/MultiCraftProject/MultiCraft/blob/master/src/defaultsettings.cpp#L388 est31, pls, see this |
| 14:59 |
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est31 |
hmm interesting |
| 15:00 |
est31 |
I dont know is that path guaranteed to be existing |
| 15:00 |
MoNTE48 |
This reduced the size apk a few mb for me |
| 15:01 |
MoNTE48 |
I've been using it for several months. No problem. These 2 font are mandatory for all devices (their use google apps, for example) |
| 15:02 |
MoNTE48 |
android not need libogg, this is my updated libvorbis https://github.com/MoNTE48/libvorbis-android reduce size and static linking |
| 15:05 |
MoNTE48 |
I just want to pull my requests received road map 0.4.14 and were included in the release. Because 0.4.15 may be a year or more, and the current state of the android port is pain |
| 15:05 |
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| 15:07 |
est31 |
okay I will test the font thing |
| 15:07 |
est31 |
can you make the pull request focused on the font only? |
| 15:10 |
MoNTE48 |
The font is only 2 lines. You can check it out yourself now or I will pull later |
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Zeno` |
sofar, #4003 |
| 16:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/4003 -- mainmenu: Fix minetest.after timing by SmallJoker |
| 16:12 |
Zeno` |
wouldn't it be just as good to init last to something < 0.0 ? |
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|
Topic for #minetest-dev is now Minetest core development and maintenance. No new date for feature freeze decided yet. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
| 17:36 |
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| 18:01 |
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| 18:14 |
sofar |
so this lighting bug is driving me crazy |
| 18:14 |
sofar |
I downloaded the mapfix mod, and all it does is make the map darker :( |
| 18:15 |
sofar |
is there a way to force it to fix the map light? |
| 18:26 |
sofar |
this is a very old map and I hate to see it slowly dilapidate into blackness :( |
| 18:30 |
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| 18:52 |
Fixer |
o_O |
| 18:54 |
VanessaE |
sofar: maybe it's finally time to bite the bullet and do a total rewrite of the whole lighting system :-/ |
| 18:56 |
sofar |
I think the problem is that I disabled mapgen in certain parts of the map, so now there's a ton of map where there is basically nothing above the map |
| 18:56 |
sofar |
it's a converted world |
| 18:56 |
* sofar |
just wants it to stop going dark ==(((( |
| 18:57 |
VanessaE |
yep, that would do it.... |
| 18:58 |
Fixer |
sofar, check if there are no land above |
| 18:59 |
sofar |
there isn't, by definition - I disabled it |
| 18:59 |
sofar |
it's like I'm running singlenode mapgen |
| 19:00 |
Fixer |
sofar, try adding some ignore above it? and do mapfix again? |
| 19:09 |
sofar |
I don't know how to add ignore above it? |
| 19:10 |
sofar |
oh I can //set ignore |
| 19:11 |
sofar |
but even if I do that, AND if I force vm:set_light_data({15, 15, 15, 15})... it's dark again |
| 19:12 |
Calinou |
VanessaE, going full hardware lighting would be too slow, imagine if you place 100 torches |
| 19:12 |
Calinou |
that's 100 light sources :P |
| 19:12 |
Calinou |
plus the sun/moon |
| 19:12 |
VanessaE |
I don't mean hardware lighting |
| 19:13 |
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| 19:14 |
sofar |
http://i.imgur.com/1SWVaPO.jpg |
| 19:14 |
sofar |
well, crap |
| 19:14 |
VanessaE |
oops? :) |
| 19:15 |
sofar |
ffs this has to be fixable |
| 19:15 |
sofar |
I can't even manually set light to 15 for every node |
| 19:19 |
sofar |
I'm beginning to wonder if the C++ code thinks it's underneath the landscape of some other mapgen |
| 19:19 |
VanessaE |
not exactly |
| 19:19 |
VanessaE |
a block of "ignore" is treated as "pass through" for whatever's above |
| 19:19 |
VanessaE |
and if nothing's above, it goes black. |
| 19:20 |
VanessaE |
something like tht |
| 19:20 |
VanessaE |
same effect anyways |
| 19:22 |
sofar |
but why can't I set light levels myself? |
| 19:25 |
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| 19:30 |
sofar |
setting the air above to "air" seems to help |
| 19:30 |
sofar |
first thing that actually made a difference |
| 19:30 |
PilzAdam |
ignore above y=0 is treated like light level 15, no? |
| 19:31 |
PilzAdam |
sofar, what is your singlenode mapgen outputting? |
| 19:31 |
sofar |
mg_name = singlenode |
| 19:31 |
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| 19:32 |
sofar |
I need to check if nodes are just staying ignore |
| 19:33 |
PilzAdam |
what is your mapgen_singlenode setting? |
| 19:33 |
PilzAdam |
if it has sunlight_propagates then it is set to light_level 15, otherwise 0 |
| 19:34 |
PilzAdam |
also the light flag for the mapgen has to be set |
| 19:35 |
sofar |
for air? or ignore? |
| 19:35 |
PilzAdam |
mg_flags = light in mintest.conf |
| 19:36 |
sofar |
uhhh |
| 19:36 |
sofar |
mg_flags = trees, caves, dungeons, noflat, nolight, decorations |
| 19:36 |
sofar |
damn, is the nolight the problem? |
| 19:36 |
PilzAdam |
nolight causes all light to be set to 0 |
| 19:36 |
sofar |
ffs |
| 19:36 |
sofar |
how did that get htere :() |
| 19:37 |
sofar |
nope, that still makes areas darker |
| 19:38 |
PilzAdam |
have you reset your map? |
| 19:38 |
PilzAdam |
or are the old, dark blocks still there? |
| 19:38 |
sofar |
reset? as in re-gen? |
| 19:38 |
sofar |
I can't regen - it's an imported map |
| 19:39 |
PilzAdam |
well, there are dark blocks generated above your imported area |
| 19:39 |
sofar |
so it seems, yes |
| 19:39 |
PilzAdam |
if you now change the mapgen settings then of course the dark blocks won't magically disappear |
| 19:40 |
PilzAdam |
maybe re-import the map into a new world? |
| 19:40 |
PilzAdam |
also, mg_flags are copied to map_meta.txt, so you need to update that, too |
| 19:41 |
sofar |
so much has changed since I did the import... |
| 19:42 |
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| 19:43 |
Fixer |
VanessaE, yes it needs to be fixed, >>> this annoys me https://github.com/minetest/minetest/issues/104 |
| 19:43 |
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| 19:47 |
VanessaE |
Fixer: yep, another example of why the whole lighting system is shit |
| 19:47 |
VanessaE |
can't say I can do any better, though |
| 19:47 |
Fixer |
VanessaE, yeah, that one is biggest problem for me |
| 19:53 |
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| 19:58 |
Fixer |
VanessaE, RBA said solid blocks calculate it for each 6 faces, but what is wrong with say, precalculating light for 6 faces of slabs, panel, etc and writing it down in somewhere in block config? |
| 19:58 |
sofar |
wow, tried to replace c_ignore with c_air, and it replaced everything with charcoal blocks |
| 19:59 |
VanessaE |
I couldn't say, Fixer. |
| 20:06 |
sofar |
oh, wow |
| 20:07 |
sofar |
I guess I really don't have a clue how vmanips work |
| 20:07 |
sofar |
I just made a block salad |
| 20:07 |
sofar |
http://i.imgur.com/3g7SuLq.jpg |
| 20:15 |
sofar |
ok, now I've got a fix... getting rid of ignore works |
| 20:17 |
PilzAdam |
sofar, ignore can't be placed |
| 20:18 |
PilzAdam |
Fixer, the problem is that we only have 1 light point per block |
| 20:18 |
Fixer |
ohh |
| 20:18 |
PilzAdam |
the only thing we can do is interpolate the edges based on the neighbor light values, but that only works for full nodes |
| 20:20 |
sofar |
PilzAdam: I'm not placing ignore, I'm replacing ignore with air |
| 20:30 |
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| 20:35 |
paramat |
ok |
| 20:36 |
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| 20:37 |
paramat |
PilzAdam please could you look at game#1044 ? |
| 20:37 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1044 -- Flowers: Make flower spread a public function to enable override by paramat |
| 20:39 |
paramat |
game#1043 < nore sfan5 ShadowNinja please can anyone review? |
| 20:39 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1043 -- Default: Create 'grass', 'dry_grass' groups, use in dirt conversion ABM by paramat |
| 20:40 |
paramat |
and game#1029 is simple to review |
| 20:40 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1029 -- Add: New Heart Texture by KevDoy |
| 20:59 |
sfan5 |
paramat: looked at the code |
| 20:59 |
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| 21:01 |
paramat |
thanks |
| 21:01 |
paramat |
i'll do the testing |
| 21:03 |
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| 21:03 |
paramat |
i might merge 1044 as trivial |
| 21:27 |
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| 21:28 |
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| 21:29 |
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| 21:30 |
paramat |
please can anyone look at #3995 ? needs one +1 |
| 21:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/3995 -- falling: walk 4 additional diagonally down directions. by sofar |
| 21:31 |
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| 21:44 |
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| 21:44 |
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| 21:54 |
sofar |
paramat: 3995 is technically trivial... I'd merge it with one approval (the hard part is already solved) |
| 21:55 |
paramat |
hm possibly :) |
| 21:57 |
paramat |
i'll ask hmmmmm later when i chat with him |
| 22:04 |
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| 22:22 |
sofar |
how can I see what ABM's are taking a long time? |
| 22:22 |
sofar |
active block modifiers took 217ms (longer than 200ms) etc... |
| 22:22 |
sofar |
I'm thinking it's mobs_redo |
| 22:23 |
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| 22:36 |
paramat |
no idea |
| 22:39 |
sofar |
mod_profiling crashes my server, so that's broken |
| 22:47 |
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