| Time |
Nick |
Message |
| 00:02 |
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| 03:15 |
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| 03:33 |
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| 03:36 |
aSourceFish |
Minetest 0.4.16 crashes when I press "Play Game": https://pastebin.com/Ps7MgWMh |
| 04:42 |
aSourceFish |
I use OpenBSD btw |
| 05:47 |
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| 07:29 |
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| 07:34 |
jas_ |
#6080 some windows 10 laptops switch between tablet mode and desktop mode, so i think it'd be nice to toggle minetest too. didn't see that mentioned in the discussion so just wanted to add it. |
| 07:34 |
ShadowBot |
https://github.com/minetest/minetest/issues/6080 -- Add option to change between full and simple main menu by PorygonZRocks |
| 09:20 |
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| 10:43 |
rubenwardy |
Damn pause on lost focus, broke my streak of bug fixes! |
| 11:21 |
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| 11:40 |
aSourceFish |
so, there is no way to fix this bug? |
| 12:36 |
sfan5 |
something seems to be wrong with the mutexes |
| 12:36 |
sfan5 |
but your libc isn't telling us why |
| 12:36 |
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| 12:50 |
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| 13:19 |
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| 14:22 |
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| 15:05 |
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| 15:14 |
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| 16:29 |
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| 16:36 |
red-001 |
!tell srifqi use the same GUI system as the keychange menu? |
| 16:36 |
ShadowBot |
red-001: O.K. |
| 16:40 |
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| 16:58 |
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| 17:16 |
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| 17:20 |
paramat |
game#1996 |
| 17:20 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1996 -- Biomes: Remove some warm and humid biomes at altitude by paramat |
| 17:22 |
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| 17:27 |
paramat |
any thoughts? |
| 17:40 |
Krock |
for this case it would be great to have a frequent jitter noise for the humidity and heat noises. Sudden biome changes from one Y level to another look a bit weird |
| 17:41 |
ThomasMonroe |
true, having a "warm" biome ontop of the mountains doesn't always look right |
| 17:41 |
ThomasMonroe |
though there are exceptions based on the shape of the mountain or the surrounding biomes |
| 17:44 |
Shara |
Something other than a straight cut off on y for biome switches would be wonderful. |
| 17:45 |
ThomasMonroe |
maybe have a formula for a falloff for humidity or temperature as the Y value goes up |
| 17:46 |
paramat |
Krock agreed, it's tricky though, have thought about it, will do so if possible |
| 17:48 |
Shara |
It would be good for underground biomes using different stone types as well |
| 17:48 |
paramat |
heat/humidity falloff i have considered and coded before but it ended up too problematic to add |
| 17:48 |
paramat |
see the relevant threads for details |
| 17:49 |
Shara |
heat/humity work great on 2d, but we're working with an extra dimension of course. Have a link so I can read? |
| 17:49 |
paramat |
yes varying stone underground can be done now and is a good idea |
| 17:50 |
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| 17:51 |
paramat |
i could reconsider falloff though |
| 17:54 |
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| 17:54 |
paramat |
#5316 #5319 |
| 17:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5316 -- Biomes: Add heat and humidity gradient parameters by paramat |
| 17:55 |
ShadowBot |
https://github.com/minetest/minetest/issues/5319 -- Biomes: Add heat and humidity vertical gradient parameters by paramat |
| 17:55 |
paramat |
almost added twice |
| 17:56 |
paramat |
maybe i should delay game1996 since i'm unsure |
| 17:59 |
paramat |
oh and #5344 |
| 17:59 |
ShadowBot |
https://github.com/minetest/minetest/issues/5344 -- Biomes: Add vertical heat/humidity gradient biome parameters by paramat |
| 18:04 |
paramat |
and the issues are #4205 #5278 |
| 18:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/4205 -- mapgen: weight heat and humidity along positive y axis |
| 18:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5278 -- Biome API: Heat and humidity gradient parameters |
| 18:06 |
paramat |
it turns out to be non trivial and makes stuff more complex, so i'm unsure |
| 18:07 |
paramat |
i mean, problematically more complex |
| 18:07 |
Shara |
non-trivial isn't always bad, and it would be a really great thing to have |
| 18:11 |
paramat |
i'll reconsider it, closed the game PR for now |
| 18:12 |
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| 18:27 |
paramat |
i'll tackle vertical biome blend first, it's higher priority and simpler |
| 18:40 |
paramat |
ugh |
| 19:00 |
paramat |
well now you've got me thinking about it =) |
| 19:00 |
ThomasMonroe |
hehe I believe you were the one who brought it up though :P |
| 19:00 |
Shara |
paramat: why the ugh? |
| 19:20 |
paramat |
was assessing the difficulty |
| 19:24 |
paramat |
but am experimenting |
| 19:27 |
Shara |
:) |
| 20:10 |
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| 20:18 |
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| 20:22 |
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| 20:51 |
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| 21:09 |
Hijiri |
daily reminder #6688 |
| 21:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6688 -- Custom particle generators for particle spawners by raymoo |
| 21:20 |
Hijiri |
does registering a cheat callback make it possible to cancel normal anticheat processing? |
| 21:21 |
Hijiri |
For example, if you wanted to ignore some problematic checks like speed check, but block ones that generally work fine, like interact distance |
| 21:23 |
Krock |
Hijiri, no. ScriptApiPlayer::on_cheat does not have any return value / does not read any from the Lua callbacks |
| 21:24 |
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| 21:26 |
Krock |
i.e. it would require a server code modification to respect them |
| 21:26 |
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| 21:27 |
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| 21:29 |
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| 21:34 |
Hijiri |
blah |
| 21:41 |
numzero |
I have several general questions: |
| 21:42 |
numzero |
1. Is it feasible to stick to OpenGL backends, dropping remaining D3D support and using GL functions more or less directly when necessary? |
| 21:42 |
numzero |
2. Is it feasible to fork IrrLicht to add needed features to it? |
| 21:48 |
sfan5 |
yes and yes |
| 21:48 |
Krock |
2) feasible but hasn't been done yet, as it requires more maintenance work |
| 21:53 |
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| 21:58 |
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| 22:05 |
numzero |
thanks |
| 22:06 |
numzero |
btw, some maintenance questions—what is wanted and what isn’t: |
| 22:07 |
numzero |
* `override` (instead of `virtual`) |
| 22:07 |
numzero |
* `nullptr` (instead of `NULL`) |
| 22:07 |
numzero |
* `const`, `constexpr` |
| 22:07 |
numzero |
* `noexcept` |
| 22:08 |
sfan5 |
1, 4 probably not i guess (?); 2, 3 sure |
| 22:09 |
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| 22:09 |
numzero |
okay |
| 22:10 |
numzero |
although I don't understand what's wrong with `override` |
| 22:12 |
Krock |
what's wrong with virtual btw |
| 22:14 |
sfan5 |
numzero: i'm not saying it's wrong, just haven't seen it used in any part of mt code yet |
| 22:18 |
numzero |
um, probably because it's C++11 only and MT was C++03 until recently |
| 22:18 |
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| 22:19 |
nerzhul |
constexpr should be used only in some interesting places, not every time |
| 22:19 |
numzero |
Krock, `virtual` introduces new virtual method if you mistype its signature, while `override` causes compile-time error in that case. |
| 22:21 |
Krock |
numzero, ah I see. To reduce typo-related problems then |
| 23:07 |
paramat |
opinions on #6759 ? some seem to have an issue with it |
| 23:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/6759 -- Use nullptr everywhere by numberZero |
| 23:08 |
ThomasMonroe |
I don't see why there is an issue with it at all, from what I see it cleans up the code and prevents misuse of NULL |
| 23:17 |
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| 23:24 |
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| 23:28 |
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| 23:30 |
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| 23:30 |
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