Time Nick Message 00:35 Bet5 hello 00:38 Bet5 I have a problem with schematic decorations on Mapgen v7, because the schematic don't replace existing nodes 00:39 Bet5 so i have e.g. trees floating on grass 00:43 Bet5 I try to add "force_placement = true" line in decoration definition, but this not help 00:43 Bet5 I suppose this is a bug? 01:42 paramat Bet5, i noticed this too, force placement is not usable when defining schematic decorations despite being usable with 'minetest.place_schematic'. if i can find time and can figure out how to, i will fix this 01:47 Bet5 paramat, thanks, it will be nice if you fix this ;) 01:48 paramat although it's not really a bug because schematics were originally meant to not force place, the option was added to 'place schematic' on request from modders 01:51 Bet5 I noticed also, that MG v7 always place schematics not exactly on surface, but one node under 01:56 paramat yes i noticed that, then realised this is useful for jungletrees with wide root systems that are placed on a slope, it stops a root node floating above air 02:03 paramat i originally wanted to add roots to the future trees in mgv5/v7 but was told that the loss of dirt nodes caused when farming trees would be a problem for 'skyblock' type gaming 02:05 Bet5 btw, is it possible to place decorations on water? I tried to set ' place_on = "default:water_source" ' and decorations will not generate 02:07 Bet5 this would be useful for water plants like lilies etc. 02:11 paramat not sure, would indeed be good 02:15 ShadowNinja VanessaE: For this release, in that particular way, no. But a merge-based solution for this release and something closer to what he described for the next would be good. 02:16 paramat so ... after my merging mistake yesterday i decided i will need to practice the proper merging method within one of my mod repos, in the meantime i will be asking others to merge my PRs 02:20 paramat so please could anyone review and possibly merge #2175 ? these changes were approved by hmmmm. the corresponding MTgame commit just needs a quick edit then i will contact the MTgame team asap to get that merged 02:20 ShadowBot https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat 02:34 paramat ok game#412 is ready but will need review by the team 02:34 ShadowBot https://github.com/minetest/minetest_game/issues/412 -- mapgen.lua: Add dirt/sand/gravel blobs to mgv5/mgv7. Use blob ore for clay. Tune flowers by paramat 02:39 ShadowNinja ~tell nrzkt Um, what happened to my comments on #2327? 02:39 ShadowBot ShadowNinja: O.K. 03:36 kahrl about the version issue, why not tag the "bump version" commit on master with a new tag, say 0.4.12-dev 03:37 VanessaE kahrl: at this point, you may as well wait for nrzkt's 3/4 patch and then tag it as 0.5.0 03:37 VanessaE s/tag/bump/ 03:37 kahrl heh 03:38 Zeno` tag < dev/random 03:38 VanessaE ha 05:14 Zeno`` I don't understand master's history 05:14 Zeno`` oh well 08:12 nrzkt ShadowNinja: i added a commit with your suggestions, but i don't know why your comments disappear :s 08:26 Zeno` nrzkt, hi :) 08:26 nrzkt Zeno`: hi ! 08:26 nrzkt you want to discuss about UT ? :p 08:27 Zeno` I can only stay a minute because I must fill water and stuff (big storm coming my way) 08:27 Zeno` yeah 08:27 nrzkt i see that on french news this morning 08:27 Zeno` I plan to fix the assert issue soon... I can do stage 1 tonight if you like 08:27 nrzkt which ASSERT issue ? 08:27 nrzkt you mean replacing ASSERT in unit tests ? 08:28 Zeno` assert() does not, currently, get replaced with no-op when NDEBUG is defined 08:28 Zeno` because it's used incorrectly throughout the minetest source code 08:28 Zeno` and therefore assert() must remain in release builds 08:29 Zeno` as for the unit tests... yes I think they can return a value in Release build but abort in Debug 08:29 Zeno` test.cpp is yucky 08:30 nrzkt ofc. I can patch my PR 08:30 Zeno` can you hold off for a few hours? I'll be back later. I just need to fill water containers and stuff in case I lose power 08:30 Zeno` when I get back I'll have time to discuss leisurely 08:31 nrzkt okay, but for re-enable unit tests in release, i fix my patch to re-enable them, okay ? 08:31 Zeno` yep sure 08:31 Zeno` and then we talk in a few hours :) 08:31 nrzkt no problem, good luck 08:31 Zeno` I need to prepare for the storm 08:31 Zeno` thanks :) 10:29 nrzkt ~tell celeron55 openhub link on http://minetest.net doesn't work 10:29 ShadowBot nrzkt: O.K. 11:17 Zeno` nrzkt, save me some time... where are connections closed? 11:17 Zeno` sockets released and all that stuff 11:26 Zeno` what a $*&@($(8 mess 11:27 Zeno` https://github.com/minetest/minetest/blob/master/src/debug.h#L75 11:28 Zeno` who wrote that crap? :( 11:30 kilbith Zeno`, c6e3797c 11:44 Zeno` what is that commit 11:44 Zeno` anyway, it will be tedious to fix :( 13:06 Zeno` @2362 13:06 Zeno` #2362 13:06 ShadowBot https://github.com/minetest/minetest/issues/2362 -- Begin assert fix by Zeno- 13:11 Zeno` ^^ kahrl 13:11 Zeno` you should never have added that assert hack :p 14:03 Taoki Woah, so many performance improvements in the latest GIT logs. I shall check them out when I can. Thanks Loic Blot :) 14:03 Taoki Also, I'm seeing a commit about a heavy network rewrite! Does this improve networking performance at last? 14:04 Taoki ed04e8e9e407f0dd57fa83a9732b3a3968cb80e0 14:05 celeron55 no; it's more about organization 14:05 celeron55 (oh also, i'm actually not here; don't even look at me) 14:06 Taoki ok 14:06 Taoki Anyway, my Creatures mod seems to be broken after the update. Mobs no longer move and find any targets 14:06 Taoki Maybe the find_near function broke? I saw a comment about that 14:07 Zeno` celeron55, where was the 0.4.12 release discussed? (it's not in the #minetest-dev logs) 14:08 Zeno` There was suddenly "celeron55 says it must be released today" 14:08 Zeno` that's the only mention of the sudden rush of activity 14:08 celeron55 i just wanted it to be out of the way from development standpoint 14:09 Zeno` I agree... but nobody seemed to know about it? 14:09 Taoki Can anyone please check if minetest.find_nodes_in_area and minetest.env:get_objects_inside_radius are still working properly? 14:09 celeron55 now it is; the actual publication of it is still TBD 14:09 celeron55 (i won't do it) 14:11 Zeno` well, it's released now. No point in crying over spilt milk I guess 14:11 Taoki Ok, they are actually. Something else in the recent comments broke my mod. Will have to see what 14:14 LazyJ I'd like to increase the size of the playername's above their avatars. What line of code is it and where? 14:16 Taoki Ok, the bug seems to happen when existing mobs are restored after the server restarts. Could there be a problem with persistence? 14:28 Taoki Found the bug. Apparently nested tables are no longer persisted properly on entities between server restarts. 14:29 Taoki For example: If a mob has the table property self.property.value = 1, and you persist self.property in staticdata, the next time the server starts it will be 0 and not remembered as 1. 14:29 Taoki Can someone please take a quick look? This is likely to break several mods, and already has mine. 14:46 Taoki Yeah... the problem appears to be in set_staticdata. If in there you try to save self.table and it contains a self.table.something = 5 for instance, that self.table.something will not be saved. A recent change in GIT appears to have broken this. 14:47 Taoki Anyone around to take a look please? 14:58 fz72 maybe this bug was in 0.4.11, too. I had some problems with animals_modpack 14:58 Taoki It didn't happen for me over some 2 weeks ago 15:04 Taoki Ok, the problem is actually weirder. The table is seen as empty to begin with. Something is really wrong here... 15:14 Taoki Ok, the breakage seems to be in Lua itself. 15:14 Taoki abc = {one = {0, 1}, two = {0, 1}} 15:14 Taoki print("Count: "..#abc) 15:14 Taoki The above returns 0... which is not normal 15:25 Zeno` that seems normal 15:26 Zeno` because you don't use numbers it's not an array in the normal sense 15:27 Zeno` > abc = {one = {0, 1}, two = {0, 1, 3, 4}} 15:27 Zeno` > print("Count: "..#abc["two"]) 15:27 Zeno` Count: 4 15:27 * VanessaE peeks in 15:27 Zeno` VanessaE can explain it better 15:27 VanessaE actually you did quite well :) 15:29 Zeno` not really :/ I expect that abc when the "indices" are not numbers are implemented as a hash array, or sparse array, so #abc would make no sense 15:29 Zeno` I dunno how to explain though 15:29 VanessaE use ipairs() if you need to iterate over a table using non-numeric keys 15:30 Zeno` yeah, it's a table... not an "array" 15:30 VanessaE # only returns the highest numeric key in the table, not actually the number of elements in it 15:31 VanessaE that's why it fails on non-numeric keys, as far as I know 15:31 Zeno` kind of :P 15:42 fz72 Taoki I think when you use tables as static data und have to serialize them. For me normal tables doesn't work 15:42 Taoki fz72: I believe I found the issue. It's to do with how my code converts certain tables. Fixing it now. 15:43 Taoki A change in Minetest has indeed introduced the breakage, but my code was doing some things the wrong way too. 16:20 celeron55 Taoki: if there is an engine issue, make sure to submit an issue on github 19:34 Taoki Alright, I spent several hours fixing the related issues in my code. Sadly there is an issue in Minetest as well, and I shall submit an issue on Github. 19:34 Taoki Apparently minetest.serialize -> minetest.deserialize no longer persist stacked tables properly. 20:03 casimir Are biomes broken for everyone or just me? 20:04 casimir There should be no sand at all. Also, the trees get placed on water and sand. https://i.imgur.com/DdkfFxs.jpg 20:05 paramat hi, please can someone merge #2175 along with game#412 ? i think it's best i practice the merge method before attempting it myself 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/412 -- mapgen.lua: Add dirt/sand/gravel blobs to mgv5/mgv7. Use blob ore for clay. Tune flowers by paramat 20:05 ShadowBot https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat 20:06 paramat there have been changes to the biome API 20:07 Taoki I reported the issue regarding minetest.serialize. If anyone can please take a look into it: https://github.com/minetest/minetest/issues/2365 20:09 paramat casimir is your problem with the mgv5/v7 biome API? 20:09 casimir I know paramat. This is what the biome definition looks like: http://pastebin.com/TD5jL4NG 20:10 casimir Yes the API. v6 is unchanged. 20:12 casimir e.g. in the first biome, there is no sand defined at all, but when I increase height_shore then all the shore is sand. 20:13 paramat yep there is new stuff in the API which defaults to sand on the shore if left out 20:14 paramat link coming .. 20:14 est31 paramat, you know mapgen, can you give me an answer to my question in https://github.com/Uberi/Minetest-WorldEdit/pull/74 ? 20:14 paramat yep will do that later 20:14 T4im didn't hmmmm add that already to the engine, est31? 20:15 est31 T4im, yes but you have to specify the coords manually 20:15 T4im ah 20:15 T4im so you use the mapgen region, nice 20:15 T4im worledit region* 20:15 est31 this duplication already exists elsewhere too 20:16 paramat casimir, https://forum.minetest.net/viewtopic.php?f=3&t=10860 20:17 casimir oh, it seems I missed the node_shore_top. 20:18 paramat also, the biome API will soon simplify a little, that's my next job. there will only be 'node underwater' below 'shore height', shore nodes are too complex 20:21 paramat 'maximum extent for cavegen and mud reflow' is the 80^3 mapchunk plus a shell of mapblocks, so 112^3 20:21 paramat ^ est31 20:22 est31 paramat, thanks :) 22:21 Calinou http://dev.minetest.net/Mapgen_Parameters 22:21 Calinou isn't this outdated? kwolekr said he is no longer involved in Minetest 22:22 Calinou also indev is gone 22:22 Calinou and there is v5 now 22:54 paramat it is yes, as usual 23:57 paramat okay i seem to have got my head around how to merge a PR by the proper method, i will merge #2175 in a few hours 23:57 ShadowBot https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat