Time Nick Message 00:00 twoelk I mean newly set trees cutting through older trees 00:00 VanessaE I'd have that flag set to false for sapling-grown trees. 00:00 VanessaE true for mapgen-spawned ones 00:00 paramat yeah l-system, i made mgv6 trees do this already (i think) 00:00 RealBadAngel VanessaE, trunk can be placed only in air nodes 00:01 VanessaE RealBadAngel: I know. and I'd like to turn that behavior off. 00:01 RealBadAngel it cannot overwrite anythin 00:01 RealBadAngel this way it would be able to destroy everythin 00:01 VanessaE sure, if turned on after mapgen time. but that's not the plan here. 00:02 paramat trunk can replace air, ignore or leaf. then no problem for sapling grown too 00:02 VanessaE paramat: that would be sufficient, so long as you can reliably detect leaves :) 00:03 RealBadAngel flag for that should be carried in treedef 00:03 VanessaE (I guess checking the target node name for "leaves" or "needles" would be enough) 00:03 VanessaE RealBadAngel: that's the idea. 00:03 RealBadAngel and tree does know its leaves 00:03 paramat groups 00:03 VanessaE paramat: oh, right 00:03 RealBadAngel theyre in the treedef 00:04 * twoelk wonders wether trees still grow leaves through walls 00:05 paramat ah 00:05 VanessaE the need for this came up when I finally fixed the bug in moretrees that kept its own jungle trees from spawning -- they now spawn along and just inside of the edges of where the mapgen puts default jungles, so they need to be able to punch through the canopy without being broken by existing leaves. 00:05 RealBadAngel they grow in empy spaces, they dont understand the walls ;) 00:07 twoelk maybe they should only grow if connected to trunk or other leaves 00:07 VanessaE twoelk: one thing that would help that is if the growing routine would abort the current "branch" if it finds something other than air or leaves. 00:08 paramat yep 00:08 VanessaE would only work on lsystem trees though 00:10 RealBadAngel lsystem tree trunk placement check only for ignore and air 00:11 RealBadAngel there are no checks for anything other 00:12 VanessaE well then it needs to change :) 00:12 VanessaE I should be able to tell it to not check for anything at all, if I want. 00:12 VanessaE (well, ignoring "ignore" for a moment) 00:14 RealBadAngel this way tree will overwrite everything including itself 00:14 RealBadAngel trunks will replace leaves and vice versa 00:14 VanessaE um no 00:14 VanessaE I'm saying only the trunks should overwrite. 00:15 * twoelk sees mods with aggressive building grieving landscape changing plants invading peacefull worlds 00:21 RealBadAngel trees using such thing will look different than without 00:22 RealBadAngel they will have lotsa more trunks nodes places and less leaves 00:22 RealBadAngel *placed 00:23 VanessaE so only make them replace stuff that doesn't match what's in the tree def 00:23 RealBadAngel edit treegen.cpp line 550 00:23 RealBadAngel and remove that if 00:24 RealBadAngel and see how the trees will look like with trunks being able to overwrite leaves 00:25 RealBadAngel you want the tree to being able to "erase" other trees? 00:25 VanessaE yep 00:25 RealBadAngel what for? 00:25 VanessaE see above. 00:26 VanessaE if I spawn (at mapgen time) one of moretrees' jungle trees (which have their own local copy of the default jungle tree trunk node), they should be able to punch right up through the canopy of default jungle trees 00:26 twoelk promoting only their own kind the trees will take over the world at last 00:27 VanessaE btw why aren't you caching vmanip.m_data[vi].getContent() ? 00:27 RealBadAngel why dont you just replace regular trees with lsystem ones? 00:30 * VanessaE shrugs 00:32 VanessaE lsystem trees are pretty slow anyway 00:32 VanessaE I don't want to slow the mapgen down by creating forests of them too 00:34 RealBadAngel ok, i will code such thing for you 00:35 * twoelk goes to bed, dreaming of growing trees, growing strong 00:44 RealBadAngel VanessaE, finally i made good looking grass 00:45 RealBadAngel https://imgrush.com/b8GQJBoASMPO.png 00:46 VanessaE looks good. 00:48 RealBadAngel atm i do have almost all maps done 00:48 RealBadAngel things like chests and furnaces are left 01:28 Sokomine there are attempts to populate the dungeons with mobs. what adventuretest does there looks pretty intresting. the dungeons as such are good. they're just too empty by default 01:31 Sokomine hmmmm: i'm pretty satisifed with mg_villages by now. it still has bugs, part of the code definitely needs cleanup, but it does work, is fast enough and creates very nice villages 01:42 hmmmm sokomine, I was going to add chests with random contents in dungeons to minetest_game to showcase the mapgen GenerateNotify api 01:42 hmmmm dunno what happened with that though 01:53 Sokomine hmmmm: seems BrandonReese discovered that api as well and populated the dungeons. someone created goblins recently; they're now supposed to live in the dungeons in adventuretest. there's even a video of it 01:53 Sokomine with mtg having no mobs, a bit more furniture and chests with random materials would of course be a very good idea 01:56 * VanessaE mumbles something about homedecor 01:56 VanessaE ;) 02:03 * Sokomine imagines a dungeon master getting angry because players forgot to wipe their shoes on the mat :-) 02:04 VanessaE ha! 02:22 VanessaE bbl 02:36 paramat game#636 this looks lush with our new grass texture 02:36 ShadowBot https://github.com/minetest/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat 03:00 hmmmm wow there's a lot of stuff going on with mtgame 03:00 hmmmm i guess it's time to update it soon 09:06 nrzkt nore: #3067 ? 09:06 ShadowBot https://github.com/minetest/minetest/issues/3067 -- Remove unused functions. by onkrot 09:10 nore nrzkt: code looks good, so if it works, +1 09:10 nrzkt ty will push it soon 16:58 paramat hi nore sfan5 any comments on game#636 ? 16:58 ShadowBot https://github.com/minetest/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat 17:00 VanessaE +1 on that, paramat. 17:17 paramat cool 17:28 hmmmm god fuckin dammit 17:28 hmmmm https://github.com/minetest/minetest/pull/3067 17:28 hmmmm why do people NEED to remove unused functions? they're kept there for historical reasons 17:29 hmmmm if somebody wants to compare the current mapgen lighting with the original baseline, for example, they can use calcLightingOld 17:29 hmmmm I am reverting 5556ba1 17:29 paramat hm i saw that too 17:29 paramat good 17:30 nrzkt hmmmm: it was approved by nore 17:30 nrzkt and me. 17:30 hmmmm well I veto it 17:30 hmmmm it's a bad change 17:30 hmmmm it doesn't actually help minetest in any way 17:30 sfan5 what is legacy_get_id for? 17:31 hmmmm 0.3.x compat crap 17:31 hmmmm if we're going to start removing 0.3.x compatibility, I would rather it be done altogether 17:31 sfan5 but it doesn't seem to be used anywhere else? 17:31 sfan5 (otherwise the current head would fail to build as it has been removed) 17:32 hmmmm right but the thing is i don't appreciate things half-assed 17:32 nrzkt sfan5: exact. 17:33 nrzkt it's only dead code. 17:33 hmmmm if you really wanted to remove this you should remove the entire file content_mapnode.cpp 17:33 nrzkt if it's really 0.3.X code and never called anywhere ok, else no :) 17:34 hmmmm do you realize how big of a step removing 0.3.x support is 17:34 nrzkt i see some parts :) 17:34 hmmmm how does celeron feel about it? 17:34 nrzkt celeron55 <= 17:36 hmmmm and nobody commented on #3066 17:36 ShadowBot https://github.com/minetest/minetest/issues/3066 -- SEnv: Remove static_exists from ActiveObjects in deleted blocks by kwolekr 17:41 paramat 3066: reading the comment seems good in purpose to me +1 can't comment on implementation 17:42 hmmmm :/ 17:50 paramat nore sfan5 VanessaE game#637 17:50 ShadowBot https://github.com/minetest/minetest_game/issues/637 -- Use the lighter moretrees pine needles texture 17:51 paramat i think est31 is away for a couple of days 17:54 sfan5 paramat: commented 17:54 paramat thanks 17:56 paramat i think nore might prefer the darker one too 18:02 nrzkt paramat: i prefer darker too 18:36 celeron55 i think 5556ba1 is probably fine 18:36 celeron55 i think that might have become dead code at some point when the unit tests were reworked 18:36 celeron55 maybe 18:39 celeron55 LEGN is internal 0.3 compatibility stuff that has no reason to be used ever again; Mapgen::calcLightingOld has been replaced with a new implementation, altough it might have some value because lighting is subtly broken and the way it used to work might be useful information in debugging it 18:41 celeron55 (anyway; this is git; you can resurrect those pieces of code at any point you want; who even cares) 18:42 celeron55 try to be careful to not remove code that is actually useful in the future though; removing such code would just create more work 18:44 celeron55 and to hmmmm's argument "it doesn't actually help minetest in any way": it does help, because it makes the code less confusing by making everyone less likely to be reading some obsolete dead code when trying to make sense of something 18:47 nrzkt celeron55: agree :) 19:13 hmmmm meh 19:13 hmmmm celeron, well how about 3066? 19:15 Donillo hello 19:15 Donillo did something changed in password handling in git version of server? 19:16 Donillo I can't login onto server via Android client unless password is blanked 19:16 celeron55 hmmmm: it seems fine 19:16 hmmmm so why not add a "+1 LGTM" 19:17 hmmmm Donillo: yes, something changed 19:18 hmmmm Donillo: I'm not the password guy though so I can't really be of much help. I'll be sure to direct your question to the right guy though 19:19 celeron55 actually i do think the function name is kind of confusing 19:20 hmmmm what should it be then 19:20 celeron55 setStaticExistsForActiveObjectsInBlock would make much more sense to me 19:20 celeron55 i.e. add Exists and Active 19:20 hmmmm but this doesn't just set static exists 19:20 hmmmm it sets the static block position as well 19:21 celeron55 hmm 19:21 celeron55 well then take Exists out, but add Active 19:21 hmmmm but Static Objects don't have any attributes related to "static" 19:22 celeron55 well my only argument is that it initially confused me and this would have helped 19:22 hmmmm okay 19:22 hmmmm if the name confuses anybody, that's argument enough to change it 19:24 celeron55 actually also another thing: i am not sure if the thing that is logged as an error is universally an error 19:25 celeron55 wait, yes it is 19:41 paramat nore sfan5 when you have time please comment on game#636 mtgame release possibly on wednesday 19:41 ShadowBot https://github.com/minetest/minetest_game/issues/636 -- Default: Change to original long grass textures by Gambit by paramat 19:52 VanessaE paramat: commented also. 19:53 paramat thanks 20:21 sloantothebone So how long until minetest 0.4.13 is released? 20:21 sloantothebone Hi c55 20:53 rubenwardy hmmmm: https://forum.minetest.net/viewtopic.php?f=6&t=13052&view=unread&sid=eaba6a643f7cfb2a92962de81d840f4f#unread 20:54 rubenwardy not sure if you've seen that 21:15 paramat game#638 < VanessaE 21:15 ShadowBot https://github.com/minetest/minetest_game/issues/638 -- Default: New stone brick and desert stone brick textures by paramat 21:16 VanessaE +1 22:04 kilbith hey guys, there's a real nasty bug with FSAA + 3rd person view : https://lut.im/2FxcJCh7/MCji346p 22:04 kilbith you can go through the nodes 22:05 kilbith nvm, forget to disable noclip >_> 23:18 paramat game#639 another one 23:18 ShadowBot https://github.com/minetest/minetest_game/issues/639 -- Boats: Fix sinking through boat when detaching by paramat 23:26 RealBadAngel paramat, you want me to fix that tiling code or you will fix it by yourself? 23:26 paramat can you make a new PR? 23:27 paramat if you test it i'll merge it when i see it