Time Nick Message 08:43 tstark sd 08:43 tstark exit 12:39 rubenwardy #3395 12:39 rubenwardy https://github.com/minetest/minetest/issues/3395 12:39 rubenwardy key = nil in hud_set_flags({}) means = false rather than no change 13:40 est31 https://github.com/minetest/minetest/issues/3395 13:40 est31 !title 13:40 ShadowBot est31: Error: The command "title" is available in the Format and Web plugins. Please specify the plugin whose command you wish to call by using its name as a command before "title". 13:40 est31 ShadowBot, you ruin everything? 13:41 est31 ShadowNinja, if you have time, can you fix the bot? 13:41 est31 #3395 doesnt work either 13:42 est31 meh rubenwardy isnt there, so cant really talk about it 13:42 est31 just really wondering about the code here 14:37 est31 wtf 14:57 est31 AWW I FOUND THE BUG 14:57 est31 now lets find out who to point to 14:57 est31 whom to blame 15:02 est31 its sapier 15:02 est31 6c37e89f08f962eaba788a31f5d3c798ceaa65e6 15:06 RealBadAngel what bug? 15:06 est31 https://github.com/minetest/minetest/issues/3395 15:25 est31 will push https://github.com/est31/minetest/commit/0a615f393f74189d4bfea32abcceb5f235538614 in 20 minutes! 15:25 est31 fixing your bug rubenwardy 15:25 rubenwardy awesome 15:26 est31 updated commit msg https://github.com/est31/minetest/commit/1360be06e0cf50939f4e7d39a19ce834ef515413 15:34 rubenwardy Much subtler than I though it would be. 15:34 rubenwardy *thought 15:35 est31 yea one might believe its caused by lua api parsing code 15:35 est31 but no, that code is perfect 15:35 est31 just later on basically the same mistake is done 15:35 est31 so the behaviour on the outside is the same 15:48 est31 push time!!! 15:49 est31 done. 15:49 est31 ah not done 15:49 est31 have to rebase 15:49 est31 now its done. 18:16 rubenwardy When you run minetest.delete_blocks, you can delete subsets of chunks 18:16 rubenwardy the map generator doesn't clear the reset of the chunk, but 18:17 rubenwardy it looks like minetest.register_on_mapgen is passed the whole chunk's extend 18:17 rubenwardy *rest 18:19 rubenwardy https://forum.minetest.net/download/file.php?mode=view&id=4202&sid=72dcb67187ec3664822e4d84b8e7fc58 18:19 rubenwardy that's an image 18:19 rubenwardy the mod in question adds chests to the surface 18:20 rubenwardy https://github.com/rubenwardy/capturetheflag/blob/master/mods/tsm_chests_example/init.lua#L115 22:11 paramat can anyone review the implementation of https://github.com/minetest/minetest/pull/2738 'Make the player collisionbox settable'? seems simple and long overdue for merge 22:26 thePalindrome Can I get https://github.com/minetest/minetest/pull/3382 looked at? I'm not sure if I'm making myself annoying 22:30 paramat yeah we're very understaffed at the moment :P 22:31 paramat i am considering your PR though 22:36 thePalindrome Ah, sorry 22:36 thePalindrome My plan was to develop a mod, and submit a PR if the API is missing something that I consider important 22:36 thePalindrome Although I'll probably help move other PRs along 22:41 paramat no problem 22:45 thePalindrome Welp, if you have any questions, I'd suggest that you /query me 22:45 thePalindrome I suppose /msg works too :P 22:47 paramat i didn't mean 'yes you're being annoying', just agreeing dev is slow at the moment 23:00 paramat will merge https://github.com/minetest/minetest/pull/3394 'Mgfractal: Move julia set selection into formula parameter' after checks 23:09 celeron55 uh oh 23:10 celeron55 i guess i'll have to crawl out of my hiding hole and finish farmap once and for all 23:12 celeron55 i was making a USB CDC stack for stm32f0 because i needed one and all the free ones sucked 23:13 celeron55 actually i originally intended to just test the vendor-provided one but it was basically a nuclear waste dump made by an indian summer worker 23:13 celeron55 so i had to do what i had to do 23:43 paramat actually i'll unhide mgfractal now, it's not 'stable' but extra feedback will be useful 23:46 paramat by default the fractal is a megastructure so will be good for testing farmap 23:50 paramat a 10000x8000 island up to 1000 high 23:50 celeron55 have you tried it on something like that? 23:51 celeron55 it won't work right away though because it has a static vertical limit for where it generates stuff 23:52 celeron55 i guess i need to make it configurable 23:52 thePalindrome Oh, hello mr celery cpu 23:52 celeron55 hello mr i would kick you for that but i'm too lazy to request ops from chanserv 23:52 paramat ah man i haven't tried farmap yet, i really should 23:53 paramat i know i'll like it 23:53 celeron55 really the far map generation limits should be a world-specific setting 23:54 celeron55 so that if you want to have a large world with a lot of wasted hard drive space, you can set it as such, and if not, you don't accidentally bloat it up by leaving some global setting enabled 23:56 celeron55 also it would really make good use of blocks that would be generated but not written on disk until modified by a player; but that's probably a huge can of terrifying worms and i have to keep it ouf of scope for me 23:58 thePalindrome A setting like that is trading hard drive space for cpu time, as well as ensuring the generator doesn't change 23:59 celeron55 a changing generator is not an issue because stuff should be written if the player goes near them 23:59 celeron55 what matters is all the stuff in the 1000 node radius around the player that the player hasn't touched but that had to be generated in order to be rendered