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IRC log for #minetest-dev, 2016-01-10

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All times shown according to UTC.

Time Nick Message
00:15 rubenwardy joined #minetest-dev
00:34 turtleman is there a design reason why wool cannot be dyed white?
00:38 Fritigern turtleman: I'm no dev, but if I were to guess, I'd say it was an oversight.
00:38 turtleman ill file an issue
00:45 sofar can you re-dye red wool to white?
00:46 sofar can you re-dye red wool to green?
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01:01 paramat now merging 3541
01:09 paramat merged
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03:33 paramat will merge later https://github.com/minetest/minetest/pull/3552 'Mgflat: Set blank default spflags. Unhide'
04:05 paramat now merging 3552
04:11 paramat merged. finally mgflat is usable and unhidden
04:20 sofar neat
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05:13 Soni any #minetest ops around?
06:29 paramat joined #minetest-dev
06:42 paramat change of plan. i will not make existing mapgens able to use custom atmosphere nodes, it is complex, problematic and they are unsuitable anyway. instead, only new dedicated space/alien mapgens will use a custom 'mapgen_atmosphere' alias node
06:44 paramat i am considering adding an experimental lunar mapgen, and a vacuum node to game, to start working on the issues
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08:15 Hijiri you could make space a fluid
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10:24 neoascetic Hi everyone. line_of_sight checks only loaded nodes, am I right?
10:24 nrzkt yes
10:26 neoascetic I want it to work on not loaded nodes. How to do this?
10:58 sfan5 rewrite the function to load a block if it hits non-loaded nodes
10:59 neoascetic Is this possible with Lua?
11:13 neoascetic Okay, seems like I may use minetest.emerge_area... but it is async so I am not sure...
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13:35 yunfan hi, can you add more datatype supporting for nodemetaref?
13:35 yunfan i think a set datatype is really needed for many member relationship check
13:35 yunfan or allow/disallow list
13:38 yunfan currently i saw many mod author just use a simple ':' split format, and just check one by one is the target is hit, this is a O(N) algorithm campared to a O(1) set
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20:10 paramat hmmmmm celeron55 i have reviewed c++ valleys mapgen and it is now suitable for merge https://github.com/minetest/minetest/pull/3508 would you like to review and/or approve? for screenshots of the lua and c++ versions see https://forum.minetest.net/viewtopic.php?f=9&t=11430 pages 1 and 8
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21:05 red-001 sofar what's with the meshnode doors? I though you finished them?
21:22 Fritigern The flat mg does not really behave like MC migrants would expect. In MC a flat map will have no trees so tht it's easier to build big projects. And although one can remove all trees using worldedit (which many builders would have anyway), the trees do create an extra hurdle for those that wish to build a big project. So perhaps it would be a good idea to consider disabling tree spawn for that mapg
21:22 Fritigern That is, if at all possible.
21:30 Fixer i think you can disable that in mapgen settings imo, look in config example
21:50 Fritigern I wasn't qaware that there are separate configs for mapgens. Which folder do they live in?
21:51 Calinou minetest.conf, mg_flags = notrees
21:51 Calinou I think
21:51 Fritigern Oh, but that's a global setting. Not a per-mapgen one.
21:52 paramat the global trees flag is deprecated, use nodecorations
21:53 paramat for the new mgflat
21:53 Fritigern What i am looking for is a way to turn off trees in mgflat, but leave them on for all the other mgs. Is this possible?
21:54 paramat the global trees and flat flags have been moved into mgv6 spflags, but they remain in global flags for backwards compatibility
21:55 paramat yes, set nodecorations when you create your mgflat world, then unset it before starting any other world
21:56 paramat the flags set when you create a world remain stored in, and active on, that world (in map meta txt)
21:57 paramat see end of conf.example for more info on flags
21:57 Fritigern Although i am comfortable with editing config files by hand, "normal' users may not be. I therefore think it would be a good ide to make this easier for the end user to enable/diable
22:03 paramat oh you can do it in the settings menu too
22:04 paramat mapgen->advanced
22:08 paramat ->mgflat
22:10 Fritigern I feel that nodecorations would be better off being part of the default mgflat spflags, that way you get a flat terrain the way most people would expect it. Those that would like decorations can then turn it on.
22:10 paramat without trees a world will lack resources, the lakes flag is there to provide certain resources. forest biomes can be big, just try a few seeds until you get grasslands around spawn
22:11 Fritigern 99% of the time people want flat land to build without having to modify the terrain
22:11 paramat i see your point though
22:22 paramat mgv6 in flat mode also has all options enabled by default (trees, decorations, caves, dungeons) it makes a more interesting world. what MC migrants expect is not important
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23:08 sofar red-001: I went out for a forest hike with the kids
23:09 sofar red-001: I've got it pretty much working at this point, I wonder if I should just make it a PR against minetest_game already
23:11 sofar I think I can have it replace all the old doors, but there's some problems that may need adjustment
23:14 sofar I'll throw it in a separate github
23:17 sofar red-001: https://github.com/sofar/newdoor
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23:35 sofar https://www.youtube.com/watch?v=GCGA0LFvi0 fyi - mesh node doors
23:36 red-001 cool
23:36 sofar code is on github - github.com/sofar/newdoor
23:36 red-001 the video doesn't work
23:36 sofar huh
23:36 sofar https://www.youtube.com/watch?v=GCGA0LFvi0g ?
23:37 red-001 that worked
23:38 sofar it's important to note that there's hardly a visual difference from the old doors
23:38 sofar the missing black line half-way, and the see-through parts are the only hints
23:38 sofar and you could enable back face culling to remove that
23:40 red-001 strange
23:40 red-001 minetest is being buggy
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23:41 red-001 http://imgur.com/JFD8nst
23:42 red-001 it acts like it's in a node
23:43 sofar the darkness?
23:43 red-001 yes
23:43 sofar I spotted that too
23:43 sofar oh, may know what that is
23:43 red-001 it think it's newdoor:hidden
23:43 sofar yes
23:43 red-001 it shouldn't look like that
23:44 red-001 it's airlike
23:44 red-001 the code looks a lot cleaner
23:45 red-001 maybe you should open a PR?
23:45 sofar I tried to clean up as much as I could
23:45 sofar not ready yet
23:45 sofar close, but still missing fallback/compatibility
23:45 sofar plus, trapdoors
23:45 sofar it's a good start, we can likely make it work nice and quickly
23:46 red-001 trap doors can use nodeboxes right?
23:46 sofar yes, but we want the same API
23:46 sofar to work for them too
23:47 red-001 in the old code trapdoors where an ugly copy of door code
23:47 red-001 at least at face vaule
23:52 sofar weird
23:52 sofar adding paramtype2 = light and sunlight_propagates doesn't fix the issue for me
23:52 sofar sorry paramtype = light
23:53 red-001 should there be one register function or two?
23:53 sofar two
23:53 red-001 ok
23:53 sofar well three with the hidden node
23:53 red-001 no
23:54 red-001 I meant newdoor.register
23:54 red-001 if you add trapdoors
23:54 sofar oh
23:54 sofar it'll be door.register_door and door.register_trapdoor
23:54 sofar so two separate ones
23:54 red-001 ok
23:54 sofar doors.*
23:57 paramat nice doors
23:58 sofar if only I could figure out the light problem
23:59 * red-001 is adding trapdoors

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