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IRC log for #minetest-dev, 2016-03-14

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All times shown according to UTC.

Time Nick Message
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01:01 sofar ok, either I'm going nuts or there's something really wrong with getIds()
01:03 sofar nope, that's not it either
01:05 sofar if (f1.connects_to_ids.find(to.param0) == f1.connects_to_ids.end()) return;
01:05 sofar why does it claim the id is listed there?
01:09 sofar I think my map is getting corrupted o_O
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01:30 sofar ohhhhh finally, finally I find the cause of that darn bug
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02:42 paramat !tell celeron55 i'm still working on mgwatershed https://github.com/paramat/minetest/tree/rivergen adding volcanos, multiple floatland layers and vertical megastructures to get up there. will be perfect for farmap
02:42 ShadowBot paramat: O.K.
03:04 paramat can anyone +1 #3851 ? it's almost trivial but i'd rather have another approval
03:04 ShadowBot https://github.com/minetest/minetest/issues/3851 -- Mapgen: Unhide singlenode mapgen by paramat
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05:40 hmmmm sometimes PR approval isn't always about the code itself, but rather if the feature itself is wanted
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06:05 paramat hi hmmmm possible issue with a unit test failing on good PRs #3786
06:05 ShadowBot https://github.com/minetest/minetest/issues/3786 -- Unreliably failing unittests on mac
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06:05 hmmmm well, i would fix it if i had a working mac os x setup
06:05 paramat oh ok
06:06 est31 there is a PR around which tries to fix it
06:06 est31 its referenced in the issue
06:08 hmmmm est31, what do you think about #3851?
06:08 ShadowBot https://github.com/minetest/minetest/issues/3851 -- Mapgen: Unhide singlenode mapgen by paramat
06:08 hmmmm do you agree with it?
06:08 hmmmm should singlenode be selectable by the end user?
06:08 est31 I see users be in favor for it
06:08 hmmmm but what's your personal opinion on the matter
06:09 est31 I don't have an use case for me
06:09 est31 never needed it
06:09 est31 but I see the users want it to e.g. create a world for worldedit etc
06:09 est31 idk, it _can_ be done with mods too
06:09 est31 it is very bad though when its in the default menu
06:10 est31 and sb tries to select that option in order to find out what its doing
06:10 est31 they will think its broken
06:10 est31 or worse, minetest
06:10 est31 perhaps have a setting that activates it?
06:11 hmmmm that's silly
06:11 paramat nah, lets either hide or not hide
06:11 paramat i guess i'm not too bothered, i just get asked a lot about it
06:11 hmmmm one small issue
06:11 est31 well the issue is that its a simple drop down menu
06:12 est31 no description of the mapgens
06:12 hmmmm because of the way the main menu config works, you can't manually type "singlenode" in the config file
06:12 hmmmm because it would show up as blank in the dropdown box
06:13 hmmmm that would be the ideal compromise, IMHO, have the setting configurable by the text .conf, but not selectable by the GUI menu
06:13 hmmmm power users shouldn't be left out in the cold
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06:13 hmmmm but then again, at the same time, I can't help but argue that there are too many .conf options, and that many of them should be removed and instead replaced with a mod API
06:13 est31 the issue currently is that you can't select/deselect mods at world creation, right?
06:14 hmmmm because really if you think about it
06:14 est31 otherwise you could write a "singlenode activation" mod that does nothing except that
06:14 hmmmm isn't coding basic Lua almost the same as writing a .conf file?
06:14 est31 and then the user simply activates the mod at world creation
06:14 hmmmm right and there are other problems with that too
06:14 est31 it sort of is yeah
06:15 est31 minetest.register_node is mostly just passing a big table to the server
06:15 hmmmm right and that's exactly what Lua was intended for
06:15 paramat i've noticed that the code in default/mapgen.lua that selects ore/biome/deco registrations and nyancat generation on chosen mapgen, now fails for singlenode since it was hidden. so we now get nyancats in singlenode when they're meant to be disabled https://github.com/minetest/minetest_game/​blob/master/mods/default/mapgen.lua#L1409
06:16 hmmmm celeron didn't go forth with this mission to create an engine with games defined by mods
06:16 hmmmm it was just to add another layer of customization
06:16 hmmmm a glorified .conf file for bulk data
06:16 est31 minetest is not a real engine yeah
06:17 est31 we have this restriction that we can't grant full opengl access on the client for example
06:17 est31 not even shaders
06:17 hmmmm paramat:  did you actually notice it was hidden, or do you just think that code is probably faulty?
06:19 paramat well default will run before a mod that can select singlenode, so it makes sense i guess
06:19 hmmmm maybe on_mapgen_init needs to make a comeback
06:19 est31 and we need mainmenu changes
06:19 paramat i tried adding that back in, it didn't help
06:19 est31 err
06:19 est31 sorry no we dont need
06:20 est31 just realized its the "create world" button
06:20 est31 not the "create world and play" button
06:21 est31 what did on_mapgen_init do?
06:22 hmmmm it was a callback that happened after all mods initially ran, most things were registered, but before the first environment step happened
06:24 est31 would we need it for selecting singlenode?
06:24 est31 we can just modify the setting at load time, no?
06:26 hmmmm no, the problem is that default runs before most other mods, and it needs to make a decision on which decorations to register based on what the mapgen will be
06:26 hmmmm simply put, default cannot predict the future
06:27 est31 yeah
06:27 est31 idk how all that mapgen stuff works
06:27 hmmmm i'll tell you how it works
06:27 est31 is it harmful to have decorations in singlenode?
06:27 paramat they don't appear
06:28 est31 it shouldn't invoke the decorations system so to speak. no?
06:28 paramat stuff just gets registered
06:28 hmmmm we have all these mods that want to change their behavior based on the final state of game initialization, but mods are loaded in a certain order
06:28 paramat the only problem is nyancats heh
06:28 paramat (minor problem)
06:29 hmmmm paramat, a workaround is to check for the mapgen in the on_generated callback
06:29 paramat aha
06:29 paramat will do that
06:30 est31 but nyan cats are only a problem on the first run, right?
06:30 est31 after that the mapgen gets set to singlenode
06:30 hmmmm make a global for mapgen.lua called g_effective_mapgen, and in the first on_generated callback, if it's nil, set it to minetest.get_mapgen_params().mgname
06:30 hmmmm if g_effective_mapgen == "singlenode" then return end
06:31 est31 or local even
06:31 hmmmm or g_is_mapgen_singlenode
06:31 hmmmm cache it
06:31 paramat ok
06:31 est31 it should be local to the file
06:31 hmmmm doing a heafty string comparison op every single callback is not the end of the world by any means, but a totally unnecessary that's trivial to solve
06:31 hmmmm totally unnecesary one*
06:32 paramat #3850
06:32 ShadowBot https://github.com/minetest/minetest/issues/3850 -- Mapgen: Fix light in tunnels at mapchunk borders by paramat
06:33 hmmmm ehh
06:34 hmmmm i appreciate the simplicity, but creating a flat ceiling for caves is nasty
06:34 hmmmm this is almost as bad as the walled-in-cave problem
06:34 paramat nooo the 'roof' gets excavated when the upper chunk is generated
06:35 paramat tunnels are unnaffected, just not lit up at every border
06:35 hmmmm it doesn't.  different tunnels get carved in different chunks, due to the differing blockseeds
06:35 hmmmm unless this only applies to noise-based caves
06:35 paramat these are the 3D noise tunnels
06:35 hmmmm why are they carving outside of the chunk borders at all, then??
06:36 hmmmm that's wrong
06:36 paramat 1 up 1 down overgeneration in all mapgens other than mgv6
06:36 paramat yes it was unnecessary
06:36 hmmmm so in other words this is your bug
06:36 paramat yes
06:37 hmmmm ugh alright fine
06:37 hmmmm approved
06:37 paramat ok thanks
06:38 paramat the pseudorandom caves above water level still get lit up at chunk borders, we could perhaps consider disabling them above water level
06:40 paramat (except in mgv6 of course)
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07:17 paramat ok i've changed my mind, i think singlenode should remain hidden
07:19 Obani I don't think so
07:19 Obani Modders cannot always compile their Minetest
07:23 paramat to select singlenode you only need a simple mod
07:23 paramat this: https://gist.github.com/pa​ramat/feb2361da106371652ad
07:24 paramat it doesn't even need 'register on mapgen init' anymore
07:25 Obani paramat, singlenode is useful for lua mapgens isn't it ?
07:25 paramat yep, those will already auto-select it
07:31 paramat nore sfan5_ 3 simple reviews game#922 game#913 game#758
07:31 ShadowBot https://github.com/minetes​t/minetest_game/issues/922 -- Fencegate: prevent y-fighting at top. by sofar
07:31 ShadowBot https://github.com/minetes​t/minetest_game/issues/913 -- Fire: Optimize spreading ABM. by sofar
07:31 ShadowBot https://github.com/minetes​t/minetest_game/issues/758 -- Add sounds for steel doors. by sofar
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07:47 est31 opinions on #3854 ?
07:47 ShadowBot https://github.com/minetest/minetest/issues/3854 -- Drop support for < 25 protocol servers by default
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07:54 paramat looking
07:57 est31 hmmmm, perhaps interesting for you too
07:57 est31 only about your opinion
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08:22 paramat will merge #3535 #3850 soon
08:22 ShadowBot https://github.com/minetest/minetest/issues/3535 -- fix #2876 (fix player teleportation bug) by HybridDog
08:22 ShadowBot https://github.com/minetest/minetest/issues/3850 -- Mapgen: Fix light in tunnels at mapchunk borders by paramat
08:22 est31 fine
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08:41 paramat now merging 3535 3850
08:50 paramat merged
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08:54 paramat wow under 120 PRs now
09:00 celeron55 i always look at it as the ratio of closed/open PRs
09:00 celeron55 it's now >16
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15:41 Fixer with default farmap settings managed to reach 1.6gb of ram usage with constant exploring on mapgenv6
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17:37 Fixer 2.2gb on NYC map
17:38 Fixer lua out of memory error after some time when "far_map_allow_generate = true"
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