Time Nick Message 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 01:30 sofar ohhhhh finally, finally I find the cause of that darn bug 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 05:40 hmmmm sometimes PR approval isn't always about the code itself, but rather if the feature itself is wanted 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 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 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) 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/paramat/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/minetest/minetest_game/issues/922 -- Fencegate: prevent y-fighting at top. by sofar 07:31 ShadowBot https://github.com/minetest/minetest_game/issues/913 -- Fire: Optimize spreading ABM. by sofar 07:31 ShadowBot https://github.com/minetest/minetest_game/issues/758 -- Add sounds for steel doors. by sofar 07:47 est31 opinions on #3854 ? 07:47 ShadowBot https://github.com/minetest/minetest/issues/3854 -- Drop support for < 25 protocol servers by default 07:54 paramat looking 07:57 est31 hmmmm, perhaps interesting for you too 07:57 est31 only about your opinion 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 08:41 paramat now merging 3535 3850 08:50 paramat merged 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 15:41 Fixer with default farmap settings managed to reach 1.6gb of ram usage with constant exploring on mapgenv6 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"