Time Nick Message 05:09 hmmmm you know what 05:09 hmmmm i wonder if the configuration method change is worth the effort 05:10 hmmmm sure it'd take less code to expose a new config setting to lua and the conf file, and reduce the amount of code in total, but maybe it's just change for the sake of change and what we have now is good enough 05:53 hmmmm meh i'm going to do it 05:53 hmmmm it's worth it 05:55 hmmmm one thing though, the settings names for mapgen stuff. needs to change. i want it to be mg_subcategory_paramname instead of mgmgnamehere smushed together 05:55 hmmmm i have an excuse to break reverse compatibility. you think i should do it? the users seem to look forward to compatibility breakages 06:03 nrzkt no 13:22 naltamur Hello, I'm looking for a php developer for a issue tracking project 14:59 paramat hmmmm yes i think go ahead and change mapgen settings names, it's not a huge breakage and i can explain it to modders on the forums 15:00 hmmmm i don't really know anymore if this change is necessary 15:01 paramat oh ok :] 15:02 hmmmm because look 15:02 paramat there's other stuff to work on while you consider it 15:03 hmmmm i'm saving some lines of code by getting rid of the mapgen settings declarations 15:03 hmmmm but i still need to write more code in Settings in order to make this possible 15:03 hmmmm so I wonder if there is any net savings 15:03 hmmmm or if there is, is it enough to warrant a change like this 15:04 paramat functional advantages? despite no less code? 15:07 paramat anyway best delay while considering it. what's next? can we improve dungeon params? i have requests for that 15:08 hmmmm no the whole point is to figure out what's going on with params before modifying more params 15:10 nrzkt paramat: if you allow this then we can rename lua calls and tell to modders. 15:10 hmmmm i was being sarcastic when i said that, by the way 15:25 paramat ok good 15:25 jin_xi why not rename lua calls? some could use changing. who cares about mods that don't care to fix such little things? also beats explainig why its still named badly everytime it comes up. 15:28 hmmmm it's trivial to add aliases for lua api functions 15:28 paramat what i want to do with dungeons i can code myself, but it'll be working with the existing dp system, which of course may be changed now or later. i'll list my ideas: 15:29 hmmmm paramat in my experience it's not worth it to work on something different while "thinking" about something else 15:29 hmmmm whatever change you had going is just going to stagnate 15:31 paramat these are functional improvements, then the param system change can happen later or together with it 15:31 hmmmm later 15:32 paramat ok 15:33 paramat 1. generalise the alternative node so it's not called 'mossycobble' 15:34 paramat 2. use just 1 point-polled 3D noise for it 15:34 paramat 3. add dungeon ymin ymax limits 15:36 paramat 4. the dungeon density noise becomes 'number of dungeons per chunk' so that it's possible to occasionally have multiple dungeons in a chunk, creating complex interpenetrating structures like a fortress 15:38 paramat 5. max rooms per dungeon becomes a new parameter, or maybe have minrooms and maxrooms 15:38 paramat 6. ... 7. PROFIT! 15:42 paramat i'll leave that there for discussion, won't start yet 15:47 paramat yeah of course, best work on what you're thinking about 15:59 hmmmm i don't know if i'm going ahead with this change 16:00 hmmmm having different kind of FoobarParams are inherently organized into a heirarchy 16:00 hmmmm the current setup doesn't require any additional bookkeeping from Settings 16:01 hmmmm if somebody is going to add a new param they already have to modify defaultsettings.cpp, the documentation, and the original code 16:02 hmmmm adding a field to a struct and some lua code to read fields from a table shouldn't be asking too much more 16:02 hmmmm passing a FoobarParams to a Foobar is more natural and self-explanitory than passing around a Settings 16:03 hmmmm i think the original motivation for this idea was that there were too many different kinds of parameters being passed around in too many different ways 16:03 hmmmm if i clean up the current mapgenparams setup i don't think there'd really be a problem 16:03 hmmmm i mean my biggest rationale is that the amount of code mapgenparams and so on takes up is disproportionate to what it actually does 16:04 hmmmm but if i spend time changing the system, testing, bugfixing, maintaining, documenting, ensuring compatibility, etc. that's not too convincing that it's less work in the long run 16:04 hmmmm leave well enough alone i say 16:21 paramat please can anyone review or comment on #4163 ? you'll need a darkened room to judge it though 16:21 ShadowBot https://github.com/minetest/minetest/issues/4163 -- Sky: Darker, bluer sky and improved horizon haze at night by paramat 16:30 Fixer paramat: i will try it today 16:31 paramat cool 18:20 nrzkt i miss to deploy app on play store... will do it today or tomorrow from tags 18:20 nrzkt i just need to fix my ndk 19:21 paramat nore sfan5 please could you review game#1120 ? 19:21 ShadowBot https://github.com/minetest/minetest_game/issues/1120 -- Mossy cobble slab and stairs. by sofar 19:23 VanessaE ^^^^ and there still needs to be a simple API for that. 19:24 VanessaE first it was cobble -> mossy cobble, now stairs and slabs too. recall gloopblocks has been doing this literally for years 22:39 Zeno` lol 22:39 Zeno` I have a break for 2 days and there are like a million github messages 22:45 sofar I've had a busy/rough 4 days, and ... I'm almost lost 22:48 Fixer i added few bugreports 22:48 Fixer just for fun 22:55 sofar lol, I can see, yes :) 23:52 Zeno` Fixer, I can't see a thing 23:53 Zeno` how am I to see the supposed sun? 23:54 Fixer Zeno`: what bug, blinking or glow texture? 23:54 Zeno` #4194 23:54 ShadowBot https://github.com/minetest/minetest/issues/4194 -- Sunrise glow texture is still visible after sunset 23:55 Zeno` you mean on the clouds? 23:55 Fixer Zeno`: look at horizon, https://i.imgur.com/9Owwyfo.png like on this <<<< 23:55 Zeno` I can't see anything there either lol 23:55 * Zeno` thinks 23:55 Fixer Zeno`: look closer 23:55 Fixer Zeno`: much closer 23:56 Zeno` I'm opening it in gimp 23:56 Fixer Zeno`: right above + 23:56 Zeno` looks like a cloud to me, lol 23:56 VanessaE I can see it. 23:56 Fixer Zeno`: nope, not a cloud, i checked 23:57 VanessaE that first star above the crosshairs, you can see an dim yellow/orange haze around it 23:57 Zeno` yeah I thought it was a cloud 23:57 Fixer it is not 23:57 Zeno` maybe I should turn clouds off 23:57 Fixer yes, try it, does not matter 23:57 Zeno` why are the clouds that colour anyway? 23:58 Zeno` I look straight up and the clouds are the colour of baby poop 23:59 Zeno` ok with clouds off it's much more apparent