Time |
Nick |
Message |
00:34 |
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Bet5 joined #minetest-dev |
00:35 |
Bet5 |
hello |
00:38 |
Bet5 |
I have a problem with schematic decorations on Mapgen v7, because the schematic don't replace existing nodes |
00:39 |
Bet5 |
so i have e.g. trees floating on grass |
00:43 |
Bet5 |
I try to add "force_placement = true" line in decoration definition, but this not help |
00:43 |
Bet5 |
I suppose this is a bug? |
00:45 |
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01:24 |
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01:38 |
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01:42 |
paramat |
Bet5, i noticed this too, force placement is not usable when defining schematic decorations despite being usable with 'minetest.place_schematic'. if i can find time and can figure out how to, i will fix this |
01:44 |
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01:47 |
Bet5 |
paramat, thanks, it will be nice if you fix this ;) |
01:48 |
paramat |
although it's not really a bug because schematics were originally meant to not force place, the option was added to 'place schematic' on request from modders |
01:51 |
Bet5 |
I noticed also, that MG v7 always place schematics not exactly on surface, but one node under |
01:56 |
paramat |
yes i noticed that, then realised this is useful for jungletrees with wide root systems that are placed on a slope, it stops a root node floating above air |
02:03 |
paramat |
i originally wanted to add roots to the future trees in mgv5/v7 but was told that the loss of dirt nodes caused when farming trees would be a problem for 'skyblock' type gaming |
02:05 |
Bet5 |
btw, is it possible to place decorations on water? I tried to set ' place_on = "default:water_source" ' and decorations will not generate |
02:05 |
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02:07 |
Bet5 |
this would be useful for water plants like lilies etc. |
02:11 |
paramat |
not sure, would indeed be good |
02:15 |
ShadowNinja |
VanessaE: For this release, in that particular way, no. But a merge-based solution for this release and something closer to what he described for the next would be good. |
02:16 |
paramat |
so ... after my merging mistake yesterday i decided i will need to practice the proper merging method within one of my mod repos, in the meantime i will be asking others to merge my PRs |
02:20 |
paramat |
so please could anyone review and possibly merge #2175 ? these changes were approved by hmmmm. the corresponding MTgame commit just needs a quick edit then i will contact the MTgame team asap to get that merged |
02:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat |
02:24 |
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02:34 |
paramat |
ok game#412 is ready but will need review by the team |
02:34 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/412 -- mapgen.lua: Add dirt/sand/gravel blobs to mgv5/mgv7. Use blob ore for clay. Tune flowers by paramat |
02:39 |
ShadowNinja |
~tell nrzkt Um, what happened to my comments on #2327? |
02:39 |
ShadowBot |
ShadowNinja: O.K. |
02:42 |
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03:20 |
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03:36 |
kahrl |
about the version issue, why not tag the "bump version" commit on master with a new tag, say 0.4.12-dev |
03:37 |
VanessaE |
kahrl: at this point, you may as well wait for nrzkt's 3/4 patch and then tag it as 0.5.0 |
03:37 |
VanessaE |
s/tag/bump/ |
03:37 |
kahrl |
heh |
03:38 |
Zeno` |
tag < dev/random |
03:38 |
VanessaE |
ha |
04:05 |
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04:09 |
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04:42 |
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05:14 |
Zeno`` |
I don't understand master's history |
05:14 |
Zeno`` |
oh well |
05:31 |
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06:09 |
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06:35 |
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07:15 |
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07:33 |
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08:10 |
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08:12 |
nrzkt |
ShadowNinja: i added a commit with your suggestions, but i don't know why your comments disappear :s |
08:20 |
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08:26 |
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08:26 |
Zeno` |
nrzkt, hi :) |
08:26 |
nrzkt |
Zeno`: hi ! |
08:26 |
nrzkt |
you want to discuss about UT ? :p |
08:27 |
Zeno` |
I can only stay a minute because I must fill water and stuff (big storm coming my way) |
08:27 |
Zeno` |
yeah |
08:27 |
nrzkt |
i see that on french news this morning |
08:27 |
Zeno` |
I plan to fix the assert issue soon... I can do stage 1 tonight if you like |
08:27 |
nrzkt |
which ASSERT issue ? |
08:27 |
nrzkt |
you mean replacing ASSERT in unit tests ? |
08:28 |
Zeno` |
assert() does not, currently, get replaced with no-op when NDEBUG is defined |
08:28 |
Zeno` |
because it's used incorrectly throughout the minetest source code |
08:28 |
Zeno` |
and therefore assert() must remain in release builds |
08:29 |
Zeno` |
as for the unit tests... yes I think they can return a value in Release build but abort in Debug |
08:29 |
Zeno` |
test.cpp is yucky |
08:30 |
nrzkt |
ofc. I can patch my PR |
08:30 |
Zeno` |
can you hold off for a few hours? I'll be back later. I just need to fill water containers and stuff in case I lose power |
08:30 |
Zeno` |
when I get back I'll have time to discuss leisurely |
08:31 |
nrzkt |
okay, but for re-enable unit tests in release, i fix my patch to re-enable them, okay ? |
08:31 |
Zeno` |
yep sure |
08:31 |
Zeno` |
and then we talk in a few hours :) |
08:31 |
nrzkt |
no problem, good luck |
08:31 |
Zeno` |
I need to prepare for the storm |
08:31 |
Zeno` |
thanks :) |
08:59 |
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09:14 |
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09:23 |
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09:47 |
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10:01 |
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10:29 |
nrzkt |
~tell celeron55 openhub link on http://minetest.net doesn't work |
10:29 |
ShadowBot |
nrzkt: O.K. |
10:34 |
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10:35 |
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10:41 |
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11:06 |
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11:13 |
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11:17 |
Zeno` |
nrzkt, save me some time... where are connections closed? |
11:17 |
Zeno` |
sockets released and all that stuff |
11:18 |
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11:26 |
Zeno` |
what a $*&@($(8 mess |
11:26 |
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proller joined #minetest-dev |
11:27 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/debug.h#L75 |
11:28 |
Zeno` |
who wrote that crap? :( |
11:30 |
kilbith |
Zeno`, c6e3797c |
11:34 |
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11:44 |
Zeno` |
what is that commit |
11:44 |
Zeno` |
anyway, it will be tedious to fix :( |
11:53 |
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11:53 |
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11:54 |
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11:55 |
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12:45 |
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12:50 |
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13:06 |
Zeno` |
@2362 |
13:06 |
Zeno` |
#2362 |
13:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/2362 -- Begin assert fix by Zeno- |
13:11 |
Zeno` |
^^ kahrl |
13:11 |
Zeno` |
you should never have added that assert hack :p |
13:40 |
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13:40 |
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13:46 |
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14:03 |
Taoki |
Woah, so many performance improvements in the latest GIT logs. I shall check them out when I can. Thanks Loic Blot :) |
14:03 |
Taoki |
Also, I'm seeing a commit about a heavy network rewrite! Does this improve networking performance at last? |
14:04 |
Taoki |
ed04e8e9e407f0dd57fa83a9732b3a3968cb80e0 |
14:05 |
celeron55 |
no; it's more about organization |
14:05 |
celeron55 |
(oh also, i'm actually not here; don't even look at me) |
14:06 |
Taoki |
ok |
14:06 |
Taoki |
Anyway, my Creatures mod seems to be broken after the update. Mobs no longer move and find any targets |
14:06 |
Taoki |
Maybe the find_near function broke? I saw a comment about that |
14:07 |
Zeno` |
celeron55, where was the 0.4.12 release discussed? (it's not in the #minetest-dev logs) |
14:08 |
Zeno` |
There was suddenly "celeron55 says it must be released today" |
14:08 |
Zeno` |
that's the only mention of the sudden rush of activity |
14:08 |
celeron55 |
i just wanted it to be out of the way from development standpoint |
14:09 |
Zeno` |
I agree... but nobody seemed to know about it? |
14:09 |
Taoki |
Can anyone please check if minetest.find_nodes_in_area and minetest.env:get_objects_inside_radius are still working properly? |
14:09 |
celeron55 |
now it is; the actual publication of it is still TBD |
14:09 |
celeron55 |
(i won't do it) |
14:11 |
Zeno` |
well, it's released now. No point in crying over spilt milk I guess |
14:11 |
Taoki |
Ok, they are actually. Something else in the recent comments broke my mod. Will have to see what |
14:13 |
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14:13 |
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14:14 |
LazyJ |
I'd like to increase the size of the playername's above their avatars. What line of code is it and where? |
14:16 |
Taoki |
Ok, the bug seems to happen when existing mobs are restored after the server restarts. Could there be a problem with persistence? |
14:28 |
Taoki |
Found the bug. Apparently nested tables are no longer persisted properly on entities between server restarts. |
14:29 |
Taoki |
For example: If a mob has the table property self.property.value = 1, and you persist self.property in staticdata, the next time the server starts it will be 0 and not remembered as 1. |
14:29 |
Taoki |
Can someone please take a quick look? This is likely to break several mods, and already has mine. |
14:31 |
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14:32 |
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14:46 |
Taoki |
Yeah... the problem appears to be in set_staticdata. If in there you try to save self.table and it contains a self.table.something = 5 for instance, that self.table.something will not be saved. A recent change in GIT appears to have broken this. |
14:47 |
Taoki |
Anyone around to take a look please? |
14:52 |
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14:58 |
fz72 |
maybe this bug was in 0.4.11, too. I had some problems with animals_modpack |
14:58 |
Taoki |
It didn't happen for me over some 2 weeks ago |
15:04 |
Taoki |
Ok, the problem is actually weirder. The table is seen as empty to begin with. Something is really wrong here... |
15:10 |
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15:14 |
Taoki |
Ok, the breakage seems to be in Lua itself. |
15:14 |
Taoki |
abc = {one = {0, 1}, two = {0, 1}} |
15:14 |
Taoki |
print("Count: "..#abc) |
15:14 |
Taoki |
The above returns 0... which is not normal |
15:16 |
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15:25 |
Zeno` |
that seems normal |
15:26 |
Zeno` |
because you don't use numbers it's not an array in the normal sense |
15:27 |
Zeno` |
> abc = {one = {0, 1}, two = {0, 1, 3, 4}} |
15:27 |
Zeno` |
> print("Count: "..#abc["two"]) |
15:27 |
Zeno` |
Count: 4 |
15:27 |
* VanessaE |
peeks in |
15:27 |
Zeno` |
VanessaE can explain it better |
15:27 |
VanessaE |
actually you did quite well :) |
15:29 |
Zeno` |
not really :/ I expect that abc when the "indices" are not numbers are implemented as a hash array, or sparse array, so #abc would make no sense |
15:29 |
Zeno` |
I dunno how to explain though |
15:29 |
VanessaE |
use ipairs() if you need to iterate over a table using non-numeric keys |
15:30 |
Zeno` |
yeah, it's a table... not an "array" |
15:30 |
VanessaE |
# only returns the highest numeric key in the table, not actually the number of elements in it |
15:31 |
VanessaE |
that's why it fails on non-numeric keys, as far as I know |
15:31 |
Zeno` |
kind of :P |
15:42 |
fz72 |
Taoki I think when you use tables as static data und have to serialize them. For me normal tables doesn't work |
15:42 |
Taoki |
fz72: I believe I found the issue. It's to do with how my code converts certain tables. Fixing it now. |
15:43 |
Taoki |
A change in Minetest has indeed introduced the breakage, but my code was doing some things the wrong way too. |
15:48 |
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16:20 |
celeron55 |
Taoki: if there is an engine issue, make sure to submit an issue on github |
16:39 |
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19:30 |
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19:34 |
Taoki |
Alright, I spent several hours fixing the related issues in my code. Sadly there is an issue in Minetest as well, and I shall submit an issue on Github. |
19:34 |
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19:34 |
Taoki |
Apparently minetest.serialize -> minetest.deserialize no longer persist stacked tables properly. |
19:36 |
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20:02 |
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20:03 |
casimir |
Are biomes broken for everyone or just me? |
20:04 |
casimir |
There should be no sand at all. Also, the trees get placed on water and sand. https://i.imgur.com/DdkfFxs.jpg |
20:05 |
paramat |
hi, please can someone merge #2175 along with game#412 ? i think it's best i practice the merge method before attempting it myself |
20:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/412 -- mapgen.lua: Add dirt/sand/gravel blobs to mgv5/mgv7. Use blob ore for clay. Tune flowers by paramat |
20:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat |
20:06 |
paramat |
there have been changes to the biome API |
20:07 |
Taoki |
I reported the issue regarding minetest.serialize. If anyone can please take a look into it: https://github.com/minetest/minetest/issues/2365 |
20:09 |
paramat |
casimir is your problem with the mgv5/v7 biome API? |
20:09 |
casimir |
I know paramat. This is what the biome definition looks like: http://pastebin.com/TD5jL4NG |
20:10 |
casimir |
Yes the API. v6 is unchanged. |
20:12 |
casimir |
e.g. in the first biome, there is no sand defined at all, but when I increase height_shore then all the shore is sand. |
20:13 |
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20:13 |
paramat |
yep there is new stuff in the API which defaults to sand on the shore if left out |
20:14 |
paramat |
link coming .. |
20:14 |
est31 |
paramat, you know mapgen, can you give me an answer to my question in https://github.com/Uberi/Minetest-WorldEdit/pull/74 ? |
20:14 |
paramat |
yep will do that later |
20:14 |
T4im |
didn't hmmmm add that already to the engine, est31? |
20:15 |
est31 |
T4im, yes but you have to specify the coords manually |
20:15 |
T4im |
ah |
20:15 |
T4im |
so you use the mapgen region, nice |
20:15 |
T4im |
worledit region* |
20:15 |
est31 |
this duplication already exists elsewhere too |
20:16 |
paramat |
casimir, https://forum.minetest.net/viewtopic.php?f=3&t=10860 |
20:17 |
casimir |
oh, it seems I missed the node_shore_top. |
20:18 |
paramat |
also, the biome API will soon simplify a little, that's my next job. there will only be 'node underwater' below 'shore height', shore nodes are too complex |
20:21 |
paramat |
'maximum extent for cavegen and mud reflow' is the 80^3 mapchunk plus a shell of mapblocks, so 112^3 |
20:21 |
paramat |
^ est31 |
20:22 |
est31 |
paramat, thanks :) |
20:33 |
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22:21 |
Calinou |
http://dev.minetest.net/Mapgen_Parameters |
22:21 |
Calinou |
isn't this outdated? kwolekr said he is no longer involved in Minetest |
22:22 |
Calinou |
also indev is gone |
22:22 |
Calinou |
and there is v5 now |
22:32 |
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22:54 |
paramat |
it is yes, as usual |
22:55 |
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23:57 |
paramat |
okay i seem to have got my head around how to merge a PR by the proper method, i will merge #2175 in a few hours |
23:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2175 -- Mgv5: Remove blobgen, add large caves. De-link terrain level from water level. by paramat |