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08:42 |
rubenwardy |
split default into smaller mods: https://github.com/rubenwardy/minetest_game/tree/split |
08:42 |
rubenwardy |
WIP |
08:48 |
T4im |
+1 nice |
08:50 |
T4im |
I always wondered why nyancats were considered a "fallback if nothing better was provided" ;) |
08:51 |
rubenwardy |
the aim is: |
08:51 |
rubenwardy |
default_natural for dirt and stone and mapgen things |
08:51 |
rubenwardy |
default_ores |
08:51 |
rubenwardy |
mese |
08:51 |
rubenwardy |
nyancats |
08:52 |
rubenwardy |
default which includes all the other mods, for backwards compatibility |
08:52 |
rubenwardy |
furnace |
08:52 |
rubenwardy |
tools |
08:55 |
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08:58 |
T4im |
why the dependency from default onto the other things? most mods include the depends on default through copypasta, and as long as it contains the fundamental things that everything really depends on (like constants), I can't see, where you would need it |
08:59 |
rubenwardy |
you need to (opt)depend on things you're adding to craft recipes, afaik |
08:59 |
rubenwardy |
I'll test |
09:00 |
rubenwardy |
It'll make it a lot easier if default can be a functions only thing |
09:00 |
rubenwardy |
currently I have to use default_util so that default_natural etc can use default* functions, as default is loaded last |
09:00 |
T4im |
there's no issue with that afaik, as long as the inventory guides filter it appropriately (UI did show recipes with unknown items in the past, not anymore afaik) |
09:01 |
T4im |
the only thing you end up having is, that the recipes that have the dependency not fullfilled are not craftable (obviously, since you don't have the materials!) |
09:02 |
T4im |
and perhaps a few exceptional nodes like water might be needed as base |
09:02 |
rubenwardy |
why? |
09:02 |
rubenwardy |
what if a mod does minetest.registered_nodes["default:dirt"] |
09:03 |
rubenwardy |
or minetest.override_item |
09:03 |
T4im |
aliased properly? |
09:03 |
rubenwardy |
yeah |
09:03 |
T4im |
if its not available, you get your typical unknown node |
09:03 |
rubenwardy |
but it won't be loaded at that point |
09:04 |
rubenwardy |
say default A default_natural is the load order |
09:04 |
rubenwardy |
because A depends on default |
09:04 |
T4im |
might I suggest: use "vanilla" for everything that you can't sort into a clear category, and let that one depend on all the others instead of default |
09:04 |
rubenwardy |
if A tries to do minetest.override_item then is fails |
09:04 |
rubenwardy |
if the item is in default_natural |
09:04 |
rubenwardy |
no, T4im, it must be backwards compatible |
09:05 |
T4im |
aren't game mods loaded before all non-game mods? |
09:06 |
rubenwardy |
not sure |
09:06 |
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09:06 |
rubenwardy |
what if they add a mod to the game? |
09:06 |
rubenwardy |
anyway, gtg, I'll read the chat |
09:06 |
T4im |
then they still have the old version without the split |
09:06 |
est31 |
AFAIK you can add crafts for items that don't exist |
09:06 |
est31 |
it doesnt work with node ids, it works with strings |
09:06 |
T4im |
if they update with split, then should also update their dependencies |
09:07 |
est31 |
and craft guides cant depend on every mod |
09:07 |
est31 |
what they do instead is to execute code directly after world start |
09:07 |
est31 |
like minetest.register_globalstep |
09:07 |
T4im |
yea, that part isn't the issue :D |
09:07 |
T4im |
actually I don't think there's any issue, but that part was the least |
09:07 |
est31 |
or minetest.after forgot |
09:07 |
est31 |
there are some issues however |
09:08 |
est31 |
effectively its an API break |
09:08 |
est31 |
but honestly I dont have much problems with it |
09:08 |
est31 |
after all, its server only code |
09:08 |
est31 |
so nothing that touches the network |
09:09 |
T4im |
yea.. you could probably see it as api break.. though only because the vanilla game became api, which it never should have :P |
09:09 |
est31 |
also its minetest_game, thats less stable than the engine api, as you point out |
09:10 |
T4im |
it is a reference implementation turned api... turning it back to a reference implementation might be a good thing :) |
09:10 |
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09:10 |
est31 |
I guess its both |
09:10 |
T4im |
well,.. ok. yea :D |
09:10 |
est31 |
but I'm not involved in mtgame development |
09:10 |
est31 |
I do engine only |
09:11 |
T4im |
what part mostly btw? what to pester you about? x) |
09:13 |
T4im |
(ok, I get it, dangerous thing to answer :P) |
09:15 |
est31 |
lol |
09:15 |
est31 |
I am mostly familiar with the code I worked with |
09:16 |
T4im |
:D |
09:16 |
est31 |
which is mid level network, authentication (including init protocol which was implemented and partly designed by me), crafting (I had a speedup patch in april), some parts of the API, areastore, etc. |
09:17 |
T4im |
rubenwardy: anyway, if you have game mods run before custom mods, you always have the game mods in a consistent state with whatever you split or do not split, as custom games will have their own split/unsplit version of default/vanilla/whatever |
09:18 |
T4im |
est31: nice, so more universal than specialized :D |
09:18 |
est31 |
yea sorta |
09:19 |
T4im |
hmm.. weren't there some efforts to get crafting recipe removal/deactivation into the engine half a year ago? |
09:19 |
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09:19 |
est31 |
yes |
09:21 |
est31 |
the dude made multiple PRs, two crafting related, one, the speedup made it in because I lobbied for it, the other one is still rotting, like so many other changes |
09:21 |
T4im |
:/ |
09:21 |
est31 |
crafting is one of those things that are highly complicated |
09:21 |
est31 |
its almost as complicated as inventory movements |
09:22 |
est31 |
complicated is the wrong term |
09:22 |
T4im |
and potentially error prone, I guess.. |
09:22 |
est31 |
"hard to change" is a better one |
09:22 |
est31 |
yea |
09:22 |
T4im |
many special cases to consider etc |
09:22 |
est31 |
the moment you touch the code, you have a regression at hand |
09:22 |
T4im |
I can imagine :( |
09:23 |
est31 |
later on you get a bug report by an user, and realize a tiny little edge case that triggered it |
09:23 |
est31 |
then you fix, and the fix has bugs as well |
09:29 |
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09:38 |
celeron55 |
if someone wants to touch crafting, unit tests can help a lot |
09:59 |
est31 |
unit tests work well as regression insurance |
10:00 |
est31 |
e.g. you have a regression, you fix it and add an unit test to never have that kind of regression again |
10:00 |
est31 |
also partly they work to prevent regressions the first place |
10:01 |
est31 |
but best is a good userbase which reports bugs quickly :) |
10:01 |
est31 |
but yeah, minetest should have more unit tests |
10:01 |
est31 |
especially in lua |
10:05 |
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10:05 |
T4im |
tgey can also help find yet undiscovered bugs, if you put time into it.. but yea.. even if more people would attach tests to their bugsreports, the testbase would grow sufficient over time |
10:05 |
T4im |
they* |
10:06 |
* T4im |
already attaches one to any of his bugreports, if it's testable |
10:07 |
T4im |
though, there are occasionally some things that would help in doing that, like #3161 |
10:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/3161 -- ScriptApiItem::getItemCallback does not accept __call-able tables |
10:07 |
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10:17 |
T4im |
or #3162 |
10:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/3162 -- Provide commandline option to set individual settings |
10:19 |
RealBadAngel |
hi est31 |
10:38 |
est31 |
hi RealBadAngel |
10:54 |
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11:00 |
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11:05 |
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12:02 |
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12:12 |
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12:22 |
Megaf |
hm, cmake doesnt show a message about LuaJIT when it finds it, only when it doesnt, then it says that it will use the bundled one. https://paste.debian.net/plain/311041 |
12:31 |
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12:35 |
red1 |
could It be made more clear that minetest.get node group doesn't work anymore? |
12:37 |
Megaf |
Little help? https://paste.debian.net/plain/311043 failed related to JSON when linking |
12:46 |
Megaf |
Perhaps Minetest doesnt support the latest JSONCPP |
13:00 |
Megaf |
Yep, compiles just fine with bundled jsoncpp |
13:07 |
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13:15 |
T4im |
red1: what's the issue #? can't find it |
13:16 |
red1 |
What issue? |
13:16 |
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13:17 |
T4im |
have you opened an issue on github about this? |
13:18 |
red1 |
no I thought it was deprecated. But the wiki and docs weren't updated |
13:18 |
red1 |
I will open an issue then |
13:19 |
T4im |
doc indeed states its deprecation, but if it isn't working it should probably either be removed from the doc completetly, or still be aliases to the former |
13:22 |
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13:23 |
red1 |
well the wiki isn't to clear on it. It says " returns rating. " |
13:24 |
T4im |
docs/lua_api.txt: * Deprecated: An alias for the former. <-- implies it is working |
13:24 |
T4im |
its just a minor issue, though, don't expect it to be solved too soon, just open the issue and wait x) |
13:25 |
red1 |
Also what does get_node_level have to do with groups? |
13:32 |
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16:50 |
paramat |
sfan5 what do you think about game#666 ? |
16:50 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/666 -- Flowers: Make flowers wave when waving shader enabled by paramat |
16:51 |
VanessaE |
so you're essentially turning "default" into a mini modpack? |
16:51 |
VanessaE |
oops, that was old stuff. |
16:51 |
VanessaE |
rubenwardy: ^^^^^ |
16:52 |
rubenwardy |
basically |
16:52 |
rubenwardy |
it makes it more modular |
16:52 |
rubenwardy |
and easier to disable / override certain bits |
16:55 |
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19:39 |
RealBadAngel |
#3166 |
19:39 |
ShadowBot |
https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel |
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