Time Nick Message 00:06 waressearcher2 turtleman_: any suggestions of a new name ? 00:08 turtleman_ what kind of tree gives you apples 1/8 of the time 00:08 turtleman_ maybe just call it an apple tree? 00:08 turtleman_ thats the only thing that makes sense to me 00:15 waressearcher2 turtleman_: it can still be that "minecraft" influence so for time being it will be called "tree" 00:16 waressearcher2 turtleman_: like you don't call "dirt" block a "soil" or "earth" 00:26 turtleman_ huh? im a little confused 00:26 turtleman_ im just saying that there are specific trees now, like pine, acacia, and jungle 00:26 turtleman_ i just want things to be symmetric. 00:31 T4im you do have a point with the name; perhaps suggest it in the minetest_game issue tracker? that way it will be seen by more people 00:33 turtleman_ ok 00:33 T4im https://github.com/minetest/minetest_game/issues 00:33 T4im :) 00:53 turtleman_ https://github.com/minetest/minetest_game/issues/684 01:02 paramat although nice to have specific tree types, changing the code is too disruptive. tree is some kind of appletree. the best match for jungletree seems to be rosewood 01:10 turtleman_ paramat, what do you mean? are you opposed to the new trees? 01:11 paramat i like the idea of specifying the trees, i have thought about that too. changing the code causes too many problems though 01:12 paramat the best match for the dark junglewood colour is wenge 01:16 paramat we can still possibly consider appletree and jungletree to be specific species, just not change the names in the code =) 01:42 turtleman_ jungletree is already in code though, isnt it>? 01:42 turtleman_ i thought they were already separate 01:42 turtleman_ jungle, acacia, pine 01:42 turtleman_ are they parts of the same base? 01:47 waressearcher2 what about bamboo ? 02:10 turtleman_ bamboo sounds cool 03:14 waressearcher2 when someone trying to fix source and upload to main git repository, how can he be sure that no one edited that file allready ? 03:15 asl97 it should error when you push if someone edited that file 03:17 waressearcher2 so in that case you redownload and reedit and reupload it ? what if it gives an error again ? 03:18 asl97 you redownload and reedit and reupload it again xD 03:18 asl97 until it get in, more or less 03:20 waressearcher2 can't you just block the file while you editing and uploading ? so everyone else will wait ? 03:23 asl97 i doubt this kind of thing happen much 03:32 asl97 waressearcher2: as when it error, you just need to git pull it and it should auto-merging whatever edit the other people did (most of the time) 03:54 hmmmm aghh 03:55 hmmmm what kind of suffix should be used to mean "a more advanced version of the same function" 03:55 hmmmm i would use Ex but the meaning of that is muddled thanks to the NoEx suffix 03:57 ShadowNinja Plus? 03:58 ShadowNinja You'll need to document what "more advanced" means though. 04:00 est31 I guess more options or so... 04:04 waressearcher2 function, function_, function_2, function_50 04:05 asl97 waressearcher2: that's postfix 04:05 waressearcher2 use postfix, but sendmail is better 04:08 VanessaE hmmmm: _extended ? 04:08 hmmmm meh 04:08 VanessaE (or just _advanced) 04:08 est31 _ is bad 04:09 est31 we have CamelCase 04:09 VanessaE ok camelCase then 04:09 est31 well, camelCase 04:09 hmmmm by the way about that 04:09 VanessaE either way, don't go digging out the thesaurus :P 04:09 hmmmm do you guys like our current setup of having ClassName::camelCaseMethod()? 04:09 est31 yes 04:09 hmmmm or would you prefer ClassName::PascalCaseMethod() 04:10 hmmmm I noticed some functions in RemoteClient use the latter 04:10 est31 meh, no, camel better than pascal 04:10 est31 but honestly not that important 04:11 hmmmm of course not 04:12 hmmmm i just want to make sure the code style actually reflects what the developers want 04:12 hmmmm check up every couple of months 04:13 est31 I dont think we should change code style 04:13 est31 bc that leads to first doing it in style a then changing to b then back to a etc 04:15 paramat i prefer camelcase, one less shift press 04:35 * hmmmm blinks 04:36 hmmmm http://fpaste.org/271312/43155755/ 04:38 est31 wtf 04:39 est31 its also funny 04:39 est31 if (pos_ok) do_a; 04:39 hmmmm // really want to make sure we got the correct node 04:39 est31 if (!pos_ok) { do_b; } 04:40 est31 instead of doing else 04:41 est31 hmmmm, btw seen what Robert_Zenz has pointed out in your commit 04:42 hmmmm ? 04:42 est31 the param does more than queue control after all 04:42 est31 it sets flags for the queue entry 04:42 hmmmm yeah I know 04:43 est31 okay, you are aware thats good 04:44 hmmmm hah! i was right 04:45 hmmmm that was zeno 04:45 hmmmm https://github.com/minetest/minetest/commit/5b8855e83c0d1cc7aef21492e7fe862b7d06917e#diff-ad60d65b34e16a3319296bb5d683acd6R2427 04:45 hmmmm no clue how I didn't catch that when originally reviewing this 04:46 hmmmm in any case 04:46 hmmmm I don't see any actual reason why the block needs to be queued into the emerge queue 04:47 hmmmm it's fruitless - if the user is close enough to a node to interact with it, and it has not been loaded yet, you can be certain it'll get loaded soon enough 04:47 hmmmm either that or they're cheating 04:48 est31 yeah, it should be better just be a warning and done 04:48 est31 the result isnt used anywhere 04:49 hmmmm alternatively, it could be a way to get blocks unstuck that somehow get stuck 04:49 hmmmm i wonder if that had been the original intention 04:53 est31 thats fighting the symptoms 04:54 est31 better find out why they get stuck and then fix that 04:54 est31 if they do 04:54 hmmmm of course 16:17 eugd https://github.com/minetest/minetest/pull/3199 what's up with the check results here? 16:19 hmmmm check results? 16:19 hmmmm it looks like they passed... 16:19 hmmmm oh I see what you're talking about 16:20 hmmmm yeah I have no idea what you're doing wrong, but it wouldn't hurt to squash all those commits into one and then see what happens 16:22 eugd how do i do that? 16:23 hmmmm git rebase -i 9ce30ab 16:23 hmmmm squash, pick pick pick pick ..., rename the commit 16:26 Krock pick, pick, pick, like a chicken 16:28 rubenwardy isn't it pick squash squash squash squash? 16:28 rubenwardy as pick keeps the commit 16:28 rubenwardy and squash merges into parent 16:28 hmmmm heh maybe it is 16:28 rubenwardy protip: use 's' instead of 'squash' 16:28 hmmmm i haven't found myself needing to squash commits very often 16:29 hmmmm if you do mix them up git would tell you about it though 17:46 kilbith chuis content, de plus en plus de monde remplace homedecor par xdecor :) 17:47 kilbith fini les maisons de barbie haute définition 17:47 kilbith et quasi toutes identiques 17:48 Calinou je suis très content que tu parles français dans ce canal 17:48 kilbith hein ? 17:48 Calinou tu es sur le mauvais canal :) 17:49 kilbith ah merde ! 18:07 eugd how do sector coordinates work? 18:07 eugd how do they align to block/node coords? 18:08 T4im factor 16 18:08 T4im that is mapblock to node 18:08 eugd yeah 18:08 eugd but when handling sectors 18:08 eugd which block or node is 'center'? 18:10 eugd code is already enabled to tell in debug mode, just don't have machine to do it:( 18:10 T4im not quite sure what you mean with sector, mapchunks? or mapblocks? 18:10 hmmmm erm 18:10 hmmmm 0? 18:10 hmmmm a sector is just a vertical column of mapblocks 18:10 hmmmm block coordinate y = 0 would be the center 18:14 eugd sectors are 80x80x80 but are referred to with single v2s16 18:15 T4im 80³ were mapchunks (=5³ mapblocks) 18:15 T4im iirc 18:16 eugd yes you're right 18:16 eugd still 80x80 18:17 hmmmm map chunks are a mapgen abstraction only 18:17 hmmmm there is no "MapChunk" structure 18:17 sfan5 ooh 18:17 eugd yes 18:17 hmmmm it's adjustable via config as well by the way 18:17 sfan5 so thats why i didn't quite get those 18:17 hmmmm this seems to be a common misconception... 18:17 eugd i though what i was asking was straightforward but now i'm confused, ha 18:17 eugd i'm looking at ServerMap::createSector(v2s16 p2d) 18:17 hmmmm there's nothing confusing about this 18:18 hmmmm there are three containers in a heirarchy 18:18 eugd yes sector/block/node 18:18 eugd sector is vertical slice 18:18 hmmmm a Map contains a 2d grid of MapSectors, which are vertical columns of MapBlocks 18:18 hmmmm a MapBlock is a voxel area containing 16x16x16 MapNodes 18:18 hmmmm a MapNode is the smallest unit 18:19 eugd that v2s16 p2d, it is a node address, right? or do sectors start from 1, 2, 3, etc. in their own coordinate system? 18:19 eugd i know the answer 18:19 eugd ugh 18:19 hmmmm be careful here 18:19 hmmmm there are block coordinates and node coordinates 18:19 eugd are there? 18:19 hmmmm block coordinates are what's used to look up MapSectors or whatever 18:20 eugd i thought there was only one coord system? 18:20 hmmmm or address a mapblock inside of the map database 18:21 hmmmm to get the block coordinates from a node coordinate, use getNodeBlockPos() 18:21 eugd ah 18:21 eugd i remember that now 18:25 hmmmm getSector, getBlock, getBlockNoCreateNoEx, emergeBlock, loadBlock, etc. anything that operates on a mapblock uses block coordinates 18:25 eugd so there are not also sector coordinates 18:26 hmmmm to make this clear, the parameters to these functions are usually "blockpos" or "bp" or something to denote this 18:26 hmmmm there are no sector coordinates, no 18:27 hmmmm a blockpos v3s16 of, say, (4, 1, -3) would translate to the v2s16 of (4, -3) for the sector position, and then y=1 for the block within that sector 20:10 eugd i've been looking all over code and can't find where sector size is defined 20:12 T4im hmmm defined it earlier as a vertical column of mapblocks, which means x and z are 16 each, and "y" probably spans the entire map 20:14 eugd i mean where in the code the 80x80 node, or rather 5x5 block size of each sector is defined (and more importantly, implemented for mapgen purposes) 20:14 eugd nvm just found it probably lol 20:15 T4im you have a minetest.conf option "chunksize" 20:15 T4im with default=5 20:15 eugd ah 20:15 eugd thanks 20:15 asl97 eugd: https://github.com/minetest/minetest/blob/master/src/constants.h#L78 20:15 asl97 oh, sector 20:15 T4im and that's for the mapblock size ^^ 20:15 eugd it's actually user configurable? 20:15 T4im chunksize, yes 20:16 eugd 'chunk' vs 'sector' being chunks are the cubes used for mapgen, right? 20:16 T4im https://github.com/minetest/minetest/blob/master/minetest.conf.example#L691 20:16 eugd and i guess sector just inherits its size from the chunksize setting? 20:17 T4im no, if I understood hmm earlier correctly, then from the mapblock size, that asl97 linked 20:17 T4im due to it being a column of mapblocks 20:17 T4im :P 20:18 eugd oh, wait, waht 20:18 eugd you're probably right 20:18 eugd dunno where this mental block came from, damn 20:22 eugd well found an error 20:22 eugd chunksize not really definable 20:22 eugd or it is and it works fine but generates a constant stream of errors 20:22 eugd 'chunksize not divisible by sidelen, setting sidelen to 16' 20:24 T4im where did you set it? 20:24 T4im in the config? O_o 20:24 eugd yeah it disappeared after close and restart 20:25 T4im maybe the unit is documented wrong.. if it expects the chunksize in nodes, it would have to be a multiple of 16 20:25 T4im though the documentation implies it to be in blocks 20:25 T4im defines it to be* 20:26 T4im close and restart might have actually set chunksize to 16 then ;) 20:26 asl97 https://github.com/minetest/minetest/blob/f062bbd7a182233f96c61287d0397534811627d9/doc/lua_api.txt#L3385 20:26 asl97 it might have been cause of a mod or something 20:27 T4im hm.. yea, but that would then appear in a lua stacktrace, wouldn't it? 20:27 eugd it's coming from mg_decoration 20:27 T4im well then.. :D 20:28 eugd note i'm also using map_generation_limit simultaneously 20:28 eugd probably something to do with it 20:28 eugd have it set up to only generate a single block 20:28 asl97 T4im: why should it error when the doc already said it would just set it to the same as chunksize? 20:29 T4im because there's no warning log level to report on it? ;) 20:29 eugd it's strange also that it's not constantly doing it even at the defualt 5 20:30 eugd 5 is also not evenly divisible by 8 20:34 eugd gtg 21:01 hmmmm eugd, if you want to limit the map to a single 16x16x16 block, you need to set chunksize = 1 as well in the config 21:01 hmmmm except that's not going to work either because it's expected that there's at least room for the map chunk borders 21:53 VanessaE so, what's the story with #3166 ? 21:53 ShadowBot https://github.com/minetest/minetest/issues/3166 -- Send to clients only changed node metadata instad of whole mapblock by RealBadAngel 21:56 paramat eugd hmmmm that error is my fault, i am using a sidelen of 80 for some decorations. i found this necessary because decoration code fails at very low densities (acacia tree, cacti), the larger sidelen helped. however it is better to alter the decoration code, i'll work on this 21:58 paramat i haven't seen RBA around for a while 22:29 paramat problem is .. to work with all chunksizes (without printing an error) sidelen cannot be larger than 16. at low density deco_count can only be 0 or 1 per 16x16 node area which looks bad 22:30 paramat so i will continue to use sidelen = 80. for low densities the code does the right thing setting sidelen = carea_size, maybe the error should not be printed as it's not really an error 22:39 paramat .. yes, i'll open a PR 23:45 paramat #3203 23:45 ShadowBot https://github.com/minetest/minetest/issues/3203 -- Decorations: Remove error message 'chunksize not divisable by sidelen' by paramat