Time Nick Message 00:36 VanessaE_ ok, just making sure. 00:36 VanessaE_ btw, that is some EPIC terrain :) 00:36 paramat good. nice mapper page you have 00:37 VanessaE_ thanks. est31's handiwork :) 00:37 paramat i'm thinking of adding a thin layer of gravel under seabed sand, to make it more available, thoughts? 00:38 VanessaE_ mmm... 00:38 paramat since there are 2 layers of material usable and i'm only using 1 00:38 paramat i'm not sure either 00:38 VanessaE_ how about right under the grass in those dirt_with_grass + sandstone biomes 00:39 VanessaE_ with seabed sand, I'd honestly expect a clay layer, but you already have blobs of the stuff spawning 00:39 paramat yeah 00:39 VanessaE_ now that said, 00:40 VanessaE_ some days ago, I added HDX support for someone's biomes mod, and a couple of the nodes there were sandy dirt, and silt. useful? 00:40 paramat for gravel on land we would need an extra layer usable in code, the 2 layers are used up with grass on dirt 00:41 VanessaE_ oh ok, so skip that then. didn't think about the just-dirt layer 00:41 paramat best not add new nodes i think 00:41 paramat well the gravel blobs are more common now underground so that's enough i think 00:42 VanessaE_ well I wouldn't be afraid of a few nodes added for the sake of better biomes, but I see your point. 00:43 paramat sure, we can consider new nodes but they have to be really needed 00:43 VanessaE_ agreed. 00:56 paramat what i meant was, sandy dirt and silt are similar to what we already have and i don't see a need for them in the seabed 00:56 VanessaE_ fair enough 00:57 VanessaE_ it's just, you ....well you know what? 00:57 VanessaE_ every time I've played a survival map, there's just never been enough clay. 00:57 VanessaE_ why not go ahead and spawn more of it under those sandy seabeds then 00:58 VanessaE_ (I'm thinking in terms of how useful the material is; gravel doesn't have much use except perhaps for pathways) 01:03 paramat ah clay was a bit broken, the blob ore creation was broken and created really small blobs, they were too rare too. that's now been fixed 01:03 paramat fixed in 0.4.13dev 01:04 VanessaE_ yeah, what I saw on that map was more reasonable :) 01:05 VanessaE_ but anyway that's the only thing I could expect to find under a sandy seabed. 01:07 paramat yes i think i'll leave it as-is. the dirt/gravel/sand blobs underground are also fixed, larger and more common 01:07 VanessaE_ *nod* 01:08 VanessaE_ now, something that came up while searching - if you had an extra layer to use, putting *cobble* between the dirt/grass/snow and stone in biomes where those combos exist, would be a good idea 01:09 VanessaE_ (and desert cobble in deserts, of course. Not sure what you'd use in those grass-over-sandstone biomes) 01:14 paramat yes a nice transition using a broken form of the stone 04:36 paramat attempting something, can anyone help? #3248 04:36 ShadowBot paramat: Error: Delimiter not found in "An error has occurred and has been logged. Please contact this bot's administrator for more information." 04:37 paramat https://github.com/minetest/minetest/pull/3248 04:38 paramat "ABMs: Add bool for catch up behaviour" by paramat 04:47 paramat oh i made a mistake, nevermind 05:37 paramat seems to work now =} 07:42 hmmmm new rule for contributing to minetest: 07:43 hmmmm if you are submitting something that claims to be a fix, you MUST HAVE TESTED the code to verify that it works, and add in the PR a complete description on how to replicate the original bug 07:43 hmmmm if you do not have this in your PR, it IS GROUNDS FOR REJECTION. 07:44 hmmmm the point is that it needs to be reproducible for others to perform an effective review on the said PR 07:45 hmmmm you know what, I take back what I said about minetest not having enough developers 07:45 hmmmm we don't have enough /quality/ developers 07:46 hmmmm I think it's time the pull requests get more selective. we don't *owe it* to the world to submit their code changes 07:47 hmmmm when I get a nice stretch of free time I want to implement a formal framework of requirements for code submission 07:47 hmmmm others no doubt already have some ideas on how to improve PR quality. please share them 07:48 hmmmm this disorganized "holistic" approach we take right now is really disorganized, messy, overly subjective, and generally bad 18:29 est31 hmmmm, I have some ideas, like automated checking of git whitespace errors #3142 18:29 ShadowBot est31: Error: Delimiter not found in "An error has occurred and has been logged. Please contact this bot's administrator for more information." 18:30 est31 https://github.com/minetest/minetest/pull/3142 18:30 est31 "Let travis check for git format mistakes" 18:31 est31 but that's only about some smaller things 18:31 est31 generally, I wish: 18:31 est31 1. better commit messages 18:31 est31 recent bad example would be https://github.com/minetest/minetest/commit/3a4bcf35a14d0f4740fe1ce379d87ac2094cc5ba 18:31 est31 "Fractal mapgen: Fix mysterious bug " 18:32 est31 no reference at all what the bug is about 18:32 est31 and a bug that gets fixed is usually not mysterious anymore 18:32 est31 (I don't know the details though, perhaps it still is, so correct me if I'm wrong) 18:33 est31 It would be great if a commit message included at least a reference to the bug report, or explanations about the bug fixed, except its really trivial 18:34 est31 kahrl's commit https://github.com/minetest/minetest/commit/e0b57c1140554fccbf3e57a036cc4100887ab8f1 18:34 est31 would be a good example 18:37 est31 2. unless its really impossible, PRs should only be about one single change. I support what hmmmm said in SN's logging PR, about splitting it up. 18:37 est31 you can put similar commits into one PR, but there should be separate commits 18:39 est31 3. I like the rules with squashing PR commits if they are just fixing the commit of the PR, etc. this creates a clean history. It should be kept. Also the "rebase to merge" strategy we currently have. 18:41 est31 so a PR shouldn't have 15 commits where the first is about the actual change, and the remaining 14 are "Update server.cpp", "Fix what @kwolekr pointed out", "Remove trailing whitespace" 18:44 est31 4. We discuss about new rules. Its like hmmmm proclaims a new rule, at least thats my impression when I read http://irc.minetest.ru/minetest-dev/2015-10-13#i_4421633 18:45 est31 correct me if my impression is wrong hmmmm, and you want to discuss it first. 18:48 est31 A good example to study a very formalized contribution process is coreboot: https://github.com/coreboot/coreboot/commits/master 18:49 nrzkt est31: agree with all points 18:49 hmmmm [02:32 PM] and a bug that gets fixed is usually not mysterious anymore 18:49 hmmmm hah that's exactly what I said 18:50 hmmmm est31: yeah I want to discuss it first 18:50 hmmmm I want to discuss rules in general though 18:50 hmmmm what rules should we have, what don't make sense, how to enforce them, etc. 18:51 hmmmm what ones we already have that don't make sense* 18:51 hmmmm i'll have to take a look at coreboot 21:52 eugd https://github.com/minetest/minetest/pull/3199 21:53 eugd anything else? 21:54 eugd paramat anything else on https://github.com/minetest/minetest/pull/3199? 22:00 paramat a bug fixed is no longer mysterious of course :) i wrote that because, in my mind at least, the bug was known as 'the mysterious bug'. the message was a bit sloppy though and needed more detail, i was half asleep and hyper about the fix 22:01 paramat eugd nothing else, seems good to me 22:02 eugd cool, can we talk about mapgen determinism? 22:02 eugd i feel this needs to be a feature 22:03 eugd eventually a delta engine with user-side generation is preferred, right? 22:08 paramat not sure it's preferred 22:09 paramat this was discussed a while ago, can't remember the opinions 22:10 eugd well in any case deterministic generation is critical to a lot 22:11 paramat do you mean only saving changes to world? 22:11 eugd i mean mapgen reliably giving the same results 22:12 paramat (that's what delta engine suggested to me) 22:12 paramat mapgen is mostly deterministic due to pseudorandom 22:14 paramat but order of chunk generation changes things due to mapgen overgeneration of caves, dungeons etc 22:14 eugd yeah 22:14 eugd so i put forward this should be fixed 22:22 paramat it's not much of a problem, and only a few minor details are non-deterministic. i feel it's not worth breaking dungeon gen for. of course mgv6 can't be changed now. mgv5/v7 could have 3D noise large caves though 22:24 paramat however mgv7 was meant to have pr large caves, and is near stable now 22:25 paramat so only mgv5 and future mapgens can be flexible 22:25 eugd what causes nondeterministic gen? just chunksize or is there more to it? chunk ordering, you said? 22:31 paramat there may be a few 'randoms' instead of 'pseudorandoms'. order of chunk gen due to how players explore, problem is overgeneration is extremely useful in mapgen (essential in some cases) 22:32 paramat changing chunksize you would expect different generation because it's so fundamental to everything 22:33 eugd "overgeneration"? 22:33 eugd why would order affect generation? 22:34 eugd and what is value of chunksize as a user config? performance i would guess? 22:36 paramat the per-node randomness of schematics is not pseudorandom (the randomness of leaves on trees) 22:37 paramat chunksize is a parameter yes but it's usually it's best to leave it alone 22:37 paramat (-it's) 22:38 eugd 'schematics' ~= 'decorations', dungeons, trees, etc.? 22:38 paramat i've never used it 22:38 paramat yeah all trees in mgv5/v7 are schematics 22:38 paramat dungeons are not 22:39 paramat mgv6 trees are deterministic 22:42 paramat surely though the non-determinism of tree rotation, leaves, roots and branches is not a problem 22:44 paramat the locations of decorations are deterministic it seems 22:47 paramat mgv6 relies on a chunksize of 5+. 5 is probably close to optimum. i only know of one modder who needs to use an alternative chunksize 22:48 paramat i've written a lot of mapgens and never needed to change it 22:53 paramat mgv6 type trees grown from saplings are non-deterministic 22:54 eugd who was the modder who needed it changed, and why? 23:02 paramat https://github.com/minetest/minetest/issues/3222 23:05 paramat i suspect chunk gen order doesn't change large caves much, so it seems the only non-deterministic things are tree structure and the rare protruding dungeons 23:09 eugd why would chunk order change anything? referencing system time? 23:14 paramat overgeneration is a structure generating out beyond a mapchunk's border, whether the neighbouring mapchunk penetrated is generated or not might affect how that structure generates 23:52 hmmmm blah 23:52 hmmmm back 23:53 hmmmm okay so I separated the core of SN's logging cleanup: https://github.com/kwolekr/minetest/commits/sncleanup 23:53 hmmmm errr https://github.com/kwolekr/minetest/commit/ed24a0e00f0971957c30a07be1d4b196421cafb6 23:53 hmmmm now I just need to fix the commit message/author/etc.. 23:54 hmmmm not bad, only 25 changed files so far...