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IRC log for #minetest-dev, 2016-06-18

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All times shown according to UTC.

Time Nick Message
00:04 Fixer paramat: closed https://github.com/minetest/minetest_game/issues/1118 since mossycobble slab/stair PR was merged
00:05 paramat thanks, i forgot
00:28 paramat game#1143
00:28 ShadowBot https://github.com/minetest/minetest_game/issues/1143 -- Farming: Various straw, wheat and fuel modifications by paramat
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00:45 Hijiri when I fix problems with my PR, should I squash the new commit so it's still one commit?
01:02 iqualfragile yes
01:06 sofar edit files, git commit --amend, git push --force
01:06 sofar also, learn `git rebase -i`
01:09 Hijiri I did git rebase -i HEAD~2 and squashed a fix commit into the previous
01:10 Hijiri I didn't know about --amend though
01:17 paramat amend is just a faster way to do what you did
01:28 paramat game#1144
01:28 ShadowBot https://github.com/minetest/minetest_game/issues/1144 -- Default: Make stone brick edge-consistent by paramat
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14:01 xunto game#1145
14:01 ShadowBot https://github.com/minetest/minetest_game/issues/1145 -- Wrong character.b3d uv-mapping
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20:05 paramat nore sfan5 please could you review 2 simple PRs? game#1108 game#1141
20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1108 -- added new locked chest and mese crystal craft by tenplus1
20:05 ShadowBot https://github.com/minetest/minetest_game/issues/1141 -- Fix misaligned waterlily texture by yyt16384
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20:40 hmmmm i'm starting to think that maybe the river/cave/etc. are a bad idea
20:40 hmmmm so the way minecraft does it is that they have separate "jungle" river, "regular" river, etc. definitions
20:41 hmmmm but those are the intersections between terrain based biomes and climate base biomes
20:41 hmmmm it's an even greater case for making biome IDs a combination of different sub-biome types
20:42 hmmmm how to implement it exactly... not sure
20:44 hmmmm expand biome_t to a u16 and make the high-half the "climate biome ID" and the lower half the "terrain biome ID" - have each distinct biome definition be just the climate type, and you can vary the nodes placed in a climate biome based on specific height ranges or mountain/river/cave/etc. features
20:44 hmmmm hmmmmmmmmmmm
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20:49 paramat is this a good time to add more easily settable (and documented) dungeon params?
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21:23 paramat sofar https://github.com/minetest/minetest_game/pull/1041#issuecomment-225702013
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22:26 OldCoder Hi. Who runs the server list, again? *None* of my worlds are on it
22:26 OldCoder This is technically core dev
22:28 hmmmm paramat, that's literally my next step
22:29 hmmmm unify all of the ThingyParams
22:29 hmmmm then make it modifiable by mods
22:31 est31 OldCoder, if you are wondering who runs which servers, visit http://www.minetest.net/development/#reporting-issues
22:31 OldCoder No
22:31 est31 but to answer your question beforehand, its sfan5
22:31 OldCoder The server list itself
22:31 OldCoder O.K.
22:31 * OldCoder will PM
22:33 OldCoder If anybody present is interested in the server list and can comment on why all of my worlds disappeared, please PM
22:39 paramat hmmmmm great
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22:51 sofar paramat: gotcha, will look into it
22:52 paramat if nore is happy i'll +1 it also
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23:27 hmmmm maybe MapgenParams should be separated from DungeonParams and CaveParams
23:27 hmmmm and they should all be a part of EmergeParams
23:28 hmmmm alright I know what I'm gonna do
23:29 hmmmm I'm gonna get rid of MapgenSpecificParams and have each set of specific params inherit from MapgenParams instead
23:29 hmmmm and then have a getType() for each
23:29 hmmmm the mapgen type will be created based off of the result of MapgenParams::getType()
23:29 hmmmm does this setup make sense...?  hmm
23:29 hmmmm see I was never fully satisfied with the first way I did this
23:30 hmmmm now that i have the opportunity and perfect excuse to change all this, i want to make it not just work, but be perfect
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