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 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 14:01 xunto game#1145 14:01 ShadowBot https://github.com/minetest/minetest_game/issues/1145 -- Wrong character.b3d uv-mapping 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 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 20:49 paramat is this a good time to add more easily settable (and documented) dungeon params? 21:23 paramat sofar https://github.com/minetest/minetest_game/pull/1041#issuecomment-225702013 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 22:51 sofar paramat: gotcha, will look into it 22:52 paramat if nore is happy i'll +1 it also 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