Time |
Nick |
Message |
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01:49 |
hmmmm |
i thought we merged shadowninja's fix for that |
01:49 |
hmmmm |
grrr. it's very important that all the unit tests work, otherwise people will stop taking them seriously. |
01:49 |
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01:49 |
hmmmm |
but more importantly right now, there needs to be enough code coverage to make people feel like it's a sin to commit un-unit tested code |
01:55 |
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02:01 |
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02:23 |
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02:30 |
hmmmm |
paramat: should mod-set mapgen settings have higher priority over user-set settings from the config file? |
03:13 |
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03:14 |
paramat |
erm .. |
03:14 |
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03:15 |
paramat |
yes |
03:15 |
paramat |
^ hmmmm |
03:16 |
hmmmm |
so |
03:16 |
hmmmm |
m_mapgen_settings.getNoEx("foobar", val) || g_settings.getNoEx("foobar", val); |
03:17 |
hmmmm |
m_mapgen_settings defaults are set by mods in script init, and m_mapgen_settings settings are set by map_meta.txt load |
03:19 |
hmmmm |
hrmmm.. i think i know what i'm doing now. |
03:20 |
hmmmm |
if mods settings want to be lower-priority than user-set, they can use set_default |
03:20 |
hmmmm |
mods could want to be lower priority because you could set parameters for mapgens in minetest_game |
03:21 |
hmmmm |
i think lua in general is a nicer place to set mapgen params because they're structured and there are so many of them |
03:21 |
paramat |
exactly |
03:22 |
paramat |
i mean, the switchable priority makes sense |
03:22 |
hmmmm |
d'oh this makes the code not as slick now :) before i had where you could do m_map_meta_settings.parseFromLines(...); m_map_meta_settings.update(g_settings); m_map_meta_settings.update(m_lua_mapgen_settings); |
03:23 |
hmmmm |
what update does is updates both the actual settings and the actual defaults, the LHS of the expression overrides the RHS settings |
03:23 |
hmmmm |
but what we actually want to do is have the defaults from LHS override the actual settings from RHS |
03:23 |
hmmmm |
pretty sure i need to write new Settings code in order to do this |
03:23 |
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03:38 |
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04:22 |
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04:22 |
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04:43 |
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04:59 |
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05:15 |
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05:35 |
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06:28 |
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07:33 |
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08:12 |
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10:30 |
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10:50 |
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10:50 |
thePalindrome |
Does minetest support opus? |
10:50 |
thePalindrome |
Does it support AAC |
10:50 |
thePalindrome |
Could I even put mp3 in an ogg container? |
10:50 |
thePalindrome |
The wiki says I can :P |
10:52 |
asl97 |
thePalindrome: since when did ogg ever support mp3? |
10:52 |
asl97 |
nevermind... |
10:57 |
thePalindrome |
pretty sure most implementations would manage to decode it :P |
10:57 |
thePalindrome |
Regardless, what audio codecs are allowed? |
10:59 |
asl97 |
thePalindrome: except those on some linux distro (probably) |
11:04 |
thePalindrome |
Even then, you can still get mp3 decoders |
11:04 |
thePalindrome |
they just aren't in by default |
11:06 |
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11:44 |
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11:54 |
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11:56 |
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12:04 |
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12:39 |
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12:45 |
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13:04 |
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13:09 |
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13:26 |
sfan5 |
thePalindrome: vorbis |
13:26 |
sfan5 |
and only that |
13:29 |
thePalindrome |
Neat, I'll edit the wiki |
13:30 |
thePalindrome |
Or... maybe I won't, forgot you had to disable account creation |
13:40 |
thePalindrome |
http://dev.minetest.net/minetest.sound_play needs to be fixed |
13:40 |
thePalindrome |
Change the line to read "Ogg Vorbis" instead of "OGG" |
13:52 |
Glorfindel |
Ok |
13:52 |
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13:54 |
Glorfindel |
Eh, I forgot I only have an account on main wiki, not dev :/ |
14:01 |
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14:15 |
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15:01 |
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15:06 |
xunto |
game##1147 |
15:06 |
xunto |
game#1147 |
15:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1147 -- Fix character model uv-mapping by xunto |
15:09 |
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16:00 |
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16:53 |
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17:02 |
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17:23 |
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17:25 |
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18:07 |
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18:28 |
MillersMan |
hi, hmmmm |
18:29 |
MillersMan |
have worked a little bit on the reflow topic and found a reason for gaps in reflow that needs changes in the normal flow algorithm |
18:33 |
MillersMan |
if a liquid flow crosses the block border and the block with the lower part of the flow is loaded before the block with the source-node the liquid will flow away and later loading of the other block will create a gap |
18:33 |
MillersMan |
This is nothing that a reflow implementation could solve. Has to be done in transformLiquids itself |
18:37 |
Fixer |
nice |
18:50 |
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18:52 |
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19:02 |
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19:15 |
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19:24 |
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19:30 |
paramat |
MillersMan i consider gaps caused that way expected and acceptable, as there's no way to know if there's a source or more flow above, and that can't be assumed. i guess when the upper block is loaded the gap closes up again |
19:32 |
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19:32 |
MillersMan |
paramat: my prefered solution would have been to prevent nodes near unloaded blocks from flowing away |
19:33 |
paramat |
i see, hm |
19:35 |
MillersMan |
would also simplify loading of the source-block after the lower block and reduce the amount of nodes on the list |
19:35 |
paramat |
perhaps that's reasonable because a flow under ignore is usually there due to flow above |
19:37 |
paramat |
as long as it's a vertical flow node |
19:38 |
MillersMan |
it would be the same in many horizontal flow cases |
19:38 |
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19:38 |
paramat |
yeah |
19:39 |
MillersMan |
in most situations an ignore is caused by unloaded blocks, in those cases it should be safe |
19:39 |
MillersMan |
worst would be that a flow is prevented until the next block was loaded, and this is already the case without reflow (except that then it would never flow away) |
19:41 |
paramat |
nore sfan5 ok with game#1041 ? also i'll merge game#1141 as trivial. any comments on game#1022 ? |
19:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1041 -- Doors: Clean up nodedef usage. by sofar |
19:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1141 -- Fix misaligned waterlily texture by yyt16384 |
19:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1022 -- Default/mapgen: Add stony (unrealistic alpine) biome by paramat |
19:41 |
paramat |
MM yes sounds potentially good |
19:41 |
sfan5 |
1041 is good |
19:44 |
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19:44 |
paramat |
MM so 4061 is WIP? |
19:45 |
MillersMan |
yes its WIP, even though progress got really slow |
19:46 |
paramat |
really appreciate this work |
19:46 |
hmmmm |
working on minetest is like restoring a vintage car |
19:47 |
hmmmm |
sigh ;; |
19:48 |
xunto |
What about game#1147? Those flipped textures are making me nervous :D |
19:48 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1147 -- Fix character model uv-mapping by xunto |
19:48 |
hmmmm |
yeah it is nice that somebody is interested in perfecting water flow |
19:48 |
hmmmm |
imho there are too many edge cases and none of them are dealbreakers |
19:48 |
hmmmm |
that's why nobody else worked on it till now |
19:49 |
paramat |
nore sfan5 hmmmm before/after screenshot for bricks https://github.com/minetest/minetest_game/pull/1146#issuecomment-227158307 |
19:50 |
sofar |
looks good, feels a bit more coherent |
19:50 |
paramat |
yes thanks for 1147 |
19:52 |
hmmmm |
yup, those before/after screenshots really helped |
19:52 |
sofar |
hmm, I should really review game/1147 |
19:52 |
hmmmm |
i like the change |
19:54 |
hmmmm |
MillersMan: the current behavior you describe is not unexpected, but I like your idea on how to fix it |
19:54 |
hmmmm |
should be pretty easy too |
19:58 |
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19:59 |
MillersMan |
yes, it should. is it ok to change the liquid-transformation as part of 4061 or should i create a separate PR? |
19:59 |
hmmmm |
same pr |
19:59 |
paramat |
agreed |
20:01 |
MillersMan |
ok |
20:10 |
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20:11 |
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20:17 |
Fixer |
perfecting water flow? it is horribly broken :/ |
20:19 |
Fixer |
it is more like "restoring" proper water flow, not perfecting %) |
20:19 |
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20:21 |
Fixer |
there are other funny water bugs, like different water on top of each other causing one liquid not flowing in some direction, or ... placing water source with backet in ocean makes it slightly dimmer in that point, or blinking in water, reflow problem that i hope MM fixes soon :) |
20:21 |
Fixer |
reflow is worst kind |
20:22 |
Fixer |
that will be fix of the year for me |
20:32 |
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