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IRC log for #minetest-dev, 2016-06-21

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All times shown according to UTC.

Time Nick Message
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01:18 paramat merging game#1041 game#1141
01:18 ShadowBot https://github.com/minetest/minetest_game/issues/1041 -- Doors: Clean up nodedef usage. by sofar
01:18 ShadowBot https://github.com/minetest/minetest_game/issues/1141 -- Fix misaligned waterlily texture by yyt16384
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01:25 paramat merged
01:28 paramat i've seen a few players saying the non-mgv6 tunnels are not as good as the mgv6 ones, in that they are less dense, i somewhat agree and will probably reduce the spread
01:29 KaadmY mgv7 has pretty much massive underground ravines
01:29 KaadmY not very fun to explore
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01:33 sloanonlinux Hi
01:34 sloanonlinux Hey paramat, why did you mark this as a feature request? https://github.com/minetest/minetest/issues/2964
01:36 paramat looking
01:37 paramat reading the thread the behaviour is intentional so not a bug
01:38 sloanonlinux How come nobody's working on this?
01:38 paramat lol
01:39 sloanonlinux I would really like to have this fixed
01:41 sloanonlinux Who was the one who did this?
01:41 paramat we're understaffed, dev is slow
01:43 sloanonlinux If I could figure out who did it, or maybe a hint to the commit name, I could try to fix it myself
01:45 paramat view the corresponding code, then click 'history' for the commits that edited it
01:49 DonBatman I would like to see that "feature request" fixed as well
01:49 DonBatman It is a nice feature to have but the current way is annoying
01:58 paramat ok spread 64 seems a good balance for tunnels
01:59 paramat and they become rougher and more detailed
02:01 hmmmm don't forget about lacunariy
02:01 hmmmm lacunarity
02:04 paramat oh yeah
02:06 paramat i'm going to experiment further
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02:10 hmmmm what do you guys think
02:11 hmmmm should map_meta.txt become the responsibility of EmergeManager?
02:11 sloanonlinux I'm gonna memo PilzAdam about the issuee
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02:19 KaadmY whazza issuee
02:19 paramat #2964
02:19 ShadowBot https://github.com/minetest/minetest/issues/2964 -- right click and drag inventory bug
02:34 sloanonlinux Hi KaadmY
02:41 paramat interestingly the tunnels improve in shape when i reduce octaves to 3, increasing performance
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02:53 paramat #4240 WIP
02:53 ShadowBot https://github.com/minetest/minetest/issues/4240 -- CavesNoiseIntersection: Denser tunnels with 3 octaves by paramat
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04:18 hmmmm hrmmm
04:19 hmmmm trying to write some unit tests for EmergeManager and I realize this is horribly structured.  it tries to do too much stuff.
04:21 hmmmm kind of wish i had somebody to chat MT architecture with :/
04:22 hmmmm we just keep adding more code in a big blob with no rhyme or reason
04:25 VanessaE sorry I don't know it better
04:25 VanessaE else you could bounce ideas off of me :P
04:29 hmmmm if we made it a requirement to write unit tests for code contributions i'm sure people would either stop contributing completely or start writing really solid, modular stuff
04:35 OldCoder hmmmm, it is not all or nothing
04:35 OldCoder Perhaps smaller steps
04:35 OldCoder towards disciplined structure
04:36 OldCoder Since the project is in C++ this is advised
04:36 OldCoder C++ does not exact promote disciplined code
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07:11 paramat nore please could you consider game#1146 sometime?
07:11 ShadowBot https://github.com/minetest/minetest_game/issues/1146 -- Default: Remove mortar from stone bricks by paramat
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07:26 nore ~tell paramat game#1146 looks good
07:26 ShadowBot nore: O.K.
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14:59 Fixer i guess this can be reviewed https://github.com/minetest/minetest_game/pull/1111
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22:12 asl97 i notice that Leaves are preserved by default and only decay when using place + sneak.
22:12 asl97 i can't really think of any reason why anyone would need to sneak while placing decaying leaves.
22:12 asl97 i can think of why people might want leaves to preserved when placing while sneaking, that is building near the edge of something.
22:16 paramat the sneak key is what enables placing decaying leaves, it could be any key but that one was chosen
22:17 paramat sneak is also used elsewhere to enable an alternative placement action
22:19 asl97 that doesn't really explain why it isn't decay by default and preserved when using place + sneak
22:22 asl97 before, it decay if there isn't any tree near by, it does make sense for it to decay by default
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22:47 paramat because it's more likely players want a non-decaying leaf when placing one, so the less likely possibility requires sneak
22:51 asl97 i suppose so but wanting to place preserved leaves near an edge is not only hard but risky too without sneak
22:54 asl97 and assuming players want a non-decaying leaf when placing one, the sneak key which is use to prevent falling near edge is (imo) a bad choice.
23:09 paramat i see
23:12 Fixer you just need built in manual in game, so players know that shift can do tricks
23:13 asl97 Fixer: a manual wouldn't make it any more safe to build near edge without sneak

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