Time Nick Message 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 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 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 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 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 02:53 paramat #4240 WIP 02:53 ShadowBot https://github.com/minetest/minetest/issues/4240 -- CavesNoiseIntersection: Denser tunnels with 3 octaves by paramat 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 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 07:26 nore ~tell paramat game#1146 looks good 07:26 ShadowBot nore: O.K. 14:59 Fixer i guess this can be reviewed https://github.com/minetest/minetest_game/pull/1111 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 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