Time Nick Message 02:18 paramat merging game#1231 game#1232 02:18 ShadowBot https://github.com/minetest/minetest_game/issues/1231 -- Doors: Trim open fence gate collision box by paramat 02:18 ShadowBot https://github.com/minetest/minetest_game/issues/1232 -- fix tnt bug with huge stacks by tenplus1 02:28 paramat done 03:35 paramat hmmmm, sorry to disturb you, thought i'd notify you of this one since it is decoration stuff, simple PR, #4402 03:35 ShadowBot https://github.com/minetest/minetest/issues/4402 -- Decorations: Fix decoration height check errors by paramat 05:53 paramat will merge #4376 in a moment 05:53 ShadowBot https://github.com/minetest/minetest/issues/4376 -- Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags by paramat 06:00 paramat merging 06:03 paramat complete! 09:24 tenplus1 hi folks, would a nice dev please look at the game#1234 amendment 09:24 ShadowBot https://github.com/minetest/minetest_game/issues/1234 -- Limit blown up stacks to stack_max by tenplus1 13:07 Krock Could it be that the max lag is calculated wrongly? Got ~5s lag (from calling /status until the server answers) but it still shows max_lag=0.35 13:16 Warr1024 IIRC those are 2 different kinds of lag. 13:17 Warr1024 max_lag on the server is just the server's tick lag, not including client<->server latency 13:19 Krock I thought max_lag was the most laggy player's lag 13:33 Fixer Krock: max_lag is server lag, you probably have network lag, look in F5 graph, udp_rtt times 13:34 Krock 5.28 - I assume that are seconds? 13:34 Fixer Krock: yes 13:34 Krock ah okay. Thanks 13:36 rubenwardy Server side, max_lag is named deceptively, it's actually the dedicated step interval. max_lag will be non-negligibly bigger than the setting dedicated_server_step if the server is full up of work 13:36 rubenwardy Iirc, from when I was finding out how the server list got that number 13:37 rubenwardy Server::m_lag I believe is where its stored 18:03 Hijiri should addParticleSpawner in server.cpp take an id, an ObjectRef, or a ServerActiveObject as an argument for the spawner's attached thing? 18:04 Hijiri I put a SAO 18:04 Hijiri (pointer) 20:07 Hijiri got some nice rain going with attached particle spawners 20:07 Hijiri now I need to make them actually get removed when objects are 20:09 * Krock tells Hijiri to write a diary 20:32 Krock Hijiri, don't forget to change the code style when you're done: ifs should look like this: 'if (condition) {' 20:51 Hijiri Krock: I saw a lot of ifs with { on the next line, so I thought that was the style 20:51 Hijiri I should recheck the wiki 20:51 Krock Because that's the wrong style ( http://dev.minetest.net/Code_style_guidelines ) 20:52 Hijiri I'm on the page now 20:58 Hijiri I've fixed all my if statements (but not pushed yet) 20:59 Krock :) 21:30 Wuzzy Hi. Is There A Reason Why In Minetest Game Almost Every Item Has Each Word Capitalized? I Ask Because I Find This Mildly Irritating. ;-) 21:33 Hijiri everything is important 21:34 KaadmY Yes I Hate That Capitalization Thing Too And I Try To Avoid It Whenever Possible 21:34 KaadmY WhevEver* 21:34 KaadmY WhenEver* 21:40 Wuzzy ok, now a real question (xD): Are the groups “cracky”, “crumbly”, etc. intended for global use are are they exclusive to Minetest Game and mods only? 21:40 Wuzzy use or are they* 21:41 Wuzzy (i.e. is it safe to assume that cracky means the same even outside of Minetest Game?) 21:51 Hijiri I'm not an authority, but I would guess not, since some games might not have the same classes of materials and tools 21:52 Hijiri can someone review #4409? I think it's complete 21:52 ShadowBot https://github.com/minetest/minetest/issues/4409 -- Attached Particle Spawners by raymoo 21:53 Hijiri complete feature-wise at least, there might be bugs I haven't found 21:53 Hijiri except I forgot to document it 22:31 Wuzzy Hijiri: Cool stuff! 22:32 KaadmY ideally all groups should be mod-side only and have no influence on the engine 22:47 Wuzzy my question was more about conventions. for me it *seems* assuming that crumbly is a mining groups is rather safe since it is explicitly mentions as “known mining group” in docs 22:48 Wuzzy i dont want to believe a subgame dares to redefine the meaning of crumbly, that would be evil anyway. ;-) 22:50 PilzAdam Wuzzy, the groups are minetest_game specific 22:50 PilzAdam other games can do what they want 22:50 Wuzzy sadly, lua_api.md is not really clear here 22:50 Wuzzy .txt* 22:51 PilzAdam "Special groups" = groups that have actual meaning in the engine 22:51 Wuzzy yeah, this was clear 22:52 PilzAdam "Known damage and digging time defining groups" = just some hints how they may be used in games 22:52 Wuzzy and the rest is purely conventional 22:52 Wuzzy ? 22:52 PilzAdam (and how they are used in mt_game) 22:52 Wuzzy why “known”? known by who? 22:53 Wuzzy known as de-facto standard? 22:53 PilzAdam I guess known, as in defined in minetest_game 22:53 PilzAdam I guess this text was written in an era where mt_game was the only game, and it was mainly written for mod devs 22:54 Wuzzy like me :P 22:55 Wuzzy maybe we, as a community, could try to standardize a few groups to improve overall mod collaboration. maybe with a prefix like “mt_” or whatever; 22:55 PilzAdam Wuzzy, do you want to rewrite that section so that it's more clear that these are minetest_game specific? 22:56 Wuzzy hmm not really, not now. i am working on my doc mod :) 22:56 Wuzzy i try to figure out how to document groups best 22:57 Wuzzy one idea would be writing something like “mt_eatable” for everything which uses on_use=minetest.item_eat 22:57 Wuzzy because thats a very common idiom 22:58 Wuzzy well, it makes me sad that it is not possible to just extact the number of hp you get from eatable items :/ 22:59 PilzAdam maybe rewrite mintest.item_eat to read the HP change from the group rating instead of passing it as a parameter? 23:00 Wuzzy yeah, anything which reduces use/abuse of on_ functions is good 23:00 PilzAdam also game#361 23:00 ShadowBot https://github.com/minetest/minetest_game/issues/361 -- Allow defining burntime via the fuel group by PilzAdam 23:00 Wuzzy maybe not as group, but just as field 23:01 Wuzzy btw, why are some things added as group, not as field. like disable_jump. why is this not just a field in the item definition table? 23:01 PilzAdam there is always the question what should be a group and what should be a regular nodedef field 23:01 Wuzzy i dont understand 23:01 PilzAdam it would also be possible to define every group as a normal nodedef field 23:02 Wuzzy yes, but why has this not been done? 23:02 Wuzzy convulated historical reasons? ;-) 23:02 PilzAdam I guess 23:02 PilzAdam using groups may have some advantages, though 23:02 Wuzzy really? I dont really see a difference 23:02 PilzAdam they are defined to be a simple string -> int mapping 23:03 PilzAdam nodedef fields can be anything 23:03 Wuzzy i see 23:04 Wuzzy but disable_jump. whyyy. its basically just a boolean, no need for weird int mapping. haha 23:04 PilzAdam but then again, why is liquid viscosity not a group rating? 23:04 Wuzzy hmmm it seems the decision for group vs field is decided via diceroll ;-D 23:05 PilzAdam I guess disable_jump had internal reasons; it's easier to add groups since they are already sent to the client 23:05 PilzAdam so the protocol didn't have to be updated to send an extra disable_jump field 23:06 Wuzzy aaaaaaaaah 23:06 Wuzzy now everything makes sense 23:07 Wuzzy so if you add a field, you have to update the entire protocol? sad :( 23:08 Wuzzy oh 23:08 Wuzzy another thing 23:08 Wuzzy why the hell is soil (?!?!?!) in special groups 23:08 Wuzzy there is no way saplings are an engine feature 23:09 PilzAdam yeah, thats bullshit 23:09 PilzAdam it's used in minetest_game only 23:09 Wuzzy its also outdated 23:10 PilzAdam tree growing was previously handled in the engine; maybe it's a reminiscent of that? 23:10 Wuzzy oh these good old days. haha. 23:11 Wuzzy ok thanks for the discussion. I guess I go back to work on [doc] :) 23:57 Hijiri Can somebody close #2326? 23:57 ShadowBot https://github.com/minetest/minetest/issues/2326 -- find_nodes_in_area expansion