Time |
Nick |
Message |
00:13 |
millersman |
ah, sorry, thought i closed the tab... nevertheless have i created #4839 |
00:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/4839 -- Support for recursive refining map generators |
00:24 |
paramat |
no problem, and thanks |
00:25 |
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01:46 |
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01:52 |
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02:15 |
paramat |
game#1440 |
02:15 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1440 -- Default/flowers: Improve papyrus and waterlily schematics by paramat |
02:29 |
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03:13 |
Hijiri |
is there anything holding back #4421 from getting approvals? |
03:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/4421 -- Expose getPointedThing() as RaycastState by juhdanad |
03:42 |
paramat |
dev busyness, as usual |
03:44 |
paramat |
some of our leaf textures are still indexed, will convert these back to RGBA |
03:54 |
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03:55 |
paramat |
game#1441 |
03:55 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1441 -- Default: Convert remaining indexed leaves to RGBA by paramat |
04:12 |
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04:21 |
Kulgan` |
need a database to track the devs and contributors heheh |
04:32 |
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06:06 |
paramat |
sofar i might merge some game PRs soon, is game#1441 ok for you? |
06:06 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1441 -- Default: Convert remaining indexed leaves to RGBA by paramat |
06:09 |
sofar |
sure, yes, it's fine |
06:16 |
paramat |
good. i'll merge games 1437 1438 1439 1440 1441 heh, i can count |
06:27 |
paramat |
will merge in a moment |
06:33 |
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06:39 |
paramat |
merging .. |
06:45 |
paramat |
done |
06:46 |
paramat |
i just passed 400 commits total |
07:01 |
paramat |
game#1442 |
07:01 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1442 -- Snappy group: Remove beds and cactus from group by paramat |
07:06 |
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07:21 |
paramat |
i worked out how to detect when mgv7 floatlands are enabled in flags, and how to get the set floatland level, so i may use these to select a tweaked set of biomes compatible with mgv7 floatlands, to avoid the mess underwater |
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13:56 |
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13:56 |
zorman2000 |
Hi paramat, question about the new biomes: will they show on valleys mapgen or just mgv7? |
14:00 |
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21:03 |
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21:06 |
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21:07 |
paramat |
~tell zorman2000 the new biomes just merged apply to all mapgens except mgv6 |
21:07 |
ShadowBot |
paramat: O.K. |
21:12 |
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21:15 |
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21:19 |
paramat |
3 days to freeze |
21:22 |
est31 |
https://youtu.be/9jK-NcRmVcw?t=12s |
21:22 |
paramat |
still no comments? :) #4829 |
21:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/4829 -- Mapgen: Make mgv7 the default mapgen by paramat |
21:22 |
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21:22 |
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21:23 |
VanessaE |
paramat: I would suggest before freeze, you install HDX256 (or as high as your box can deal with), sign onto daconcepts.com:30000, and start running down any heavily-populated street. |
21:23 |
VanessaE |
you will...not like what you see your client doing (mesh gen lag has gotten kinda bad) |
21:24 |
paramat |
not surprising though if using a ridiculously high texture size |
21:25 |
paramat |
has it got worse recently? |
21:26 |
VanessaE |
considering there was at least one 1024 px texture pack out there at one time, I can't say I agree that 256 is "ridiculously high" |
21:26 |
VanessaE |
I can't really say how the lag has progressed over time, I just know it's pretty bad. |
21:27 |
VanessaE |
but when you're using a badass GPU, well...you kinda expect it to perform. :) |
21:27 |
VanessaE |
anyway, go see how it behaves |
21:28 |
est31 |
paramat: added comment |
21:28 |
paramat |
sorry, i'm too busy, it's not a priority at the moment |
21:29 |
VanessaE |
... |
21:29 |
VanessaE |
just fyi, you could have already done it. :P |
21:31 |
paramat |
ok, i also don't want to :) |
21:32 |
VanessaE |
... |
21:34 |
VanessaE |
humor me. |
21:53 |
paramat |
well (grabs the microphone and walks on stage) if it isn't a recent regression, and since it's not surprising when using stupidly high-res textures in a complex area, it's hardly a priority, and i am working full time until freeze on essential things |
21:56 |
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21:57 |
VanessaE |
just go try it. you'll find it doesn't take a particularly complex terrain (complex just makes it more visible), and 256 px is NOT "stupidly high-res". |
22:02 |
PR4061works |
oh, 180mb download, oh well, i will look |
22:03 |
sfan5 |
paramat: v7 caves seem boring |
22:04 |
sfan5 |
also isn't active_block_range = 2 a little small? |
22:04 |
PR4061works |
they are kinda repetitive :) |
22:11 |
paramat |
i find mgv6 caves boring |
22:12 |
paramat |
all cylindrical, 3D noise creates a much wider variety of forms |
22:13 |
paramat |
mgv6 caves are just as repetitive |
22:13 |
paramat |
(as far as pseudorandom and noise can be repetitive) |
22:14 |
sfan5 |
caves are not an art project |
22:14 |
sfan5 |
they should be nice places to explore |
22:15 |
paramat |
3D noise is a much more interesting structure |
22:16 |
paramat |
most mgv6 caves are bent cylinders that stop at mapchunk borders, the 3D noise tunnels actually travel through multiple chunks |
22:17 |
paramat |
they're continuous over large scales |
22:26 |
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22:27 |
paramat |
in my in-dev core mapgen i'm using 3 3D noises for tunnels to create a more complex structure with more intersections. this could be used but 3D noise is intensive, using 2 for tunnels is already fairly extreme |
22:32 |
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22:51 |
octacian |
So, if I submitted a PR that introduced an option allowing players to lay on beds in daytime but not actually sleep, assuming it was well written, is there any chance that it would be merged? (I'm asking the opinions of core devs on such a feature) |
22:53 |
sfan5 |
someone will review it eventually |
22:53 |
octacian |
specifically, before feature freeze. more specifically, should I bother trying to make time to work on before? |
22:56 |
octacian |
hmm nvm. We'll just see how it goes. It honestly doesn't really matter if it got in before freeze anyways. |
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