Time Nick Message 01:46 ANAND Trivial documentation PR: #9228 01:46 ShadowBot https://github.com/minetest/minetest/issues/9228 -- lua_api.txt: Improve privs_to_string and string_to_privs documentation by ClobberXD 10:50 lhofhansl Hello all. Planning to merge #9220 within the next few hours. Thanks. 10:50 ShadowBot https://github.com/minetest/minetest/issues/9220 -- Allow wave_heights up to two blocks. by lhofhansl 11:18 Krock ok fine :) 11:18 Krock also hello. 11:21 p_gimeno lhofhansl: I missed some context. Please let me catch up before merging. 11:27 p_gimeno lhofhansl: ok, I've taken a look. My concern is whether this will block #8369. 11:27 ShadowBot https://github.com/minetest/minetest/issues/8369 -- Fix Waving Water Ambiguity and Adjust Default Height 11:33 p_gimeno Or how they generally interact, for the matter. 11:34 lhofhansl p_gimeno: It won't block 8369, but it won't help either. 11:34 lhofhansl It's a general problem with doing waves in the shaders only, since the rest of MT does not know about this. 11:35 p_gimeno I mean interfere with my proposed fix (all 'ghost' in that thread are me). 11:36 lhofhansl The default remains the same. Only if anybody wants higher waves it's possible. 11:38 lhofhansl The old waving code was removed anyway. Now the waves are adjusted downwards. So you won't see the weird wave glitch above the nodes, you will see water that seems to be receded more than it actually is. I see now way around this. Waves need to have vertical space by definition. 11:41 lhofhansl Now that the waves are perlin noise generated 8369 has to be changed. 11:44 p_gimeno 8369 was an issue, not a PR. I proposed patches but did not submit a PR for them. 11:47 lhofhansl I see... I think the only difference is that you have to take the actual wave height into account, which can now vary up to two nodes - if someone so desires. I like the idea of reducing the waviness (smoothly) based on the thinkness of the water. 11:58 p_gimeno problem is, I don't think the shader can have that info 12:50 lhofhansl Ok... In either case. Changing the maximum setting is not going to make anything harder. I'll merge now unless I hear objections. 12:51 lhofhansl We should discuss how to deal with receding waves generally. 12:53 lhofhansl For example we can pass the waving setting to the shader trivially. 12:56 lhofhansl (and we can still set the default height to 0.5, i.e. 1/4 node - which I personally do not like, but that's why it's configurable :) ) 14:33 lhofhansl Merged 14:47 p_gimeno sorry, I needed to go AFK. My concern was that the modulo trick that I used took advantage of the amplitude being between 0 and 1, but if larger values are allowed, that can no longer work. 18:40 paramat any support, or comments, for game#2551 ? i will work on it if i get core dev support / concept approval 18:40 ShadowBot https://github.com/minetest/minetest_game/issues/2551 -- Add wild wheat to grassland as source of agricultural wheat seed 18:42 paramat same for game#2472 18:42 ShadowBot https://github.com/minetest/minetest_game/issues/2472 -- Add niter ore and charcoal to rationalise TNT (gunpowder) crafting 19:09 paramat more opinions appreciated for game#2321 19:09 ShadowBot https://github.com/minetest/minetest_game/issues/2321 -- Make screwdriver-rotating of placed nodes a natural ability (give screwdriver to new players?) 19:11 * Krock reads 19:12 Krock more plants are surely nice 19:13 Krock paramat: junglegrass drops cotton seeds 19:13 Krock regular grass drops wheat seeds 19:15 Krock for game#2472: The recipe should be kept simple. It's not accurate but I doubt there will be many mods that make use of the new ores 19:15 ShadowBot https://github.com/minetest/minetest_game/issues/2472 -- Add niter ore and charcoal to rationalise TNT (gunpowder) crafting 19:15 Krock they don't have any other purpose in the game 19:15 Krock as long it's solely for TNT: no. If it finds more use-cases: welcome. 19:26 paramat LOL 19:27 paramat got my cotton mixed up with wheat 19:27 paramat i will have to rewrite my issue 19:30 paramat thanks 19:31 paramat it seems weird to complain about an ore with only one purpose in the game, most ores are like that 19:32 paramat it is mostly up to optional mods to find additional uses for resources anyway 19:33 paramat the current situation of TNT from easy to find and abundant coal, and gravel, is a far worse situation 19:34 paramat heh you can see how little i play MTGame survival 19:37 Krock tin and copper at least can be used to craft various tools 19:38 paramat one usage is enough justification, we have resources with no usages 19:46 paramat but yes i can understand hesitation for adding an ore just for TNT. but i cannot see any acceptable alternative 19:51 paramat meh, there is some horrible implementation in some MTG mods, it is painful to care about it 19:57 rubenwardy gameplay is better than realisism 19:58 rubenwardy a problem with MTG is progression, adding just another ore doesn't fix this 20:03 paramat adding nitre ore is not for progression, its so that TNT crafting is not ridiculous 20:04 paramat coal as a recipe is too abundant for TNT 20:05 paramat fixed my issue game#2551 20:05 ShadowBot https://github.com/minetest/minetest_game/issues/2551 -- Add wild cotton as source of agricultural cotton seed 20:07 paramat MTG is loosely based on realism. the nitre ore suggestion is actually slightly unrealistic, it has been discussed to get to a point where it is the simplest solution that still makes sense and consistent with the semi-realism of the rest of MTG 20:09 paramat core devs: please add any comments to the issues sometime, they will be lost on IRC 20:12 Krock right 20:19 paramat hmm, games seem to suffer from having too many core devs, because they are so artistic and subjective. amusingly the wiki states "To prevent problems with the development like before Minetest Game is maintained by only eight people" ... "only" =D. the number used to be far lower but has been increased to 8 20:19 paramat MTGame dev is far more painful than engine dev i find ... 22:21 Krock negative group values are totally fine IMO