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IRC log for #minetest-dev, 2020-05-11

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Time Nick Message
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08:53 ANAND If I want to use MT's builtin profiler, would it suffice for me to call g_profiler->avg with the value?
08:54 ANAND Also, what's the recommended way to time segments of code? I see both TimeTaker (src/util/timetaker.h) and porting::getTimeMs being used across the code-base.
08:58 ANAND Ok, TimeTaker uses porting::getTime internally, nvm :)
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14:24 ANAND #9851
14:24 ShadowBot https://github.com/minetest/minetest/issues/9851 -- Improve performance of Camera::update by ClobberXD
14:29 sfan5 did you profil the timings of that function by chance?
14:30 sfan5 profile*
14:31 ANAND sfan5: I added      auto start = porting::getTimeMs       at the start of Camera::update
14:32 ANAND And added              g_profiler->avg("Camera::update", (float) porting::getTimeMs() - start)       at the end of the function
14:32 sfan5 i believe there is a scope profiler class for that
14:32 ANAND True
14:33 ANAND I used the same code to profile only the changed segment in the function instead of the whole function
14:33 ANAND Weirdly, the measured time was the same as the time taken by the entire function
14:34 ANAND i.e. around 0.06ms to 0.07ms
14:34 ANAND I did recompile after making the change, btw :)
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14:47 ANAND I noticed something else: Many profiler entries' values kept flickering in and out of existence, and didn't remain "still", for a lack of a better word
14:47 ANAND The value of the profiler entry I added for testing this PR was invisible around 95% of the time.
14:48 ANAND Is this intended?
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14:51 sfan5 doesn't that mean Camera::update() isn't called "95% of the time"?
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14:57 ANAND Uh no, not really. Camera::update is called every frame.
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14:58 sfan5 ¯\_(ツ)_/¯ then
15:00 ANAND I tried to time this by printing the duration to stdout
15:01 ANAND My computer slowed down to a leisurely-walk - probably because of flushing stdout every frame(?)
15:04 ANAND I wonder if there's a light-weight way to get the average time that doesn't involve the profiler
15:04 ANAND I suppose I could do it manually in C++...
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15:51 Wuzzy So what is special about `leveled` and falling nodes?
15:52 Wuzzy In the code I see that `leveled` has a special branch, but its a very weird if condition
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15:53 sfan5 it would suffice to say that leveled nodes have their level added if the same leveled node falls on it
15:53 sfan5 roughly
15:53 Wuzzy if bcn and (not bcd or bcd.walkable or (core.get_item_group(self.node.name, "float") ~= 0 and bcd.liquidtype ~= "none")) then if bcd and bcd.leveled and bcn.name == self.node.name then
15:54 Wuzzy it looks like the `leveled` branch is not triggered if the float group does not exist. this looks like a bug
15:55 sfan5 are you looking at falling.lua from 5.2?
15:57 Wuzzy no
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15:58 Wuzzy oh wait
15:58 sfan5 not sure where you're seeing that exact condition then
15:58 Wuzzy haha.
15:58 sfan5 https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua#L198-L208
15:59 Wuzzy doesnt work apparently
15:59 Wuzzy when i drop a leveled node into another one, the falling node just drops as an item
15:59 * Wuzzy tries buildable_to
16:00 sfan5 did you set "leveled = true" (or maybe a number?) in the nodedef (not the groups)?
16:00 sfan5 I also have no idea where self.node.level is supposed to come from
16:00 sfan5 (I did not test this either)
16:01 Wuzzy ohhhhhhh
16:01 Wuzzy this is probably a bug then
16:01 Wuzzy there is no node.level
16:01 Wuzzy afaik node table only have node.name, node.param2 and node.param1
16:01 sfan5 well it has a fallback for self.node.level
16:01 sfan5 so try leveled = 1 in the nodedef
16:03 Wuzzy def.leveled is supposed to be a number tho
16:03 Wuzzy its the default node level
16:04 Wuzzy so setting leveled = true in node def would be wrong, acording do lua_api.txt
16:04 Wuzzy it looks like this code is just completely wrong, it interprets lua_api wrong
16:04 Wuzzy i.e.: node.level, nodedef.leveled == true
16:05 sfan5 ¯\_(ツ)_/¯
16:05 Wuzzy its no surprise it doesnt work ?
16:05 sfan5 so does leveled = 1 work?
16:06 Wuzzy I am strongly suspecting this leveled code has never been tested ?
16:07 Wuzzy no no the code is just wrong, it needs to be written. pointless to tweak my test node definition
16:10 sfan5 I know that it is wrong but I am still wondering if leveled = 1 works
16:17 Wuzzy nope
16:19 Wuzzy okay i managed to change the code to make leveled actually work
16:19 Wuzzy but i have discovered another bug with this ?
16:19 Wuzzy minetest.add_node_level apparently has no bounds check
16:20 Wuzzy so if a high-level node drops into another high-level node, the level will just wrap around... ?
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16:25 Krock Wuzzy: definitely a feature to ease.. uuhh.. something
16:28 Wuzzy heh
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16:54 Krock Wuzzy: https://github.com/minetest/minetest/pull/9462/files#r423180314
16:55 Wuzzy idk. maybe due to dev request?
16:56 Wuzzy i dont remember everything. this pr is no >2 months old :/
16:56 Wuzzy maybe scroll through the resolved conversations (i cant currently read them myself)
16:57 Krock checking
16:58 Krock no such conversation
16:58 Wuzzy WTF
16:58 Krock actually
16:58 Krock https://github.com/minetest/minetest/pull/9462#discussion_r388524713  <-- sfan5
16:58 Krock SerializationError is thrown of i/ostream
16:58 Krock PacketError is thrown for NetworkPacket
16:59 Krock hence this may not be changed
16:59 Wuzzy waiting for sfan5 then ?
16:59 Krock fixing this now
17:13 Wuzzy ok thx
17:22 sfan5 that means half of the code wasn't actually backwards-compatible then
17:25 Wuzzy wait what?
17:26 Wuzzy oh. iirc i made that claim before the change requests came flooding in. but its now >2 months ago i dont remember everyhing :/
17:26 nerzhul_ guyz
17:26 nerzhul_ i want to be honest
17:26 nerzhul_ but except if we import irrlicht in minetest source tree, i don't see how we can make minetest rendering modern
17:26 nerzhul_ irrlicht doesn't expose the video driver creation methods, very nice if you want to implement your own IrrlichtDevice which needs it haha
17:28 nerzhul_ i'm trying to implement wayland windowing, but i'm stuck becausei cannot create video drivers outside of irrlicht itself
17:32 sfan5 I suggest implementing that inside irrlicht first and then seeing if it can be moved outside of it
17:33 Wuzzy http://irrlicht.sourceforge.net/forum/viewtopic.php?f=2&amp;t=52615
17:33 nerzhul_ oh i just use the interface but i'm unable to access inside things
17:42 Wuzzy sfan5: oh i see it now. its not backwards compatible thanks to the addition of text2... right?
17:42 Wuzzy (among other things, i guess)
17:43 sfan5 no what I mean is that the old code for world_pos and size doesn't work if SerializationError is never thrown
17:46 Wuzzy "old code"  = code before this PR?
17:47 sfan5 yes
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17:55 nerzhul_ sfan5: just look at this constructor, which is the underlying layer of the windowing system: https://github.com/TesteurManiak/tek2/blob/5f5f946300f192a78d93a5817dc5bdd3ff17ea1d/cpp_indie_studio/irrlicht-1.8.4/source/Irrlicht/CIrrDeviceStub.cpp#L20
17:55 nerzhul_ and now you know it's lost :D
17:55 nerzhul_ timer,, logger, and more things :D
17:56 sfan5 I'd say pretty normal for an engine to have those, which irrlicht is
17:56 nerzhul_ yep but exposing this class as interface permits to create your own device
17:56 sfan5 I just discovered emergequeue_limit_diskonly and emergequeue_limit_generate are per-player, but the documentation makes absolutely not mention of that
17:56 nerzhul_ but it's not exposed
18:00 nerzhul_ maybe i can cheat the system in another way with composition
18:00 sfan5 it should suffice to declare CIrrDeviceStub to have a public constructor in a header file, then you can subclass it
18:01 sfan5 maybe you need the attributes too
18:01 sfan5 or maybe that doesn't work at all
18:01 nerzhul_ all Cxxx class are not exposed by the lib
18:01 nerzhul_ and each C class works with multipler other Cxxx class which are hidden too
18:01 nerzhul_ i will try another approach, not sure it will work
18:13 sfan5 oh god why is all code so broken
18:17 sfan5 >Absolute limit of emerge queues
18:17 sfan5 who wrote this??
18:20 rubenwardy hmmmm I think?
18:20 sfan5 ok that quote doesn't quite show how wrong it is
18:20 sfan5 "Limit of emerge queues on disk"
18:21 nerzhul_ not me i'm pretty sure, i already saw this code but never understood why we do that
18:21 sfan5 there are neither multiple emerge queues nor are the on disk, this settings specifies the amount of emerges *inside* queued *from* disk
18:21 sfan5 they*
18:22 sfan5 (this is just regarding the settingstypes.txt description, the code itself is mostly fine
18:28 nerzhul_ ah but why... createWindow is inside the Linux device constructor... yeah...
18:28 nerzhul_ i will not create & destroy a windows just to overwrite logic... pfff
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19:08 sfan5 Wuzzy: https://a.uguu.se/vqHaZ0JgkXZK_.png
19:09 Wuzzy can't reproduce
19:09 sfan5 since you were looking at the wrong falling code earlier maybe you're also running the wrong version?
19:10 Wuzzy oh wait
19:10 Wuzzy collide_with_objects changes dynamically, right?
19:10 Wuzzy dammmmnnn
19:10 sfan5 no
19:11 sfan5 there is some hacky code that makes it still fall through players but collide_with_objects is never false
19:11 Wuzzy weeeeird. ok
19:11 Wuzzy i just verified that i was wrong all along... ?
19:11 Wuzzy i managed to repro it in devtest, finally
19:12 Wuzzy Related: #9852
19:12 ShadowBot https://github.com/minetest/minetest/issues/9852 -- Fix falling nodes not adding to leveled nodes correctly by Wuzzy2
19:12 Wuzzy Unless you want to remove all special handling for leveled nodes in falling node code
19:13 Wuzzy and yes, the leveled node handling in falling nodes is currently broken
19:13 sfan5 I don't
19:13 Wuzzy In my testing, it felt very odd when nodes grew above 64 tho
19:14 Wuzzy 64 = 1 node height, but max is 127
19:14 Wuzzy what u think? should i allow nodes growing above 64 with falling?
19:14 Wuzzy e.g. the resting node has level 50 and the node that falls into it has also level 50. what should be the final level be?
19:14 sfan5 shouldn't the nodedef have a max level?
19:15 Wuzzy there's none so far ?
19:15 sfan5 also doing the calculation in LEVELED_MAX is if you call addLevel for a liquid
19:16 sfan5 is potentially wrong*
19:16 Wuzzy oh noes. i forgot liquids ?
19:16 sfan5 maybe just fix the falling code for now and leave the rest
19:16 sfan5 because it sounds like leveled nodes need an entire reword
19:16 sfan5 rework*
19:17 Wuzzy thats the thin
19:17 Wuzzy g
19:17 Wuzzy i cant fix falling code without also touching the lua api function
19:17 Wuzzy unless i ignore this function in my code and roll my own code. which is kinda silly
19:17 sfan5 yes you can
19:18 sfan5 if you pretend add_node_level is not buggy
19:18 Wuzzy omg
19:18 Wuzzy so you want me to do only a half-baked bugfix? boo!
19:19 Wuzzy wait. what makes you think minetest.add_node_level is used for liquids?
19:19 sfan5 I mean
19:19 Wuzzy docs dont mention liquids at all. only leveled node
19:19 Krock node level is param2, liquid state is param2
19:19 sfan5 you can also fix both leveled falling nodes and rework leveled nodes
19:19 Krock hence add_node_level could be abused for non-levelled nodes (not checked9
19:20 Krock *)
19:20 sfan5 Wuzzy: setLevel supports it https://github.com/minetest/minetest/blob/master/src/mapnode.cpp#L615
19:20 sfan5 I don't expect anyone to use that, but it's possible
19:20 Wuzzy so what? its the modder's fault then. docs clearly say its for leveled nodes only.
19:21 sfan5 besides setLevel already handles LEVELED_MAX, it just doesn't work since s8 is limited to [-128, 127]
19:21 Wuzzy yeah ?
19:21 Wuzzy noticed that too
19:21 Wuzzy i dont understand why it even returns rest
19:21 Wuzzy its a setter function, and hte caller already knows the value in advance, so...
19:22 sfan5 it does so that addLevel can work
19:22 Wuzzy i consider adding liquid level support to add_node_level to be a feature request then
19:22 Krock sfan5: https://github.com/minetest/minetest/issues/9497#issuecomment-626894287  isn'tr this a hex value?
19:23 sfan5 in gdb? I don't think so
19:24 Wuzzy actually, i don'T feel comfortable with adding liquid support for add_node_level... liquid level and leveled level are two entirely different things. might be not the smartest to conflate them both... not sure
19:24 Krock for exceptions I've seen hex values, thus I wasn't sure about this case
19:24 sfan5 then don't, I would prefer that it still works though even if it's not documented :)
19:25 sfan5 Krock: IIRC the hex values generally appear with __func__ or __FUNCTION__ which are used in exceptions here and there
19:25 Wuzzy the alternative would be adding a new function with different name. not sure if its any better...
19:25 Wuzzy I am generally against adding undocumented behavior just for teh lulz
19:25 Wuzzy this is even worse
19:26 sfan5 adding? you mean preserving
19:26 Wuzzy preserving?
19:26 Krock sfan5: okay thanks. Will keep an eye on that for the next cases
19:26 Wuzzy this feature never existed to begin with
19:26 sfan5 yes it did? you can start MT right now and call add_node_level on a liquid node
19:26 Wuzzy ...
19:27 Wuzzy except that it was never officially supported for that
19:27 Wuzzy lol you can call add_node_level on all nodes, really. but currently it only makes sense for leveled
19:27 sfan5 yes but you're not "adding" undocumented behaviour if that behaviour already exists
19:28 Wuzzy the problem is that current behavior with liquids is broken because there are no bound checks
19:29 Wuzzy ok its not really a problem since its unofficial anyway ?
19:29 sfan5 it works just fine if you stay in the range of liquid levels [0, 8]
19:30 Wuzzy except if you do add_node_level(pos, 4) on a node that already has level 7
19:30 Krock will merge #9462 and #9833 in 10 minutes
19:30 sfan5 no, that works correctly, setLevel() has bounds checks
19:30 ShadowBot https://github.com/minetest/minetest/issues/9462 -- Add support for statbar “off state” icons by Wuzzy2
19:30 ShadowBot https://github.com/minetest/minetest/issues/9833 -- Damage texture modifier by appgurueu
19:30 sfan5 anyway back to the topic: leveled nodes should have a max level specified in their nodedef so that they are actually useful
19:30 Wuzzy Yes.
19:31 Wuzzy I propose for it to default to 64 because double-high collisionboxes need extra-careful work to deal with
19:31 Wuzzy oh wait
19:31 Wuzzy crap we cant do that ?
19:32 Wuzzy we already have a "default" ... implicitly. and its 127
19:32 Wuzzy Unless we go for 6.0.0 ?
19:32 Wuzzy Let's release 6.0.0 only to change the default of max. leveled nodes. That's the best idea ever!!!1!1
19:32 sfan5 sounds good
19:33 Wuzzy also lets throw in boost while we're at it
19:33 Wuzzy anyway. leveled max value is good idea
19:34 Wuzzy how would you actually enforce the max tho?
19:34 Krock in setLevel
19:34 Wuzzy re-interpret the param2 value? Or just prevent the param2 value from growing to large with the helper functions?
19:34 sfan5 change the setLevel and addLevel arguments to s16
19:34 sfan5 and of course work with s16 internally where necessary
19:35 sfan5 then you don't need any additional code in addLevel
19:35 sfan5 and if you want you can clamp the range of l_add_level arguments to [0, 127] (so nobody tried to add 65530 levels)
19:35 sfan5 tries*
19:36 Wuzzy so in theory, a node with a max leveled can still exceed the maximum, but only with e.g. set_node
19:37 Wuzzy But I think this is OK
19:37 Wuzzy Let's just say if this hapens, we blame it on the modder ?
19:38 sfan5 Wuzzy: can you reduce the empty space in the right side of the world creation dialog? (context: #9254)
19:38 ShadowBot https://github.com/minetest/minetest/issues/9254 -- Add mapgen settings in world creation dialog by Wuzzy2
19:38 sfan5 it's a bit much imo
19:38 Wuzzy sfan5: sure that its enough to only add the max_leveld check in setLevel? not that we're overlookng something...
19:39 sfan5 no that's fine
19:39 Wuzzy ???????
19:39 Wuzzy why do you believe there is empty space O_?
19:39 Wuzzy oh
19:39 Krock git am  shows them as warning, usually.
19:39 Wuzzy because there is lol
19:39 Krock merging..(2)
19:40 sfan5 you can grep the code for CPT2_LEVELED in the engine or "leveled" in builtin to ensure you don't miss anything
19:40 Wuzzy good  point
19:40 Wuzzy actually, i like to keep the spacing. reason: translations need space to breathe
19:41 Wuzzy i think the biggest problem with many of the menus in the main menu is that everything is crammed in the smallest possible space. i think this is misguided design
19:41 sfan5 I have marked the empty space for your convenience ;) https://a.uguu.se/pgL64bceqLrp_.png
19:41 sfan5 well you don't have to remove it entirely, but it's a bit much for me
19:41 sfan5 I might have a lower-than-default font size configured though...
19:41 Wuzzy yeah, no. i gonna keep it. never underestimate the verbosity of other languages
19:42 Wuzzy maybe, just maybe i change my mind if more people argue in favor it.
19:43 Wuzzy I think this is ultimately just nitpicking and a matter of taste
19:43 sfan5 there is really no reason text there should be long in any language...
19:43 sfan5 maybe halve the space?
19:43 Wuzzy then English would just barely fit, and then translators will DEFINITELY struggle
19:44 Wuzzy wait. u mean cut 50% of the empty space? hmmmmm
19:44 sfan5 yes
19:44 Wuzzy hmmmmmmmmmmmmmmmmmmmmmmm
19:46 Wuzzy actually i just realized that formspecs suck. our menus should grow dynamically, actually. the fact we even have to argue about size speaks volumes.
19:46 sfan5 rough visual demonstration in gimp https://a.uguu.se/ocFT7snopVyo_.png
19:46 Wuzzy yes yes i get it
19:46 sfan5 yes formspecs suck but I don't think you want to wait until they stop sucking for this feature
19:46 Wuzzy ?
19:47 Wuzzy I'd say better safe than sorry. i dont want to piss off translators ?
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19:48 Krock "Frei schwebende Welten (experimentell)" even this level of verbosity would still fit so it's gonna be fine
19:48 Wuzzy german's not the most verbose language tho. far from it
19:49 Wuzzy So what cut do you suggest? 10% 25% 50%?
19:52 Krock tend towards the 50% above
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19:55 Wuzzy alrigh, fine...
19:56 Wuzzy sfan5: Krock: Anything else I need to do with this PR? (#9254) or is this the last thing?
19:56 ShadowBot https://github.com/minetest/minetest/issues/9254 -- Add mapgen settings in world creation dialog by Wuzzy2
19:56 Krock you have my approval, what more do you need?
19:56 Wuzzy lol oops
19:57 Wuzzy sorry. shoudl only have gone to sfan then :%
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20:10 sfan5 Wuzzy: no thats the last
20:10 sfan5 assuming I don't find a bug while testing it
20:13 sfan5 hm I don't really like how settings are persisted in minetest.conf and there is no easy way to reset them to default
20:13 sfan5 but that's not new so that doesn't matter
20:14 Wuzzy sfan5: ok 50% reduction doesnt work ?
20:14 sfan5 is there any reason to have the "mapgen-specific flags" label? the difference doesn't really matter to the user
20:15 Wuzzy the reason is that paramat wanted me to do it ...
20:15 Wuzzy sfan5: try selecting v6. the checkbox labels become longer
20:16 Wuzzy Biomes drop-down also very _barely_ will fit in
20:16 Wuzzy "Temperate, Desert, Jungle, Tundra, Taiga"
20:16 sfan5 ugh
20:16 sfan5 the (no effect on trees/junglegrass) seems superfluous when there clearly is a separate checkbox
20:17 Wuzzy indeed
20:17 Wuzzy this can be dropped safely
20:17 Wuzzy but the dropdown is a different beast
20:18 sfan5 is the dialog size at least reduced when game settings cause the entire right side to be empty?
20:19 Wuzzy no
20:19 Wuzzy this is only the case with singlenodes or a special game setting anyway, that the right size is completely empty
20:20 Wuzzy also, resizing the formspec on the fly would lead to annoying "jumping" of widgets, which is not userfriendly
20:20 sfan5 I agree but that makes dynamic sizing according to text length complicated
20:21 Wuzzy or do you mean dynamic resizing of the whole thing when the Minetest window is resized?
20:21 sfan5 no
20:21 Wuzzy because this is certainly possible
20:21 sfan5 for fractal the "Terrain" flag is badly named
20:21 sfan5 the tooltip explains it but it's very nonobvious
20:22 Wuzzy i agree
20:22 Wuzzy i just copied the flag name, lazy lazy me
20:22 Wuzzy hmmm let us think of a better name...
20:22 sfan5 and maybe replace "Biome blend" with either "Biome blending" or "Blend biomes"
20:23 Wuzzy "Non-fractal terrain"? hmm
20:23 Wuzzy "Oceans and underground" idk
20:23 Wuzzy yes the name "Terrain" is really misleading. as if the whole terrain disappears if you tick off this checkbox. ?
20:24 Wuzzy "Additional terrain"?
20:24 sfan5 sounds fine
20:24 Wuzzy "Terrain that is not part of the fractal"?
20:24 sfan5 flat mgv6 terrain sure looks interesting
20:24 Wuzzy heh ?
20:24 Wuzzy yeah its strange we had this v6 flag all these years but almost nobody actually used it ?
20:25 sfan5 sloppy coding smh https://0x0.st/i_l8.png
20:25 Wuzzy did you expect desert sand in the hole? ?
20:25 sfan5 yes
20:25 Wuzzy hmm its probably because the sand dropped into beach height
20:26 Wuzzy but nobody wants to touch v6 anymore cuz compability. i can almost understand it
20:27 Wuzzy sfan5: try playing around with mapgen aliases, by e.g. using the same node for differnt aliases. hilaritiy ensues
20:27 Wuzzy turn tree and leaves into stone for example. (not sure if this triggers the weirdness)
20:27 sfan5 the mapgen relies on placed nodes to indicate certain things and gets confused, right?
20:28 Wuzzy idk, but yes this is also what i guess
20:28 Wuzzy apparently v6 just assumes that all aliases are unique
20:28 Wuzzy similar to how valleys assumes that river water and water are 2 different nodes
20:29 Wuzzy if you try to use the same node for both, biomegen gets confused and spawns the top node in rivers (instead of the riverbed node)
20:29 sfan5 yeah this seems like bad design
20:30 Wuzzy i reported this years ago but it was shut down iirc. apparently this is one of the "acceptable bugs". idk. lol
20:31 sfan5 I think it should be fixed some day if possible
20:32 Wuzzy "additional terrain" ... still not too happy with that. still kinda vague. but eh. we have tooltip
20:32 Wuzzy Bonus terriain... nah
20:32 Wuzzy Extra terrain...
20:32 Wuzzy hmmm i guess i just pick additional terrain. its good enough
20:36 Wuzzy > is there any reason to have the "mapgen-specific flags" label? the difference doesn't really matter to the user
20:36 Wuzzy I agree this is dumb, but paramat thinks differently ?
20:36 Wuzzy I also dont like it as its too technical
20:39 sfan5 > However, i can see the advantage of setting mapgen flags in world creation, as long as these only apply to the world then created and are not written to .conf (is this the case?)
20:39 sfan5 (from paramat's first post)
20:39 sfan5 was this ever addressed?
20:40 sfan5 "Ok, this may be unavoidable, so is probably fine." ah
20:40 Wuzzy it is written in .conf
20:41 Wuzzy but the way i understand it, .conf is only read for new worlds
20:41 sfan5 sure but
20:41 Wuzzy it is ignored for existing worlds. so dont worry, your existing worlds wont get destroyed by this
20:41 sfan5 <sfan5> hm I don't really like how settings are persisted in minetest.conf and there is no easy way to reset them to default
20:42 Wuzzy there is a way to reset them to default. All Settings, click "reset"
20:42 Wuzzy although this button is almost a lie
20:42 sfan5 I can hardly take that suggestion seriously
20:42 Wuzzy it doesn't delte the setting from .conf, it instead writes the default value explicitly into .conf
20:43 Wuzzy i agree that All Settings hardly counts as "easy way to reset"
20:44 sfan5 suggestion "(no effect on trees and jungle grass created by v6)" -> "(does not affect trees and jungle grass)"
20:44 Wuzzy problem: game might spawn its own trees
20:44 Wuzzy so saying "no affect on trees" is a lie
20:45 Wuzzy or is this only about length?
20:46 sfan5 the "by v6" felt unnecessary
20:46 sfan5 maybe keep it idk
20:46 Wuzzy sadly neccessary or otherwise i am a liar ?
20:47 Wuzzy so the longest string in the right side is the biome dropdown in v6. i'm afraid it cant be shortened reasonably ?
20:48 Wuzzy unless we go for "All Biomes" but i don't like that. I want the player to know what biomes exist
20:50 Wuzzy so i guess we have to keep the current width... unless you have a better idea how to shrink the biome dropdown... or you no longer want me to shrink it anymore
20:52 sfan5 the menu can't be shrunk so I am obviously not requesting it to be shrunk anymore
20:54 Wuzzy about leveled: "the function can only return unsigned numbers so this doesn't make sense"
20:54 Wuzzy that's why i negated the number
20:55 Wuzzy so if you do -50 to level 10, you get returned 40 as rest. ok its a bit weird that the number is positive tho...
20:55 Wuzzy should it just return 0? or change datatype to make it work?
20:56 Wuzzy unsigned → signed
20:56 sfan5 don't mind that comment and do all other changes first
20:57 Wuzzy id rather fix everything at once instead of requesting a re-review for every single change ...
20:57 sfan5 just pretend that review comment doesn't exist
20:58 Wuzzy uh ... lol?
20:58 Wuzzy o_O
20:58 sfan5 http://irc.minetest.net/minetest-dev/2020-05-11#i_5684636
20:59 sfan5 do these first and if I still something wrong after that we can discuss the review comment
20:59 sfan5 +see
21:07 sfan5 merging game#2670 in 5 minutes
21:07 ShadowBot https://github.com/minetest/minetest_game/issues/2670 -- Update doors.it.tr by h4ml3t
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