Time |
Nick |
Message |
00:04 |
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pgimeno joined #minetest-dev |
00:05 |
pgimeno |
@sfan5 regarding #11880 one possibility is to only save mapgen when the user changes it, as opposed to when a mod changes it |
00:05 |
ShadowBot |
https://github.com/minetest/minetest/issues/11880 -- Either save mapgen choice per-game or not at all |
00:07 |
pgimeno |
but not saving it at all is also an option; there aren't so many people that create enough worlds as to justify saving it |
00:09 |
pgimeno |
other ideas: to not save it when not all options are available; to not save it when the previous setting is not an available option |
00:09 |
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00:09 |
pgimeno |
and to save it per availability combo |
00:10 |
pgimeno |
i.e. one setting for games with choice between v5, v6; one separate setting for games with choice between v5, v6, v7, and so on |
00:13 |
pgimeno |
the latter is probably a bad idea because it violates the POLA; "why is there a separate mapgen setting for this and that?" |
00:22 |
pgimeno |
one other possibility: to have a checkbox "Save this setting as default" off by default |
00:32 |
MTDiscord |
<luatic> erlehmann: nan signedness doesn't matter in practice; I know of a way to obtain "positive" nan, but the only way to check for the nan sign is to convert it into a string |
00:32 |
MTDiscord |
<luatic> still, this is a massive improvement over the previous serializer which would crash with nan/inf values |
00:34 |
pgimeno |
not the only way, copysign can also extract it |
00:34 |
MTDiscord |
<luatic> copysign? |
00:34 |
pgimeno |
https://en.cppreference.com/w/cpp/numeric/math/copysign |
00:34 |
MTDiscord |
<luatic> I'm talking about Lua though |
00:35 |
pgimeno |
oh oops, sorry |
00:36 |
pgimeno |
LuaJIT doesn't seem to support signed NaN |
00:55 |
pgimeno |
which is to say (after reading the context): don't worry about supporting NaNs because for 90% of the users there's no distinction, and anything that needs to distinguish them won't run in LuaJIT |
00:55 |
pgimeno |
negative NaNs that is |
01:06 |
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05:00 |
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06:18 |
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08:56 |
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09:43 |
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10:03 |
sfan5 |
pgimeno: yeah I think not saving it is just the best way |
11:23 |
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11:53 |
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12:13 |
erlehmann |
sfan5 it surely is the easiest way and very predictable. but the mental model of those controls (world name, mapgen, seed) probably needs to be adjusted a bit to accomodate for that. for example: in 5.4.1 (and later?), the mapgen choice will reset when you change the mapgen, then change the map seed. |
12:13 |
erlehmann |
so the question is: would not saving mean you always switch to the first mapgen the game finds acceptable? or do you keep the current choice if the game finds it acceptable? |
12:14 |
erlehmann |
(of course the easy way out is again not to think about it too hard) |
12:23 |
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12:40 |
erlehmann |
anyone of you aware of this kind of rendering bug with the etnaviv driver? http://dump.mntmn.com/screenshot-2021-12-26-13-31-30.png |
12:40 |
erlehmann |
camera is inside head |
12:43 |
MTDiscord |
<Sublayer plank> huh, is that in first person or third person mode? |
12:47 |
MTDiscord |
<luatic> @ROllerozxa that's first person |
12:48 |
MTDiscord |
<luatic> I remember Jordach's first person attachment PR having similar issues |
12:48 |
MTDiscord |
<Sublayer plank> reminds me of a similar graphical glitch that would occur in the D3D video drivers |
12:48 |
MTDiscord |
<luatic> Here it is: https://github.com/minetest/minetest/pull/10360#pullrequestreview-484365382 |
12:49 |
MTDiscord |
<luatic> This was the commit that fixed it: https://github.com/minetest/minetest/pull/10360/commits/7b8975120a3f45fb17f24200225abb58a0470733 |
12:49 |
MTDiscord |
<luatic> So obviously this is a backface culling issue |
12:56 |
erlehmann |
i forwarded it to mntmn maybe that will lead to a solution |
14:00 |
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