Time |
Nick |
Message |
01:24 |
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07:52 |
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09:29 |
Zughy[m] |
reminder that there are 3 ">= 2 approvals" PRs ready to be merged and 16 PRs with one approval (3 of them by core devs, so they just need a self-approval) |
09:29 |
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11:16 |
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11:17 |
Anim_artel |
Hello, |
11:18 |
Anim_artel |
Sorry if I'm not in the right place, I'm looking for the people who take care of the wiki... |
11:18 |
Anim_artel |
I'm testing on discord too :D |
11:22 |
Anim_artel |
Mostly because there, I could read messages posted after I quit :)) |
11:24 |
pgimeno |
you can also read them here: https://irc.minetest.net/minetest-dev/today |
11:26 |
Anim_artel |
cool, thanks ! |
11:27 |
Anim_artel |
I hope I'll be able to chat with you, I'm better in French... |
11:45 |
nrz |
merging #13524 |
11:45 |
ShadowBot |
https://github.com/minetest/minetest/issues/13524 -- Reset day/night ratio even when passing no arguments by Zughy |
11:47 |
nrz |
merging #13525 |
11:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/13525 -- Reset player lighting when passing no arguments by Zughy |
11:48 |
nrz |
and #13514 (for now) |
11:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/13514 -- Disable `desynchronize_mapblock_texture_animation` by default by rollerozxa |
11:53 |
Anim_artel |
I have to go, I found someone on discord, but I would also look at the logs from here |
11:54 |
Anim_artel |
goodbye :) |
12:44 |
Zughy[m] |
didn't we have a "beginner friendly" label? There isn't anymore |
12:45 |
ROllerozxa |
"good first issue"? |
12:52 |
rubenwardy |
yeah, changed as GitHub recognises "good first issue" and not "beginner friendly" |
12:53 |
rubenwardy |
should probably update links |
12:55 |
Zughy[m] |
oh lol, I thought that "good first issue" meant "that's a very useful report, newcomer" |
13:13 |
nrz |
merging #13506 |
13:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/13506 -- Convert spaces to tabs by Bituvo |
13:14 |
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13:21 |
nrz |
and merging #13528 |
13:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/13528 -- Android build via CMake by sfan5 |
13:24 |
sfan5 |
oh huh |
13:24 |
sfan5 |
that was quick |
13:31 |
Zughy[m] |
nrz going yolo |
13:47 |
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13:57 |
nrz |
no, i just took time for the project to re-review MR and merge those in the conditions to be mergeable |
13:57 |
nrz |
yeah sometimes i appear and review π |
13:58 |
nrz |
i have some ideas for the project but i miss time, then as it's big interesting refacto i won't, but i follow this chan closely, a bit less GH π |
14:01 |
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14:06 |
rubenwardy |
technically self-approvals aren't automatic |
14:06 |
rubenwardy |
very good change though |
14:11 |
ROllerozxa |
hmm, if the android cmake PR has been merged, would #13215 be next? ;) |
14:11 |
ShadowBot |
https://github.com/minetest/minetest/issues/13215 -- Add IrrlichtMT as a submodule by numberZero |
14:34 |
imi |
hi, currently the screwdriver isn't repairable with the anvil, and I'm trying to make that happen. my current approach is to make an on_rotate callback for the anvil, prevent rotation and transfer the screwdriver to the anvil. as far as I can tell set_wielded_item doesn't work from an on_rotate function |
14:37 |
imi |
despite returning true |
14:42 |
nrz |
Rollerozxa: i'm against this PR, as i said submodule is always interesting at first, then it's a pure hell to maintain. I think in OSS it's a suicide, as most people will forget git submodule update --init with each git pull and it will leads to more support |
14:43 |
nrz |
for me irrlichtMT won't be redistributed and is not used by any other third party, just do a mono repo |
14:43 |
nrz |
at least we ship a fully working together code and less headhacked and PR to say, submodule update too |
14:50 |
nrz |
ah i didn't put the comments in the issue at first, it's put, and i illustrated what i said with articles explaining better than me |
14:51 |
nrz |
but i had to work with submodules multiple times in the past 10 days, and it was always a pain at a moment for teams, and majority finished with removal of the submodule and reintegrated in caller repo, as most of those submodule was not for redistributing to other teams |
14:52 |
rubenwardy |
if we decide not to go with a submodule, how much more needs to be done before irrlicht can just be added to the main repo? |
14:57 |
nrz |
not so much as it's already downloaded and included as a cmake module no ? sfan5 ? |
14:58 |
nrz |
if i remember, we put currently irrlicht in lib/irrlicht using a tarbal, and then build no ? then if it's already in tree ? π |
14:59 |
Desour |
the current workflow is to clone irrlicht into lib/irrlichtmt, you don't have to use tar balls |
15:01 |
nrz |
then it's exactly same if you already have sources π |
15:01 |
nrz |
less the submodule hell |
15:03 |
imi |
+1 for submodules on my side |
15:03 |
nrz |
who always work with submodule on a real project, i think only people who worked with it can vote :p |
15:04 |
MTDiscord |
<Jonathon> +1 for submodules from my side as someone who has worked with them, and frankly the current build process is essentially submodules at home already (i.e. worse) |
15:10 |
MTDiscord |
<MisterE> I have worked with submodules to maintain aes_game, when I was running my own server. Personally I liked it as someone who was getting into more advanced git. Even I often forgot to pull/update submodules, though, and it caused me a few headaches. Someone not used to git would have trouble. Keep in mind, minetest is often peoples' first intro to git |
15:11 |
MTDiscord |
<MisterE> So, -1 from me, lets leave good enough alone until we integrate it into the main repo anyhow |
15:12 |
MTDiscord |
<Warr1024> Submodules are absolutely terrible ... almost as bad as every other option. |
15:13 |
MTDiscord |
<MisterE> The best option is to have a monolithic repo, which is the plan anyhow. Β Keeping that in mind, whatever is decided doesn't matter in the long run |
15:38 |
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16:36 |
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16:39 |
Zughy[m] |
Hello, I think we've got a situation here: https://github.com/minetest/minetest/pull/10100#issuecomment-1564613670 |
16:39 |
Zughy[m] |
I think nephele is right, but I also think the issue lies elsewhere: we're not authorative enough when it comes down to closing PRs. We've got a roadmap and the initial rule was that core devs had 14 days to support a PR outside the roadmap (and supporting it meant reviewing it, at least for the core dev who opted for supporting it). Then people complained so we stopped, as if we didn't want to hurt them. But keeping such PRs stalling for |
16:39 |
Zughy[m] |
months (https://github.com/minetest/minetest/pulls?q=is%3Apr+is%3Aopen+label%3A%22Roadmap%3A+Needs+approval%22) has the same effect, added to the psychological effect to see way more PRs in the total amount (in one word: pressure). I propose to go back to the original 14 day rule, because it seems crystal clear that we can't deal with all this work nor I want to see some core devs doing heroics to then burn out. I can work out a message |
16:39 |
Zughy[m] |
to post when closing such PRs (as a triager, it's my role in the end). Thoughts? |
17:25 |
MTDiscord |
<AncientMariner> out of curiosity, why did it stall for months. it looked like it was ignored from sept 21 to june 22. i'm not sure why it was engaged with just to ignore. if a review process starts, it should probably continue as the highest priority if it's the oldest |
17:26 |
MTDiscord |
<AncientMariner> it's like getting hopes up, just to knock them down |
17:26 |
MTDiscord |
<AncientMariner> closing down pr's because they're old hides the symtoms of the issue and not the issue |
17:27 |
MTDiscord |
<AncientMariner> (if the author ignores it and doesn't engage, it's probably on them to open it back up again) |
17:31 |
MTDiscord |
<AncientMariner> reviewing code sucks, and maybe if you've created 3/4 prs and haven't reviewed anything, pick up 1 review before starting next thing if there is something older than 1 month. unless it's a dreadful pr. not sure what the policy is for that, but maybe just being honest with someone. not keen on this for x, y, and z reasons. sorry |
17:32 |
MTDiscord |
<AncientMariner> there is a bit of the, i could probably do more if i write code, rather than review, but if you review, and build people up, you bring people in, and in 6 months time, your workload is less, but if you don't review, it'll always only ever be on a select group |
17:33 |
MTDiscord |
<AncientMariner> pr's aren't an acceptance or rejection only, it's a conversation, a learning exercise, a training exercise and a way to discuss things that haven't really had a decision on. it's more about the people and conversations than the code imho |
17:40 |
MTDiscord |
<AncientMariner> perhaps those that review the most pr's get a writeup in the blog that month from other core devs saying how fantastic they are. i'm sure that'd motivate other core devs to review more. cannot get ego's getting out of check π |
18:24 |
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20:34 |
Zughy[m] |
AncientMariner: the issue is that we haven't got enough manpower to cover all these PRs, and people might find themselves in the situation where they have to wait for months, if not years. The roadmap is a way to focus only on certain areas of development, but if it's not enforced, it's pretty useless |
20:34 |
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20:35 |
Zughy[m] |
(of couse any core dev can say "no ok, I think this PR is important anyway, I'll take care of it") |
20:35 |
Zughy[m] |
*course |
20:36 |
MTDiscord |
<Thresher> there are so many awesome prs that get ignored |
20:36 |
MTDiscord |
<AncientMariner> reviewing pr's building the confidence and skills of contributors is the best way to have more manpower. otherwise you're waiting for someone to come along with the perfect skills, knowledge, and and unflappable attitude that can wait months/years for a review and by that time they are motivate to join in and solve those problems. that person is also known a silver bullet or unicorn, and there are none π |
20:37 |
MTDiscord |
<AncientMariner> i'll be as delicate as i can with the concept of the roadmap... (it's bullshit :)). if you want a roadmap and want all core devs to focus on key areas, great, good plan, good strategy, but if you are hoping people come along with perfect skills and only focus on the areas you're mandating, it just doesn't happen much... |
20:38 |
Zughy[m] |
reviewing PRs to build confidence requires to review PRs in the first place |
20:40 |
MTDiscord |
<AncientMariner> which is an active decision, and a choice. you're actively choosing to close and hide them so they don't need to be reviewed rather than thinking how can we get a little better at reviewing. (do you break it down, encourage, prioritise it). prioritizing new contributors isn't a bad investment, and the projects that do that will have achieved much more after 2 years |
20:41 |
MTDiscord |
<AncientMariner> the roadmap is a tool for focus, it's an aid to achieve, it's not the boss of you. it hasn't become this all knowing entity that you submit your soles to and step out of the driving seat |
20:42 |
Zughy[m] |
we've got at least one dev who gets burnouts once in a while, so to avoid that they opt for denial. Improving the reviewing process is not feasible, also because it's a project made of volunteers |
20:43 |
Zughy[m] |
I'm not saying MT should commit to the roadmap and the roadmap only. I'm saying that closing PRs outside the roadmap that don't get anyone's attention after 14 days is a way of avoid the white noise around |
20:43 |
Zughy[m] |
*to avoid |
20:44 |
MTDiscord |
<AncientMariner> any person that gets burnout should be protected, and that is a team effort. if you care about them, step in and share the workload. i know it's a volunteer project (i'm a maintainer of a project with 785 issues) |
20:45 |
MTDiscord |
<AncientMariner> but it's not about avoiding old issues, if you have 2 hours in the week, spend 1.5 working and 0.5 reviewing, rather than 2 working and chip away at it, it's about choosing what to focus on, and reviewing isn't sexy, but it is important |
20:45 |
rubenwardy |
the [Supported by core dev] system is how you get concept approvals for things not on the roadmap |
20:46 |
Zughy[m] |
I do, AncientMariner (protecting people from burning out), yet unfortunately sometimes the burnout becomes real for me as well |
20:46 |
Zughy[m] |
too much burden that turns into denial imho |
20:47 |
MTDiscord |
<AncientMariner> i get it, and it's a system that has been chosen around the almighty roadmap. prioritise roadmap activities and chip away, even if it's 1 pr per month, and reviewing someone elses, rather than not reviewing at all. i'm not saying do more, i'm saying prioritizing new contributors is a worthwhile investment |
20:48 |
Zughy[m] |
in case it's not clear: I'm not a core dev, my C++ knowledge is shit, I'm just one the people tidying up the place |
20:48 |
MTDiscord |
<AncientMariner> and i get the concept about burnout, i've felt it at times, and it's about accepting what you can and cannot do, and having realistic expectations |
20:49 |
MTDiscord |
<AncientMariner> it doesn't mean ignore other things though. it's a strategy, but won't necessarily help with the burnout |
20:49 |
MTDiscord |
<AncientMariner> it will probably make it worse (because you'll feel who else will do this but me), and the answer is no one, because those other people got fed up waiting for review |
20:49 |
MTDiscord |
<AncientMariner> it's about building an organisation that onboards people and shares the burden, a welcoming culture |
20:50 |
MTDiscord |
<AncientMariner> many tech leads in work don't do work, their focus become on helping get the best out of others, and it isn't always sexy and fun |
20:50 |
MTDiscord |
<AncientMariner> but it is important, and the skills you guys have in the team there is at least 4/5 tech leads in terms of ability |
20:52 |
MTDiscord |
<AncientMariner> i appreciate it, c++ is hard, and it requires a really niche skill set, those c++ devs are talented folk. they deserve help and support |
20:53 |
MTDiscord |
<AncientMariner> i'm suggesting one way to do it, and i understand i'm an outside ("hey, what does he know"), but i do see a way to improve it, and i'll say it, even if folk think i'm chatting shit π |
20:58 |
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21:21 |
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22:34 |
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23:10 |
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23:27 |
MTDiscord |
<MisterE> Does minetest.get_perlin_map even exist? It is documented in the api, but it returns nil when PerlinNoiseMap does not |
23:28 |
MTDiscord |
<MisterE> And yes, ive been playing around with mglua, but no, this is in the regular mapgen environment |
23:28 |
MTDiscord |
<MisterE> on that branch, though |
23:32 |
MTDiscord |
<jordan4ibanez> Hello MisterE, this is the best I could do when searching for the integration of that classic function for you https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_env.cpp#L1043 |
23:33 |
MTDiscord |
<jordan4ibanez> Which mapgen versions are you testing it on? Perhaps that could be helpful information |
23:41 |
MTDiscord |
<MisterE> so... it exists. So, IDK |