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IRC log for #minetest, 2025-01-03

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All times shown according to UTC.

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03:10 repetitivestrain I came upon a trivial reproducer for the z fighting issue
03:10 repetitivestrain just place a mineclonia slime block underwater
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16:35 ireallyhateirc would anyone be willing to get bribed into fixing this thing? https://github.com/minetest/minetest/issues/9357
16:37 MTDiscord <theidealist> lol
16:37 rubenwardy the trick is to loudly say that it can't be done
16:38 ireallyhateirc lol
16:38 ireallyhateirc yeah, only if we had professionals capable of fixing that bug!
16:50 ireallyhateirc the bug is the last thing keeping me from enabling more than one emerge threads on our servers which otherwise provide a great performance boost thanks to sfan5's mapgen env
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17:22 sfan5 you're welcome to attempt a fix
17:22 ireallyhateirc I would if I knew C++
17:23 sfan5 could also start smaller and try to debug this
17:23 ireallyhateirc There's something scary about 3 years long "learn C++ in one week" youtube playlists
17:23 sfan5 it requires some understanding but you can theoretically get by with adding a bunch of print statements and drawing conclusion
17:23 sfan5 +s
17:24 ireallyhateirc sfan5, I already did. See my "mapgen_test" game under the issue
17:24 ireallyhateirc I'm kromka-chleba on github
17:25 sfan5 seen it
17:25 sfan5 this is already good but I meant something close to the source
17:25 ireallyhateirc like for example?
17:27 sfan5 confirming the hypothesis that the affected parts are written twice and maybe in what order
17:28 ireallyhateirc hmmm well I could do that
17:34 sfan5 maybe even possible from lua actually
17:42 ireallyhateirc I should be able to elucidate the order of chunk generation provided that on_generated runs really in order of chunk generation
17:43 ireallyhateirc then I'll find chunks with c_stone and do some stats for their neighbors
17:55 ireallyhateirc Does 1 mapblock overgeneration happen before or after on_generated gets triggered?
17:56 ireallyhateirc I believe before
18:32 ireallyhateirc Interestingly when I spawn a VM in on_generated I don't see any of the c_stone nodes
18:36 ireallyhateirc hmmmm never mind, it started detecting them
18:38 ireallyhateirc but it only detects a fraction of them which probably means that first it generates stone correctly, that's what I see in on_generated and later that gets overwritten by another chunk
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22:13 MTDiscord <theidealist> "well technically you could do the whole thing in just a week if you don't eat or sleep"
22:15 MTDiscord <warr1024> You will definitely learn C++ in a week that way, they just aren't telling you which week will be the one where it finally clicks.
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22:40 MTDiscord <antumdeluge> I want to move away from depending on default. Currently, my mod checks for water nodes using the line if node.name == "default:water_source" then. Would a good alternative be if node.groups ~= nil and node.groups.liquid then? I've been looking at nodes API: https://api.luanti.org/nodes/
22:41 MTDiscord <warr1024> The approach I use in NodeCore for that is generally (1) use a group to identify things that are definitely a match, (2) also offer a group to mark things as definitely not a match, (3) if both groups are absent, use heuristics to make a guess that matches correctly for all examples I know.
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22:46 MTDiscord <antumdeluge> Sounds good to me.
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22:50 MTDiscord <wsor4035> Sure, or check the draw type, etc. Also see xcompat
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