| Time |
Nick |
Message |
| 00:02 |
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| 01:18 |
paramat |
merging game#1041 game#1141 |
| 01:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1041 -- Doors: Clean up nodedef usage. by sofar |
| 01:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1141 -- Fix misaligned waterlily texture by yyt16384 |
| 01:22 |
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| 01:25 |
paramat |
merged |
| 01:28 |
paramat |
i've seen a few players saying the non-mgv6 tunnels are not as good as the mgv6 ones, in that they are less dense, i somewhat agree and will probably reduce the spread |
| 01:29 |
KaadmY |
mgv7 has pretty much massive underground ravines |
| 01:29 |
KaadmY |
not very fun to explore |
| 01:32 |
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| 01:33 |
sloanonlinux |
Hi |
| 01:34 |
sloanonlinux |
Hey paramat, why did you mark this as a feature request? https://github.com/minetest/minetest/issues/2964 |
| 01:36 |
paramat |
looking |
| 01:37 |
paramat |
reading the thread the behaviour is intentional so not a bug |
| 01:38 |
sloanonlinux |
How come nobody's working on this? |
| 01:38 |
paramat |
lol |
| 01:39 |
sloanonlinux |
I would really like to have this fixed |
| 01:41 |
sloanonlinux |
Who was the one who did this? |
| 01:41 |
paramat |
we're understaffed, dev is slow |
| 01:43 |
sloanonlinux |
If I could figure out who did it, or maybe a hint to the commit name, I could try to fix it myself |
| 01:45 |
paramat |
view the corresponding code, then click 'history' for the commits that edited it |
| 01:49 |
DonBatman |
I would like to see that "feature request" fixed as well |
| 01:49 |
DonBatman |
It is a nice feature to have but the current way is annoying |
| 01:58 |
paramat |
ok spread 64 seems a good balance for tunnels |
| 01:59 |
paramat |
and they become rougher and more detailed |
| 02:01 |
hmmmm |
don't forget about lacunariy |
| 02:01 |
hmmmm |
lacunarity |
| 02:04 |
paramat |
oh yeah |
| 02:06 |
paramat |
i'm going to experiment further |
| 02:09 |
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| 02:10 |
hmmmm |
what do you guys think |
| 02:11 |
hmmmm |
should map_meta.txt become the responsibility of EmergeManager? |
| 02:11 |
sloanonlinux |
I'm gonna memo PilzAdam about the issuee |
| 02:18 |
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| 02:19 |
KaadmY |
whazza issuee |
| 02:19 |
paramat |
#2964 |
| 02:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/2964 -- right click and drag inventory bug |
| 02:34 |
sloanonlinux |
Hi KaadmY |
| 02:41 |
paramat |
interestingly the tunnels improve in shape when i reduce octaves to 3, increasing performance |
| 02:47 |
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| 02:53 |
paramat |
#4240 WIP |
| 02:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4240 -- CavesNoiseIntersection: Denser tunnels with 3 octaves by paramat |
| 03:02 |
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| 03:50 |
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| 04:18 |
hmmmm |
hrmmm |
| 04:19 |
hmmmm |
trying to write some unit tests for EmergeManager and I realize this is horribly structured. it tries to do too much stuff. |
| 04:21 |
hmmmm |
kind of wish i had somebody to chat MT architecture with :/ |
| 04:22 |
hmmmm |
we just keep adding more code in a big blob with no rhyme or reason |
| 04:25 |
VanessaE |
sorry I don't know it better |
| 04:25 |
VanessaE |
else you could bounce ideas off of me :P |
| 04:29 |
hmmmm |
if we made it a requirement to write unit tests for code contributions i'm sure people would either stop contributing completely or start writing really solid, modular stuff |
| 04:35 |
OldCoder |
hmmmm, it is not all or nothing |
| 04:35 |
OldCoder |
Perhaps smaller steps |
| 04:35 |
OldCoder |
towards disciplined structure |
| 04:36 |
OldCoder |
Since the project is in C++ this is advised |
| 04:36 |
OldCoder |
C++ does not exact promote disciplined code |
| 05:08 |
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| 07:07 |
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| 07:11 |
paramat |
nore please could you consider game#1146 sometime? |
| 07:11 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1146 -- Default: Remove mortar from stone bricks by paramat |
| 07:16 |
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| 07:26 |
nore |
~tell paramat game#1146 looks good |
| 07:26 |
ShadowBot |
nore: O.K. |
| 07:28 |
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| 14:59 |
Fixer |
i guess this can be reviewed https://github.com/minetest/minetest_game/pull/1111 |
| 15:11 |
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| 22:12 |
asl97 |
i notice that Leaves are preserved by default and only decay when using place + sneak. |
| 22:12 |
asl97 |
i can't really think of any reason why anyone would need to sneak while placing decaying leaves. |
| 22:12 |
asl97 |
i can think of why people might want leaves to preserved when placing while sneaking, that is building near the edge of something. |
| 22:16 |
paramat |
the sneak key is what enables placing decaying leaves, it could be any key but that one was chosen |
| 22:17 |
paramat |
sneak is also used elsewhere to enable an alternative placement action |
| 22:19 |
asl97 |
that doesn't really explain why it isn't decay by default and preserved when using place + sneak |
| 22:22 |
asl97 |
before, it decay if there isn't any tree near by, it does make sense for it to decay by default |
| 22:23 |
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| 22:47 |
paramat |
because it's more likely players want a non-decaying leaf when placing one, so the less likely possibility requires sneak |
| 22:51 |
asl97 |
i suppose so but wanting to place preserved leaves near an edge is not only hard but risky too without sneak |
| 22:54 |
asl97 |
and assuming players want a non-decaying leaf when placing one, the sneak key which is use to prevent falling near edge is (imo) a bad choice. |
| 23:09 |
paramat |
i see |
| 23:12 |
Fixer |
you just need built in manual in game, so players know that shift can do tricks |
| 23:13 |
asl97 |
Fixer: a manual wouldn't make it any more safe to build near edge without sneak |