| Time |
Nick |
Message |
| 00:28 |
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| 02:18 |
paramat |
merging game#1231 game#1232 |
| 02:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1231 -- Doors: Trim open fence gate collision box by paramat |
| 02:18 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1232 -- fix tnt bug with huge stacks by tenplus1 |
| 02:27 |
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| 02:28 |
paramat |
done |
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| 03:35 |
paramat |
hmmmm, sorry to disturb you, thought i'd notify you of this one since it is decoration stuff, simple PR, #4402 |
| 03:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/4402 -- Decorations: Fix decoration height check errors by paramat |
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| 05:53 |
paramat |
will merge #4376 in a moment |
| 05:53 |
ShadowBot |
https://github.com/minetest/minetest/issues/4376 -- Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags by paramat |
| 06:00 |
paramat |
merging |
| 06:03 |
paramat |
complete! |
| 07:15 |
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| 09:24 |
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| 09:24 |
tenplus1 |
hi folks, would a nice dev please look at the game#1234 amendment |
| 09:24 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1234 -- Limit blown up stacks to stack_max by tenplus1 |
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| 12:40 |
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| 13:07 |
Krock |
Could it be that the max lag is calculated wrongly? Got ~5s lag (from calling /status until the server answers) but it still shows max_lag=0.35 |
| 13:16 |
Warr1024 |
IIRC those are 2 different kinds of lag. |
| 13:17 |
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| 13:17 |
Warr1024 |
max_lag on the server is just the server's tick lag, not including client<->server latency |
| 13:19 |
Krock |
I thought max_lag was the most laggy player's lag |
| 13:20 |
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| 13:33 |
Fixer |
Krock: max_lag is server lag, you probably have network lag, look in F5 graph, udp_rtt times |
| 13:34 |
Krock |
5.28 - I assume that are seconds? |
| 13:34 |
Fixer |
Krock: yes |
| 13:34 |
Krock |
ah okay. Thanks |
| 13:36 |
rubenwardy |
Server side, max_lag is named deceptively, it's actually the dedicated step interval. max_lag will be non-negligibly bigger than the setting dedicated_server_step if the server is full up of work |
| 13:36 |
rubenwardy |
Iirc, from when I was finding out how the server list got that number |
| 13:37 |
rubenwardy |
Server::m_lag I believe is where its stored |
| 13:48 |
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| 18:03 |
Hijiri |
should addParticleSpawner in server.cpp take an id, an ObjectRef, or a ServerActiveObject as an argument for the spawner's attached thing? |
| 18:04 |
Hijiri |
I put a SAO |
| 18:04 |
Hijiri |
(pointer) |
| 18:05 |
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| 19:07 |
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| 19:29 |
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| 20:07 |
Hijiri |
got some nice rain going with attached particle spawners |
| 20:07 |
Hijiri |
now I need to make them actually get removed when objects are |
| 20:09 |
* Krock |
tells Hijiri to write a diary |
| 20:32 |
Krock |
Hijiri, don't forget to change the code style when you're done: ifs should look like this: 'if (condition) {' |
| 20:42 |
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| 20:51 |
Hijiri |
Krock: I saw a lot of ifs with { on the next line, so I thought that was the style |
| 20:51 |
Hijiri |
I should recheck the wiki |
| 20:51 |
Krock |
Because that's the wrong style ( http://dev.minetest.net/Code_style_guidelines ) |
| 20:52 |
Hijiri |
I'm on the page now |
| 20:58 |
Hijiri |
I've fixed all my if statements (but not pushed yet) |
| 20:59 |
Krock |
:) |
| 21:13 |
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| 21:19 |
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| 21:29 |
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| 21:30 |
Wuzzy |
Hi. Is There A Reason Why In Minetest Game Almost Every Item Has Each Word Capitalized? I Ask Because I Find This Mildly Irritating. ;-) |
| 21:33 |
Hijiri |
everything is important |
| 21:34 |
KaadmY |
Yes I Hate That Capitalization Thing Too And I Try To Avoid It Whenever Possible |
| 21:34 |
KaadmY |
WhevEver* |
| 21:34 |
KaadmY |
WhenEver* |
| 21:40 |
Wuzzy |
ok, now a real question (xD): Are the groups “crackyâ€, “crumblyâ€, etc. intended for global use are are they exclusive to Minetest Game and mods only? |
| 21:40 |
Wuzzy |
use or are they* |
| 21:41 |
Wuzzy |
(i.e. is it safe to assume that cracky means the same even outside of Minetest Game?) |
| 21:51 |
Hijiri |
I'm not an authority, but I would guess not, since some games might not have the same classes of materials and tools |
| 21:52 |
Hijiri |
can someone review #4409? I think it's complete |
| 21:52 |
ShadowBot |
https://github.com/minetest/minetest/issues/4409 -- Attached Particle Spawners by raymoo |
| 21:53 |
Hijiri |
complete feature-wise at least, there might be bugs I haven't found |
| 21:53 |
Hijiri |
except I forgot to document it |
| 22:15 |
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| 22:25 |
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| 22:31 |
Wuzzy |
Hijiri: Cool stuff! |
| 22:32 |
KaadmY |
ideally all groups should be mod-side only and have no influence on the engine |
| 22:38 |
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| 22:47 |
Wuzzy |
my question was more about conventions. for me it *seems* assuming that crumbly is a mining groups is rather safe since it is explicitly mentions as “known mining group†in docs |
| 22:48 |
Wuzzy |
i dont want to believe a subgame dares to redefine the meaning of crumbly, that would be evil anyway. ;-) |
| 22:50 |
PilzAdam |
Wuzzy, the groups are minetest_game specific |
| 22:50 |
PilzAdam |
other games can do what they want |
| 22:50 |
Wuzzy |
sadly, lua_api.md is not really clear here |
| 22:50 |
Wuzzy |
.txt* |
| 22:51 |
PilzAdam |
"Special groups" = groups that have actual meaning in the engine |
| 22:51 |
Wuzzy |
yeah, this was clear |
| 22:52 |
PilzAdam |
"Known damage and digging time defining groups" = just some hints how they may be used in games |
| 22:52 |
Wuzzy |
and the rest is purely conventional |
| 22:52 |
Wuzzy |
? |
| 22:52 |
PilzAdam |
(and how they are used in mt_game) |
| 22:52 |
Wuzzy |
why “known� known by who? |
| 22:53 |
Wuzzy |
known as de-facto standard? |
| 22:53 |
PilzAdam |
I guess known, as in defined in minetest_game |
| 22:53 |
PilzAdam |
I guess this text was written in an era where mt_game was the only game, and it was mainly written for mod devs |
| 22:54 |
Wuzzy |
like me :P |
| 22:55 |
Wuzzy |
maybe we, as a community, could try to standardize a few groups to improve overall mod collaboration. maybe with a prefix like “mt_†or whatever; |
| 22:55 |
PilzAdam |
Wuzzy, do you want to rewrite that section so that it's more clear that these are minetest_game specific? |
| 22:56 |
Wuzzy |
hmm not really, not now. i am working on my doc mod :) |
| 22:56 |
Wuzzy |
i try to figure out how to document groups best |
| 22:57 |
Wuzzy |
one idea would be writing something like “mt_eatable†for everything which uses on_use=minetest.item_eat |
| 22:57 |
Wuzzy |
because thats a very common idiom |
| 22:58 |
Wuzzy |
well, it makes me sad that it is not possible to just extact the number of hp you get from eatable items :/ |
| 22:59 |
PilzAdam |
maybe rewrite mintest.item_eat to read the HP change from the group rating instead of passing it as a parameter? |
| 23:00 |
Wuzzy |
yeah, anything which reduces use/abuse of on_ functions is good |
| 23:00 |
PilzAdam |
also game#361 |
| 23:00 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/361 -- Allow defining burntime via the fuel group by PilzAdam |
| 23:00 |
Wuzzy |
maybe not as group, but just as field |
| 23:01 |
Wuzzy |
btw, why are some things added as group, not as field. like disable_jump. why is this not just a field in the item definition table? |
| 23:01 |
PilzAdam |
there is always the question what should be a group and what should be a regular nodedef field |
| 23:01 |
Wuzzy |
i dont understand |
| 23:01 |
PilzAdam |
it would also be possible to define every group as a normal nodedef field |
| 23:02 |
Wuzzy |
yes, but why has this not been done? |
| 23:02 |
Wuzzy |
convulated historical reasons? ;-) |
| 23:02 |
PilzAdam |
I guess |
| 23:02 |
PilzAdam |
using groups may have some advantages, though |
| 23:02 |
Wuzzy |
really? I dont really see a difference |
| 23:02 |
PilzAdam |
they are defined to be a simple string -> int mapping |
| 23:03 |
PilzAdam |
nodedef fields can be anything |
| 23:03 |
Wuzzy |
i see |
| 23:04 |
Wuzzy |
but disable_jump. whyyy. its basically just a boolean, no need for weird int mapping. haha |
| 23:04 |
PilzAdam |
but then again, why is liquid viscosity not a group rating? |
| 23:04 |
Wuzzy |
hmmm it seems the decision for group vs field is decided via diceroll ;-D |
| 23:05 |
PilzAdam |
I guess disable_jump had internal reasons; it's easier to add groups since they are already sent to the client |
| 23:05 |
PilzAdam |
so the protocol didn't have to be updated to send an extra disable_jump field |
| 23:06 |
Wuzzy |
aaaaaaaaah |
| 23:06 |
Wuzzy |
now everything makes sense |
| 23:07 |
Wuzzy |
so if you add a field, you have to update the entire protocol? sad :( |
| 23:08 |
Wuzzy |
oh |
| 23:08 |
Wuzzy |
another thing |
| 23:08 |
Wuzzy |
why the hell is soil (?!?!?!) in special groups |
| 23:08 |
Wuzzy |
there is no way saplings are an engine feature |
| 23:09 |
PilzAdam |
yeah, thats bullshit |
| 23:09 |
PilzAdam |
it's used in minetest_game only |
| 23:09 |
Wuzzy |
its also outdated |
| 23:10 |
PilzAdam |
tree growing was previously handled in the engine; maybe it's a reminiscent of that? |
| 23:10 |
Wuzzy |
oh these good old days. haha. |
| 23:11 |
Wuzzy |
ok thanks for the discussion. I guess I go back to work on [doc] :) |
| 23:21 |
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| 23:30 |
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| 23:32 |
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| 23:57 |
Hijiri |
Can somebody close #2326? |
| 23:57 |
ShadowBot |
https://github.com/minetest/minetest/issues/2326 -- find_nodes_in_area expansion |