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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 |
| 17:15 |
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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 |
| 20:35 |
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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. |
| 22:15 |
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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. |
| 22:44 |
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| 22:46 |
MTDiscord |
<antumdeluge> Sounds good to me. |
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MTDiscord |
<wsor4035> Sure, or check the draw type, etc. Also see xcompat |
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