Time Nick Message 04:29 kaeza I noticed that due to the freedom you now have with meshnodes, complex wieldmeshes can be (hackily) created, but now I'm running into a problem: the wielditem/camera gets clipped way too close. 04:29 kaeza could that clipping be removed or the distance extended? 04:30 kaeza example: https://mediacru.sh/VssOxcHsrGDI 04:31 kaeza (note: this does not only apply to meshnodes, but nodes in general; 16px extruded images get clipped with a (not too) big wield_scale) 04:31 kaeza ditto for nodeboxes > 1n in size 04:33 kaeza here's the relevant model, for comparison: https://mediacru.sh/HLUjXg3HBmh3 04:46 joshlemer Hey quick question, what would be some general prereqs to start contributing to minetest? 04:47 kaeza quick answer: none 04:50 kaeza or, well, just the desire (and patience) to do so :P 04:55 joshlemer No C++ or Lua knowledge. Guess it would be a great way to learn :) 05:07 ShadowNinja joshlemer: You can contribute to docs and the like with no speial knowledge, but knowing C++ and/or Lua helps. 05:07 ShadowNinja special* 05:08 ShadowNinja kaeza: Make an issue for that if there isn't one already. Also, that screenshot looks awesome, if it weren't for the bug. Horray for flexibility! 05:10 ShadowNinja joshlemer: Oh, and testing. If you can manage to compile Minetest pull requests and test them that would be great. 05:15 Zeno` unconfirmed bug, hehehe 05:16 Zeno` Now I know why ShadowNinja has the Ninja postfix 05:22 Zeno` ShadowNinja, even if it's unconfirmed should that error crash the server? 05:43 kaeza here: https://github.com/minetest/minetest/issues/1770 08:27 Krock 09:27:45: INFO[main]: SourceShaderCache::getOrLoad(): No path found for "nodes_shader\opengl_geometry.glsl" 08:52 Calinou how do I know a particular map's mapgen? I want to generate snow biomes only on v6 08:52 Calinou minetest.setting_get() will not work because it doesn't return the value of the current map 08:53 kaeza Calinou, register_on_mapgen_init, and check if mp.mgname == "v6" 08:55 Calinou OK 08:55 Calinou thanks 08:56 Calinou no idea how to do that though 08:56 Calinou any example of code being used? 08:56 Calinou http://dev.minetest.net/minetest.register_on_mapgen_init is very vague 08:57 kaeza local gen_snow = true ; minetest.register_on_mapgen_init(function(mp) if mp.mgname ~= "v6" then gen_snow=false end end) -- Disclaimer: untested 08:58 Calinou cool 08:58 kaeza then in your register_on_generate callback, just bail out if gen_snow is false 09:00 kaeza but I see no reason to disallow generating snow in other mapgens 09:01 Calinou to support yappy well 09:02 Calinou i.e. no snow generation in all singlenode mapgens 09:02 Calinou which are expected to be Lua mapgens, providing their own biome stuff 09:03 Calinou meh, I give up 09:03 Calinou I'll put minetest.conf setting 09:04 Krock Calinou, how about soft depending on a lua mapgen and then disable the biome blend over a global variable? 09:04 Calinou ? 09:18 Zeno` can somebody please tag #1756 as WIP until I resolve an MSVC issue? 09:18 ShadowBot https://github.com/minetest/minetest/issues/1756 -- Refactor the game by Zeno- 10:09 Calinou https://github.com/minetest/minetest/pull/1600 10:09 Calinou bump 10:09 Zeno` I agree with that change Calinou 10:10 Zeno` It's little things like that which add polish 10:10 Zeno` can the screen aspect be retrieved at run time though and the "default" adjusted to suit 10:10 Zeno` ? 10:10 sfan5 yes 10:14 Calinou https://github.com/minetest/minetest/pull/1771 10:14 Calinou in before people randomly oppose 10:15 Zeno` Calinou is the pre-ninja ninja 10:30 Calinou https://github.com/minetest/minetest/pull/1772 10:30 Calinou take or leave 11:23 Krock Calinou, add a minetest.conf setting! 11:35 Calinou better idea indeed 11:35 Calinou I think I know how 11:35 Calinou but I'll do that later 11:36 Calinou both should be .conf settings ideally 11:36 Calinou with the defaults I put 11:36 Calinou suggest that in a comment 14:03 kaeza could somebody test changing camera.cpp:710 to s/100/10000/ or so and test if using this mod works? https://dl.dropboxusercontent.com/u/100008207/sniper.zip 14:03 kaeza ("works" as in, "the model does not get clipped") 14:13 PenguinDad kaeza: it seems to work 15:20 kaeza PenguinDad, thank you. could you comment on #1770 ? 15:20 ShadowBot https://github.com/minetest/minetest/issues/1770 -- Remove wield item camera clipping. 18:00 OldCoder Is it correct that MT server has no switch to set _game directory? If so, I will add such a switch now 18:04 Krock it's possible 18:04 Krock edit world.mt 18:04 OldCoder ah, there seems to be an environment variable 18:04 OldCoder That is convenient! 18:04 OldCoder MINETEST_SUBGAME_PATH ? 18:04 Krock ?? 18:05 OldCoder It appears to be just a month old, Krock 18:05 Krock k 18:05 sfan5 yes 18:05 sfan5 it's new 18:05 OldCoder https://github.com/minetest/minetest/pull/1609 18:06 OldCoder Handy! 18:06 Krock I don't like it, since it's not in minetest.conf 18:06 Krock Lel. too late anyway 18:06 OldCoder I could add a setting that is 18:07 OldCoder But this will do for now 18:07 kaeza how is a setting in .conf easier than an env var? 18:08 kaeza (in cases like these, that is) 18:08 OldCoder It is not easier; it can be better or worse 18:08 OldCoder Depends on server framework 18:08 kaeza well, doesn't matter anyway I guess 18:09 * OldCoder is separating world directories entirely from server directories 18:10 OldCoder ShadowNinja seems to do something similar but I will go further 21:05 Sokomine anyone there? granted, this is more a general mods question, but might also be valid here. so: a variable declared as local in the main body of one mod (*not* inside a function or loop or other statement but rather where it would be a global variable in other languages) - how local is that var? can it be accessed from other mods or not? 21:10 jin_xi local variables have their scope limited to the block where they are declared. A block is the body of a control structure, the body of a function, or a chunk (the file or string with the code where the variable is declared). from pil 21:22 VanessaE_ in simpler terms, the variable is global and can be accessed from another mod unless you explicitly mark it as local 21:23 VanessaE_ (that's why I hate the PiL. terrible writing style, for engineers instead of normal people) 21:30 jin_xi engineers are people 21:34 VanessaE_ indeed they are, but engineers have a habit of using language and writing style that the average person who, while smart on their own, just does not understand. 21:38 Sokomine jin_xi: say, one mods's init file contains only the line "local bla = true" - now, will bla be local to *all* init.lua from mt, or only to that particular init.lua file? 21:39 jin_xi that file only 21:39 Sokomine ok 21:40 Sokomine then i wonder why the dye names in the dye mod are made local. that table would be very useful for looping through it inside other mods, and the code even states so. yet it's a local table 21:41 * Sokomine nods to vanessae - that defining and declaring variables anywhere is just plain annoying when doing something slightly more complex than a basic script 21:41 Sokomine admittedly we're talking about minetest_game here 21:45 kilbith in C, does it possible to declare different int variables in the function switch() ? 21:48 ShadowNinja Sokomine: Don't just make it global, namespace it. 21:49 ShadowNinja kilbith: Um, switch is a keyword, not a function. 21:49 kilbith nope 21:49 kilbith it's a C function 21:49 Sokomine ShadowNinja: it is namespaced already. it's a table called "dye" (though what'd help me slightly more in this case is dyelocal) 21:50 ShadowNinja kilbith: No it isn't. Check some C docs. 21:50 kilbith ShadowNinja : switch() case x: break; 21:50 kilbith genuine funtion 21:50 kilbith function 21:51 ShadowNinja kilbith: No. If you continue I'll have to assume you're trolling. 21:51 ShadowNinja Sokomine: Make it dye.dye_names or so. 21:52 Sokomine ShadowNinja: whatever. as long as it's not hidden behind a local statement. whom best to contact for minetest_next/game? pilzadam? 21:54 ShadowNinja Sokomine: Nope, BlockMen or sfan5. 21:55 Sokomine ah, ok. thanks. i'll best file an issue then 21:56 kilbith ShadowNinja: I apologize, still a noob in C and I thought that () after switch meant a function. 21:57 ShadowNinja kilbith: NP. :-)