Time Nick Message 03:34 skyliner_369 how many logic-steps or 'ticks' per second does minetest run at? 05:06 oil_boi skyliner_369, on github in minetest.conf.example says the default float value is 0.09, this can be changed by setting it in your minetest.conf 13:15 Warr1024 That only applies to dedicated servers. Apparently in singleplayer the game ignores that and runs ticks as fast as it can or something. 13:15 Warr1024 That's also not a guarantee. If a tick takes longer than 0.09 seconds, then the next tick will represent a larger chunk of time (e.g. dtime will be larger) and mods are expected to adjust accordingly. 13:22 appguru I think ticks should be somewhere between 20 - 30 FPS 13:22 appguru (by default) 13:22 appguru Well-made games usually have (Lua) steps which would allow for 60 FPS 13:24 sfan5 you'd be surprised how many mods are not "well-made" in regards to performance 13:24 sfan5 Warr1024: unrelated but I've been meaning to ask: do you have an usecase for runtime_add_media() in nodecore and if yes, which would it be? 13:25 Warr1024 I don't have one very specific to nodecore right now, but I'd like to offer dynamic player skins, pretty much the same as a lot of game/mod authors and/or server operators. It may or may not be something that falls within the scope of the game itself. 13:26 Warr1024 Customizable signs, paintings, etc. might also be really neat. I can do lettering using [combine: right now, but to allow custom drawings and such would be pretty awesome. 13:27 Warr1024 I don't have a feature that's necessarily *blocked* on this, but that could also be because I usually adjust my plans to meet what the engine has to offer right now, rather than trying to push an engine feature through to support my game. 13:27 sfan5 I see, thanks 13:28 Warr1024 I think my original interest in that feature predated my work on NodeCore, so it may have been for other mods or other game ideas. 13:31 Warr1024 It might not be a bad idea to add a runtime_remove_media() call or something which allows a mod to notify the engine that it will no longer be using this media again, and that the engine can stop sending it to future clients. Maybe think of a less misleading name, since it won't actually forcibly remove the media; it'll still be available on 13:31 Warr1024 clients that used it before, and it's just a promise not to make future clients need it. I'm thinking for long-running servers that are trying to maintain some uptime, ensuring runtime media doesn't accumulate could help. 13:31 sfan5 yes that's planned 13:32 Warr1024 haha, good to know y'all're staying a few steps ahead of me :-) 14:25 appguru #7188 could be merged, huh? 14:25 ShadowBot https://github.com/minetest/minetest/issues/7188 -- Do not crash if the world is read only by HybridDog 14:26 appguru #7712 also seems good 14:26 ShadowBot https://github.com/minetest/minetest/issues/7712 -- Add an item pick up callback (2) by Desour 14:36 appguru https://github.com/minetest/minetest/pull/9727#issuecomment-638889219 opinions please 14:38 sfan5 my answer is "hm" 14:38 sfan5 exposing it to CSM isn't easy since there is no permission model so that the user could say "yes this csm mod is allowed to write these images to my disk" 14:39 sfan5 the texture modifiers is probably a good idea but I wonder if there isn't a better way 15:34 sfan5 Wuzzy: now the documentation in #9486 confuses me even more 15:34 ShadowBot https://github.com/minetest/minetest/issues/9486 -- Play place_failed sound if node is occupied or attaching node fails by Wuzzy2 15:36 Wuzzy what's wrong? 15:36 sfan5 shouldn't it say "Note: This sound is still played client-side when on_place handles the action in a custom way" 15:36 sfan5 ? 15:36 Wuzzy wait 15:37 Wuzzy you mean 15:37 Wuzzy the sound plays when on_place is set? 15:37 Wuzzy uh-oh 15:37 sfan5 I don't know, does it? 15:37 sfan5 but what it says now doesn't make any sense either 15:37 sfan5 if I set on_place = function() end, how would the client know *not* to play place_failed? 15:37 Wuzzy oh wait 15:38 Wuzzy the sound is *always* played ... regardless of on_place 15:38 Wuzzy smh 15:38 Wuzzy congratulations, you managed to confuse me so much, i destroyed my own documentation ? 15:39 Wuzzy anyway, sfan5, note this PR is kind of experimental. feel free to reject and close 15:39 Wuzzy It's not the prettiest solution tbh 15:39 Wuzzy i mean, the PR works, but it's the "how" that could be rejectable 15:40 sfan5 the PR sounds generally good to me though 15:52 appguru sfan5: how do I obtain a Client object somewhere in the TextureSource code? 16:02 appguru typo in s_security: "Coudln't" 16:09 appguru I'm currently thinking I could pass the client to the texture source during initialization, but this feels hacky 16:09 appguru Is there something like "g_client" ? 16:17 sfan5 passing it during init is how it usually works 16:18 sfan5 but I'd say the texturesource isn't supposed to access the client directly, you should redesign the functionality to fit that 16:55 Krock will merge #9968 in 10 minutes 16:55 ShadowBot https://github.com/minetest/minetest/issues/9968 -- Move shared parameters sending to UnitSAO by SmallJoker 16:57 Krock PGimeno: does #9572 look good now? 16:57 ShadowBot https://github.com/minetest/minetest/issues/9572 -- Some vector functions useful for working with rotations by NetherEran 16:58 PGimeno Krock: I mentioned another issue that was not commented in the thread 16:59 PGimeno [0530 01:48:36] vector.directions_to_rotation calls very expensive functions. It's probably simpler to construct a matrix (two normalizations, one cross product), and then to convert that matrix to Euler. 17:00 PGimeno I don't like the name much. We have dir_to_facedir, dir_to_wallmounted, then directions_to_rotation? 17:01 PGimeno I'd call it dir_to_rotation; the second (upvector) parameter can be seen as an extra 17:03 Krock thnks 17:06 PGimeno I've forgot to paste this correction: sorry, two cross products 17:17 Wuzzy sfan5: is the new sentence better now, in #9486 ? 17:17 ShadowBot https://github.com/minetest/minetest/issues/9486 -- Play place_failed sound if node is occupied or attaching node fails by Wuzzy2 17:18 sfan5 yes 17:19 Wuzzy cool 17:30 sfan5 Krock: 10 minutes are over 17:31 Krock thanks 17:31 Krock pushy push 17:32 Krock that happens when you set up a sound-based timer but don't wear headphones. all hail the "missed merge time analyzer" statistics 17:34 sfan5 don't worry I missed a merge by hours a few days ago 17:35 Krock haha :3 18:07 Krock rubenwardy: #8785 is still waiting FYI 18:07 ShadowBot https://github.com/minetest/minetest/issues/8785 -- LuaItemStack: Add __tostring metamethod by pauloue 18:07 Krock trivial 18:23 Krock Wuzzy: https://github.com/minetest/minetest/pull/9486/files#diff-1305560bd8befb32862f0feeefabd02eR6927 18:23 Krock now that I understand what you actually meant there, how about this? 18:23 Krock > This sound is played regardless on whether `on_place` is defined manually. 18:24 Krock or without "manually" 18:25 Wuzzy ? 18:25 Wuzzy Is the text still not ok? 18:26 Krock I'm just asking whether that might be easier to understand 18:26 Krock just my opinion 18:27 Krock whereas it's accurate as-is, "anyway" and "still" make it feel like there was an inconsistency, but there isn't 18:28 Krock rubenwardy: please help 18:28 Krock language is complicated 18:45 sfan5 reminder https://github.com/minetest/minetest_game/milestone/5 18:50 Krock I was waiting for paramat for #2691 18:50 ShadowBot https://github.com/minetest/minetest/issues/2691 -- Add minetest.register_on_punchplayer by TeTpaAka 18:51 Krock game#2691 18:51 ShadowBot https://github.com/minetest/minetest_game/issues/2691 -- creative: Update for compatibility with minetest.creative_is_enabled by sfan5 18:51 Krock looks good 18:52 Krock > creative.is_enabled_for = minetest.is_creative_enabled 18:52 Krock this might deal bad when multiple mods override is_creative_enabled 18:53 Krock you might want to convert it to a wrapper function? 18:55 Krock or even better: use the old code. 19:09 rubenwardy "Note: This happens if the _built-in_ node placement failed. This sound will still be played If custom code in a `on_place`callback is used to place the node." 19:10 rubenwardy "If x, " in the PR felt a bit awkward 19:10 rubenwardy also, s/a on_place/the on_place/ 19:16 sfan5 Krock: you mean minetest.is_creative_enabled should be a wrapper that calls creative.is_enabled_for? 19:16 rubenwardy other way around? 19:17 Krock good question 19:17 sfan5 then what is the bad thing that would happen if mods override creative.is_enabled_for? 19:18 rubenwardy you could use metatable hacks 19:18 Krock that's not the point 19:18 rubenwardy also, any problem that can be solved by "metatable hacks" is not a good idea 19:18 Krock the two functions will go out of sync any way 19:19 Krock thus I think the behaviour of creative.is_enabled_for should be kept like it is in master 19:19 Krock and mods can switch to minetest.is_creative_enabled to support other mods 19:19 rubenwardy with meta table callbacks, you can add warnings and also set minetest.is_creative_enabled when creative.is_enabled_for is written to 19:19 rubenwardy this feels a bit convoluted 19:19 Krock so the overwritten minetest.is_creative_enabled in creative would call to the creative function internally 19:20 rubenwardy wait 19:20 * Krock waits 19:20 rubenwardy yes, that would works ok actually 19:20 sfan5 I consider overwriting one but not the other a mod bug, something that MTG shouldn't attempt to fix 19:21 Krock you'd be only overwriting minetest.is_creative_enabled 19:21 sfan5 ...I don't really get what exactly the concern is right now 19:24 Krock mainly that creative.is_enabled_for does not always call to the newest minetest.is_creative_enabled 19:25 sfan5 makes sense, it should do that 19:26 rubenwardy `*(LuaItemStack **)(lua_touserdata(L, 1))` 19:26 rubenwardy I hate this 19:27 rubenwardy well, it's not that bad I guess 19:27 sfan5 in what way? do you want it moved to a templated helper function? 19:30 rubenwardy it's a subconcious hatred, I guess the c-style cast bugs me. It works at least 19:31 rubenwardy and it's in a util function so isn't duplicated everywhere 19:31 sfan5 *reinterpret_cast(lua_touserdata(L, 1)) 19:33 rubenwardy dynamic_cast, surely? reint 19:33 sfan5 updated game#2691 19:33 ShadowBot https://github.com/minetest/minetest_game/issues/2691 -- creative: Update for compatibility with minetest.creative_is_enabled by sfan5 19:33 sfan5 you could do a dynamic_cast here but I'm not sure it's useful when the lua type system already assures the class 19:34 rubenwardy oh really 19:34 rubenwardy that's nice 19:36 sfan5 https://github.com/minetest/minetest/blob/5cc06e4748a82acb36310fee89e72f30b2b35a36/src/script/lua_api/l_nodetimer.cpp#L35-L36 19:36 sfan5 that's what these calls are for 19:51 rubenwardy #9944 has been updated accoriding to review 19:51 ShadowBot https://github.com/minetest/minetest/issues/9944 -- Add buttons to ContentDB in game bar and configure world by rubenwardy 19:53 sfan5 that extra button kinda destroys the symmetry of the button two buttons 19:53 sfan5 but it's not like there's a better option 19:55 rubenwardy the enabled check box should probably be in the sidebar, in which case you could have enable all on the left and FindMods on the right 20:00 rubenwardy redesigning that dialog is probably out of scope though 20:10 sfan5 rubenwardy: did you run plus.png through optipng 20:10 sfan5 yet? 20:10 rubenwardy oh shoot 20:13 rubenwardy done now 20:13 sfan5 huh it's still almost 3 KB? 20:13 rubenwardy Output file size = 2890 bytes (311 bytes = 9.72% decrease) 20:14 sfan5 % optipng -o7 -strip all textures/base/pack/plus.png 20:14 sfan5 Output file size = 759 bytes (2442 bytes = 76.29% decrease) 20:14 rubenwardy oh, I didn't provide any arguments 20:14 sfan5 probably color profiles or whatever taking up all the space 20:18 rubenwardy would you like to push that, or should I? 20:18 sfan5 you can 20:19 rubenwardy done 20:36 rubenwardy merging #9944 in 10 20:36 ShadowBot https://github.com/minetest/minetest/issues/9944 -- Add buttons to ContentDB in game bar and configure world by rubenwardy 21:19 rubenwardy https://forum.minetest.net/viewtopic.php?p=375061 21:19 rubenwardy !title 21:19 ShadowBot Partially out of sync client. What do? - Minetest Forums 22:13 skyliner_369 what's the preferred format for static block object thingies? obj? and any tips on exporting obj files from Blender? 22:16 rubenwardy please ask in #minetest 22:26 skyliner_369 Are there plans on pointing various world worldgen variables to a config file? Kinda like the custom world gen menu that was gone for a while in the other voxel game? 22:29 rubenwardy that already exists? 22:29 rubenwardy See world.mt 22:29 rubenwardy or map_meta.txt 22:29 rubenwardy I forget 22:29 rubenwardy it's also in minetest.conf 22:29 rubenwardy and there's a dialog in 5.3.0 22:30 skyliner_369 Well I was more saying super customization. Like changing ore spawn heights and rates. 22:34 skyliner_369 Then again I'm using the apt release. Are there any ppa urls that have the latest builds? If not, what's the recommended compiler/package builder? 22:34 rubenwardy official stable PPA: https://launchpad.net/~minetestdevs/+archive/ubuntu/stable 22:35 rubenwardy official daily PPA (5.3.0-dev): https://launchpad.net/~minetestdevs/+archive/ubuntu/daily-builds 22:37 appguru Build instructions are in the Readme. 22:38 appguru Mobile clients are currently not informing servers that they are mobile clients? 22:52 Warr1024 Is there an "official" Android build, like one I should be using if I want to repro an issue or test a mod against what would as of right now be a release candidate? 22:53 rubenwardy there's no official one 22:53 rubenwardy I've been making builds, and so has Monte 22:54 rubenwardy also, proposal: we should push the release candidate to the play store 22:54 rubenwardy the release candidate typically being done when feature freeze starts 22:54 Warr1024 I heard that there was going to be one in the play store when 5.3 was released. I've been hoping to identify a build with configuration as close to what WOULD go into the app store as possible. 22:55 Warr1024 An official RC would be awesome 22:55 rubenwardy well, my builds are here: https://github.com/rubenwardy/minetest/releases/ 22:55 rubenwardy I'm making a new one now 22:57 Warr1024 Unless I hear otherwise I'll consider your builds to be the release-candidate-est ones available then. :-) 22:58 skyliner_369 I'm dumb... kinda used to github readme or build instructions being relatively useless... but this time the prereqs are in the building instructions, and it actually worked. 22:58 skyliner_369 where's the latest minetest_game game file? 22:59 rubenwardy github.com/minetest/minetest_game 22:59 skyliner_369 got it 23:02 skyliner_369 now to figure out how to make a .desktop so I don't always have to run it via terminal