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IRC log for #minetest-hub, 2020-09-02

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All times shown according to UTC.

Time Nick Message
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15:04 Krock what
15:13 Jordach tahw
15:14 Krock ‫what
15:14 Jordach ah dear
15:15 Jordach Krock, i did the impossible in #10360
15:15 ShadowBot https://github.com/minetest/minetest/issues/10360 -- Fix/Add First Person Attachments by Jordach
15:15 Krock pretty sure it's impossible without creating more bugs
15:15 Jordach suprisingly no
15:16 Jordach i found an obscure irrlicht rendering mode that can cull specific models as each CAO is given their own material
15:17 Krock please do me a favour and use getSceneNode() to avoid this if/else mess
15:19 Jordach i mean if there was a way to identify what is the actual object i'd use that
15:20 Jordach is it a sprite? a cube?
15:20 Krock why do you need that? ISceneNode defines this function, so if you downcast whatever mesh you have, it'll do the same thing
15:20 Jordach oo
15:21 Krock > bun2 20.04 set up since two weeks
15:21 Krock > yet no worldedit clone. SHAME
15:23 Krock nvm, there is "Minetest-WorldEdit"
15:23 Jordach so getSceneNode()->setMaterialFlag(args)
15:23 Krock no
15:23 Jordach oof
15:23 Krock ISceneNode *node = getSceneNode();
15:23 Krock then do these calls
15:23 Krock so that you can check against nullptr
15:23 Jordach if(x){} // do
15:23 Jordach that's how it works against the members
15:24 Krock if (!x) return
15:32 Jordach jeez minetest isn't *that* hard to work on
15:34 twoelk joined #minetest-hub
15:38 Jordach Krock, same build, two clients in multiplayer https://i.imgur.com/DopawEZ.png
15:39 Krock left one seems to be a bit offset
15:39 Jordach set_bone_rotation even works on attached entities
15:40 Jordach if i shunt the eye position forwards using set_eye_offset i could probably hide it
15:41 Krock does it also work when attached to a boat or cart?
15:41 Krock also after detaching from it?
15:41 Jordach didn't test that but seeing as it's only change to attachments is visibility in first person
15:41 Krock it's a can of worms
15:42 Jordach i don't actually have MTG installed these days
15:43 Jordach get_attach now returns a 5th item the boolean for first person mode
15:45 Jordach i might have left an unintentional "bug" because attaching the player with the force flag will show the player's mesh in first personm
15:47 aerozoic joined #minetest-hub
15:49 Krock that's definitely a bug
15:50 Jordach because when the messages for CAO are read it'll get reset on detach
15:52 Jordach or at least that's the theory
15:53 Jordach attaching the player in first person doesn't break it
15:53 Jordach https://i.imgur.com/kDdnjbX.png
15:53 Jordach works even in third https://i.imgur.com/nWGpiCY.png
15:53 Jordach using player:set_attach(entity, "", vector.new(), vector.new())
15:54 Jordach setting force first person visible as true for players doesn't actually make their mesh visible in first person
15:55 Jordach Krock, attachments are working as intended
15:57 Jordach even changing camera view modes doesn't break this behaviour
15:59 * twoelk imagines steering wheel movements in vehicles according to direction change
16:03 Jordach and they can be specifically for first person, but will also appear as normal attached entities on other clients :D
16:04 Jordach since now that attachments update their proper local position after armatures
16:04 Jordach you could do proper visible armour
16:04 Jordach or annoy clients by attaching a non culled cube onto their heads so they can't see :^)
16:11 MTDiscord <t​woelk> ooh like getting a sack over the head when kidnaped
16:14 MTDiscord <W​arr1024> that actually sounds like a nice alternative to using a black-out HUD, which can normally be disabled by the client.
16:24 MTDiscord <J​ordach> There’s tons of uses for “camera” attached entities
16:27 MTDiscord <t​woelk> hm, helmets with restricted view or sunglasses that work as in real life - sort off - ooooh howabout xray glasses to view the animation bones 😛
17:41 fluxflux joined #minetest-hub
17:49 Krock ( ͡° ͜ʖ ͡°)  5.2.0 stable was 420 commits ago
17:55 MTDiscord <J​ordach> Glad to know this useless bot renders the Lenny fine
18:11 celeron55 here's a poem:
18:11 celeron55 %28%20
18:12 celeron55 %u0361%B0%20
18:12 celeron55 %u035C%u0296%20
18:12 celeron55 %u0361%B0%29
18:21 Krock very cool escapes
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19:17 celeron55 i might call myself a bit of an escapist
20:28 shivajiva if I register an entity and add it to a world and then move far enough away for it to unload, will it's on_step function continue when I get within range?
20:29 Jordach on_step will resume as normal
20:29 shivajiva and if the server crashes?
20:30 shivajiva can it get orphaned but still appear in the world
20:33 shivajiva say I give it an owner and a uid in the staticdata and have the on_step check the owner has the uid in a global table, would that stop working?
20:34 Jordach it'll always be in world until cleared by /clearobjects
20:36 shivajiva but if it tracks a value in a global to know if it should remove itself in the on_step, is that possible?
20:36 Jordach if x == nil then self.object:remove()
20:37 shivajiva so why would that stop working after a crash or unload
20:37 Jordach in the game you've seen screenshots of entities are entirely cosmetic and self destruct on load
20:37 MTDiscord <L​one_Wolf> Lua vars aren't persistent across sessions
20:39 Jordach this
20:39 shivajiva it's reading a global that exists when it reloads but the data has changed so the on_step check should always remove the entity
20:39 shivajiva it doesn't though
20:41 MTDiscord <G​reenXenith> if your goal is to remove an entity after the first reload, load it with staticdata the first time and check for static data in on_activate to remove itself if missing
20:42 shivajiva the goal is to have the entity remove itself when the match table  uid it belongs to doesn't match the value passed in staticdata on creation
20:45 shivajiva https://github.com/shivajiva101/eggwars/blob/master/shop.lua#L179
20:48 shivajiva wish I knew what was wrong with that implementation
20:51 shivajiva the uid is utc at match creation so it's never the same match to match
21:00 shivajiva guess I'll have to add some logging to find out what's going on
21:10 shivajiva found it here https://github.com/shivajiva101/eggwars/blob/master/shop.lua#L208
21:10 shivajiva bad expression of the logic I want to test
21:11 shivajiva should be this 'if match.uid ~= self.uid then'
21:16 shivajiva wish I could say that's the first time I found myself writing bad logic *sighs and shrugs*
21:17 shivajiva appreciate the responses anyway :)
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