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IRC log for #minetest, 2017-09-16

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All times shown according to UTC.

Time Nick Message
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01:14 jas_ where'd he go
01:14 jas_ !tell Fixer github.com/facedeer/minetest-caverealms
01:14 MinetestBot jas_: yeah, sure, whatever
01:15 jas_ ^that bug was fixed
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03:34 redblade7 i did a /clearobjects instead of a //clearobjects, 30 minutes later i'm still waiting to clean the griefer's missing pedestals
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04:19 MinetestBot [git] paramat -> minetest/minetest: Generate biomes: Recalculate biome at biome lower limit a1389c3 https://git.io/v55iO (2017-09-16T04:14:04Z)
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04:32 paramat ~tell deltasquared "a wish list thing in the engine would be to move the player's base camera position relative to their model" i'm about to work on that, 'eye offset' will become a settable player object property instead of hardcoded
04:32 ShadowBot paramat: O.K.
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04:46 thePalindrome Would I still be correct in assuming that biomes "don't exist" after mapgen?
04:50 thePalindrome Heh, not sure if I should just examine nearby nodes to determine the player's current biome, or if I should start mucking in the engine again XD
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09:43 MinetestBot Fixer: Sep-16 01:14 UTC <jas_> github.com/facedeer/minetest-caverealms
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10:03 hisforever Hi , I'd like to know o there is a mod for Colored Glass block? Like Lpanes.
10:08 Raven262 This? https://forum.minetest.net/viewtopic.php?id=4904
10:10 hisforever thanks Eaven
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10:47 deltasquared oh cool, map saves are smaller than I expected... though it's not like I explored much on it.
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14:12 Megaf !server Megaf
14:12 MinetestBot Megaf: Megaf Server v4.0 | mt.megaf.info:30003 | Clients: 0/20, 0/2 | Version: 0.4.14-Megaf / MegafXploreNext | Ping: 7ms
14:12 Megaf still alive :S
14:42 jas_ !tell hisforever more colored glass/panes here, if you want: https://gist.github.com/jastevenson303/22b0db01aa4d00c018cfe77b0a54be14
14:42 MinetestBot jas_: yeah, yeah
14:42 jas_ lol
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16:42 MinetestBot [git] DTA7 -> minetest/minetest: Correct tooltip_append_itemstring terminology (#6421) 45e9f80 https://git.io/v5dsu (2017-09-16T16:42:17Z)
16:42 MinetestBot [git] hashcacher -> minetest/minetest: Fix addModsFormConfig typo (#6420) 45a7dd1 https://git.io/v5dsz (2017-09-16T16:40:19Z)
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17:15 deltasquared is there a way to dynamically set the groups of a tool item at runtime?
17:15 deltasquared it would not have to be saved, just kept in memory - maybe it could be set from metadata or something when the item stack is created.
17:15 deltasquared the context for this is... hold on, looking it up
17:16 deltasquared http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1287648-tinkers-construct (ad warning, because the other block game)
17:17 deltasquared the point is that tools could potentially be arbitarily constructed from so many components that trying to register them all would be waaaay too impractical
17:19 deltasquared hence, I'm wondering if when either a tool "comes into existence", either when an inventory is opened or the item is created, that the particular instance of the item could have groups overrides assigned to it
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17:35 sfan5 deltasquared, nope not possible
17:37 deltasquared sfan5: so there's nothing in the engine to tag individual item stacks with per-instance group data instead of looking it up from the item def
17:37 deltasquared hmm.
17:38 sfan5 nope there isn't
17:39 sfan5 this would be a very good features so it has been requested repeatedly in several variations
17:40 thePalindrome That and the MetaNodeDef functions are pretty much what I'm really waiting for
17:41 deltasquared sfan5: I don't really know how to phrase this succintly, so got any feature request links
17:42 thePalindrome That'd be the minetest github ;)
17:42 deltasquared thePalindrome: yeah but searching can be a bitch and I don't know the right words to find related requests
17:42 thePalindrome You can search for the Feature Request label
17:43 thePalindrome https://github.com/minetest/minetest/issues?q=is%3Aissue+is%3Aopen+label%3A%22Feature+request%22
17:43 sfan5 meta set_nodedef is a variation of this
17:43 sfan5 tho it's for nodes not items
17:45 deltasquared as far as I could think, the easiest way to implement this would be to alter the structure which represents a given unique item stack in the core engine - have it have extra fields to handle the group data, populate these fields from the item def unless such a hook was used, and change code which looks up groups to do so directly from the item stack's unique group data
17:45 deltasquared so something like a struct tool_groups in the item stack instance itself
17:46 deltasquared I'm reluctant to go diving into the C++ of the core engine right now... university is due to start again in a week's time, so I'd rather not get caught up in such a thing.
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17:47 thePalindrome Yeah, even adding on_secondary_use took a bit of digging, and tbh that was rather simple
17:47 deltasquared sfan5: that said, if I knew I had time to spare I would certainly look into implementing this myself - there are sure to be caveats but it seems relatively simple to implement the extra data. it's just all the call sites using the existing item groups mechanism
17:48 deltasquared thePalindrome: refactoring is almost certainly going to be required. I would probably do so by implementing helpers of sorts, something like "get the groups for this item stack", and changing callers to use that while preserving the existing semantics
17:49 deltasquared hopefully, something inlineable so it doesn't hurt perf too bad.
17:49 deltasquared and there will likely be *so many callers*... ugh, that will be a fun changeset
17:50 deltasquared needless to say, that's a project for when I have more spare time available.
17:50 thePalindrome I do know that adding the set metanodedef will cause a lot more memory usage, unless you had CoW on them
17:50 thePalindrome CoW is magic, trust me ;)
17:51 habeangur mooo
17:52 Fixer jas_: i've created an issue here about caverealms plants in air, post additional details if you have https://github.com/HeroOfTheWinds/minetest-caverealms/issues/14
17:52 deltasquared I wanted to make a joke about turning you into beef then but that's a tad dark :P
17:52 jas_ he already fixed it?
17:52 deltasquared thePalindrome: about this metanodedef thing... got anything discussing it more?
17:52 jas_ Fixer: https://forum.minetest.net/viewtopic.php?p=293386#p293386
17:53 rubenwardy https://github.com/minetest/minetest/issues/36
17:53 rubenwardy deltasquared ^
17:53 Fixer jas_: i don't see any fixes here https://github.com/HeroOfTheWinds/minetest-caverealms/commits/master
17:53 jas_ actually, i did find some new caverealms, and their decorations were correctly on the ground.
17:53 rubenwardy oh, deltasquared, there's a PR: https://github.com/minetest/minetest/pull/5612
17:53 Fixer jas_: you are using a fork, this report is for original
17:53 rubenwardy !title
17:53 MinetestBot rubenwardy: Allow overriding tool capabilities through itemstack metadata by raymoo · Pull Request #5612 · minetest/minetest · GitHub
17:53 jas_ the original does v7?
17:53 Fixer jas_: no idea
17:53 jas_ no i think not
17:54 thePalindrome https://github.com/minetest/minetest/pull/5919
17:54 Fixer hmmhm
17:55 deltasquared rubenwardy: ooh this does look interesting
17:56 Fixer jas_: i need to check this
17:56 deltasquared "until a core dev shows interest" ok, guess we'll have to wait. dev time is valuable etc.
17:57 deltasquared I shall certainly keep an eye on it though.
17:58 Fixer jas_: it does work in v7
18:02 Fixer jas_: it should work on any mapgen it seems
18:03 Fixer jas_: also, i'm checking it right now on v7 and plants seem fine
18:03 deltasquared ooh eck, partition resizing. wish me luck
18:04 Fixer do backup first
18:21 numzero anyone wanna test #6412?
18:22 numzero !title
18:22 MinetestBot numzero: [WIP] Meta-set nodedef: Part 4 by Thomas--S · Pull Request #5919 · minetest/minetest · GitHub
18:22 numzero er...
18:22 numzero #6412 Load textures from the subfolders in texturepacks
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18:23 thePalindrome iirc MinetestBot needs the full url for that to work
18:23 jordan4ibanez Is there documentation for client side modding?
18:23 thePalindrome https://github.com/minetest/minetest/blob/master/doc/client_lua_api.md
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18:28 rubenwardy jordan4ibanez, client_lua_api.txt
18:28 rubenwardy oh
18:28 rubenwardy too slow
18:28 rubenwardy by 5 minutes
18:28 rubenwardy :/
18:29 jordan4ibanez Hmm, I could make some crazy mods with this!
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18:39 jordan4ibanez It seems that minetest.settings("test.conf") or Settings("test.conf") does not work?
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18:42 Krock jordan4ibanez, specify the absolute path
18:42 Krock i.e. use get_modpath
18:43 Krock Settings(blabla) works
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19:02 jordan4ibanez Thanks
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19:10 jordan4ibanez Is it not yet possible to load textures?
19:20 sfan5 not possible indeed
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20:41 jordan4ibanez Also also, can I put text on the gui without having to open a formspec?
20:41 MinetestBot [git] tenplus1 -> minetest/minetest: Fix Rotate Node Placement (#6424) 5b6d448 https://git.io/v5d08 (2017-09-16T20:39:38Z)
20:43 Krock uhmm.. hud elements, for example?
20:45 jordan4ibanez Yeah, say I wanted it to say "Hi" on the top right corner all the time
20:45 Krock then are hud elements what you're looking for
20:46 Krock because chat messages can't be fixed/sticked
20:46 Krock and formspecs block your movement keys
20:49 jordan4ibanez Damn
20:50 jordan4ibanez Well I'll figure it out eventually
20:50 jordan4ibanez Can it be done client side?
20:53 Krock yes, but that'll require a recent in-development client
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20:54 sfan5 he left
20:55 Krock there are logs for some reason
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20:57 sfan5 i guess
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21:30 Errante Hello guys. I would like to keep players informed about their balances. But Im in doubt between HUD and, maybe, modifying inventory formspec?
21:33 Krock CLI. Add chat commands.
21:37 Errante truth
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21:43 Errante somehow players are being granted all privs after rebooting the server
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21:49 Errante Its only granted for the first player who logs after reboot
21:50 paramat thePalindrome you can only access the biomemap in an 'on generated' function running immediately after mapchunk generation, but i will be adding a 'get biome at pos' soon that can be used anytime
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21:52 Niebieski Hello, I'm experiencing 'unsmooth' rendering while moving in MT. After I updated Mesa, I'm on Archlinux.
21:52 thePalindrome paramat: as soon as that's done, I can finish my ambience mod, since most of the tracks are meant to be used with biomes
21:53 paramat ok i'll plan to do it soon then, many need it
21:53 thePalindrome My friend's been bugging me to finish it, he's super proud of the tracks he wrote
21:57 sfan5 Niebieski, press f5 twice and look at the graphs
21:57 sfan5 any irregularities?
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22:01 Niebieski I don't know but it's working fine now.
22:01 Niebieski but it wasn't an FPS issue.
22:01 sfan5 good i guess
22:02 sfan5 jittery fps?
22:02 Niebieski Yes.
22:02 Niebieski Specially while moving.
22:06 Niebieski Someone is spying on me? xD
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