Time Nick Message 01:19 Taoki I'm once more receiving weird emails about strange stories whom I have no background and knowledge of, apparently sent to two dozen people in a dev team. Has anyone else gotten them so I can confirm it's what I think it is? 01:20 Taoki Something about a Ruslan1. Is it from the Minetest community? 01:34 ChimneySwift Taoki: likely a spam email from a salty ex community member 10:41 Derixithy I'm updating licence info of my subgame. SInce i lost halve of my progress end haven't worked on it 7 months i lost some of the info. So does anyone remember creating some cilindrical object files for me? I lost the url and would like to update the info on this. 12:47 MinetestBot 02[git] 04minetest@quidecco.de -> 03Uberi/Minetest-WorldEdit: replace deprecated function call 13f8e5755 https://git.io/fpEUq (152018-11-25T12:46:27Z) 13:06 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Fix macro warning due to incorrect define conjunction 13d83fe16 https://git.io/fpEU5 (152018-11-25T12:54:22Z) 16:41 Unarelith Is anyone working on issue #6963? Something like this could be REALLY useful. https://github.com/minetest/minetest/issues/6963 16:41 ShadowBot https://github.com/minetest/minetest/issues/6963 -- Node bound entities 16:42 rubenwardy not that I know of 16:42 rubenwardy you could ;) 16:42 Unarelith Sure, I have a lot of free time these days 16:42 Unarelith But I'm still not familiar with MT codebase 16:44 Unarelith So if someone has a bit of free time to help me find my way through MT code, could be really nice 16:46 Krock content_cao -> client active objects. the server-side counterpart is content_sao. entities and players are included there 16:46 Krock whereas for nodes you'd have to look into mapblock, server and clientenvironment 16:46 rubenwardy Krock is the entity attachment guy, grab him 16:47 Unarelith oh nice! 16:47 rubenwardy ha, well 16:47 rubenwardy he fixed some stuff lately 16:47 rubenwardy :) 16:47 Krock errks no 16:47 rubenwardy including the #1 bug on CTF 16:47 ShadowBot https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome 16:47 rubenwardy entities detaching themselves 16:47 Krock it's still horribly broken because the camera position seems to reset soemtimes 16:47 rubenwardy oh great 16:47 rubenwardy I had hope then 16:48 Krock that's why attachment selection boxes stop working outside of 200m around spawn (or similar) 16:48 rubenwardy huh 16:49 Krock speaking of children attachments, attached to the player 16:49 Krock and for some 16:49 Krock s/.*// 16:49 Unarelith Krock, I'm wondering if these node-bound entities should be cao only since they're mainly used for animation 16:50 Unarelith some people discussed about animation sync between clients 16:50 Unarelith that would be a problem if these entities are client-only 16:50 Krock you could also look into altering node specs on the fly and position-specific using metadata 16:51 Krock the server would need to keep the entities as well because new joined players won't see them otherwise 16:51 Krock and about syncing: that won't be possible. you can only try to make it precise by predicting lag and packet trip time 16:52 Krock since they would be node-bound it might break maps if you don't pay attention 16:53 Krock i.e. ensure compatibility 16:57 Unarelith for me, the main goal is to provide a way to show current node state through a client-side entity animation, I don't think animation syncing is really necessary since node metadata would be the reference here 16:59 Unarelith for example, I'm making an open barrel. this barrel can contain a block, or a block part (for example 1 sapling in the barrel = 1/12 dirt block), and it can contain water/clay/lava, etc... 17:00 Unarelith currently, it would require creating a node for each state for the barrel, for example `barrel_empty`, `barrel_dirt_0`, `barrel_dirt_1`, ... , `barrel_water_0`, `barrel_water_1`, ... 17:00 Krock or an empty barrel plus an entity which is then stretched and assigned to the right item 17:01 Krock "wielditem" entity types would replicate nodes pretty much as how you need them 17:01 Krock kinda what item frames do 17:01 Unarelith Krock, can you defined drawtype = "leveled" on an entity? didn't find anything in the docs/repo 17:04 Krock no, but you won't need that one if you can replicate it with "wielditem" 17:05 Krock although the texture might look cramped when you only change the Y scale property 17:06 Unarelith that's not an issue for me since only the top face is shown in my barrel 17:12 Unarelith Krock, with the current engine, is it possible to change dynamically entity size? or do I need to create an entity per state? (1/12 dirt, 2/12 dirt, etc..) 17:15 rubenwardy looks like you can with visual_size 17:15 rubenwardy but X and Z must be the same scale 17:15 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5485 17:19 Unarelith I'm aware of `visual_size`, my question was "how to change its value dynamically" 17:22 Unarelith I know I can do something like `minetest.registered_entities[name].initial_properties.visual_size.y = value` 17:22 Unarelith But this will change all the entities 17:26 thetoolman hey there, i am running the game in place and the subgame mods are blue and cant be enabled in the world configuration interface. any clue why this is? 17:26 thetoolman grey being disabled and blue being enabled 17:26 thetoolman sorry, green being enabled 17:27 thetoolman would really like to have some stairs and tnt 17:28 thetoolman v5dev 17:31 Krock Unarelith: 17:31 Krock local objects = minetest.get_objects_inside_radius(pos, radius) 17:31 Krock if #objects == 1 then bingo end 17:32 Krock then possibly objects:get_luaentity().visual_size 17:33 Unarelith ok thanks I'll try that 17:33 Krock here's how you could change the texture on the fly: https://github.com/SmallJoker/stapled_bread/blob/master/init.lua#L39-L47 17:33 Krock and rotate it 17:33 Krock s/texture/target node/ 17:34 Krock otherwise we might need to introduce the y param for visual size too 17:34 Krock *z 17:36 Unarelith Krock, is it normal that a basic wielditem entity is bigger than a node by default? 17:37 Krock yes, use scale 0.666 or similar 17:38 Krock after it's matching an entire node you can calculate the wanted size linearly 17:39 Unarelith ok, but why? it's weird or there's something I don't understand 17:41 Unarelith scale = 1 should be the default node size 17:42 Krock I know. legacy reasons, possibly 17:43 Unarelith it's something that could change starting from 5.0.0 then 17:44 Unarelith rubenwardy, do you know if this is in an issue/PR somewhere? 17:45 Krock 5.0.0 isn't meant to break mods 17:46 Unarelith I know, but 5.0.0 is meant to be less backward compatible 17:47 Unarelith why keep something absolutely weird and unconvenient 17:47 Krock it's just a number 17:47 Krock not like that it would make things impossible 17:48 Unarelith that's my point, it's just a number, it wouldn't be too hard for mod devs to change it for 5.0.0, but it would makes the engine more consistent, so I don't see a valid reason to keep this 17:49 rubenwardy citation needed for the 0.66 thing 17:50 Unarelith rubenwardy, to make a wielditem entity sized like a regular node, you currently have to use `visual_size={x=0.666, y=0.666}`, it's weird and unconvenient 17:50 rubenwardy have you actually tried this? 17:50 Unarelith yes, and 0.666 seems to be exactly the regular node size 17:51 rubenwardy reading the code, visual_size is a direct multiplier for it 17:51 rubenwardy so what's happening is that the wielditem is drawn at a different size to begin with 17:52 rubenwardy so to change the 0.666 thing, you'll also have to change wield item and inventory mesh things 17:53 rubenwardy well, you could just add it as a multiple to visual size 17:54 Unarelith yes, but I don't really know where to look for these things in MT code 17:54 rubenwardy that's a generic you, not a specific you 17:54 rubenwardy English is strange 17:55 rubenwardy also 17:55 rubenwardy !c 1/0.666666 17:55 MinetestBot 1.5000015000015001 17:55 LMD rubenwardy could you please look into your email ? 17:56 rubenwardy is this the email I replied to yesterday? 17:56 LMD I did not receive any reply. Did your reset the password ? 17:56 rubenwardy yes 17:56 LMD Ok, thanks ! Problem solved ! 17:56 LMD !next 17:56 MinetestBot Another satisfied customer. Next! 17:57 rubenwardy check your spam? 17:57 LMD Well how did your message make it into spam ? 17:57 LMD Also, IDK how I can check my spam using Thunderbird :/ 18:02 Krock -> Spam directory on the left side 18:32 Giorge Hmm 18:36 Krock HMMM INTENSIFIES 18:37 Giorge Never actually been here succesfully. Most of the time i get thrown to overpopulated channels 18:37 Giorge This channels always pretty crouded 18:41 Krock crowded but idling a lot 18:41 Giorge Good...i guess 18:41 VanessaE yeah, lot of fuel being wasted 18:41 VanessaE all this idling 18:42 Giorge Oh whoa, never expected active developers 18:42 * VanessaE hides behind Krock 18:43 Giorge Lol im not here to bomb with questions 18:54 Giorge E 18:59 Krock F 19:00 _Gi E wws an accident 19:02 _Gi But since im here ill ask a question 19:03 _Gi As a typical minetester i tried downloading MT in my phone. But since the last update it kerps crushing when i try opening. I deleted it and redowloaded it many times but still 19:08 rubenwardy could be related to it being built incorrectly 19:09 _Gi You think? 19:09 _Gi Any tips? 19:10 Giorge Or just wait till next update 19:10 Krock 5.0-dev build and enjoy the features 19:11 Giorge On my computer i still have the 0.4.17.1 build 19:12 rubenwardy there's this build by stujones: https://www.dropbox.com/s/uyuvn5bqz9itj6t/Minetest-debug.apk?dl=0 19:12 rubenwardy not it's not network compatible 19:13 Giorge Oh alright ill save the link 19:13 rubenwardy if you need to play multiplayer, then try nerzhuls attempt (bless) at building correctly: https://github.com/minetest/minetest/releases/download/0.4.17.1/Minetest-0.4.17.1-3.apk 19:14 Giorge You are a big help. Thx, ill try this 19:14 rubenwardy I'd try the first link first, if you don't need multiplayer 19:15 rubenwardy it has a lot of improvements 19:15 Giorge I actually want the multiplayer just to visit no IRC-ed servers 19:15 Giorge Not* 19:17 Giorge Im off 19:17 Giorge Thx for everything 19:17 rubenwardy yw 20:20 Unarelith minetest code standard has a 80-ish column limit? 20:23 VanessaE ish. 20:23 VanessaE lines can exceed 80 chars if there's a really good reason to do so. 20:25 Unarelith 80 is so bad for readability. my school used 80 chars for their C standard, this were alright, but with C++ it's another story 20:26 Unarelith the number 80 is historical, but I think 120 is more adapted to modern C++ code 20:28 Unarelith VanessaE, I'm crying when I see things like this: https://github.com/minetest/minetest/blob/master/src/content_sao.h#L101-L165 20:29 Unarelith minetest global code structure has so many issues 20:31 Unarelith but giving the actual state of the project, even if I fix things, I don't think it could be merged easily because it would invalidate all previous PRs 20:33 scr267 !mod dive helmet 20:33 MinetestBot scr267: Could not find anything. 20:33 scr267 !mod dive 20:33 MinetestBot scr267: Unbreakable screwdriver [screwdiver] by indriApollo - https://forum.minetest.net/viewtopic.php?t=10535 20:33 scr267 !mod scuba 20:33 MinetestBot scr267: Breath underwater like scuba diving [underwater] by fergoy - https://forum.minetest.net/viewtopic.php?t=18378 20:33 Unarelith scr267, you can also search here: https://content.minetest.net/ 20:34 scr267 Unarelith, ah thank you! :) 20:41 rubenwardy 80 is pretty standard 20:41 Unarelith 80 is *historical 20:41 Unarelith that's why it becames standard 20:41 VanessaE there's no reason for it to be standard. 20:46 scr267 Anyone know a good scuba diving mod? or underwater breating mod? 20:46 scr267 breathing 20:55 Gundul hazmat from armour mod 21:05 scr267 Gundul: thank you 21:20 Unarelith Just opened #7899 for architectural improvement 21:20 ShadowBot https://github.com/minetest/minetest/issues/7899 -- Architectural improvement needed 23:02 xrogaan Unarelith: what's the difference between one file with too many classes and a folder with too many files? 23:03 Unarelith xrogaan, both are bad practices