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IRC log for #minetest, 2019-03-19

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Time Nick Message
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00:22 makayabou Something else I don't understand.. protection. We don't have a kind of minetest.protect(pos,owner) in API, do we ? I looked at the code of Areas mod and Node_ownership but I couldn't find something similar..
00:23 rubenwardy makayabou: minetest.is_protected()
00:23 rubenwardy the areas mod utilises that
00:27 makayabou I saw that in lua_api.txt but I can't understand the example with the calling of the function by itself.. and I think I understand minetest.is_protected() is like a question and I don't get how I set on the node that it will return true when calling minetest.is_protected() on it
00:28 rubenwardy makayabou: you'd need to override that method to implement your own protection system
00:28 rubenwardy the method is a hook which allows mods to implement protection
00:29 makayabou I think I start to understand ... i'll try some things
00:33 makayabou And do I have to register a minetest.register_on_punchnode? or is it included in is_protected?
00:34 rubenwardy it's included
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00:47 makayabou Is mymod:position_protected_from(pos, name) the same than mymod.position_protected_from(pos, name) ?
00:47 rubenwardy no
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00:48 rubenwardy never, ever, use : on a mod variable like that
00:48 rubenwardy it's very bad practice
00:48 rubenwardy : is syntactic sugar which mans pass table as self
00:48 VanessaE plus it may open up wormholes, burn down bridges, and hurt innocent little kittens
00:49 rubenwardy so   mymod:func(pos)   is the same as    mymod.func(mymod, pos)
00:49 rubenwardy exactly the same
00:49 rubenwardy and   function mymod:func(pos) end    is exactly the same as   function mymod.func(self, pos) end
00:50 rubenwardy exactly the same :P)
00:50 rubenwardy : should only be used when the table represents some object, as in Object Oriented Programming
00:50 rubenwardy for example:     stack:get_count()
00:50 rubenwardy because there's more than one Item Stack in the world
00:51 makayabou yes , but stack is not the same as mymod ?
00:52 makayabou or are you not refering mymod as mymodname?
00:53 rubenwardy stack is an item stack
00:53 rubenwardy it's an example of a good use of :
00:53 rubenwardy local stack = ItemStack("default:stone 99")
00:53 rubenwardy stack:get_count()    -- 99
00:53 makayabou yes that is ok for me
00:54 rubenwardy I'm saying that you should use . instead of : when it's a global mod table
00:54 rubenwardy for example:    minetest.register_node()          bucket.register_bucket()
00:55 makayabou ah ok! mymod:position_protected_from(pos, name) was the example on lua_api.txt
00:56 p_gimeno colon and dot have each its own meaning, you need to distinguish where to use each
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00:56 makayabou I thought i did but sometimes i doubt.. )
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00:57 p_gimeno and yeah, that example is misleading, it's unusual to use colon in that case
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00:57 rubenwardy yay, matrix!
00:59 p_gimeno colon syntax is designed for invoking methods of a class instance
00:59 rubenwardy exactly
00:59 rubenwardy a class instance is also known as an object
00:59 rubenwardy which is confusing as minetest has something else called an object
00:59 rubenwardy !book object
00:59 MinetestBot rubenwardy: Objects, Players, and Entities - https://rubenwardy.com/minetest_modding_book//en/map/objects.html
01:01 makayabou mon livre de chevet
01:02 makayabou I thank you a lot for the book it's very useful
01:02 rubenwardy yw
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01:31 air why did the player get shorter in 5.0?
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01:31 rubenwardy air: you need to update Minetest Game
01:31 rubenwardy or any games you use
01:31 rubenwardy and 3d_armor
01:32 air ok
01:32 air thanks
01:32 rubenwardy if you're refering to the player being half in the ground, that is
01:33 air first person view is lower to ground - http://mt.qzx.com/bug-4-5-height.png
01:33 air see crosshair position on the block
01:35 rubenwardy yeah, you'll be in the groung
01:35 rubenwardy wait, maybe not
01:35 rubenwardy try f7
01:36 air feet arent in ground in third person
01:37 air and that test world is using 5.0 game and doesnt have 3d armor
01:37 air problem also exists on xanadu server which probably has 3d armor
01:38 rubenwardy well, the cursor may have just moved slightly
01:39 air the cursor didnt move, the camera is closer to the ground
01:40 air center of view was 1.5 blocks and is now 1.333 blocks above ground
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02:15 paramat yes the minetest game character model is slightly shorter now
02:15 paramat because the pixels of the body and limbs used to be stretched vertically, now they're not
02:16 paramat so the player model is proportioned exactly like a MC player now
02:17 p_gimeno um but why does that affect the camera position?
02:17 paramat because the camera has been lowered to be at centre of head
02:18 paramat https://github.com/minetest/minetest_game/blob/eaf6eac723038e7d74d3640a00cc560ccc4c669f/mods/player_api/init.lua#L18
02:18 paramat eye height is actually 1.47 nodes now
02:19 paramat total height 1.7 nodes
02:21 p_gimeno (btw, forget about animated chests until #7930 is implemented)
02:21 ShadowBot https://github.com/minetest/minetest/issues/7930 -- Support for Mesh Animations in Mesh Nodes
02:21 air are your eyes 9" below the top of your head?
02:21 air mine are half that
02:23 air minecraft eye height is 1.62
02:23 paramat yes if your head is 18 inches tall
02:24 paramat eye height is at player model head centre, i coded that myself
02:24 air it isn't correct and I feel like I'm crawling now
02:25 paramat it is correct
02:25 paramat you're just used to how it was
02:26 air anyone who plays minecraft will be used to how it was
02:26 paramat easily changed in code if you don't like it
02:26 paramat MC is irrelevant here
02:27 air how many years did minetest use the previous height, is that time period irrelevant too?
02:28 paramat no, but things change for the better. don't worry you'll get used to it
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02:31 rubenwardy paramat: 1.47 is less than 5 feet tall
02:32 rubenwardy whereas 1.63 is just less than 5 and a half
02:32 rubenwardy well, depends on how big the forehead is 8)
02:33 air abnormally huge
02:33 paramat yeah the model has a big head
02:33 paramat well, you're assuming a node is 1 meter ...
02:33 rubenwardy Users won't be manually measuring height
02:33 rubenwardy that's typically how it's defined
02:34 paramat not so actually
02:34 AceNovo "Camera is at the center of the head" == "Player is seeing things out the avatar's nose" Hahaha
02:34 air math doesnt care what you assign node height to, it works out the same
02:34 paramat eyes are roughly central in a head actually, and for player textures is the average eye position
02:35 AceNovo I don't care. I just want an Android build without updating my Android dev environment
02:36 erstazi Is 0.4.17-1 protocol version 27?
02:36 AceNovo Any love? Last I see is from January and that didn't have a link to the APK
02:36 paramat with the new player model height, equating it to average human height, a node is now much closer to being 1m, before it wasn't by that method
02:37 paramat i don't understand android builds sorry
02:37 rubenwardy assuming the player is of an average height, then a node is a meter
02:37 rubenwardy or slightly bigger than a meter
02:38 rubenwardy wait, average male height
02:38 rubenwardy if it's the average male height, then a node is still roughly the same as a meter, but not slightly bigger
02:38 rubenwardy I measure the player at 1.68 nodes
02:39 rubenwardy wait, you said it was 1.77m tall anyway
02:39 rubenwardy oops
02:39 rubenwardy 1.7 nodes
02:40 rubenwardy from a quick google, the average eye height is 12cm lower
02:40 rubenwardy which means eye height should be 1.58
02:41 paramat node = 1m was a common MT misconception, being common didn't make it true. if average human height = MTG player model height is the only way to judge it (which seems the case) nodes used to be much less than 1m
02:41 paramat well, big head
02:41 paramat =)
02:41 AceNovo After searching 2 days... https://forum.minetest.net/viewtopic.php?f=18&t=22278&start=100#p346318
02:42 rubenwardy AceNovo:  https://github.com/minetest/minetest/releases
02:43 paramat the eyes need to be at the average player skin eye position, otherwise when you stand face to face with another player, it feels like you're looking out of your forehead =D
02:43 rubenwardy true
02:43 rubenwardy also, it means that you can tell if a player can see you
02:43 rubenwardy well, maybe not
02:44 rubenwardy (was going to say by seeing their eyes, but that's not true)
02:44 rubenwardy (we're not just eyes)
02:46 * paramat is just eyes =
02:46 AceNovo OK, thanks everyone. Annoy you again soon
02:48 paramat i type by bouncing my eyeballs on the keys
02:49 rubenwardy lol
02:51 AceNovo Which may be why you don't remember posting to the forum yesterday that 5.0 had been pushed to Google Play Store :D
02:57 benrob0329 I see no reason why a node shouldn't be a meter
02:58 benrob0329 Its worked out to be about that for years, and it makes scaling easy
02:58 benrob0329 (Unless you want to make it a yard, but even us Americans would groan at that)
02:59 benrob0329 Also, your eyes are about in the middle of your head, just not the middle of your face :-)
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03:00 p_gimeno it's a question of definition; if the player is a bit out of proportions it should not matter, the average person is >2m in SL and yet measurements are all in m
03:03 paramat it hasn't necessarily worked out to be 1m, it wasn't if you determined it by equating MTG player model height to average human height. i depends how you determine it
03:03 paramat *it
03:04 rubenwardy p_gimeno: SL?
03:04 p_gimeno Second Life
03:06 GreenDimond are elements drawn outside the form size still sent to the client?
03:09 rubenwardy yes
03:09 rubenwardy formspecs are entirely client-side
03:09 rubenwardy they're sent as-is, with no parsing on the server
03:09 GreenDimond Wonderful
03:10 GreenDimond This is very good
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12:42 clavi Fixer: according to this, carpathian is still unstable
12:42 clavi https://forum.minetest.net/viewtopic.php?f=18&t=19132
12:43 p_gimeno clavi: look at the last post
12:43 p_gimeno eep
12:43 p_gimeno I think that was an oversight
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13:02 clavi so it's actually stable?
13:03 p_gimeno better wait for paramat to give a definitive answer
13:04 p_gimeno it's stable in the sense of supported, but I'm not sure it's stable in the sense of not going to change
13:04 clavi yes I mean the latter thing
13:04 clavi I wonder when valleys will be stable as in not changing anymore, I really like it
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13:12 clavi can I change the distance after which transparent textures are rendered in lower quality? https://i.imgur.com/CWFHDu7.jpg
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13:22 ANAND clavi: AFAIK, Minetest does not support LOD
13:22 ANAND i.e. The nodes in the distance are rendered at the same quality as the nodes in proximity, transparent or not.
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14:08 Y joined #minetest
14:08 Y Hi
14:08 Y Anyone here?
14:08 sfan5 there's about 166 people "here", though most are not present
14:09 Guest76938 Oh ok
14:21 clavi ANAND: why does it render them differently then?
14:21 clavi it's pretty obvious in the spot I marked
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14:34 ANAND Probably because it's too small for our eyes to perceive all the tiny details?
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14:42 rubenwardy clavi: looks like you have mipmap enabled
14:44 clavi can I disable mipmap but enable anisotropic filter?
14:44 clavi the settings menu only offers anisotropic in combination with mipmap
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15:42 benrob0329 clavi: check under all settings
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17:02 clavi you can enable anisotropic filtering alone in settings, but it has no effect
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17:07 sofar Clavi: yeah, looks like it. Make a GitHub issue?
17:09 Calinou clavi: anisotropic filtering without mipmaps doesn't make sense to me
17:09 Calinou anisotropic filtering without bilinear/trilinear filtering makes sense though
17:10 Calinou https://en.wikipedia.org/wiki/Anisotropic_filtering
17:11 sofar I never enable filtering
17:12 sofar I do have mipmaps enabled
17:12 sofar Still AA settings do nothing
17:13 clavi I've noticed the same, seems like AA is fixed at 4x, no matter the setting
17:14 sofar I don't see any AA effect
17:14 sofar Still hard zig zags everywhere
17:16 clavi I can change AA settings in other games so I doubt it's the driver (amdgpu on Linux)
17:16 clavi or rather I'm sure that's not it
17:17 clavi AA settings have no effect in MT 0.4.17 too so it's not a regression either
17:23 Wuzzy2 hi
17:23 clavi hi
17:24 rubenwardy oh no, there's another one!
17:25 benrob0329 Clearly this is the sequal, but it only works on -dev
17:40 Calinou seems to work on NVIDIA here
17:41 Calinou but I do have antialiasing forced in the driver…
17:42 Calinou I disabled driver-forced AA and it still works in Minetest
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20:01 p_gimeno There's something fishy with the antialiasing choice. It seem to randomly work or not work. I haven't found a way to reproduce it.
20:02 p_gimeno Ahh, found it. It requires a restert.
20:02 p_gimeno restart, even.
20:02 p_gimeno it would be nice to document that
20:04 sfan5 there's an issue open, even
20:05 p_gimeno heh, true, I didn't look
20:05 p_gimeno thanks :)
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21:37 MinetestBot [git] sfan5 -> minetest/minetest: Fix texture rotation for wallmounted nodeboxes 5b99abb https://git.io/fjfYn (2019-03-19T21:36:51Z)
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21:57 paramat clavi don't worry about mapgens being 'unstable', being 'officially stable' means 'guaranteed to never change', that's a huge commitment to make. however, 'unstable' mapgens are unlikely to change much, and we'll try to not change them at all. the forum post is correct
21:58 paramat p_gimeno ^
21:58 clavi okay thanks
21:59 paramat until recently mgv6 was the only 'stable' mapgen
22:00 paramat so really no need to avoid an unstable mapgen, you miss all the fun that way
22:04 p_gimeno thanks
22:04 paramat and yes unstable mapgens and worlds using them will always be supported
22:05 p_gimeno I'm trying 0.4.13, is it normal that v5 and v7 had no trees?
22:05 paramat hmm i think the terminology is a little misleading and maybe not very helpful stated this wy
22:06 paramat possibly normal yes, just dirt and grass?
22:06 p_gimeno yes and flowers and stuff
22:06 p_gimeno as if there was just a single biome
22:07 paramat that may be before multiple biomes were registered for non-mgv6 mapgens
22:08 p_gimeno makes sense
22:08 paramat hm no MTG 0.4.13 has several biomes, try travelling further?
22:09 paramat https://github.com/minetest/minetest_game/blob/2392842948b114670334eabbb593b66e1427747c/mods/default/mapgen.lua#L317
22:09 p_gimeno I already did
22:10 paramat 'where are the trees' was a common complaint because players were used to small scale biomes in mgv6
22:11 paramat hm
22:11 p_gimeno oh wait, mtg was at 0.4.12
22:11 p_gimeno sorry
22:13 paramat yes, just grassland and flowers in 0.4.12
22:13 p_gimeno yep, 0.4.13 has biomes, my bad
22:13 p_gimeno thanks
22:13 paramat yes 1 biome
22:32 paramat yes, this 'stable mapgen' thing is not good, in practice what happens is that the chances of change
22:32 paramat ... and the size of those changes, reduces over time like a curve
22:33 paramat even mgv6 has changed very slightly by necessity at times
22:34 paramat all added mapgens and their worlds are always supported
22:38 paramat instead i think better to note any mapgen in an experimental state, which currently is none of them
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