Time Nick Message 00:17 appguru Corey[m]1: in fact yes! 00:17 appguru It's an undocumented feature AFAIK. 00:28 Corey[m]1 so texture packs are essentially resource packs then? 00:28 appguru I'm not quite sure, IIRC soundpacks need to be placed in the "sounds" directory 00:28 appguru This makes me wonder whether "model packs" would work... 00:29 appguru https://wiki.minetest.net/Sound_Packs 00:39 freelikegnu lol I just tried to cd .. out of an irc channel :D 00:56 appguru just need to get a terminal-based client :P 01:58 DrFrankenstone I've got a node here that doesn't drop itself, but which a player might want to obtain intact. What's the state of silk-touch picks in MT? Is there anything I can put in the node to specify what a silktouch-ish tool would drop, like a commonly used tool filtering string? 04:11 DrFrankenstone ah crap, tool filtering by string is deprecated and tool filtering by group isn't a thing yet 04:30 DrFrankenstone guess I know what to do 05:29 oil_boi How hard would it be to introduce dynamic multithreading into MTE 05:46 oil_boi Oooo https://github.com/effil/effil#how-to-install 05:47 oil_boi Apparently you can dump stuff into the thread and possibly use globalstep to wait for information from the thread 05:47 oil_boi Non-blocking multithreading 05:57 DrFrankenstone would a lua script create its own worker threads then wait for them to finish - so that only lua that was written with multithreading in mind would be run in parallel? 07:04 oil_boi I believe if you execute them into that thing it would begin a parallel thread and be non breaking 07:04 oil_boi You'd have to return them to a global though 07:05 oil_boi Which isn't that difficult if you're using some kind of meta table, ie node or entity calculations hashing positions or something 07:13 oil_boi Man I wish jeija was in here right now I have a pretty good question for em 07:14 oil_boi I have the redstone dispersal data crawl but I need to learn how to make it much faster, skipchecking 07:17 oil_boi Was thinking about breaking dust calculations into octrees using the standardization that mapblocks use in the engien 07:17 oil_boi engine* 10:02 DrFrankenstone wouldn't luathat wasn't designed to be threaded interact with the world and interfere with other scripts that are also interacting with the world? 10:03 DrFrankenstone e.g. if two scripts are reading and writing the same node locations 10:06 sfan5 yes 10:06 sfan5 though the engine has locks for this so one thread would just end up waiting for the other to finish 10:11 sfan5 so what you really want is to submit some calculations that can run in another thread independent of map, players, ... 10:12 sfan5 and then you could receive the result when it's done 10:13 sfan5 conceptually similar to the library oil_boi has linked 10:22 rubenwardy [08:13:20] <f44336oil_boi> Man I wish jeija was in here right now I have a pretty good question for em 10:22 rubenwardy You could try email 11:07 oil_boi Ah man 11:08 oil_boi Sorry I got overwhelmed in recursive thoughts about how to do the calculations in a much simpler method and had to lay down to process, so, here we go 11:52 oil_boi Also I missed the part about engine locks, the calculations could get sloppy so it's only to be used for things like, I dunno, mob calculations or something 11:52 oil_boi imprecision without affecting the actual game while taking the load off the main server thread handling world interactions 11:53 oil_boi Entities could lag while the world does not 11:53 oil_boi Or hell that would probably solve the entities lagging at all within reason hmm hmm hmm 11:54 sfan5 what kind of heavy calculations do entities do? 11:55 sfan5 pathfinding could be done async 11:55 oil_boi If you ever notice on a really slow MC server the mobs lag and kind of pause but still keep looking at you while you can keep mining if the right bukkit plugins are installed, that's because what the server is saying the mob is doing and the client is telling the mob to do has become thread desynced 11:56 oil_boi Let's see trigonometry, pathfinding, lua magnet collision detection, stuff like that 11:58 oil_boi head_rotation.x = degrees(minetest.dir_to_yaw(vector.new(vector.distance(vector.new(pos.x,0,pos.z),vector.new(pos2.x,0,pos2.z)),0,pos.y-pos2.y))+(math.pi/2)) to do the yaw of the head from the position it is actually in 11:59 oil_boi Hm that's yaw because of horizontal bones being defined in the mesh 11:59 oil_boi I forgot I had to work around that 12:01 oil_boi Pathfinding does dynamic step deletes to work around the very strange algorithm and velocity assertions to "whip turn" when coming to a corner for a split second so it doesn't fall off the path without looking too choppy 12:03 oil_boi I could also hand off redstone power distribution to an async thread to stop the main thread from coming to a crawl need be 12:03 oil_boi Right now the main issue is finding a way to statically and dynamically create the ability for 100% predictable circuitry without lag, that's why I'm on the 7th rewrite of it this week 13:30 * oil_boi wonders if it's possible to iterate once through a virtual dust map and create torch distribution data 13:33 oil_boi No no, the signal would just bounce back :( I'd have to iterate back and forth on every axis 17:06 MinetestBot 02[git] 04Wuzzy2 -> 03minetest/minetest: Fix undeclared global in devtest (#10133) 133f702fa https://git.io/JJTvF (152020-07-02T17:05:06Z) 19:34 _Zaizen_ Hi everyone, I would like to know how can I stop an entity from moving. The movement is created by setting a velocity and acceleration. 19:36 sfan5 set velocity and acceleration to zero? 19:37 _Zaizen_ Nope it doesn't seem to work for some reason. 19:38 sfan5 is your entity attached? 19:38 _Zaizen_ No. It's an entity that moves on it's own 19:39 sfan5 then there's an issue in your code 19:39 _Zaizen_ ok, I will try to understand what I'm doing wrong. Thanks for the help