Time Nick Message 04:45 shangul What is purpose of TOCLIENT_REMOVENODE? Deletion of some node around the player at all or just telling the client the node which it had requested for deletion via TOSERVER_REMOVENODE now has been removed? 10:16 sfan5 shangul: it functions for both 10:19 shangul Then I wonder why it doesn't receive any REMOVENODE message from server... 10:20 shangul Should client send some sort of message to server to subscribe to this sort of messages(REMOVENODE and ADDNODE)? 10:20 shangul Who has written this part? I'd better ask them. 10:20 rubenwardy try tracing the code? 10:20 shangul I did 10:20 rubenwardy You can search for uses of that enum value 10:21 shangul the_game() 10:21 rubenwardy and then see what functions send it 10:21 rubenwardy the_game won't sent TOCLIENT_* 10:21 rubenwardy because it is the client 10:21 shangul Then I wonder why it doesn't **receive** any REMOVENODE message from server... 10:22 rubenwardy if you can't find any server uses, then it's probably unused 10:22 rubenwardy whilst a lot of legacy has been removed, some may remain 10:22 shangul There is a function handleCommand_RemoveNode in network/clientpackethandler.cpp 10:23 shangul Which is not called when I remove a node near my client 10:23 rubenwardy it's sent by Server::sendRemoveNode 10:23 shangul hmm 10:23 shangul that might help 10:23 shangul grep's -r is very good :)) 10:23 rubenwardy which is called by an event queue in AsyncRunStep, with the event vode MEET_REMOVENODE 10:24 rubenwardy which is emitted by Map::removeNodeWithEvent 10:24 rubenwardy etc 10:25 rubenwardy looks like the packet is only triggered by minetest.remove_node 10:25 shangul rubenwardy, Thanks. I hope that your hints help. 10:25 rubenwardy (the lua API function) 10:25 rubenwardy having tools to find usages and go to definitions is essential in a large code base 10:25 shangul then it is natural that I don't receive REMOVENODE 10:25 rubenwardy yeah, if no mods call "remove_node" 10:26 shangul rubenwardy, Do I need more than "grep" and "vim"? 10:26 sfan5 rubenwardy: core.node_dig has a remove_node call 10:26 rubenwardy I use an IDE 10:26 rubenwardy vim does provide "go to definition" 10:26 rubenwardy not sure about find uses 10:27 shangul I find definition with "grep -r" and then view it with "vim" 10:27 rubenwardy there's a way of allowing you to go to a definition just by hitting a key whilst hovering over some code like `thing.definitionYouWantToFind();` 10:27 rubenwardy ctrl+] I think 10:28 rubenwardy but whatever works 10:28 shangul I am tired now. So I'll read your hints more carefully later. sleep time :) 10:28 rubenwardy take care 10:29 shangul And again thanks for the hints 10:29 shangul Good afternoon :) 11:59 shangul I am not 100% sure but it seems that server does not send TOCLIENT_REMOVENODE to client at all. 12:02 shangul Then the question is that how a client realizes that a node has been removed? The only way is by comparing new and old Map? 12:02 rubenwardy it does, we traced the code to show that 12:03 rubenwardy do you have two clients open? 12:03 shangul Yeah I had 12:03 shangul and I realized handleCommand_RemoveNode is never called 12:03 shangul (In 5.3.0) 12:03 shangul I might be wrong because I couldn't sleep 12:04 shangul oh wait 12:04 shangul my check might be wrong 12:19 shangul ok 12:19 shangul I was wrong 12:20 shangul handleCommand_RemoveNode *is* called upon removal of a node around. 15:49 Herkules Hello :) I have a modding question: Is it possible to change the look of a single node in the world? 15:49 Herkules For example: I have a black node "mymod:mynode". I place a bunch of them. Now i rightclick one of them, it changes the black "texture1.png" to a white "texture2.png", but still remains "mymod:mynode" and it only effects the node i rightclicked. 15:49 sfan5 no 15:50 Herkules Okay so do i need to make a new node for every texture i have? 15:50 sfan5 essentially, yes 15:52 Herkules Ok thank you. :) Can a may ask why? What the design decision is? Is there a doc for that? 15:54 sfan5 the main argument is greater complexity if every node could look different depending on its metadata 15:54 sfan5 there have been some suggestions on the bugtracker so support for this may come one day 15:56 Herkules oh okay now i know. ty :) 15:56 Herkules I also have another question. ':) 15:57 Herkules I also have another question: If i use the a node with signlike drawtype, put and put it on a wall, run minetest.swap_node(...) with another signlike drawtype node. How could i keep the rotation? 16:06 sfan5 pass the same param2 as the old node 16:16 Andrey01 hello 16:17 Andrey01 does anybody know how to change color of the main menu background with using GUISkin? 16:20 rubenwardy you can't, because it's not drawn using guiskin 16:20 rubenwardy the blue background is in guiengine or somewhere else, I forget 16:20 rubenwardy the grey background is a bgcolor 16:23 Andrey01 do you mean 'guiengine' are guiEngine.h and .cpp? 16:23 rubenwardy yeah 16:24 Andrey01 thanks, I will try to search out in that file 16:27 nisa_ Hi. 16:27 nisa_ Hmm, is this the wrong channel? It's not the one synched to discord 16:27 nisa_ Oh nvm 18:02 Genshin Howdy 18:03 Krock hey Genshin 18:03 Krock when's the next amazing screenshot to expect? 18:03 Genshin Hello Krock, how are you? 18:03 Krock I'm fine. thank you. how about you? 18:04 Genshin Well. speaking of that X) https://www.youtube.com/watch?v=itWgEnqb5ug 18:04 Genshin Been doing fine, managed to find a way to make events when right clicking a player 18:04 Krock disappointed. expected a rick roll, but instead I got a preview of more incredible gameplay 18:04 Genshin lmao 18:05 Krock btw, what does AOE stand for? 18:05 Genshin Area of Effect 18:06 Genshin https://en.wikipedia.org/wiki/Area_of_effect 18:07 Krock creepy penguin in the screenshot, but the concept looks interesting 18:08 Genshin on that video whenever that NPC casts a AoE, it shows a marker telling players how wide the area of effect is. and anything within that radius will be affected (except for the caster of course) 18:09 Genshin also works with group healing mechanics with a green marker as well 18:09 Genshin red marker tends to be used for damage type AoE 18:11 Genshin This mechanic works on both players and npcs alike 18:15 Krock perhaps effect strength should fade out close to the border? 18:16 Genshin hmm, that may be good for damage type AoE or Group Healing type AoE 18:17 Genshin I also added a kill type AoE for challenging reasons X) 18:20 Krock but effects always need a counter - more armor, or resistance 18:22 Genshin yeah, still working on the stats behind that X) 18:31 Genshin Krock, here's another thing that I've been working on: https://www.youtube.com/watch?v=PtzILeR0eWs 18:32 Krock :'D dropdown menu 18:32 Krock if it'll stay this simple, you might want to use dropdown[] for speed reasons (no formspec resend) 19:47 Genshin Krock, this menu only resends the formspec when player is clicking the buttons at navigation, except for the selected category and the inventory nav selection 19:48 Genshin when pressing the contents from the list-based dropdown, it will take the player to it's specified pages 19:49 Genshin at the moment, they can only send a chat message confirming that the selection was pressed without resending the formspec X) 19:51 Krock chat messages are slightly delayed too 19:53 Genshin hmm, well the chat messages are there for debug purpose. hopefully the delay wouldn't be a huge problem 22:15 MinetestBot 02[git] 04SmallJoker -> 03minetest/minetest: Mapgen: Fix on-by-default flags broken since eca6ee9 (#10318) 13d28f1b0 https://git.io/JULsm (152020-08-28T22:14:38Z) 22:15 MinetestBot 02[git] 04Desour -> 03minetest/minetest: Fix luacheck warnings in builtin/common/tests (#10322) 13454009a https://git.io/JULsY (152020-08-28T22:14:19Z) 22:52 Zughy hey there; would it be too heavy having a continue raycast for every player online? I'm working on a shooter and it'd be great to see an enemy's life only when the cursor is hovering them 22:53 rubenwardy depends a lot on the range 22:53 rubenwardy but most likely 22:53 rubenwardy you could run it less frequently maybe? 22:53 rubenwardy or try it and look at a profile 22:54 rubenwardy Minetest has a mod profiler. It's per callback and mod, rather than per function, but it can be useful 22:54 sfan5 have you considered making that function a CSM? 22:55 Zughy And here is where I lose both of you. Do you mean the F5 thingy? 22:56 sfan5 no, ruben means this one https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1618 22:58 Zughy oh, got it. And by CSM do you mean having people downloading a modded client? 22:58 sfan5 not a whole client, just the client-side mod 22:59 Zughy I love Minetest because people don't need to download anything to play on a server. I'd really like to avoid that 22:59 Zughy people are lazy 23:08 Zughy rubenwardy: would you mind pointing me the mod inside ctf that creates the life above the players' head? I found the part for the nicknames, but I can't seem to find the other one :\ 23:08 rubenwardy guages 23:08 rubenwardy https://github.com/minetest-mods/gauges/ 23:08 rubenwardy CTF uses a modified version of this 23:08 rubenwardy I forget what it changes 23:09 Zughy ooooh, thank ya