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Nick |
Message |
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10:31 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1519 |
10:31 |
RealBadAngel |
made some final changes, cleaned the code and tested it |
10:32 |
RealBadAngel |
celeron55, can you take a look at it now? |
10:36 |
celeron55 |
https://github.com/minetest/minetest/pull/1519/files#diff-70868aa6d6b96c0c1623c761500d23c4L1032 |
10:36 |
celeron55 |
you removed this final else |
10:37 |
celeron55 |
it's kind of important |
10:38 |
celeron55 |
what is light_source_alternative? |
10:39 |
celeron55 |
doesn't make any kind of intuitive sense to me |
10:39 |
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10:39 |
RealBadAngel |
i want 2nd set of tiles (special ones) to be also used as alternative for a node |
10:39 |
RealBadAngel |
like furnace inactive and active |
10:40 |
RealBadAngel |
but for it to be complete 2nd value of light source is needed |
10:40 |
RealBadAngel |
thx to that all two stated nodes could become just one def |
10:42 |
RealBadAngel |
about that else, ooops, adding it back |
10:48 |
RealBadAngel |
also for example mesecons wires nodes count could be cut by half thx to light_source_alternative and thats pretty high number of defs |
10:50 |
RealBadAngel |
with wires that can climb the walls its about 1k of node defs, so 0.5k saved |
10:51 |
sapier |
someone will have to update mesecons ;-) |
10:51 |
Krock |
Did anyone notice the following bug yet: Text from chat does not wrap if it goes outside of the window |
10:51 |
RealBadAngel |
sapier, ofc, but thats gonna be huge benefit for such a small change |
10:54 |
RealBadAngel |
celeron55, "else" is back there |
10:54 |
sapier |
I don't denie this it's just some other not linked issue as jeja isn't around for a while |
10:56 |
RealBadAngel |
he is around, just not showing here, and there are more contributors to mesecons too |
10:57 |
RealBadAngel |
VanessaE for example has push rights |
10:57 |
RealBadAngel |
https://github.com/Jeija/minetest-mod-mesecons/commits/master |
10:58 |
celeron55 |
RealBadAngel: ehm... no, don't add a light value like this |
10:58 |
celeron55 |
RealBadAngel: what about a second set of nodeboxes? second set of walkable? |
10:58 |
celeron55 |
what about a third set? |
10:58 |
RealBadAngel |
its not meant for this |
10:58 |
celeron55 |
don't add this, it's arbitrary and incomplete and a wrong development direction |
10:59 |
RealBadAngel |
does the furnace change its shape on becomig active? |
10:59 |
RealBadAngel |
it just start to emit light |
10:59 |
celeron55 |
we aren't developing a furnace, we are developing the engine |
10:59 |
celeron55 |
you either do a thing properly or don't do it |
11:00 |
RealBadAngel |
furnace is just an example |
11:00 |
RealBadAngel |
there are dozens of nodes that are waiting for this change |
11:00 |
celeron55 |
at least do not add it in this pull request |
11:00 |
RealBadAngel |
i did it now because its related to cf protocol |
11:01 |
celeron55 |
you can just add it to the end at any point anyway |
11:01 |
celeron55 |
no need to chunk it with other stuff |
11:01 |
RealBadAngel |
ofc, but now i avoided to put into try-catch |
11:01 |
celeron55 |
there's no reason to avoid that |
11:01 |
RealBadAngel |
but as you wish |
11:01 |
RealBadAngel |
remove it now? |
11:02 |
celeron55 |
remove it now, and design it properly later |
11:02 |
RealBadAngel |
what do you mean by "properly" ? |
11:03 |
RealBadAngel |
by now it is just a property aviable to read by drawtypes |
11:03 |
celeron55 |
in my opinion doing this properly means doing it in some way that doesn't just randomly pick one property and make it specially changeable |
11:03 |
celeron55 |
if it is done, it should be generic for a large set of properties |
11:04 |
celeron55 |
because that is what modders are going to want in the long run anyway |
11:05 |
celeron55 |
can you explain why that wouldn't happen? |
11:05 |
RealBadAngel |
there are many properties that are used by specific drawtypes only |
11:05 |
RealBadAngel |
and this is supposed to be such one, not generic one |
11:06 |
celeron55 |
then let's discuss it again when you include it in a pull request that contains the actual feature |
11:06 |
RealBadAngel |
ok, that sounds reasonable |
11:06 |
celeron55 |
good |
11:06 |
RealBadAngel |
hard to talk bout a feature that dont exists yet |
11:11 |
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11:12 |
RealBadAngel |
celeron55, ok, removed it for now |
11:15 |
celeron55 |
as long as you update clientserver.h's comment, now it finally looks nice and clean |
11:18 |
RealBadAngel |
done |
11:26 |
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11:27 |
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11:27 |
sol_invictus |
yesterday my server was griefed by some leet haxor which spilled lava over houses and then water over them |
11:28 |
sol_invictus |
the strange thing in this is that in logs I found him using empty buckets only |
11:28 |
sol_invictus |
is that a bug or normal behavior? |
11:30 |
PenguinDad |
sol_invictus: That is normal behavior |
11:31 |
sol_invictus |
is there anything I can do? |
11:32 |
sol_invictus |
I was thinking about making lava placeable on claimed areas only |
11:37 |
celeron55 |
sounds like something you could suggest to the author of your preferred protection mod 8) |
11:38 |
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11:38 |
celeron55 |
(i'm not aware of how bucket usage is logged) |
11:54 |
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13:50 |
VanessaE |
http://pastebin.com/Ki4WrZjp <---- wasn't this already fixed in git? |
13:51 |
VanessaE |
and if not, why is minetest loading images from anywhere in ~/.minetest at all? |
13:51 |
sfan5 |
maybe someone mixed path_share and path_user |
14:52 |
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15:24 |
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15:33 |
VanessaE |
ok so ulla81's problem in that paste, ultimately, is preload item visuals being turned on is causing in-world textures not to render, or so I gather. |
15:33 |
VanessaE |
language barrier, so I'm not entirely sure that's what he's trying to say. But this is not the first time I've heard of that setting causing this problem. |
15:34 |
VanessaE |
I am aware that it is disabled by default now, but obviously it has a problem. |
15:34 |
sapier |
guess it's same issue as I have |
15:34 |
sapier |
inventory textures messed up |
15:34 |
VanessaE |
sapier: could be. I don't suppose you have a screenshot of it? |
15:34 |
VanessaE |
because I'll be damned if I can actually make proper sense of what he REALLY means |
15:35 |
VanessaE |
:) |
15:35 |
sapier |
well it's same as always, random pieces of memory shown as inventory items |
15:35 |
VanessaE |
ah |
15:35 |
VanessaE |
I think jordach filed a report for that |
15:36 |
VanessaE |
this seems related,https://github.com/minetest/minetest/issues/1175 |
15:36 |
VanessaE |
https://github.com/minetest/minetest/issues/1175 |
15:36 |
VanessaE |
ah, here it is: https://github.com/minetest/minetest/issues/347 |
15:36 |
sapier |
I've seen a error report at irrlicht where some "openGL texture corruption" was fixed for 1.8 ... I have 1.7 so I might suffer that issue |
15:36 |
VanessaE |
look familiar? |
15:37 |
sapier |
jessie should be newer yet I don't know what irrlicht version is included there |
15:39 |
PenguinDad |
sapier: 1.8.1 is included in jessie |
15:40 |
sapier |
for what I remember about that report at least the issue I am talking about was fixed for 1.8.0 so this is most likely something different |
15:53 |
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17:13 |
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17:21 |
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17:29 |
casimir |
Is there a reason there are user, clicker, placer, digger and player? Would |
17:30 |
Krock |
clicker is easier to understand than placer or player |
17:30 |
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17:30 |
VanessaE |
but clicker makes no sense in a tablet environment ;) |
17:30 |
* VanessaE |
pokes sapier :P |
17:31 |
casimir |
Wouldn't it be more consistent to use just player? |
17:31 |
VanessaE |
imho "actor" would have been the most correct word |
17:31 |
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17:32 |
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17:32 |
VanessaE |
casimir: not really, because sometimes even a player isn't the one causing a callback to happenb |
17:32 |
VanessaE |
-b |
17:33 |
casimir |
I's just confusing to change the name any time you copy a function somewhere. |
17:33 |
VanessaE |
for example, in ferns mod, the cavegen can sometimes trigger on on_destruct callback, which in turn can trigger an after dig callback due to the way that mod is coded, and in neither case is a player involved. |
17:36 |
casimir |
Hm, so "actor" would be better in theory, but that would make things even more complicated. |
17:38 |
VanessaE |
yep |
17:39 |
VanessaE |
better to not change it at all, less'n you want to supply that variable to all of those callbacks and have the old variable names supplied "in secret" somehow. |
17:44 |
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18:05 |
sapier |
I don't think renaming things is usefull if there's no need to do it ... just causing unknown amount of glitches ;-) |
18:05 |
VanessaE |
and tons of broken mods :P |
18:06 |
sapier |
as lua doesn't care about names I'd guess it's not very likely ... yet without good reason I'd not take the risk ;-) all imho of course |
18:06 |
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18:07 |
VanessaE |
well come to think of it, it would just be a matter of changing lua_api.txt wouldn't it. |
18:07 |
VanessaE |
since the params are positional instead of named |
18:08 |
sapier |
nope we'd need to change a bunch of c++ files where those parameters are added too |
18:08 |
VanessaE |
hm |
18:08 |
VanessaE |
right. |
18:08 |
sapier |
those would be comments yes but it'd be a worse inconsistency then the names are right now |
18:08 |
VanessaE |
I meant from a purely Lua-side standpoint |
18:09 |
sapier |
yes but as always there's more to consider ;-) |
18:09 |
VanessaE |
all the callback does is pass e.g. three or four parameters, it doesn't actually matter what name you *use*. |
18:09 |
VanessaE |
(pos, node, placer) could just as easily be (position, node, actor) in your mod and it would still work |
18:10 |
VanessaE |
it just wouldn't be consistent with the internal state of the engine |
18:10 |
sapier |
still you want this change to get a more consistent state if you don't change the c++ parts the overall result will be different |
18:10 |
VanessaE |
I don't really want it. casimir does :) |
18:10 |
sapier |
if he find someone to do all the renaming work we may think about it but only changing lua not changing c++ imho is wrong direction |
18:12 |
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18:14 |
VanessaE |
I could agree with that. |
18:18 |
casimir |
I didn't meant to change something of the c++ things, nor the lua_api.txt. I just wondered if there was a reason for using different names. |
18:19 |
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18:22 |
VanessaE |
casimir: I suspect a lot of randomness |
18:22 |
VanessaE |
sometimes a place event is being done, so "placer" seems to fit |
18:22 |
VanessaE |
sometimes it's something else, so a different word seems to make sense there |
18:22 |
VanessaE |
etc |
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