Time |
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02:10 |
jordan4ibanez |
!tell |
02:10 |
jordan4ibanez |
!hel |
02:10 |
jordan4ibanez |
!help |
02:10 |
jordan4ibanez |
Oh wrong channel... |
02:10 |
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02:17 |
VanessaE |
RealBadAngel: caching cracks meshes? |
02:17 |
VanessaE |
how many meshes in total are we talking about here? |
03:43 |
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09:10 |
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09:11 |
rubenwardy |
celeron55, broken: http://www.minetest.net/donate |
09:18 |
celeron55_ |
lol how is that even possible |
09:19 |
rubenwardy |
I think custom HTML was disabled |
09:19 |
rubenwardy |
So it displays as plaintext |
09:19 |
celeron55_ |
yes but how did it get disabled, i haven't done that |
09:19 |
rubenwardy |
Neutrinos? |
09:20 |
celeron55_ |
i'm looking at the dokuwiki template that is there, and it specifically has the line if ($ID == 'donate') {$conf['htmlok'] = true;} |
09:20 |
celeron55_ |
this makes zero sense |
09:24 |
rubenwardy |
Weird things happen: int doom[1]; for(int x = 0; true; x++) { doom[x] = NULL; } |
09:24 |
rubenwardy |
x goes 1, 2, 3 and then loops. o_O |
09:24 |
celeron55_ |
eh what |
09:25 |
celeron55_ |
i re-saved the page with a whitespace modification |
09:25 |
celeron55_ |
now it works |
09:25 |
rubenwardy |
Well done |
09:25 |
celeron55_ |
i won't even try to guess what has happened |
09:27 |
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11:42 |
Zeno` |
ok, fixed the broken inventory |
11:42 |
Zeno` |
well the part that annoyed me anyway |
11:42 |
Zeno` |
I don't know if the rest is intended behaviour or not |
11:42 |
Zeno` |
and "annoy" == "clearly broken" |
11:52 |
Zeno` |
https://github.com/minetest/minetest/pull/1704 |
11:53 |
Zeno` |
maybe reverting f6321e2 is the best option :( |
11:53 |
Zeno` |
it seems the PR is totally broken |
11:54 |
Zeno` |
Mine doesn't fix it either (only fixes it for the craft grid) |
12:03 |
Zeno` |
kahrl |
12:05 |
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12:11 |
Zeno` |
anyway this bug is a blocker |
12:11 |
Zeno` |
it's completely broken and I don't have time to fix a bug introduced to fix a non-existent problem :( |
12:12 |
Zeno` |
plus I cannot understand the new logic, heh |
12:29 |
kahrl |
I can't reproduce the problem |
12:29 |
kahrl |
Zeno`: ^ |
12:29 |
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12:30 |
Zeno` |
you can't? |
12:30 |
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12:30 |
Zeno` |
place a stack of 99 things in the craft grid |
12:30 |
Zeno` |
now divide it into two |
12:31 |
Zeno` |
using RMB |
12:31 |
kahrl |
works fine |
12:31 |
Amaz |
So right click the stack, and then click elsewhere? |
12:31 |
Zeno` |
no, don't click elsewhere just hover over an empty slot |
12:31 |
Zeno` |
and don't release the RMB |
12:31 |
kahrl |
well, release the RMB then? |
12:31 |
Zeno` |
no |
12:32 |
Zeno` |
just right click on a stack, move mouse over empty slots |
12:32 |
Zeno` |
without releasing |
12:32 |
kahrl |
dropping items when RMB is held is intended |
12:33 |
Amaz |
But what need is there to hold the RMB down? |
12:33 |
Zeno` |
well it never worked that way before and it's now impossible to craft, say, a locked chest |
12:33 |
Zeno` |
it's not impossible just very, very annoying |
12:33 |
kahrl |
I would say it's easier now |
12:33 |
Amaz |
↑ |
12:33 |
Zeno` |
no it's not because say you move over the steel ingots in the middle |
12:33 |
Zeno` |
you pick them up! |
12:34 |
kahrl |
ok, I don't do that but I agree that part is annoying |
12:34 |
Zeno` |
they should stay in the middle not be replaced by 1 wood |
12:35 |
kahrl |
for now you could place the wood first and then the steel |
12:35 |
Zeno` |
halving is annoying as well for that same reason (when there is only 1 spare slot in the grid) |
12:35 |
Zeno` |
it should not place "one" item automatically |
12:35 |
Zeno` |
just because you move the mouse |
12:35 |
kahrl |
it doesn't, just don't hold the RMB down |
12:36 |
Zeno` |
most players do not play like that |
12:36 |
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12:36 |
Zeno` |
they hold down RMB, drag to where they want the half and then release |
12:36 |
kahrl |
have you done a study? |
12:37 |
Zeno` |
how can moving an item in the grid (to your hand, and swapping it with what's in your hand) be user friendly? |
12:38 |
Zeno` |
just because you happen to move the mouse over that item as you're transferring half a stack from the bottom right to the top left? |
12:39 |
Zeno` |
that's like right-clicking and dragging a folder to a new window (in Windows) but if your mouse happens to cross another window it automatically drops into the non-destination |
12:39 |
Zeno` |
I don't need to do a study to work out that that's silly :) |
12:40 |
Zeno` |
I don't expect moving the mouse to drop breadcrumbs in all the windows it happens to cross as I move the cursor |
12:40 |
kahrl |
I agree f6321e2 is not optimal but reverting it doesn't make things better |
12:40 |
Zeno` |
it makes things work |
12:41 |
Zeno` |
anyway, if you like then release it... I can guarantee 100% that you will get many reports of it being broken but *shrug* |
12:41 |
Zeno` |
at least then you'll believe me ;) |
12:43 |
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12:44 |
Zeno` |
put more than one item type in the grid |
12:44 |
Zeno` |
and try and half another item as you move the mouse across the extra item |
12:44 |
Zeno` |
halve* |
12:45 |
Zeno` |
it's an exercise in frustration |
12:46 |
Zeno` |
you have to carefully make sure the mouse pointer does not cross the item that's different to the one in your hand |
12:47 |
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12:47 |
kahrl |
or just release the RMB :P |
12:51 |
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12:52 |
Zeno` |
no that doesn't work |
12:52 |
Zeno` |
*sigh* |
12:53 |
kahrl |
hm? it does for me |
12:53 |
Zeno` |
honestly, people do not expect things to happen without them somehow initiating that action |
12:54 |
Zeno` |
when you copy a file using drag and drop do you press the RMB, release, move mouse and... ?? |
12:54 |
Zeno` |
and then what to place? |
12:55 |
kahrl |
minetest is not a file manager |
12:55 |
Zeno` |
never said it was |
12:55 |
Zeno` |
but people have expectations on how things work |
12:56 |
Zeno` |
this new behaviour is baffling because I have *never* seen anything similar |
12:57 |
Zeno` |
I can't even think of a metaphor |
12:57 |
Zeno` |
you pick up something to move, you hold it |
12:57 |
Zeno` |
and then release when it's there |
12:58 |
Zeno` |
that's logical |
12:58 |
Zeno` |
you don't pick up something, move, and expect it to fall out of your hands |
12:58 |
Zeno` |
before you reach where you want to put it |
12:59 |
Zeno` |
even worse the object falls out of your hands and suddenly you pick up what it fell onto |
13:16 |
Zeno` |
isn't the game supposed to be for the players? |
13:40 |
kaeza |
any news on weblate/whatever? |
13:45 |
Zeno` |
WHOA! |
13:45 |
Zeno` |
Hold the horses! |
13:45 |
Zeno` |
https://github.com/minetest/minetest/blob/master/src/debug.h#L75 |
13:45 |
Zeno` |
that does that mean? |
13:46 |
Zeno` |
I just checked Leveldb and they use assert() correctly |
13:48 |
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13:55 |
VanessaE |
OH nonononono |
13:56 |
VanessaE |
that is NOT gonna work |
13:56 |
VanessaE |
kahrl: you must revert that shit NOW |
13:56 |
VanessaE |
(or some other dev) |
13:57 |
VanessaE |
I just fetched and built latest just to see what's going on here. |
13:57 |
VanessaE |
right click, hold and drag to move half a stack, the intent of that action is to drop that half at its destination when you release the button. the patch that was committed does NOT work as intended and causes a severe playability regression |
13:58 |
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13:58 |
VanessaE |
and it's not just the crafting grid, it leaves a trail of single items in every inventory slot it crosses. |
14:01 |
VanessaE |
well whether that was the intent or not it's a huge playability problem |
14:01 |
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14:01 |
VanessaE |
no one, and I mean NO ONE expects click-and-drag to do anything but drag-and-drop, and we even use that in the creative inventory. |
14:01 |
VanessaE |
this is inconsistent and broken in every way that matters to the average user. |
14:01 |
VanessaE |
revert it or fix it. |
14:05 |
DusXMT |
I think dragging out a half is neat, but not that it leaves items in the grid it crosses, it's a unique approach |
14:06 |
PenguinDad |
Am I the only one who's got no problem with this? |
14:06 |
kaeza |
MC does leave a trail, but only if you right click on a slot *after* grabbing a stack |
14:06 |
kaeza |
(right click and drag) |
14:07 |
kaeza |
maybe that's what the patch intended to do? |
14:08 |
DusXMT |
Or maybe I'm not understanding this (that's quite possible, as for example, it took me a good 10 minutes to realize RMB is the right mouse button) |
14:08 |
VanessaE |
PenguinDad: right click and drag a stack and move it around over your inventory |
14:08 |
VanessaE |
just move it randomly |
14:08 |
VanessaE |
you will suddenly have your inventory totally randomized and G*d only knows what will be in your hand after the move |
14:10 |
kaeza |
http://youtu.be/quFMqmHJl2o?t=4m30s |
14:11 |
VanessaE |
kaeza: right, and that doesn't work here |
14:11 |
VanessaE |
not even close, and I even tried doing exactly that |
14:11 |
VanessaE |
stacks don't re-combine with this patch |
14:11 |
PenguinDad |
VanessaE: I never move stacks while holding LMB or RMB |
14:11 |
VanessaE |
they just swap |
14:11 |
VanessaE |
PenguinDad: this is a new "feature" that is horribly busted. |
14:14 |
VanessaE |
ShadowNinja: *poke* you committed this |
14:18 |
kaeza |
comments? https://github.com/kaeza/minetest/commit/7b0a31ce2134cdc01b1b57423eafabedc50bb811 |
14:18 |
kaeza |
needed since builtin was reorganized into subdirectories, so builtin/*.lua does not suffice anymore |
14:19 |
kaeza |
it seems updatepo.sh was not run in a looooong time |
14:23 |
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15:00 |
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15:04 |
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15:12 |
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15:12 |
zat |
wat |
15:14 |
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15:26 |
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15:54 |
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16:03 |
zat |
someone knows how to change vm->m_data[vi].getContent() != c_place_on so groups are also taken in consideration? |
16:04 |
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16:11 |
hmmmm |
you want to know how to tell if a node is in a certain group or not? |
16:11 |
hmmmm |
from within the core |
16:13 |
zat |
hmmmm: right |
16:14 |
zat |
so I can specify groups for decorations place_on. |
16:15 |
hmmmm |
oh, you're modifying decorations... it would be nice if you made a specific option to check for a group or a certain node |
16:15 |
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16:15 |
hmmmm |
checking for presence in a node group is a much more expensive operation |
16:17 |
zat |
hmmmm: I dont want to have to register many decorations for biomes with different surfaces |
16:18 |
hmmmm |
check out INodeDefManager::getIds() |
16:28 |
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16:32 |
zat |
hmmmm: you are in charge of v7 or mapgens in general? |
16:32 |
hmmmm |
anything that has to do with map generation |
16:43 |
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16:48 |
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16:48 |
zat |
hmmmm: okay I did it |
16:49 |
zat |
now groups are taken in consideration |
16:50 |
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16:53 |
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16:53 |
zat |
hmmmm: what do you think, is this change commitable? |
16:54 |
hmmmm |
i don't know unless i see the change |
16:55 |
zat |
I'll find how to get a patch file |
17:07 |
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17:12 |
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17:12 |
ShadowNinja |
kaeza: Have you tested your patch and made sure the other projects in src (eg, SQLite3) don't mess it up? |
17:13 |
VanessaE |
ShadowNinja: please see the above ...discussion about the right-click-drag commit ... |
17:14 |
ShadowNinja |
VanessaE: Seen, doesn't seem like a bug to me. Having a seperate rightclick action necessary to activate that could be done though. |
17:14 |
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17:14 |
VanessaE |
ShadowNinja: try it out yourself |
17:14 |
VanessaE |
it's busted. bad. |
17:15 |
kaeza |
ShadowNinja, it doesn't, but for some reason it's dropping some texts |
17:15 |
ShadowNinja |
VanessaE: Seems to work fine for me. |
17:16 |
VanessaE |
it doesn't. |
17:16 |
VanessaE |
pick up half a stack but hold the button. |
17:16 |
VanessaE |
drag. |
17:16 |
ShadowNinja |
I think that you usually don't want to swap stacks with that though, so that could also be changed. |
17:16 |
VanessaE |
watch it leave a trail everywhere and randomly swap with what's in your pointer as you drag |
17:16 |
VanessaE |
this is BAD. |
17:16 |
VanessaE |
this WILL generate complaints. |
17:17 |
kaeza |
eh scratch that; the texts were disabled before |
17:17 |
ShadowNinja |
VanessaE: I don't have a problem with that, but I'll agree to the two above changes. |
17:17 |
VanessaE |
ok. |
17:18 |
kaeza |
ShadowNinja, results of run are here: https://github.com/kaeza/minetest/commit/19f27f41bbd69c341627a76042229318e54e4d86 |
17:18 |
ShadowNinja |
kaeza: So, all good? |
17:19 |
kaeza |
(that is, if you care to review a 25K lines patch) |
17:20 |
ShadowNinja |
kaeza: Eh, I'll trust you on whether or not it works. |
17:21 |
kahrl |
ShadowNinja: we should merge (or reject) the remaining translation pull requests first |
17:22 |
ShadowNinja |
kahrl: The updatepo.sh change can be merged before or after, actually running it will have to be later though. |
17:22 |
kahrl |
yeah, the 25K figure made me think the patch did both |
17:22 |
ShadowNinja |
kaeza: All good and ready to merge (just the updatepo.sh change)? |
17:22 |
kaeza |
yep |
17:23 |
ShadowNinja |
kahrl: He linked the updatepo.sh commit seperately. |
17:23 |
kahrl |
ah, ok |
17:23 |
ShadowNinja |
(A long time ago, it's https://github.com/kaeza/minetest/commit/7b0a31ce2134cdc01b1b57423eafabedc50bb811 ) |
17:27 |
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17:27 |
kahrl |
kaeza: re: weblate, I managed to set it up on my test machine, but it still has some issues |
17:27 |
kahrl |
http://dev.minetest.net/Installing_Weblate is what I did |
17:27 |
kahrl |
it hasn't been put into production yet |
17:28 |
kahrl |
actually, I think weblate 2.0 might come out soon(TM) so we might wait for that |
17:29 |
ShadowNinja |
kahrl: Does https://github.com/minetest/minetest/pull/1598 look O.K.? That's the only one that does more than update a translation file. |
17:30 |
ShadowNinja |
kahrl: Also check the other pulls at https://github.com/minetest/minetest/pulls?q=is%3Aopen+is%3Apr+label%3A%22%40+Translation%22 -- They all look good, but I don't know any of those languages. |
17:30 |
kahrl |
2d7a78eb56 should be skipped |
17:30 |
ShadowNinja |
kaeza: Merged your patch, BTW. |
17:30 |
kahrl |
(that's a commit in #1598) |
17:31 |
ShadowNinja |
kahrl: If the rest good? |
17:32 |
kahrl |
looking |
17:35 |
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17:39 |
kahrl |
I don't really like passing gettext()-ed format strings to (sn)printf |
17:39 |
kahrl |
it seems like a security issue waiting to happen |
17:39 |
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17:40 |
kahrl |
I don't if there's an easy better way though |
17:40 |
kahrl |
don't know* |
17:43 |
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17:44 |
kahrl |
the rest seems fine |
17:44 |
kaeza |
kahrl, ah ok, good to know |
17:46 |
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18:27 |
zat |
hmmmm: for the beginning of DecoSimple::generate http://pastebin.com/bEDjjrrY |
18:27 |
zat |
I hope I didn't mess up with the CONTENT_IGNORE part |
18:29 |
zat |
ok I actually messed it up... when place_on is a group, c_place_on is CONTENT_IGNORE |
18:31 |
hmmmm |
sure, great stuff, but I hope that bit of code is compartmentalized for only the case where place_on is a group |
18:36 |
zat |
it actually works for both cases |
18:36 |
zat |
would it be better if I made it work the old way if its not for a group? |
18:37 |
zat |
it would be more efficient I think |
18:42 |
zat |
hmmmm: http://pastebin.com/6K2KdvNB |
18:51 |
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18:53 |
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18:56 |
hmmmm |
hrmm |
18:56 |
hmmmm |
zat, while that is good code, and what I asked for, I just thought of a better way to do this |
18:57 |
hmmmm |
perhaps there should be a c_place_on vector |
18:58 |
hmmmm |
see the thing about it is, performance matters a lot here because this loop is happening thousands of times per call, and there are hundreds of calls per second |
18:58 |
zat |
hmmmm: that wauld me much better yes lolololol |
18:58 |
hmmmm |
but |
18:58 |
hmmmm |
correct me if I'm wrong |
18:58 |
zat |
yes, I always prefer comparing integers too |
18:58 |
hmmmm |
place_on is currently a string, right? |
18:58 |
hmmmm |
err rather, expected to be a string when read from Lua |
18:59 |
hmmmm |
if it's read in as a table, or there's a group, then it becomes a vector |
18:59 |
zat |
place_on_name in a string |
18:59 |
hmmmm |
yeah |
18:59 |
zat |
c_place_on is the id |
18:59 |
zat |
in... is* |
19:00 |
hmmmm |
so I'm thinking of something like this: |
19:01 |
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19:02 |
hmmmm |
place_on = ["group:soil", "default:water", "default:stone"] |
19:02 |
hmmmm |
just as an example |
19:02 |
hmmmm |
err... that's Python... s/[/{/ |
19:03 |
hmmmm |
so then the place_on vector would contain all the IDs of soil, water, and stone |
19:03 |
hmmmm |
or if it's just |
19:03 |
hmmmm |
place_on = "group:soil", then it'll be a vector as well |
19:03 |
hmmmm |
yeah, okay, for simplicity's sake I guess you'll have to use a vector every single time |
19:04 |
hmmmm |
although you never really know what will be more beneficial without profiling it |
19:06 |
zat |
I doubt there would be even a noticeable difference |
19:06 |
hmmmm |
of course there won't be a "noticable" difference, but most things aren't noticable until they're scaled up which is when it starts to hurt |
19:06 |
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19:08 |
zat |
hmmmm: your idea is good, but... honestly.... |
19:08 |
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19:08 |
zat |
no idea where to start lol |
19:09 |
hmmmm |
ModApiMapgen::l_register_decoration |
19:09 |
hmmmm |
see deco->place_on_name? |
19:09 |
hmmmm |
well first of all std::string place_on_name should turn into std::vector<std::string> place_on_names |
19:10 |
hmmmm |
lua_getfield(L, index, "place_on"); |
19:10 |
hmmmm |
if (lua_isstring(L, -1)) { |
19:10 |
hmmmm |
std::string name = getstringfield(L, index, "place_on"); |
19:11 |
hmmmm |
if (name.substr(0, 6) == "group:") { |
19:11 |
hmmmm |
ndef->getIds(name, result_vector); |
19:11 |
hmmmm |
err |
19:11 |
hmmmm |
ndef->getIds(name, deco->place_on_names); |
19:11 |
zat |
im not getting it lol |
19:11 |
hmmmm |
erm |
19:11 |
zat |
are you busy? |
19:12 |
hmmmm |
yes sorta |
19:12 |
hmmmm |
I would just do it myself if I weren't |
19:12 |
hmmmm |
oh shit |
19:12 |
zat |
¿¿ |
19:13 |
hmmmm |
you can't do ndef->getIds there, you need to just keep it into a place_on_names vector |
19:13 |
hmmmm |
and then resolve them with getIds in resolveNodeNames |
19:13 |
zat |
it shouldnt be like that |
19:13 |
hmmmm |
if you can come up with a better way I'd love that |
19:14 |
zat |
I mean, integer ids shoud be always retrieved at startup time (by my standards) |
19:14 |
hmmmm |
consider the fact that node aliases don't take effect until after the registration phase entirely |
19:14 |
hmmmm |
and that nodes may be defined after that file gets loaded and that line of code executed |
19:16 |
hmmmm |
as a result of the problems this caused, whenever you go to register some sort of node to do something in the lua api, you store the string name of it. if it's performance intensive, put the part where you translate it from a string to an integer id in a resolveNodeNames()-type function |
19:16 |
iqualfragile_ |
idea: python api4minetest4life |
19:17 |
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19:20 |
VanessaE |
ew. |
19:31 |
zat |
hmmmm: a cache for that sounds fine |
19:31 |
zat |
feed the cache as soon as new nodes are registered |
19:31 |
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23:24 |
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23:25 |
MinetestForFun |
Hi, my server runs on the lastest dev version of minetest, so only clients with 0.4.10-dev + version of minetest can connect to my server, is it possible to show a message when a client with the bad client version try to connect in my server, for explain to the player "he needs a more updated version of minetest" ? (i don't know if a variable of "minetest_version exist", and if my idea is possible) |
23:26 |
MinetestForFun |
(my idea is a windows like the no_bad_names mod, but i need to check the client version of minetest) |
23:27 |
kahrl |
MinetestForFun: you might want strict_protocol_version_checking = true in minetest.conf |
23:28 |
kahrl |
(protocol versions are not exactly the same as minetest versions though) |
23:29 |
MinetestForFun |
i've try the "strict_protocol_version_checking = true in minetest.conf", but it's not adequate, many clients in 0.4.10 can't connect to my server |
23:30 |
kahrl |
the client version can't be checked with the mod api, not reliably at least |
23:31 |
MinetestForFun |
ok, at least, i am sure... :/ |
23:32 |
MinetestForFun |
thank you for yours answers |
23:32 |
MinetestForFun |
your answers* |