Time |
Nick |
Message |
00:37 |
|
hintss joined #minetest-dev |
01:05 |
|
Taoki joined #minetest-dev |
01:15 |
|
Zeno` joined #minetest-dev |
01:27 |
|
johnnyjoy joined #minetest-dev |
01:50 |
|
mos_basik_ joined #minetest-dev |
01:51 |
|
mos_basik_ joined #minetest-dev |
01:51 |
|
MikeFair_ joined #minetest-dev |
02:23 |
|
blaaaaargh joined #minetest-dev |
03:06 |
|
Miner_48er joined #minetest-dev |
03:10 |
|
chchjesus__ joined #minetest-dev |
03:33 |
|
alexxss joined #minetest-dev |
04:29 |
kaeza |
I noticed that due to the freedom you now have with meshnodes, complex wieldmeshes can be (hackily) created, but now I'm running into a problem: the wielditem/camera gets clipped way too close. |
04:29 |
kaeza |
could that clipping be removed or the distance extended? |
04:30 |
kaeza |
example: https://mediacru.sh/VssOxcHsrGDI |
04:31 |
kaeza |
(note: this does not only apply to meshnodes, but nodes in general; 16px extruded images get clipped with a (not too) big wield_scale) |
04:31 |
kaeza |
ditto for nodeboxes > 1n in size |
04:33 |
kaeza |
here's the relevant model, for comparison: https://mediacru.sh/HLUjXg3HBmh3 |
04:43 |
|
joshlemer joined #minetest-dev |
04:46 |
joshlemer |
Hey quick question, what would be some general prereqs to start contributing to minetest? |
04:47 |
kaeza |
quick answer: none |
04:50 |
kaeza |
or, well, just the desire (and patience) to do so :P |
04:55 |
joshlemer |
No C++ or Lua knowledge. Guess it would be a great way to learn :) |
05:07 |
ShadowNinja |
joshlemer: You can contribute to docs and the like with no speial knowledge, but knowing C++ and/or Lua helps. |
05:07 |
ShadowNinja |
special* |
05:08 |
ShadowNinja |
kaeza: Make an issue for that if there isn't one already. Also, that screenshot looks awesome, if it weren't for the bug. Horray for flexibility! |
05:10 |
ShadowNinja |
joshlemer: Oh, and testing. If you can manage to compile Minetest pull requests and test them that would be great. |
05:15 |
Zeno` |
unconfirmed bug, hehehe |
05:16 |
Zeno` |
Now I know why ShadowNinja has the Ninja postfix |
05:22 |
Zeno` |
ShadowNinja, even if it's unconfirmed should that error crash the server? |
05:28 |
|
mos_basik_ joined #minetest-dev |
05:34 |
|
diemartin joined #minetest-dev |
05:43 |
kaeza |
here: https://github.com/minetest/minetest/issues/1770 |
06:50 |
|
kilbith joined #minetest-dev |
07:00 |
|
mos_basik joined #minetest-dev |
07:04 |
|
Calinou joined #minetest-dev |
07:10 |
|
AnotherBrick joined #minetest-dev |
07:17 |
|
nore joined #minetest-dev |
07:32 |
|
ImQ009 joined #minetest-dev |
07:40 |
|
kilbith joined #minetest-dev |
07:44 |
|
kilbith joined #minetest-dev |
07:46 |
|
Krock joined #minetest-dev |
07:52 |
|
ImQ009 joined #minetest-dev |
07:55 |
|
PenguinDad joined #minetest-dev |
07:59 |
|
AnotherBrick joined #minetest-dev |
08:03 |
|
Calinou joined #minetest-dev |
08:16 |
|
Calinou joined #minetest-dev |
08:19 |
|
Hunterz joined #minetest-dev |
08:27 |
Krock |
09:27:45: INFO[main]: SourceShaderCache::getOrLoad(): No path found for "nodes_shader\opengl_geometry.glsl" |
08:31 |
|
hintss joined #minetest-dev |
08:52 |
Calinou |
how do I know a particular map's mapgen? I want to generate snow biomes only on v6 |
08:52 |
Calinou |
minetest.setting_get() will not work because it doesn't return the value of the current map |
08:53 |
kaeza |
Calinou, register_on_mapgen_init, and check if mp.mgname == "v6" |
08:55 |
Calinou |
OK |
08:55 |
Calinou |
thanks |
08:56 |
Calinou |
no idea how to do that though |
08:56 |
Calinou |
any example of code being used? |
08:56 |
Calinou |
http://dev.minetest.net/minetest.register_on_mapgen_init is very vague |
08:56 |
|
darkrose joined #minetest-dev |
08:57 |
kaeza |
local gen_snow = true ; minetest.register_on_mapgen_init(function(mp) if mp.mgname ~= "v6" then gen_snow=false end end) -- Disclaimer: untested |
08:58 |
Calinou |
cool |
08:58 |
kaeza |
then in your register_on_generate callback, just bail out if gen_snow is false |
09:00 |
kaeza |
but I see no reason to disallow generating snow in other mapgens |
09:01 |
Calinou |
to support yappy well |
09:02 |
Calinou |
i.e. no snow generation in all singlenode mapgens |
09:02 |
Calinou |
which are expected to be Lua mapgens, providing their own biome stuff |
09:03 |
Calinou |
meh, I give up |
09:03 |
Calinou |
I'll put minetest.conf setting |
09:04 |
Krock |
Calinou, how about soft depending on a lua mapgen and then disable the biome blend over a global variable? |
09:04 |
Calinou |
? |
09:14 |
|
ImQ009 joined #minetest-dev |
09:18 |
Zeno` |
can somebody please tag #1756 as WIP until I resolve an MSVC issue? |
09:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/1756 -- Refactor the game by Zeno- |
09:54 |
|
mos_basik_ joined #minetest-dev |
10:09 |
Calinou |
https://github.com/minetest/minetest/pull/1600 |
10:09 |
Calinou |
bump |
10:09 |
Zeno` |
I agree with that change Calinou |
10:10 |
Zeno` |
It's little things like that which add polish |
10:10 |
Zeno` |
can the screen aspect be retrieved at run time though and the "default" adjusted to suit |
10:10 |
Zeno` |
? |
10:10 |
sfan5 |
yes |
10:14 |
Calinou |
https://github.com/minetest/minetest/pull/1771 |
10:14 |
Calinou |
in before people randomly oppose |
10:15 |
Zeno` |
Calinou is the pre-ninja ninja |
10:26 |
|
Amaz joined #minetest-dev |
10:30 |
Calinou |
https://github.com/minetest/minetest/pull/1772 |
10:30 |
Calinou |
take or leave |
10:31 |
|
PenguinDad left #minetest-dev |
10:31 |
|
PenguinDad joined #minetest-dev |
10:58 |
|
shmancelot joined #minetest-dev |
11:03 |
|
jin_xi joined #minetest-dev |
11:16 |
|
iqualfragile joined #minetest-dev |
11:23 |
Krock |
Calinou, add a minetest.conf setting! |
11:27 |
|
Zeno` joined #minetest-dev |
11:35 |
Calinou |
better idea indeed |
11:35 |
Calinou |
I think I know how |
11:35 |
Calinou |
but I'll do that later |
11:36 |
Calinou |
both should be .conf settings ideally |
11:36 |
Calinou |
with the defaults I put |
11:36 |
Calinou |
suggest that in a comment |
11:45 |
|
iqualfragile joined #minetest-dev |
12:10 |
|
Amaz joined #minetest-dev |
12:13 |
|
iqualfragile joined #minetest-dev |
12:21 |
|
GhostDoge joined #minetest-dev |
12:25 |
|
Du_Draig joined #minetest-dev |
12:33 |
|
proller joined #minetest-dev |
12:56 |
|
Anchakor1 joined #minetest-dev |
12:56 |
|
ShadowBot` joined #minetest-dev |
12:57 |
|
Nitori joined #minetest-dev |
12:58 |
|
Ritchie joined #minetest-dev |
13:03 |
|
VargaD joined #minetest-dev |
13:33 |
|
Hunterz1 joined #minetest-dev |
13:33 |
|
johnnyjoy1 joined #minetest-dev |
13:33 |
|
VanessaE_ joined #minetest-dev |
13:55 |
|
kaeza joined #minetest-dev |
14:00 |
|
Fritigern joined #minetest-dev |
14:03 |
kaeza |
could somebody test changing camera.cpp:710 to s/100/10000/ or so and test if using this mod works? https://dl.dropboxusercontent.com/u/100008207/sniper.zip |
14:03 |
kaeza |
("works" as in, "the model does not get clipped") |
14:06 |
|
CraigyDavi joined #minetest-dev |
14:13 |
PenguinDad |
kaeza: it seems to work |
14:51 |
|
RiZom-91 joined #minetest-dev |
14:57 |
|
werwerwer joined #minetest-dev |
15:12 |
|
hmmmm joined #minetest-dev |
15:18 |
|
DuDraig joined #minetest-dev |
15:20 |
kaeza |
PenguinDad, thank you. could you comment on #1770 ? |
15:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/1770 -- Remove wield item camera clipping. |
15:25 |
|
iqualfragile joined #minetest-dev |
15:40 |
|
kilbith joined #minetest-dev |
15:47 |
|
rubenwardy joined #minetest-dev |
16:06 |
|
Calinou joined #minetest-dev |
16:14 |
|
EvergreenTree joined #minetest-dev |
16:29 |
|
iqualfragile_ joined #minetest-dev |
16:54 |
|
zat joined #minetest-dev |
17:12 |
|
iqualfragile joined #minetest-dev |
17:37 |
|
MikeFair joined #minetest-dev |
17:40 |
|
kaeza joined #minetest-dev |
18:00 |
OldCoder |
Is it correct that MT server has no switch to set _game directory? If so, I will add such a switch now |
18:04 |
Krock |
it's possible |
18:04 |
Krock |
edit world.mt |
18:04 |
OldCoder |
ah, there seems to be an environment variable |
18:04 |
OldCoder |
That is convenient! |
18:04 |
OldCoder |
MINETEST_SUBGAME_PATH ? |
18:04 |
Krock |
?? |
18:05 |
OldCoder |
It appears to be just a month old, Krock |
18:05 |
Krock |
k |
18:05 |
sfan5 |
yes |
18:05 |
sfan5 |
it's new |
18:05 |
OldCoder |
https://github.com/minetest/minetest/pull/1609 |
18:06 |
OldCoder |
Handy! |
18:06 |
Krock |
I don't like it, since it's not in minetest.conf |
18:06 |
Krock |
Lel. too late anyway |
18:06 |
OldCoder |
I could add a setting that is |
18:07 |
OldCoder |
But this will do for now |
18:07 |
kaeza |
how is a setting in .conf easier than an env var? |
18:08 |
kaeza |
(in cases like these, that is) |
18:08 |
OldCoder |
It is not easier; it can be better or worse |
18:08 |
OldCoder |
Depends on server framework |
18:08 |
kaeza |
well, doesn't matter anyway I guess |
18:09 |
* OldCoder |
is separating world directories entirely from server directories |
18:10 |
OldCoder |
ShadowNinja seems to do something similar but I will go further |
18:39 |
|
Miner_48er joined #minetest-dev |
18:41 |
|
iqualfragile joined #minetest-dev |
18:44 |
|
Nitori left #minetest-dev |
18:57 |
|
iqualfragile_ joined #minetest-dev |
19:05 |
|
iqualfragile joined #minetest-dev |
19:06 |
|
shadowzone joined #minetest-dev |
19:16 |
|
ImQ009 joined #minetest-dev |
19:25 |
|
iqualfragile joined #minetest-dev |
19:31 |
|
nore joined #minetest-dev |
19:38 |
|
FR^2 joined #minetest-dev |
19:43 |
|
chchjesus__ joined #minetest-dev |
19:43 |
|
Amaz joined #minetest-dev |
19:48 |
|
iqualfragile joined #minetest-dev |
20:02 |
|
iqualfragile joined #minetest-dev |
20:28 |
|
OldCoder joined #minetest-dev |
20:28 |
|
OldCoder joined #minetest-dev |
20:59 |
|
proller joined #minetest-dev |
21:00 |
|
exio4 joined #minetest-dev |
21:01 |
|
zat joined #minetest-dev |
21:05 |
Sokomine |
anyone there? granted, this is more a general mods question, but might also be valid here. so: a variable declared as local in the main body of one mod (*not* inside a function or loop or other statement but rather where it would be a global variable in other languages) - how local is that var? can it be accessed from other mods or not? |
21:10 |
jin_xi |
local variables have their scope limited to the block where they are declared. A block is the body of a control structure, the body of a function, or a chunk (the file or string with the code where the variable is declared). from pil |
21:22 |
VanessaE_ |
in simpler terms, the variable is global and can be accessed from another mod unless you explicitly mark it as local |
21:23 |
VanessaE_ |
(that's why I hate the PiL. terrible writing style, for engineers instead of normal people) |
21:30 |
jin_xi |
engineers are people |
21:34 |
VanessaE_ |
indeed they are, but engineers have a habit of using language and writing style that the average person who, while smart on their own, just does not understand. |
21:38 |
Sokomine |
jin_xi: say, one mods's init file contains only the line "local bla = true" - now, will bla be local to *all* init.lua from mt, or only to that particular init.lua file? |
21:39 |
jin_xi |
that file only |
21:39 |
Sokomine |
ok |
21:40 |
Sokomine |
then i wonder why the dye names in the dye mod are made local. that table would be very useful for looping through it inside other mods, and the code even states so. yet it's a local table |
21:41 |
* Sokomine |
nods to vanessae - that defining and declaring variables anywhere is just plain annoying when doing something slightly more complex than a basic script |
21:41 |
Sokomine |
admittedly we're talking about minetest_game here |
21:45 |
kilbith |
in C, does it possible to declare different int variables in the function switch() ? |
21:48 |
ShadowNinja |
Sokomine: Don't just make it global, namespace it. |
21:49 |
ShadowNinja |
kilbith: Um, switch is a keyword, not a function. |
21:49 |
kilbith |
nope |
21:49 |
kilbith |
it's a C function |
21:49 |
Sokomine |
ShadowNinja: it is namespaced already. it's a table called "dye" (though what'd help me slightly more in this case is dyelocal) |
21:50 |
ShadowNinja |
kilbith: No it isn't. Check some C docs. |
21:50 |
kilbith |
ShadowNinja : switch() case x: break; |
21:50 |
kilbith |
genuine funtion |
21:50 |
kilbith |
function |
21:51 |
ShadowNinja |
kilbith: No. If you continue I'll have to assume you're trolling. |
21:51 |
ShadowNinja |
Sokomine: Make it dye.dye_names or so. |
21:52 |
Sokomine |
ShadowNinja: whatever. as long as it's not hidden behind a local statement. whom best to contact for minetest_next/game? pilzadam? |
21:54 |
ShadowNinja |
Sokomine: Nope, BlockMen or sfan5. |
21:55 |
Sokomine |
ah, ok. thanks. i'll best file an issue then |
21:56 |
kilbith |
ShadowNinja: I apologize, still a noob in C and I thought that () after switch meant a function. |
21:57 |
ShadowNinja |
kilbith: NP. :-) |
22:09 |
|
shadowzone joined #minetest-dev |
23:14 |
|
alexxs joined #minetest-dev |
23:57 |
|
Chicken_shadow joined #minetest-dev |