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IRC log for #minetest-dev, 2016-11-05

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All times shown according to UTC.

Time Nick Message
00:05 SpawnBugs paramat: moretrees shadow bug remembers you!
00:05 paramat oh man
00:07 red-001 how do you change the frequency using noise params?
00:07 red-001 scale?
00:08 paramat as in scale in nodes of variation?
00:08 paramat 'spread'
00:09 paramat that's the scale of variation of the 1st octave (largest scale variation)
00:09 red-001 as in how much of a type od decoration is spawned
00:09 paramat ah
00:09 paramat offset and scale
00:10 red-001 thanks
00:11 SpawnBugs anyone seen this? ERROR[Server]: An unhandled exception occurred: Setting [pitch] not found.
00:11 paramat decorations are spawned when noise value is above 0. offset is the average noise value. scale is the variation either side of offset
00:15 paramat SpawnBugs as in http://paste.debian.net/892505/ ?
00:16 SpawnBugs yeah
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00:16 SpawnBugs this error still in the way to confirm new 0 0 0 spawn bug on Liberty Land, since we can't test it because of this :(
00:18 paramat #4728 is #4718 ?
00:18 ShadowBot https://github.com/minetest/minetest/issues/4728 -- Players spawn at 0,0,0 after login
00:18 ShadowBot https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save.
00:18 SpawnBugs no
00:18 SpawnBugs waaait
00:19 paramat i know it's not 4403
00:19 SpawnBugs paramat: crap, I've made a dupe, yes, this is it, you can choose one to keep or combine them?
00:19 paramat ok
00:20 paramat i'll copy your post over too
00:21 SpawnBugs paramat: those bugs were mass-reported very recently it seems, they are new, and ~10 day old builds don't have this, so I suspect nerzuls refactoring commits to cause this
00:21 SpawnBugs as first suspects
00:21 paramat heh hmmmm ^
00:24 SpawnBugs but i'm not certain
00:24 SpawnBugs just suspects
00:25 SpawnBugs based on info from Liberty Land admin
00:31 Zeno` https://github.com/minetest/minetest/commit/361e687f3a81e7093c87d99b091aee080be6684f
00:31 Zeno` the unit test for load player is incorrect
00:31 Zeno` e.g. UASSERT(rplayer.getBreath() == 10);  should be UASSERT(rplayer_loaded.getBreath() == 10);
00:32 Zeno` lines 76-80 show the same problem (testing the wrong object)
00:33 Zeno` if those were correct it would have caught the spawn 0,0,0 problem before it even existed
00:35 paramat and there's a 'get pitch' in there too
00:35 Zeno` yes... testing the wrong object
00:36 Zeno` they should all be testing rplayer_loaded (not rplayer)
00:36 Zeno` so fixing those won't fix the problem but the unit tests would then (properly) fail
00:39 SpawnBugs this also https://github.com/minetest/minetest/issues/4403 needs some attention, at least two servers affected, red cat creative and vanessas creative-building one, and I'm usually suffer from them
00:39 paramat well spotted!
00:41 Zeno` hmm althought that's been changed by a more recent commit
00:43 paramat yeah, 'sao_load' now
00:44 paramat the refactor does stuff with 'pitch'
00:45 Zeno` has the bug been reproduced?
00:45 paramat the pitch one?
00:46 Zeno` both
00:46 Zeno` the pitch and the spawn bugs
00:47 paramat #4718 has 2 reporters. pitch seems to be just one
00:47 ShadowBot https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save.
00:49 paramat pitch bug was discussed on minetest channel today
00:51 paramat hm #4725 may be related too
00:51 ShadowBot https://github.com/minetest/minetest/issues/4725 -- Player reconnecting appeared to be outside of limits
00:53 paramat closed #4726
00:53 ShadowBot https://github.com/minetest/minetest/issues/4726 -- Be able to load Minecraft maps into minetest
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01:10 est31 okay I propose the following: we wait one week for nrz to fix the bugs, and if they still are present, we revert the recent cleanups
01:12 Zeno` I can't reproduce either of them :/
01:12 paramat 1 month until feature freeze
01:12 Zeno` oh I just did
01:13 Zeno` it doesn't happen every time
01:14 Zeno` ok that's weird
01:14 paramat est that seems reasonable, if the bugs are indeed due to the refactor
01:17 est31 last time we merged nrz cleanups, we had regressions like these too, and it took months to get rid of them
01:17 est31 now is just too close to a release, and there are too few dev resources
01:20 Zeno` so has there been a bisect?
01:21 paramat nope, a bisect was started but not completed (reading minetest channel)
01:22 Zeno` hmm kinda hard when the server starts to segfault!
01:24 thePalindrome I'm not particularly helpful as a core dev, but if you need me to do something, I've got time :P
01:31 sofar segfaults at start are the BEST problems to segfault, lol
01:35 thePalindrome ^
01:36 thePalindrome But yeah, if you want me to work on anything, I guess just ping me (I think that'll send me an email)
02:09 Zeno` anyway bisect does confirm
02:09 Zeno` 9d25242c5c1411d692254cf910345d51c9a24fa3 is the first bad commit
02:09 Zeno` commit 9d25242c5c1411d692254cf910345d51c9a24fa3
02:10 paramat heh hmmmm wins 5$
02:10 paramat thanks
02:10 Zeno` np
02:11 Zeno` it takes a while to bisect properly because the position info doesn't happen every time the player leaves
02:11 Zeno` so you have to make sure that with each bisect step you join/move/leave at least 2 to 3 times
02:11 est31 thanks for the bisect Zeno`
02:12 Zeno` np. (I also did it twice just to confirm)
02:14 paramat let's try to get this fixed over the weekend
02:14 Zeno` oh also I did this using minetest --server and joining as a client
02:14 Zeno` I suppose the same issue would exist for singleplayer games though because... well, it's the same
02:25 paramat Zeno`, to be clear you bisected for #4718 ?
02:25 ShadowBot https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save.
02:26 Zeno` yeah
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02:29 paramat so yes give it a few days to be fixed, if not, revert
02:30 sofar when does the position reset? randomly or at normal server shutdown?
02:31 sofar oh player leaving
02:32 Zeno` paramat for reference: c071efaa43 is the commit I started at as "good"
02:32 sofar 2016-11-04 19:31:57: ERROR[Main]: GUIEngine: execution of menu script failed: Failed to load and run script from /home/sofar/git/minetest/bin/../builtin/init.lua:
02:32 sofar 2016-11-04 19:31:57: ERROR[Main]: ...git/minetest/bin/../builtin/mainmenu/tab_multiplayer.lua:68: attempt to index a nil value
02:32 sofar welp
02:32 Zeno` (Improved lighting) and current head as "bad" (of course)
02:32 sofar that's a new bug
02:37 Zeno` yay new bug
02:38 * Zeno` celebrates
02:45 sofar I've seen it once before but shrugged it off
02:45 sofar hard segfault now so I'm not ignoring it anymore :)
02:55 Zeno` oh sorry sofar I missed your question. Yes, player leaving server
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03:00 Zeno` #4730
03:00 ShadowBot https://github.com/minetest/minetest/issues/4730 -- Fix memory leak in ::safeLoadFile by Zeno-
03:00 Zeno` be prepared. It's a big PR to review
03:18 * paramat wasn't prepared for that
03:19 hmmmm wow yup
03:19 hmmmm great job nerz
03:20 hmmmm Zeno`: wasn't there a PR that fixed the memory leaks that existed?
03:20 hmmmm also why weren't those memory leaks caught in review for the initial mod security PR...?
03:20 hmmmm pretty obvious imho
03:21 hmmmm wonder who signed off on it
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03:24 Zeno` hmmmm, I dunno. There is #4364 but maybe the issue wasn't there then?
03:24 ShadowBot https://github.com/minetest/minetest/issues/4364 -- couple of memory leaks fixes. by devnexen
03:24 hmmmm what is up with the std:: everywhere
03:24 Zeno` There are still other leaks btw
03:24 hmmmm why
03:25 hmmmm why why why
03:25 hmmmm don't we have static code analyzers for this type of crap?
03:25 Zeno` yeah a static analyzer would have found that
03:26 Zeno` i mean... it's a very obvious one
03:38 Zeno` unless I'm missing something?
03:39 Zeno` maybe I am
03:41 Zeno` don't think so though
03:45 Zeno` nope, nothing missed
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04:38 sofar just merge 4730 if you're asking me
04:57 paramat sofar https://github.com/minetest/minetest_game/issues/1256#issuecomment-257971330 and following comments, look ok?
05:02 Zeno` sofar, yeah I will (it's trivial after all). There's no rush though
05:05 Zeno` actually I'll just merge now so I don't forget (if no objections)
05:12 paramat none from me
05:19 sofar Zeno`: for things like that, the trivial label really applies :)
05:20 Zeno` pity I couldn't apply it twice
05:21 Zeno` i couldn't even really bothered labelling it with anything *but* trivial lol
05:34 paramat game#1365 updated and ready
05:34 ShadowBot https://github.com/minetest/minetest_game/issues/1365 -- Default: Add 'acacia leaves simple' texture by paramat
05:39 paramat what's a good way to retrigger build checks for a PR, without editing it?
05:42 sofar I think only celeron55 can retrigger CI?
05:43 sofar If you have write access to the repo: On the build's detail screen, there is a button ↻ with the tooltip "Restart Build".
05:43 sofar hm
05:43 * sofar looks
05:44 Zeno` nah you can restart it
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05:45 Zeno` I've done it more than once anyway (even long after the initial test)
05:47 Zeno` e.g. https://travis-ci.org/minetest/minetest/builds/170540426
05:47 Zeno` I can just press restart build
05:47 Zeno` ???
05:50 paramat ok
05:51 paramat looks like closing and re-opening the PR thread works
05:51 Zeno` why?
05:52 Zeno` just click on the previous PR "details" and the restart button should be there
05:52 Zeno` s/PR Details/CI Details
06:01 paramat ok
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06:05 paramat ugh at last game#1367 is done
06:05 ShadowBot https://github.com/minetest/minetest_game/issues/1367 -- Default, flowers: Improve plant selection boxes by paramat
06:52 thePalindrome :D
06:52 * thePalindrome feels useless
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08:31 paramat nore sfan5 sofar game#1365 is ready for review. i'll merge game#1367 soon
08:32 ShadowBot https://github.com/minetest/minetest_game/issues/1365 -- Default: Add 'acacia leaves simple' texture by paramat
08:32 ShadowBot https://github.com/minetest/minetest_game/issues/1367 -- Default, flowers: Improve plant selection boxes by paramat
08:32 nrzkt paramat i'm looking for your comment and will answer on github
08:32 paramat ok
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08:36 nrzkt #4718 is the official discussion right ?
08:36 ShadowBot https://github.com/minetest/minetest/issues/4718 -- Position resets / doesn't save.
08:37 paramat yes
08:37 nrzkt okay perfect, it seems at a moment we save but there is not player sao and this remove the attributes from the saved file... i will look at calls which can trigger a save in that case
08:37 nrzkt this save without SAO should be removed
08:40 nrzkt okay i found a case when we disable the playersao without saving
08:40 nrzkt it's historical
08:40 nrzkt Server::DeleteClient
08:41 nrzkt it triggers playersao->disconnected();
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08:41 nrzkt which is a lightweight version of PlayerSAO::removingFromEnvironment()
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08:50 nrzkt okay i see the real problem, disconnected function should only make SAO removal, not remove the player & player SAO link because this will erase the save of the player
08:54 nrzkt okay for the timeout issue this is now properly saved, unline previous version, will do a PR for cleaning up the historic behaviour and have a proper saving
08:55 nrzkt the problem i think is when player was not properly disconnecting
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09:03 nrzkt paramat, i did #4734 for this
09:04 ShadowBot https://github.com/minetest/minetest/issues/4734 -- PlayerSAO saving fix by nerzhul
09:04 Zeno` no, no, I *was* properly disconnecting
09:04 Zeno` and I bisected twice
09:04 Zeno` and tested about 20 times
09:04 nrzkt Zeno`, okay, then there are other behaviours Zeno` , but i'm sure this is due to PlayerSAO::disconnected function
09:05 nrzkt look at the PR you will see directly what problem happens and was hidden by previous code which has multiple cleanup functions for SAO...
09:05 nrzkt (and which was historical)
09:06 paramat #4725 related? there the player quickly rejoined before being timed out
09:06 ShadowBot https://github.com/minetest/minetest/issues/4725 -- Player reconnecting appeared to be outside of limits
09:07 nrzkt i don't know how this is possible for these limits because the bug was to not save anything about player except inventory
09:08 nrzkt and i tried it when testing my first PR (not the currently sent PR) and i didn't notice any changes for my coordinates
09:10 paramat thanks for the PR, hopefully fixer will test it
09:10 Zeno` I think it's "cheating" a bit to say that void PlayerSAO::unlinkPlayerSessionAndSave() fixes a historical issue :/
09:10 nrzkt no problem, it's normal i fix a very old behaviour i didn't see in my first PR which was unclean. This PR permits to have only 1 way to remove and save the player at disconnection
09:10 nrzkt Zeno`, did you look at disconnected() function ?
09:11 nrzkt previously this function remove the link between RemotePlayer & PlayerSAO
09:11 nrzkt without this link, RemotePlayer::serialize didn't see the player SAO and then remove all attributes
09:11 Zeno` but that gets called with a *valid* disconnect
09:12 nrzkt maybe, but ... removingFromEnvironment is called before with a valid disconnect no ?
09:12 Zeno` if the PR fixes the issue then great... but calling it an historical issue just isn't right :/
09:12 paramat will merge game1376 in a moment
09:12 nrzkt historical behaviour not issue :)
09:14 Zeno` I don't get how moving 4 lines into a function fixes the issue, but I'll test
09:15 nrzkt before my refactor, SAO attributes were in the session then saved inconditionnaly, after they were moved to SAO and read from this, but save is called only in two parts of code, the m_dirty flag check and the SAO::removingFromEnvironment. SAO::disconnected() didn't save the player but remove the link and if a save pass after disconnect => saving without attributes. With this PR save pass after disconnect, no problem because
09:15 nrzkt session and SAO are always linked and the link is only removed when removing from environment not before
09:15 nrzkt no no
09:15 nrzkt it's not that the more important
09:15 paramat merging ..
09:15 nrzkt the more important part is https://github.com/minetest/minetest/pull/4734/files#diff-da1e28445fc732755d2b64683bd94ee4L1347
09:15 nrzkt this line
09:16 nrzkt we set m_playersao to NULL too early in the disconnection process
09:16 Zeno` ok
09:16 nrzkt then this => https://github.com/minetest/minetest/pull/4734/files#diff-867322eb97b1d96001510bc7dfaf4225L180
09:16 Zeno` that makes more sense
09:16 nrzkt m_sao is null => no save
09:17 nrzkt now we have an assert, this is mandatory to have a SAO, no code part should save a player without a SAO :)
09:18 nrzkt and now, only unlinkPlayerSessionAndSave call setPlayerSAO(NULL)
09:18 paramat mer-ged
09:18 sfan5 paramat: game#1365 lgtm
09:18 ShadowBot https://github.com/minetest/minetest_game/issues/1365 -- Default: Add 'acacia leaves simple' texture by paramat
09:19 Zeno` nrzkt, building now
09:20 paramat thanks sfan
09:20 nrzkt i missed that setPlayerSAO(NULL) with previous refactor PR, my bad
09:20 nrzkt if i saw it when sending it i should have done #4734 PR into it
09:20 ShadowBot https://github.com/minetest/minetest/issues/4734 -- PlayerSAO saving fix by nerzhul
09:21 Zeno` nrzkt, paramat, ok that does fix the issue
09:21 paramat nice
09:22 Zeno` merge now I say and move on
09:23 Zeno` at least if it's merged any other potential bugs can be identified. Leaving things without it being merged is obviously not the best choice (IMO)
09:24 nrzkt Zeno`, then i merge it
09:24 paramat i'm fine with a merge
09:24 Zeno` yes, I see how it fixes the issue now
09:24 Zeno` +1
09:24 nrzkt just say it on the issue :)
09:24 nrzkt better than linking irc everytime :D
09:25 Zeno` once merged we're at _least* better off than before :)
09:25 Zeno` ok doing now
09:26 nrzkt thanks this is merged
09:26 Zeno` =)
09:26 Zeno` now we move onto bigger and better things!
09:26 nrzkt and sorry for the strange behaviour due to historical missed code :)
09:27 nrzkt now we have only one way to save player at disconnection :p
09:27 nrzkt Zeno`, nice memleak fix
09:27 Zeno` nrzkt, oh yeah... it was really advanced and hard to find lol
09:28 nrzkt memleak at each player save... shit !
09:28 nrzkt oh no it's only for lua users
09:28 nrzkt :)
09:28 Zeno` I've known it for ages and then today finally got sick of seeing it
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09:28 nrzkt i think minetest will use less memory with mods using saving to files xD
09:29 nrzkt i think there is more cleanup to do on our emerging/saving process but no time for it, but now it's very very better than before :)
09:31 Zeno` nrzkt, thanks for the quick fix btw
09:31 nrzkt no problem it's normal and a very blocking fix, and i get some time to track it
09:31 Zeno` nrzkt, is there a way to modify your new unit tests so that they could have picked that up?
09:32 Zeno` might be tricky because at unit test time the full server env is not up and running but.,... maybe
09:32 nrzkt Zeno`, i don't know really, because the calling to save is not very easy, if you look at the calling code you will need a whole environment & server :s
09:32 Zeno` yeah
09:32 Zeno` ok, I'm happy with the resolution for now :)
09:33 nrzkt the unit test only covers the full save & load to ensure it's consistent :(
09:33 Zeno` yeah... which is what I meant by <Zeno`> might be tricky because at unit test time the full server env is not up and running but.,... maybe
09:33 nrzkt :)
09:33 nrzkt thanks for your help
09:33 Zeno` I dunno how to approach it... it would no longer really be a unit test but something different
09:34 Zeno` not a 30-minute job to implement though (if it's really possible at all without spending weeks or months on it)
09:34 nrzkt if you want better unit test we should enhance the callers part to be less linked with env :(
09:38 Zeno` well
09:38 Zeno` I don't want to do that lol
09:38 Zeno` I don't have 900 hours spare to make it possible xD
09:38 nrzkt :p
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11:42 red-001 It seems to be quite easy to make minetest crash without a lua traceback
11:56 thePalindrome ?
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12:04 sfan5 red-001: why do you need to test [off] and why here?
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12:32 sfan5 can you cut this bullshit
12:32 sfan5 you'll only make me disable [off]
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13:32 Foghrye4 How I can control a range, where entities unloaded from client side? I see them still interaction via server side, but i see meshes are already unloaded on a client side.
13:32 Foghrye4 *interact with player
13:33 Foghrye4 Is it possible at all?
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17:04 Hijiri Could someone do a review of #4685?
17:04 ShadowBot https://github.com/minetest/minetest/issues/4685 -- Add control information to player interacts by raymoo
17:22 Foghrye4 Looking good for me. Too bad I'm not a developer and can't add approval mark.
17:34 est31 Hijiri: approved it
17:35 Krock v3f should support multiplications like this: v3s32 sf         = myplayer->getSpeed() * 100;
17:36 Krock just a side note
17:37 est31 yes
17:38 est31 Hijiri: I think what Krock suggested would be a good thing to do
17:38 est31 https://github.com/minetest/minetest/pull/4685/files#diff-34f48ad91ac6c202ac60b0348ae90e30R941
17:38 Krock but that's trivial as the code was only moved
17:39 est31 yes, its not a strict requirement for the PR to get merged
17:44 Krock huh what? #4721 misses a check for empty lines
17:44 ShadowBot https://github.com/minetest/minetest/issues/4721 -- Separate optional from required mod dependencies in main menu by Wuzzy2
17:44 Hijiri est31: thanks
17:44 Krock except "table.concat" ignores them.. not sure
17:45 Hijiri What has been the opinion on a server-side "push" method on players, that sends a message to the client to add the supplied velocity to the player?
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17:45 Hijiri I know people have been against something to set an absolute player velocity
17:46 Hijiri (though with a push method, you could make a janky velocity setter if you use push with the existing get_velocity)
17:46 Krock est31, table.concat does not ignore empty string contents, thus this pull is still incomplete
17:46 Krock or it simply opened a small issue
17:46 est31 Hijiri: that's something blocked on client scripting
17:47 est31 Krock: you mean empty lines in dependencies.txt?
17:47 Hijiri It doesn't seem like client scripting would give a better implementation of server-initiated player-pushing, since some message would have to travel to the client anyway
17:47 Krock yep
17:47 est31 did we support that
17:47 Hijiri client-side scripting would definitely be better with things like liquid pushing and thing sthough
17:47 Krock oh wait. it was already "broken" before
17:47 Hijiri est31: no, I'm talking about a hypothetical feature
17:48 Hijiri oh
17:48 Hijiri you were talking to krock
17:48 Krock so actually there's no change in function
17:48 est31 yes
17:48 est31 Krock: but if you want to make it ignore it, be welcome to make a PR :)
17:49 Krock est31, somewhat trivial, let's keep it this way until someone can't hold to open an issue :3
17:49 Hijiri anyway, my point is that one-off instantaneous changes to player velocity would not benefit significantly from client-side scripting
17:49 Foghrye4 Hijiri, on my opinion - a more freedom a better. I would like see if server could change a movement acceleration and speed, add a constant speed and acceleration to player, limit speed of camera and so on.
17:51 Hijiri Foghrye4: I thought those would be more controversial to add without client scripts, but I think I could see some use-cases where you don't need the extra responsiveness of client-side
17:51 est31 yes I agree
17:51 est31 it does make sense to send the knockback info the same time as the HP info is sent
17:52 est31 but the feature will be abused for liquid drift unless there is client side scripting
17:53 Foghrye4 But... but... this feature IS for liquid drift!
17:53 Hijiri I think liquid drift is one of the places you want more responsiveness, since the client will know that the player is in/out of liquid before the server does
17:54 est31 ^
17:54 Foghrye4 A-a...
17:54 Hijiri e.g. you walk out of the water and you float a bit to the side still because of lag and the server hasn't sent the velocity update yet
17:54 Foghrye4 Now I understand. You are right.
17:54 Hijiri I don't think I agree that abuse of features is a reason to not have them, though
17:55 Hijiri The only danger I see is complacency with using hacks to get some result
17:55 Hijiri but you can already do some hacky stuff to simulate setting an absolute velocity/acceleration, by attaching the player to entities
17:56 Hijiri albeit no liquid push though
17:57 Foghrye4 Indeed. Example of such hacky stuff https://www.youtube.com/watch?v=ip6ibzX_Zv0 ^_^
17:57 est31 I would agree to a change that adds knockback whose velocity change gets smaller over time
17:58 est31 and only additive changes, no set_velocity or something
17:59 est31 more like add_knockback(direction) and the length of the direction vector is the intensity
17:59 Hijiri est31: I was thinking of just adding to the player's velocity and letting the natural speed degradation slow it down
17:59 Hijiri speed decay*
18:00 est31 Hijiri: if that's indeed happening, then its good
18:00 est31 Hijiri: also make sure that the speed anticheat still works with it, you need to simulate the effects server side
18:00 Hijiri right, I hadn't thought of that
18:01 Hijiri I haven't written any code yet, by the way
18:01 Hijiri oh yeah, that would make it more difficult
18:01 Hijiri since the server doesn't normally calculate the speed decay or anything
18:03 est31 plus in the ideal case, there should be some way to make it work when the player is attached to a lua SAO
18:03 est31 e.g. then the callback can be redirected to the SAO object
18:04 Foghrye4 est31, that should be leaved to modders.
18:04 est31 Foghrye4: yes, it should be redirected, and the SAO can then handle it
18:05 est31 the lua code inside the sao*
18:05 Hijiri a new callback?
18:10 est31 guess so
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18:59 Fixer anyone feels we need jungle dirt?
19:01 Krock me not
19:01 Krock regular dirt is OK, I think
19:08 red-001 not really
19:10 red-001 I guess I wouldn't mind if the node would also fit in in other dense forests
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21:17 Hijiri something like root dirt
21:18 Hijiri root dirt redemption
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23:10 Fixer can confirm player save/load problem was fixed
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