Time |
Nick |
Message |
00:06 |
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randomminer joined #minetest-dev |
00:14 |
Shara |
paramat: would it be possible to get unique uses for silver and desert sand? I love how they look in the environment, but there is nothing to do with them (other than what can be done with nomral sand anyway as you point out) |
00:15 |
Shara |
It would add more motivation to explore and find these biomes as well. |
00:18 |
paramat |
unique uses is a good idea |
00:18 |
paramat |
i can't think of any yet, suggestions welcome |
00:20 |
Shara |
paramat: other thing bugging me is coral. I found no uses for it, and it seems (outside creative) you can only collect the skeleton coral. |
00:21 |
rubenwardy |
could be use as a fertilised dirt node for farming |
00:21 |
Shara |
I find myself hoping silver sand could be used in producing pale grey/white-grey brick. |
00:21 |
rubenwardy |
increases speed by x1.5 / x2 / x3 |
00:21 |
rubenwardy |
is realistic too |
00:22 |
Shara |
I think the only pale brick is sandstone, but then you end up with everything yellowish, so it feels like there is a gap for a building material there. And a pale but neutral colour would be quit ea realistic thing too. |
00:31 |
paramat |
yeah lack of uses for new stuff is not us refusing development, it's just a case of getting around to it, and having a good idea :] |
00:31 |
paramat |
coral skeleton is calcium carbonate which has many uses |
00:32 |
paramat |
mods can add uses for stuff of course |
00:34 |
Shara |
I'm hesitant to add uses for it via mods because it feels like the uses should be part of minetest_game. And if I do add it in a mod, the game might add something later which leaves me needing to adjust. |
00:34 |
rubenwardy |
would you be against fertiliser as a mechanic, paramat? Add farming:dirt_with_fertilised_grass farming:dirt_with_fertilised_grass_wet, speed up growing by x1.5/2 times |
00:34 |
rubenwardy |
added complexity, but makes corals make sense |
00:34 |
paramat |
no objection heh |
00:34 |
Shara |
It's certainly not a big or urgent issue, but it feels like new content should do things :) |
00:35 |
Fixer |
dead coral can be used for nice white walls with different texture than that of clay and wool |
00:36 |
Shara |
True, I like the fertiliser idea though. |
00:37 |
paramat |
yes coral was added as having some ocean features ws a high priority, se we have not worried about adding a use yet |
00:37 |
paramat |
silver sand was to add another biome |
00:37 |
Fixer |
paramat: spawning in trees quite often |
00:37 |
Shara |
I like how the silver sand looks. |
00:37 |
paramat |
i spawn in trees? |
00:38 |
Fixer |
paramat: player spawns in trees quite a lot it seems, after my tries |
00:40 |
paramat |
ah yes that happens to me too |
00:41 |
paramat |
might be more common now due to forests being thicker than in mgv6 |
00:42 |
paramat |
it's always happened though |
00:44 |
paramat |
it probably confuses new players sometimes. if in doubt walk or punch |
00:49 |
rubenwardy |
would it be possible to expose the findSpawn API to lua? |
00:49 |
Wayward_One |
#4993 |
00:49 |
ShadowBot |
https://github.com/minetest/minetest/issues/4993 -- Add raycast.cpp and tileanimation.cpp to Android.mk by Wayward1 |
00:49 |
rubenwardy |
-API |
00:49 |
rubenwardy |
well, ofc it's possible |
00:50 |
rubenwardy |
I mean would it go against your ideals |
00:51 |
octacian |
could somebody give me a bit of help setting up a "dev" build of MT? |
00:52 |
octacian |
I've cloned the repo, ran cmake and make. still isn't quite clear to me though as to what else I should do. |
00:53 |
rubenwardy |
that's it basically |
00:53 |
octacian |
so, to run it, do I need to do make install too? |
00:53 |
rubenwardy |
no |
00:53 |
rubenwardy |
./bin/minetest |
00:54 |
octacian |
oh! Now I get it. Thanks! |
00:54 |
octacian |
for me there's no ./, but. just bin/minetest. |
00:56 |
rubenwardy |
./ means "look in current directory" |
00:56 |
octacian |
right >_< |
01:14 |
octacian |
rubenwardy or somebody else: just tried adding a chatcommand to chatcommands.lua, but when I ran MT from ./bin/minetest and tried the command, it didn't work. |
01:14 |
octacian |
do I need to do something else before testing? |
01:14 |
rubenwardy |
does it error? |
01:14 |
octacian |
oh, I see what I did. |
01:15 |
octacian |
nvm, I was running the wrong MT. just typing "minetest" open normal MT. I have to do ./bin/minetest |
01:16 |
octacian |
working now lol |
01:17 |
paramat |
findspawn exposed to lua seems ok, not sure how useful it would be |
01:17 |
paramat |
it doesn't check for decorations |
01:18 |
paramat |
just searches outwards from 0,0 for dry land below a defined y |
01:20 |
paramat |
each mapgen has a different 'getSpawnLevelAtPoint' function |
01:20 |
randomminer |
if only kevin kostner had it |
01:20 |
paramat |
lol |
01:21 |
octacian |
I'm currently working on a /clear command. I got a question, should I have a separate /clear and /clearme, or combine them? (one requires param, one doesn't, duh) |
01:21 |
paramat |
.. those functions don't return true highest terrain at point, they are dedicated to finding a suitable spawn level near sea level |
01:23 |
octacian |
decided to go with separate commands. people can request changes on PR anyway. |
01:23 |
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01:24 |
rubenwardy |
I suggest clearinv |
01:24 |
octacian |
rubenwardy: I was thinking that in the first place. |
01:24 |
rubenwardy |
clear is ambiguous - may be used to clear chat log |
01:24 |
octacian |
with that in mind, should I maybe keep combine them? |
01:24 |
rubenwardy |
Yeah, probably |
01:24 |
octacian |
damnit... |
01:25 |
octacian |
lol |
01:27 |
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01:40 |
octacian |
#4994 |
01:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4994 -- Clear Inventory Chatcommand (/clearinv) by octacian |
01:40 |
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01:41 |
paramat |
game#1500 |
01:41 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1500 -- Fire: Reduce flame light level to 13 by paramat |
01:41 |
octacian |
well, /clearinv command was easier than I expected. already done and PR is opened. |
01:47 |
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02:02 |
paramat |
sofar i updated game#1489 on your request, turned out well |
02:02 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1489 -- License.txt: Include full official LGPL 2.1 .txt file by paramat |
02:11 |
sofar |
yeah, just merge that. |
02:24 |
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02:35 |
paramat |
thanks |
03:05 |
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03:05 |
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03:05 |
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06:40 |
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06:44 |
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07:16 |
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07:20 |
nrzkt |
merging #4992 as android.mk was forgotten when adding raycast |
07:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/4992 -- Android build failure (undefined references) |
08:33 |
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09:02 |
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09:30 |
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09:46 |
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10:04 |
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10:17 |
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10:25 |
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10:51 |
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11:00 |
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11:17 |
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11:28 |
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11:56 |
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11:57 |
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11:57 |
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12:00 |
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12:21 |
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12:34 |
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12:35 |
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12:41 |
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13:06 |
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13:08 |
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13:35 |
juhdanad |
How do I return a Lua function from a c++ userdata's function? |
13:36 |
sfan5 |
why do you want to do that? |
13:37 |
juhdanad |
In https://github.com/minetest/minetest/pull/4421#pullrequestreview-11288872 ShadowNinja requested a for loop. |
13:37 |
juhdanad |
But I don't know how to implement it. |
13:38 |
est31 |
idk, you can provide a simple api over the c++ api, then fill in the gaps with a second layer that is made public |
13:39 |
juhdanad |
So should I write in builtin, too? |
13:39 |
rubenwardy |
it should be :iter(), isn't :next() a method anyway? |
13:39 |
juhdanad |
:next() is a method, yes. |
13:39 |
sfan5 |
yeah write a lua layer that just calls next() |
13:39 |
rubenwardy |
agreed |
13:40 |
juhdanad |
Won't it be slower than the possible maximal speed? |
13:40 |
est31 |
probably |
13:40 |
est31 |
but the overhead will be quite low thanks to luajit |
13:40 |
est31 |
dont worry about it |
13:40 |
juhdanad |
Okay, then I1ll try. |
13:41 |
juhdanad |
I'm a bit confused in Lua because I don't know the type of the variables. |
13:43 |
juhdanad |
And builtin/game is executed when the game loads, right? |
13:43 |
rubenwardy |
yes |
13:43 |
rubenwardy |
before loading mods |
13:45 |
juhdanad |
Will builtin/game/misc.lua an appropiate place for this function? |
13:46 |
rubenwardy |
unless there's a file related to env |
13:48 |
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14:02 |
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14:06 |
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14:13 |
juhdanad |
I made it! This was my first Lua iterator. |
14:19 |
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15:07 |
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15:22 |
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15:30 |
rubenwardy |
reviews for #4806 would be well accepted |
15:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/4806 -- Add search to advanced settings by rubenwardy |
15:30 |
rubenwardy |
est31: you reviewed before, I've updated with your suggestion |
15:36 |
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18:03 |
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18:09 |
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18:16 |
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18:36 |
juhdanad |
rubenwardy, could you clarify a bit more what API would be suitable for #4421? |
18:37 |
ShadowBot |
https://github.com/minetest/minetest/issues/4421 -- Expose getPointedThing() as RaycastState by juhdanad |
18:41 |
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20:04 |
* rdococ |
has to go to bed |
20:08 |
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20:13 |
rubenwardy |
juhdanad: the API I'd like would be minetest.start_raycast(...) which you can either use as an iterator or call .next on |
20:14 |
juhdanad |
What would start_raycast() return? |
20:18 |
rubenwardy |
see snipet |
20:21 |
rubenwardy |
added a version in case you can't modify userdata |
20:21 |
rubenwardy |
also changed ray.next(ray) to ray:next() - they're equivalent |
20:37 |
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20:53 |
juhdanad |
rubenwardy: now I see! I should return a userdata, that has a next() function, but is also callable so the for loop can handle it! |
20:54 |
rubenwardy |
yeah |
20:58 |
juhdanad |
Then can it be called minetest.raycast()? |
20:58 |
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21:05 |
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21:16 |
rubenwardy |
merging #4997 in 20mins as trivial documentation fix |
21:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/4997 -- lua_api.txt: Add registered_chatcommands to global tables by LNJ2 |
21:18 |
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21:21 |
paramat |
hi please can anyone review #4965 ? tested, bugfixes and fixes a crash |
21:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/4965 -- Map generation limit: Fix checks for block/sector over-limit by paramat |
21:38 |
rubenwardy |
merging... |
21:39 |
rubenwardy |
done |
21:58 |
nrzkt |
merging #4996 |
21:58 |
ShadowBot |
https://github.com/minetest/minetest/issues/4996 -- README.txt: Update the license to 2010-2017 by LNJ2 |
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