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07:00 |
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07:11 |
sofar |
nrzkt: if you want to add something useful, add some bitwise operators for lua ... lol |
07:12 |
sofar |
I'm just dying for a nice bitwise and/or set |
07:13 |
sofar |
if I'm frustrated enough I might implement bit.and() and bit.or() lol |
07:18 |
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07:18 |
sofar |
https://github.com/keplerproject/lua-compat-5.2/blob/master/lbitlib.c we should just ship that |
07:29 |
nrzkt |
sofar, just upgrade to Lua 5.3 and that's all :p |
07:30 |
nrzkt |
personnaly i prefer have a nice high level API in C++ and embedded features in core engine for every user with zero performance penalty to enhance user experience, when available. I don't think we should refuse C++ additions where the code doesn't need to permit lua tuning, just work |
07:30 |
sofar |
too much work, adding a new sub api for a few math ops almost seems easier |
07:30 |
nrzkt |
sofar, i did it on epixel fork, easier, just add 4-5 compat functions inside lua and let's go :p |
07:31 |
nrzkt |
the main problem is LuaJIT not Lua 5.3 in fact, it's why we cannot upgrade it |
07:31 |
sofar |
then throw those in builtin? |
07:31 |
nrzkt |
but Lua 5.3 performance is quite better than 5.1 without JIT |
07:31 |
nrzkt |
sofar, yes, in builtin |
07:31 |
sofar |
yes luajit has bit stuff, but won't help builds without jit |
07:32 |
nrzkt |
https://gitlab.com/epixelgame/epixel/commits/master/builtin/common |
07:33 |
nrzkt |
with baremetal builtin + minetest_game we only need table.maxn and random float wrappers |
07:33 |
nrzkt |
also Lua 5.3 is more difficult to use when you have int and float, if i remember it's due to minetest non strict usage on those types |
07:35 |
nrzkt |
there are sometimes floating conversion failures on 5.3 |
07:40 |
nrzkt |
brb |
07:41 |
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15:29 |
octacian |
Any further thoughts on #4994 |
15:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/4994 -- Clear Inventory Chatcommand (/clearinv) by octacian |
16:02 |
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18:46 |
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18:47 |
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18:47 |
red-001 |
#5071 |
18:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5071 -- Rename functions in the minetest namespace to be more consistent. by red-001 |
18:50 |
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19:01 |
Krock |
#5066 ready for merge |
19:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/5066 -- Fix MSVC build by SmallJoker |
19:05 |
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19:12 |
sapier |
#3493 any comment's on this one? discussion about this fix died about a year ago without final result? |
19:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/3493 -- Call lua on_punch if on_use for an item didn't result in an ItemStack by sapier |
19:20 |
sfan5 |
merging #5066 in 5 mins |
19:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/5066 -- Fix MSVC build by SmallJoker |
19:27 |
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19:31 |
Krock |
thanks := |
20:21 |
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20:24 |
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20:40 |
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20:41 |
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20:41 |
red-001 |
I think I found the correct way to get M_PI to work in MSVC |
21:18 |
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21:51 |
rubenwardy |
#4966 |
21:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/4966 -- Use tree to list mods rather than textlist by rubenwardy |
22:04 |
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22:15 |
sofar |
does that just indent stuff? |
22:16 |
sofar |
oh, I see, removes the black bg |
22:17 |
sofar |
does it allow collapsing ? |
22:26 |
sapier |
any comments on #5073? the stereo mode that guy did implement is really way more comfortable (at least at my opinion) |
22:26 |
ShadowBot |
https://github.com/minetest/minetest/issues/5073 -- Rebased Pull request #3620 by sapier |
22:31 |
sapier |
it's sterographics VIDEO not audio ;-) |
22:33 |
sapier |
most benefit is for near distance elements of image there's a change for whole projection but comfort for far elements os (to me) not better or worse, it's just a little bit different |
22:40 |
rubenwardy |
updated #4966 |
22:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/4966 -- Use tree to list mods rather than textlist by rubenwardy |
22:40 |
rubenwardy |
sofar, yes, it allows collapsing |
22:42 |
rubenwardy |
https://youtu.be/Edamw7svDOk |
22:42 |
rubenwardy |
sofar ^ |
22:43 |
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22:44 |
sofar |
neat |
22:45 |
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23:27 |
red-001 |
#5075 |
23:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/5075 -- Players killed while attached to entity stay attached and don't respawn normaly. |
23:49 |
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