Time Nick Message 00:15 Fixer https://github.com/minetest/minetest_game/issues/1613 00:17 paramat hm 00:17 paramat the sound has a 'pos' 00:18 paramat maybe pointed_thing.above is failing 00:19 paramat maybe if a player uses it while not actually pointing at a node 00:20 Fixer when I tested it I don't pointed it at something 00:20 Fixer point* 00:20 Fixer have not 00:20 Fixer nevermind 00:21 paramat pos may need a fallback 00:21 paramat as in the player position 00:22 Fixer was writing a book in minetest and alt-tabing and discovered nonworking backspace, after some clicking it started to work again 00:25 Fixer space was working at the time I believe 00:30 paramat yes pos is nil if not pointing at a node 00:30 paramat will fix tomorrow. i guess some players will try to ignite nothing 00:34 paramat =/ 00:36 Fixer hah 00:53 Fixer another one related to book: https://github.com/minetest/minetest_game/issues/1614 Ways to reproduce are not clear, but try alt-tabbing many times and writing some text here and there 00:54 sofar paramat: Fixer: I think they're pointing to an entity and not nothing 00:54 sofar at least, that seems more likely 00:55 Fixer sofar: when i tested I pointed at nothing iirc 00:55 Fixer was pointing to horizon 00:55 Fixer but I may be wrong, I can retest tommorrow 01:08 Fixer updated my book bugreport, try it 01:33 paramat yeah could be an entity perhaps 03:34 Vadtec What algorithm does minetest use for generating its noise? simplex noise? 03:35 OldCoder http://dev.minetest.net/PerlinNoiseMap 03:35 OldCoder Vadtec, ^ 03:38 Vadtec OldCoder, ok, so.... hrm... maybe my googlefu is failing me, but every perlin/simplex noise algo ive seen is limited to ranges like 0-255 or 0-512 03:38 * Vadtec heads to github to check the source code 03:38 OldCoder Vadtec, I'm not an expert at the noise issue. However, #minetest-dev can tell you... 03:38 OldCoder When people are there and if you are brief 03:39 OldCoder They can be persnickety at times 03:39 Vadtec im just trying to figure out how to make/implement/alter a perlin/simplex noise function to achieve the same range that minetest does 03:40 Vadtec all the implementations ive seen have arrays of values, and expanding said arrays doesnt seem to generate any larger noise values 03:41 Vadtec im no mathematician 03:41 Vadtec so its all greek to me as far as the math goes 03:47 OldCoder Vadtec, see above 03:47 OldCoder Vadtec, I'm not an expert at the noise issue. However, #minetest-dev can tell you... 03:47 OldCoder When people are there and if you are brief 03:47 OldCoder There are 2 or 3 03:47 OldCoder people there at different times 03:47 Vadtec yeah, i saw, thanks 03:47 OldCoder who are authorities on the matter 03:47 OldCoder Good luck 12:26 nrzkt merging #5362 12:26 ShadowBot https://github.com/minetest/minetest/issues/5362 -- GUI: Convert loading screen's progress bar to image by kilbith 16:21 juhdanad Hi! Is it difficult to create (read-only) object references in client scripting? 18:05 paramat sofar and all, for bush decay, shall i change my PR to use 'default:after_place_leaves' so that players can place decaying leaves with sneak? 18:05 paramat 'place param2' is cleaner though 18:07 juhdanad It sounds a good idea, however not many people will know about that feature. 18:08 paramat 'after place leaves' is actually the known behaviour of tree leaves 18:08 sofar I would consider making a PR that entirely removes default_after_place_leaves 18:08 sofar it's such a niche function 18:08 sofar someone make a mod for that 18:09 paramat certainly. anyway for now i'll use 'after plave leaves' in the PR 18:09 paramat (place) 18:14 juhdanad Does anyone have some spare time to review #5227? I have already read the changes and they look good, also the rendering works in practice. 18:14 ShadowBot https://github.com/minetest/minetest/issues/5227 -- [squashed] Refactor content_mapblock by numberZero 18:15 juhdanad (at least I tried really special drawtypes, and SmallJoker tried it on a server, and it worked fine) 18:27 paramat yes that PR is fairly important because it's delaying other work 18:29 paramat my daily request: please can anyone review #4967 ? i think this one is also high priority for review 18:29 ShadowBot https://github.com/minetest/minetest/issues/4967 -- New bulk node light update by juhdanad 18:48 sofar I really want to get those in asap 18:51 paramat game#1617 hopefully correct 18:51 ShadowBot https://github.com/minetest/minetest_game/issues/1617 -- Flint & steel sounds: Fix bugs caused by nil position by paramat 18:56 paramat tested and works 18:56 sofar why is that thing even bothering doing `local pt = pointed_thing` ? 18:56 sofar lol 18:56 paramat good point 18:57 sofar smne lkes rly shrt code 18:57 paramat will update 19:06 sofar still fine - I would just merge it 19:06 Krock LTGM 19:10 paramat yes i have 4 PRs i will merge soon, once i update the bush decay one 19:23 paramat will merge games 1607 1611 1612 1617 in a few mins 19:24 sofar I just merged #5162 19:24 ShadowBot https://github.com/minetest/minetest/issues/5162 -- Optimize item.lua by tenplus1 19:25 paramat nice 19:30 sofar we have a lot that can be merged 19:30 sofar could really use some review 19:30 sofar CSM is one of them 19:30 sofar I should try and validate that 19:31 paramat merging to game 19:32 sofar paramat: can you review the rotation pr me and whatshisname made? 19:32 sofar that needs merging too 19:32 paramat i can try 19:33 sofar like, rotate a bed, a door, a torch, maybe a ladder 19:34 sofar game#1584 19:34 ShadowBot https://github.com/minetest/minetest_game/issues/1584 -- Screwdriver: allow simple wallmounted rotation. by sofar 19:37 paramat bush decay conflicted with another PR so will rebase it 19:37 paramat merged 3 of those 19:41 Thomas-S Is the failed Travis check a problem for game#1580? 19:41 ShadowBot https://github.com/minetest/minetest_game/issues/1580 -- Change doors to default.can_interact_with_node() by Thomas--S 19:42 sofar huh 19:43 sofar looks like luacheck was upgraded in travis 19:43 sofar none of those are relevant to your patch I think 19:44 sofar 0.19.0-17 days ago2,248 downloads 19:45 sofar yup 19:46 sofar weird, I get different warnings 19:47 sofar bullcrap, it now complains about `unpack` 20:05 paramat thanks for reviews, so i will merge #4967 later 20:05 ShadowBot https://github.com/minetest/minetest/issues/4967 -- New bulk node light update by juhdanad 20:10 Krock sofar, are there more helper functions in the builtin that should be added there? :P 20:10 sofar unpack isn't builtin, it's a lua thing 20:11 sofar that's the only new one though that I found 20:14 Krock oh, I thought that was a MT-special helper function. Good to know that it's shipped with Lua directly :) 20:19 Fixer seen sapling(k) induced squarish kind of shadow bug (like for tnt) that 4967 should fix (i hope) 20:19 Fixer on hometown server 20:35 sofar tnt+fire bug found 20:41 paramat saplings are grown using 'place schematic' which uses a light update fixed by 4967 20:52 paramat i'll also merge #5294 and #5349 later (with 4967) 20:52 ShadowBot https://github.com/minetest/minetest/issues/5294 -- Optimize minimap by numberZero 20:52 ShadowBot https://github.com/minetest/minetest/issues/5349 -- Climb speed: Increase default setting from 2 to 3 by paramat 20:59 sofar game#1620 20:59 ShadowBot https://github.com/minetest/minetest_game/issues/1620 -- TNT: start fire nodetimers for created fire nodes. by sofar 21:02 juhdanad Could you help me? I once configured Minetest to build the server too. How can I turn it off? 21:03 nerzhul -DBUILD_SERVER=0 21:09 juhdanad That worked, thank you! 21:10 sofar nerzhul: CSM seems to work just fine, but it's terribly verbose on the cmdline :) 21:10 nerzhul due to preview mod i think :) 21:10 sofar yes 21:10 nerzhul it's a preview, we could disable it before merge but keeping it to ensure everything is working when intended 21:10 sofar did you ever think of using it more in minimal? I see the death screen is in there now 21:11 sofar yeah, I think it's OK 21:11 nerzhul for death screen yeah we should add it to minimal or base client mod 21:24 sofar hmm, so, there is currently no way to enable/disable client side mods 21:24 sofar also, no /clientmods ? 21:24 nerzhul sofar, it was not intended to be done when PR was started 21:24 sofar it's alright 21:24 sofar I'm doing functional testing :) 21:25 sofar these will be bug reports to be filed when it gets merged 21:25 nerzhul what is a /clientmods ? a command ? no, this is the beginning we are adding API, after we can be free to add API or functional 21:25 juhdanad Will there be a way to enable/disable client mods? 21:25 nerzhul not server side because it's not intended to be the use case, client mods are pure client customisation for their own local gameplay 21:25 sofar juhdanad: there isn't right now - I assume it will be wanted in the future 21:26 nerzhul but client side we can add a boolean 21:26 nerzhul it's quite simple to handle, just check if enabled when creating luastack and calling client mod callbacks 21:27 nerzhul the only remaining problem is the death formspec which is standard and we converted it to pure mod 21:27 juhdanad nerzhul: maybe servers would like to hand out Hud handling to clients. 21:28 nerzhul juhdanad, hud is not managed by CSM at this moment as we didn't found a real solution to current server HUD problems due to history 21:28 nerzhul for example custom hud with more slots 21:28 sofar nuke the old stuff from orbit 21:28 nerzhul the current possibilities are callbacks on events, and create formspec, just look at #5088 to know the current features 21:28 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 21:28 nerzhul it's the early stages 21:29 nerzhul and the callbacks doesn't permit many things because we don't have api for, they are mainly reading client informations, not writing, atm 21:29 nerzhul after merge, modders and devs like you will be free to help 21:30 nerzhul i prefer to keep the branch frozen to merge it after a last rebase 21:30 sofar is there a handle to localplayer in CSM? 21:30 sofar a global one? 21:30 nerzhul just look at the pr 21:30 sofar I'm lazy 21:30 nerzhul me too :p 21:30 nerzhul you can also display chat messages, and we prepared the local commands 21:31 sofar trying to play a sound but it loops 21:31 juhdanad nerzhul: one more question, are read-only client active object references implementable? Without them, Lua get_pointed_thing() is impossible. 21:32 nerzhul juhdanad, it's possible without doubt, we just need to create a LuaCAO object reference and make it obtainable using core.get_cao 21:32 nerzhul we also have the global step implemented, permitting mods to do their periodic needs 21:32 sofar nerzhul: client side sounds are looped - seems a bug 21:32 juhdanad I'm looking forward to that! 21:32 nerzhul sofar, strange it uses the same behaviour as server 21:32 sofar minetest.after(10, function() 21:32 sofar minetest.sound_play("doors_door_close", {gain = 1.0, loop = false}) 21:32 sofar end) 21:33 sofar still loops, incorrect API usage? 21:33 nerzhul sofar, => https://github.com/minetest/minetest/pull/5088/files#diff-c74ce8020dc55a1a287e78c2976e0e7eR27 21:33 nerzhul it's the same call for client & server, we extracted sound API from server to share it between client & server 21:33 sofar so, completely incompat format 21:34 sofar param #2 server side is {soundparams} table format 21:34 ShadowBot https://github.com/minetest/minetest/issues/2 -- Burned wood 21:34 sofar now it wants a bool? 21:34 nerzhul sofar, => https://github.com/minetest/minetest/pull/5088/files#diff-ec9c246444a86a039da70669e6740c89L966 21:34 nerzhul it's the original call 21:35 nerzhul in fact it's extract from mainmenu, err, not server 21:35 sofar that seems broken then 21:35 sofar it should be the one from server 21:35 sofar since client side needs to play sounds in worldpos 21:35 sofar and where other players are 21:35 nerzhul sofar, if it's broken it's broken client side in mainmenu too 21:36 sofar no, mainmenu has no concept of pos 21:36 nerzhul sofar, you are free to PR on the branch and i will merge the fix 21:36 sofar it's fine in mainmenu to always play centered :) 21:36 nerzhul i don't have time to do all things, look at this changeset, it's huge, but needs more hands :) 21:36 sofar we can consider it a bug 21:36 sofar and fix after 21:37 nerzhul it's possible as CSM will not be used by server owners at first, and stable clients are released at tagging 21:37 sofar it'll be fun for people experimenting client-side 21:37 sofar someone is going to make an ambiance mod right away 21:38 sofar and that will work already (even with this bug) 21:38 nerzhul sofar, i want a client side ambiance mod yeah 21:38 nerzhul also i want to handle chat with colors client side too :p 21:38 nerzhul that was 2 interesting goals 21:39 nerzhul CSM adds many interesting client features, merging it will permit to implement and discuss about features in separated PR with a common codebase easily :) 21:40 nerzhul and yes, we need core.get_local_player() with a LocalPlayer CAO object reference, like other CAO, it's mandatory to add more things 21:40 Fixer i would like to see more ambience for sure 21:41 nerzhul imagine a player chat, we permit to add a volatile text over his head using Lua, in a later future :p 21:41 nerzhul Change the player text adding HP bar for example over his head :) 21:45 sofar why not a global static ref to `localplayer` that's cached and always usable? 21:45 sofar seems much more logical 21:45 sofar even `player` would do 21:46 sofar well, that would be an easy conflict, so, perhaps `localplayer` is OK 21:51 nerzhul it's possible, just code it and pr 21:51 sofar you know what's funny in preview 21:51 sofar it prints on_placenode but that's the node *before* placement 21:52 sofar we need _after_ versions too 21:52 sofar and then we need versions of where the server updates the mesh 21:52 sofar so you can do things like queue placed nodes, and only print when the server confirms placement 21:52 sofar anyway 21:55 nerzhul sofar, we may have before_node and after_node in the same call i think