Time |
Nick |
Message |
00:03 |
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01:02 |
Hijiri |
If I was going to add support for inventory callbacks on non-player interactions, should I add that into the existing callbacks (and break compatibility with mods that expect a player), or use new callbacks and deprecate the old ones? |
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07:18 |
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07:24 |
Hijiri |
Do inventory moves happen other than from API calls and players moving items? |
07:25 |
Hijiri |
by moves I mean adds/removes, I don't mean moving items within an inventory |
07:25 |
VanessaE |
sure, mods can call add_item() and take_item() to manipulate the inventory |
07:26 |
VanessaE |
see also room_for_item() |
07:26 |
celeron55 |
isn't everything an API call? |
07:26 |
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07:26 |
celeron55 |
is the question about what the engine may do on its own without player and mod input or something |
07:28 |
celeron55 |
do you want to read the inventory every time something in it changes? |
07:30 |
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07:30 |
Hijiri |
I want to add support for callbacks that run on all adds/removes to inventories |
07:30 |
Hijiri |
including (Lua) API calls |
07:30 |
Hijiri |
Not sure about player movement though |
07:31 |
Hijiri |
I want it to be possible for a modder to have a collection of methods and some state and have it treated as an inventory |
07:31 |
Hijiri |
adding callbacks that run on script API stuff would be enough, because mods could use node metadata for node inventories and upvalues for detached inventories |
07:36 |
celeron55 |
i think the engine doesn't modify inventories in any odd places, so if you just check all the obvious ones like mining and placing nodes, picking up and placing items, using items, using tools, the inventory gui stuff and crafting, it's everything |
07:36 |
celeron55 |
after those it should be just load/save and the lua api |
07:37 |
celeron55 |
hmm, how much of those exactly has been moved into lua, that's a question |
07:38 |
Hijiri |
I don't think there are any callbacks at all for player inventories |
07:38 |
Hijiri |
which is why I avoided mentioning them |
07:39 |
Hijiri |
unless you count the callbacks for construction/placement and things |
07:39 |
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07:39 |
nerzhul |
Hijiri, client side or server side ? |
07:39 |
celeron55 |
the question is really unclear then |
07:40 |
Hijiri |
nerzhul: server side |
07:40 |
celeron55 |
are you asking it from the standpoint of implementing an inventory in pure lua and have existing code work with the inventories it implements? |
07:41 |
Hijiri |
I just want the effect of a custom inventory, it doesn't literally ahve to be a lua table by itself |
07:42 |
Hijiri |
and the scope I was originally thinking of was only handling interactions with script APIs on non-player inventory |
07:42 |
celeron55 |
wrapping node and detached inventories in a wrapper that catches all actions? |
07:42 |
Hijiri |
celeron55: giving more callbacks to node or detached inventory definitions, and have mods use node metadata for node inventory state, and upvalues for detached inventories |
07:43 |
Hijiri |
is what I thought would be the "least effort" way to do it, and less likely to break stuff |
07:43 |
Hijiri |
and the callbacks are called when InvRef methods are called |
07:44 |
Hijiri |
I'm not sure what reworking all inventory would entail or how it could be done with minimal compatibility breakage, since I wasn't thinking about it |
07:45 |
celeron55 |
all of that is fine of course, i just still don't know what info you need :P |
07:45 |
celeron55 |
(or whether this is a case where engine features are needed) |
07:45 |
Hijiri |
I was just wondering if having the core inventory code call into lua on every inventory manipulation would be too expensive |
07:46 |
Hijiri |
maybe not every manipulation, only from custom inventories |
07:46 |
Hijiri |
probably too early to ask this anyway since I haven't written any code |
07:47 |
celeron55 |
i would imagine an API that allows making custom inventories that don't even have any storage backend other than callbacks would be a reasonable addition |
07:47 |
celeron55 |
i mean, a reasonable addition to the engine |
07:48 |
Hijiri |
alright, thanks for the advice |
07:48 |
Hijiri |
though I feel like I was rubber ducking the chat |
07:49 |
Hijiri |
not that you weren't helpful, just that I didn't have a particular aim |
07:49 |
Hijiri |
but it seems more reasonable to me now to try some things |
07:49 |
celeron55 |
i'd say try making something, and then come back with some notes about what sucks |
07:49 |
celeron55 |
8) |
07:49 |
Hijiri |
alright |
07:51 |
VanessaE |
heh |
07:52 |
Krock |
Merging game#1683 in a few minutes (trivial bugfix) |
07:53 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1683 -- doors: Fix craftitem not listed in inventory by SmallJoker |
07:54 |
Krock |
^ sofar already agreed with it in the corresponding issue |
07:57 |
sofar |
confirmed :) |
08:30 |
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08:34 |
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08:37 |
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08:51 |
nerzhul |
merging #5500 & #5473 |
08:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/5500 -- core.after(): simplify further, pause in singleplayer by sofar |
08:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/5473 -- Update embedded jsoncpp from unk version to 0.10.6 + move libs to lib/ instead of src/ by nerzhul |
08:53 |
nerzhul |
thanks for for using dtime properly :) |
09:05 |
Hijiri |
was about to sleep and realized that custom inventories might not interact well with actually displaying inventories to players |
09:05 |
Hijiri |
I'll think about it later |
09:06 |
celeron55 |
yeah, that's a certain problem spot |
09:13 |
celeron55 |
if an inventory is shown to clients, there has to be some kind of a canonical state for it that the engine knows of, which basically is what detached inventories do |
09:14 |
celeron55 |
for other purposes they're not ideal though |
10:06 |
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14:10 |
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14:12 |
red-001 |
could someone review/test #5492 ?? |
14:12 |
ShadowBot |
https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001 |
14:12 |
red-001 |
thanks |
14:16 |
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17:59 |
sofar |
red-001: can I get a `pos` for the local player yet in CSM? |
17:59 |
DS-minetest |
AFAIK you can |
18:00 |
DS-minetest |
i saw some get_position() where was commented that it should be named get_pos() |
18:01 |
sofar |
I don't see that function anywhere |
18:02 |
paramat |
game#1581 can go ahead now, engine change is in, i'll review soon |
18:02 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1581 -- stairs mod improved by MarkuBu |
18:02 |
sofar |
of course, the docs are incomplete as well |
18:04 |
red-001 |
sofar, there is a pr open for that |
18:04 |
sofar |
#? |
18:04 |
sofar |
I'll apply it on top |
18:04 |
red-001 |
#5480 |
18:04 |
ShadowBot |
https://github.com/minetest/minetest/issues/5480 -- Localplayer api lua by Dumbeldor |
18:05 |
sofar |
Patch failed at 0001 Begin localplayer api lua |
18:09 |
sofar |
ugh this doesn't apply on top of the particle PR |
18:09 |
sofar |
red-001: I don't like being a rebase monkey |
18:10 |
Krock |
ook. ook. |
18:11 |
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18:11 |
sofar |
I can't do particles if I don't have a handle on the localplayer pos |
18:11 |
sofar |
that's like particle 101 |
18:16 |
red-001 |
can't you fetch both branches and cherrypick the commits or something? |
18:28 |
nerzhul |
sofar, localplayer PR is not merged |
18:37 |
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20:47 |
paramat |
will merge #5382 in 2hrs if anyone wants to comment |
20:47 |
ShadowBot |
https://github.com/minetest/minetest/issues/5382 -- Cavegen/Mgv5/Mgv7: Add optional giant caverns by paramat |
20:51 |
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22:02 |
red-001 |
#5505 |
22:02 |
ShadowBot |
https://github.com/minetest/minetest/issues/5505 -- [CSM] Add local node meta reference. by red-001 |
22:05 |
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22:14 |
rubenwardy |
#5506 |
22:14 |
ShadowBot |
https://github.com/minetest/minetest/issues/5506 -- Add Joystick type detection and Xbox controller support by rubenwardy |
22:16 |
nerzhul |
rubenwardy, screenshots ? |
22:16 |
rubenwardy |
there's nothing to see |
22:16 |
rubenwardy |
I could record a video though |
22:17 |
rubenwardy |
note that we already had controller support, it just didn't work with xbox controllers, and it didn't work if multiple controllers are attached |
22:18 |
rubenwardy |
oh, I've already removed the screenshots from the commit if that's what you meant |
22:54 |
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22:55 |
paramat |
is it normal to have a 'map-sqlite.journal' file blinking in and out of a world folder every few seconds while playing? |
22:56 |
paramat |
and occasionally a 'env_meta.txt.~mt' file doing the same? |
22:57 |
rubenwardy |
yeah |
22:57 |
paramat |
phew |
22:57 |
rubenwardy |
the first is to do with in-progress SQL transactions |
22:57 |
rubenwardy |
the second is a tmp file used to safely write to a file |
22:57 |
paramat |
yes the first tends to be when generating world |
22:57 |
rubenwardy |
(pilzadam wrote the later, safeWriteToFile?) |
22:58 |
rubenwardy |
*latter |
23:25 |
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