Time Nick Message 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? 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 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 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 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 :) 08:51 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 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 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 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 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 22:02 red-001 #5505 22:02 ShadowBot https://github.com/minetest/minetest/issues/5505 -- [CSM] Add local node meta reference. by red-001 22:14 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 22:55 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