Time |
Nick |
Message |
00:00 |
|
KaadmY_ joined #minetest-dev |
00:07 |
|
est31 left #minetest-dev |
00:35 |
|
Tmanyo joined #minetest-dev |
00:58 |
|
kaeza joined #minetest-dev |
01:07 |
|
Miner_48er joined #minetest-dev |
01:27 |
|
KaadmY joined #minetest-dev |
01:27 |
|
KaadmY joined #minetest-dev |
01:38 |
|
paramat joined #minetest-dev |
01:54 |
paramat |
game#1881 |
01:54 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1881 -- Add telescope mod by paramat |
05:06 |
|
Hunterz joined #minetest-dev |
05:14 |
jas_ |
two good reasons to avoid damage/respawn (map/telescope items) ^5 |
05:17 |
|
est31 joined #minetest-dev |
06:02 |
|
nerzhul joined #minetest-dev |
06:09 |
nerzhul |
hello ! merging #6346 |
06:09 |
ShadowBot |
https://github.com/minetest/minetest/issues/6346 -- Remove DSTACK support by nerzhul |
06:28 |
|
basicer joined #minetest-dev |
08:35 |
|
Megaf joined #minetest-dev |
09:04 |
|
juhdanad joined #minetest-dev |
09:39 |
|
nerzhul joined #minetest-dev |
09:56 |
jas_ |
I can't make an item_wear bar for a node? I ask because I can't use a mesh for a wielditem (warps:warpstone). |
09:58 |
jas_ |
http://imgur.com/fv52jtb <-- the item in question, which is a placable node, needs an item_wear bar on its inventory display, just like the sword to its right. problem is, i can't make a tool use a mesh? so this is the only way to display this wield image? (can have mesh wielditem if node, but not if tool?) -- i wanted to make an issue on tracker, but wanted to ask first |
09:59 |
jas_ |
get_wear() returns 0 if non-tool. https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3553 |
11:01 |
|
juhdanad joined #minetest-dev |
11:32 |
|
Fixer joined #minetest-dev |
11:35 |
|
ThomasMonroe joined #minetest-dev |
11:41 |
|
CalebDavis joined #minetest-dev |
11:43 |
|
Wuzzy joined #minetest-dev |
12:13 |
|
troller joined #minetest-dev |
12:18 |
|
red-001 joined #minetest-dev |
12:22 |
|
twoelk joined #minetest-dev |
12:33 |
|
troller joined #minetest-dev |
12:54 |
Wuzzy |
hi |
12:54 |
Wuzzy |
i have a comment about the new "early sunrise" thingie |
12:55 |
Wuzzy |
when you start a new world, the sun is rising |
12:55 |
Wuzzy |
frankly, i don't like this because the sky doesn't have the full brightness yet |
12:56 |
Wuzzy |
If you use time_speed=0 (like me) this means you will have lower brightness by default for new worlds. which is annoying |
12:56 |
Wuzzy |
I suggest to start the game a little bit later (maybe 6000?) so new worlds always start at full birightness |
12:56 |
Wuzzy |
do you agree? |
13:03 |
juhdanad |
I think mods can also set the time when the world is first loaded, right? |
13:21 |
|
est31 left #minetest-dev |
13:34 |
|
dharkael_ joined #minetest-dev |
13:36 |
|
RobbieF joined #minetest-dev |
13:53 |
|
troller joined #minetest-dev |
14:04 |
Wuzzy |
i am arguing about a sane default setting. i hate it when im forced to used mods to fix a rotten core |
14:05 |
CalebDavis |
make it settable as a setting problem solved XD |
14:09 |
Wuzzy |
no |
14:09 |
Wuzzy |
make sane defaults first |
14:10 |
Wuzzy |
we also don't set the default controls to joypad-only and say it doesn't matter because “it is settable as a setting†|
14:11 |
CalebDavis |
that is a different kind of setting cause it isnt changable ingame wheras time is with /settime |
14:12 |
CalebDavis |
and joypad only defeats the purpose of it being on a computer |
14:12 |
|
Megaf joined #minetest-dev |
14:13 |
CalebDavis |
and starting time is a retavily trivial setting to argue about cause you change it once and never have to touch it again |
14:13 |
sfan5 |
it's a sane default for survival purposes |
14:14 |
sfan5 |
maybe the creative mod should set the sunrise to be later |
14:14 |
CalebDavis |
maby but it would be even better if it were settable cause some people like to start at night |
14:16 |
CalebDavis |
maybe have 2 settings creative_start_time and survival_start_time |
14:20 |
CalebDavis |
and possibly have those settable to generic names like noon sunrise sunset midmorning midnight and midevening |
14:21 |
CalebDavis |
midevening or midafternoon |
14:21 |
|
YuGiOhJCJ joined #minetest-dev |
14:39 |
red-001 |
well it is a sane default |
14:39 |
red-001 |
normally timespeed isn't 0 |
15:01 |
|
troller joined #minetest-dev |
15:06 |
|
paramat joined #minetest-dev |
15:06 |
paramat |
Wuzzy see #6220 |
15:06 |
ShadowBot |
https://github.com/minetest/minetest/issues/6220 -- New world start time: Make this 5751, time of earliest full brightness by paramat |
15:07 |
Wuzzy |
haha 4 thumbs down |
15:07 |
Wuzzy |
i mean 5 |
15:07 |
paramat |
the current behaviour is not a sane default for survival because the low light can cause mobs to spawn |
15:08 |
Wuzzy |
paramat: is this PR merged? |
15:08 |
paramat |
no, devs disapproved :( |
15:08 |
paramat |
this does what you request |
15:09 |
Wuzzy |
hmm okay i can understand the counter-arguments actually |
15:09 |
paramat |
every time i start a new world for dev work, it's semi-dark, which is a little irritating |
15:09 |
Wuzzy |
my feelings exactly |
15:09 |
Wuzzy |
but we also have to realize that WE are the minority |
15:10 |
paramat |
well, the mobs argument is important for players |
15:10 |
Wuzzy |
in that case, the same default was actually the dark-ish world |
15:10 |
paramat |
? |
15:11 |
Wuzzy |
in other words, i take back my suggestion to revert the new starting time |
15:12 |
paramat |
why? |
15:13 |
Wuzzy |
because the effect is good for players |
15:13 |
Wuzzy |
players are in the majority. developers aren't. case closed |
15:14 |
paramat |
erm, i just said, it's a problem because of mobs, so it's not good for players |
15:14 |
paramat |
and we don't know that players prefer this, i'm sure many don't |
15:15 |
Wuzzy |
hmm, i dont know if there will be a problem with mob |
15:16 |
Wuzzy |
by the way, if this is made a setting it should probably be decided by subgame |
15:16 |
Wuzzy |
because subgame knows best if it has mobs and such |
15:17 |
paramat |
see my screenshot, that's still a nice morning effect, a bright start is more energising for a new world, semi-dark feels too 'half-asleep' |
15:17 |
|
cx384 joined #minetest-dev |
15:17 |
Wuzzy |
argh, fuck it. I just take this issue to the forums. let the players speak! :D |
15:18 |
paramat |
if mobs or other challenges are triggered by the onset of darkness, it will be a problem |
15:20 |
paramat |
i know dawn is pretty, but it's impractical and not the right fresh feeling for a new world. anyway, we need a setting |
15:29 |
Wuzzy |
paramat: are there any uses planned for the new string item in MTG? |
15:29 |
Wuzzy |
currently this item seems useless |
15:30 |
paramat |
no one has ideas yet but we will if there's a good idea |
15:31 |
|
Darcidride joined #minetest-dev |
15:32 |
Wuzzy |
why was the item added, then? mods? |
15:32 |
paramat |
we've had string for a long time and mods use MTG string |
15:32 |
paramat |
so string wasn't added, string was just called 'cotton' |
15:33 |
paramat |
and there was an alias for the old 'string' |
15:33 |
Wuzzy |
right. this rename was just strange |
15:33 |
paramat |
yeah sorted now |
15:33 |
Wuzzy |
yeah, i rememver the item which is called "Cotton" now used to be called "String". confusing |
15:33 |
Wuzzy |
i almost forgot |
15:34 |
Wuzzy |
hmmm doesnt this mean that mods which now depend on farming:cotton as a "string" are now a bit screweD? |
15:35 |
Wuzzy |
argh, why am i complaining. the change actually makes sense. xD |
15:42 |
|
srifqi joined #minetest-dev |
15:48 |
|
DS-minetest joined #minetest-dev |
15:53 |
paramat |
yes a minor 'breakage' but that was unavoidable |
15:53 |
|
proller joined #minetest-dev |
15:53 |
paramat |
~nerzhul yes we plan to add optional mobs to MTG, just waiting for a framework |
15:54 |
paramat |
oops |
15:54 |
paramat |
~tell nerzhul yes we plan to add optional mobs to MTG, just waiting for a framework |
15:54 |
ShadowBot |
paramat: O.K. |
15:58 |
|
juhdanad joined #minetest-dev |
16:00 |
paramat |
~tell nerzhul but see https://github.com/minetest/minetest_game/issues/1667#issuecomment-290555777 sofar has done a lot of work on this, perhaps collaborate? |
16:00 |
ShadowBot |
paramat: O.K. |
16:03 |
|
antims joined #minetest-dev |
16:18 |
|
Krock joined #minetest-dev |
16:19 |
|
Megaf joined #minetest-dev |
16:47 |
|
Player_2 joined #minetest-dev |
16:58 |
Fixer |
optional but enabled by default :trollface: |
17:01 |
|
Hunterz joined #minetest-dev |
17:04 |
johnnyjoy |
Is there any docs on decoding a block record in the database, or should I just drive into the source? |
17:05 |
paramat |
map format is documented somewhere |
17:05 |
paramat |
https://github.com/minetest/minetest/blob/master/doc/world_format.txt |
17:05 |
johnnyjoy |
Thanks. I'll keep looking. |
17:05 |
johnnyjoy |
Thanks again. |
17:07 |
paramat |
close #5442 ? sfan5 |
17:07 |
ShadowBot |
https://github.com/minetest/minetest/issues/5442 -- Implement FFI to LuaJIT |
17:08 |
sfan5 |
fine by me |
17:32 |
|
proller joined #minetest-dev |
18:00 |
|
Megaf joined #minetest-dev |
18:03 |
paramat |
ok |
18:03 |
paramat |
done |
18:04 |
paramat |
i closed a few issues last night too |
18:04 |
rubenwardy |
Wuzzy: string was in the original farming mod by PilzAdam, and must have just been kept |
18:05 |
Wuzzy |
any idea for an actual use of this item? in MTG itself? |
18:07 |
rubenwardy |
boats, vessels (not sure how well weaved containers fit in), wooden bucket (too expensively likely) |
18:07 |
rubenwardy |
vessels is also kinda unused |
18:11 |
paramat |
i'd still like to remove vessels to become a separate mod |
18:35 |
paramat |
will merge #6340 #6347 in a moment |
18:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/6340 -- Zoom: Move enabling zoom to a new player object property by paramat |
18:36 |
ShadowBot |
https://github.com/minetest/minetest/issues/6347 -- Remove nodeupdate and nodeupdate_single by Rui-Minetest |
18:44 |
paramat |
done |
18:44 |
|
RobbieF left #minetest-dev |
18:46 |
paramat |
next i'd like to add 'eye height' as a player object property instead of being hardcoded, for reasons explained in #6216 |
18:46 |
ShadowBot |
https://github.com/minetest/minetest/issues/6216 -- Add player eye height as player object property |
18:58 |
|
AntumDeluge joined #minetest-dev |
18:59 |
|
cx384 joined #minetest-dev |
19:05 |
|
bigfoot547 joined #minetest-dev |
19:10 |
|
CalebDavis joined #minetest-dev |
19:17 |
|
fwhcat joined #minetest-dev |
19:22 |
|
proller joined #minetest-dev |
19:34 |
|
nyuszika7h joined #minetest-dev |
19:57 |
|
nerzhul joined #minetest-dev |
20:17 |
|
Fixer joined #minetest-dev |
20:19 |
|
proller joined #minetest-dev |
20:25 |
|
Lunatrius joined #minetest-dev |
20:43 |
|
rubenwardy joined #minetest-dev |
20:55 |
basicer |
Im working on adding a general purpose plugin message packet for clientmods to talk to servermods instead of hijacking chat messages. Has anyone been thinking about this? |
20:55 |
rubenwardy |
basicer, yes, it's planned |
20:56 |
basicer |
Oh cool, are there any docs on the plan? |
20:56 |
rubenwardy |
just nerzhul's brain |
20:57 |
rubenwardy |
the API should probably work like minetest.send("mymod:channel_name", { some = "table to be serialized, no userdata allowed" }) |
20:58 |
rubenwardy |
ie: server mods should need to register end points |
20:58 |
rubenwardy |
and then be able to limit them (max message size, rate limiting) |
20:59 |
sfan5 |
ooh that's a good idea |
20:59 |
basicer |
Thats basicly what I have working right now. |
20:59 |
sfan5 |
i would not have thought of this |
21:00 |
sfan5 |
but including this in the design from the beginning prevents lots of DoS bugs later if clients act maliciously |
21:00 |
rubenwardy |
exactly :) |
21:00 |
basicer |
Should you be able to listen on other mods namespaces? |
21:01 |
rubenwardy |
yeah, no real harm in that as far as I can see. It's like node.on_punch versus register_on_punch_node |
21:01 |
rubenwardy |
but I haven't thought much about it |
21:02 |
twoelk |
tsts, no privacy in mod's namespace |
21:04 |
basicer |
I mean a malicous client could send a lot of any packet, though not just plugin messages. |
21:06 |
red-NaN |
just plugin stuff is exposed to lua mods |
21:06 |
red-NaN |
but we already have that issue with formspecs so... |
21:07 |
nerzhul |
hi red-NaN :) |
21:07 |
nerzhul |
it should work like rabbitmq |
21:07 |
nerzhul |
i'm thinking on it |
21:11 |
nerzhul |
local channel = core.register_channel("name") ; channel.broadcast(message); |
21:12 |
nerzhul |
client should do same thing: client.register_channel("name") |
21:12 |
|
paramat joined #minetest-dev |
21:12 |
nerzhul |
then core just do message routing between consumers |
21:13 |
nerzhul |
max message size & rate limits are similar to chat |
21:14 |
nerzhul |
let me 15 min to code the basics and propose a first PR |
21:19 |
|
juhdanad joined #minetest-dev |
21:19 |
basicer |
I mean, I already coded the basics if you want to start with what I have. |
21:20 |
nerzhul |
show me a link |
21:20 |
basicer |
Leme push it somewhere. |
21:20 |
nerzhul |
i'm coding the network part now :p |
21:23 |
|
hashcacher joined #minetest-dev |
21:23 |
basicer |
https://github.com/buildwithpiper/minetest/commit/7087b0abf3f5395ad7ae8c24fb0ead81e53b3a6c |
21:24 |
nerzhul |
okay it's more complicated than this but it's interesting |
21:24 |
basicer |
Gota start somewhere :D |
21:24 |
nerzhul |
we needs more than just sending messages, we need signals |
21:24 |
basicer |
I was going to handle channels in lua. |
21:24 |
nerzhul |
no |
21:25 |
basicer |
I mean I guess go pro or go home. |
21:25 |
nerzhul |
? |
21:25 |
basicer |
the RabbitMQ thing sounds pretty sweet. |
21:26 |
nerzhul |
rabbitmq is a very powerful event driven queue system for messages |
21:26 |
red-NaN |
how is freeminer code porting anyway? |
21:27 |
nerzhul |
i have that in production in my microservice infrastructure, it's used by our java devs for some event driven communication between them |
21:27 |
nerzhul |
it is... somewhere: p |
21:27 |
nerzhul |
we didn't port anything |
21:27 |
red-NaN |
I took at look at the lan discovery code and it looks pretty ugly |
21:28 |
red-NaN |
not sure about the other code |
21:28 |
nerzhul |
red-NaN, can you finish the CSM hud part ? |
21:28 |
nerzhul |
i want to see it in core asap :) |
21:29 |
red-NaN |
sure |
21:30 |
nerzhul |
ty |
21:30 |
rubenwardy |
LAN discovery is on my to do list |
21:30 |
nerzhul |
it's not simple |
21:30 |
rubenwardy |
but I have no idea where the code would go |
21:30 |
nerzhul |
do you use broadcast or multicast UDP packet for that ? |
21:30 |
nerzhul |
UPNP ? |
21:31 |
rubenwardy |
broadcast |
21:31 |
red-NaN |
maybe just have the server broadcast a UDP packet with it's port every few seconds |
21:31 |
rubenwardy |
I'll probably implement it in my game first |
21:31 |
rubenwardy |
red-NaN, I'd have the server listen and respond to broadcasted requests |
21:32 |
rubenwardy |
I forget the name, but there's a common network service that works like this |
21:32 |
red-NaN |
that's probably more efficient |
21:33 |
basicer |
bonjour? |
21:33 |
rubenwardy |
because Minetest can run on any port, you'd need to have another socket open for it |
21:33 |
rubenwardy |
so it may be worth investigating a library/protocol like bonjou |
21:33 |
nerzhul |
bonjour, upnp are working on this |
21:34 |
nerzhul |
using standard protocol is better than reinventing the wheel |
21:34 |
rubenwardy |
agreed |
21:34 |
rubenwardy |
it's not very high on my to do list anyway |
21:34 |
rubenwardy |
so don't let that stop you (anyone) writing it :D |
21:53 |
|
troller joined #minetest-dev |
22:01 |
|
fwhcat joined #minetest-dev |
22:22 |
nerzhul |
i started #6351 |
22:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/6351 -- [WIP] Mod channels part 1: Network protocol & ModChannelMgr by nerzhul |
22:23 |
nerzhul |
it's not complete (no lua bindings on SSM and CSM yet), but it's the core part to route messages from and to clients |
22:26 |
rubenwardy |
a lambda??? In Minetest??? |
22:26 |
rubenwardy |
mad times |
22:26 |
nerzhul |
lol |
22:26 |
red-NaN |
indeed we live in intersting times |
22:26 |
nerzhul |
sorry but here it's justified :p |
22:27 |
nerzhul |
it's the basis, but if i get time maybe i finished it on sunday :p |
22:27 |
rubenwardy |
good job |
22:27 |
rubenwardy |
and yeah, wasn't complaining about the lambda |
22:27 |
nerzhul |
i think the signals from servers are good, we have server <-> client messages packets |
22:27 |
nerzhul |
and client send join/leave |
22:28 |
rubenwardy |
what are signals? |
22:28 |
nerzhul |
i will need a force leave signal later |
22:28 |
nerzhul |
it's response to events, if join/leave succeed or failed , permitting client to sync the state |
22:28 |
nerzhul |
and FORCE_LEAVE will be added too when we will add moderation i think |
22:29 |
nerzhul |
in my design, CSM does: core.join_channel("miscchan"); it's async |
22:29 |
nerzhul |
server answer OK, FAIL |
22:30 |
nerzhul |
on OK, client will register it joined the channel, on failure an error message will e shown, and we have for both case an event sent to client (on_channel_joined) |
22:30 |
nerzhul |
etc :) |
22:31 |
nerzhul |
when the PR will be ready for review i think i will add a scheme |
22:32 |
|
hashcacher joined #minetest-dev |
22:32 |
nerzhul |
see you later |
22:36 |
|
hashcacher joined #minetest-dev |
22:42 |
NullRed |
so what happened to protocol version 35? |
22:57 |
|
hashcacher joined #minetest-dev |
23:08 |
NullRed |
rebased #6067 |
23:08 |
ShadowBot |
https://github.com/minetest/minetest/issues/6067 -- [CSM] Add basic HUD manipulation. by red-001 |
23:25 |
|
proller joined #minetest-dev |
23:25 |
|
Natechip joined #minetest-dev |
23:26 |
|
Natechip joined #minetest-dev |
23:27 |
|
hashcacher joined #minetest-dev |
23:41 |
|
paramat joined #minetest-dev |
23:51 |
|
twoelk left #minetest-dev |
23:59 |
|
YuGiOhJCJ joined #minetest-dev |