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IRC log for #minetest-dev, 2018-09-01

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All times shown according to UTC.

Time Nick Message
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06:46 ANAND Why do we have two namespaces ('core' and 'minetest') for the Lua API?
06:47 ANAND Why not just use `minetest.` in builtin, or `core.` in mods?
08:21 sfan5 it's the other way around
08:38 ANAND As of now, yes, but why not have a single namespace that can be used in both places, is what I meant :)
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11:28 nerzhul i'm there, late maybe
11:28 nerzhul what did you want Krock ?
11:29 nerzhul it seems i missed many discussions
11:29 Krock sadly you didn't miss much. it's relatively quiet
11:29 nerzhul yes i just finished to read the logs :p
11:29 Krock wondered whether there are chances for a meeting or some PR reviews today
11:29 nerzhul and i'm very quiet too these days i'm on other projects
11:29 nerzhul nice to hear
11:30 nerzhul you know what i want ? a 5.0.0 release asap
11:30 nerzhul 1 years and 3 Months of unused dev is not nice
11:30 nerzhul brb
11:30 Krock yes, and I'd like to have the serialization mess fixed somehow
11:31 Krock NetworkPacket vs write*. Those do not act well together and need better integration. Question is just: how?
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14:05 tenplus1 Hi folks
14:05 tenplus1 https://github.com/minetest/minetest/issues/7687
14:05 tenplus1 !title
14:05 ShadowBot disable jump in liquids · Issue #7687 · minetest/minetest · GitHub
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16:41 crazy_baboon I think I found where the problem with the voxels not casting shadows is
16:42 crazy_baboon the ISceneNode class declared inside the ClientMap (where, according to celeron55 all the voxel drawing happens) does not support shadows.
16:44 crazy_baboon ISceneNode would have to be redefined (with some good C++ wizardry?) to be a IMeshSceneNode class instead, or else, NO SHADOWS (using irrlicht lighting system, which surprisingly, works well in minetest)
16:46 crazy_baboon I tried to cast the nodes from ISceneNode to IMeshSceneNode, but without success.
16:47 crazy_baboon The casting approach is also not recommended https://stackoverflow.com/questions/52111665/irrlicht-how-to-convert-a-iscenenode-into-a-imeshscenenode
16:47 crazy_baboon what do you guys think?
16:48 sfan5 well it's not an IMeshSceneNode so you can't just cast it to that
16:48 crazy_baboon is there any ideas on how to redefine the nodes in ClientMap from **ISceneNode** into **IMeshSceneNode**?
16:49 crazy_baboon sfan5: yes, the casting approach is not possible
16:49 crazy_baboon it would need to be redefined somehow to 'IMeshSceneNode'
17:02 crazy_baboon is there any ideas on how to redefine the nodes in ClientMap from **ISceneNode** into **IMeshSceneNode**?
17:03 Krock not familiar with that, but why don't you write a wrapper class?
17:04 crazy_baboon because I am a horrible C++ programmer (I write in C most of the time)
17:06 crazy_baboon but the wrapper class approach would be something I would consider, but I think I am reaching the limit of my C++ understanding
17:07 crazy_baboon could you explain a bit further into the idea to write a wrapper class to transform the nodes in ClientMap from **ISceneNode** into **IMeshSceneNode**?
17:07 crazy_baboon that would be very helpful!
17:09 Krock class ClientMap : public Map, public scene::ISceneNode, public scene::IMeshSceneNode
17:10 Krock tbh I don't know what exactly you're doing
17:10 Krock *you want to do
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17:11 Krock but when the two classes don't share any variable or function names then you could extend it by inheriting from IMeshSceneNode and overwriting the relevant functions
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21:12 crazy_baboon Thanks Krock!
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21:23 crazy_baboon Krok: honestly I think that is way too much C++ for me. Thank you so much for all you guys help anyway!
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