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Message |
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03:50 |
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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 :) |
09:35 |
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11:28 |
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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? |
11:41 |
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14:05 |
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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 |
14:05 |
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16:34 |
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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 |
17:10 |
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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 |
17:32 |
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19:24 |
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21:12 |
crazy_baboon |
Thanks Krock! |
21:18 |
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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! |
22:08 |
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