Time Nick Message 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 :) 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? 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 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 17:11 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 21:12 crazy_baboon Thanks Krock! 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!