Time Nick Message 00:22 p_gimeno what makes double quotes preferable to single? My personal convention is to use single quotes for strings that don't represent translatable texts, and double for strings that do. 00:27 rubenwardy it comes from C and such 00:27 rubenwardy double are strings, single are chars 00:30 paramat sfan, no need, trivial maintenance. merging trivial #8724 00:30 ShadowBot https://github.com/minetest/minetest/issues/8724 -- Silence invalid clang format warnings in guiScrollBar.cpp by paramat 08:45 sfan5 ~tell paramat the "trivial" rule applies to small patches, 263 line changes is not a small patch 08:45 ShadowBot sfan5: O.K. 13:34 ANAND How does MT serialize a vector of strings? Is this implemented in the code? I couldn't find any function in src/util/serialize.{h|cpp} that does this. 13:41 sfan5 have you checked the networkpacket code? 13:49 ANAND Ah, I haven't checked that part yet, thanks :) 13:53 ANAND I still can't find code that serializes a vector of strings, but I'm getting a couple of ideas by looking at how a single std::string object is serialized 13:57 sfan5 where do you see vector serialization being used? 14:02 ANAND I'm in the process of implementing wielditem meshes, which requires adding a table of textures like in the entity definition (i.e. textures = { character.png } ) to the item definitions. I'm planning to use a vector of string to represent this table in the C++-side. 14:02 ANAND vector of strings* 14:03 ANAND Any inputs much appreciated :) 14:06 sfan5 oh 14:06 sfan5 u16 count and then serialize each string 14:08 ANAND Yes, I figured it out. Thanks anyway :) 14:20 ANAND #8725 14:20 ShadowBot https://github.com/minetest/minetest/issues/8725 -- Add support for mesh items by ClobberXD 14:21 ANAND WIP ofc 14:40 ANAND Trivial PR #8526 14:40 ShadowBot https://github.com/minetest/minetest/issues/8526 -- Move HTTP request logging to infostream by ClobberXD 14:40 ANAND oops 14:41 ANAND #8726 14:41 ShadowBot https://github.com/minetest/minetest/issues/8726 -- ItemDefinition: Fix inventory_overlay and wield_overlay not being (de)serialized by ClobberXD 15:54 Soni can we get cratera support? 15:55 Soni just have cratera support in minetest core 15:55 Soni except without cratera itself, just the support for it 15:55 Soni all cratera really needs is carefully constructed table structures 15:55 Soni cratera: https://marc.info/?l=lua-l&m=156458156026332&w=2 15:56 sfan5 no, we can't have support for your homemade programming toy 15:58 Soni can we have traits then? 15:58 Soni and a patched luajit with full support for traits? 15:59 Soni traits are all that's missing from lua's OOP collection 15:59 sfan5 nothing prevents you from using a patched luajit 16:00 Soni the point of Cratera Compiler v1.0.1 is that it doesn't require a patched lua 16:00 Soni (or luajit or w/e) 16:00 Soni but really, can you just give us node[Inventory] = Inventory and things like that? 16:01 Soni where Inventory just defers to the old inventory system, whatever that is 16:02 Soni (you don't need Cratera Compiler to implement that) 16:26 ANAND Re: #8726 - The PR is invalid as `inventory_overlay` and `wield_overlay` are indeed already (de)serialized, but just a little further down the method after a version check. 16:26 ShadowBot https://github.com/minetest/minetest/issues/8726 -- ItemDefinition: Fix inventory_overlay and wield_overlay not being (de)serialized by ClobberXD 16:27 sfan5 that PR wouldn't be good anyway since you have to add compatibility code when you change the serialization like that 16:28 sfan5 merging #8723 16:28 ShadowBot https://github.com/minetest/minetest/issues/8723 -- Allow toolcaps to override the built-in times for dig_immediate by sfan5 16:32 ANAND Agreed 16:33 ANAND Hm, that means I can't simply (de)serialize extra fields added in the mesh items PR. I'd have to add version checks... 16:34 ANAND I guess that PR wasn't completely useless, after all ;) 16:37 ANAND How do I check for the protocol version before (de)serializing the extra fields? Do I even need to check for the version if I serialize the fields right at the end? 16:38 ANAND I suppose clients only deserialize what they know, and omit the rest of the data 16:38 sfan5 if the fields are at the end a try { } catch (SerializationError&) {} would work 16:39 ANAND Oh nice 16:41 ANAND https://github.com/minetest/minetest/blob/master/src/itemdef.cpp#L218 16:41 ANAND :D 16:42 ANAND Is it worth adding some sort of a version check before serializing, to prevent serializing stuff that's going to be discarded while deserializing anyway? 18:27 sfan5 ANAND: no 18:41 Krock will merge web#184 in 10 minutes (trivial) 18:41 ShadowBot https://github.com/minetest/minetest.github.io/issues/184 -- Corrected the Lua API Link in the footer by mmattes 18:50 Krock merging... 19:24 Soni can we have minimal cratera support 19:58 Exe_Virus Hello, can anyone point me to a simplish mapgen mod that starts out with singlenode as the mapgen? I'm trying to create a custom mapgen 20:01 Krock Lua? 20:02 Krock https://github.com/SmallJoker/flatgen/blob/affe55b0/init.lua#L69-L145 20:04 Exe_Virus Krock: thank you, that will work. Does that overwrite the normal mapgen (say I set it to fractal or something) 20:04 Krock https://github.com/paramat/overgen/blob/master/init.lua 20:04 Krock no, you'll have to configure your world as singlenode 20:05 Krock I did not try what happens with anything else, though 20:05 Krock maybe thy would just merge 20:05 Krock or one overwrites the other 20:05 Exe_Virus Just read through the init.lua, it overwrites the mapgen settting to always singlenode. 20:05 Krock as a safety in case someone did not use singlenode 20:06 Exe_Virus Makes sense, other question: is there an easy way to reimplement perlin noise? (I want to make a rolling hills mapgen so entities can walk without needing to jump using slabs) 20:06 Krock oh wait https://github.com/SmallJoker/peoplecantlua/blob/master/peoplecantmapgen/init.lua 20:07 Krock why re-implement? you can use API functions 20:07 Exe_Virus API has perlin noise exposed to lua? 20:07 Krock FYI: Doing self-advertising. My code might not be the best, but I know that it works :3 20:08 Krock yes 20:08 Exe_Virus Krock: I appreciate the self-advertising:) 20:08 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L4158 20:08 Krock https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5539 20:08 Exe_Virus Yeah I see those API calls now. Assumed they were engine only for some reason. 20:09 Krock everything in lua_api.txt may be used for modding 20:09 Exe_Virus Okay, that should get me started. Hopefully I'll have some luck getting them to look good :) 20:09 Krock but if you begin to make use of core.run_callbacks it might not be that stable for the future 20:10 Krock or core.luaentities is also a rather unfortunate public variable 20:10 Krock this channel is mainly for minetest and minetest_game development. Future questions might be better suited in #minetest or #minetest-hub 20:11 Exe_Virus interesting, I'll make sure I stay away from core as much as possible, shouldn't be a problem. Thank you, I thought mod talk was done here 20:16 Krock !next 20:16 ShadowBot Another satisfied customer. Next!