Time |
Nick |
Message |
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11:35 |
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11:44 |
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11:46 |
IhrFussel |
I said it on discord already but I think it's better to mention it here too: This bug is the only thing that would prevent me from upgrading my server to 5.1.0 when it releases...which would be very unfortunate https://github.com/minetest/minetest/issues/8929 |
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13:35 |
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14:12 |
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15:18 |
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15:27 |
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15:29 |
tumeninodes |
Just a reminder, and realize everyone is really busy atm with far more pressing matters. If a couple people have about 2 to 5 min to look over https://github.com/minetest/minetest_game/pull/2497 thank you |
15:29 |
tumeninodes |
!title |
15:29 |
MinetestBot |
tumeninodes: xpanes add new steel bar door sounds by TumeniNodes · Pull Request #2497 · minetest/minetest_game · GitHub |
15:31 |
tumeninodes |
!tell paramat I am starting the process to go through to check/do optimizations for textures tonight |
15:31 |
MinetestBot |
tumeninodes: I'll pass that on when paramat is around |
15:32 |
sfan5 |
the opening sound is quite "creaky" |
15:32 |
sfan5 |
I'd prefer a shorter and more "firm" sound |
15:33 |
sfan5 |
ok well it's quote short already |
15:33 |
sfan5 |
quite* |
15:33 |
tumeninodes |
I can shorten it by removing the 2d part |
15:35 |
tumeninodes |
it gives a sort of "hey those hinges need some oil" feel. I could try to make it sound more "swingy" than creaky if that is desired. Not really many options for a sound in this situation other than none. |
15:38 |
tumeninodes |
I'll work on it and post another option or two later today. Thank you |
15:46 |
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16:32 |
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17:03 |
tumeninodes |
sfan5: I altered the sound a bit. I'd like to keep it more on this idea as it fits with the type of door. Hope you like it now. And thank you for checking it out |
17:06 |
sfan5 |
hmm |
17:06 |
sfan5 |
the new one is better, yes |
17:08 |
tumeninodes |
oh good, thank you. |
17:08 |
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17:08 |
tumeninodes |
afk or a bit |
17:34 |
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18:55 |
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19:00 |
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19:22 |
VanessaE |
so... apparently remove() is not truly a no-op if the object is a player. :) |
19:27 |
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19:40 |
Krock |
VanessaE: don't kill players I dare you |
19:43 |
VanessaE |
Krock: well this should stop it for sure, https://gitlab.com/VanessaE/signs_lib/commit/3a323e4c86b3339bad41f1402fbab0641b1eb8bb |
19:44 |
VanessaE |
or at least make sure signs_lib ain't at fault |
19:44 |
Krock |
https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_object.cpp#L103-L104 |
19:45 |
Krock |
not sure what's wrong there but Minetest is not to blame |
19:46 |
VanessaE |
*shrug* |
19:46 |
VanessaE |
maybe it's merely that old "player ends up at 0,0,0" bug. |
19:46 |
VanessaE |
you know, where they'd end up looking like the old green ninja? |
19:49 |
VanessaE |
welp, that commit of mine did not fix the issue. it must be the 0,0,0 bug. |
19:49 |
Jordach |
sounds like player information set in SAO is lost |
19:49 |
Jordach |
like the pointer gets dropped |
19:49 |
VanessaE |
(but, I moved the sign out of the way, so at least no players will be changed anymore, on that server anyway) |
19:52 |
VanessaE |
the only thing I can think of is that the handle/pointer gets corrupted in relation to the block not being loaded when they player shows up. |
19:52 |
VanessaE |
(it is, after all, 0,0,0 and none of my servers put the static_spawnpoint anywhere near there) |
19:54 |
VanessaE |
or... hm |
20:00 |
VanessaE |
how do I get the names of objects found by minetest.get_objects_inside_radius() ? |
20:02 |
VanessaE |
obj:get_luaentity().name |
20:03 |
Krock |
yes |
20:04 |
VanessaE |
had to dig into some old code to find that. |
20:05 |
VanessaE |
where is the return from that method documented? |
20:10 |
sfan5 |
there's also get_entity_name() but that's deprecated for some reason |
20:12 |
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Fixer joined #minetest-hub |
20:23 |
VanessaE |
there. |
20:23 |
VanessaE |
if this don't fix it, nothing will: https://gitlab.com/VanessaE/signs_lib/commit/0739a1f0263aaa02d1cc4dd913875027761b8fda |
20:24 |
VanessaE |
(or just look at the functions in lines 159 to 245) |
20:32 |
VanessaE |
ah, I may have found the root of the bug. |
20:33 |
VanessaE |
if you teleport/spawn into an unloaded block, minetest.get_objects_inside_radius(pos, 0.5) can return one or more objects which get_luaentity() will return nil. |
20:35 |
VanessaE |
force-pushed, https://gitlab.com/VanessaE/signs_lib/commit/e25fda9fbdfa0a06ed445656769721ff8c77d9ab |
20:37 |
VanessaE |
so, that seems to have fixed it. |
20:38 |
VanessaE |
but why did I have to use such an ugly hack? |
21:00 |
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21:02 |
VanessaE |
there, how's this look? https://gitlab.com/VanessaE/signs_lib/blob/master/api.lua#L168-200 |
21:07 |
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21:12 |
sfan5 |
is a broad string.match like that really necessary? |
21:20 |
VanessaE |
yes |
21:20 |
VanessaE |
there are at least two older sign entity names |
21:20 |
VanessaE |
one was signs:text, and I forget the other, and the current one is obvious |
21:21 |
VanessaE |
this way it nukes old statically-stored sign entities as well. |
23:15 |
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23:20 |
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23:49 |
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