Time Nick Message 00:10 Gael-de-Sailly Hi 00:10 Lord_Buckethead hi 00:11 Gael-de-Sailly I think this should be moved to offtopic -> https://forum.minetest.net/viewtopic.php?f=3&t=19544 00:11 blaise this conversation? 00:11 blaise like, here? 00:11 blaise in this irc channel? 00:11 Gael-de-Sailly no 00:12 Gael-de-Sailly the link 00:12 sfan5 I almost accidentally moved it to trash... 00:12 sfan5 Gael-de-Sailly: done 00:12 Lord_Buckethead !title 00:12 MinetestBot Lord_Buckethead: Login - Minetest Forums 00:13 Gael-de-Sailly it's fairly interesting and funny but fits more with the kind of things that we say in offtopic 00:14 blaise it all seems offtopic to me 00:25 swift110 hm 03:10 blaise indeed 03:57 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Doors: Avoid crash on nil player in 'can dig door' 13d5907d5 https://git.io/vNA1t (152018-02-03T03:54:03Z) 03:57 MinetestBot 02[git] 04Ezhh -> 03minetest/minetest_game: Add fireflies mod 1312f1703 https://git.io/vNA1q (152018-02-03T03:53:03Z) 03:57 MinetestBot 02[git] 04paramat -> 03minetest/minetest_game: Intersects_protection(): Remove from Minetest Game 138f85ca5 https://git.io/vNA1m (152018-02-03T03:46:13Z) 08:30 jluc Ces liens sont délivrées pour votre adresse dans l'optique de fournir plus questions . 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Votre utilisation de ce site Web et tout discussion attrapant d'une telle utilisation du site Web seront imposés aux règles d'Angleterre , d'Irlande du seine-saint-denis , d'Écosse et du Pays de Galles . 08:30 jluc oups 09:15 fireglow Any serveradmins seeing weird clients from IP 109.74.204.217? 09:15 fireglow just glitch themselves through walls and just seem to be there to bloat map size 09:16 fireglow these are bots for sure 09:18 fireglow if you want to see one of these in action: games.firc.de:30000 11:39 juhdanad I had another idea: the node definition manager is implemented in three classes: INodeDefManager (read-only), IWritableNodeDefManager and CNodeDefManager (implementation in the cpp file) 11:39 juhdanad So it is possible to convert them to one class: 11:39 juhdanad *INodeDefManager -> const *NodeDefManager 11:40 juhdanad *IWritableNodeDefManager -> *NodeDefManager 11:40 juhdanad This way all virtual method calls can be eliminated. 11:41 juhdanad Sorry, wrong channel. 12:45 derixithy Do the schematics for tree contain the id's for the blocks they use? If so how do i edit these? When i open it in blender it only show me a single block 12:46 sfan5 you mean the .mts files? 12:46 derixithy yes 12:46 sfan5 you can't open those in Blender 12:46 derixithy ah, where do i open them with? (using linux) 12:48 sfan5 you'll need to ask paramat what he uses for editing these 12:48 sfan5 he's not online right now though 12:50 derixithy Thanks 13:35 derixithy I got the trees working, found a mod to edit the schematics on the forum 13:53 MinetestBot w_laenger: Dec-15 18:29 UTC Nether is broken in latest minetest backport-0.4 13:53 MinetestBot w_laenger: Dec-15 18:29 UTC guide.lua:320: bad argument #1 to 'ipairs' (table expected, got string 13:56 w_laenger MinetestBot, it's fixed already I think. 14:12 ProfanedMcBane Unsure if mod development is off topic here but I'm having some issues with having an action only occur for around 0.3 seconds~. Current setup I have using 'minetest.get_us_time()' seems to vary a ton, in some instances the action ends instantly. Is there any proper way to do this or have I just mucked up the logic? Thanks. 14:13 sfan5 mod development is definitely not off-topic 14:13 ProfanedMcBane Noice. 14:13 sfan5 can't you use minetest.after(0.3, ...) for this? 14:13 ProfanedMcBane oh, that exists? 14:13 ProfanedMcBane Sorry, bit new to it all. 14:14 ProfanedMcBane Still getting through the API, I'll give it a go thanks. 14:14 Krock minetest.after uses the globalstep callback, which does the time counting for you 14:14 w_laenger use it like that: https://pastebin.com/7ZMevaZM 14:16 Krock w_laenger, depends on the use. that's a loop of a timed function call - may not be desired in all cases 14:19 w_laenger You're right. 14:20 ProfanedMcBane No worries, I get the idea. 14:26 ProfanedMcBane Can someone give an example of minetest.after() that passes multiple parameters? 14:30 Krock minetest.after(time, function(a1, a2, a3) end, value_a1, value_a2, value_a3) 14:33 w_laenger I'm bisecting now, it's my first time. 14:38 ProfanedMcBane Didn't seem to agree with that. 14:38 ProfanedMcBane What I have right now is 'minetest.after(1, doBoost, {playerName, false})' 14:38 ProfanedMcBane which works until it fires, then it complains about being sent a list 14:39 ProfanedMcBane table* 14:40 w_laenger You are passing a table, try 'minetest.after(1, doBoost, playerName, false)' 14:41 ProfanedMcBane would you look at that, it works. Was sure I did that already kek. 14:41 ProfanedMcBane Thanks a ton. 14:46 ProfanedMcBane Weird, actual time ingame seems to vary a ton still. 14:47 w_laenger Maybe it's caused by lag. 14:48 Krock you cannot rely on exact execution timing as servers have a fixed interval (by default 0.09s) for globalstep calls 14:48 ProfanedMcBane ah it's all serverside 14:48 Krock yes. you'd have to write client side mods if you want fast and very precise timings 14:50 ProfanedMcBane Since it's just a dash move I can most likely replace it with a 'moveto()' with LoS checks. 14:50 ProfanedMcBane Instead of the timed physics override i have now. 14:54 Krock * move_to. setpos, moveto, setvelocity and alike are deprecated 14:55 ProfanedMcBane I thought there wasn't a setvelocity? 14:55 ProfanedMcBane Anyway 14:55 ProfanedMcBane What could I use? 14:58 Krock the difference is the notation: set_velocity, set_acceleration, set_pos and so on 14:58 Krock to be consistent with all other API calls 14:59 ProfanedMcBane ah, pardon. Misread your original statment. 14:59 ProfanedMcBane Thanks 15:44 ProfanedMcBane What's the 'continuous=false' for in move_to()? 15:47 ProfanedMcBane And does set_velocity() actually do anything for players? 15:57 Krock continuous specifies whether the movement is complete when it reached that position 15:57 Krock *is incomplete 15:57 Krock it's used by clients to predict the next position 15:59 ProfanedMcBane aight thanks 16:48 ProfanedMcBane Aight thanks for the help guys, got it working apart from a few logic errors with my vector math. 16:49 ProfanedMcBane But that's future me's problem. 17:31 tumeninodes !tell derixithy for mts schematic info see https://forum.minetest.net/viewtopic.php?p=250296#p250296 17:31 MinetestBot tumeninodes: I'll pass that on when derixithy is around 20:05 leo_rockway greetings 20:06 leo_rockway DAE use Wayland? It's pretty much impossible to play with/without cursor lock... 20:06 leo_rockway without cursor lock this happens: https://bugzilla.redhat.com/show_bug.cgi?id=1277165 20:06 leo_rockway with cursor lock, once the inventory screen pops up, it can't be navigated with the mouse. 20:07 sfan5 wayland lacks this feature 20:07 sfan5 not much you can do about it other than using Xorg instead 20:08 leo_rockway it has cursor lock now, at least that's what a little pop up tells me once I open minetest. 20:08 leo_rockway but it's an all or nothing kind of deal 20:08 leo_rockway sfan5: I'll use Xorg for Minetest then. Wayland seems stable for all my other daily tasks. Thanks!