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IRC log for #minetest, 2018-11-25

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All times shown according to UTC.

Time Nick Message
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01:19 Taoki I'm once more receiving weird emails about strange stories whom I have no background and knowledge of, apparently sent to two dozen people in a dev team. Has anyone else gotten them so I can confirm it's what I think it is?
01:20 Taoki Something about a Ruslan1. Is it from the Minetest community?
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01:34 ChimneySwift Taoki: likely a spam email from a salty ex community member
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10:41 Derixithy I'm updating licence info of my subgame. SInce i lost halve of my progress end haven't worked on it 7 months i lost some of the info. So does anyone remember creating some cilindrical object files for me? I lost the url and would like to update the info on this.
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12:47 MinetestBot [git] minetest@quidecco.de -> Uberi/Minetest-WorldEdit: replace deprecated function call f8e5755 https://git.io/fpEUq (2018-11-25T12:46:27Z)
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13:06 MinetestBot [git] rubenwardy -> minetest/minetest: Fix macro warning due to incorrect define conjunction d83fe16 https://git.io/fpEU5 (2018-11-25T12:54:22Z)
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16:41 Unarelith Is anyone working on issue #6963? Something like this could be REALLY useful. https://github.com/minetest/minetest/issues/6963
16:41 ShadowBot https://github.com/minetest/minetest/issues/6963 -- Node bound entities
16:42 rubenwardy not that I know of
16:42 rubenwardy you could ;)
16:42 Unarelith Sure, I have a lot of free time these days
16:42 Unarelith But I'm still not familiar with MT codebase
16:44 Unarelith So if someone has a bit of free time to help me find my way through MT code, could be really nice
16:46 Krock content_cao -> client active objects. the server-side counterpart is content_sao. entities and players are included there
16:46 Krock whereas for nodes you'd have to look into mapblock, server and clientenvironment
16:46 rubenwardy Krock is the entity attachment guy, grab him
16:47 Unarelith oh nice!
16:47 rubenwardy ha, well
16:47 rubenwardy he fixed some stuff lately
16:47 rubenwardy :)
16:47 Krock errks no
16:47 rubenwardy including the #1 bug on CTF
16:47 ShadowBot https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome
16:47 rubenwardy entities detaching themselves
16:47 Krock it's still horribly broken because the camera position seems to reset soemtimes
16:47 rubenwardy oh great
16:47 rubenwardy I had hope then
16:48 Krock that's why attachment selection boxes stop working outside of 200m around spawn (or similar)
16:48 rubenwardy huh
16:49 Krock speaking of children attachments, attached to the player
16:49 Krock and for some
16:49 Krock s/.*//
16:49 Unarelith Krock, I'm wondering if these node-bound entities should be cao only since they're mainly used for animation
16:50 Unarelith some people discussed about animation sync between clients
16:50 Unarelith that would be a problem if these entities are client-only
16:50 Krock you could also look into altering node specs on the fly and position-specific using metadata
16:51 Krock the server would need to keep the entities as well because new joined players won't see them otherwise
16:51 Krock and about syncing: that won't be possible. you can only try to make it precise by predicting lag and packet trip time
16:52 Krock since they would be node-bound it might break maps if you don't pay attention
16:53 Krock i.e. ensure compatibility
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16:57 Unarelith for me, the main goal is to provide a way to show current node state through a client-side entity animation, I don't think animation syncing is really necessary since node metadata would be the reference here
16:59 Unarelith for example, I'm making an open barrel. this barrel can contain a block, or a block part (for example 1 sapling in the barrel = 1/12 dirt block), and it can contain water/clay/lava, etc...
17:00 Unarelith currently, it would require creating a node for each state for the barrel, for example `barrel_empty`, `barrel_dirt_0`, `barrel_dirt_1`, ... , `barrel_water_0`, `barrel_water_1`, ...
17:00 Krock or an empty barrel plus an entity which is then stretched and assigned to the right item
17:01 Krock "wielditem" entity types would replicate nodes pretty much as how you need them
17:01 Krock kinda what item frames do
17:01 Unarelith Krock, can you defined drawtype = "leveled" on an entity? didn't find anything in the docs/repo
17:04 Krock no, but you won't need that one if you can replicate it with "wielditem"
17:05 Krock although the texture might look cramped when you only change the Y scale property
17:06 Unarelith that's not an issue for me since only the top face is shown in my barrel
17:12 Unarelith Krock, with the current engine, is it possible to change dynamically entity size? or do I need to create an entity per state? (1/12 dirt, 2/12 dirt, etc..)
17:15 rubenwardy looks like you can with visual_size
17:15 rubenwardy but X and Z must be the same scale
17:15 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L5485
17:19 Unarelith I'm aware of `visual_size`, my question was "how to change its value dynamically"
17:22 Unarelith I know I can do something like `minetest.registered_entities[name].initial_properties.visual_size.y = value`
17:22 Unarelith But this will change all the entities
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17:26 thetoolman hey there, i am running the game in place and the subgame mods are blue and cant be enabled in the world configuration interface. any clue why this is?
17:26 thetoolman grey being disabled and blue being enabled
17:26 thetoolman sorry, green being enabled
17:27 thetoolman would really like to have some stairs and tnt
17:28 thetoolman v5dev
17:31 Krock Unarelith:
17:31 Krock local objects = minetest.get_objects_inside_radius(pos, radius)
17:31 Krock if #objects == 1 then bingo end
17:32 Krock then possibly objects:get_luaentity().visual_size
17:33 Unarelith ok thanks I'll try that
17:33 Krock here's how you could change the texture on the fly: https://github.com/SmallJoker/stapled_bread/blob/master/init.lua#L39-L47
17:33 Krock and rotate it
17:33 Krock s/texture/target node/
17:34 Krock otherwise we might need to introduce the y param for visual size too
17:34 Krock *z
17:36 Unarelith Krock, is it normal that a basic wielditem entity is bigger than a node by default?
17:37 Krock yes, use scale 0.666 or similar
17:38 Krock after it's matching an entire node you can calculate the wanted size linearly
17:39 Unarelith ok, but why? it's weird or there's something I don't understand
17:41 Unarelith scale = 1 should be the default node size
17:42 Krock I know. legacy reasons, possibly
17:43 Unarelith it's something that could change starting from 5.0.0 then
17:44 Unarelith rubenwardy, do you know if this is in an issue/PR somewhere?
17:45 Krock 5.0.0 isn't meant to break mods
17:46 Unarelith I know, but 5.0.0 is meant to be less backward compatible
17:47 Unarelith why keep something absolutely weird and unconvenient
17:47 Krock it's just a number
17:47 Krock not like that it would make things impossible
17:48 Unarelith that's my point, it's just a number, it wouldn't be too hard for mod devs to change it for 5.0.0, but it would makes the engine more consistent, so I don't see a valid reason to keep this
17:49 rubenwardy citation needed for the 0.66 thing
17:50 Unarelith rubenwardy, to make a wielditem entity sized like a regular node, you currently have to use `visual_size={x=0.666, y=0.666}`, it's weird and unconvenient
17:50 rubenwardy have you actually tried this?
17:50 Unarelith yes, and 0.666 seems to be exactly the regular node size
17:51 rubenwardy reading the code, visual_size is a direct multiplier for it
17:51 rubenwardy so what's happening is that the wielditem is drawn at a different size to begin with
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17:52 rubenwardy so to change the 0.666 thing, you'll also have to change wield item and inventory mesh things
17:53 rubenwardy well, you could just add it as a multiple to visual size
17:54 Unarelith yes, but I don't really know where to look for these things in MT code
17:54 rubenwardy that's a generic you, not a specific you
17:54 rubenwardy English is strange
17:55 rubenwardy also
17:55 rubenwardy !c 1/0.666666
17:55 MinetestBot 1.5000015000015001
17:55 LMD rubenwardy could you please look into your email ?
17:56 rubenwardy is this the email I replied to yesterday?
17:56 LMD I did not receive any reply. Did your reset the password ?
17:56 rubenwardy yes
17:56 LMD Ok, thanks ! Problem solved !
17:56 LMD !next
17:56 MinetestBot Another satisfied customer. Next!
17:57 rubenwardy check your spam?
17:57 LMD Well how did your message make it into spam ?
17:57 LMD Also, IDK how I can check my spam using Thunderbird :/
18:02 Krock -> Spam directory on the left side
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18:32 Giorge Hmm
18:36 Krock HMMM INTENSIFIES
18:37 Giorge Never actually been here succesfully. Most of the time i get thrown to overpopulated channels
18:37 Giorge This channels always pretty crouded
18:41 Krock crowded but idling a lot
18:41 Giorge Good...i guess
18:41 VanessaE yeah, lot of fuel being wasted
18:41 VanessaE all this idling
18:42 Giorge Oh whoa, never expected active developers
18:42 * VanessaE hides behind Krock
18:43 Giorge Lol im not here to bomb with questions
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18:54 Giorge E
18:59 Krock F
19:00 _Gi E wws an accident
19:02 _Gi But since im here ill ask a question
19:03 _Gi As a typical minetester i tried downloading MT in my phone. But since the last update it kerps crushing when i try opening. I deleted it and redowloaded it many times but still
19:08 rubenwardy could be related to it being built incorrectly
19:09 _Gi You think?
19:09 _Gi Any tips?
19:10 Giorge Or just wait till next update
19:10 Krock 5.0-dev build and enjoy the features
19:11 Giorge On my computer i still have the 0.4.17.1 build
19:12 rubenwardy there's this build by stujones: https://www.dropbox.com/s/uyuvn5bqz9itj6t/Minetest-debug.apk?dl=0
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19:12 rubenwardy not it's not network compatible
19:13 Giorge Oh alright ill save the link
19:13 rubenwardy if you need to play multiplayer, then try nerzhuls attempt (bless) at building correctly: https://github.com/minetest/minetest/releases/download/0.4.17.1/Minetest-0.4.17.1-3.apk
19:14 Giorge You are a big help. Thx, ill try this
19:14 rubenwardy I'd try the first link first, if you don't need multiplayer
19:15 rubenwardy it has a lot of improvements
19:15 Giorge I actually want the multiplayer just to visit no IRC-ed servers
19:15 Giorge Not*
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19:17 Giorge Im off
19:17 Giorge Thx for everything
19:17 rubenwardy yw
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20:20 Unarelith minetest code standard has a 80-ish column limit?
20:23 VanessaE ish.
20:23 VanessaE lines can exceed 80 chars if there's a really good reason to do so.
20:25 Unarelith 80 is so bad for readability. my school used 80 chars for their C standard, this were alright, but with C++ it's another story
20:26 Unarelith the number 80 is historical, but I think 120 is more adapted to modern C++ code
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20:28 Unarelith VanessaE, I'm crying when I see things like this: https://github.com/minetest/minetest/blob/master/src/content_sao.h#L101-L165
20:29 Unarelith minetest global code structure has so many issues
20:31 Unarelith but giving the actual state of the project, even if I fix things, I don't think it could be merged easily because it would invalidate all previous PRs
20:33 scr267 !mod dive helmet
20:33 MinetestBot scr267: Could not find anything.
20:33 scr267 !mod dive
20:33 MinetestBot scr267: Unbreakable screwdriver [screwdiver] by indriApollo - https://forum.minetest.net/viewtopic.php?t=10535
20:33 scr267 !mod scuba
20:33 MinetestBot scr267: Breath underwater like scuba diving [underwater] by fergoy - https://forum.minetest.net/viewtopic.php?t=18378
20:33 Unarelith scr267, you can also search here: https://content.minetest.net/
20:34 scr267 Unarelith, ah thank you! :)
20:41 rubenwardy 80 is pretty standard
20:41 Unarelith 80 is *historical
20:41 Unarelith that's why it becames standard
20:41 VanessaE there's no reason for it to be standard.
20:46 scr267 Anyone know a good scuba diving mod? or underwater breating mod?
20:46 scr267 breathing
20:55 Gundul hazmat from armour mod
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21:05 scr267 Gundul: thank you
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21:20 Unarelith Just opened #7899 for architectural improvement
21:20 ShadowBot https://github.com/minetest/minetest/issues/7899 -- Architectural improvement needed
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23:02 xrogaan Unarelith: what's the difference between one file with too many classes and a folder with too many files?
23:03 Unarelith xrogaan, both are bad practices
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