Time |
Nick |
Message |
00:10 |
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00:22 |
makayabou |
Something else I don't understand.. protection. We don't have a kind of minetest.protect(pos,owner) in API, do we ? I looked at the code of Areas mod and Node_ownership but I couldn't find something similar.. |
00:23 |
rubenwardy |
makayabou: minetest.is_protected() |
00:23 |
rubenwardy |
the areas mod utilises that |
00:27 |
makayabou |
I saw that in lua_api.txt but I can't understand the example with the calling of the function by itself.. and I think I understand minetest.is_protected() is like a question and I don't get how I set on the node that it will return true when calling minetest.is_protected() on it |
00:28 |
rubenwardy |
makayabou: you'd need to override that method to implement your own protection system |
00:28 |
rubenwardy |
the method is a hook which allows mods to implement protection |
00:29 |
makayabou |
I think I start to understand ... i'll try some things |
00:33 |
makayabou |
And do I have to register a minetest.register_on_punchnode? or is it included in is_protected? |
00:34 |
rubenwardy |
it's included |
00:36 |
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00:47 |
makayabou |
Is mymod:position_protected_from(pos, name) the same than mymod.position_protected_from(pos, name) ? |
00:47 |
rubenwardy |
no |
00:48 |
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00:48 |
rubenwardy |
never, ever, use : on a mod variable like that |
00:48 |
rubenwardy |
it's very bad practice |
00:48 |
rubenwardy |
: is syntactic sugar which mans pass table as self |
00:48 |
VanessaE |
plus it may open up wormholes, burn down bridges, and hurt innocent little kittens |
00:49 |
rubenwardy |
so mymod:func(pos) is the same as mymod.func(mymod, pos) |
00:49 |
rubenwardy |
exactly the same |
00:49 |
rubenwardy |
and function mymod:func(pos) end is exactly the same as function mymod.func(self, pos) end |
00:50 |
rubenwardy |
exactly the same :P) |
00:50 |
rubenwardy |
: should only be used when the table represents some object, as in Object Oriented Programming |
00:50 |
rubenwardy |
for example: stack:get_count() |
00:50 |
rubenwardy |
because there's more than one Item Stack in the world |
00:51 |
makayabou |
yes , but stack is not the same as mymod ? |
00:52 |
makayabou |
or are you not refering mymod as mymodname? |
00:53 |
rubenwardy |
stack is an item stack |
00:53 |
rubenwardy |
it's an example of a good use of : |
00:53 |
rubenwardy |
local stack = ItemStack("default:stone 99") |
00:53 |
rubenwardy |
stack:get_count() -- 99 |
00:53 |
makayabou |
yes that is ok for me |
00:54 |
rubenwardy |
I'm saying that you should use . instead of : when it's a global mod table |
00:54 |
rubenwardy |
for example: minetest.register_node() bucket.register_bucket() |
00:55 |
makayabou |
ah ok! mymod:position_protected_from(pos, name) was the example on lua_api.txt |
00:56 |
p_gimeno |
colon and dot have each its own meaning, you need to distinguish where to use each |
00:56 |
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00:56 |
makayabou |
I thought i did but sometimes i doubt.. ) |
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00:57 |
p_gimeno |
and yeah, that example is misleading, it's unusual to use colon in that case |
00:57 |
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00:57 |
rubenwardy |
yay, matrix! |
00:59 |
p_gimeno |
colon syntax is designed for invoking methods of a class instance |
00:59 |
rubenwardy |
exactly |
00:59 |
rubenwardy |
a class instance is also known as an object |
00:59 |
rubenwardy |
which is confusing as minetest has something else called an object |
00:59 |
rubenwardy |
!book object |
00:59 |
MinetestBot |
rubenwardy: Objects, Players, and Entities - https://rubenwardy.com/minetest_modding_book//en/map/objects.html |
01:01 |
makayabou |
mon livre de chevet |
01:02 |
makayabou |
I thank you a lot for the book it's very useful |
01:02 |
rubenwardy |
yw |
01:25 |
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01:31 |
air |
why did the player get shorter in 5.0? |
01:31 |
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01:31 |
rubenwardy |
air: you need to update Minetest Game |
01:31 |
rubenwardy |
or any games you use |
01:31 |
rubenwardy |
and 3d_armor |
01:32 |
air |
ok |
01:32 |
air |
thanks |
01:32 |
rubenwardy |
if you're refering to the player being half in the ground, that is |
01:33 |
air |
first person view is lower to ground - http://mt.qzx.com/bug-4-5-height.png |
01:33 |
air |
see crosshair position on the block |
01:35 |
rubenwardy |
yeah, you'll be in the groung |
01:35 |
rubenwardy |
wait, maybe not |
01:35 |
rubenwardy |
try f7 |
01:36 |
air |
feet arent in ground in third person |
01:37 |
air |
and that test world is using 5.0 game and doesnt have 3d armor |
01:37 |
air |
problem also exists on xanadu server which probably has 3d armor |
01:38 |
rubenwardy |
well, the cursor may have just moved slightly |
01:39 |
air |
the cursor didnt move, the camera is closer to the ground |
01:40 |
air |
center of view was 1.5 blocks and is now 1.333 blocks above ground |
01:50 |
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02:00 |
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02:14 |
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02:15 |
paramat |
yes the minetest game character model is slightly shorter now |
02:15 |
paramat |
because the pixels of the body and limbs used to be stretched vertically, now they're not |
02:16 |
paramat |
so the player model is proportioned exactly like a MC player now |
02:17 |
p_gimeno |
um but why does that affect the camera position? |
02:17 |
paramat |
because the camera has been lowered to be at centre of head |
02:18 |
paramat |
https://github.com/minetest/minetest_game/blob/eaf6eac723038e7d74d3640a00cc560ccc4c669f/mods/player_api/init.lua#L18 |
02:18 |
paramat |
eye height is actually 1.47 nodes now |
02:19 |
paramat |
total height 1.7 nodes |
02:21 |
p_gimeno |
(btw, forget about animated chests until #7930 is implemented) |
02:21 |
ShadowBot |
https://github.com/minetest/minetest/issues/7930 -- Support for Mesh Animations in Mesh Nodes |
02:21 |
air |
are your eyes 9" below the top of your head? |
02:21 |
air |
mine are half that |
02:23 |
air |
minecraft eye height is 1.62 |
02:23 |
paramat |
yes if your head is 18 inches tall |
02:24 |
paramat |
eye height is at player model head centre, i coded that myself |
02:24 |
air |
it isn't correct and I feel like I'm crawling now |
02:25 |
paramat |
it is correct |
02:25 |
paramat |
you're just used to how it was |
02:26 |
air |
anyone who plays minecraft will be used to how it was |
02:26 |
paramat |
easily changed in code if you don't like it |
02:26 |
paramat |
MC is irrelevant here |
02:27 |
air |
how many years did minetest use the previous height, is that time period irrelevant too? |
02:28 |
paramat |
no, but things change for the better. don't worry you'll get used to it |
02:29 |
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02:31 |
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02:31 |
rubenwardy |
paramat: 1.47 is less than 5 feet tall |
02:32 |
rubenwardy |
whereas 1.63 is just less than 5 and a half |
02:32 |
rubenwardy |
well, depends on how big the forehead is 8) |
02:33 |
air |
abnormally huge |
02:33 |
paramat |
yeah the model has a big head |
02:33 |
paramat |
well, you're assuming a node is 1 meter ... |
02:33 |
rubenwardy |
Users won't be manually measuring height |
02:33 |
rubenwardy |
that's typically how it's defined |
02:34 |
paramat |
not so actually |
02:34 |
AceNovo |
"Camera is at the center of the head" == "Player is seeing things out the avatar's nose" Hahaha |
02:34 |
air |
math doesnt care what you assign node height to, it works out the same |
02:34 |
paramat |
eyes are roughly central in a head actually, and for player textures is the average eye position |
02:35 |
AceNovo |
I don't care. I just want an Android build without updating my Android dev environment |
02:36 |
erstazi |
Is 0.4.17-1 protocol version 27? |
02:36 |
AceNovo |
Any love? Last I see is from January and that didn't have a link to the APK |
02:36 |
paramat |
with the new player model height, equating it to average human height, a node is now much closer to being 1m, before it wasn't by that method |
02:37 |
paramat |
i don't understand android builds sorry |
02:37 |
rubenwardy |
assuming the player is of an average height, then a node is a meter |
02:37 |
rubenwardy |
or slightly bigger than a meter |
02:38 |
rubenwardy |
wait, average male height |
02:38 |
rubenwardy |
if it's the average male height, then a node is still roughly the same as a meter, but not slightly bigger |
02:38 |
rubenwardy |
I measure the player at 1.68 nodes |
02:39 |
rubenwardy |
wait, you said it was 1.77m tall anyway |
02:39 |
rubenwardy |
oops |
02:39 |
rubenwardy |
1.7 nodes |
02:40 |
rubenwardy |
from a quick google, the average eye height is 12cm lower |
02:40 |
rubenwardy |
which means eye height should be 1.58 |
02:41 |
paramat |
node = 1m was a common MT misconception, being common didn't make it true. if average human height = MTG player model height is the only way to judge it (which seems the case) nodes used to be much less than 1m |
02:41 |
paramat |
well, big head |
02:41 |
paramat |
=) |
02:41 |
AceNovo |
After searching 2 days... https://forum.minetest.net/viewtopic.php?f=18&t=22278&start=100#p346318 |
02:42 |
rubenwardy |
AceNovo: https://github.com/minetest/minetest/releases |
02:43 |
paramat |
the eyes need to be at the average player skin eye position, otherwise when you stand face to face with another player, it feels like you're looking out of your forehead =D |
02:43 |
rubenwardy |
true |
02:43 |
rubenwardy |
also, it means that you can tell if a player can see you |
02:43 |
rubenwardy |
well, maybe not |
02:44 |
rubenwardy |
(was going to say by seeing their eyes, but that's not true) |
02:44 |
rubenwardy |
(we're not just eyes) |
02:46 |
* paramat |
is just eyes = |
02:46 |
AceNovo |
OK, thanks everyone. Annoy you again soon |
02:48 |
paramat |
i type by bouncing my eyeballs on the keys |
02:49 |
rubenwardy |
lol |
02:51 |
AceNovo |
Which may be why you don't remember posting to the forum yesterday that 5.0 had been pushed to Google Play Store :D |
02:57 |
benrob0329 |
I see no reason why a node shouldn't be a meter |
02:58 |
benrob0329 |
Its worked out to be about that for years, and it makes scaling easy |
02:58 |
benrob0329 |
(Unless you want to make it a yard, but even us Americans would groan at that) |
02:59 |
benrob0329 |
Also, your eyes are about in the middle of your head, just not the middle of your face :-) |
03:00 |
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03:00 |
p_gimeno |
it's a question of definition; if the player is a bit out of proportions it should not matter, the average person is >2m in SL and yet measurements are all in m |
03:03 |
paramat |
it hasn't necessarily worked out to be 1m, it wasn't if you determined it by equating MTG player model height to average human height. i depends how you determine it |
03:03 |
paramat |
*it |
03:04 |
rubenwardy |
p_gimeno: SL? |
03:04 |
p_gimeno |
Second Life |
03:06 |
GreenDimond |
are elements drawn outside the form size still sent to the client? |
03:09 |
rubenwardy |
yes |
03:09 |
rubenwardy |
formspecs are entirely client-side |
03:09 |
rubenwardy |
they're sent as-is, with no parsing on the server |
03:09 |
GreenDimond |
Wonderful |
03:10 |
GreenDimond |
This is very good |
04:04 |
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12:42 |
clavi |
Fixer: according to this, carpathian is still unstable |
12:42 |
clavi |
https://forum.minetest.net/viewtopic.php?f=18&t=19132 |
12:43 |
p_gimeno |
clavi: look at the last post |
12:43 |
p_gimeno |
eep |
12:43 |
p_gimeno |
I think that was an oversight |
12:52 |
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13:02 |
clavi |
so it's actually stable? |
13:03 |
p_gimeno |
better wait for paramat to give a definitive answer |
13:04 |
p_gimeno |
it's stable in the sense of supported, but I'm not sure it's stable in the sense of not going to change |
13:04 |
clavi |
yes I mean the latter thing |
13:04 |
clavi |
I wonder when valleys will be stable as in not changing anymore, I really like it |
13:06 |
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13:12 |
clavi |
can I change the distance after which transparent textures are rendered in lower quality? https://i.imgur.com/CWFHDu7.jpg |
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13:22 |
ANAND |
clavi: AFAIK, Minetest does not support LOD |
13:22 |
ANAND |
i.e. The nodes in the distance are rendered at the same quality as the nodes in proximity, transparent or not. |
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14:08 |
Y |
Hi |
14:08 |
Y |
Anyone here? |
14:08 |
sfan5 |
there's about 166 people "here", though most are not present |
14:09 |
Guest76938 |
Oh ok |
14:21 |
clavi |
ANAND: why does it render them differently then? |
14:21 |
clavi |
it's pretty obvious in the spot I marked |
14:32 |
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14:34 |
ANAND |
Probably because it's too small for our eyes to perceive all the tiny details? |
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14:42 |
rubenwardy |
clavi: looks like you have mipmap enabled |
14:44 |
clavi |
can I disable mipmap but enable anisotropic filter? |
14:44 |
clavi |
the settings menu only offers anisotropic in combination with mipmap |
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15:42 |
benrob0329 |
clavi: check under all settings |
15:42 |
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17:02 |
clavi |
you can enable anisotropic filtering alone in settings, but it has no effect |
17:04 |
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17:07 |
sofar |
Clavi: yeah, looks like it. Make a GitHub issue? |
17:09 |
Calinou |
clavi: anisotropic filtering without mipmaps doesn't make sense to me |
17:09 |
Calinou |
anisotropic filtering without bilinear/trilinear filtering makes sense though |
17:10 |
Calinou |
https://en.wikipedia.org/wiki/Anisotropic_filtering |
17:11 |
sofar |
I never enable filtering |
17:12 |
sofar |
I do have mipmaps enabled |
17:12 |
sofar |
Still AA settings do nothing |
17:13 |
clavi |
I've noticed the same, seems like AA is fixed at 4x, no matter the setting |
17:14 |
sofar |
I don't see any AA effect |
17:14 |
sofar |
Still hard zig zags everywhere |
17:16 |
clavi |
I can change AA settings in other games so I doubt it's the driver (amdgpu on Linux) |
17:16 |
clavi |
or rather I'm sure that's not it |
17:17 |
clavi |
AA settings have no effect in MT 0.4.17 too so it's not a regression either |
17:23 |
Wuzzy2 |
hi |
17:23 |
clavi |
hi |
17:24 |
rubenwardy |
oh no, there's another one! |
17:25 |
benrob0329 |
Clearly this is the sequal, but it only works on -dev |
17:40 |
Calinou |
seems to work on NVIDIA here |
17:41 |
Calinou |
but I do have antialiasing forced in the driver… |
17:42 |
Calinou |
I disabled driver-forced AA and it still works in Minetest |
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20:01 |
p_gimeno |
There's something fishy with the antialiasing choice. It seem to randomly work or not work. I haven't found a way to reproduce it. |
20:02 |
p_gimeno |
Ahh, found it. It requires a restert. |
20:02 |
p_gimeno |
restart, even. |
20:02 |
p_gimeno |
it would be nice to document that |
20:04 |
sfan5 |
there's an issue open, even |
20:05 |
p_gimeno |
heh, true, I didn't look |
20:05 |
p_gimeno |
thanks :) |
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21:37 |
MinetestBot |
[git] sfan5 -> minetest/minetest: Fix texture rotation for wallmounted nodeboxes 5b99abb https://git.io/fjfYn (2019-03-19T21:36:51Z) |
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21:57 |
paramat |
clavi don't worry about mapgens being 'unstable', being 'officially stable' means 'guaranteed to never change', that's a huge commitment to make. however, 'unstable' mapgens are unlikely to change much, and we'll try to not change them at all. the forum post is correct |
21:58 |
paramat |
p_gimeno ^ |
21:58 |
clavi |
okay thanks |
21:59 |
paramat |
until recently mgv6 was the only 'stable' mapgen |
22:00 |
paramat |
so really no need to avoid an unstable mapgen, you miss all the fun that way |
22:04 |
p_gimeno |
thanks |
22:04 |
paramat |
and yes unstable mapgens and worlds using them will always be supported |
22:05 |
p_gimeno |
I'm trying 0.4.13, is it normal that v5 and v7 had no trees? |
22:05 |
paramat |
hmm i think the terminology is a little misleading and maybe not very helpful stated this wy |
22:06 |
paramat |
possibly normal yes, just dirt and grass? |
22:06 |
p_gimeno |
yes and flowers and stuff |
22:06 |
p_gimeno |
as if there was just a single biome |
22:07 |
paramat |
that may be before multiple biomes were registered for non-mgv6 mapgens |
22:08 |
p_gimeno |
makes sense |
22:08 |
paramat |
hm no MTG 0.4.13 has several biomes, try travelling further? |
22:09 |
paramat |
https://github.com/minetest/minetest_game/blob/2392842948b114670334eabbb593b66e1427747c/mods/default/mapgen.lua#L317 |
22:09 |
p_gimeno |
I already did |
22:10 |
paramat |
'where are the trees' was a common complaint because players were used to small scale biomes in mgv6 |
22:11 |
paramat |
hm |
22:11 |
p_gimeno |
oh wait, mtg was at 0.4.12 |
22:11 |
p_gimeno |
sorry |
22:13 |
paramat |
yes, just grassland and flowers in 0.4.12 |
22:13 |
p_gimeno |
yep, 0.4.13 has biomes, my bad |
22:13 |
p_gimeno |
thanks |
22:13 |
paramat |
yes 1 biome |
22:32 |
paramat |
yes, this 'stable mapgen' thing is not good, in practice what happens is that the chances of change |
22:32 |
paramat |
... and the size of those changes, reduces over time like a curve |
22:33 |
paramat |
even mgv6 has changed very slightly by necessity at times |
22:34 |
paramat |
all added mapgens and their worlds are always supported |
22:38 |
paramat |
instead i think better to note any mapgen in an experimental state, which currently is none of them |
22:51 |
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