Time Nick Message 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 00:47 makayabou Is mymod:position_protected_from(pos, name) the same than mymod.position_protected_from(pos, name) ? 00:47 rubenwardy no 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 makayabou I thought i did but sometimes i doubt.. ) 00:57 p_gimeno and yeah, that example is misleading, it's unusual to use colon in that case 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 01:31 air why did the player get shorter in 5.0? 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 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 02:31 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 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 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 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 13:12 clavi can I change the distance after which transparent textures are rendered in lower quality? https://i.imgur.com/CWFHDu7.jpg 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. 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 14:34 ANAND Probably because it's too small for our eyes to perceive all the tiny details? 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 15:42 benrob0329 clavi: check under all settings 17:02 clavi you can enable anisotropic filtering alone in settings, but it has no effect 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 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 :) 21:37 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Fix texture rotation for wallmounted nodeboxes 135b99abb https://git.io/fjfYn (152019-03-19T21:36:51Z) 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