Time |
Nick |
Message |
00:33 |
|
Verticen joined #minetest |
00:38 |
|
macc24 joined #minetest |
00:46 |
|
rcmaehl joined #minetest |
00:54 |
eerungur |
https://github.com/random-geek/MapEdit < just had a major commit |
01:01 |
eerungur |
bit broken, but excited to see what will change. |
01:12 |
|
SwissalpS1 joined #minetest |
01:39 |
|
sturm1 joined #minetest |
02:08 |
|
NathanS21 joined #minetest |
02:14 |
|
Verticen joined #minetest |
02:51 |
|
begui joined #minetest |
02:55 |
|
Verticen joined #minetest |
03:39 |
|
Verticen joined #minetest |
04:56 |
|
oil_boi joined #minetest |
05:21 |
|
olliy joined #minetest |
06:01 |
|
Hawk777 joined #minetest |
06:12 |
oil_boi |
Can voxelmanip access node meta? |
06:37 |
|
FeXoR joined #minetest |
06:41 |
SoylentCow |
there's a way, i do believe |
06:42 |
oil_boi |
Oh my god soylent I thought you were a bot |
06:42 |
oil_boi |
Hi |
06:42 |
SoylentCow |
oh no wait, i was thinking param2 |
06:43 |
SoylentCow |
no lol i am iamweasel sometimes |
06:43 |
oil_boi |
There's a linux terminal thing when you type "something"cow it goes "moo" followed by a quote and an ascii cow |
06:44 |
SoylentCow |
i am not surprised |
06:44 |
oil_boi |
Hahaha, I thought someone remade that thing into a bot |
06:45 |
oil_boi |
Is it faster to create a boundary box of the indexed nodes for redstone "crawling" or the current method of look through the current nodes with vector.distance as the boundary box and let the game do it's thing |
06:46 |
oil_boi |
This is an extremely complex issue and needs to be taken care of, I have no idea if a recursive statement of get_node will be faster for the element indexing of redstone dust to be done in pure recursion or given a vm to crawl through with boundary limitations |
06:47 |
Emerald2 |
cowsay |
06:47 |
SoylentCow |
^3MOOOOOO^9OOOO!! |
06:48 |
SoylentCow |
sorry, sore throat |
06:48 |
SoylentCow |
3MOOOOOO9OOOOOOOOOO!!!! |
06:48 |
Emerald2 |
LOL |
06:49 |
* SoylentCow |
chews thoughtfully |
06:50 |
|
calcul0n joined #minetest |
06:53 |
|
absurb joined #minetest |
07:00 |
oil_boi |
I just had an epiphany |
07:00 |
oil_boi |
I can completely virtualize redstone into local memory |
07:01 |
oil_boi |
voxelmanip on steroids |
07:01 |
oil_boi |
Also |
07:01 |
oil_boi |
cowsay |
07:05 |
oil_boi |
Thank you whoever created LBMs |
07:37 |
|
AndDT joined #minetest |
08:00 |
|
ShadowNinja joined #minetest |
08:09 |
|
Flabb joined #minetest |
09:31 |
|
NetherEran joined #minetest |
09:36 |
|
Fixer joined #minetest |
09:45 |
oil_boi |
An update on the redstone: The virtualization actually works to a level I didn't even know possible |
09:46 |
oil_boi |
I can't make this area lag no matter how many torches I put down or take away and rapidly trigger: https://i.imgur.com/j6A5E36.png |
10:05 |
|
SwissalpS joined #minetest |
11:21 |
|
Flabb joined #minetest |
11:42 |
|
SX joined #minetest |
11:46 |
|
tf2ftw joined #minetest |
11:47 |
SX |
hi, suggestions for mod unit testing minetest game / minetest core helpers? I've done a bit myself chat/player/settings/protection/node reg stuff that I needed but anyone knows some ready made piece that can simulate some pieces of API? |
11:48 |
SX |
ofc not after actual mt API functionality but simplified simulation useful for unit testing with mostly static fixtures |
11:49 |
sfan5 |
the only unit testing (not a lot) I've seen so far starts up the engine and runs the stuff in there |
11:54 |
SX |
okay, i've done a bit with busted. included some helpers and made simple player/settings that is enough for me and then noop functions for stuff i dont care |
11:56 |
SX |
it seemed like pretty good approach so was hoping that someone maybe have already done that, problem with launching actual engine is that it falls more in side of integration testing |
11:58 |
sfan5 |
hm right, that would be the proper term for that |
12:01 |
SX |
maybe code tells more than few words, anyone interested in topic check https://github.com/S-S-X/metatool/tree/info-bypass-priv/metatool/spec very simple currently and would need to implement more mt helpers/fixtures to make it general |
12:05 |
|
Copenhagen_Bram joined #minetest |
12:13 |
|
appguru joined #minetest |
12:32 |
|
oil_boi joined #minetest |
13:35 |
|
macc24 joined #minetest |
14:23 |
|
macc24 joined #minetest |
15:20 |
Corey[m]1 |
SX, sfan5: I do have a few unit tests in my own mod, mostly to test utility modules, maybe a formalized integration testing framework would be something to propose? |
15:21 |
|
est31 joined #minetest |
15:41 |
|
NetherEran joined #minetest |
15:46 |
SX |
Corey[m]1 sounds good for me, would you like to share what you have in your mod? I just noticed that I managed to break link I sent earlier as I merged stuff into master and deleted branch where I linked to... |
15:48 |
SX |
I believe having good unit test framework for mods might also encourage writing well defined interfaces and through that might even reduce "my code should be private, nobody else should use these functions"-mentality a bit :) |
16:01 |
rubenwardy |
!book unit test |
16:01 |
MinetestBot |
rubenwardy: Automatic Unit Testing - https://rubenwardy.com/minetest_modding_book//en/quality/unit_testing.html |
16:02 |
rubenwardy |
SX ^ |
16:02 |
|
fluxflux joined #minetest |
16:03 |
rubenwardy |
!mod [classroom] |
16:03 |
MinetestBot |
rubenwardy: Classroom [classroom] by rubenwardy - https://forum.minetest.net/viewtopic.php?t=23715 - https://gitlab.com/rubenwardy/classroom |
16:03 |
rubenwardy |
Has some tests |
16:03 |
|
Taoki joined #minetest |
16:09 |
SX |
rubenwardy yes, that I've seen and I did actually select busted based on that but what I was thinking was allowing unit tests on functions that use minetest API / possibly default game API directly. For that I did what I did for metatool mod and then started thinking why do this here as it should |
16:09 |
SX |
be at least a bit more generalized framework that i |
16:09 |
SX |
ncludes some well defined simulations/fixtures for engine API methods. |
16:10 |
SX |
that ^^ was really good article as it allowed direct start with basic testing without any knowledge about tools available for lua testing. |
16:10 |
Corey[m]1 |
SX: sure |
16:11 |
Corey[m]1 |
https://github.com/IceDragon200/mt-yatm/tree/master/yatm_core/tests |
16:12 |
Corey[m]1 |
these are a sample of the tests, from the core |
16:12 |
Corey[m]1 |
https://github.com/IceDragon200/mt-yatm/blob/master/yatm_core/luna.lua |
16:12 |
Corey[m]1 |
and the test module itself |
16:13 |
SX |
thanks Corey[m]1, good to see how some else approached that with some real project |
16:14 |
|
awell joined #minetest |
16:18 |
Corey[m]1 |
glad to be of service :) |
17:04 |
|
Verticen joined #minetest |
17:07 |
|
appguru joined #minetest |
17:11 |
|
TomTom joined #minetest |
17:16 |
|
zachary joined #minetest |
17:34 |
|
erlehmann joined #minetest |
18:19 |
|
Verticen joined #minetest |
18:23 |
|
Flitzpiepe joined #minetest |
18:56 |
|
Out`Of`Control joined #minetest |
19:20 |
|
Out`Of`Control joined #minetest |
19:41 |
|
Thermoriax joined #minetest |
19:49 |
|
charles joined #minetest |
20:35 |
|
_Zaizen_ joined #minetest |
20:38 |
|
benrob0329 joined #minetest |
20:47 |
|
SX joined #minetest |
20:51 |
|
awell joined #minetest |
20:55 |
|
illwieckz joined #minetest |
21:05 |
|
kamdard joined #minetest |
21:50 |
|
Hawk777 joined #minetest |
22:23 |
|
erlehmann joined #minetest |
22:34 |
|
oil_boi joined #minetest |
22:38 |
freelikegnu |
man I feel like an idiot. I cannot figure out how to attach a had to a mob |
22:39 |
oil_boi |
A had to a mob? Why not ask it is it has haved |
22:39 |
oil_boi |
Oof that was a terrible pun |
22:40 |
freelikegnu |
i deserved that, i meant hat |
22:40 |
oil_boi |
Hm, well first you have to get which bone is the head, then you need to disable movement to the mob and examine where it rests on the bone, then adjust the attachment offset until it is exactly where you want it |
22:41 |
freelikegnu |
well I'm not even that far... I have the initial properties for the hat and a minetest.register_entity("witches:witch_hat",witch_hat) |
22:42 |
freelikegnu |
but do I have to spawn the hat and then attach? |
22:43 |
oil_boi |
Oh very simple, on activate (the mob itself) local object = minetest.add_entity(self.object:get_pos(), "hat entity") object:set_attach(self.objet, "bone", vector.new(0,0,0), vector.new(0,0,0)) |
22:43 |
oil_boi |
object* |
22:43 |
oil_boi |
Yes you do :) |
22:44 |
oil_boi |
Make sure the hat object is not pointable until the witch despawns/killed/doesn't exist, and when it detects that it has no owner you can set it to physical so players could interact with it, or it could turn into a hat item that players could wear :D |
22:45 |
oil_boi |
This is a lot of information, but, I banged my head against the desk until this was burned into a spot in my memory with spider eyes :P |
22:46 |
freelikegnu |
yeah its really hard for me to grok compared to everything else I have encountered so far |
22:46 |
oil_boi |
start with the first step: make the witch spawn the entity on activate, then do object:get_luaentity().owner = witch object |
22:47 |
oil_boi |
make the hat check for self.owner and self.owner:get_luaentity() else self.remove() if you want it to auto remove when the witch deletes |
23:01 |
freelikegnu |
oh yay! |
23:01 |
freelikegnu |
thank you! |
23:03 |
|
Verticen joined #minetest |
23:05 |
|
olliy joined #minetest |
23:23 |
oil_boi |
You're welcome! |
23:37 |
|
Copenhagen_Bram1 joined #minetest |
23:47 |
|
lisac joined #minetest |
23:50 |
Mahjong |
oil_boi ping |
23:50 |
Mahjong |
oil_boi I'm the guy from the youtube comment, would be awesome if you could join my chan |
23:51 |
Mahjong |
sent an invite |
23:56 |
oil_boi |
:o |