Time Nick Message 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. 06:12 oil_boi Can voxelmanip access node meta? 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 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 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 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 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? 15:46 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 ^ 16:03 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 16:09 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 16:18 Corey[m]1 glad to be of service :) 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! 23:23 oil_boi You're welcome! 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