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04:45 |
shangul |
What is purpose of TOCLIENT_REMOVENODE? Deletion of some node around the player at all or just telling the client the node which it had requested for deletion via TOSERVER_REMOVENODE now has been removed? |
04:49 |
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10:16 |
sfan5 |
shangul: it functions for both |
10:19 |
shangul |
Then I wonder why it doesn't receive any REMOVENODE message from server... |
10:20 |
shangul |
Should client send some sort of message to server to subscribe to this sort of messages(REMOVENODE and ADDNODE)? |
10:20 |
shangul |
Who has written this part? I'd better ask them. |
10:20 |
rubenwardy |
try tracing the code? |
10:20 |
shangul |
I did |
10:20 |
rubenwardy |
You can search for uses of that enum value |
10:21 |
shangul |
the_game() |
10:21 |
rubenwardy |
and then see what functions send it |
10:21 |
rubenwardy |
the_game won't sent TOCLIENT_* |
10:21 |
rubenwardy |
because it is the client |
10:21 |
shangul |
<shangul> Then I wonder why it doesn't **receive** any REMOVENODE message from server... |
10:22 |
rubenwardy |
if you can't find any server uses, then it's probably unused |
10:22 |
rubenwardy |
whilst a lot of legacy has been removed, some may remain |
10:22 |
shangul |
There is a function handleCommand_RemoveNode in network/clientpackethandler.cpp |
10:23 |
shangul |
Which is not called when I remove a node near my client |
10:23 |
rubenwardy |
it's sent by Server::sendRemoveNode |
10:23 |
shangul |
hmm |
10:23 |
shangul |
that might help |
10:23 |
shangul |
grep's -r is very good :)) |
10:23 |
rubenwardy |
which is called by an event queue in AsyncRunStep, with the event vode MEET_REMOVENODE |
10:24 |
rubenwardy |
which is emitted by Map::removeNodeWithEvent |
10:24 |
rubenwardy |
etc |
10:25 |
rubenwardy |
looks like the packet is only triggered by minetest.remove_node |
10:25 |
shangul |
rubenwardy, Thanks. I hope that your hints help. |
10:25 |
rubenwardy |
(the lua API function) |
10:25 |
rubenwardy |
having tools to find usages and go to definitions is essential in a large code base |
10:25 |
shangul |
then it is natural that I don't receive REMOVENODE |
10:25 |
rubenwardy |
yeah, if no mods call "remove_node" |
10:26 |
shangul |
rubenwardy, Do I need more than "grep" and "vim"? |
10:26 |
sfan5 |
rubenwardy: core.node_dig has a remove_node call |
10:26 |
rubenwardy |
I use an IDE |
10:26 |
rubenwardy |
vim does provide "go to definition" |
10:26 |
rubenwardy |
not sure about find uses |
10:27 |
shangul |
I find definition with "grep -r" and then view it with "vim" |
10:27 |
rubenwardy |
there's a way of allowing you to go to a definition just by hitting a key whilst hovering over some code like `thing.definitionYouWantToFind();` |
10:27 |
rubenwardy |
ctrl+] I think |
10:28 |
rubenwardy |
but whatever works |
10:28 |
shangul |
I am tired now. So I'll read your hints more carefully later. sleep time :) |
10:28 |
rubenwardy |
take care |
10:29 |
shangul |
And again thanks for the hints |
10:29 |
shangul |
Good afternoon :) |
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11:59 |
shangul |
I am not 100% sure but it seems that server does not send TOCLIENT_REMOVENODE to client at all. |
12:02 |
shangul |
Then the question is that how a client realizes that a node has been removed? The only way is by comparing new and old Map? |
12:02 |
rubenwardy |
it does, we traced the code to show that |
12:03 |
rubenwardy |
do you have two clients open? |
12:03 |
shangul |
Yeah I had |
12:03 |
shangul |
and I realized handleCommand_RemoveNode is never called |
12:03 |
shangul |
(In 5.3.0) |
12:03 |
shangul |
I might be wrong because I couldn't sleep |
12:04 |
shangul |
oh wait |
12:04 |
shangul |
my check might be wrong |
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12:19 |
shangul |
ok |
12:19 |
shangul |
I was wrong |
12:20 |
shangul |
handleCommand_RemoveNode *is* called upon removal of a node around. |
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15:49 |
Herkules |
Hello :) I have a modding question: Is it possible to change the look of a single node in the world? |
15:49 |
Herkules |
For example: I have a black node "mymod:mynode". I place a bunch of them. Now i rightclick one of them, it changes the black "texture1.png" to a white "texture2.png", but still remains "mymod:mynode" and it only effects the node i rightclicked. |
15:49 |
sfan5 |
no |
15:50 |
Herkules |
Okay so do i need to make a new node for every texture i have? |
15:50 |
sfan5 |
essentially, yes |
15:52 |
Herkules |
Ok thank you. :) Can a may ask why? What the design decision is? Is there a doc for that? |
15:54 |
sfan5 |
the main argument is greater complexity if every node could look different depending on its metadata |
15:54 |
sfan5 |
there have been some suggestions on the bugtracker so support for this may come one day |
15:56 |
Herkules |
oh okay now i know. ty :) |
15:56 |
Herkules |
I also have another question. ':) |
15:56 |
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15:57 |
Herkules |
I also have another question: If i use the a node with signlike drawtype, put and put it on a wall, run minetest.swap_node(...) with another signlike drawtype node. How could i keep the rotation? |
16:06 |
sfan5 |
pass the same param2 as the old node |
16:12 |
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16:16 |
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16:16 |
Andrey01 |
hello |
16:17 |
Andrey01 |
does anybody know how to change color of the main menu background with using GUISkin? |
16:20 |
rubenwardy |
you can't, because it's not drawn using guiskin |
16:20 |
rubenwardy |
the blue background is in guiengine or somewhere else, I forget |
16:20 |
rubenwardy |
the grey background is a bgcolor |
16:21 |
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16:23 |
Andrey01 |
do you mean 'guiengine' are guiEngine.h and .cpp? |
16:23 |
rubenwardy |
yeah |
16:24 |
Andrey01 |
thanks, I will try to search out in that file |
16:26 |
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16:27 |
nisa_ |
Hi. |
16:27 |
nisa_ |
Hmm, is this the wrong channel? It's not the one synched to discord |
16:27 |
nisa_ |
Oh nvm |
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18:02 |
Genshin |
Howdy |
18:03 |
Krock |
hey Genshin |
18:03 |
Krock |
when's the next amazing screenshot to expect? |
18:03 |
Genshin |
Hello Krock, how are you? |
18:03 |
Krock |
I'm fine. thank you. how about you? |
18:04 |
Genshin |
Well. speaking of that X) https://www.youtube.com/watch?v=itWgEnqb5ug |
18:04 |
Genshin |
Been doing fine, managed to find a way to make events when right clicking a player |
18:04 |
Krock |
disappointed. expected a rick roll, but instead I got a preview of more incredible gameplay |
18:04 |
Genshin |
lmao |
18:05 |
Krock |
btw, what does AOE stand for? |
18:05 |
Genshin |
Area of Effect |
18:06 |
Genshin |
https://en.wikipedia.org/wiki/Area_of_effect |
18:07 |
Krock |
creepy penguin in the screenshot, but the concept looks interesting |
18:08 |
Genshin |
on that video whenever that NPC casts a AoE, it shows a marker telling players how wide the area of effect is. and anything within that radius will be affected (except for the caster of course) |
18:09 |
Genshin |
also works with group healing mechanics with a green marker as well |
18:09 |
Genshin |
red marker tends to be used for damage type AoE |
18:11 |
Genshin |
This mechanic works on both players and npcs alike |
18:15 |
Krock |
perhaps effect strength should fade out close to the border? |
18:16 |
Genshin |
hmm, that may be good for damage type AoE or Group Healing type AoE |
18:17 |
Genshin |
I also added a kill type AoE for challenging reasons X) |
18:17 |
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18:20 |
Krock |
but effects always need a counter - more armor, or resistance |
18:22 |
Genshin |
yeah, still working on the stats behind that X) |
18:31 |
Genshin |
Krock, here's another thing that I've been working on: https://www.youtube.com/watch?v=PtzILeR0eWs |
18:32 |
Krock |
:'D dropdown menu |
18:32 |
Krock |
if it'll stay this simple, you might want to use dropdown[] for speed reasons (no formspec resend) |
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19:47 |
Genshin |
Krock, this menu only resends the formspec when player is clicking the buttons at navigation, except for the selected category and the inventory nav selection |
19:48 |
Genshin |
when pressing the contents from the list-based dropdown, it will take the player to it's specified pages |
19:49 |
Genshin |
at the moment, they can only send a chat message confirming that the selection was pressed without resending the formspec X) |
19:51 |
Krock |
chat messages are slightly delayed too |
19:53 |
Genshin |
hmm, well the chat messages are there for debug purpose. hopefully the delay wouldn't be a huge problem |
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22:15 |
MinetestBot |
[git] SmallJoker -> minetest/minetest: Mapgen: Fix on-by-default flags broken since eca6ee9 (#10318) d28f1b0 https://git.io/JULsm (2020-08-28T22:14:38Z) |
22:15 |
MinetestBot |
[git] Desour -> minetest/minetest: Fix luacheck warnings in builtin/common/tests (#10322) 454009a https://git.io/JULsY (2020-08-28T22:14:19Z) |
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22:52 |
Zughy |
hey there; would it be too heavy having a continue raycast for every player online? I'm working on a shooter and it'd be great to see an enemy's life only when the cursor is hovering them |
22:53 |
rubenwardy |
depends a lot on the range |
22:53 |
rubenwardy |
but most likely |
22:53 |
rubenwardy |
you could run it less frequently maybe? |
22:53 |
rubenwardy |
or try it and look at a profile |
22:54 |
rubenwardy |
Minetest has a mod profiler. It's per callback and mod, rather than per function, but it can be useful |
22:54 |
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22:54 |
sfan5 |
have you considered making that function a CSM? |
22:55 |
Zughy |
And here is where I lose both of you. Do you mean the F5 thingy? |
22:56 |
sfan5 |
no, ruben means this one https://github.com/minetest/minetest/blob/master/minetest.conf.example#L1618 |
22:58 |
Zughy |
oh, got it. And by CSM do you mean having people downloading a modded client? |
22:58 |
sfan5 |
not a whole client, just the client-side mod |
22:59 |
Zughy |
I love Minetest because people don't need to download anything to play on a server. I'd really like to avoid that |
22:59 |
Zughy |
people are lazy |
23:00 |
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23:08 |
Zughy |
rubenwardy: would you mind pointing me the mod inside ctf that creates the life above the players' head? I found the part for the nicknames, but I can't seem to find the other one :\ |
23:08 |
rubenwardy |
guages |
23:08 |
rubenwardy |
https://github.com/minetest-mods/gauges/ |
23:08 |
rubenwardy |
CTF uses a modified version of this |
23:08 |
rubenwardy |
I forget what it changes |
23:09 |
Zughy |
ooooh, thank ya |