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IRC log for #minetest, 2020-08-28

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All times shown according to UTC.

Time Nick Message
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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?
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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. ':)
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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
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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
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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
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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)
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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
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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
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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

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