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Message |
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09:28 |
whosit |
Hello. After some mod doing player:set_fov(0.9, true, 0.4) and then player:set_fov(1, true, 0.4), player is unable to zoom anymore. Even after dropping/picking up binoculars again. How to restore zoom? |
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10:22 |
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10:23 |
celeron55 |
whosit: https://minetest.gitlab.io/minetest/class-reference/#objectref |
10:23 |
celeron55 |
"Set fov to 0 to clear FOV override." |
10:24 |
celeron55 |
(https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L6424) |
10:25 |
whosit |
oh. |
10:25 |
whosit |
thanks. Was staring at those and didn't notice :\ |
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16:59 |
AntumDeluge |
How long does it usually take for a new mod to get reviewed on content.minetest.net? Just curious because I added it about a week ago I think. Didn't want to submit any more until I got at least one approved. |
17:00 |
MTDiscord |
<Jonathon> you do not have the right to that name |
17:02 |
AntumDeluge |
"No other packages of the same type may use the same name, except for the exception given by 3.2." |
17:02 |
AntumDeluge |
"An exception to the above is that mods are allowed to have the same name as a mod if it's a fork of that mod (or a close reimplementation). In real terms, it should be possible to use the new mod as a drop-in replacement." |
17:02 |
MTDiscord |
<Jonathon> https://content.minetest.net/packages/Zughy/whitelist/ |
17:03 |
MTDiscord |
<Jonathon> seems @rubenwardy opinion is needed |
17:03 |
rubenwardy |
I'm not too concerned as neither of those have APIs |
17:03 |
rubenwardy |
so I think it's fine |
17:04 |
MTDiscord |
<Jonathon> approved then |
17:05 |
AntumDeluge |
If I submit a new mod, should I mention it here? Doesn't seem to get noticed on ContentDB. Didn't get any response on it? |
17:06 |
MTDiscord |
<Jonathon> you could, i look at it once/twice a week |
17:06 |
AntumDeluge |
Okay, thanks. |
17:07 |
AntumDeluge |
Am I correct in assuming the "topic move request" thread ( https://forum.minetest.net/viewtopic.php?f=11&t=10418 ) is dead now that ContentDB is in place? |
17:08 |
MTDiscord |
<Jonathon> no, you can still request your mods be moved on the forums there, but active forum staff is rare |
17:08 |
AntumDeluge |
Okay. |
17:09 |
wsor4035 |
i am on irc via matrix btw, but i dont check it as often as discord |
18:27 |
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19:40 |
AntumDeluge |
I asked about this a few days ago, but the person I spoke with didn't know about it. Perhaps rubenwardy, sfan5, Jonathon, or somebody with more knowledge about the engine core could give me some insight.... |
19:40 |
AntumDeluge |
I'm building a mod that overrides some items, nodes, & ores from `default`.... |
19:41 |
AntumDeluge |
Overriding the items & nodes is no problem, but I didn't find any specific method for unregistering/overriding registered ores... |
19:42 |
AntumDeluge |
I'm wondering if it is okay to do `core.registered_ores[ore_id] = nil` or if that will do something unsavory.... |
19:42 |
AntumDeluge |
My code is here: https://github.com/AntumMT/mod-mineral/blob/f39edd5/api.lua#L85 |
19:44 |
MTDiscord |
<Jonathon> i would think thats fine, however try it and find out |
19:44 |
MTDiscord |
<Jonathon> you can do similar to that for abms |
19:44 |
AntumDeluge |
Thanks Jonathon, I have used it. I just didn't know if something was going on behind the scenes that I could see. |
19:45 |
AntumDeluge |
*couldn't see |
19:46 |
MTDiscord |
<Jonathon> https://github.com/BuckarooBanzay/eco/blob/master/mods/builtin_disable/init.lua reference for abms |
19:49 |
AntumDeluge |
Thanks, I didn't even think about the need to unregister ABMs & LBMs. |
19:52 |
sfan5 |
modifying an entry in core.registered_anything is typically wrong |
19:52 |
sfan5 |
because then you change a definition on the Lua side while the same definition still exists in C++ |
19:53 |
AntumDeluge |
Is there a proper way to unregister ores, LBMs, & ABMs? |
19:53 |
AntumDeluge |
I didn't find any method for ores like there are for items: `core.unregister_item` |
20:02 |
sfan5 |
you can only clear all ores |
20:02 |
sfan5 |
LBMs and ABMs cannot be removed, you could potentially just modify their functions to do nothing (this will not save you performance however) |
20:03 |
sfan5 |
honestly if you are making changes this drastic you need to fork default |
20:03 |
sfan5 |
and not write a mod that throws out half after the fact |
20:05 |
AntumDeluge |
default is a soft dependency. It registers its own ores regardless of whether default is being used. It's meant to be able to move away from dependencies on default. |
20:07 |
AntumDeluge |
I'd rather patch the core engine than remain bound to default. |
20:07 |
AntumDeluge |
Sorry, I won't respond for a bit. Gotta go. I will be back later this evening. |
20:08 |
sfan5 |
so you have a mod that touches existing content so far that it needs to remove a lot AND it also supports multiple games? |
20:11 |
MTDiscord |
<IhrFussel> Does rapid changing of metadata in nodes also affect clients that are far away on the map? I sure as heck hope not |
20:13 |
MTDiscord |
<IhrFussel> But right now a certain player on mobile experiences lots of lag as others work with mesecons and digilines and I wonder if this could be a coincidence |
20:20 |
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20:24 |
MTDiscord |
<IhrFussel> Looks like it fixed itself, but I still wonder which clients actually get affected by nodemeta changes...only those that have the map parts in view? |
20:24 |
sfan5 |
yes |
20:38 |
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22:00 |
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22:54 |
hisforeverkid |
Hi Whitchmod has the GATE controler in it? |
22:55 |
MTDiscord |
<Jonathon> mesecons i would guess |
22:56 |
hisforeverkid |
thanks MTD |