Time |
Nick |
Message |
00:23 |
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00:24 |
mazes_83 |
stack seems to remain in inventory even their count is 0, did I observe things right ? |
00:26 |
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00:27 |
mazes_83 |
if I did, what would be a nice strategy to maintain stacks to nil when empty ? |
00:56 |
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02:22 |
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10:31 |
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11:04 |
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11:15 |
Tarap |
Minetest is cool ) |
11:15 |
Tarap |
:) |
11:16 |
Tarap |
Is there a mode with gravity ? |
11:21 |
erlehmann |
Tarap, disable flying |
11:21 |
Tarap |
No, I mean, gravity for the blocks :) |
11:21 |
Tarap |
Hi :) |
11:23 |
Tarap |
(I ask more for talking, by curiosity. If maybe gonna think to look at how implement it. I do look at its code) |
11:23 |
Tarap |
(discovered minetest recently) |
11:26 |
specing |
you can add a fall abm for each and every block, but it's going to be laggy and probably wont do what you want |
11:26 |
specing |
Tarap: I think gravel,sand fall by default |
11:27 |
Tarap |
yes, and snow too |
11:27 |
Tarap |
I mean, not to have some remainders of trees, - or even rock, planing in the sky :) |
11:28 |
Tarap |
(I, from the beginning, would have write theses voxels with gravity :) |
11:41 |
calcul0n_ |
Tarap, the must test server has some kind of gravity, you might have a look |
11:42 |
calcul0n_ |
not all nodes fall but for instance you can't make a column under your feet or stuff like that |
11:42 |
Tarap |
Ah i'll have a look |
11:42 |
Tarap |
tx |
12:22 |
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12:28 |
MTDiscord |
<luatic> There are some mods like "betterfall" |
12:28 |
MTDiscord |
<luatic> this one for instance https://github.com/Elkien3/citysim_game/tree/master/mods/betterfall |
12:31 |
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12:36 |
specing |
it'd be possible to do in a perf-satisfying way if you could hook on nearby node change events |
12:36 |
specing |
which dont exist |
12:40 |
MTDiscord |
<luatic> oh well, you pretty much can |
12:40 |
MTDiscord |
<luatic> that's what falling already does: on_dig or place it just checks the neighbors |
12:40 |
sfan5 |
why nearby? once a node is broken you want to do a scan of nearby nodes to determine if you want them to fall anyway |
12:58 |
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13:03 |
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13:34 |
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14:19 |
mazes_83 |
noob question about inventories: should I guarantee 0 length stack are set to nil in move and take callbacks ? |
14:20 |
Krock |
no |
14:20 |
Krock |
it does not matter what kind of item you have. 0-sized item stacks are always empty |
14:21 |
mazes_83 |
but inv:contains_item still return true with 0 length stacks |
14:25 |
mazes_83 |
so I have to do more tests after contains_item, or just looping through stack names |
14:26 |
mazes_83 |
cleaning empty stack would avoid those tests |
14:28 |
mazes_83 |
it's maybe a matter of logic I still didn't get |
14:31 |
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14:34 |
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14:36 |
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14:41 |
Krock |
yes, because the inventory does in fact contain infinite amount of empty stacks |
14:42 |
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15:37 |
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15:50 |
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16:03 |
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16:05 |
sfan5 |
mazes_83: you mean contains_items returns true when there is no such items visible in the inventory? |
16:06 |
sfan5 |
unless you're asking "does this inv contain a zero-size stack" that sounds like a bug |
16:14 |
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16:43 |
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16:44 |
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16:51 |
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17:18 |
independent__ |
I've just realised... i still have the logs from before i lost the sqlite a few months ago... is there any script to recover what was built using the logs? |
17:22 |
independent__ |
https://gitlab.com/56independent/allcode/-/tree/master/projects/minetest%20mods/fire_safety_new I have gotten into minetes modding over the weekend. I wish myself further luck. |
17:38 |
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17:52 |
celeron55 |
there will be some forum/wiki unavailability during this evening, i'm testing backup scripts |
17:53 |
celeron55 |
a mysqldump or such will probably hang the respective site for at least a few minutes |
17:58 |
MinetestBot |
[git] 20kdc -> minetest/minetest: Add hint to error message on how to build with in-tree Irrlicht a3e32d8 https://git.io/JuqMw (2021-09-05T17:57:40Z) |
17:58 |
MinetestBot |
[git] NeroBurner -> minetest/minetest: Fix movement in random_input mode (#11592) 7f34014 https://git.io/JuqMr (2021-09-05T17:58:50Z) |
18:06 |
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18:07 |
independent56 |
My server migration will result in webserver downtime until tuesday, or earlier. |
18:07 |
independent56 |
I am justcopying the files from the laptop to a hdd, to transfer to my new server |
18:11 |
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19:09 |
MinetestBot |
[git] sfan5 -> minetest/serverlist: Recalculate stats with protocol filter applied 2f4ffde https://git.io/JuqxS (2021-09-05T18:47:37Z) |
19:09 |
MinetestBot |
[git] sfan5 -> minetest/serverlist: Remove "guest" user penalty 84a40e4 https://git.io/Juqx9 (2021-09-05T19:06:57Z) |
19:10 |
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19:26 |
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19:38 |
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20:27 |
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20:29 |
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20:34 |
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20:37 |
mazes_83 |
sfan5: yes |
20:38 |
sfan5 |
please file a bug with minimal reproduction steps then |
20:40 |
mazes_83 |
sfan5: I'm forced to check inv:contains_item(listname,itemname) and inv:get_stack(listname, index):get_count() > 0 |
20:41 |
mazes_83 |
other parts I got to stack:get_count() > 0 to ensure my tests are coherent, else it involve item duplication and so |
20:42 |
mazes_83 |
I'm not sure it's not about the way luajit is compiled in gentoo |
20:42 |
mazes_83 |
I had some issues in the past no one else got |
20:43 |
mazes_83 |
like adding default to mod.conf dependencies in travenelt |
20:43 |
mazes_83 |
travelnet* |
20:45 |
mazes_83 |
I also observed some really weird thing with find_path: find_path(pos, pos, ...) return nil sometimes |
20:47 |
mazes_83 |
and value other time (I didn't check if if was a 0 length path) |
20:47 |
sfan5 |
what could gentoo possibly do to luajit that breaks certain things in such subtle ways? |
20:50 |
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20:50 |
mazes_83 |
I see nothing in gentoo patches that could be so harmful |
20:51 |
mazes_83 |
to notice, I also tested compiling minetest with lua=5.1 instead of luajit, and same behavior was the for travelnet |
20:54 |
Tusha |
o/ specing |
20:55 |
mazes_83 |
there is only two patches for luajit: one for CVE-2020-15890, the second is only related to build system behavior |
20:56 |
specing |
hi Tusha |
20:56 |
specing |
CVE yay |
20:56 |
Tusha |
CVE? |
20:57 |
mazes_83 |
I may open a bug later on, but now I'm really not in the mood to write something coherent |
21:06 |
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21:09 |
mazes_81 |
the behavior for travelnet is to check minetest.registered_items["default:glass"], before registering recipe for doors, but from what I understood mod loding order isn't predictable. However I seem to be the only one getting default mod not registered at this point |
21:29 |
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22:21 |
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22:36 |
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22:45 |
Tusha |
Well I will be back when I figure out irrsi xD... have fun :) |
23:24 |
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