Time Nick Message 01:10 mazes_80 comrad you can maybe clean rollback 01:36 mazes_80 but it's surely only the database you were speking about 01:37 mazes_80 https://daconcepts.com/vanessa/hobbies/minetest/Server-scripts/ seems that host is down now, there was a lot of scripts there 01:38 mazes_80 would be nice to have them hosted somewhere else 01:38 MTDiscord you would have to find vannessae first and then ask them 01:38 MTDiscord alternatively cheapie might have a copy 01:38 MTDiscord https://web.archive.org/web/20200929135927/https://daconcepts.com/vanessa/hobbies/minetest/Server-scripts/ 01:40 MTDiscord archive.org sometimes also has copies :p 01:41 cheapie I do have copies of the last versions of the scripts from when VE stopped hosting her servers, if needed for something. 01:41 cheapie But what was the original issue anyway? I don't see where the discussion of rollback came from. 01:43 mazes_80 comrad asked how to clean database, I just wanted to suggest clean tollback first (this made me remember about those scripts) 01:47 cheapie They're separate DBs, cleaning one does not affect the other. 01:51 mazes_80 I think he speaks only of the map, but who know he may missed clean rollback first 01:52 mazes_80 SX: thanks for werbarchive 01:54 cheapie FWIW, as far as the map DB goes - I wouldn't expect it to need much maintenance, unless you've been deleting a lot of blocks in which case vacuuming it can make it smaller again. That's... about it, really. 02:17 MTDiscord sfan5, @rubenwardy threehymns had a great idea to allow us to distribute minetest on the apple app store! We dont distribute minetest, we distribute a launcher that downloads, builds, and installs minetest. Is that possible? The launcher would be MIT or something that is compatible with apple's TOS and it just downloads the GPL minetest code after installation; no GPL code is ever on the apple store. Do you think that could work? If so, 02:17 MTDiscord I think it could really be worth it, because there are so many players who want minetest on the apple store, and are forced to use multicraft which is less than ideal 02:19 MTDiscord if that scheme wont work exactly, is there some way we could implemetn the princple here so make it work? 02:22 erlehmann MisterE so it is possible to comile and install yuor own code on these devices? 02:23 erlehmann compile 03:14 MTDiscord maybe not, from what polysaken said 03:14 MTDiscord I hate locked-down devices that you own but cant use 03:14 MTDiscord because you might ot be smart eonugh to use it 03:15 MTDiscord *not 05:41 MTDiscord from my own experimentation with apple stuff, it's not possible to do something like that apple apps are heavily sandboxed and won't be allowed on the store if you find a way around said sandbox. 05:42 MTDiscord I don't think apple sees a distinction between "GPL code" and "code that installs GPL code", either 09:30 sfan5 iOS devices don't allow compiling executables on-device, no 09:30 sfan5 both via the guidelines and also the sandbox stops you from doing it 11:48 kabou question about the use of `registered_nodes[]` versus `registered_items[]` 11:49 kabou if code tries to access node definition attributes of some `nodename` by accessing `registered_items[nodename].attribute` does that make sense? 11:49 kabou Mods Redo does that: https://notabug.org/TenPlus1/mobs_redo/src/master/api.lua#L1301-L1303 11:50 kabou -- jump if standing on solid node (not snow) and not blocked 11:50 kabou if (self.walk_chance == 0 or minetest.registered_items[nod.name].walkable) 11:50 kabou and not blocked and not self.facing_fence and nod.name ~= node_snow then 11:50 MTDiscord kabou: all nodes are also items 11:50 MTDiscord it should use registered_nodes though 11:51 rubenwardy everything in registered_nodes is also in registered_items 11:51 MTDiscord because - very technically - you might have something that ought to be an unknown node but where a tool / craftitem with the same name is indeed defined 11:51 MTDiscord so this code is technically incorrect, as it will return item defs for unknown nodes where items with the same name exist I believe? 11:52 kabou but.. if those tables are effective the same, then any unknown node must then also be an unknown item and vice versa? 11:53 MTDiscord no, those tables are not equivalent 11:53 MTDiscord registered_items has entries (craftitems and tools) that are not in registered_nodes 11:55 kabou okay I misread rubenwardy's "everything in registered_nodes is also in registered_items" 11:56 kabou it means every node must have a corresponding item 11:58 kabou but I don't really see if my question is answered: will accessing the `registered_items[]` table indexed by a nodename allow access to attributes of the node definitions in `registered_nodes[]` 11:59 kabou are the indexes of `registered_items[]` and `registered_nodes[]` interchangable? 11:59 kabou luatic is the mobs redo code only "technically incorrect" or is it straight nonsense? 12:03 MTDiscord yes, you can index registered items to obtain node definitions 12:03 MTDiscord I'm pretty sure actually that if minetest.registered_nodes[nodename] ~= nil then assert(minetest.registered_items[nodename] == minetest.registered_nodes[nodename]) end would hold. 12:04 MTDiscord if minetest.registered_nodes[nodename] == nil, it will usually still be the same (both nil) but theoretically there could be a tool or craftitem with the nodename of which the def would be returned 12:06 kabou all nodes are also items but all items are not also nodes 12:08 kabou so what is then the relation between the `on_place()` and `on_construct()` methods? 12:09 kabou can I declare an `on_place()` method in a node definition 12:21 sfan5 sure you can 12:21 sfan5 it'll just be called instead of normal node placement 12:21 sfan5 on_construct is called after 12:37 kabou sfan5 tnx 12:39 kabou imho the differences between nodes and items are a bit murky and so is the documentation 12:56 Oblomov kabou: conceptually: node = something that gets placed, item = something that you hold 12:57 kabou but the interesting details are technical 15:30 mazes_83 I use stepheight property for entities to jump, is there a way to disable jump when direction is backward 16:47 MTDiscord Change the stepheight property while the "direction is backward" 18:30 MinetestBot 02[git] 04setupminimal -> 03minetest/minetest: Fix memory leak from SpatialAreaStore (#12120) 13598efbf https://github.com/minetest/minetest/commit/598efbf7f9d75307e7ea48ed7ec0e9b560e69375 (152022-03-09T18:28:12Z) 19:35 mazes_83 ty luatic, that's what I did, I shouldn't even ask, self answered after thinking just a bit 19:36 mazes_83 idk why, my brain refused to work at time I asked 20:27 Guest33 hello. How can I disabled damage from server commands? I forgot 20:42 sfan5 enable_damage = false ? 20:47 Guest33 do I have set for this? 20:47 Guest33 startind with /? 20:50 sfan5 if you want to do it at runtime do /set -n enable_damage false 20:50 sfan5 you probably have to restart anyway, not sure 20:57 Guest33 thanks it works 21:39 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Use Irrlicht bindings for GL call 135129416 https://github.com/minetest/minetest/commit/51294163bbe39ca8b4a4620af724c9402f374142 (152022-03-09T21:37:34Z) 21:39 MinetestBot 02[git] 04sfan5 -> 03minetest/minetest: Remove direct OpenGL(ES) dependency 13ad7c72c https://github.com/minetest/minetest/commit/ad7c72c1648a710c2d091993c9249bd3d2b607a5 (152022-03-09T21:37:34Z)