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04:18 |
lissobone |
Greetings. |
04:31 |
lurker_8473 |
hola |
04:32 |
lissobone |
Привiт. |
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09:22 |
MTDiscord |
<kimapr> "<lissobone> I liked the laptops though." you actually can't craft those there anymore since they removed luacontrollers (because some dickhead (me) lagged the server to death with them) and the recipes depend on them. |
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12:00 |
MinetestBot |
[git] kilbith -> minetest/minetest: GUIInventoryList: Keep item size while moving (#12896) 1626639 https://github.com/minetest/minetest/commit/16266397ed3db6503487574a4c1f7fa0e5a7c4ce (2022-10-24T11:58:56Z) |
12:03 |
MTDiscord |
<Abdou-31> Hi folks! A question about Github workflow: when you make a PR and then the reviewer asks you to change something, is it better to make those changes into a new separate commit and then simply push OR to make those changes and amend the last commit and then force push? |
12:17 |
MTDiscord |
<luatic> It depends. If your PR is to be squashed at the end anyways, it doesn't matter. In fact reviewers will probably prefer the separate commit because it allows them to see how you have addressed the issue(s) raised in the review; if you amend and force push, all the reviewer will see is a "we couldn't find this commit", forcing them to find the relevant locations again to check whether you fixed the issues. For a nosquash PR, you should amend |
12:17 |
MTDiscord |
to have your changes go into the right commit. |
12:19 |
MTDiscord |
<Abdou-31> But i think even when you amend, the reviewer can still see what changes you made relatively to the last commit, the one you amended |
12:20 |
MTDiscord |
<luatic> There probably is a way, yes, but either way it's an inconvenience |
12:20 |
MTDiscord |
<luatic> And what for? It costs nothing to squash at the end. |
12:21 |
MTDiscord |
<luatic> Adding more commits for fixes also allows you to give your changes descriptive names, e.g. "fix memory leak", "clarify docs", ... |
12:23 |
MTDiscord |
<Abdou-31> Right |
12:23 |
MTDiscord |
<Abdou-31> So we can say do it a separate commit is better, has no downside, right? |
12:25 |
MTDiscord |
<luatic> I'd say yes if the PR is to be squashed at the end (like most PRs) |
12:26 |
MTDiscord |
<Abdou-31> I see. Thx a lot |
12:26 |
MTDiscord |
<luatic> np |
12:26 |
MTDiscord |
<Abdou-31> https://cdn.discordapp.com/attachments/749727888659447960/1034080555442130984/20221024_132633.jpg |
12:27 |
MTDiscord |
<Abdou-31> Is that Minetest? O.O |
12:30 |
MTDiscord |
<ROllerozxa> apparently so |
12:30 |
rubenwardy |
yes, using an inventory for item drag and drop |
12:30 |
rubenwardy |
not sure about the different fonts - could be images, hypertext, or a custom feature |
12:31 |
kilbith |
(idea: imagine a weapon or a spaceship that you assemble using differently sized slots) |
12:32 |
MTDiscord |
<Abdou-31> Really nice |
12:32 |
muurkha |
yeah, it is |
12:33 |
MTDiscord |
<Abdou-31> Oh! And French too... |
12:33 |
MTDiscord |
<Abdou-31> Just noticed that 😉 |
12:34 |
kilbith |
it should be possible to drag a container of formspec elements tho, using a render to texture of the container area |
12:34 |
kilbith |
then convert it back to actual elements |
12:36 |
kilbith |
I'll get more to work on the engine in the next days |
12:36 |
kilbith |
+time |
12:41 |
MTDiscord |
<Abdou-31> 👍 |
13:01 |
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15:23 |
GreenXenith |
Hey there folks! Here to announce that the Minetest GAME JAM is BACK for 2022! You will once again have a chance to sharpen your gamedev skills and compete to make awesome games and maybe win some cash prizes! We're trying out an 11-month-between schedule for the benefit of those that cannot participate during certain months, so this jam will run from November 1st, 2022 @00:00UTC to November 21st, 2022 @23:59UTC. A few things have changed so |
15:23 |
GreenXenith |
be sure to check all the details at https://forum.minetest.net/viewtopic.php?f=18&t=28802. |
15:59 |
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19:28 |
Krock |
https://youtu.be/da1hd_OThfw found a cool motorboat mod |
19:31 |
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19:34 |
kilbith |
love the physics in APercy' mods |
19:44 |
MTDiscord |
<ROllerozxa> why are there still some pages proposed for deletion on the dev wiki (https://dev.minetest.net/Category:Proposed_for_deletion) that weren't deleted? |
19:49 |
Krock |
nobody wants to take the responsibility, I gues. |
19:52 |
MTDiscord |
<ROllerozxa> well someone took the responsibility to delete most of them a while back but left these pages for some reason |
20:17 |
rubenwardy |
because they had useful info on them |
20:19 |
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20:23 |
MTDiscord |
<ROllerozxa> ah alright. should they maybe be moved into the proper lua api documentation? |
20:28 |
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21:40 |
MTDiscord |
<MisterE> Krock: look at the last couple screenshots in the general section on the forums 🙂 |
21:44 |
MTDiscord |
<MisterE> kilbith, will your camera api finally allow us to implement camera roll? |
21:44 |
kilbith |
you mean rotation on Z axis? |
21:45 |
MTDiscord |
<MisterE> like on that motorboat, it would be cool to let the view tilt with the boat, especially in 1st person |
21:46 |
kilbith |
rotation is already implemented on all axis |
21:46 |
kilbith |
interpolated or not |
21:47 |
MTDiscord |
<MisterE> Nice. |
21:50 |
* muurkha |
idly interpolates some quaternions |
21:50 |
MTDiscord |
<MisterE> Also, can you toggle 1st person player model visibility at will, e.g. the current difference between 1 |
21:52 |
kilbith |
define "1st person player model visibility" |
21:52 |
kilbith |
you mean the main camera? |
21:54 |
MTDiscord |
<MisterE> Oops, I didn't mean to post that |
21:54 |
MTDiscord |
<MisterE> Stupid app |
21:56 |
MTDiscord |
<MisterE> Well, anyhow, what I meant was... in 1st person, the player model and some attachments are invisible. In third they are forced visible. The camera api breaks the rigidity of what 1st and 3rd person are so, I guess, what does it do about player model visibility? |
22:00 |
kilbith |
an "external" camera can see everything |
22:08 |
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22:19 |
kilbith |
demo rotation Y+Z (interpolated): https://www.youtube.com/watch?v=Q5Q4zTIBDWI |
22:24 |
kilbith |
and rotation X: https://www.youtube.com/watch?v=V_q2XY6_OX0 |
22:25 |
kilbith |
on this demo, the mouse control is disabled on this camera, so you can move the player in any direction with your keyboard only |
22:25 |
kilbith |
cam1:set_controls{mouse = false, keyboard = true} |
22:26 |
kilbith |
and of course rotation speed is settable: cam1:set_speed{rotate = 10} |
22:29 |
MTDiscord |
<MisterE> Nice! It may be out of scope, but what about being able to rotate the regular 1st person view as well? |
22:30 |
kilbith |
you just position a camera around the head position, you attach it to the player, and set the target in front of camera |
22:30 |
kilbith |
and then you get a fake 1st person view that you can control whatever you want |
22:31 |
kilbith |
s/whatever/however |
22:32 |
MTDiscord |
<MisterE> Good enough I guess, though the player model might get in the way. Also, the player's head (actually their whole torso) bobs back and for the default mtg model |
22:32 |
kilbith |
modders will have to use their spatial vizualization to get what they want anyway |
22:32 |
kilbith |
you position the camera slightly in front of the head |
22:33 |
MTDiscord |
<MisterE> If the camera is too close to the face then the front of the face may clip the camera on the bob, unless the camera is attached to the head bone, in which case the camera may bob. Minor issues, they are easy to work around. |
22:34 |
kilbith |
not sure of that, need to test |
22:35 |
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22:35 |
kilbith |
internally, this is not a "true" attachment per se, the camera "attaches" to a parent position, not the node itself; even though Irrlicht can do it, it's way to buggy and doesn't achieve what it want as an attachment |
22:35 |
kilbith |
s/to/too |
22:36 |
kilbith |
when I say "node", I mean the scene node |
22:37 |
MTDiscord |
<MisterE> I do not know if scene nodes include model bones or not... |
22:37 |
kilbith |
they do, but I "fake" an attachment there |
22:37 |
kilbith |
it's a bit complex |
22:49 |
Pexin |
closer to muh zelda64 controls! |
22:52 |
kilbith |
they have designed for the people who have never touched a video game in the lifetime and don't know how to use the keyboard/mouse combo |
22:53 |
Pexin |
clarification: I have been wanting zelda64 controls |
22:53 |
kilbith |
like, an unemployed middle-aged person close to retirement |
22:54 |
Pexin |
I originally tried out minetest because I didn't have a nintendo switch to be able to play dragon quest builders |
22:57 |
diceLibrarian |
I need to know where the default value for "how far in front of player" a node can be placed |
22:57 |
diceLibrarian |
is |
22:58 |
MTDiscord |
<diceLibrarian> It's kinda starting to bother me how difficult it is to locate that |
23:06 |
MTDiscord |
<Jonathon> check the hand code, its range value iirc, it depends on if your in creative or survival, and what mods you have |
23:09 |
diceLibrarian |
uhhh |
23:09 |
diceLibrarian |
wsor, I'm trying to fix FFA |
23:09 |
diceLibrarian |
the range is like 3 |
23:09 |
diceLibrarian |
and I want to be 20 |
23:09 |
MTDiscord |
<Jonathon> the help line is at /dev/null |
23:10 |
MTDiscord |
<Jonathon> override the hand, if you have something like skinsdb you need to override every hand item it produces to match the skins |
23:10 |
MTDiscord |
<diceLibrarian> there is no hand |
23:11 |
MTDiscord |
<diceLibrarian> it's "unknown node" |
23:11 |
MTDiscord |
<Jonathon> did you have skinsdb and remove it? |
23:11 |
MTDiscord |
<diceLibrarian> nope |
23:11 |
MTDiscord |
<diceLibrarian> still there |
23:11 |
MTDiscord |
<Jonathon> check the hand inventory slot and read the name from there with //lua |
23:12 |
MTDiscord |
<diceLibrarian> how? |
23:12 |
MTDiscord |
<diceLibrarian> I have no idea how to do half this stuff |
23:13 |
MTDiscord |
<diceLibrarian> okay, so the hand has normal reach |
23:14 |
MTDiscord |
<diceLibrarian> but I can't PLACE stuff in that reach |
23:15 |
MTDiscord |
<diceLibrarian> look at this |
23:15 |
MTDiscord |
<diceLibrarian> https://cdn.discordapp.com/attachments/749727888659447960/1034243650173014068/screenshot_20221024_191435.png |
23:15 |
MTDiscord |
<diceLibrarian> https://cdn.discordapp.com/attachments/749727888659447960/1034243650475008090/screenshot_20221024_191433.png |
23:15 |
MTDiscord |
<diceLibrarian> https://cdn.discordapp.com/attachments/749727888659447960/1034243650827333752/screenshot_20221024_191432.png |
23:15 |
MTDiscord |
<diceLibrarian> I can reach it with admin_pick and hand, but not with a normal node |
23:16 |
MTDiscord |
<Jonathon> anything can have tool properties and a range |
23:16 |
MTDiscord |
<diceLibrarian> well yes |
23:16 |
MTDiscord |
<diceLibrarian> but how will I set the range for every single node on VE-FFA to 20 |
23:16 |
MTDiscord |
<diceLibrarian> without destroying my sleep schedule |
23:16 |
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23:16 |
MTDiscord |
<Jonathon> also, why are you spamming this channel |
23:17 |
MTDiscord |
<diceLibrarian> Because I don't know where else to ask |
23:27 |
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