Time Nick Message 04:18 lissobone Greetings. 04:31 lurker_8473 hola 04:32 lissobone Привiт. 09:22 MTDiscord " 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. 12:00 MinetestBot 02[git] 04kilbith -> 03minetest/minetest: GUIInventoryList: Keep item size while moving (#12896) 131626639 https://github.com/minetest/minetest/commit/16266397ed3db6503487574a4c1f7fa0e5a7c4ce (152022-10-24T11:58:56Z) 12:03 MTDiscord 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 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 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 There probably is a way, yes, but either way it's an inconvenience 12:20 MTDiscord And what for? It costs nothing to squash at the end. 12:21 MTDiscord Adding more commits for fixes also allows you to give your changes descriptive names, e.g. "fix memory leak", "clarify docs", ... 12:23 MTDiscord Right 12:23 MTDiscord So we can say do it a separate commit is better, has no downside, right? 12:25 MTDiscord I'd say yes if the PR is to be squashed at the end (like most PRs) 12:26 MTDiscord I see. Thx a lot 12:26 MTDiscord np 12:26 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1034080555442130984/20221024_132633.jpg 12:27 MTDiscord Is that Minetest? O.O 12:30 MTDiscord 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 Really nice 12:32 muurkha yeah, it is 12:33 MTDiscord Oh! And French too... 12:33 MTDiscord 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 👍 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. 19:28 Krock https://youtu.be/da1hd_OThfw found a cool motorboat mod 19:34 kilbith love the physics in APercy' mods 19:44 MTDiscord 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 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 20:23 MTDiscord ah alright. should they maybe be moved into the proper lua api documentation? 21:40 MTDiscord Krock: look at the last couple screenshots in the general section on the forums 🙂 21:44 MTDiscord kilbith, will your camera api finally allow us to implement camera roll? 21:44 kilbith you mean rotation on Z axis? 21:45 MTDiscord 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 Nice. 21:50 * muurkha idly interpolates some quaternions 21:50 MTDiscord 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 Oops, I didn't mean to post that 21:54 MTDiscord Stupid app 21:56 MTDiscord 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 22:19 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 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 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 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 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 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 It's kinda starting to bother me how difficult it is to locate that 23:06 MTDiscord 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 the help line is at /dev/null 23:10 MTDiscord 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 there is no hand 23:11 MTDiscord it's "unknown node" 23:11 MTDiscord did you have skinsdb and remove it? 23:11 MTDiscord nope 23:11 MTDiscord still there 23:11 MTDiscord check the hand inventory slot and read the name from there with //lua 23:12 MTDiscord how? 23:12 MTDiscord I have no idea how to do half this stuff 23:13 MTDiscord okay, so the hand has normal reach 23:14 MTDiscord but I can't PLACE stuff in that reach 23:15 MTDiscord look at this 23:15 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1034243650173014068/screenshot_20221024_191435.png 23:15 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1034243650475008090/screenshot_20221024_191433.png 23:15 MTDiscord https://cdn.discordapp.com/attachments/749727888659447960/1034243650827333752/screenshot_20221024_191432.png 23:15 MTDiscord I can reach it with admin_pick and hand, but not with a normal node 23:16 MTDiscord anything can have tool properties and a range 23:16 MTDiscord well yes 23:16 MTDiscord but how will I set the range for every single node on VE-FFA to 20 23:16 MTDiscord without destroying my sleep schedule 23:16 MTDiscord also, why are you spamming this channel 23:17 MTDiscord Because I don't know where else to ask