Time |
Nick |
Message |
00:01 |
GreenXenith |
Here to let you know: The 2022 Minetest GAME JAM has BEGUN! The themes for the jam are: SPACE, SECRETS, and STORY. You only need to use one of these in your game, but it is encouraged to use as many as you can (you'll probably score better and have a better game). You can find a countdown timer at https://jam.minetest.net/. Happy jamming! |
00:12 |
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08:24 |
definitelya |
Me when writing and modifying EZ Minetest API calls for a mod, but then stumped when my local variables don't get initialized: '_-_ |
08:25 |
definitelya |
The Lua API abooser |
08:46 |
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14:23 |
mazes_84 |
I feel less lonely, this week I commited without initialisation -> tonumber(""). :( |
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18:02 |
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18:09 |
fluxionary_ |
does anyone know if there's already an issue for the fact that if you press "up" while typing, the client forgets what you were typing? you can press down again, but it's just a blank line. |
18:10 |
fluxionary_ |
i'm not finding anything, but i'm not sure i'm searching using the right terminology |
18:14 |
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20:10 |
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20:24 |
giov4[m] |
do you guys know if entity:remove() can fail for some reason? |
20:25 |
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20:26 |
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20:26 |
runs |
Hi |
20:26 |
runs |
Remember to vote in the SAMMY AWARDS |
20:26 |
runs |
https://forum.minetest.net/viewtopic.php?f=3&t=28695 |
20:26 |
runs |
vote for your favorite Game, Mod and whatever |
20:27 |
MTDiscord |
<ROllerozxa> cool but where do we vote |
20:27 |
runs |
In the post |
20:28 |
runs |
Look this guy voting: |
20:28 |
runs |
https://forum.minetest.net/viewtopic.php?p=417194#p417194 |
20:28 |
runs |
and do the same |
20:35 |
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20:35 |
giov4[m] |
<giov4[m]> "do you guys know if entity:..." <- I also found this error in the console "Pushing ObjectRef to removed/deactivated object, this is probably a bug." |
20:35 |
giov4[m] |
The entity was attached to a player but when calling remove() it doesn't, well... remove sometimes (I can't reproduce it tho :/) |
20:36 |
sfan5 |
do you have steps to reproduce such conditions? |
20:42 |
runs |
first you have to detach, then remove |
20:42 |
giov4[m] |
runs: but it works most of the time |
20:42 |
runs |
most of the time is not ALL the time |
20:43 |
runs |
I do it so, and i am happy, zero errors |
20:43 |
giov4[m] |
I'll do it then, but it should be written somewhere if that's the case |
20:44 |
runs |
there are a lot of factors to take into account |
20:44 |
runs |
it is better to do as I say |
20:45 |
runs |
my method is the safe way |
20:46 |
MTDiscord |
<Warr1024> removing an entity should probably just automatically detach it if it needs to be detached first. |
20:47 |
MTDiscord |
<Warr1024> It is obvious from the fact that remove() is being called that they cannot intend to have the object remain attached while not existing. |
20:48 |
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20:49 |
sfan5 |
since attachments are involved this sounds like it could be an engine bug, hence I'd like to hear in which conditions this happened |
20:51 |
Krock |
@Warr1024 the detachment already happens and mods can use attachment callbacks to remove the children |
20:51 |
runs |
I Normally (90%) they are errors in the mod code, but it could be an engine error. |
20:51 |
MTDiscord |
<Warr1024> If the detachment is already happening automatically then runs' solution shouldn't actually help anything. |
20:52 |
Krock |
giov4[m]: when you keep track of ObjectRefs outside of callbacks, this can happen very quickly. Don't do that. |
20:53 |
runs |
Yes, errors are often hidden in the most unsuspected places. |
20:54 |
MTDiscord |
<Warr1024> I mean to be fair, if there were errors in obvious places, then I'd hope that you'd have just fixed them already. |
20:55 |
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20:58 |
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21:00 |
sfan5 |
Krock: I suspect that get_attach could return a ref to a removed object |
21:04 |
Krock |
sfan5: in this case LuaEntitySAO::step would throw a warning |
21:04 |
Krock |
l_remove() detaches immediately |
21:05 |
giov4[m] |
<sfan5> "since attachments are involved..." <- I have a skills API that can attach an entity to a player but want to remove it after x seconds; most of the time it works but once in a while it doesn't (but the skill stop, so the function it's called and I've checked that the only condition that could prevent it from working is true) |
21:05 |
giov4[m] |
So I save the ObjectRef as soon as the skill starts and when it has to be removed I use ObjectRef:remove() |
21:05 |
Krock |
there's never an invalid ObjectRef because they're all detached before the actual removal (which happens each server step) |
21:06 |
sfan5 |
hm |
21:07 |
Krock |
also their mentioned warning log is invalid. it does not exist in Minetest 5.7.0-dev |
21:08 |
Krock |
nvm. s_base.cpp L462. there's a line break.... |
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