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IRC log for #minetest, 2024-04-15

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All times shown according to UTC.

Time Nick Message
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00:23 big-MAC -- Should be called at match start
00:23 big-MAC *isnt called at match start but when there isnt even a "match" yet
00:23 big-MAC HAHAHAHAHA
00:34 big-MAC is lonewolfht here
00:34 big-MAC i wanna ask him about https://github.com/MT-CTF/capturetheflag/commit/75ec171e9e7adbb3a161bff6de12e100d5e5f342
00:34 big-MAC i keep changing the settings but i dont see any change visually
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11:03 MTDiscord <jordan4ibanez> A setting to turn off the undeclared variable in a game would be quite nice
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12:53 MTDiscord <wsor4035> just set a new metatable to replace the existing one to shut up the warning?
12:53 MTDiscord <wsor4035> https://github.com/minetest/minetest/blob/ecfe9c5c2fb878137a669022b7c0b3c922f96f3b/builtin/common/strict.lua#L46
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14:27 MTDiscord <jordan4ibanez> Mhm, I suppose that shouldn't blow anything up, maybe
14:37 MTDiscord <jordan4ibanez> My completely rational solution: ts // Stop minetest from COMPLAINING ABOUT EVERYTHING! minetest.global_exists = (name: string): boolean => {   return true; }
14:37 MTDiscord <jordan4ibanez> Now it's very simple: Every single mod has to depend on anti_complain
14:41 MTDiscord <jordan4ibanez> Hey guess what? It didn't work
14:41 MTDiscord <jordan4ibanez> https://tenor.com/view/bart-the-simpsons-cake-at-least-you-tried-throw-gif-4970812
14:44 MTDiscord <jordan4ibanez> And by that, I mean me
14:46 ROllerozxa what kind of cursed things are you trying to accomplish that makes you need to get the values of undeclared variables
14:46 MTDiscord <jordan4ibanez> ts setmetatable(_G, {});  I am advancing in the field of programming
14:46 MTDiscord <jordan4ibanez> My namespaces, my namespaces are transpiled into a global table like core = {} is a namespace
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14:47 MTDiscord <jordan4ibanez> ts namespace blocks {}  becomes lua blocks = blocks or ({})  because you can declaratively add into an existing namespace
14:49 MTDiscord <jordan4ibanez> If you think that's bad you should look into the scripts folder of forgotten lands
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14:51 ROllerozxa holy hell how is this game written in typescript
14:51 MTDiscord <jordan4ibanez> typescripttolua
14:52 MTDiscord <jordan4ibanez> I have customized the settings to fit my insanity
14:52 ROllerozxa x_x
14:52 ROllerozxa I need to lay down
14:52 MTDiscord <jordan4ibanez> If you think that's ridiculous, you also can have a luaentity be an interface then a mob be an extension of that interface, then design mobs around extending the mob class
14:53 MTDiscord <jordan4ibanez> Literal, oop, programming, in, typescript,
14:54 celeron55_ that's ridiculous
14:54 celeron55_ go on
14:54 MTDiscord <jordan4ibanez> Due to the way that entities are registered, when you register an entity, you're literally giving an instance of the entity and the game is cloning it. So you gotta register an entity as new Moblet() or whatever
14:54 MTDiscord <jordan4ibanez> That's how I got the item entity functioning very noicely
14:56 MTDiscord <jordan4ibanez> Here is what the translated item entity looks like: https://github.com/jordan4ibanez/forgotten-lands/blob/main/source/item_entity/init.ts#L408 I hijacked the builtin function with a special analyzer to make sure nothing blows up randomly: https://github.com/jordan4ibanez/forgotten-lands/blob/main/source/utility/init.ts#L138
14:58 MTDiscord <jordan4ibanez> And ironically, the registration is only checking if it's a definition with a constructor, so that's probably going to blow up, let me fix that real quick
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14:59 MTDiscord <jordan4ibanez> Oh, wait, it checks if it's going to get a LuaEntity interface based object from it, that's correct
15:00 MTDiscord <jordan4ibanez> The only true problem with this code, is the actual TS declaration is pointing into the utility library and the utility library points back for certain things. Because some of it needs to be compiled into the game. And then other mods are pointing into either and. So it's one big spiderweb of things pointing to definitions
15:05 celeron55_ the concept barely makes sense, the implementation is whatever-it-takes and the resulting inner workings are undecipherable?
15:06 MTDiscord <jordan4ibanez> Precisely! he main reason that
15:06 MTDiscord <jordan4ibanez> O no
15:06 celeron55_ then just what remains is releasing a product based on it
15:06 MTDiscord <jordan4ibanez> Precisely! The main reason why this is like this is because of these strings https://github.com/jordan4ibanez/forgotten-lands/blob/main/source/utility/enums.ts
15:07 MTDiscord <jordan4ibanez> Basically, if you didn't program it, you have no idea how the heck it works. But when it's set up, the IDE kicks in 100x over and makes your life a LOT easier
15:07 celeron55_ well it's pretty nice that typescript supports strings as the backing values of enums
15:08 celeron55_ you don't get that in most languages
15:08 celeron55_ not that it actually makes sense most of the time
15:10 MTDiscord <jordan4ibanez> Yeah, you can even iterate over them ts // fancy for (const [key, value] of Object.entries(Drawtype)) {   print(key, value); }
15:10 MTDiscord <jordan4ibanez> I'm not sure why you'd do that, but you can
15:14 MTDiscord <jordan4ibanez> But, what I'm most excited about, to the absolute end of the earth is: I can make a mob system that works fluently and doesn't interfere with itself with basic inherited behaviors
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15:49 MinetestBot [git] sfan5 -> minetest/minetest: Expose OpenGL debugging as a normal setting 7a6ca85 https://github.com/minetest/minetest/commit/7a6ca85081d76ac7a6dfd3e8b9ee3d820300233b (2024-04-15T15:48:33Z)
15:49 MinetestBot [git] sfan5 -> minetest/minetest: Improve error checks in COpenGL3DriverBase 13e271c https://github.com/minetest/minetest/commit/13e271c6cb41de2e7d6fbd0c3455eae00c9200c8 (2024-04-15T15:48:33Z)
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17:11 Helenah I can see a lava pool on my minimap, is there a way to figure out which level it's at?
17:20 Mantar if you're using the non-radar minimap then it's above you by like 9 or 10 map chunks IIRC, and those are 16 nodes high, so the pool is like 144 or 160 nodes above you, give or take 1-15 depending on where you are in the current chunk
17:20 Mantar you can use the "block bounds" key to show where the boundaries are
17:21 Mantar *map chunks->map blocks, I always get those mixed up
17:21 Mantar chunks are a bunch of 16x16x16 blocks
17:22 jonadab Yeah, all you have to do is move to the correct horizontal position, and then dig upward until you encounter lava.  EZ.
17:22 Mantar :D
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18:28 MinetestBot [git] sfan5 -> minetest/minetest: Try to fix macro definition order problem with OpenGL code 38cacfa https://github.com/minetest/minetest/commit/38cacfa577a14be0b7b8f42484970ef234d44e38 (2024-04-15T17:27:05Z)
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20:08 shaft Is it even possible to retheme buttons in MTG?
20:11 sfan5 probably
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20:14 shaft Why not change it? The gray stock buttons are ugly.
20:16 shaft 9slices are supported by the engine it seems
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