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IRC log for #minetest, 2024-05-06

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17:55 shaft I don't understand why my PR was closed and seemingly no one discusses it anymore. The mod is clearly not working as intended with the current release of MT 5.8. https://github.com/minetest-mods/ts_furniture/pull/20
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17:59 grorp shaft: regarding that PR, my response didn't mean that there is no bug, but that the bug might be in MTG instead of the engine
18:00 shaft It requires default. It's a mod for MTG
18:01 grorp wrong. default is not a mod for MTG, but a mod from MTG / part of MTG.
18:02 grorp ah lol just misunderstood
18:03 shaft How am I supposed to test where the bug is from? Mineclone doesn't have default and I'm not sure which games have default and nothing else from MTG
18:06 grorp I came to this conclusion because the bug didn't go away when using old engine versions, but it did go away when using old MTG versions
18:07 shaft Why didn't you say so earlier. Thank you. That sounds very conclusive.
18:09 grorp sorry, I thought it was obvious from my comment. I should have been more explicit.
18:10 MTDiscord <luatic> grorp, shaft: it's a feature :P, see https://github.com/minetest/minetest_game/blob/master/mods/player_api/init.lua - different animations get different eye heights in newer MTG versions, so adjusting it yourself should be unnecessary
18:10 MTDiscord <luatic> (as in, you may not adjust it yourself, otherwise you're applying it twice)
18:11 shaft And other games don't?
18:11 MTDiscord <luatic> it depends on the game
18:11 MTDiscord <luatic> i don't know how other games manage eye height / eye offsets
18:11 MTDiscord <luatic> many are probably fine leaving it entirely static
18:12 shaft How is anyone supposed to make mods work with multiple games?
18:12 shaft I don't like this philosophy tbh
18:12 MTDiscord <luatic> making mods work with multiple games is inherently a nontrivial problem
18:12 MTDiscord <luatic> games can be arbitrarily different, not everything will be a MTG-esque mod soup
18:13 shaft Would someone reopen my issue and merge my fix if I check for MTG and version number?
18:14 MTDiscord <luatic> just account for eye height
18:14 shaft MTG version > 5.5.0
18:14 MTDiscord <luatic> no need for a version check
18:14 MTDiscord <luatic> the code is currently assuming a certain eye height
18:14 MTDiscord <luatic> newer MTG versions break this assumption by having variable eye height
18:15 MTDiscord <luatic> simply take the difference between the expected and actual eye height and add it to the offset
18:19 MTDiscord <luatic> commented (the same) on the issue
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18:22 shaft Games other than MTG don't necessarily have player_api either
18:23 MTDiscord <luatic> so?
18:23 MTDiscord <luatic> use player_api if present, otherwise don't
18:23 MTDiscord <luatic> games other than MTG needn't have a player model
18:23 MTDiscord <luatic> or the animation you want
18:23 MTDiscord <luatic> they may map frame ranges entirely differently
18:24 MTDiscord <luatic> ts_furniture depends on default tho
18:24 MTDiscord <luatic> so it seems to be a mod tailored for MTG (default is the "core" MTG mod)
18:24 MTDiscord <luatic> it should explicitly depend on player_api as well though
18:25 MTDiscord <luatic> imma open the feature request for randomizing load order
18:26 MTDiscord <warr1024> Generally if you want your mod to work with every game, you are going to have to actually add support for every game.  There isn't necessarily a point you will reach where you've covered every possible game.
18:26 MTDiscord <luatic> it's pretty much trivial to implement, just need to make sure people are fine with it
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18:33 shaft I'm sorry to have you spoonfeeding me but how do I get the world eyeheight and eyeheight of the model?
18:38 MTDiscord <luatic> There is no world eyeheight. There is the eyeheight object property of the player. You can get that via player:get_properties().eye_height.
18:55 shaft I understood now.
18:58 jonadab I still think default: has way too many things in it.  It should have, like, air and stone, and everything else should be from other modules (even if they're ones included in MTG by default).
18:59 jonadab Though it's far too late to change that now; it would invalidate too many add-on modules.
19:02 Krock don't depend on default if you don't want it
19:03 ireallyhateirc yeah, its only value is supporting mods that were written for it back when it was official
19:03 ireallyhateirc most features from MTG can be redone in 1 month if you're motivated
19:03 ireallyhateirc because it's mostly node definitions and biome definitions
19:05 shaft How do I fiddle the changes upstream back into my PR repository? There is probably a super easy solution I don't know about.
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19:25 jonadab Sure.
19:34 shaft Okay but I don't know how, so I did it the stupid way now. Is someone going to reopen my PR or should I make a new one?
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20:21 dumpster_lord I encountered a weird bug where vector.equals returns false for vectors that look equal
20:22 dumpster_lord I have this code: https://codeberg.org/lord_of_the_dumpster/perfect_city/src/commit/e96930bc92e1c1050e9500ef9ee90065f2105809/mods/pcity_mapgen/roads_layout.lua#L234
20:22 dumpster_lord and this condition: https://codeberg.org/lord_of_the_dumpster/perfect_city/src/commit/e96930bc92e1c1050e9500ef9ee90065f2105809/mods/pcity_mapgen/roads_layout.lua#L241
20:25 dumpster_lord and here is the output from console: https://paste.debian.net/1316214/
20:27 dumpster_lord asking here before it turns out I'm doing something wrong
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20:30 grorp does comparing the components yourself give the same result?
20:31 dumpster_lord I'll check, gimmie a sec
20:34 dumpster_lord I used this: if vec.x ~= vec2.x or vec.z ~= vec2.z or vec.y ~= vec2.y then
20:34 dumpster_lord and still the same effect
20:36 dumpster_lord The code in builtin/common is trivial: https://github.com/minetest/minetest/blob/1aba7f1fde101819f15ee2c28d52096605ce5253/builtin/common/vector.lua#L72
20:36 dumpster_lord Possibly something buggy hiding in the metatable stuff?
20:37 dumpster_lord All vectors are made with vector.new
20:45 grorp unlikely. sounds more like floating point imprecision. does adding a small tolerance give the same result?
20:47 dumpster_lord I'll try forcibly running math.floor on them
20:48 MTDiscord <savilli> It definitely looks like a floating point issue. But dump is supposed to write numbers with the maximal precision.
20:51 dumpster_lord doing vector.floor helped
20:51 dumpster_lord I'm puzzled why dump() didn't show it though
20:53 dumpster_lord So I guess I should stop trusting console prints and remove all floats from my code
20:54 sfan5 bad news: lua only has float numbers
20:54 dumpster_lord Is dump() provided by lua or minetest?
20:55 dumpster_lord can we somehow make it at least print the numbers are different?
20:57 grorp by minetest
20:57 dumpster_lord So I guess I can start an issue for this on github?
21:02 MTDiscord <luatic> dumpster_lord, grorp: basic_dump in builtin/common/misc_utils.lua seems to tostring numbers, which loses precision. it should use something like ("%.17g"):format(num) instead.
21:03 MTDiscord <luatic> (though that will result in much more verbose output for some cases..)
21:04 dumpster_lord by "it" you mean dump() code or my debug prints?
21:04 MTDiscord <luatic> dump() code. your debug prints too.
21:04 MTDiscord <luatic> print tostrings behind the scenes. tostring on numbers does not print enough significant digits; it rounds.
21:05 MTDiscord <luatic> "remove all floats from code" is not a solution anywhere. yes, floats are imprecise. no, they aren't always imprecise. you need to know when they are how imprecise (very roughly), but also when they are precise. for example using floats as integers is precise in certain (relatively large) ranges.
21:06 dumpster_lord I'll write my own vector.sloppy_equals for that
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21:14 MTDiscord <luatic> ideally don't "pollute" the vector table
21:15 MTDiscord <bastrabun> I am looking at a broken set_eye_offset problem. Would appgurueu be among us?
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21:25 MTDiscord <luatic> sure, what's the matter?
21:28 MTDiscord <bastrabun> I'm an idiot, I should have connected Lars == Lars. I tried to repro the issue and found skinsdb and 3d_armor lack a certain line, you were the last to try and repro in ts_furniture. I had a question, which is now obsolete, I found the solution. Looks like I need to bug both skinsdb and 3d_armor to add that line to their register_model call
21:30 MTDiscord <luatic> I suppose they leave eye height static when registering models, while player_api has it dynamic by default?
21:30 MTDiscord <bastrabun> You proposed in ts_furniture https://github.com/minetest-mods/ts_furniture/pull/20 adding the eye offset to the affected mods. Would it not be smarter to add the definiton to the offending mods skinsdb and 3d_armor?
21:31 MTDiscord <bastrabun> No, its about the model definiton
21:31 MTDiscord <bastrabun> Last comment in https://gitea.your-land.de/your-land/bugtracker/issues/6760
21:31 MTDiscord <luatic> yes, i'm aware
21:32 MTDiscord <luatic> note that player_api registers eye_height overrides for the animations while skinsdb does not
21:32 MTDiscord <luatic> specifically for sit and lay
21:33 MTDiscord <bastrabun> beds and boats have the same issue, its not about emote or ts_furniture
21:33 MTDiscord <luatic> yes
21:33 MTDiscord <luatic> so the problem with ts_furniture (and beds and boats) is, it has code that sets an eye offset to lower the effective eye height. but this may not be done now that player_api already does that based on the animation.
21:34 MTDiscord <luatic> now what further complicates the issue is that 3d_armor and skinsdb override the model def, undoing these per-animation eye height overrides
21:35 MTDiscord <bastrabun> If I add the line regarding eye_height to player_api.register_model defintion, at least boats, emote and beds work as expected.
21:35 MTDiscord <luatic> yes
21:35 MTDiscord <luatic> one way to fix everything for the newest versions of player_api would be: give 3d_armor and skinsdb these missing overrides (and the eye_height field), remove the set_eye_offset from ts_furniture
21:36 MTDiscord <bastrabun> Ok, so there is already a solution planned and I did a lot of stuff otehr had already done : D Meh 😛
21:36 MTDiscord <luatic> idk whether i would call this "planned" :P
21:36 MTDiscord <luatic> i'm not maintaining 3d_armor or skinsdb or ts_furniture, just saying what one way to fix it would be
21:37 MTDiscord <luatic> (if you want to support older versions of player_api too, you need to be a bit cleverer, because then you may still need the set_eye_offset. you could do something like a player_api version check by feature, or you could just get the eye height and force the eye height you expect via an eye offset.)
21:39 MTDiscord <bastrabun> I see, that's where the problems start. Anyways, that's the decision of the maintainers then
21:39 MTDiscord <luatic> let me comment on your bugtracker...
21:40 MTDiscord <luatic> how do you manage mods? do you run forks / patchsets?
21:42 MTDiscord <bastrabun> We mirror upstream, then fork them, then PR changes in master to our stable branch
21:43 MTDiscord <bastrabun> All I need to know is that I'm not sitting on someting that needs to go upstream
21:44 MTDiscord <bastrabun> When upstream deals with it and knows what's up, I'm good, duty done. They will fix in their due time, hopefully until we deliver the next modset update
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21:47 MTDiscord <luatic> commented: https://gitea.your-land.de/your-land/bugtracker/issues/6760#issuecomment-81251
21:48 MTDiscord <bastrabun> Thanks 🙂
21:48 MTDiscord <luatic> np
21:49 shaft https://github.com/minetest-mods/ts_furniture/pull/21 if anyone wants to test
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