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IRC log for #minetest, 2024-06-23

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All times shown according to UTC.

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00:49 frostsnow I don't think tools have an on_use().  They have an on_dig() for digging.  Consumables like food have an on_use().
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03:11 swift110-mobile hey all
03:12 Mantar hello
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05:27 mtvisitor ok.
05:27 mtvisitor https://github.com/minetest/minetest/issues/12746/
05:29 mtvisitor Zughy: how much score will you give to minetest engine version 5.8 ?
05:30 Mantar about 20 points
05:30 mtvisitor 20, 80 or 85 ?
05:31 mtvisitor please do not worry, this is not a formal audit question, or some stupid yes/no question.
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05:32 mtvisitor Mantar: 20 is really a low score. ;-)
05:34 * mtvisitor will also build some houses on his local computer. ;-)
05:34 mtvisitor i mean only in my spare time.
05:36 Mantar depends on the scoring system, if it's soccer that's a great score
05:37 mtvisitor agree, thanks.
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18:36 MinetestBot shaft: Jun-09 21:02 UTC <Road_Killer> You even suck at trolling, that's astounding...
18:36 shaft how do you move an object
18:36 shaft or player continuesly in a direction with lua?
18:37 shaft I mean in interpolated manner. I tried object:move_to but it just teleported
18:40 MTDiscord <luatic> for an object: set velocity
18:40 MTDiscord <luatic> for a player: attach to an object which has velocity set
18:40 MTDiscord <luatic> move_to also works but is near instantenous
18:42 shaft But over a surface? Disable gravity?
18:43 MTDiscord <luatic> huh what does that have to do with gravity
18:43 MTDiscord <jordan4ibanez> Raycast down, if it's hit, disable player gravity if not, enable
18:44 MTDiscord <jordan4ibanez> Simple, next, if nil, you have your answer, can wrap this in a function
18:50 Adamsky If I want to have an entity disappear after 3 seconds of existing, how would I go about doing this?
18:50 MTDiscord <luatic> there are multiple approaches
18:51 MTDiscord <luatic> the standard one probably is to have the entity store a timer which is incremented by dtime in on step; if that reaches >= 3, call self.object:remove()
18:51 Adamsky that's what I was thinking of doing, but I can't figure out how to actually store the number in question
18:52 Krock self.my_timer = 3
18:52 MTDiscord <luatic> in on_activate, do self._timer  = 0
18:52 Krock on_step = function(.....)  self.my_timer = self.my_timer - dtime  ... self:remove() end
18:52 Krock something along those lines
18:52 MTDiscord <jordan4ibanez> We are scientists
18:53 Krock https://github.com/minetest/minetest/blob/master/builtin/game/falling.lua#L348-L353
18:53 Krock example from the falling node entity which deletes itself when colliding with ground
18:53 Adamsky thank you very much
18:53 Krock !next
18:53 MinetestBot Another satisfied customer. Next!
18:53 Adamsky I was overthinking this a lot
18:54 MTDiscord <luatic> fwiw please try to stick to the underscore naming convention
18:54 Krock FYI: "self" is in fact a table within core.luaentities[entity_id]
18:54 MTDiscord <luatic> (your custom fields should be called self._my_thing)
18:54 Krock thus it'll be unique per entity
18:56 MTDiscord <jordan4ibanez> You can also store this in a variable, in the blueprint, if you want a more concrete object oriented feeling
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19:22 shaft How do I find out at what rate I'm deaccellerating horizontally?
19:22 shaft Is it in Minetest Game or the engine?
19:24 MTDiscord <warr1024> how are you decellerating?
19:25 Krock player acceleration and velocity is entirely client-side
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19:26 MTDiscord <warr1024> If you're looking at it client-side, you'd have to calculate delta-velocity divided by time across two time samples.
19:26 MTDiscord <warr1024> You'd also have to detect when the player's position hasn't been updated (waiting for an update from the client)
19:26 MTDiscord <warr1024> And there's some kind of adjustment you have to do for it that I forget because calculus.
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19:38 shaft mobs don't like me setting their velocity either and just reset it. So basically I have to register an object, spawn that, attach the entity to it and have it handle all movement until it lands where it should?
19:44 MTDiscord <warr1024> mobs resetting the velocity you're setting sounds like a problem with the mod, rather than a fundamental limitation of the engine
19:44 MTDiscord <warr1024> your proposal is a potential workaround, I guess, if you don't want to go messing with the internals of the mods
19:45 MTDiscord <warr1024> If you're hoping to do something like server-side falling (or other sudden acceleration) damage calculations or something, you may find that the jank is not tolerable though 😄
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20:19 shaft How do I set the entity to have gravity?
20:20 MTDiscord <warr1024> set an acceeleration
20:20 Krock @warr1024 but that's gravitational acceleration and not gravity by itself :P
20:22 Krock F = G * m1 * m2 / r². assuming that the entity is m1, the resulting acceleration would be a = G * m2 / r²
20:23 * Krock vanishes
20:27 MTDiscord <warr1024> It might just be barely theoretically possible to pack enough mass into a minetest world to have a noticeable gravitational force of its own, but it wouldn't necessarily be easy.  It's possible to pack something like 210^32 kg into a space the size of an MT world without it collapsing to a singularity, and you'd only need about 610^24 to have earth-like gravity, I suppose.
20:32 ireallyhateirc neutron matter nodes?
20:33 shaft thanks guys. I think I'm getting somewhere.
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21:36 shaft btw is it possible to do procedural animation in Minetest or would that require changes to the engine?
21:37 ireallyhateirc I think the legboat mod does procedural animation
21:38 ireallyhateirc though it's server side and therefore laggy
21:38 MTDiscord <luatic> there are bone overrides (now with interpolation in 5.9!) and you could also generate b3ds and send them to the client
21:38 MTDiscord <luatic> 5.9-dev, to be precise. we're currently in feature freeze.
21:39 shaft No texture aliasing? sad
21:39 MTDiscord <warr1024> wait, what does "now with interpolation" mean?  Is that something I should specify now, or does it just use whatever frame_blend was or whatever that we had for the old fixed anims?
21:39 ireallyhateirc btw I think MT devs should add 3 months to the optimistic release date :D
21:40 MTDiscord <luatic> Warr1024: 5.9-dev has a parameter letting you control interpolation for each bone override
21:40 ireallyhateirc interpolation like calculating intermediate bone positions?
21:40 MTDiscord <luatic> all of rotation, position and scale can be interpolated individually
21:41 ireallyhateirc cool
21:41 ireallyhateirc make the legboat great again
21:42 ireallyhateirc sadly the legboat lags ever 10 seconds, probably when packets are sent to client or when mapgen starts
21:42 ireallyhateirc every*
21:42 MTDiscord <warr1024> ooh, named parameters, nice
21:42 MTDiscord <warr1024> that also suggests that if I add the param it will just noop on old versions
21:44 shaft Would procedural animation work (not just for one object but for many) with the 5.9 features?
21:50 MTDiscord <luatic> yes
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21:53 shaft Sounds good
22:18 swift110-mobile hey all
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