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11:30 |
shaft |
Is there a restriction on how often a node timer is allowed to run? |
11:31 |
shaft |
I mean the interval time. It doesn't seem to work right. |
11:38 |
ireallyhateirc |
in game settings you have 0.2s as the default interval of timer execution |
11:40 |
shaft |
I use on_construct = function(pos) minetest.get_node_timer(pos):start(0.01) end, |
11:40 |
shaft |
Is that wrong? |
11:40 |
shaft |
Do I need to set it in a different way? |
11:41 |
shaft |
(I won't use a value that low, don't worry) |
11:44 |
shaft |
Default means default, not restricted, right? |
11:46 |
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11:48 |
ireallyhateirc |
I think it means restricted, though could be wrong |
11:49 |
ireallyhateirc |
"Length of time between NodeTimer execution cycles, stated in seconds." |
11:51 |
shaft |
I have to use another approach then |
11:53 |
ireallyhateirc |
what are you coding? do you need it that fast? |
11:54 |
ireallyhateirc |
timers are quite heavy on resources if you overuse them |
12:01 |
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12:01 |
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12:15 |
shaft |
Is there a function like is_pos_in_area()? |
12:16 |
sfan5 |
no, you can easily write this helper yourself |
12:17 |
shaft |
I know. I just asked |
12:23 |
ireallyhateirc |
shaft, you can use vector.in_area |
12:23 |
ireallyhateirc |
"Returns a boolean value indicating if pos is inside area formed by min and max." |
12:31 |
shaft |
I have some negative area and it doesn't handle it. I need to fix my code |
13:05 |
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13:09 |
shaft |
I bricked a map. I think it's because I attached falling TNT to my object. It says an assertion failed in falling.lua |
13:10 |
shaft |
I can't load the map anymore :( |
13:10 |
shaft |
Not that I care about that map. |
13:15 |
ireallyhateirc |
shaft, it should handle negative area just fine, you only need to pass min and max in the right order |
13:15 |
ireallyhateirc |
"You can use vector.sort if you have two vectors and don't know which are the minimum and the maximum." |
13:15 |
shaft |
No, they are MIXED. |
13:16 |
shaft |
get_objects_in_area handles it for some reason |
13:24 |
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14:06 |
MTDiscord |
<luatic> yeah some functions "sort" aabbs |
14:06 |
MTDiscord |
<luatic> we should probably expose a proper aabb class for modder convenience, just like we have a vector class |
14:12 |
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16:47 |
shaft |
Should I propose to add is_mob=true to Mobs API and Animalia? |
16:47 |
shaft |
There currenltly doesn't seem to be any straightforward way to detect mobs. |
16:47 |
ireallyhateirc |
sounds reasonable |
16:48 |
MTDiscord |
<damotrix> I think the owner of Animalia is too busy, but TenPlus1 will very likely do it I'd think |
16:48 |
MTDiscord |
<damotrix> I made an issue on one of his mods and he fixed it like an hour later ahahaha |
16:48 |
ireallyhateirc |
something like maybe .__type |
16:48 |
ireallyhateirc |
though the name doesn't matter that much |
16:48 |
MTDiscord |
<damotrix> oh wait ireallyhateirc haiii :D |
16:49 |
MTDiscord |
<damotrix> heck I wonder if I set up one for animal registration in Exile, I don't think I did |
16:49 |
ireallyhateirc |
keep Exile-related discussion on our channel tho so we don't look like spammers lol |
16:50 |
MTDiscord |
<damotrix> fair 🤣 |
16:55 |
shaft |
Okay I proposed it on contentdb. I just feel like we need to standardize on one variable because this is now the second mod I'm writing is_mobs boilerplate for. |
16:55 |
shaft |
*is_mob |
16:58 |
ireallyhateirc |
btw by "mob" you mean any animal-like entity or "A mob, short for mobile or mobile object" like definition from Wikipedia? |
16:58 |
shaft |
Animal like entity of course. Same definition as in another well known game. |
17:06 |
shaft |
is_mob is used in VoxeLibre. Looks like I didn't mention that here |
17:07 |
shaft |
That's why I'm for that name |
17:08 |
MTDiscord |
<damotrix> makes sense to me tbh |
17:10 |
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17:17 |
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17:18 |
SFENCE |
According to #13961, it looks like the described problem is only one of possible side effects. |
17:18 |
ShadowBot |
https://github.com/minetest/minetest/issues/13961 -- Strange behavior when dragging&dropping from MTG creative inventory (since #13146) |
17:19 |
SFENCE |
For same inventory action GUI doe's not reflect that inventory actions can have callbacks and this callback can disallow/limit some actions. |
17:22 |
SFENCE |
Looks like I have to rewrite it to reflect it. Hopefully it will be enough to change code aroung m_left_drag_stacks in guiFormSpecMenu.cpp |
17:43 |
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