Time Nick Message 04:09 Blockhead256 Spam where only logged-in users can see it is pretty funny https://forum.minetest.net/viewtopic.php?p=438658#p438658 05:31 MTDiscord hereallyhatesirc 06:49 celeron55 deleted it now 06:49 celeron55 i hate phpbb, i have no idea why it messes up its report url by having /app.php in it twice 08:26 MTDiscord app.php shouldn't even show up, it is a router script that it should fallback to for requests not for a direct filesystem entry, if nginx was properly configured 08:26 MTDiscord https://github.com/phpbb/phpbb/blob/master/phpBB/docs/nginx.sample.conf#L44 08:29 MTDiscord I believe phpbb also detects how the server is configured during installation, so you may also need to make changes in the ACP to make it know you've fixed it 08:43 MTDiscord Let's start some conspiracy to help celeron with the forum : ) 08:47 MTDiscord https://github.com/minetest/minetest/pull/15178/files/d814ffbe42a51e1a85a4b6f9392e5ff416c3210e..201f35ee2c3d8eb8b7b05e18ad46ff65b7d7f2bf#r1764635089 08:47 MTDiscord what do folks think? should a new get/set bool API for metadata be consistent with settings and use is_yes, or should it be strict and only accept true/false strings to minimize potential for error? note that using is_yes will convert everything into a boolean, whether it makes sense or not. 08:50 sfan5 what would it do when encountering something other than "true" or "false? throw an error? 08:50 sfan5 that doesn't seem very helpful 08:50 sfan5 so I think is_yes is fine 08:51 MTDiscord sfan5: yes, it would throw an error. i consider that helpful. 08:52 sfan5 what happens on get_int with non-integers? 08:53 MTDiscord uses stoi so just returns 0 08:53 celeron55 @rollerozxa but twice? how can you explain it adding it TWICE? 08:54 MTDiscord granted it would be more consistent with the older methods to return a bogus boolean if we can't parse, but i don't think that's a good idea still 09:07 MTDiscord celeron55: I have no idea how phpbb does the detection, haven't looked further into it than the nginx configuration 09:07 MTDiscord but if you were to make it so that app.php works as a fallback router like the sample nginx config shows and then enable what seems to be called "enable URL rewriting" in the ACP I would hope both of the app.php will just disappear and it will work again 09:09 MTDiscord (I mean, previously there was one app.php in the path for pages that use the router, but getting rid of it altogether would be the proper way to do it) 10:18 MinetestBot 02[git] 04wrrrzr -> 03minetest/minetest: Fix TODO in joystick code (#15179) 136dfd61c https://github.com/minetest/minetest/commit/6dfd61cba0f31da0895395aa9183ea7b0e2b88e3 (152024-09-18T10:17:55Z) 10:20 MinetestBot 02[git] 04grorp -> 03minetest/minetest: Drop fixed pipeline lighting stuff (#15165) 1370e169f https://github.com/minetest/minetest/commit/70e169f1652ecd68d5f32d627d253ec531225183 (152024-09-18T10:18:28Z) 10:20 MinetestBot 02[git] 04Desour -> 03minetest/minetest: irr_ptr: Allow to use with forward-declared types 136d01ed5 https://github.com/minetest/minetest/commit/6d01ed5d74ff0a911416d5ceaa17df22787c88bc (152024-09-18T10:19:40Z) 10:20 MinetestBot 02[git] 04Desour -> 03minetest/minetest: Move irr_ptr.h too irr/include/ 13e3efaa1 https://github.com/minetest/minetest/commit/e3efaa1733703224a6f703b1102a96d0b74681d5 (152024-09-18T10:19:40Z) 10:20 MinetestBot 02[git] 04Desour -> 03minetest/minetest: Use irr_ptr for ClientEnvironment::m_map 13ecf8c76 https://github.com/minetest/minetest/commit/ecf8c7696a20c59b35709ae87d09972d2afedb0d (152024-09-18T10:19:40Z) 10:20 MinetestBot 02[git] (6 newer commits not shown) 14:42 shaft Is there a way to serialize which objects are attached an object in staticdata? 14:42 sfan5 i can't think of a simple way 14:43 sfan5 if you have e.g. a compound of 3 objects you could make only one of them statically saved and have it re-create the other two when loaded 14:44 shaft For example if the player rides an animal, how do you restore that relationship? Don't say player name because my objects aren't necessarily players 14:46 sfan5 objects do not have an unique identifiers, so the answer is: you don't 14:47 shaft If I can't serialize it anyway, is there another way to get intialization variables to on_activate than json? 14:48 shaft because on_activate seems to be called immediatly when I call add_entity 14:49 sfan5 staticdata is the way you get information into on_activate 14:49 shaft I guess that's a no 14:50 sfan5 if it was yes, how would that help? 14:55 shaft It would be less cumbersome but it doesn't really matter. 15:03 MTDiscord shaft: you can implement your own UUID system 15:04 MTDiscord though this is a good reminder for me to re-review the PR which implements this in the engine 15:18 shaft luatic, how does is_visible influence physics? 15:18 shaft I still haven't figured that out. 15:19 shaft https://gitgud.io/blut/traverse 15:19 shaft If you uncomment is_visible here the behaviour of the beam changes. 15:21 MTDiscord is_visible should not affect physics, but it affects pointability and hence raycasts 15:23 shaft So invisible objects can't collide? 15:23 shaft What's the typical way to do a colliding invisible object? 15:35 MTDiscord How did you take my statement to mean "invisible objects can't collide" 16:10 MTDiscord they do have a collision box, just not a selection box 17:21 mazes_84 fence tweaks server + mod side: http://0x0.st/X3fm.mkv 17:22 mazes_84 I'll soon drop vid on more reliable service 18:24 shaft Should node meta variables by mods be prefixed by underscores or not? 18:43 Desour they're usually not 18:44 Desour (but yes, it's a bit weird that we don't have a calling convention to avoid name clashes with engine features) 18:55 shaft Thank you desour. 19:02 shaft Could anyone take a quick look at https://gitgud.io/blut/traverse and explain why it behaves differently with is_visible uncommented? 19:02 shaft Figuring that out would pretty much finnish the mod. 19:09 shaft Whenever I say anyone, no one volunteers :( 19:11 ireallyhateirc what do I check again? 19:11 ireallyhateirc though my brain doesn't work 19:11 shaft behaviour difference with is_visible commented and uncommented. Just test it in minetest. 19:13 shaft With the cannon and beam node 19:24 shaft Still there? 19:26 ireallyhateirc yeah, though I doubt I'll be able to help you 19:26 ireallyhateirc slept 4 hours today and don't understand your code lol 19:26 ireallyhateirc also I have no experience with entities 19:26 shaft Oh. That's not enough. Your head must hurt now. 19:26 shaft Go to sleep. 19:26 ireallyhateirc yeah soon 19:27 shaft I could just apply a transparent texture to the entity but that would feel stupid. 19:30 shaft With is_visible the mover entity always teleports back to where it started from 19:30 shaft without it it works fine