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00:20 |
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00:21 |
cheapie-mc70 |
No chance of Luanti running on here any time soon but I figured I'd peek in while I had Pocket IRC running :P |
00:22 |
MTDiscord |
<wsor4035> let us know when you get the time machine working |
00:22 |
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cheapie-mc70 |
wsor: I think this fell out of one of those |
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00:24 |
MTDiscord |
<wsor4035> unrelated, sfan5: any chance of migrating https://irc.minetest.net/ to luanti.org at some point? |
00:26 |
MTDiscord |
<wsor4035> cheapie: you have successfully outwaited me, i finally stopped being lazy and made an issue for your hand problem: https://github.com/minetest-mods/skinsdb/issues/113 |
01:20 |
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02:01 |
MinetestBot |
[git] lhofhansl -> luanti-org/luanti: Restore behavior of emergequeue_limit_total (#15947) fbc525d https://github.com/luanti-org/luanti/commit/fbc525d683021d1e2cf3f7cc9d2c54419e0b0ff3 (2025-03-28T01:59:38Z) |
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11:44 |
MinetestBot |
[git] grorp -> luanti-org/luanti: TouchControls: Take FOV into account for camera movement (#15936) b0bc6ce https://github.com/luanti-org/luanti/commit/b0bc6ce6377ed3600770b7a248553d37440940f7 (2025-03-28T11:43:59Z) |
11:48 |
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11:55 |
[MatrxMT] |
<Blockhead256> so.. my game is two nodes with identical name except for case. |
11:55 |
[MatrxMT] |
<Blockhead256> When I dig the lowercase one, I get the right node back. But when I place the lowercase one, the uppercase appears |
11:56 |
[MatrxMT] |
<Blockhead256> is this considerable for a Luanti bug or am I just doing bad stuff? |
11:56 |
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11:57 |
[MatrxMT] |
<Blockhead256> here is the minified source code: l = { [T] = {t..'1,0'}, [G] = {g=1} } rn(':l', l) l[T] = {l[T][1] .. '^[invert:rgb'} rn(':L', l) |
11:57 |
[MatrxMT] |
<Blockhead256> r = core.register.node |
11:57 |
[MatrxMT] |
<Blockhead256> *rn = |
11:58 |
[MatrxMT] |
<Blockhead256> [T] is for texture atlas entry [G] is for groups |
12:00 |
[MatrxMT] |
<Blockhead256> if I need unique names in a case-insensitive fashion, I'm going to need two-character names after my 37th node.. I suppose that's not too bad, but less readable |
12:08 |
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12:42 |
sfan5 |
@wsor4035: https://irc.luanti.org |
12:42 |
sfan5 |
there's just no redirect |
12:48 |
MTDiscord |
<wsor4035> ah, fun |
12:50 |
sfan5 |
I suppose I can add one |
12:53 |
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13:28 |
[MatrxMT] |
<Blockhead256> any opinions on my above question? |
13:29 |
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13:33 |
*Â SwissalpS |
isn't able to follow the cryptic code :p |
13:34 |
SwissalpS |
you have a node named "mod:a" and another "mod:A" is that correct so far? |
13:34 |
[MatrxMT] |
<Blockhead256> basically, apart from I'm skipping mod names |
13:35 |
[MatrxMT] |
<Blockhead256> for now I decided l (ell) and 1 (one) are similar enough in appearance |
13:36 |
[MatrxMT] |
<Blockhead256> but I would like to know if there are going to be issues |
13:38 |
[MatrxMT] |
<Blockhead256> my source code so far |
13:38 |
[MatrxMT] |
<Blockhead256> https://paste.mozilla.org/NOw4qNmJ |
13:41 |
[MatrxMT] |
<Blockhead256> I wanted one species of tree leaves to be `l` and the other to be `L` |
13:49 |
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14:58 |
SwissalpS |
https://github.com/luanti-org/luanti/blob/master/doc/client_lua_api.md#naming-convention-for-registered-textual-names |
14:59 |
SwissalpS |
does allow 'mod:whatever', the whatever part to have capitals. |
14:59 |
[MatrxMT] |
<Blockhead256> that doesn't say I can't |
15:00 |
SwissalpS |
Without having seen that rn, I was under the impression that itemnames are all lowercase. |
15:00 |
[MatrxMT] |
<Blockhead256> of course, in the wild, uppercase is extremely rare |
15:00 |
[MatrxMT] |
<Blockhead256> conceivably a game could use camelCaseNodeNames |
15:00 |
[MatrxMT] |
<Blockhead256> I have seen uppercase once before, can't remember what mod, think it's on linuxforks though |
15:00 |
SwissalpS |
yep, theoretically |
15:01 |
SwissalpS |
does you game maybe use some mod that interjects and forces all names to be lowercase? |
15:01 |
SwissalpS |
at least the placing part might. |
15:01 |
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15:02 |
[MatrxMT] |
<Blockhead256> this is a code golf kind of game, so I have literally only one mod in the game, other than worldedit and qa block for debugging |
15:05 |
SwissalpS |
I'm assuming you have tried with those two mods disabled. |
15:06 |
SwissalpS |
so it must be somewhere in builtin |
15:07 |
[MatrxMT] |
<Blockhead256> I have now |
15:07 |
[MatrxMT] |
<Blockhead256> if those interfered with drops I would be deeply concerned |
15:07 |
sfan5 |
I believe node names are supposed to be case-sensitive |
15:07 |
sfan5 |
so report a bug |
15:08 |
[MatrxMT] |
<Blockhead256> okay, thanks |
15:08 |
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15:08 |
[MatrxMT] |
<Blockhead256> somewhere along the line it ends up with the wrong content ID somehow |
15:29 |
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16:07 |
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17:58 |
Blockhead256 |
https://github.com/luanti-org/luanti/issues/15953 |
17:59 |
Blockhead256 |
sorry to anyone who tries to read my source code |
17:59 |
Blockhead256 |
I'm not trying to make it obfuscated, just short |
18:00 |
Blockhead256 |
the actually deployed version would be way worse, minified then zstd compressed |
18:01 |
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18:01 |
Blockhead256 |
I could try to make life easier with a symbol minifier but then I'd have to write a bunch of Lua parsing into the compilier |
18:18 |
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18:20 |
sfan5 |
a minimal code example would be nice |
18:20 |
sfan5 |
(and that doesn't mean low char count) |
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18:33 |
MinetestBot |
[git] lhofhansl -> luanti-org/luanti: Check if a block is already in the emege queue before checking occlus… 8f8d7c4 https://github.com/luanti-org/luanti/commit/8f8d7c40889c7047b9be7898aa56283a9abadc1d (2025-03-28T18:31:54Z) |
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19:07 |
SwissalpS |
on a tangent Blockhead256: why are you putting so much effort into short even compressed code? |
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