| Time |
Nick |
Message |
| 00:01 |
kilbith |
https://www.youtube.com/watch?v=swfWAO7H_lA |
| 00:01 |
kilbith |
how not be bored during the lockdown |
| 00:02 |
MTDiscord |
<Jonathon> private video? |
| 00:02 |
kilbith |
oops |
| 00:03 |
kilbith |
public now |
| 00:04 |
MTDiscord |
<Jonathon> looks very nice ? |
| 01:12 |
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| 03:18 |
MTDiscord |
<Genshin> Neat |
| 04:42 |
MTDiscord |
<Lone_Wolf> Guns stopped working after I added the PR. Gonna try the latest version |
| 04:42 |
MTDiscord |
<Lone_Wolf> *version of it |
| 04:55 |
MTDiscord |
<Lone_Wolf> Yep, fixed in latest version of the PR |
| 05:02 |
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| 05:12 |
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| 05:33 |
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| 07:41 |
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| 08:00 |
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| 08:07 |
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| 08:09 |
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| 08:35 |
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| 10:38 |
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| 10:43 |
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| 11:21 |
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| 11:25 |
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| 12:51 |
zughy[m] |
declarations: do you prefer the former or the latter? https://i.imgur.com/wVG31xL.png |
| 12:56 |
sfan5 |
there's a third option: v3d rotation(0,0,0); |
| 12:56 |
sfan5 |
I prefer the = v3f(0, 0, 0); notation, I don't think our code style covers this though |
| 13:25 |
rubenwardy |
I prefer the third option |
| 13:26 |
zughy[m] |
am I wrong or the bone should be always declared? https://github.com/minetest/minetest/blob/master/src/script/lua_api/l_object.cpp#L593 |
| 13:29 |
sfan5 |
I think it can be empty, but don't ask me for what reason |
| 14:04 |
MTDiscord |
<Jordach> zughy: don't - "" is equivalent to the Node's true origin |
| 14:05 |
MTDiscord |
<Jordach> not all ActiveObjects will contain an armature bone |
| 14:05 |
MTDiscord |
<Jordach> like sprites |
| 14:10 |
zughy[m] |
thanks Jordach :) |
| 14:25 |
MTDiscord |
<Jordach> i'm deadly aware of node origins |
| 14:25 |
MTDiscord |
<Jordach> t. wrote first person attachments |
| 15:48 |
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| 16:09 |
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| 16:11 |
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| 16:19 |
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| 17:05 |
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| 17:32 |
pgimeno |
aren't we in C++11? isn't v3d rotation{0, 0, 0} valid? |
| 17:32 |
pgimeno |
v3f* |
| 17:36 |
nerzhul |
we are in C++11, but i think we can bump to C++14 at a point |
| 17:47 |
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| 18:16 |
sfan5 |
if you ask me {} initializers are the ugliest syntax the C++ commitee has come up wtih |
| 18:16 |
sfan5 |
with* |
| 18:22 |
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| 18:23 |
rubenwardy |
including [[]] annotations? |
| 18:34 |
sfan5 |
I guess those are second place |
| 18:34 |
nerzhul |
the annotations are omg |
| 18:38 |
Krock |
will merge game#2761 and game#2772 in 10 minutes |
| 18:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2761 -- more accurate russian translation. by CyberDonk3y |
| 18:38 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/2772 -- Slovak translations by daretmavi |
| 18:42 |
Krock |
rubenwardy: is this change intentional? https://github.com/minetest/minetest/pull/10547/commits/0945d7e8f3c63 |
| 18:47 |
Krock |
merging |
| 18:49 |
rubenwardy |
yes |
| 18:50 |
Krock |
it reverts the original idea |
| 18:50 |
rubenwardy |
which wouldn't have worked anyway |
| 18:51 |
Krock |
how come? it seemed like a good approach |
| 18:51 |
rubenwardy |
because the rotation is sent in the interact packet |
| 18:52 |
Krock |
badly hacked clients could still be tricked this way |
| 18:52 |
Krock |
it also makes sense to have the rotation sent together with the interact so that the exact rotation is known at the time |
| 18:55 |
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| 19:04 |
MTDiscord |
<Genshin> sometimes during lag anti-cheat accuses players from interacting with far away things |
| 19:05 |
Krock |
that's already compensated IIRC |
| 19:05 |
MTDiscord |
<Genshin> that's good to hear ? |
| 19:05 |
Krock |
if not, it's as simple as velocity * avg_lag_time |
| 19:06 |
Krock |
meanwhile players can still noclip and fly everywhere |
| 19:07 |
MTDiscord |
<Genshin> because it's handled client side ? |
| 19:08 |
MTDiscord |
<Genshin> best counter for forced flight is behavioral tracking |
| 19:08 |
Krock |
calculating the distance to the next walkable node |
| 19:09 |
MTDiscord |
<Genshin> sounds good, but what if the player is jumping? |
| 19:09 |
Krock |
and never allow Y to increase in velocity when there's no node nearby |
| 19:09 |
MTDiscord |
<Genshin> or holding sneak to prevent falling? |
| 19:09 |
Krock |
hence "walkable node nearby check" |
| 19:10 |
MTDiscord |
<Genshin> yeah, it would be a solution |
| 19:10 |
Krock |
expensive to calculate, tho |
| 19:10 |
MTDiscord |
<Genshin> how about gravity? |
| 19:10 |
MTDiscord |
<Genshin> indeed expensive |
| 19:10 |
Krock |
gravity is always negative, so the Y speed must decrease each step |
| 19:11 |
Krock |
no such checks when gravity is 0 |
| 19:12 |
MTDiscord |
<oneplustwo> how often do you think the check should be applied? |
| 19:13 |
Krock |
every second, perhaps? |
| 19:14 |
MTDiscord |
<oneplustwo> how about this: |
| 19:14 |
MTDiscord |
<oneplustwo> you check one player at a time |
| 19:14 |
MTDiscord |
<oneplustwo> every 0.1 seconds |
| 19:14 |
MTDiscord |
<oneplustwo> shouldn't be too bad |
| 19:14 |
MTDiscord |
<oneplustwo> then you won't have a lag spike every one second |
| 19:14 |
Krock |
though the range of nodes to check increases by velocity. if this isn't controlled well, velocities of 100m/s will cause enormous node lookups |
| 19:16 |
pgimeno |
what's enormous here? |
| 19:16 |
pgimeno |
100m/s is 1.67 m/frame |
| 19:17 |
Krock |
pgimeno: it's about server-side checks per player, per step |
| 19:17 |
pgimeno |
ah ok |
| 19:17 |
MTDiscord |
<oneplustwo> when you fly, your y velocity is pretty uniform, right? |
| 19:17 |
MTDiscord |
<oneplustwo> contrary to when you jump |
| 19:17 |
MTDiscord |
<oneplustwo> could you apply that somehow? |
| 19:18 |
Krock |
right, the center of the node sphere to check would move towards the player's moving direction |
| 19:23 |
MTDiscord |
<Genshin> also vertical behavior depends on minimum speed times speed physics override value |
| 19:24 |
MTDiscord |
<Genshin> when falling, y velocity keeps decreasing past maximum speed till halted by unloaded blocks |
| 19:25 |
MTDiscord |
<Genshin> when flying, y velocity drops and stays the same less than or equal to the max speed that a player can move |
| 19:26 |
MTDiscord |
<Genshin> walkable node nearby check is a good way to track forced flight hovering behavior |
| 19:44 |
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| 21:04 |
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fluxflux joined #minetest-dev |
| 21:45 |
celeron55 |
anti-cheat is kind of interesting because it forces the question of what actually are the rules in the game |
| 21:46 |
celeron55 |
are the rules really the frame-by-frame physics or are the physics just a weird way to implement a simpler set of rules |
| 22:39 |
MTDiscord |
<Genshin> The only rules in place at the moment is permissive free movement (ie: fast, fly, noclip), limited interaction distances, and group-based interaction limits |
| 22:40 |
MTDiscord |
<Genshin> Other rules depend on a game |
| 23:10 |
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