| Time |
Nick |
Message |
| 00:04 |
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| 00:12 |
fluxionary |
actually, that won't work, the c++ code clears the attachment immediately after :\ |
| 00:32 |
mazes_80 |
ah, I missed your reply as this laptop was not connected to irc, copied from workstation |
| 00:33 |
mazes_80 |
any hints about parent or child would be nice, but can't do much after this message is printed out |
| 00:34 |
v-rob |
As things stand, is there a way to conditionally show or hide part of a nodebox besides connected and disconnected nodeboxes? |
| 00:35 |
v-rob |
I want to see if I can get my registered node count down. |
| 01:13 |
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| 01:34 |
fluxionary |
mazes_80: solution either involves improving the logging in the c++ code, or recording every attach/detach call in every mod that uses them. first step might be to understand every place things get attached in your mod set |
| 01:35 |
fluxionary |
v-rob: i don't think so. i'm working (off-and-on) on some ways to reduce node count when using mods like moreblocks, which register a lot of variants of some nodes |
| 01:36 |
fluxionary |
v-rob, but releasing a tool to manage variants is probably not a high enough priority until next calendar year |
| 01:37 |
v-rob |
Eh, I'm mainly worrying about the hard node limit of ~32000 that Minetest has. Lots of these nodes are identical except they have a few additional nodeboxes bolted on. |
| 01:38 |
fluxionary |
v-rob: yup, moreblocks is a major contributor to that |
| 01:38 |
fluxionary |
v-rob: eventually i want to make a tool for server admins to remove unused variants, and an easy way to add new variants as needed |
| 01:39 |
v-rob |
Interesting |
| 01:39 |
fluxionary |
but registering 49 different variants by default for every node? that doesn't scale w/ the game's limits |
| 01:39 |
fluxionary |
also, made a new api for moreblocks so that mods like facade and pkarcs can make use of these features if they choose |
| 01:40 |
fluxionary |
v-rob, see https://github.com/minetest-mods/moreblocks/pull/191 |
| 02:24 |
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| 03:03 |
mazes_80 |
fluxionary: yes I guess improving logging part is what I target. I already looked a bit, not very encouraging but I guess that's how things get when looking any project at first |
| 03:04 |
fluxionary |
mazes_80, if you've got specific mod code you think might be involved, i could look at it a little |
| 03:05 |
mazes_80 |
nope, it what I try to do, find the guilty one |
| 03:06 |
mazes_80 |
or those who doesn't want to co-operate |
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| 15:18 |
mazes_84 |
fluxionary: c++ side was the best to get info I needed, could fix flood easy after identifying target |
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| 21:43 |
fluxionary |
glad that helped :) |
| 21:44 |
fluxionary |
what's the best way to check if two itemstacks are identical? |
| 21:45 |
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| 21:54 |
MTDiscord |
<Jonathon> Convert to tables and compare? |
| 21:57 |
fluxionary |
yeah, seems to be |
| 21:57 |
fluxionary |
cuz the order of the keys in the metadata can be arbitrary |
| 21:59 |
sfan5 |
lobby the engine for an :equals() method |
| 22:01 |
fluxionary |
it'd be possible to override == even, right? |
| 22:17 |
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| 22:39 |
fluxionary |
sfan5: you guys do enough, i made a PR: https://github.com/minetest/minetest/pull/12771 |
| 22:57 |
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