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Nick |
Message |
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| 01:01 |
MTDiscord |
<warr1024> Anyone familiar with this rubber-banding regression that got introduced some time between 5.7 and 5.8? I'm in the middle of a bisect (technically, every step of the bisect is a "middle" 😏) but it's probably going to take me a long time... |
| 01:02 |
MTDiscord |
<warr1024> I could swear I saw an issue about this at some point recently but I can't find it anymore, nor remember the keywords to find it. |
| 01:12 |
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| 01:48 |
MTDiscord |
<warr1024> I've still got a few steps left to go but it's looking like 8ebaf753 is gonna be the culprit... |
| 02:19 |
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| 02:31 |
MTDiscord |
<warr1024> Finally got it nailed down. https://github.com/minetest/minetest/issues/14061 |
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| 05:45 |
cheapie |
I was just looking through some old screenshots and git logs... looks like the LTC-4000E traffic signal controller was initially released just short of 7 years ago. |
| 05:45 |
cheapie |
I wonder how many are in use now? |
| 05:46 |
cheapie |
...and also whether anyone has gotten around to competing with it yet. |
| 05:46 |
muurkha |
on Minetest servers? |
| 05:48 |
* cheapie |
nods |
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| 12:42 |
shaft |
How do you detect that an entity is dead/removed? |
| 12:43 |
shaft |
Using a variable linking to the Lua entity. |
| 12:45 |
rubenwardy |
obj:get_pos() == nil |
| 12:46 |
shaft |
thx |
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| 13:38 |
MTDiscord |
<mistere_123> In what cases does that happen? |
| 13:39 |
MTDiscord |
<luatic> MisterE: When the object was removed, for example because you called obj:remove, or because the object was deactivated. |
| 13:40 |
MTDiscord |
<mistere_123> How long does it stick around, then? Long enough to finish the tick/globalstepx |
| 13:41 |
MTDiscord |
<mistere_123> ? |
| 13:43 |
MTDiscord |
<warr1024> Probably. If you just guard again nil pos at the top of every callback then you more or less don't have to worry about it. |
| 13:51 |
Krock |
objects never turn invalid within a callback (unless you've somehow got them to work inside the new async environment) |
| 13:51 |
MTDiscord |
<luatic> or unless you make the frequent mistake of invalidating them yourself using :remove ;) |
| 13:51 |
Krock |
right. :remove() is also an instant invalidation |
| 13:51 |
MTDiscord |
<luatic> (so remember to return from the callback after you've :removed the object, kids) |
| 14:10 |
MTDiscord |
<warr1024> I pretty much always tail-call remove anyway. I don't think ent callbacks that I would ever remove from actually use the return value anyway, if there even is one |
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| 16:05 |
YearOfFuture |
I recently started translating the engine using Weblate. Is there any guidelines, rules or instructions regarding translations? I cannot find any. |
| 16:13 |
MTDiscord |
<warr1024> Seeing how weblate has space for instructions and such, if there aren't any, then it seems like you'd probably just do the obvious thing. I think you have to accept that your work will be licensed under the license specified by the project. |
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| 21:24 |
Mantar |
Anybody know if there' s mod library or something with a fake player object already coded up? It could be useful for testing, but I don't know if it's worth spending the time this afternoon to write one myself |
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| 21:26 |
calcul0n_ |
pipeworks does something like that with node breakers and deployers |
| 21:26 |
calcul0n_ |
but i'm not sure the code can be used as is to really fake a player |
| 21:29 |
Krock |
pipeworks' implementation is pretty solid. torch_bomb also has an implementation, but likely less refined. |
| 21:40 |
Mantar |
Cool, I'll take a look at pipeworks, and see if it'll work |
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