Same as what the title said.
There's no pointer related to this in MapNode, and I also don't find a existing ServerEnvironment, so I posted this for help. This can help me solve one of the currently existing bugs, please help.
Search found 36 matches
- Sun Aug 25, 2024 22:06
- Forum: Partly official engine development
- Topic: How can I get a MapBlock with only knowing the corresponding MapNode?
- Replies: 1
- Views: 500
- Thu Aug 22, 2024 18:04
- Forum: Problems
- Topic: I can't load luacmd mod
- Replies: 3
- Views: 571
Re: I can't load luacmd mod
If you clone it from the , then try to enable it in-game, you'll get: Failed to enable mod "minetest-mod-luacmd" as it contains disallowed characters. Only characters [a-z0-9_] are allowed. The offending character is the - , which is not allowed in mod names. The mod predates mod.conf , w...
- Tue Aug 20, 2024 21:35
- Forum: Problems
- Topic: I can't load luacmd mod
- Replies: 3
- Views: 571
Re: I can't load luacmd mod
And also, after I put it into the mods folder, all mods I had showed twice in the content page, which I later found is the very reason to cause an error when I clicked on the config button.
- Tue Aug 20, 2024 21:29
- Forum: Problems
- Topic: I can't load luacmd mod
- Replies: 3
- Views: 571
I can't load luacmd mod
I downloaded the luacmd mod and put it into mods folder, then I found it's not working. Although I found it in content page, when I use the /lua command, the console just kept giving out `lua is not a valid command`, something like that. Very strange, but I can't understand why it behaved like that....
- Tue Aug 20, 2024 18:37
- Forum: Problems
- Topic: First person hand aimation is annoing
- Replies: 5
- Views: 867
Re: First person hand aimation is annoing
I was going to suggest increasing your field of view, but then I realised the hand stays a constant size regardless: fov_change.jpeg That seems a bit odd to me, probably enough to consider it a bug. At the very least, I think there should be a way to set the visual scale of the hand. That way you c...
- Mon Aug 19, 2024 21:54
- Forum: Partly official engine development
- Topic: [Still needs help]What will happen if a formspec get closed?
- Replies: 2
- Views: 514
Re: What will happen if a formspec get closed?
Have you tried minetest.close_formspec(playername, formname) to close the formspec? Lua API: https://github.com/minetest/minetest/blob/b0107144261f6513bbde95323c9663a71ed8f3c9/doc/lua_api.md?plain=1#L6468 And minetest.register_on_player_receive_fields(function(player, formname, fields)) to check fi...
- Mon Aug 19, 2024 21:27
- Forum: Partly official engine development
- Topic: [Still needs help]What will happen if a formspec get closed?
- Replies: 2
- Views: 514
[Still needs help]What will happen if a formspec get closed?
I only found method related with showing formspec, but none with closing one. So I wonder if I missed something. Could someone help me with this? I've got no idea about it, and that's necessary to me while trying to fix one of currently existed bugs.
- Thu Aug 15, 2024 21:07
- Forum: Partly official engine development
- Topic: Could somebody tell me why it keeps crashing?
- Replies: 1
- Views: 468
Could somebody tell me why it keeps crashing?
In my fix https://github.com/minetest/minetest/pull/14938, I added some code to fix the totally time determined block dumping logic, but it just keeps crashing during the test. I've spent some time checking it out and making some changes to it. I hoped the change work, but actually that didn't help....
- Mon Aug 12, 2024 19:54
- Forum: Partly official engine development
- Topic: Could somebody tell me how to figure out if a block is culled from view by obstacles?
- Replies: 4
- Views: 825
- Mon Aug 12, 2024 19:51
- Forum: Partly official engine development
- Topic: Any advise on fixing death screen issue?
- Replies: 4
- Views: 923
Re: Any advise on fixing death screen issue?
It worked for my players on our Exile servers when I added a way to re-kill yourself via the /respawn command. It now detects that they're already at 0 hp, sets you to 1, then re-sets you to 0. This shows the "you died" formspec again so you could click the respawn button. I'll think abou...
- Mon Aug 12, 2024 19:49
- Forum: Partly official engine development
- Topic: Could somebody tell me how to figure out if a block is culled from view by obstacles?
- Replies: 4
- Views: 825
Re: Could somebody tell me how to figure out if a block is culled from view by obstacles?
I guess you mean how the engine decides if a block is occluded, right? This happens in two places: The server does occlusion checks (with rayasts or so, I believe) to decide which blocks to send to the client. For rendering, the client also does other occlusion checks whenever it updates the block ...
- Fri Aug 09, 2024 10:08
- Forum: Partly official engine development
- Topic: Could somebody tell me how to figure out if a block is culled from view by obstacles?
- Replies: 4
- Views: 825
Could somebody tell me how to figure out if a block is culled from view by obstacles?
Same as what the title said, I need this to fix a bug
- Fri Aug 09, 2024 09:32
- Forum: Partly official engine development
- Topic: Any advise on fixing death screen issue?
- Replies: 4
- Views: 923
- Thu Aug 08, 2024 07:39
- Forum: Partly official engine development
- Topic: Any advise on fixing death screen issue?
- Replies: 4
- Views: 923
Any advise on fixing death screen issue?
Recently when I exploring issue list I found this https://github.com/minetest/minetest/issues/7879 Although I think it's quite funny, maybe it actually is an urgent issue waiting to be fixed. From my past experience it doesn't help to work behind closed doors, so before get into it first of all I wa...
- Wed Aug 07, 2024 06:34
- Forum: Partly official engine development
- Topic: I wonder how to compile MT for android
- Replies: 3
- Views: 676
Re: I wonder how to compile MT for android
If you are ok with Android Studio or are on Windows then download and install Android Studio, then follow the instructions it gives you to download the SDK and such. Then open the "android" folder inside of the source tree which should show up with an Android icon in the Android Studio fo...
- Mon Aug 05, 2024 08:15
- Forum: Partly official engine development
- Topic: I wonder how to compile MT for android
- Replies: 3
- Views: 676
I wonder how to compile MT for android
I need to test on android for dealing with some bugs, could someone tell me how to do this please?
- Mon Aug 05, 2024 03:59
- Forum: Partly official engine development
- Topic: How is air rendered in minetest with glsl?
- Replies: 4
- Views: 2749
How is air rendered in minetest with glsl?
I wonder how empty nodes like air or similar blocks like glass is rendered in minetest, in the glsl src code
- Mon Jul 29, 2024 11:30
- Forum: Partly official engine development
- Topic: Waving liquid issue
- Replies: 0
- Views: 1571
Waving liquid issue
I wonder what is the expected behavior of waving liquid actually. Atm, current behavior of waving liquid sometimes cause rendering going through node downwards. That's an unwanted behavior, I suppose. In the src I found the waving liquid only waves downward on y axis, this might be what causes this ...
- Thu Jul 25, 2024 21:21
- Forum: Partly official engine development
- Topic: I wonder how can a liquid node's side rendered in opengl_vertex.glsl
- Replies: 0
- Views: 1466
I wonder how can a liquid node's side rendered in opengl_vertex.glsl
In shaders.cpp there's a std::string vertex_shader = m_sourcecache.getOrLoad(name, "opengl_vertex.glsl"); processing waving liquid feature, and in `opengl_vertex.glsl` I found pos.y += (snoise(wavePos) - 1.0) * WATER_WAVE_HEIGHT * 5.0; which triggered a bug that made liquid rendering go th...
- Tue Jul 23, 2024 20:43
- Forum: Partly official engine development
- Topic: I wonder how can I get a value from lua state in l_set_hp
- Replies: 6
- Views: 1175
Re: I wonder how can I get a value from lua state in l_set_hp
edit by LMD: *snip* I don't want to seem too pretentious, but you did answer quite a few of my questions, with a lot of useful informations, I can see that. I just wanted to say a thank, which is really sincerely, from my heart, thank you for taking all this time, it really means a lot to me and is...
- Tue Jul 23, 2024 20:34
- Forum: Partly official engine development
- Topic: I wonder how can I get a value from lua state in l_set_hp
- Replies: 6
- Views: 1175
Re: I wonder how can I get a value from lua state in l_set_hp
I've read your answer through, a big thank you for your time spent to write this answer. To me, that's clear enough. Again, much appreciated, I think people's time are the same valuable, and it's really a privilege to me that you spent some of it to help me.
- Tue Jul 23, 2024 19:15
- Forum: Partly official engine development
- Topic: I wonder how can I get a value from lua state in l_set_hp
- Replies: 6
- Views: 1175
Re: I wonder how can I get a value from lua state in l_set_hp
I simply don't know the inner logic of l_set_hp, like how it works, the lua index it uses, like 2 in int hp = readParam<float>(L, 2), and -1 in !reason.setTypeFromString(readParam<std::string>(L, -1)). In other words I don't know which indexes correspond to the reason object in lua and how the part...
- Sun Jul 21, 2024 18:47
- Forum: Partly official engine development
- Topic: I wonder how can I get a value from lua state in l_set_hp
- Replies: 6
- Views: 1175
Re: I wonder how can I get a value from lua state in l_set_hp
I simply don't know the inner logic of l_set_hp, like how it works, the lua index it uses, like 2 in int hp = readParam<float>(L, 2), and -1 in !reason.setTypeFromString(readParam<std::string>(L, -1)). In other words I don't know which indexes correspond to the reason object in lua and how the parts...
- Thu Jul 18, 2024 22:47
- Forum: Partly official engine development
- Topic: I wonder how can I get a value from lua state in l_set_hp
- Replies: 6
- Views: 1175
I wonder how can I get a value from lua state in l_set_hp
int ObjectRef::l_set_hp(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkObject<ObjectRef>(L, 1); ServerActiveObject *sao = getobject(ref); if (sao == nullptr) return 0; int hp = readParam<float>(L, 2); PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP); reason.from_mod = true; lu...
- Wed Jul 17, 2024 21:03
- Forum: Partly official engine development
- Topic: I wonder how every time when there's a change of node formspec, tooltip is reset
- Replies: 6
- Views: 841
Re: I wonder how every time when there's a change of node, tooltip is reset
Could you guys tell me how can I get the present mouse cursor position? I managed to make this tooltip don't go away, but it has to wait for cursor moving to another item to change the tooltip status. I searched in src and forum but I'm not sure, after all there're a lot of related stuff in the src....