Time Nick Message 00:18 dannydark hmmmm: did you want me? 00:23 RealBadAngel so? https://github.com/celeron55/minetest/pull/402 can this be merged? 00:23 dannydark *https://github.com/celeron55/minetest/pull/406 ^ 00:24 RealBadAngel yeah 00:25 dannydark ^_^ 00:25 RealBadAngel i had to reformat it 00:25 RealBadAngel 406 is the one 00:27 dannydark seems fine to me, I'm just having a play with it would be nice to have the option to limit the amount of fruit on a tree 00:28 VanessaE dannydark: fruit_chance = number 00:29 dannydark ah nice I read that wrong, thought that was the chance of the tree being a fruit tree. my bad ^_^ 00:30 RealBadAngel it is also 00:30 RealBadAngel 0=non fruit tree 00:31 RealBadAngel add fruit="acorn" and fruit_chance=10 to get oak fruits :) 00:32 dannydark yeah makes sense now thanks :D 00:46 hmmmm hey! 00:47 dannydark howdy :D 00:47 RealBadAngel hey hmmmm 00:47 hmmmm yeah how did you find out 00:47 hmmmm hi 00:47 dannydark was just reading through the logs 00:47 hmmmm what did you do exactly to merge my branch with 0.4.4? 00:47 hmmmm i want to do that 00:48 hmmmm i would say it's ready 00:48 dannydark you ain't going to like it haha, I manually merged it 00:48 hmmmm ouch 00:48 RealBadAngel hhehehe 00:48 hmmmm =| 00:49 hmmmm you didn't use any git tools or anything? 00:49 dannydark yeah well I also have a few other peoples branches merged in the same local copy haha 00:49 dannydark nope lol 00:49 dannydark well I used git to see the diffs 00:49 hmmmm yea 00:49 dannydark but manually merged as to not break the other changes 00:49 hmmmm hrmm 00:50 dannydark I could merge your branch with latest 0.4.4 if you want? I've got a couple of hours to kill anyway haha 00:50 RealBadAngel brb 00:51 hmmmm eeh that's a bit too much trouble 00:51 hmmmm i wouldn't expect you to do that at all 00:51 dannydark nah I don't mind 00:51 dannydark I was going to merge your last 4 commits anyway as I don't have them yet 00:51 hmmmm yea 00:52 dannydark then I could just upload it to a branch on my github, which you should be able to pull and make any tweaks etc 00:52 hmmmm wow that's 18 patches 00:52 hmmmm i want to try doing it myself anyway 00:52 hmmmm alright i think i'm up to it 00:52 dannydark thing is, I don't mind merging them if it means that its helping you out and it gets the mapgen changes closer to being merges 00:52 dannydark merged* 00:53 dannydark yeah ok no worries mate ^_^ 00:53 hmmmm thanks though 00:53 dannydark no worries, sorry I didn't have some sort of magic solution hehe 00:55 dannydark There probably is better ways of doing it, but I quite like manually merging as it helps with learning the code ^_^ which is always useful 01:04 * grondilu had a segmentation fault when connecting to redcrab 01:05 * hmmmm wonders if grondilu has any relevant information about the segfault 01:05 grondilu I don't know. I see nothing interesting in the debug.log 01:06 grondilu I use the latest git code under debian sid 01:07 grondilu maybe I could run it with --verbose ? 01:08 * grondilu tries that 01:08 dannydark hmmmm: https://github.com/kwolekr/minetest/blob/1363bded98709a35d14b5b427430f8c248794111/src/defaultsettings.cpp#L131 < this probably isn't needed anymore 01:27 hmmmm ahh yes good point 01:27 hmmmm didn't see that 01:28 dannydark hehe ^_^ 01:28 * grondilu managed to connect 01:28 dannydark I only spotted it because I had grouped all the mapgen related stuff at the bottom (like you have with your new latest commit) 01:29 grondilu I had forgotten to add minetest_game in my games/ directory. Seems to make a difference 01:29 hmmmm ah 01:29 hmmmm there's a detail that'd help 01:29 hmmmm I'll have to check it out sometime later 01:30 hmmmm if you experience a segfault, of course there's not going to be any debugging information in debug.log with any debug level 01:30 hmmmm unless it was caught 01:30 hmmmm by an exception handler 01:42 grondilu yeah normally it shoudl dump a core or something, right? 01:55 dannydark hmmmm: well all worked fine on my linux system but I had a few problems on my Windows system, one being "identifier "int64_t" is undefined" which can be fixed by adding "#include " to the includes 01:56 dannydark and the other is "identifier "strsep" is undefined" 02:00 dannydark hrrmm, looks like strsep() is for *nix based systems only ¬_¬ I will see if I can find any alternatives or maybe we should add the function to one of minetest's util headers? 02:04 hmmmm oh shoot sorry 02:04 dannydark found this: http://paste.ubuntu.com/1505274/ on the site mentioned in the paste 02:04 hmmmm I didn't realize strsep() isn't on windows 02:05 * hmmmm wonders if strtok_r is available on windows 02:06 dannydark I saw that mentioned (apparently it is) but someone was saying it didn't handle empty fields, don't know if thats needed? 02:07 hmmmm the string tokenizing function you pasted? 02:07 dannydark or well "strtok" http://stackoverflow.com/questions/8512958/is-there-a-windows-variant-of-strsep 02:07 hmmmm no, i need strtok_r() 02:07 dannydark ok will check now 02:07 hmmmm that's fine i'm checking 02:08 dannydark looks like windows doesn't have it 02:09 hmmmm yeah, they named it strtok_s 02:09 hmmmm so we'll just do #define strtok_r(x, y, z) strtok_s(x, y, z) 02:09 dannydark ¬_¬ annoying much, don't see why they didn't just keep it the same across all platforms 02:10 hmmmm again - sorry, i didn't realize that strsep() wasn't on windows when i wrote this 02:10 * hmmmm goes to rework his code a little 02:11 dannydark its fine ^_^ I'm used to having the same issues crop up at work when we are trying to keep cross platform compatibility, sometimes you just get too used to one platforms functions and just expect them to be on others 02:22 RealBadAngel dannydark, btw, http://realbadangel.pl/fruit_chance.png fruit_chance=70 ;) 02:23 dannydark oh nice haha ^_^ 02:25 RealBadAngel also this is now possible: http://realbadangel.pl/leaves.png 02:25 dannydark oh whoa, two types of leaves? 02:25 RealBadAngel yes 02:26 RealBadAngel in fact you can abuse fruits to get 3 02:26 dannydark nice :D 02:26 dannydark has your latest patch been merged upstream? 02:27 dannydark oh nevermind I've got your pull request link somewhere here 02:27 dannydark going to merge it with my local copy on this system so I can have a play around with it again, I was trying to get some nice looking jungle trees...but ended up with some weirdly shaped arch things haha 02:28 RealBadAngel https://github.com/celeron55/minetest/pull/408 02:28 dannydark cheers mate 02:30 RealBadAngel http://realbadangel.pl/jungle.png 02:31 hmmmm hey dannydark, you didnt' have any other issues compiling with windows? 02:31 hmmmm did you use MSVC? 02:32 dannydark hmmmm: yeah using MSVC11 the only two issues that appeared was strsep() and int64_t being undefined (which I fixed by adding "#include " to the includes 02:32 hmmmm interesting, i wonder why __alignof__() wasn't a problem 02:32 dannydark not been able to do a full compile yet as the build was failing with them 02:33 dannydark I'll run a full rebuild now 02:33 RealBadAngel how do you like jungle trees? 02:34 dannydark RealBadAngel: there nice, although It would be nice if they had a larger top part (similar to the original jungle trees in minetest if you ever saw them?) 02:35 dannydark hmmmm: yep just strsep() and int64_t 02:35 RealBadAngel we are workin on it 02:35 dannydark hmmmm: the rest compiles fine. 02:36 dannydark RealBadAngel: nice can't wait to see them :D I still really like your large oak trees, would be nice to have them upstream maybe biome specific not quite sure what the biome would be though hehe 02:37 RealBadAngel plains? 02:37 hmmmm ugh that stuff :/ 02:38 RealBadAngel we do have textures ready for like 10 kinds of trees by now 02:38 hmmmm that's good 02:38 RealBadAngel what we do need are decent models 02:38 hmmmm the sooner i can get this done, the sooner i can get working on that 02:38 dannydark yeah plains could work, although in small quantities 02:39 RealBadAngel also fruits like cones, acorns etc shall be done 02:40 * VanessaE pats herself on the back for figuring out a functional axiom/rules for the aforementioned jungle trees :) 02:41 dannydark I also asked PilzAdam if he was planning on updating his trees in the farming mod to use the new treegen, he replied that he may at sometime so that would be nice that would be 3/4 more tree types done too 02:42 * dannydark pats VanessaE on the back for the good work :D 02:43 RealBadAngel technic already has l-systems rubber tree 02:44 dannydark yeah got that :D updated to latest git a few moments ago 02:51 hmmmm hey dannydark, was anything said about uintptr_t? 02:51 dannydark nope 02:51 hmmmm odd 02:52 hmmmm ah, no, it's included in stddef.h 02:52 hmmmm going by this http://msdn.microsoft.com/en-us/library/323b6b3k.aspx 02:52 hmmmm i used to test my stuff on windows, but it's gotten too problematic for me 02:52 RealBadAngel http://realbadangel.pl/jungle2.png 02:53 hmmmm what's with the redaction? 8) 02:53 hmmmm although those trees do look awesome 02:53 hmmmm they look much better than i recall when jungles were in 02:54 dannydark yeah they do look nice, the different coloured leaves definitely make them better 02:54 hmmmm this begs the question... when are people going to add vines! 02:54 RealBadAngel no problemo 02:54 dannydark I think VanessaE has a mod that does that 02:54 RealBadAngel add them as fruits 02:54 RealBadAngel and they will start to grow 02:54 hmmmm i want it as part of base 02:58 VanessaE and those tress only show two of the three colors (but will remain that way if one adds vines) 02:58 hmmmm anyway 02:58 VanessaE dannydark: no, actually I don't, but moreblocks does. 02:58 hmmmm thank you very much for finding that problem danny https://github.com/kwolekr/minetest/commit/5659eaff8cd42ba190c38a37ca5496c893e27f9a 02:59 dannydark VanessaE: fair enough I thought I was part of your nature mod ^_^ 02:59 dannydark hmmmm: no worries I'll apply that patch now and test it out :D 02:59 VanessaE dannydark: nature mod is neko259's (he does use my plantlife library to handle some of the growth/spawning therein, however) 03:02 RealBadAngel http://realbadangel.pl/jungle3.png 03:02 RealBadAngel how about now? :) 03:02 VanessaE RealBadAngel: nice. make the jungle tree branches one step longer and I think we have a winner. 03:03 VanessaE also, bring in your security updates. :) 03:03 dannydark hmmmm: sorry to be a pain you also missed the strsep() in the setStruct function 03:04 dannydark RealBadAngel: nice, climbable I hope? :D 03:04 RealBadAngel yeah, just noticed that 03:04 RealBadAngel you can play tarzan around jungle trees lol 03:04 dannydark haha :D 03:18 RealBadAngel http://realbadangel.pl/jungle4.png 03:18 RealBadAngel here you go 03:19 VanessaE EPIC 03:19 dannydark :O nice! 03:19 VanessaE thicken up the leaves on the first and second tiers 03:21 RealBadAngel i made more just :) 03:21 RealBadAngel to not to be so flat 03:22 RealBadAngel http://realbadangel.pl/jungle5.png 03:22 VanessaE it still needs more :-) 03:23 dannydark whoa, looking forward to building a tree house in them ^_^ 03:28 RealBadAngel http://realbadangel.pl/jungle6.png 03:29 VanessaE RealBadAngel: epic. just epic. But maybe too much leaves above/below the tiers. I was thinking more like in the middle of each "platform" to hide the horizontal branches. 03:29 RealBadAngel http://pastebin.com/VUDdq5xX 03:29 RealBadAngel test them yourself 03:30 VanessaE wow, that puts my original rules to shame. 03:30 RealBadAngel no, i just added some branches to it 03:31 RealBadAngel twisted up and down to get more leaves 03:32 RealBadAngel vines are from here: http://minetest.net/forum/viewtopic.php?id=2344 03:32 RealBadAngel we could take the growing one and allow it to grow only on jungle trees 03:33 RealBadAngel when used as fruits it will grow nicely with time 03:38 RealBadAngel yikes it works :) 03:39 RealBadAngel http://realbadangel.pl/jungle7.png 03:39 RealBadAngel just planted them with fruit "vines:vine" and chance 20 03:39 VanessaE too many vines :) 03:41 RealBadAngel but it looks awesome 03:42 RealBadAngel from the ground: http://realbadangel.pl/jungle8.png 03:44 hmmmm haha 03:44 VanessaE very impressive. 03:44 hmmmm sorry again 03:44 hmmmm i knew i was missing something 03:44 hmmmm wow that does look amazing 03:44 VanessaE hmmmm: ^^^^ there's you jungle biome. :-) 03:44 hmmmm nah it's gonna have jungle grass too 03:44 dannydark RealBadAngel: Yes! jungle8 is really nice 03:44 hmmmm like a lot 03:44 VanessaE well yeah of course. 03:44 VanessaE MY jungle grass I hope? 03:44 hmmmm and no cliffs :) 03:44 hmmmm idk, jungle grass 03:44 VanessaE (four levels, growing, and perlin based) 03:44 hmmmm however the user configures it 03:45 hmmmm (however you decide it's nicest, really) 03:45 dannydark hmmmm: yeah sorry, I've found a few other problems now that I replaced the strsep() in the setStruct function I'm guessing MSVC wasn't showing them due to the other errors before ¬_¬ 03:45 hmmmm what are they 03:46 VanessaE hmmmm: right, I guess that'll be part of minetest_game then. 03:47 dannydark The following identifiers are not found: strtoull, strtoll and strtof 03:48 hmmmm fantastic 03:49 dannydark hmm I thought adding stdlib.h would fix it but it seems not, unless they are named differently again 03:49 hmmmm strtof() can be fixed with a #define strtof(x, y) #define (float)strtod(x, y) 03:49 hmmmm as for the other two 03:49 hmmmm i am sure microsoft has some sort of equivalents (they must) 03:50 dannydark maybe strtol and strtoul 03:50 dannydark in stdlib.h 03:50 hmmmm erm no 03:50 hmmmm strtoll can use _strtoi64 03:50 hmmmm as for the unsigned variant... 03:50 RealBadAngel http://realbadangel.pl/the_jungle.png 03:51 hmmmm _strtoui64 03:51 RealBadAngel complete one now :) 03:51 VanessaE RealBadAngel: what, only one size of grass? :) 03:51 hmmmm i do not comprehend why microsoft cannot use standard C++ functions 03:51 hmmmm why 03:51 hmmmm why do they do this shit 03:51 VanessaE hmmmm: three words: vendor lock-in 03:52 hmmmm it's so trivial though] 03:52 hmmmm it's nothing more than a minor annoyance because you can just #define it in most cases 03:52 hmmmm it's like they want to say "haha fuck you, i bet you thought you can just use a standard C++ function for windows" 03:52 hmmmm "well guess what sucker" 03:53 VanessaE maybe but if you stack up enough "minor annoyances" as they would appear to an MS coder trying to port over to a FOSS system, it'll become "fuck this, I'm sticking to MS products." 03:53 hmmmm welp 03:54 hmmmm unfortunately for them, their platform blows so hard that they'd need to be a lot more dedicated for people to make the decision of their application being a windows application or not 03:55 dannydark haha 04:06 hmmmm ohhhh boy 04:06 hmmmm i screwed up my local repo 04:08 dannydark ok added them got rid of those errors, its throwing another now (sorry): error C4716: 'Mapgen::getGroundLevelAtPoint' : must return a value in mapgen.h Line #156 04:08 hmmmm uh oh that stuff 04:08 hmmmm ahggh 04:08 dannydark Also not an error but still get one warning for: 'BiomeDefManager::createBiome' : not all control paths return a value in biome.cpp Line #99 04:09 hmmmm that, i know but is a stupid warning since i use an enum and all enum values are used in the switch case 04:09 hmmmm the former is a bit more difficult 04:10 hmmmm you see the problem with that is if i didn't add a body to that virtual function, it'd complain about "no typeinfo for blah blah blah" 04:10 dannydark its funny how this compiles fine on my linux system and works fine, but Windows just likes creating headaches 04:10 hmmmm =/ 04:22 hmmmm alright 04:23 hmmmm fixed that up the proper way and now i just need to un-screw my local repo 04:23 dannydark ok no worries, whats wrong with your local repo? 04:24 hmmmm i did a revert but then that screwed me up so i did a rest --hard and then i forgot to push my changes right after to the remote 04:24 hmmmm so now it's in this screwed up state 04:26 dannydark ah, sorry probably doesn't help with me giving you these extra jobs 04:42 hmmmm i'd have to fix this anyway 04:54 hmmmm hey alright danny i got that all squared away 04:54 hmmmm i bet it's going to have some other problem now but at least i'm one step closer 04:54 dannydark hehe okies I'll pull that patch 05:01 dannydark ok compiled without any issues that time, all warnings and errors are gone now ^_^ 05:01 hmmmm awesome 05:02 hmmmm also need to find a better place to put windows #defines 05:36 dannydark Have the biome sizes changed in mapgen_v6? they seem much bigger than previously http://i.imgur.com/m2Q4I.jpg which is a good thing :D 05:43 dannydark Right well I better be off to get a couple hours sleep as its nearly 6am and I'm in work at 10:30 haha, night all! 05:44 VanessaE sleep? what's that? 06:03 hmmmm dannydark, they have not 06:03 hmmmm or at least they should not have 06:08 hmmmm i just compiled the latest minetest to compare, and i must say, WTF is with the slow flying if you don't hold down E 06:08 hmmmm this is horrible, who on earth made this change and WHY 06:14 VanessaE PilzAdam did, because ...well... I'm not sure. 06:14 hmmmm please someone change it back 06:14 hmmmm i don't think i can live with this 06:15 VanessaE if you have your descend key set to 'e', it doesn't do that. 06:15 VanessaE there's a big stink about it on the forums, too. 06:15 VanessaE http://minetest.net/forum/viewtopic.php?pid=62398#p62398 06:15 VanessaE well, a little stink. 06:16 hmmmm a worthy stink i'd say 06:18 VanessaE why can't they just use 'f'?? 06:18 VanessaE it's right there next to WASD and so forth 06:19 VanessaE either way I tend to side with you and others, this didn't really need changed. 06:30 darkrose did anyone approve of it, or did PilzAdam just decide to merge it without consensus?.... because that's what it look like 06:32 VanessaE I'm not entirely sure, I kinda missed that. 06:38 darkrose http://irc.minetest.ru/minetest-dev/2012-12-27#i_2759714 <- only mention of it in here, no one commented that I can see 06:43 hmmmm no idea why it's the default behavior 06:43 hmmmm you can turn it off by setting aux1_descends = true 06:48 VanessaE so what's the optimal solution? revert the patch? make it default to off or disabled or whatever? 06:48 hmmmm i have no clue 06:51 hmmmm weird, i'm trying to run a separate instance of minetest with a different port specified in minetest.conf, and it says "port in use" 07:00 hmmmm anyway, i really don't think that should be the default behavior.. i'd have to hold down too many buttons at once 07:01 hmmmm also some people don't have NKRO keyboards so if they have to hold too many keys down at once they won't register 07:01 hmmmm that really sullies the experience 07:03 VanessaE well...we could always market it at emacs users ;) 07:03 hmmmm and what's more is that fly mode does clipping 07:04 VanessaE noclip (h) 07:04 hmmmm i see 07:26 hmmmm i found the reason why the terrain didn't look exactly the same - i copied the np_terrain_higher's seed wrong 07:27 hmmmm instead of +85039 i put +85309 07:27 VanessaE um.. oops? :-) 07:27 hmmmm whoops 07:28 hmmmm as for the caves, i can't get the caves looking exactly the same because i had to fix the x/y x/z thing 14:27 PilzAdam celeron55, if you have some time can you look at this: https://github.com/PilzAdam/minetest/commit/20879b85ff502177034458dd6d00641076c75ea3 ? 16:33 celeron55 PilzAdam: how does that work in singleplayer vs. client-server environments? 16:33 PilzAdam in singleplayer it works fine 16:34 celeron55 and how does it work for older clients, and how do newer clients work on older servers 16:34 PilzAdam older clients will not show the HP bar but get the damage animation when getting damage (red screen) 16:34 dzho it amuses me that, through no planning of my own, this is now window 55 in my irssi instance currently. 16:34 dzho that is all. 16:35 PilzAdam and newer clients on old servers arent effected (they work like old clients) 16:36 celeron55 in that case, and being that short, it's probably good 16:47 celeron55 PilzAdam: i think you have to revert this https://github.com/celeron55/minetest/pull/369 16:48 PilzAdam what about adding a setting for it? "always_fast" 16:48 celeron55 or alternatively make it configurable 16:48 celeron55 "always_fly_fast" 16:49 PilzAdam default = true 16:49 celeron55 i think there has been enough opposition to the change that it should default to true 16:55 PilzAdam should I add it to the GUI too? 16:55 celeron55 dunno 16:57 PilzAdam I have just tested the enable all damage handling patch on one of VanessaE's servers and it works fine with old and new clients 17:06 hmmmm hey celeron, everything is 99.999% perfect 17:06 hmmmm it's almost ready to be merged (how, we're going to have to figure out) 17:07 hmmmm a slight problem, ServerMap::saveMapMeta() is never called though 17:08 Calinou what about other blocks than stone being generated 17:08 Calinou is grass, water, lava, dirt, trees the 0.001%? :-D 17:08 Calinou occupy the stone! 17:08 hmmmm what...? 17:08 Calinou you're talking about your map generation, or...? 17:09 hmmmm i'm talking about the state of the branch as a whole 17:09 hmmmm i'll figure out how to make v7 better some other time, that's not important 17:09 hmmmm alright nevermind, it seems i have to set m_map_metadata_changed manually 17:11 celeron55 so, 1) what branch?, 2) what does it do 17:11 hmmmm the branch i've been working on for the past two months 17:12 celeron55 it's not like anyone would even remember your github account name 17:12 hmmmm it's not hmmmm 17:12 celeron55 that i know 17:12 celeron55 and it is the problem! 17:12 hmmmm anyway it offers fast map generation, initial work on the next generation of mapgenning with biomes, complete configurability of mapgen, 17:13 celeron55 i think people who use a different name in irc than github get like 90% less visibility to their work 17:13 hmmmm makes cloud height user-configurable 17:13 hmmmm uhh let's see what else 17:13 hmmmm this https://github.com/kwolekr/minetest/commits/master 17:13 celeron55 i'd prefer it to be added without the actual implementation of the other generator 17:13 hmmmm any reason why? 17:14 celeron55 is there any reason why to have it there? 17:14 celeron55 if no, then it shouldn't be 17:14 hmmmm some people might try it out....? *shrug* 17:14 hmmmm remove the functionality, or remove the code 17:15 hmmmm removing the code is more difficult 17:15 celeron55 remove the bulk of the code - of course the abstraction layer can be there to allow easy maintenance of branches that implement other generators 17:16 hmmmm and now how about all the biome stuff 17:16 hmmmm it's sort of intertwined with the mapgen 17:17 celeron55 well, the question is, is it part of the interface 17:17 hmmmm BiomeDefManager is 17:17 celeron55 i think there are roughly three parts; the generator, the interface and the configuration/content that is set through the interface 17:18 celeron55 or, well, should be 17:19 hmmmm alright, so that will be removed from the branch to be merged 17:20 PilzAdam celeron55, https://github.com/PilzAdam/minetest/commit/9df7056be8fe47e2a34d279cbabe0f38c6b43839 17:21 celeron55 PilzAdam: fix the indentation of the continued 'if's 17:21 celeron55 otherwise it's fine 17:21 celeron55 (assuming it works) 17:22 celeron55 (that is, indent the second condition line two times) 17:23 PilzAdam oh, okay 17:25 hmmmm you do realize that the changes are being made to 0.4.3, right? 17:25 hmmmm there may be some conflicts 17:28 celeron55 that means you still have a rebase on your to-do list too 8) 17:28 hmmmm i have no idea where to even start with this 17:29 hmmmm dannydark merged my changes with 0.4.4, i asked him about it, he did it manually 17:29 hmmmm yeah doing this manually is nuts 17:31 celeron55 git rebase and git mergetool using kdiff3 or similar is pretty much the only thing you can manage such tasks with 17:31 celeron55 and it will still be painful 17:31 hmmmm alright 17:32 celeron55 or, if you're lucky, it might not be painful - it just depends on how complicated conflicts there are 17:33 celeron55 just remember to make backup branches before doing things you're not sure will go right :P 17:33 celeron55 i can try it too, but chances are it's easier for you because you've made the changes 17:35 celeron55 so, something like this, starting from sitting on your branch: git checkout -b yay_new_branch; git rebase master; (1) git mergetool; ; git rebase --continue; (loop back to 1) 17:36 hmmmm okay 17:36 celeron55 in the end, you should be sitting on yay_new_branch which has all it's commits "raised" on top of master (=rebased on master), and which works 17:36 hmmmm i am installing kdiff3 first 17:37 PilzAdam celeron55, his changes are on the master branch 17:37 hmmmm it looks like it's installing the rest of the kde universe 17:37 PilzAdam so git rebase master wont do anything 17:37 celeron55 PilzAdam: umm... well then that shouldn't be done exactly 17:38 PilzAdam Ill merge this HP thing now 17:38 celeron55 maybe rebase celeron55/master or whatever hmmmm's remote setup is 17:38 hmmmm HP thing? 17:38 hmmmm someone else did the lua bar thing already? aww 17:38 PilzAdam it enables all HP handling if enable_damage = false 17:38 hmmmm oh 17:48 PilzAdam celeron55, VanessaE and I had an argue about wether the fencelike drawtype should be changed to connect to all walkable nodes 17:48 PilzAdam https://github.com/PilzAdam/minetest/compare/master...fencelike 17:48 PilzAdam what do you think about it? 17:49 VanessaE my contention, in brief, is that way too many people use fenceposts for non-fence things and making them connect (i.e. like thexyz's mod) would break the look of too many peoples' structures. 17:59 celeron55 PilzAdam: no 18:09 sapier hello, I've got a discussion the fact that entities are walk through elements. I've created a patch fixing this about a year ago. It's out of date by now. Is there any objection about adding this now? (after I updated it to current branch of course) 18:14 celeron55 i haven't even heard of such a patch 18:14 celeron55 or at least don't remember anything 18:18 hmmmm hrmm 18:19 hmmmm wondering how to rebase onto a branch from a different remote repository 18:20 celeron55 remotename/branch 18:20 hmmmm invalid upstream 18:20 celeron55 (i actually already mentioned that) 18:20 hmmmm i know 18:20 celeron55 well, do you have the remote "remotename"? 18:20 PilzAdam git remote add upstream https://github.com/celeron55/minetest.git 18:21 celeron55 see if "git branch -a" lists it 18:21 hmmmm remotes/origin/HEAD and what not 18:22 hmmmm no it doesn't list it 18:22 hmmmm hrm 18:22 hmmmm i'll figure it out 18:22 PilzAdam git fetch upstream 18:22 hmmmm aha 18:22 hmmmm uh oh 18:23 celeron55 PilzAdam: how do you think that looks https://github.com/celeron55/minetest/pull/366#issuecomment-11963168 18:24 PilzAdam nice 18:24 VanessaE celeron55: +1 for your mock-up,. 18:25 sapier celeron: I haven't filed a push request that time as you didn't seem to be interested in any addons to core 18:26 PilzAdam celeron55, maybe make the connect button a bit bigger 18:26 rubenwardy +1` for mock up 18:26 celeron55 that can be tweaked once we have the code :P 18:26 VanessaE why "Show Available"? 18:26 celeron55 VanessaE: have you tried the branch? 18:26 celeron55 it switches between local favorites and a list fetched from a remote server 18:26 VanessaE celeron55: no, I haven't, but I have talked with Jeija at length about it in private. 18:27 celeron55 the texts of the button should probably be "Show Public" and "Show Favorites" 18:28 VanessaE ah, when we last talked, it was looking like a divided list (similar to a buddy list in Pidgin or so), didn't realize he'd changed his mind. 18:28 PilzAdam the button should be renamed to "server list" or something else 18:28 PilzAdam "Show availible server" sounds like this are all MT servers that exists 18:28 VanessaE Maybe "Favorites" vs. "Web-listed" maybe? 18:28 VanessaE er, -maybe 18:29 PilzAdam wich maybe :p 18:29 VanessaE the second one :P 18:29 rubenwardy or "Show Played Servers" vs "Web Listed Servers" / "Find Servers" 18:29 PilzAdam no, "Favorites" is fine 18:29 darkrose Favourites 18:29 rubenwardy ok 18:29 rubenwardy shorter 18:30 VanessaE the rest I think is perfect the way it is. 18:31 PilzAdam there need to be a configure button too 18:31 PilzAdam (could be empty for now like configure i world selection) 18:31 PilzAdam *in 18:32 celeron55 umm... that button can be added when it is needed 18:32 celeron55 i don't see any use for such now 18:33 VanessaE celeron55: change "CLIENT" (on the left, vertical) to "Server Chooser" or something. 18:33 celeron55 no 18:33 PilzAdam no 18:33 celeron55 the texts are perfect, and can only be made worse 18:33 celeron55 i will revert such changes to infinity 18:33 PilzAdam btw: is there any reason for "Tape and Glue"? 18:34 celeron55 it's the client and the server tape-and-glued together, obviously 18:34 VanessaE well "client" makes no sense on that screen, since you're doing nothing at all with the local client... 18:34 dannydark are the vertical text even needed? as its a tabbed layout so we already know what section we are in by the tab name 18:34 VanessaE but whatevrer 18:35 dannydark s/are/is 18:35 PilzAdam VanessaE, actually its just a "gateway" for the client to the MT universe 18:36 VanessaE heh, interesting way to think of it :) 18:36 celeron55 the texts represent what thing you are actually operating in which part of the UI 18:38 PilzAdam maybe it would be nice to redesign the "Advanced" tab to "Server"; so it cannot be used to connect to servers anymore 18:38 celeron55 never. 18:38 PilzAdam it would be easier for n00bs to understand the concept 18:38 VanessaE PilzAdam: +1 18:38 celeron55 the point is to be able to connect locally with any name without hassle 18:38 celeron55 it's the do-all tab 18:39 dannydark celeron55: Yeah i guess but so does the tab, I could understand having them on the old layout before the tabbed layout was added, but meh its only minor stuff 18:42 celeron55 if somebody adds a tab for only starting a server with the window being used for almost nothing, and implements that cleanly, that could be acceptable 18:43 celeron55 altough, actually that could be just a button left to "Play" on singleplayer 18:43 celeron55 "Start Server" in there 18:43 VanessaE celeron55: a tab that starts a server - which has a controlling terminal for commands/chat would be ideal. 18:46 dannydark ^ or just use minetestserver instead of a tab in the client to start a server and let commands/chat be entered via that console window 18:46 celeron55 minetestserver.exe isn't distributed normally because it just adds more megabytes by duplicating the things minetest.exe already has 18:47 celeron55 minetest.exe --server is the same thing anyway, so i guess you somehow mean that 18:49 celeron55 anyway, people certainly know what to do 18:49 celeron55 then if only somebody actually did it 8) 18:53 dannydark yeah I forgot minetestserver isn't with the normal package (I have it set to compile also on my local copy) but like you said there is also minetest.exe --server 18:58 celeron55 hmmmm: status? 19:17 dannydark hmmmm: sorry to bother you I seem to be getting the odd segfault, so I compiled a debug build to see if I can find the cause and it seems I'm getting a access violation on MapgenV6::base_rock_level_2d(unsigned __int64 seed, irr::core::vector2d p) Line 267 19:18 dannydark Also it seems I can trigger this everytime by creating a new world and trying to connect to it 19:24 sapier are c++ 11 operators allowed in minetest? 19:36 hmmmm dannydark, what was the position it crashed at? 19:38 hmmmm celeron, not going anywhere right now, i have an insurance guy coming any second now to do an inspection 19:54 dannydark hmmmm: node_min and node_max? 20:23 hmmmm that, and p2d 20:26 dannydark both node_min and node_max was {X=0 Y=0 Z=0} and there is no pd2 :S 20:26 dannydark there is p which is {X=548 Y=-457 } 20:26 hmmmm p rather 20:26 hmmmm wow 20:27 hmmmm i think i can safely say that's not my bug 20:27 hmmmm seems like the node_min and node_max there were uninitialized 20:28 hmmmm (initialized by the ctor but that's not the point) 20:28 dannydark weird, i'll try just compiling your branch without any other modifications and see if I still get the same issue 20:31 hmmmm shoot 20:31 hmmmm okay i see the problem 20:31 hmmmm that wasn't called from within the mapgen no doubt 20:31 hmmmm race condition 20:32 hmmmm thanks once again danny, dunno what i'd do without you 20:32 hmmmm (i wonder why i never encounter these bugs...) 20:33 dannydark I got this on my windows system, not checked on linux so probably something todo with windows / MSVS 20:33 VanessaE hmmmm: lack of adequate free time - but you can't watch everything at once, that's what we're for :-) 20:34 hmmmm i do test my stuff 20:34 hmmmm yeah probably something to do with windows, windows has problems (or makes problems more easily detectable) 20:35 hmmmm do you compile with debug on windows? 20:36 dannydark normally release, but I have just compiled a debug version on windows 20:37 hmmmm that's the reason why then.. it must add in bounds checking 20:44 dannydark its fine mate hehe, I feel bad sometimes as I feel I'm giving you too much stuff todo. But I guess its better to find the bugs now and not after it goes upstream. 20:46 hmmmm i love every minute you find bugs like this 20:49 dannydark haha 21:27 hmmmm alright back to fixing 21:27 hmmmm we're fully covered, minus a $250 deductable 21:27 hmmmm still though, in the dead of winter, going 6 days without any heat is pretty bad 21:42 hmmmm dannydark: https://github.com/kwolekr/minetest/commit/e5a25ef1b2902681b61bbcf473af4be4061efbbd 21:43 hmmmm that should also fix problems with spawning inside of the ground if you've been seeing any of that 21:43 dannydark cheers I'll compile and test now, yeah did spawn inside the ground once earlier 21:52 dannydark hmmmm: Yeah thats fixed the issue ^_^ cheers 22:12 sapier I've updated my changes for object <-> object collision from jan2012 to match current stable (it's not quite complete) but I'm requesting for comment about the way its implemented https://github.com/sapier/minetest/commit/ab69ba12b872dcb54b8e6ea3155514d4f16a3149 23:59 dannydark hmmmm: I'm getting the following errors when trying to compile minetestserver on my ubuntu based dedicated server http://paste.ubuntu.com/1508093/