Time Nick Message 00:02 ShadowNinja got it 00:02 VanessaE paste? 00:02 ShadowNinja Pointing at [node under=763,23,-626 above=763,24,-626] 00:02 VanessaE ok, somewhere in this mess... 00:02 * VanessaE looks for the entry 00:03 VanessaE time signature? 00:03 ShadowNinja 19:02:01 00:03 VanessaE looking... 00:06 VanessaE wtf? 00:06 VanessaE ah 00:06 VanessaE found it 00:07 ShadowNinja anything interesting? 00:07 VanessaE http://pastebin.ubuntu.com/5583818/ 00:07 VanessaE took a sec to copy it out 00:08 VanessaE wasn't sure how much of the log was specific to that exact event, so there's a little extra context there 00:09 VanessaE that little half-second abm interval that happened at the same time may be responsible. 00:10 VanessaE also one of our clocks is wrong ;-) 00:15 ShadowNinja the bug may have, er, not occured, it was night and I might have mis-seen it, trying again but this is kind of rare 00:18 VanessaE ok 00:18 VanessaE let me know when you get it for sure - and don't remove/redo it. 00:20 ShadowNinja bug: why must you be so hard to reproduce :-( 00:21 VanessaE because you're looking for it, why else? 00:21 VanessaE like that damn F10 bug. it happened all the time, until someone started trying to reproduce it deliberately. 00:23 ShadowNinja Thats one way to fix issues :-) 00:26 hmmmm hey vanessa, do you think it's possible to try to log into a server with a name that has a unicode character in it? 00:26 VanessaE never tried it 00:26 VanessaE however, 00:26 VanessaE I do know X11 compose doesn't work in formspecs.. 00:26 hmmmm probably not, huh? can't enter unicode stuff in the config file, can't type it into the textbox 00:26 VanessaE not so far as I can tell, no 00:27 hmmmm but if anything is the root of the F10 problem, i'd say that is 00:27 VanessaE Compose is the only way I happen to know of to type such chars 00:27 VanessaE heh? o.O 00:27 VanessaE ok, I'll bite 00:27 hmmmm man, this place really smells like updog. 00:28 VanessaE RAWRF! *chomp*& 00:28 VanessaE wait, what? :) 00:28 hmmmm ? 00:28 VanessaE nevermind 00:28 VanessaE bad joke 00:28 hmmmm grr 00:28 hmmmm i feel ashamed 00:28 VanessaE ? 00:28 hmmmm i guess i'll go hide under there 00:29 VanessaE I meant my comment was a bad joke ;) 00:29 hmmmm oh 00:30 VanessaE "updog" --> dog --> "rawrf!" (barking/growling) 00:30 VanessaE :-) 00:30 hmmmm you totally dodged both of my jokes though 00:30 VanessaE no, I'm just too thick to get them :-) 00:31 hmmmm first, you were supposed to ask "what's updog?" and then i'd say "haha, i made you ask "what's up dog?" 00:31 VanessaE haha 00:31 hmmmm then i tried to make you say "under where?" 00:31 hmmmm at which point i'd exclaim that i made you say underwear 00:32 VanessaE aw put your damn underwear on 00:32 VanessaE or get a towel 00:32 VanessaE ;) 00:32 VanessaE cover yourself ffs. :) 00:32 hmmmm can't 00:32 hmmmm okay i need to stop procrastinating 00:32 * VanessaE plays "The Streak" (Ray Stevens) 00:32 hmmmm I've been trying to work on a paper due tomorrow morning for the past two days but i can never seem to focus 00:33 hmmmm if i shut off all distractions i'll just find something else to be distracted with 00:33 VanessaE in which case, get distracted in code 00:33 hmmmm tomorrow there's going to be a flood of code 00:33 VanessaE or wait 00:34 VanessaE I know the focus problem though.. G*d I am so glad I'm long out of school 00:48 RealBadAngel looks like i finished minetest.get_craft_recipes 00:49 RealBadAngel it can return all registered recipes for given output, not just the last registered one like minetest.get_craft_recipe 00:57 VanessaE maybe it should be named get_craft_recipes_multi 00:57 VanessaE or something similar 01:04 RealBadAngel https://github.com/minetest/minetest/pull/518 01:04 RealBadAngel lookin for single recipes is get_craft_recipe, lookin for all of them get_craft_recipes 01:05 VanessaE the names are way too similar 01:05 VanessaE they are guaranteed to confuse 01:05 RealBadAngel many things are similar ;) 01:08 VanessaE lets try not to repeat such mistakes :) 01:08 VanessaE make it more different than this. 01:08 VanessaE a one-character difference is enough to fall within the realm of "fuck, why doesn't this wo...oh...I have an extra 's' there." 01:08 RealBadAngel if i do look for recipes (not just one recipe) why should i call it different? 01:09 hmmmm get_multiple_craft_recipies 01:09 hmmmm get_all_craft_recipies 01:09 VanessaE the second 01:09 VanessaE get_all 01:09 VanessaE that makes the most sense in fact. 01:09 VanessaE or 01:10 VanessaE actually, no, make it the first one 01:10 VanessaE get_multiple. 01:10 VanessaE get_all migth seem to imply that the *entire* list will be returned 01:10 hmmmm well personally i'd do the second and make what you just said enumerate_craft_recipies 01:10 hmmmm if it were me doing this 01:11 VanessaE that works too 01:11 RealBadAngel so what the name is picked? 01:11 hmmmm i vote for get_all_craft_recipies 01:11 hmmmm as long as it's documented, what it does shouldn't be a problem... 01:12 Exio "fuck, why doesn't this wo...oh...I have an extra 's' there." 01:12 Exio that happened to me, 2 days rewriting code and testing stuff, not working 01:12 Exio i missed a () 01:12 RealBadAngel folks have print. sprint. printf etc and are not complainin ;) 01:13 Exio (in racket/scheme/lisp) 01:13 VanessaE RealBadAngel: because it's too late to complain :-) 01:13 VanessaE but I remember the same issues coding in 6502 asm. LSR -> JSR was perhaps my most common typo 01:14 hmmmm you'd find it right away though.. LSR doesn't take a operand 01:14 VanessaE actually, it does. 01:14 hmmmm ? 01:15 VanessaE LSR A (or just LSR); LSR $nn; LS$ $nnnn; LSR $nnnn, X 01:15 VanessaE and a couple more 01:15 hmmmm oh it can take memory operands 01:15 hmmmm doop 01:16 hmmmm LSR A is implied if there is no operand though 01:16 VanessaE yep 01:16 VanessaE whereas JSR takes only $nnnn I think 01:16 hmmmm maybe indirect addressing 01:16 VanessaE (it's been a while since I last wrote anything serious) 01:16 hmmmm i forget 01:16 VanessaE lemme check on that 01:17 VanessaE nope 01:17 VanessaE only one form, absolute addr 01:17 hmmmm man 01:17 hmmmm what an annoying instruction set 01:17 VanessaE heh 01:17 VanessaE well it was RISC, whaddya want :) 01:18 VanessaE (or at least, an early incarnation of it) 01:18 hmmmm something where you can do a jump table easier 01:18 VanessaE last time I had to do that was with self-mod code. 01:18 hmmmm yeah you're right 01:18 hmmmm i remember reading about it as if it were a "trick" 01:19 VanessaE lesse, it was something like LDY #0: LDA ($nn),Y: STA label+1: INY: LDA ($nn),Y: STA label+2: label JSR $0000 01:20 hmmmm looks about right 01:21 VanessaE fuck, now I have to check that indirect/Y syntax 01:21 VanessaE yup, that was it. 01:21 hmmmm pretty sure that part's good, X is the one with ($nn, X) 01:21 ShadowNinja hmmmm: this is what I was talking about before https://github.com/ShadowNinja/minetest/compare/brackets_in_formspecs 01:22 hmmmm yeah, that's what i was going to merge 01:23 ShadowNinja I mean adding minetest.escape_formspec(), do you approve? 01:23 hmmmm oh... *shrug* 01:24 hmmmm this is such a mess because things weren't done the right way the first time... i don't know... if i were to go back and recognize escape sequences the right way in the formspec code, this wouldn't be necessary 01:24 hmmmm so we'd be adding something to the api and then removing it soon after (or at least until whenever i'd get around to making a permanent fix) 01:25 ShadowNinja I know, it would be great if you rewrote it but this should do the job for now 01:25 hmmmm so i'm thinking maybe you shouldn't add that lua api exactly, but keep the other stuff 01:25 ShadowNinja no, you would just have to change it and noone would have to rewrite their scripts 01:25 hmmmm yea 01:26 ShadowNinja from [ to \( to [ to \[ 01:26 ShadowNinja so it should stay 01:26 hmmmm in its present state, if people were to start using "formspec_escape", and it's removed later on, that'll mess everything up 01:26 ShadowNinja why would you remove it? 01:27 hmmmm because it wouldn't be necessary after formspec's parser was fixed 01:27 ShadowNinja how would you fix it then? 01:27 hmmmm make it not skip to the first occurances of [ and ] as tokens 01:28 hmmmm i'd check if it's [ or ] and not part of an escape sequence 01:28 ShadowNinja then you would escape [ with \[ etc? 01:28 hmmmm yes 01:28 ShadowNinja then you can just change that in escape_formspec 01:28 Exio what is the [ and the ] at this moment in the formspec? 01:29 ShadowNinja \( and \) 01:29 hmmmm wait, when is formspec_escape() supposed to be used exactly? 01:29 ShadowNinja but it might be changed so use the function 01:29 ShadowNinja it just changes [ to \[ etc 01:30 hmmmm this is to be used on the individual fields for formspec, but not the formspec string itself 01:30 ShadowNinja a little shorter and more readable 01:30 ShadowNinja yes 01:31 hmmmm so you'd be doing something like local formspec_string = minetest.formspec_escape(yournamehere) .. "[" .. minetest.formspec_escape(yourparamhere) .. so on .. "]" 01:31 hmmmm and then minetest.create_formspec(formspec_string) or w/e the api is 01:31 hmmmm ? 01:31 ShadowNinja one sec let me show you an example 01:31 hmmmm ok 01:32 ShadowNinja http://pastebin.ubuntu.com/5583993/ 01:33 hmmmm woah 01:33 ShadowNinja my working luacontroller code 01:33 hmmmm how do you work with this crap? 01:33 ShadowNinja ? 01:34 hmmmm meh nevermind, alright works good 01:34 hmmmm that api should stay then 01:34 ShadowNinja good :-) 01:35 ShadowNinja btw when does feature-freeze end? 01:36 RealBadAngel hmmmm, updated the pull with "all" 01:36 hmmmm tomorrow 01:43 RealBadAngel well, at last i will be able to fix crafting guide 01:43 RealBadAngel no more funny hooks which stopped to work lately because of some other changes 02:16 RealBadAngel hmmmm, any chance for this to get into 0.4.5? 02:19 hmmmm n...no 02:26 VanessaE but as said, nothing stops 0.4.6 from being releases like right after 02:26 VanessaE (or as needed of course) 02:26 RealBadAngel i could repair UI then, it stays broken for some time already 02:27 RealBadAngel old trick with hook stopped to work and theres no way to fix it anymore 02:33 VanessaE damn 02:33 VanessaE well at least you've found a more optimal solution anyway 02:37 RealBadAngel optimal? working 100$ 02:37 RealBadAngel % 02:37 RealBadAngel even when hook worked it wasnt able to catch all the recipes 03:19 RealBadAngel im trying to solve now formspec problem with events 03:20 RealBadAngel if a textbox got updated (s.send == true) fields can access it 03:20 RealBadAngel which means callback can handle it 03:21 RealBadAngel but when a button is clicked theres no way to access textbox content 03:23 RealBadAngel and idk what to do, pass to fields also all edit boxes but as a different values? i mean the content not events 03:23 RealBadAngel before fields.name was both an event and the content 03:42 VanessaE not really sure 03:42 VanessaE isn't there some just-less-than-global array you can pull that info out of? 03:42 VanessaE if not, you need to create one somehow 03:44 RealBadAngel i think i will create two of them 03:44 RealBadAngel old fields will be used to indicate send as before 03:45 RealBadAngel second, new one will hold current values of all edit boxes currently in formspec 03:47 RealBadAngel and fields.editboxname if will exist will hold new value (and indicate change of it) 03:48 RealBadAngel second table inputs.editboxname will also hold its current value but aviable all the time, not as an event 03:49 RealBadAngel so another event can access all the inputs 03:49 RealBadAngel does it makes any sense? 03:56 VanessaE hmmmm: although your emergethread work has stopped the worst of the hangs, there's still one guaranteed way to hang the server up: do some worldedit function that moves say 100k nodes. it takes a good couple of minutes *after worldedit is done* before the client receives the new map data 03:56 VanessaE in the meantime, it just sits there, nothing being logged, nothing happening on the client, not responding to commands -- but worldedit has long since finished what it was doing 04:07 hmmmm let's see here... you're moving nodes, reading then writing them. so what worldedit does is tries to grab the node, if the block where one should be doesn't exist, it emerges it, then grabs it. it builds up this buffer, and then writes them to other blocks which may or may not already exist in memory and need to be emerged. all of this is happening and the server can't do anything, including selecting blocks to send to the client, and not sending an 04:07 hmmmm y block modifications 04:08 hmmmm i suppose the apparent hangup is the server thread still attempting to queue up the node modifications in the packet send queue to report to you 04:09 hmmmm which wouldn't be related to the emergethread 04:09 VanessaE oh ok, well just thought I'd point it out 04:09 hmmmm now, does it have this behavior before my patch? hm? 04:09 VanessaE yep 04:09 hmmmm well 04:09 VanessaE your path had no effect on it 04:09 VanessaE patch* 04:10 hmmmm of course not, it's out of my control 04:10 VanessaE well someone will surely find the issue 04:11 hmmmm i just explained what the issue must be 04:14 VanessaE s/find/fix/ 04:23 hmmmm how far did you move these blocks exactly? 04:29 VanessaE about 190 nodes in the z direction, then down 90 in the Y direction 04:29 VanessaE the region being moves had a volume of around 130k I think 04:29 VanessaE moved* 04:32 hmmmm yeah - it doesn't matter. it's not a bug like you say it is. minetest simply was not designed to move such masses around with worldedit 04:32 hmmmm this cannot be "fixed" 04:34 VanessaE surely it can me 04:34 VanessaE hanging for a few seconds is one thing 04:35 VanessaE hanging to 2-5 minutes is ridiculous 04:35 VanessaE be* 04:35 hmmmm you think so but you don't realize how much i/o needs to be done 04:36 hmmmm and then there's the latency introduced by the network layer 06:12 VanessaE well /clearobjects is now officially useless :-) 06:25 thexyz VanessaE: i guess that problem only occurs with nodeboxes exceeding -0.5,-0.5,-0.5,0.5,0.5,0.5, doesn't it? 06:25 VanessaE which?> 06:26 VanessaE the clearobjects thing? 06:26 thexyz http://forum.minetest.net/viewtopic.php?pid=73727#p73727 06:27 * VanessaE looks 06:27 VanessaE oh that 06:28 VanessaE actually no, it affects for example, your/pilzadam's signs mod too 06:28 VanessaE anything that's somewhat thin 06:28 VanessaE and my homedecor doors, 06:29 VanessaE which are standard-size nodes not exceeding +/- 0.5 06:29 VanessaE I think it's more a matter of the size of the *selectbox* rather than the model 06:29 VanessaE but then, that doesn't explain why it affects signs 06:30 thexyz too bad the image is not here anymore 06:30 VanessaE maybe I have it cached. 06:31 thexyz because i can't understand the problem 06:31 VanessaE hold 06:31 thexyz can you upload it somewhere? 06:31 VanessaE sure if I can find it 06:32 VanessaE oh ffs.. what moron organized firefox's cache? >:-( 06:33 VanessaE screw it, I'll make an equivalent 06:35 VanessaE GRR 06:37 * darkrose offers a chew toy 06:37 VanessaE now that I want to reproduce it I can't. 06:37 VanessaE except with my homedecor doors. 06:42 VanessaE thexyz: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/door-select.png 06:43 VanessaE on the left, I am pointing at the edge of the door, which is correctly highlighted, but if I move my pointer over just a bit to the left, the selection box falls through and the object behind the door is selected instead 06:43 VanessaE that particular door has a selection box that is 1.0 tall, 0.5 wide, and something like 0.25 thick 06:44 VanessaE (both halves have the same size of select box, positioned to cover the whole door no matter which half you point at) 06:44 VanessaE for some folks, this happens with default doors too 07:42 VanessaE I'm out for the night. 14:18 RealBadAngel hi all 19:08 thexyz hmmmm: are we ready for release? 19:12 Jordach oh, btw, have you seen pull #520? 19:12 thexyz yes 19:14 thexyz wow, i love it 19:14 thexyz > Drawforms are very similar to formspecs, but have a comletely different syntax. 19:15 Jordach > Working on item holding for EVERYONE!!! 19:16 sfan5 ?O/ 19:16 sfan5 *?o/ 19:16 sfan5 **\o/ 19:17 Jordach this REALLY needs to be merged with HEAVY testing 19:17 thexyz i don't think that'll be merged all-at-once 19:18 thexyz some things should be fixed firstly 19:18 Jordach thexyz, LUA HUD 19:18 thexyz for example, this https://github.com/blue42u/metology/blob/master/src/game.cpp#L1114 should be moved to util/string.cpp 19:19 thexyz and StringToNumber already exists 19:21 ShadowNinja I think the particle stuff should be removed in favor of the client-side ones by jeija 19:21 thexyz yeah 19:24 VanessaE https://github.com/minetest/minetest/issues/522 19:24 VanessaE if anyone cares. 19:25 VanessaE figured I'd get the debug spew + backtrace as long as it's available. 19:28 VanessaE this is probably what crashed my server yesterday when I was out, I've got folks building out to +/- 1500 already, and most of that is new, unexplored terrain at present 19:31 thexyz "Invalid block data in database" 19:31 thexyz See debug.txt. 19:31 thexyz You can ignore this using [ignore_world_load_errors = true]. 19:32 VanessaE yes I know 19:32 VanessaE but that doesn't explain why it wrote invalid data in the first place. 19:32 rubenwardy does Minetest use Irrlicht 1.8? 19:32 VanessaE rubenwardy: my install does. 19:32 rubenwardy ok 19:33 thexyz VanessaE: i don't think it did 19:33 VanessaE thexyz: read failure then? 19:33 PilzAdam rubenwardy, we will use 1.7 until debian stable has 1.8 in its repos 19:33 thexyz not use but support maybe? 19:33 rubenwardy but it works with 1.8 19:33 rubenwardy ? 19:33 thexyz it works with both 19:33 rubenwardy ok 19:34 rubenwardy someone was wondering whether upgrading to 1.8 would break Minetest 19:34 thexyz nope, it works fine 19:34 rubenwardy :P 19:35 thexyz VanessaE: no idea 19:35 thexyz broken hdd? broken fs? 19:35 VanessaE doubt it 19:36 proller PilzAdam, will wait debian for 2-3 years? 19:36 thexyz pkill -9 minetest? 19:36 * VanessaE shrugs 19:37 proller evreone will use Irrlicht 3.0 and in debian 'fresh' 1.8 19:37 VanessaE hmmmm did say this issue needs looked at/fixed, which is why I went ahead and filed it, for the sake of having it on record. 19:38 thexyz hm.. http://forum.minetest.net/viewtopic.php?pid=73812#p73812 19:44 proller reading http://stackoverflow.com/questions/9191668/error-longjmp-causes-uninitialized-stack-frame ... 19:51 proller there is no nosignal when sending announce 19:52 proller serverlist.cpp 260 lines+ 19:54 proller fix - http://paste.org.ru/?063zo3 19:54 proller commit it who can 19:55 thexyz both curl_easy_setopt(curl, CURLOPT_NOSIGNAL, 1); are already here 19:55 proller hm.. git 8( 20:05 proller path change in git 20:56 VanessaE G*D DAMN IT! 20:56 thexyz ? 20:56 VanessaE that fucking bug just destroyed part of my map! 20:57 thexyz how so? 20:57 VanessaE that supposed invalid data issue 20:57 VanessaE it re-generated over a road 20:57 VanessaE same sort of thing redcrab was having problems with a while back 20:57 thexyz hm.. 20:57 thexyz could it be because of sqlite? 20:57 thexyz is your map >4gb? 20:57 thexyz (i actually have no idea how's that related) 20:58 VanessaE not even close to it 20:58 VanessaE it's more like 250 MB or so 20:59 thexyz hm.. 20:59 VanessaE man this shit's gotta STOP. 21:00 VanessaE THIS is why I voted to let the feature freeze remain in place for a while longer 21:02 thexyz why? 21:02 VanessaE because bugs like this cause data loss 21:02 VanessaE data loss bugs are stoppers. 21:02 VanessaE you DO NOT make a new release with a bug this bad. 21:02 thexyz last commit to serialization.cpp (apart from changing things like copyright year or dropping -c55) is from Date: Sun Jul 22 20:29:09 2012 +0300] 21:04 thexyz i'm pretty much sure this problem is not minetest's failure 21:06 thexyz improper shutdown may be the cause 21:10 VanessaE the only "improper" shutdowns that happen here are if the server crashes. 21:28 hmmmm yeah we're almost ready for release 21:28 hmmmm just need to bump the version 21:28 thexyz did you read VanessaE's messages? 21:28 hmmmm what 21:28 hmmmm the irrlicht thing? 21:28 thexyz http://irc.minetest.ru/minetest-dev/2013-03-04#i_2912141 21:29 hmmmm oh that 21:29 thexyz http://irc.minetest.ru/minetest-dev/2013-03-04#i_2911946 21:29 thexyz that too 21:29 hmmmm a backtrace? 21:29 hmmmm so it can be readily replicated? 21:29 VanessaE it destroyed part of my map, I'm rebuilding a few structures now - the damage wasn't major thankfully 21:29 hmmmm you didn't have a backup? 21:30 hmmmm okay woah 21:30 hmmmm let me make sense of this 21:30 VanessaE sure I have backups, but nothing in the last couple of days - the server's being built on so fast now that anything older than 1 or 2 hours is too old 21:30 thexyz are there any tools to replace a single block in map.sqlite? 21:30 hmmmm reportAction() stuff is normal 21:30 hmmmm right? 21:30 hmmmm thexyz, sure, it's 'sqlite3' 21:31 thexyz how about replacing it without much headache? 21:31 thexyz well, it won't be hard to write one anyway 21:31 hmmmm not yet 21:31 hmmmm that was on my list honestly 21:32 hmmmm alright well let's see here 21:32 hmmmm decompressZlib 21:32 hmmmm zlib writes it, zlib can't decompress it 21:32 hmmmm it's obviously there.. right? would be nice if we knew the length of the inflate it tried to do 21:33 VanessaE I had to disable checking for map errors on load (as thexyz suggested)...when it came up, blam. a chunk of map east of the spawn got regenerated - some stuff was still there, some was destroyed - and some was covered over in dirt that I know for a fact was never as high as it was found to be 21:33 thexyz ughh.. 21:34 thexyz that's what this setting is supposed to do 21:34 VanessaE yeah ugh 21:34 hmmmm just generate anew if the block coudn't be loaded 21:34 hmmmm but that's not what the intention is 21:34 hmmmm the intention is to just keep the server alive if there was a read error 21:34 hmmmm what happens is that the read fails and it generates it because it couldn't get it from disk 21:35 hmmmm so what we do is have three states for loadBlock: success, not on disk, failure 21:35 hmmmm on failure we drop out of the loading completely, or something, shrug. 21:35 hmmmm but not overwrite the data, anything but that 21:35 VanessaE there, server restarted without that flag in place 21:35 VanessaE if it happens again maybe you guys can tell me what to do to get some useful info out of it 21:36 hmmmm i'd have you add a line of code to print out the length 21:36 hmmmm soo =/ you'd have to restart anyway 21:38 VanessaE fwiw, the pattern of regeneration makes no sense. for example, dirt, on top of cobble that I know I placed before - but dirt below it too that wasn't there 21:42 VanessaE s/dirt/dirt_with_grass/g 21:43 hmmmm // TODO: Block should be marked as invalid in memory so that it is 21:43 hmmmm // not touched but the game can run 21:43 hmmmm yeah... we should do that sometime, huh 21:44 thexyz hmmmm: so, are you going to bump the version right now? 21:44 hmmmm yeah 21:46 hmmmm well, decompressZlib fails on line 347 of mapnode.cpp and throws a SerializationError that isn't caught until loadBlock() 21:48 hmmmm it either fails with Z_ENED_DICT, Z_DATA_ERROR, or Z_MEM_ERROR. 21:49 hmmmm oh, Z_DATA_ERROR derp, zerr() is called 21:52 hmmmm well, logically, if a certain block fails to load once, wouldn't it keep failing to load every time a load is attempted? before it was regenerated, it seems that (-15, -1, -27) was loading fine... right? what i actually need to know is if these are random, intermittent errors happening on different blocks each time, or if you encounter a bad block, it stays bad until the map is resaved 21:56 hmmmm so the solution here would be to make ServerMap::loadBlock(std::string *...) return a bool indicating failure or success, and return false in the catch statement. then, in ServerMap::loadBlock(v3s16), i guess what we could do is have it take another parameter for a failure reason. so we'll make it so that when it returns NULL and the status is not okay, then there was a serialization error and we should not touch the block further, perhaps set a flag 21:56 hmmmm that it's invalid so it doesn't get saved or modfied. 21:56 hmmmm which i'll do after i eat 22:02 hmmmm nobody finished the changelog... 22:17 iqualfragile1 please think about and agree on guidelines for modmakers, these should include: choosing the right license, puting your mod into a repository, splitting the mod (kiss) if there are too many features, indentation (…) and publish those guidelines in an official place 22:18 iqualfragile1 that would make life a lot easier (at least for me) 22:18 iqualfragile1 also it could help if you try to add some mod to the default game (license) 22:36 proller hmmmm, can you make git tag 0.4.5 22:37 VanessaE also another point of note, hmmmm: I have stone walls and paths here and there in the erroneously-re-generated area. new ores were placed into the stone. 22:37 VanessaE though that's surely just an artifact of the mapgen being run normally 22:42 Exio lol? new ores? 22:44 VanessaE as in copper, coal, etc appearing where it wasn't before. 22:44 VanessaE (and where it could never have been e.g. there was never stone in that location before I built there)