Time Nick Message 02:08 proller__ beta version of math mapgen ready: https://github.com/proller/minetest/compare/master...math2 04:33 hmmmm hey guys, if you return 0 in a lua api, it marks that the call failed, but how is that reflected in lua? 04:34 Exio hm 04:35 Exio i think you'll end faster by trying :P 04:35 hmmmm i wouldn't know what i'm looking for 04:36 Exio i mean, print (minetest.stuff) or w/e it is in lua for checking what it returns or so, no idea really how it manages that stuff 04:36 Exio maybe it just returns nil? 04:36 hmmmm ah 04:36 ShadowNinja Do you mean returning 0 from a C++lua api function? 04:37 hmmmm yes... 04:37 ShadowNinja I would imagine you would get nil 04:37 hmmmm anyway, returning nil seems reasonable 04:37 hmmmm i just hope it's not the last argument that was pushed onto the stack 04:38 ShadowNinja you could just lua_pushnil of course. 04:39 hmmmm i could, but i'm not the one doing it 04:39 hmmmm there are lots of apis that, on failure, return 0 but never push a return value to the stack 04:39 hmmmm i could just as well read the official documentation and find out, but i thought asking here would be quicker.... 04:42 hmmmm Taoki, there are a couple questionable things about ParticleSpawner that I am seeing while fixing up the HUD code that I'd like to ask you about... 04:42 hmmmm what is the purpose of Server::spawnParticleAll and Server::spawnParticle? they are _never_ called 04:42 Exio jeija coded the ParticleSpawner 04:42 hmmmm oh, i thought that was taoki 04:42 hmmmm sorry 04:42 Exio hehe :P 04:42 hmmmm jeija is not here, which is inconvenient 04:42 hmmmm and of course not there either 04:43 ShadowNinja he was around today, pushed some commits to mesecons 04:45 hmmmm and now i see why blue42u wanted to use strings as internal IDs for the bars.... the way i envisioned it being done was quite different 04:47 hmmmm i'm gonna change that map to a vector like it probably should be 04:48 hmmmm technically speaking, there was nothing really *wrong* with his original code 04:48 hmmmm it's just that i am not half-assing this... i'd like the bar api to be done well and done right the first time 04:48 hmmmm the way i envisioned it 04:49 hmmmm i really wish i could say that minetest meets or exceeds commercial code quality, like many other FOSS projects, but i can't and it hurts 04:55 Exio https://github.com/minetest/minetest/pull/650 04:55 Exio shouldn't it be closed? 04:56 hmmmm it isn't? 04:56 Exio aw 04:56 Exio did you close it a second after i finished loading it? 04:56 hmmmm yes 04:56 Exio pressed F5 and it is closed 05:00 hmmmm hmmm 05:00 hmmmm i do find myself having to fix a lot of stuff with this feature 05:01 Exio what feature? 05:01 hmmmm the lua hud 05:01 Exio luahud/api? 05:01 Exio ah 05:01 hmmmm it's going to be very nicely done and well polished though 05:19 Exio ha, perfect 05:22 Exio https://github.com/EXio4/minetest/commit/0e79f85312aced31f0cf755e7a8d404eb07d2b0a 05:34 hmmmm i guess i can add that in 05:35 Exio i tried changing the colors for a white crosshair / alpha channel too, and works btw :P 05:47 ShadowNinja how can I check if a node has a certain group from C++? 05:49 Exio there is some code doing that https://github.com/Jeija/minetest/commit/6715fa43c0bed797fc5a5b7cd4a982d8b7b41f3d 05:50 ShadowNinja thanks 05:51 hmmmm there's code that does almost exactly that in itemgroup.h 05:51 hmmmm (the ONLY code in that file) 05:53 ShadowNinja big file, we should split that up a bit ;-) 05:56 hmmmm i guess celeron was expecting the whole concept of item groups to be more grand than it turned out to be 05:59 Exio i would not think he was excepting having a "real" game .. he started using trollfaces for the players 05:59 Exio :P 06:14 ShadowNinja Seriously, what I just wrote is compiling but I might have made ten new warnings, but I can't tell because it is buried under other warnings, is fixing those on your list? 06:16 ShadowNinja now saplings should grow on anything in the grower group, testing is the issue... 06:17 ShadowNinja Can anyone think of a better group name than "grower"? 06:23 Exio i can't 06:50 ShadowNinja hmmmm: issue 643 should be closed 06:54 hmmmm i don't know what issue 643 is and i don't really care about it 06:55 hmmmm just because i'm the only person around at the moment doesn't mean i need to take care of the closure of "issue 643" 06:55 hmmmm especially when i'm going to bed 06:58 Exio good night? 06:59 Exio blue42u opened this issue 3 days ago 06:59 Exio Crash on shutdown (double free) 06:59 Exio issue 643 ^ 07:11 ShadowNinja thexyz: https://github.com/minetest/minetest/pull/654 07:13 ShadowNinja or darkrose, or proller__, anyone with push 07:18 darkrose it's in 07:23 * VanessaE peeks in 09:46 PilzAdam darkrose, we dont want merge commits 09:47 * darkrose doesn't actually care 09:48 PilzAdam they screw up the history and look ugly 10:01 * Calinou doesn't care too 10:01 Calinou the end user WILL care though. 10:02 Calinou "look, the git log is full of merge requests! fugly!" 11:29 proller__ math ready to commit - https://github.com/proller/minetest/commit/3f03fc63d5b57c0d2024ba8552e3473b7e5e6597 11:30 PilzAdam json format? 11:31 PilzAdam I dont think json is good for minetest.conf 11:32 PilzAdam and why do you have so many commented out code in the new file? 11:35 proller__ there is may be 10-20 params for one fractal 11:36 proller__ json is simplest way to specify 11:36 proller__ some comments for remove 11:36 proller__ some contain good params 11:40 proller__ some - mandelbulber prepare, if will be possible include it sources 12:13 RealBadAngel http://pastebin.com/V7nXhBZd 12:14 RealBadAngel for some wondering whats that, it is group "wood" 12:14 RealBadAngel and thus list of items with one can craft default:chest or pick, shovel etc 12:21 RealBadAngel PilzAdam, you there? 12:37 PilzAdam yes 12:40 RealBadAngel im polishin now crafting guide code and saw how "wood" group is used 12:41 RealBadAngel it become a mess 12:42 RealBadAngel folks cannot add wooden (or stone) stuff to logical group "wood" because of recipes... 12:43 PilzAdam proller__, it just goes against any standards that are in minetest.conf 12:45 proller__ i can make not configurable fractals 12:45 proller__ with only one algo selector 12:45 RealBadAngel PilzAdam, any idea how to solve it? 12:46 PilzAdam RealBadAngel, most of the nodes you listed are stairs/slabs/not_cubic_nodes of moreblocks 12:46 PilzAdam these blocks go against the voxel idea 12:46 RealBadAngel yup, those things are made of wood 12:47 RealBadAngel if so then delete imediatelly stairs from default game 12:47 RealBadAngel also slabs ;) 12:47 PilzAdam the slabs and stairs are not in the group wood 12:48 PilzAdam because "group:wood" stands for "a full node that is wooden" 12:48 RealBadAngel no, it reads as thing made of wood 12:48 PilzAdam and wooden tools can be made out of "group:wood" 12:49 PilzAdam not things made out of wood, wooden tools are made out of wood and are not in the group wood 12:49 PilzAdam the group would be called "wooden" or "made_out_of_wood" or whatever 12:49 PilzAdam "wood" means it is woood 12:49 PilzAdam -o 12:49 RealBadAngel wouldnt it be better to use group:planks instead? 12:49 jin_xi "the voxel idea" idk, there are nodeboxes, i think that makes that argument invalid 12:50 PilzAdam planks are called "wood" in the default game 12:50 PilzAdam jin_xi, ehm 12:50 jin_xi +1 for plank group, use wood group for burning only 12:51 RealBadAngel PilzAdam, please try to understand, with such usage of groups it leads to stupid situations 12:52 RealBadAngel wooden things cannot be called wooden 12:52 RealBadAngel stones cannot be added to stone group 12:52 RealBadAngel for example i cant add marble or granite to the stone group because it will lead to marble furnace 12:53 PilzAdam groups are should be used based on how the game uses them 12:53 PilzAdam -are 12:53 jin_xi i think the change to allow crafting from material groups is not fully thought out 12:54 RealBadAngel indeed 12:55 PilzAdam it is meant to avoid copying the same crafting recipe over and over again 12:55 jin_xi sure 12:55 RealBadAngel but side effects are worse than that 12:55 PilzAdam and you cant add the wood group to things where you dont want these crafting recipes 12:55 PilzAdam add goups based on current usage 12:56 PilzAdam and not based on how you would call it IRL 12:56 RealBadAngel so you wont allow to call granite "stone" yes? 12:56 RealBadAngel because it is not a stone, right? 12:56 PilzAdam if I dont want to make the normal stone tools out of granit, then I wouldnt add it to the stone group 12:57 RealBadAngel cant you see your logic error in this? really? 12:58 PilzAdam as I said above, groups should be used based on the existing usage, instead of based on logic 12:58 RealBadAngel rotfl 12:58 RealBadAngel lets throw away logic! its just a game 12:59 RealBadAngel wooden things are not really wooden, stones are made of thin air, because they cannot be stones :P 13:00 RealBadAngel imho youre defending your idea with nonsense arguments and just cannot admit you have screwed it 13:00 PilzAdam who said that it was my idea? 13:01 RealBadAngel you have added those recipes 13:01 PilzAdam based on what lua-api.txt and c55 said about the groups 13:01 RealBadAngel im not against groups 13:02 RealBadAngel im against not well thought usage of it 13:02 RealBadAngel use damn planks for makin a chest 13:02 PilzAdam so you say stone pickaxe is not made out of stone? 13:03 RealBadAngel i say other stones cannot be put in logic group stone because you will force them to be usable in nonsense recipes 13:04 PilzAdam a granite stone pickaxe is the same as a cobblestone pickaxe; what is nonsense in this? 13:04 RealBadAngel marble pickaxe is also cool? 13:05 PilzAdam why not? 13:05 RealBadAngel what about obsidian? 13:05 PilzAdam we make steel out of iron by cooking it in a furnace 13:05 PilzAdam then we can also make marble, granite, cobblestone and stone pickaxe 13:05 PilzAdam wich all have the same specs 13:06 RealBadAngel i see you just dont want to understand. i will add function to unregister (wipe) unwanted recipes 13:06 RealBadAngel my mods will just remove this shit 13:07 PilzAdam make a game if you dont like it 13:07 PilzAdam I really think technic should be a game 13:08 RealBadAngel its not about technic at all 13:08 RealBadAngel its about logic 13:08 RealBadAngel but you already threw it away 13:08 PilzAdam what is not logical in making stone tools out of stone? 13:09 RealBadAngel http://pastebin.com/V7nXhBZd 13:09 RealBadAngel read this group 13:09 RealBadAngel and find there any technic item 13:09 PilzAdam that are nodes that go against the voxel idea 13:09 RealBadAngel wtf is this voxel idea? 13:10 PilzAdam so they of course dont fit the game mechanics for a voxel game 13:10 RealBadAngel where have you dug it? 13:10 RealBadAngel since when we are limited to such nonsense? 13:10 PilzAdam you play minetest and dont know what a voxel game is? 13:11 RealBadAngel im suprised that you are talkin such bullshits 13:11 RealBadAngel like stairs being against something 13:11 RealBadAngel for christ sake, are you on drugs or what? 13:12 RealBadAngel according to your "voxel idea" all similar games are using invalid items 13:13 RealBadAngel mt, mc, terasology, whatever else is out there 13:13 PilzAdam Im not against adding a small amount of stairs/slabs 13:13 PilzAdam but the massive usage of morestairs is clearly too much 13:14 PilzAdam and then you expect it to fit perfeclty into the voxel world? 13:14 RealBadAngel its a mod and its not yours, so hands off 13:14 PilzAdam but you are asking to support such mods 13:15 RealBadAngel im asking to support logic 13:15 jin_xi shouldnt morestairs be able to drop some of its nodes now that 6d facedir is in? 13:15 PilzAdam and changing stuff that is designed for a voxel game to support non-voxel things 13:15 RealBadAngel if not i will allow folks to bring logic back 13:15 RealBadAngel PilzAdam, as i said before, delete then all non-cubic items from game 13:16 RealBadAngel signs, fences, doors, plants, rails..... 13:16 PilzAdam do you actually listen to what I say? 13:16 RealBadAngel theyre raping VOXEL idea 13:16 RealBadAngel yes i do 13:16 PilzAdam you clearly dont 13:16 RealBadAngel but it looks like you dont listen to others 13:16 PilzAdam because you are repeating yourself 13:17 RealBadAngel because im talkin bout the same thing all over? 13:17 RealBadAngel fix the damn recipes 13:17 RealBadAngel because theyre screwed 13:17 PilzAdam no, mods use them wrong 13:17 RealBadAngel see? 13:18 RealBadAngel all over the same 13:18 RealBadAngel next round? :) 13:24 PilzAdam RealBadAngel, do you have an idea what needs to be changed? 13:28 RealBadAngel already told you. add planks=1 group 13:28 RealBadAngel this way all the kinds of planks could be used in all recipes 13:29 PilzAdam then people will add 2D planks with raillike drawtype and say: "You shouldnt be able to make wooden tools out of this plank; the recipes are fucked up" 13:30 RealBadAngel dont think so 13:30 PilzAdam this is exactly what you are doing currently? 13:30 PilzAdam -? 13:30 RealBadAngel wood group shall be used for all the wooden things, planks are a subset 13:31 PilzAdam the default:tree node is not in the wood group 13:31 PilzAdam "wood" is used differently in Minetest 13:32 RealBadAngel yeah, im talkin bout this right now. it is used wrong way 13:36 RealBadAngel using planks in recipes is far more logical 13:38 RealBadAngel and regarding furnaces, picks etc with stone group, use of group shall be removed from those recipes at all 13:39 RealBadAngel here any explanation and change wont help. it is just wrong 13:40 PilzAdam so stone tools out of stone are illogical? 13:40 RealBadAngel marble pick, marble shovel.... 13:41 RealBadAngel obsidian furnace, granite axe 13:41 RealBadAngel is it logical? 13:41 PilzAdam obsidian isnt in the stone group 13:41 RealBadAngel should be 13:41 PilzAdam and the rest: yes 13:41 RealBadAngel because it is stone 13:41 PilzAdam obsidian is more glass than stone 13:42 RealBadAngel but the recipes shall use cobble only 13:42 PilzAdam why? 13:42 PilzAdam stone furnace cant be made out of stone but only out of cobble? 13:43 RealBadAngel because for example some1 would have obsidian tools 13:43 PilzAdam wheres the logic in that? 13:43 RealBadAngel different than basic ones 13:43 RealBadAngel just an example 13:43 RealBadAngel with this you limit usage of all the stones in the game 13:44 RealBadAngel and force everythin to serve just basic items 13:44 PilzAdam the mod authors limit themselves if they add the node to the stone group 13:44 PilzAdam noone forces them to do so 13:44 jin_xi hey guys i think we're complecting the situation... groups should be a convenience thing only to sort out materials like stone or wood and types like block, slab or so 13:46 RealBadAngel by now even with only 3 stones in stone group its is nonsense that processed item 13:46 RealBadAngel like smooth stone serves the same as non processed one 13:47 RealBadAngel also nonsense is not calling rest of stonelike nodes in game stones 13:47 PilzAdam you are differentiate the different kinds of stones too much 13:50 RealBadAngel and about forcing it is you forcing the modders to do illogical things like not calling stonelike nodes stones 13:50 RealBadAngel not vice versa 13:50 RealBadAngel you made limitations 13:51 RealBadAngel and thx to it, when modders would like to put wooden things in "wood" group it ends with 115 possible recipes to craft a chest 13:52 RealBadAngel out of anything wooden 13:52 RealBadAngel instead of just planks 13:52 RealBadAngel please re-think the situation 13:54 PilzAdam the moreblocks argument is invalid 13:54 PilzAdam this mod uses the group wrong 13:55 rubenwardy why is the donations page locked? 13:56 rubenwardy *readonly 13:56 PilzAdam because celeron55_ logs the money he gains in there 13:57 rubenwardy ah ha 13:58 rubenwardy oh, I see 13:58 rubenwardy should use a table rather than a list 15:09 iqualfragile PilzAdam: i think yaml would be better 15:13 sfan5 yaml? 15:13 sfan5 if we add some sort of format to minetest, why not use json as there's already a json library in minetest? 15:14 ShadowNinja comments? https://github.com/minetest/minetest/pull/656 15:15 PilzAdam "grower"? 15:15 rubenwardy "soil"? 15:15 rubenwardy "fertile"? 15:15 RealBadAngel i was about to suggest soil too 15:16 Exio he said that this morning (here and night in some places) 15:20 celeron55_ 22:18:55 < BlockMen> celeron55, would you be ok with a little change at layout? ... <- why? it's not really better or worse or anything, just different 15:21 celeron55_ you could try putting some hills in there or something, if you want to try to make it fancier 15:22 ShadowNinja pull request updated, one more vim fix now... 15:23 ShadowNinja there, it should be ready now 15:24 PilzAdam ehm, soil isnt good 15:24 PilzAdam I use it for farming 15:24 ShadowNinja do you have a better idea? 15:25 ShadowNinja node_that_saplings_grow_on :-) 15:26 celeron55_ it might make sense to change the one farming uses to "farmable_soil" and use "soil" for more regular ground 15:27 celeron55_ (unless there are too bad compatibility issues) 15:27 PilzAdam I could use soil=2 for dry and soil=3 for wet soil 15:28 ShadowNinja Saplings grow on any level of soil 15:29 celeron55_ having the value of the soil group represent the grade of the soil sounds good 15:31 ShadowNinja hmm, yes, trees can grow on any level but special plants require higher levels 15:32 PilzAdam to fit the other groups level system we should make 3 = normal dirt; 2 = dry plowed; 1 = wet plowed 15:32 PilzAdam (and maybe 4 = grass?) 15:35 RealBadAngel growable=1 ? 15:35 ShadowNinja no, that would be backwards 15:36 ShadowNinja growable would also work 15:36 PilzAdam I would use growable for the plant itself 15:36 RealBadAngel node doesnt have to be soil for things be able to grow on it 15:37 RealBadAngel cacti can grow on sand 15:37 ShadowNinja should trees be able to grow on sand? 15:38 RealBadAngel some of them, maybe 15:38 RealBadAngel palms for example 15:39 ShadowNinja should default trees be able to? 15:39 PilzAdam no 15:48 iqualfragile i think that a high number should represent a fertile soil because that will make it easier to extend 15:48 iqualfragile nobody realy wants to create plants that have less needs 15:48 iqualfragile but a plant wich needs fertilized soil is more likely 16:45 ShadowNinja anyone with push access, this can be closed: https://github.com/minetest/minetest/issues/625 16:49 RealBadAngel closed 17:06 Exio what do you think about https://github.com/minetest/minetest/pull/653 ? 17:06 Exio :P 17:16 ShadowNinja annother issue to close: https://github.com/minetest/minetest/issues/510 17:17 ShadowNinja and this: https://github.com/minetest/minetest/issues/509 17:18 Calinou https://github.com/minetest/minetest/pull/412#issuecomment-16351091 <= comments? 17:18 Calinou PilzAdam: merge this, kthx 17:18 Calinou it causes zero problem 17:20 ShadowNinja I agree, there are a lot of pulls that have no reason not to be merged but are ignored 17:26 PilzAdam RealBadAngel, add a comment with the commit SHA1 if you close issues/pull requests 17:28 PilzAdam ShadowNinja, thx for keeping an eye on the bug tracker 17:29 RealBadAngel PilzAdam, ShadowNinja commented it already enough with pointing to commit 17:30 PilzAdam oh, didnt see that 17:30 PilzAdam sorry 17:38 ShadowNinja sfan5: Do you still have this issue? https://github.com/minetest/minetest/issues/452 17:38 sfan5 lemme test 17:39 sfan5 *clicks on one-click minetest installer+starter* 17:39 sfan5 ShadowNinja: nope 17:42 ShadowNinja OK, then someone please close it. 17:42 sfan5 i did 17:43 ShadowNinja If "won't add" then it should probably be closed: https://github.com/minetest/minetest/issues/394 17:44 ShadowNinja this too: https://github.com/minetest/minetest/issues/398 17:45 PilzAdam ShadowNinja, its open to prevent other people to create a new issue for that 17:45 PilzAdam (I guess) 17:46 ShadowNinja well it will still be there, just closed, it will show up if you search for it (like you should) 17:46 Exio i wonder, why not implement this https://github.com/minetest/minetest/issues/398? 17:46 Exio (as, why won't add?) 17:47 PilzAdam Exio, because people can set it in their monitors 17:47 Exio ehm.. 17:48 PilzAdam at least thats what c55 said about it; and he flagged it as "wont add" 17:49 ShadowNinja I will add it if someone knows how and where it should be done 17:49 ShadowNinja seems like this should be closed: https://github.com/minetest/minetest/issues/374 17:50 Exio ShadowNinja: I'd implement it but I'm not sure if it may affect the performance or not or w/e 17:50 Exio (i think a "multiplier" between 0 to 2 in the light values would be 'perfect', but no idea really 17:50 Exio (in light.h) 17:51 ShadowNinja Probably not, I would think Irrlicht has a option for this 17:51 ShadowNinja Changing light.h is probably a bad idea 17:51 Exio yep 17:51 Exio probably, but i have no idea :P 17:52 ShadowNinja This looks like it can be closed: https://github.com/minetest/minetest/issues/355 17:53 Exio https://github.com/EXio4/minetest/commit/46a4a4b253cf2b02aecaea642ac327af419d4d1f 17:53 Exio - https://github.com/minetest/minetest/issues/517 17:56 ShadowNinja Great, pull request and have the issue closed 17:57 Exio https://github.com/minetest/minetest/pull/657 :D 17:58 Exio i'm the fan of configuration 17:58 Exio :P you can change... EVERYTHING! 18:00 ShadowNinja This should be pulled https://github.com/minetest/minetest/pull/463 and this closed https://github.com/minetest/minetest/issues/336 18:00 Exio i was thinking about that 18:00 Exio but doserj had other way to fix it 18:01 Calinou Exio: too bad, PilzAdam is against it 18:01 ShadowNinja well pull either, as long as it works 18:01 Calinou but yes, mouse sens is needed 18:02 Calinou mouse accel would be appreciated too 18:02 Calinou :p 18:02 ShadowNinja And when is anyone going to get around to merging db_backends_2? 18:03 PilzAdam when thexyz rebases it 18:04 ShadowNinja IPv6 has almost no merge conflicts, just removing markers and changing about 5 characters to get the menu setting to fit properly 18:04 ShadowNinja At least last I tried, a few weeks ago I think 18:04 Calinou localhost fix could be merged too 18:05 Calinou you know, some people use windows in the world 18:05 Exio localhost fix? 18:05 ShadowNinja That is a ugly hack, not a fix 18:05 Calinou no u 18:05 Calinou stop about "hacks" 18:05 Exio if it is what i recall 18:05 ShadowNinja connecting to localhost doesn't work 18:05 Exio if (host = L"localhost") ... 18:06 ShadowNinja yep, that 18:06 Calinou if you don't bind 127.0.0.1 to localhost your system will be insanely slow 18:06 Calinou it causes zero downsides 18:06 Calinou so stop arguing about the possible uses of gentoo and merge it 18:06 ShadowNinja what? 18:07 Exio the same what ShadowNinja said 18:07 ShadowNinja Can someone pull some pull requests now? 18:08 Calinou see 18:14 ShadowNinja maybe this should be closed: https://github.com/minetest/minetest/issues/47 18:15 PilzAdam no 18:18 Exio PilzAdam: https://github.com/minetest/minetest/issues/137 18:19 ShadowNinja Added in common: https://github.com/minetest/minetest/issues/137 18:19 ShadowNinja oh lol, too late 18:19 Exio :D 18:20 Exio and.. https://github.com/minetest/minetest/issues/182 18:24 PilzAdam Exio, ShadowNinja, could you please also the commit SHA1 so I dont have to search it myself? 18:25 Exio ok 18:27 Exio https://github.com/minetest/minetest_game/commit/e82c12282233113774e6f55f459fb89a457a981c ? 18:27 Exio searching the other 18:27 PilzAdam already found it 18:28 ShadowNinja got lavacooling 18:28 PilzAdam just for future close requests 18:31 Exio 6823ce99a7deabe410dd8b143b688cd364490cec 18:32 Exio it is the commit for the apple trees 18:32 sapier I'm looking for a solution to client entity movement prediction sometimes running havoc. What do you think about limiting predicition time ? 18:49 hmmmm merge pull request 18:49 hmmmm mmmmmmmmm..... 18:49 hmmmm darkrose, i'm glad that you don't actually care, but the rest of us DO care. 18:50 hmmmm minetest isn't some "do what you feel like" project 18:50 hmmmm we have rules and regulations that are there for a purpose, mostly to not shit up the codebase 18:50 hmmmm so if you don't care about shitting up the codebase, then i don't know if we care to have you on the list of committers 18:50 hmmmm i'm just saying that about the "i don't care" in general 18:50 hmmmm obviously a merge pull request isn't too bad. i just don't like that attitude at all 20:03 emptty Just for the record, I just uploaded a clean package of version 0.4.6 to debian servers 20:04 emptty Since I introduced a new binary package while repackaging it, it needs to be reviewed by the ftp masters, but it will land into the distro within the week. 20:06 * Jordach wonders about the influx of new users 20:06 emptty don't expect any flood of users, yeah 20:06 emptty there is already a package in debian, but it was still for 0.3.1 or something 20:07 emptty you might get some more people from ubuntu once it automatically migrate from debian to ubuntu 20:17 celeron55 Jordach: i find it odd too 20:35 celeron55 <+PilzAdam> to fit the other groups level system we should make 3 = normal dirt; 2 = dry plowed; 1 = wet plowed 20:38 celeron55 ^ i don't think doing it that way for this group is wise; unless you want to make it extendable to the "more dead" direction rather than "more fertile" 20:38 celeron55 the logic for the digging time groups is that because 0 is "infinite time", then 1 is the longest time, 2 is shorter than that and so on 20:38 celeron55 it isn't "backwards" 20:39 celeron55 it's just the way that makes sense in the context of 0 being "can't dig" 20:39 celeron55 for soil, 0 is "can't grow", so 1 should be "some things can grow" 20:39 celeron55 and so on 20:47 hmmmm sapier 20:47 hmmmm i've been meaning to ask you, which of your pull requests do i commit for the final memory leak fix 20:48 hmmmm at this point, i've fixed (on my own) a really dumb double free on emergemanager's dtor, and a texture-related attempt to drop a NULL texture 20:49 sapier yes I've fixed one of those in sky memory leak fix too ... and written here at least 3 times ;-) 20:49 sapier I'll remove it and add a new sky fix 20:50 hmmmm there are like three different pull requests iirc 20:50 sapier btw I've just had this strange minetest grabs mouse and freezes it again ... not quite sure if this might be an irrlicht bug 20:50 hmmmm i've had that forever 20:51 sapier I'll check wich of the pull requests are still valid 20:51 hmmmm right after you close a formspec, minetest loses focus or something 20:51 sapier in this case no formspec was involved 20:51 hmmmm odd 20:51 sapier I had to reboot even killing x server didn't help 20:52 hmmmm sounds like an irrlicht bug then 20:52 hmmmm you need a really low-level screwup for something that bad to happen 20:53 sapier https://github.com/minetest/minetest/pull/635 is still valid as I accidentaly added patch to constructor (which is quite useless as there isn't anything in there) 20:53 hmmmm i don't think i should even try to merge that 20:54 hmmmm rather, i'll just take note of what you fixed and modify it against a current base 20:55 sapier no problem it's just moving those lines from constructor to destructor 20:56 hmmmm as for this https://github.com/sapier/minetest/commit/f1d971f1373c6e2a77e55a57ecc3f2b47266da45 hmm 20:56 hmmmm i was intending to do that on my own at some point, except using EmergeManager::getGroundLevelAtPoint() 20:57 hmmmm and then scanning upward until air and then scanning downward until is_walkable 20:57 sapier didn't know there was a function like that 20:57 celeron55 it's bad practice to implement logic in lua wrappers 20:57 celeron55 most of that EnvRef::l_get_surface should be in ServerEnvironment 20:57 sapier ok I'll move code there 20:57 celeron55 or elsewhere 20:58 celeron55 it does solely map access so i guess it could be in Map instead too but whatever 20:58 hmmmm ServerEnvironment 20:59 hmmmm if you wish to use getGroundLevelAtPoint 21:00 hmmmm your way might be a better idea since you can specify around where to look for the ground level at 21:00 sapier1 environment is already available for lua ... I'd prefere to keep/reduce dependency of lua callbacks if possible 21:00 celeron55 the interface could be tuned somewhat 21:01 sapier1 yes it's just a 1:1 implementation of what I've done in mobf and found out to be very costly 21:01 sapier1 if you have ideas what could help to I gladly improve it 21:02 hmmmm well like i said, seeing if the node is walkable first off, not just if it isn't air or content ignore 21:03 sapier water isn't walkable too 21:03 sapier but it's surface without any doubt 21:03 hmmmm really? 21:03 hmmmm i wouldn't call water a surface, and none of the mapgen components do either 21:03 sapier ok ... true ... depends in your point of view 21:04 sapier for a ship or duck water is surface ;-) 21:04 hmmmm why is water the surface level if your mob can't walk past water anyway 21:05 sapier ducks may walk on water ... but for what I use this fct it wouldn't make a difference 21:05 celeron55 in some cases it could make more sense to change yoffset to range (which would be search up and down, or the equivalent done somehow), because often the caller knows the rough level but just wants to find the fine height but without causing huge performance issues if it constantly guesses wrong 21:05 VanessaE waterlilies always spawn on the water's surface..... 21:06 sapier the top and bottom values are result of this function used most of time in on_generate where you have them by callback 21:06 sapier so in this particular usecase range is not best way to go 21:07 sapier maybe supplying a list of nodes to be considered above surface would be an option 21:07 celeron55 i'd suggest adding a third optional boolean parameter only_air (or a parameter table that can contain it) 21:07 sapier if you supply nothing default to air, if you do use those nodes 21:07 hmmmm every time someone says "list of nodes".. 21:08 celeron55 it could then handle the water lily case, but default to a more generic one 21:08 VanessaE Could someone please extend the register_alias() function to allow specifying a facedir? This will be extremely handy for conversion of maps/inventories to use the '6d facedir' code. 21:08 VanessaE (well maps anyway) 21:09 celeron55 you should learn C++ and do it yourself 21:10 celeron55 it's once again one of those things that aren't hard, but will take so much time and focus that anyone working on anything else won't do it 21:10 sapier what do you mean hmmmm? 21:10 sapier syntax would change to get_surface(basepos,yoffset,node_not_solid) e.g. 21:10 sapier get_surface({0,0,0},5,{ "air","default:water_source","default:water_flowing"}) 21:11 celeron55 eh, no lists 21:11 hmmmm exactly 21:11 celeron55 it's so utterly non-generic 21:11 celeron55 you can't possibly list everything in a compatible way ever 21:11 hmmmm and if you were doing that, i'd tell you to use groups 21:11 sapier so any better suggestions giving same functionality? 21:12 sapier i don't want to add a get_surface_air() get_surface_water() get_surface_lava() ;-) 21:13 sapier btw this function doesn't have to be added to core it can be done in lua too ... but it's a big performance issue there 21:13 celeron55 i think the only sane cases here are: 1) consider any non-walkable node as "not ground", 2) consider nothing else than air "not ground" 21:14 hmmmm the thing about lua api is that we don't want to blindly add things to the core to accelerate specific mobs, but instead give an interface that all mods would be able to use 21:14 sapier https://github.com/minetest/minetest/pull/627 is sky cleanup 21:14 celeron55 if somebody needs more than that, they can iterate the rest with lua 21:14 hmmmm right, what celeron said 21:14 sapier ok no problem 21:14 hmmmm so have a boolean to switch what sort of search you're using 21:14 sapier I'll change it that way 21:16 celeron55 also, make it immediately clearer in the documentation that it searches the surface upwards from the given position (or anywhere in the range basepos.y...basepos.y+yoffset, however it actually is supposed to do it) 21:17 celeron55 now it's kind of mentioned in there as the last words in a way 90% of readers won't notice 21:17 sapier ok 21:18 celeron55 interface is always the most important; it's the hardest to improve later 21:20 sapier true ... lua api is somehow inconsistent with _ usage ... getnode, get_player_by_name ... any chance to declare one of those notations deprecated? 21:21 hmmmm well, if your idea of solving that is spamming the end user with messages in actionstream about how it's deprecated... 21:22 sapier that's the "hard" way of telling ... a little bit less invasive is marking it in doc 21:23 hmmmm perhaps :) i'm just taking a jab at your idea about how to tell people to not use minetest.env: anymore 21:24 sapier I know ;-) 21:24 sapier at least ppl would notice something changed ;-) 21:24 hmmmm where did formspec come from? who wrote that? i am seeing a lot of shoddier formspec code 21:24 sapier "shoddier"? 21:24 hmmmm 106 column lines 21:25 hmmmm useless write to a buffer before writing to an os to write to the packet 21:25 hmmmm weird use of const 21:25 sapier what exactly do you mean? I don't understand 21:26 hmmmm also, making a copy of the string instead of a reference 21:26 hmmmm amateur mistakes 21:28 sapier what are you talking about? I've done some formspec changes while ago and a pull request to fix a bug there but Its 8 lines only :-) 21:28 hmmmm right, no, it's nothing to do with your modification 21:28 hmmmm in particular i'm looking at server::sendshowformspecmessage 21:28 hmmmm and the surrounding code 21:29 hmmmm it's like sendspawnparticle, which makes me believe that it's jeija's 21:29 sapier ok I've used it but not written 21:29 sapier and not checked either 21:30 hmmmm oh, this is nice, see Server::SendAddParticleSpawnerAll 21:30 hmmmm 15 parameters 21:30 sapier wow :-) 21:31 hmmmm i wonder if i would ever see half this shit in the industry 21:33 proller__ math mapgen 0.1 without external ready: https://github.com/proller/minetest/commit/723fcf96a392d1501e5d3b3ebec4fdb914b3a9f9 21:33 proller__ but with json in config 21:33 hmmmm yeah, we need to really talk about json in the config 21:34 proller__ other variants? 21:34 hmmmm should we allow it? should we not? 21:34 hmmmm cons: 21:34 hmmmm 1. need json as a dependency all the time, even without masterserver 21:35 proller__ its now enabled all time 21:35 hmmmm 2. uses a pretty high-level interface for something that's supposed to be low-level like settings 21:35 hmmmm 3. if json screws up, everything's screwed up 21:35 hmmmm hmm 21:35 hmmmm pros: 21:36 proller__ now it for one variable, not all config 21:36 hmmmm can single out a specific field in a whole set of them 21:36 hmmmm more readable (but isn't that what making more settings is supposed to do?) 21:37 proller__ "0.5, 1, (100, 100, 100), 6467, 4, 0.75" - its more human friendly in json form 21:38 hmmmm and you need a Json::Value class for the settings 21:38 hmmmm that's a con 21:39 hmmmm if json is a full-time dependency right now, then i don't see any problem in adding it 21:39 proller__ Json::Value is very flexible but slower than struct 21:40 hmmmm hmm 21:41 hmmmm hey proller, i see a lot of comments in your code starting with "ok", what does that mean? is that your way of keeping track of what is and isn't completely finished? 21:41 hmmmm just curious 21:41 proller__ ok - its #if 0 block to use with mandelbulb files 21:42 proller__ tested various fractals 21:42 hmmmm ah 21:42 proller__ if we can include this files - i make configurable via json 21:42 proller__ if not - will delete 21:43 hmmmm we should get some other peoples' opinions 21:46 ShadowNinja hmmmm: Is the IPv6 pull request OK? It only has a few minor conflicts and seems to work. 21:47 hmmmm i don't know, but we should be able to disable ipv6 support 21:47 ShadowNinja You can 21:48 ShadowNinja It has two conf options and a build option 21:48 ShadowNinja enable_ipv6 and ipv6_server IIRC 21:59 sapier as checking against air is less overhead than walkable I consider air check as default behaviour for get_surface 21:59 sapier any objections against this? 22:14 jojoa1997|Tablet is it true that minetest 0.4.7 will be released soon? 22:15 sapier first time to here that jojoa :-) 22:16 jojoa1997|Tablet what do you mean? 22:16 sapier minetest 0.4.6 was just released ;-) 22:18 jojoa1997|Tablet ok someone told me that 0.4.7 will be realeased soon. i didnt believe it but wanted to make sure. With school it has felt like a year since 0.4.6 as released 22:20 sapier don't get me wrong I don't have anything to do with releases but 3 weeks would be quite fast for a new version ;-)