Time Nick Message 00:01 PilzAdam the menu header is not drawn in other tabs than Singleplayer 00:02 PilzAdam when I click on a world then the list moves up until the world is at the bottom of the window 00:04 PilzAdam when you change the tab and then directly click on a world then a singleclick is enough to start it 00:05 PilzAdam mods in the modlist should be sorted alphabetically 00:06 PilzAdam creating a world that does already exists only prints an error message to the terminal, but nothing happens in the GUI 00:07 PilzAdam the public server list inserts the name of the server into the adress field 00:07 PilzAdam the favorite server list only if there is a name set, otherwise it works correctly 00:08 PilzAdam creating a new world doesnt work anymore <- !!! important !!! 00:09 PilzAdam home/adam/Minetest/minetest/bin/../builtin/mainmenu.lua:1290>MAINMENU ERROR: error: /home/adam/Minetest/minetest/bin/../builtin/mainmenu.lua:586: attempt to index global 'worldlist' (a nil value) 00:10 VanessaE eek 00:11 PilzAdam the selected world is not always visible at startup since the scrollbar is always at the top 00:11 PilzAdam no mouswheel support in lists 00:12 PilzAdam it happens sometimes that the selection in a list follows the mouse 00:12 PilzAdam (seems to be reprocable by moving the scrollbar slider and then clicking outside of the formspec) 00:12 PilzAdam *reproduceable 00:13 VanessaE confirmed. 00:13 PilzAdam there is some weird debug output printed to the terminal ("cfav: nil") 00:14 PilzAdam (and "image name=/home/adam/Minetest/minetest/games/../textures/base/pack/logo.png, pos=(130,225)") 00:15 PilzAdam ok. now the windows build :-) 00:18 PilzAdam the windows menu is still messed up 00:18 PilzAdam (like this: http://mg.viewskew.com/mgoblin_media/media_entries/59/FormspecMenu.png ) 00:19 VanessaE ouch 00:19 PilzAdam I get errors like this: "01:18:12: ERROR[main]: Invalid pos for element imagebuttonspecified: "-0,25,5.7"" 00:19 PilzAdam it works when returning from a world, though 00:19 VanessaE PilzAdam: I saw errors like that in unified inventory briefly also 00:20 PilzAdam the "selection following the mouse" bug is not reproduceable in wine 00:20 VanessaE (though in your case it's pretty obvious 00:20 VanessaE I presume 0,25 = 0.25 00:21 PilzAdam creating a world when there is no other works 00:21 PilzAdam (also in Linux) 00:22 hmmmm ugh 00:22 hmmmm you're kidding 00:22 hmmmm anyway just to be clear, none of these things are caused by what i did 00:22 hmmmm pilzadam, how are you running that, under wine? 00:22 PilzAdam ehm, I guess Ill just paste all that into an issue on github 00:22 PilzAdam hmmmm, yes 00:23 hmmmm we couldn't figure out what wine possibly does to mess up the positioning like that 00:23 hmmmm it is a wine problem though 00:23 hmmmm and it's not like that under real windows 00:23 hmmmm [08:01 PM] the menu header is not drawn in other tabs than Singleplayer <--- i am 95% sure this is intentional 00:24 PilzAdam it is not 00:24 PilzAdam the menuheader in textures/base/ has to be drawn 00:24 ShadowNinja Shouldn't the header from base be drawn? 00:24 PilzAdam (or textures/all/, if present) 00:24 hmmmm that was a problem that's been present from the beginning in that case 00:24 PilzAdam hah! 00:25 PilzAdam putting os.setlocale("C", "numeric") at the top of mainmenu.lua fixes it 00:25 hmmmm (well, then again, i rarely if ever update my minetest_game so it could be that i simply never saw it) 00:25 hmmmm fixes what, now? the positioning? 00:25 PilzAdam hmmmm, this one should be drawn: https://github.com/minetest/minetest/blob/master/textures/base/pack/menu_header.png 00:25 PilzAdam hmmmm, yes 00:26 hmmmm hah 00:26 hmmmm how is it that you figured that out exactly 00:26 PilzAdam I remembered something being broken in builtin/ some time ago too 00:26 PilzAdam and builtin.lua does the same 00:27 hmmmm erm anyway, a while back, sapier was talking about how irrlicht's file open dialog changes the current locale with no warning, options, or anything else (which is very bad because this screws atof()) 00:27 hmmmm an obvious solution is to surround myatof() calls with setlocale, but obviously horrible as setting locale is slow and atof is used extremely often 00:28 hmmmm the only place the irrlicht file dialog is used is in his menu api, which i suggest we avoid until we figure out a real solution to this 00:28 PilzAdam Ill push that os.setlocale("C", "numeric") 00:28 hmmmm alright 00:29 PilzAdam https://github.com/minetest/minetest/commit/9bd5f612f75b3eaf9f981bd76f7fc6081c04d410 00:29 hmmmm it'd be really nice if we could use a custom atof() with istringstream.... no idea if that's possible though 00:30 hmmmm i know that, for BSD at least, there's a atof_l() variant where you pass your desired locale (calls to atof(s) are simply atof_l(s, getlocale()) 00:31 hmmmm we could use atof_l(s, "C") for myatof() if we can find the correct function for all four platforms 00:32 PilzAdam https://github.com/minetest/minetest/issues/814 00:35 hmmmm I'll fix the create a world thing at least 00:37 hmmmm so remove that line 00:37 PilzAdam Ill remove it if its actually fixed 00:37 hmmmm .....it ..is 00:38 PilzAdam oh, nice 00:38 hmmmm ah 00:38 hmmmm great, sapier didn't test out his fixes evidently :).. 00:39 hmmmm that was broken in an attempt to prevent duplicate world creation 00:40 PilzAdam well, that check works now 00:41 PilzAdam updated the issue 00:44 PilzAdam so, everything except the serverlist are "cosmetic" fixes 00:47 hmmmm WTF! 00:47 hmmmm a newly created world is not selected? i fixed this and now it's re-broken 00:48 hmmmm but evidently not, it seems to work fine for me 00:49 PilzAdam I created a the world "Pilztest_world_13", and "Pilztest_world_7" is selcted 00:49 PilzAdam before that I created "Pilztest_world_12" and no world was selected 00:49 PilzAdam (or I havent seen it due to the scrollbar) 00:50 PilzAdam ok, by *_14 no world is selected 00:50 hmmmm probably the scrollbar is the issue. but it works fine for me 00:50 PilzAdam (hitting "Play" does nothing) 00:50 hmmmm anyway it seems that modmgr.global_mods is nil 00:53 hmmmm get_mods_list, mod_exists, precheck, 00:54 hmmmm get_mods_list updates the global mod list which should initialize modmgr.global_mods 00:54 hmmmm which is called in the tab function 00:54 hmmmm no idea, not looking deeper 00:55 PilzAdam modmgr.identify_modname() seems hacky to me 00:56 hmmmm the whole thing is hacky because it was done in a day 01:04 hmmmm oh right, speaking of the main menu, one of the things on my agenda was to remove the mapgen selection box (or comment it out). it's rather advanced to change the mapgen, and most people aren't going to care for the math mapgen, mapgen v7 i discourage people from using because it's a work in progress, and singlenode is really only of interest to modders 01:06 Exio add a "hide" option? 01:08 hmmmm yeah but that would really go along with the enhanced world create option menu. i don't want it to be daunting so there'd definietly need to be a "show/hide advanced" button. the simple dialog would just have world name and seed. 01:08 ShadowNinja How about a 'show advanced' option? 01:09 VanessaE the ninja got ninja'd :) 01:10 VanessaE guys I'm seeing something new: sudden, unexplained, not-logged crashes of the server 01:10 hmmmm the map creation menu is something that i've had in mind for quite a while... in the advanced menu i plan on having mapgen selection, the individual noise params settings, water level, chunk size, and so on. presets for certain kinds of worlds would be available too, e.g. for a "waterworld" it'd have maybe a higher water level setting or a larger offset for the noise params 01:21 ShadowNinja Can someone push this please? https://github.com/minetest/minetest/pull/812 01:22 VanessaE return 0? shouldn't you return false or nil or something? 01:22 VanessaE (I'd say NaN but I guess Lua doesn't have that) 01:46 hmmmm no, returning 0 is most appropriate here 01:48 VanessaE hm, ok 01:48 ShadowNinja VanessaE: No, the distance is 0, not undefined. 01:49 VanessaE seems like a convoluted way to calculate a hypotenuse, but ok 01:50 ShadowNinja VanessaE: http://wikipedia.org/wiki/Hypot 01:50 VanessaE hm, good point 01:50 VanessaE didn't consider math precision 01:53 hmmmm i personally don't think it'd make much of a difference.. a double can store quite a lot, you know. 01:53 hmmmm hypot makes sense for limited things 13:23 Taoki http://i.imgur.com/wUSTw9r.jpg - http://i.imgur.com/ISWBBB5.jpg Parallax mapping in Minetest! Credits go to RealBadAngel 14:01 sfan5 Taoki: wow 14:01 Taoki indeed :) 18:13 sapier it's still the wine menu Pilzadam not the windows menu ;-) 18:14 sapier the imagebutton error is correct >>>-0,25,5.7<<< is a 3d position wich isn't supported ... I guess it should be -0.25,5.7 18:14 sapier oh vanessa already told :-) 18:29 sapier can someone tell me what got merged yesterday? :-/ there are missing lots of fixes 18:30 hmmmm uhh, you sure? you might've left some out in that case 18:31 hmmmm what i did was revert the last two commits, applied both patches of yours, and then readded the hex color thing on top of that 18:31 hmmmm and squashed it all to one commit 18:31 sapier I'm rechecking hope it's only a rebase error of my current repository 18:33 sapier puhh sorry my fault .. I guess I'm gonna setuo a new repository 18:34 sapier did those locale changes fix the wine problem? I didn't quite get it from log 18:36 hmmmm they did 18:37 sapier great ... so there's only mouswheel and vanessas doubleclick problem left? 18:37 sapier at least atm :) 18:37 hmmmm a lot more actually 18:38 hmmmm pilzadam made an issue with an exhaustive list of everything wrong 18:38 sapier great I just wanted to ask for a list 18:38 hmmmm modmgr.global_mods is nil in the configure tab for some reason, clicking the checkbox causes lua errors for example 18:38 hmmmm when you create a new world, after 14 of them or so they stop getting auto-selected 18:39 hmmmm this might be due to the listbox scroll problem 18:39 sapier only if 14 would fit into a single screen what I don't think 18:39 sapier there must be something else 18:42 sapier can someone tell me what pilzadam means with menu header? 18:43 hmmmm there's an image in the base texture directory that gets drawn as the header for all screens not specific to a certain game 18:44 sapier the "minetest" header? 18:44 hmmmm yeah 18:44 sapier hmm it's shown for me everywhere except singleplayer :/ 18:44 hmmmm hah, it's the opposite for everybody else 18:44 sapier very very strange :-) 18:45 hmmmm oh by the way, not sure if you saw it or not, that weird listbox concatenation issue was because some constants were missing commas :)... the instances where we didn't think it happened again was our eyes playing tricks on us 18:46 sapier :-) 18:47 sapier did someone already fix bugs from pilzadams list? 18:48 hmmmm anything we fixed between yesterday and now was removed from the list when we fixed it 18:48 sapier ok 18:53 celeron55 "Also it ought to be possible to use mobs from one mod for the other one. I've done so for mobf on my local server. Problem is that mobf expects the model's orientation to be rotated by 90 degrees, so the mobs move sideways." <- haha, nice luck there 18:54 hmmmm rotations..... wondering where i should put this rotateAlongYAxis(). probably MapNode 18:54 Jordach celeron55, theres a fix for that: simple mobs 18:54 hmmmm vm->m_data[vi].rotateAlongYAxis(ndef, rot); 18:55 hmmmm but to follow suit with other similar things i feel like it ought to be a static function 18:55 sapier yea :-) that's the problem with many mods once you have done it in some way you're to lazy to change ;-) 18:55 celeron55 http://forum.minetest.net/viewtopic.php?id=3133 <- i was just reading this; it's funny how you immediately see how some people have likely tried *neither* of them at least in a *very* long time 8) 18:56 sapier simple mobs isn't even a workaround 18:57 sapier once pilzadam starts to workaround all those minor glitches he'll end up same as mobf ;-) 18:57 celeron55 Jordach: the issue there was using models from mobf in simple mobs 18:58 sapier no that rotation wasn't on purpose ... even if it may look like 19:15 sapier does anyone have a tool to read iqualfragiles json moddb rawdata? 19:20 hmmmm Taoki: https://github.com/minetest/minetest/commit/ce955f37ba9f431122ca3c46e5a7dac63ffd65ea 19:21 Taoki hmmmm: Awesome! Glad it could be fixed, thanks :) 19:21 Taoki I'm sure that will be helpful with several things, not just my mod 19:22 Taoki hmmmm: Is the furnace crash fixed too (it's ok if not, not pressuring or telling you what to do). The one that would crash MT to crash when a schematic has a furnace due to the fuel parameter 19:22 hmmmm there's that "fixed" again 19:22 hmmmm taoki, sounds like a furnace problem 19:22 Taoki Erm, resolved... or added :P 19:22 hmmmm now that, *THAT* is not my problem at all 19:23 PilzAdam Taoki, see logs of a few days ago 19:23 Taoki PilzAdam: Awesome, thanks 19:25 PilzAdam sapier, the problem in the windows build was that you need to set the numeric locale in Lua to "C" 19:26 sapier hmm there's a similar problem for fileselects as hmmmm already mentioned 19:26 PilzAdam https://github.com/minetest/minetest/commit/9bd5f612f75b3eaf9f981bd76f7fc6081c04d410 19:27 proller is possible to merge all features from all mob mods to one? and develop one? 19:28 PilzAdam proller, I dont see how, the main goal of Simple Mobs is to be _simple_ 19:29 sapier proller it isn't possible at all due to diametral design decisions 19:29 proller for mobs simple == stupid 19:29 PilzAdam yes 19:29 sapier simplemos is designed to give only very basics and let modder do everything 19:29 PilzAdam but its also faster 19:30 sapier while mobf is designed as comprehensive toolkit fixing almost all glitches that a modder may suffer from 19:30 proller trees is fastests mobs ;) 19:30 sapier and fixing those glitches is what gives speed penalty to mobf 19:31 NakedFury what does the F in mobf stand for? 19:31 sapier framework 19:31 proller maybe try to move all slow functions to core? 19:32 proller pathfind already.. 19:32 PilzAdam proller, that would be too mod specific 19:32 sapier that's already a midrange long range goal 19:32 sapier at least for generic features 19:33 sapier still main problem with mobs is they'll show up latency ... same as other players in multiplayer would do but there aren't may servers populated that much 19:35 sapier question name should not be set to address field for public server list but be shown in list right? 19:37 sapier I take that as yes 19:51 hmmmm sapier, i wanted to apply some of your pull requests 19:52 hmmmm would you like to rebase get_surface()? 19:52 sapier on my way 19:52 sapier should serverlist show port number for server names? 19:53 hmmmm also how do you feel about the automatic face movement direction after 6 months of sitting there (no idea why it was left there...) 19:53 sapier it may conflict a little bit with pilzadams autorotate (only number doubluse) 19:54 PilzAdam hm? what autorotate? 19:54 hmmmm do you recommend merging it? 19:54 PilzAdam oh, do you mean that one by Jeija? 19:54 sapier jeija? ok could be yes 19:54 sapier I think both variants are worth adding yes 19:55 sapier I'm gonna remove port number from public server list any objections? 19:55 hmmmm i think there's another pull request that adds something new to content features serialization and if i merge this, the other will be broken 19:55 hmmmm no objections here.. 19:56 sapier it's show once you click it so no loss of information 19:56 PilzAdam sapier, with #815 I get "21:55:49: ERROR[main]: Kann Spiel nicht finden/laden """ ("cant load game """) when clicking "play" with an empty world list 19:57 sapier yes ... I think this is a correct message :-) 19:57 hmmmm speaking of contentfeatures, the structure is really bloaty and I was thinking of internally storing all those bools as a single u32 19:57 hmmmm with this we should be able to save several hundreds of KB 19:57 sapier uhh ... I hope we never need to access those information concurrently 19:57 PilzAdam sapier, I would expect that it has same behaviour as when nothing is selcted 19:57 hmmmm sapier, once they're set, they're set 19:58 hmmmm after the registration phase anyway 19:58 Taoki PilzAdam: Furnace fuel issue still crashes Minetest. Just that it doesn't close it... freezes it in place 19:58 sapier ok if they neverever change there's no problem true 19:58 sapier PilzAdam but there is something selected I'd have to add a special handling just to detect "" at different locations 19:58 hmmmm a similar topic.. things from g_settings (all settings for that matter) are hardly ever set 19:59 PilzAdam Taoki, the furnace's on_construct() needs to be called after placing it (same for chests and other nodes that use meta), but this would slow down the whole thing a lot 19:59 hmmmm and if they are, it's in a single thread on shutdown or something 19:59 Taoki Also: It's not the importing of the schematic that causes it. Even if I log in after, MT crashes as soon as the world loads 19:59 hmmmm for an easy performance gain we should be able to remove the locks 19:59 PilzAdam sapier, I guess it would be best then to select nothing, if the list is empty 19:59 hmmmm someone ought to look into that 20:00 sapier I'll have a look I think this should be possible 20:01 hmmmm also before you do it, it'd be a good idea to get a general idea of how bad Settings really is.. log how much time is spent in Settings::get* calls globally 20:02 hmmmm and maybe log it for a single server tick, along with the total cpu time of a server tick 20:02 sapier ok the delete last world bugfix was lost yesterday :) 20:03 Taoki Ok, the fix for facedir in create_schematic is almost fully working. Only that torches are still mirrored (edge-wise) at 90* rotation 20:04 Taoki Trying 180 and 270 now 20:04 hmmmm oh shoot 20:04 Taoki At 180* all is good though :) 20:04 hmmmm when i tested it i didn't really test it 20:04 PilzAdam hmmmm, does it support 6d facedir? or only 0-3? 20:05 Taoki At 270* same torch flipping issue, otherwise all good 20:05 Taoki Doors are good at any rotation 20:05 sapier PilzAdam I can't stop a player from selecting an empty element but at least it won't be selected after deleting ... ok that way? 20:05 hmmmm it supports everything in the way it's supposed to 20:05 Taoki So seem to be slabs 20:05 PilzAdam sapier, yea 20:05 PilzAdam sapier, but how would a player select an empty world? 20:05 sapier hmmmm do you want to rebase the rotation thing while merging or shall I rebase it before? 20:06 hmmmm the rotation thing doesn't need rebasing from what i see 20:06 Taoki hmmmm: http://i43.tinypic.com/2hd456e.png Other than that it's fully correct and working 20:06 sapier PilzAdam just click first slot ... don't know why irrlicht allows to select empty element 20:06 Taoki (see the torches there, issue at both 90* and 270*) 20:07 PilzAdam Taoki, can you please stop using an image hoster that needs JS? 20:07 hmmmm what is he supposed to use 20:07 Taoki Ah, didn't know TP needs javascript 20:07 Taoki Also, they suck because direct links for an image open a website 20:07 hmmmm there's really no other option (for me at least) 20:07 hmmmm zimages.eu deletes after like 5 minutes 20:07 PilzAdam http://mg.viewskew.com/ <- this is better, hosted by StarBlessed 20:07 Taoki Don't know what smartass checks they do to see when you're opening a direct link from a browser to bring you to a HTML page instead 20:07 hmmmm ompldr doesn't exist anymore 20:08 hmmmm imgur doesn't work for freebsd because it uses some sort of retarded flash thing 20:08 hmmmm imageshack is shit 20:08 Taoki Back in the day i used imageshack. But I remembe they changed something that pissed me off a lot and I left them 20:09 hmmmm and they hosted malware that tried to exploit your browser for a time 20:09 hmmmm popup ads everywhere 20:09 hmmmm it's so dodgy 20:13 PilzAdam sapier, I just discovered that mousewheel works if the focus is on the scrollbar 20:13 PilzAdam (i.e. you have clicked it) 20:14 sapier I know but that doesn't help very much 20:15 sapier if you try to press enter this won't work in that situation :-/ 20:15 sapier escape won't work either 20:15 PilzAdam well, it helps me; I have a very long world list, and clicking on the scrollbar is better than no mousewheel support 20:15 sapier ok glad to hear 20:16 PilzAdam (better support for mousewheel would be better, though) 20:17 sapier I know I already tried but it's same as the rescroll problem when clicking a listboxentry ... its really annoying especialy in modmanager 20:17 Taoki Anyway, why is it so hard to fix this furnace in schematics problem? Now that facedirs are fixed (apart from the torch mirroring) that's the only reason we can't use schematics for villages yet 20:17 Taoki (because hhouses will have furnaces too) 20:18 PilzAdam sapier, can you push that not selecting and empty entry thing to the #815 branch so I can merge it? 20:19 sapier yes once I readded the escape fixes that got lost yesterday 20:20 sapier ok I need to check what exactly wasn't merged there is missing something 20:21 * Taoki wonders why we can't just ignore the fuel parameter? I assume this is some nil vs 0 issue or something 20:22 PilzAdam Taoki, the furnace still wouldnt work, best thing is you manually call on_construct() of it after placing it as schematic 20:23 Taoki Isn't on_construct automatically triggered on objects after a schematic generates them? 20:23 PilzAdam a simple function that loops through the whole schematic and checks the nodedefs for on_construct ~= nil should work 20:24 PilzAdam it decreases performance, thats why its not called automatically 20:24 PilzAdam (in many cases its not needed) 20:24 Taoki Can someone who has a bit of time and wishes to help pastebin the base of such a Lua function? 20:25 PilzAdam sure 20:25 Taoki PilzAdam: Still don't see why the fuel parameter can't be ignored, or why it causes a crash 20:25 Taoki Ia ssume because fuel is a meta: property, and it's trying to use it when it doesn't exist, right? 20:26 Taoki I guess the code could just skip it then or automatically set it to 0 when it notices it wants to use something that's not there 20:27 PilzAdam https://gist.github.com/PilzAdam/5952203 20:28 Taoki Thanks. Will add that to my mod at least temporarily, till someday maybe it's fully solved 20:28 PilzAdam ehm.. that is the "full solution" 20:28 Taoki ok 20:33 PilzAdam sapier, also, there seems to be some things broken when using RUN_IN_PLACE=0 20:34 sapier hmm didn't test that 20:34 Taoki PilzAdam: Even with that, MT still crashes when a furnace is created 20:34 PilzAdam then you are using it wrong 20:34 sapier can you be a little bit more precise about "some things"? :-) 20:35 sapier no I don't want to mess up my os with applications not built with packet management system 20:35 PilzAdam https://github.com/minetest/minetest/issues/813 20:36 sapier this should be fixed by changes merged yesterday 20:37 Taoki PilzAdam: Yes, a dumb typo on my end. Fixed it and now furnaces import and don't crash. All is good :) 20:37 sapier at least the error message 20:37 Taoki I'm going to convert the default structures to MTS and adapt my mod to use it by default 20:38 Taoki I know I'm a pest, but will someone look at the torch flipping too? 20:40 PilzAdam oh shoot 20:41 PilzAdam ^ I guess this means "I made a mistake, will fix it" 20:41 PilzAdam ^ Taoki 20:43 sapier grrr I hate escaping 20:44 sapier text = string.gsub(text,"%[","\\[") 20:44 sapier shouldn't this line replace all [ by \\[? 20:50 sapier did anyone ever check if escaping [] in minetest did work? 20:51 PilzAdam you mean before Lua menu? 20:51 sapier ye 20:51 sapier s 20:51 PilzAdam dunno 20:52 sapier I use exactly same code as in misc but it wont replace any [ 20:52 Taoki hmmmm: A question about schematics: When adding a node with probability -1, is the node written to the schematic file or simply discarded? I use that to ignore some nodes when exporting structures, and it'd be nice if they wouldn't increase file size for nothing 20:52 Taoki Obviously if it does add them and there's a reason for that, it's all good. Just asking 20:53 PilzAdam Taoki, AFAIK it writes ignore then 20:53 Taoki oh, good then 20:53 PilzAdam when placing them with place_schematic() air is placed, when placing them with register_decoration() nothing is placed at that position 20:53 PilzAdam thats inconsistent and IIRC hmmmm wanted to change that 20:59 Taoki Yeah... I'm not sure if it matters to place air blocks. If something is ignore it can just left to be 21:02 PilzAdam hmmmm, with the current v7 mapgen I get one layer of stone only and weird lighting errors at y=47 21:03 hmmmm pilzadam, i know. 21:14 Taoki Weird. Is there any reason for which setting minetest.after would fail? I seem to have a case where even if I set that it forgets it after a few tries 21:19 Taoki Yes. minetest.after seems to have clear failures 21:21 Taoki Anyone know what can be causing this?\ 21:23 PilzAdam what problems do you have with it? 21:24 Taoki PilzAdam: I have a function which calls itself every few seconds using minetest.after(#, itself). At some point however, it simply stops working, although the formula should go on forever 21:24 PilzAdam can I see your code? 21:25 Taoki Kind of a big code 21:25 Taoki And I added a lot of temporary debug prints to be sure it's this 21:27 Taoki Wait... I'll try something else. Think it's possible I messed something up 21:34 Taoki PilzAdam: Yes, I was failing somewhere. Although the code looked certain, there was a line I was missing... fixed it 21:34 Taoki So no bug 21:35 sapier ok fixed the header thing too ... plz check and merge ... I doubt serverlist is completely fixed, at least it works while there's no server with [] in list 21:36 PilzAdam whats 73c1192 for? 21:37 PilzAdam also, it shouldnt use the default header when the game doesnt provide one 21:37 PilzAdam just draw nothing in this case 21:38 sapier what the ... grrr 21:38 sapier I guss theres a merge error 21:48 sapier ok now it's sane 21:48 sapier sometimes I wonder how a vcs like git could become that popular 21:51 PilzAdam now the name is removed from favoriteservers.txt 21:51 PilzAdam thats not good 21:56 sapier yes but escaping [] doesn't work ... sadly that server disappeared 22:43 Taoki hmmmm: How would I use the voxel manipulator to clear a cube area between two points (set everything to air if that's the way)? 22:43 PilzAdam ... set everything to air 22:45 Taoki Sorry, I still can't understand the whole data system. Can you define two corners and just fill with air? 22:46 hmmmm agh i finally got the wallmounted rotations right 22:46 hmmmm the whole system is a bunch of crap.. 22:46 hmmmm pure guesswork 22:46 VanessaE sure you don't wanna have RBA change to match the rest of 6dfacedir? ;) 22:47 Taoki hmmmm: Been through that when I did my structures mod too 22:47 hmmmm i still don't get how you'd do that without breaking backwards compatibility 22:47 Taoki VanessaE: Schematics will only support 4 dirs which makes sense 22:47 PilzAdam Taoki, maybe look at existing examples that use the vmanip 22:48 VanessaE hmmmm: I don't think you can really. 22:48 hmmmm then why is he presenting it to me as some sort of option 22:49 VanessaE maybe just for consistency 22:49 VanessaE (frankly I'd have done the same, contingent upon finding a backward-compatibility solution) 22:50 Taoki Anyone know of a good example on how to fill an area with vmanip? 22:50 VanessaE if there were some way to guarantee a node has not been "loaded" before, one could very easily pass the old data through a table or some simple math to translate it to the right values 22:50 hmmmm taoki, plenty of mods use it already. 22:50 VanessaE s/loaded/converted/ 22:51 hmmmm i know the nuke mod uses it 22:51 PilzAdam the nether mod uses it for mapgen 22:51 hmmmm right 22:51 hmmmm so guys, if everybody's on board with it, i'd like to change the schematic probability thing 22:51 hmmmm the problem is that i don't know how many mods use it the way it is already 22:53 Taoki Nether mod on github is 1 year old *sighs* 22:53 PilzAdam Taoki, my nether mod, also its in a seperate branch 22:54 PilzAdam hmmmm, just dont place air where nodes with probability of -1 are should be good, I think 22:54 Taoki link please? 22:54 hmmmm no, i want to change it all 22:54 hmmmm 0 should be never place, 255 should be always place 22:55 PilzAdam yea that makes more sense, but breaks mods 22:55 hmmmm instead 0 is always place because 0 is the default value, and -1 is -1 so it doesn't break compatibility 22:55 Taoki Any link to the nuke or nether mod that use voxelmanip (or any example on how to fill a cube in world)? 22:56 hmmmm it'd really make my day if i were able to change this 22:56 PilzAdam Taoki, ... my github account... "nether" repo 22:56 PilzAdam ... not hard to find 22:56 hmmmm so there ought to be a way to talk to these modders who already used it and tell them to change it 22:58 Taoki PilzAdam: https://github.com/PilzAdam/nether/blob/master/init.lua Nothing about voxelmanip there 22:58 PilzAdam Taoki, my nether mod, also its in a seperate branch 23:00 Taoki ... 23:00 Taoki I can't find it in your minetest_game or common branch 23:00 hmmmm lol 23:01 Taoki AH... a different branch ON the nether mod 23:01 Taoki NVM think I found it 23:04 sokomine there's a small but very annoying problem with the locked chests since some versions: they do not show their content client-side but ask the server. this may take ages if there's lag. whoever introduced that to the game - please turn it back to the old behaviour! not wanting to show the inv to non-owners of that chest is no excuse for that amount of lag. it can be turned on again once and if the lag is reduced to 1-2 seconds (pe