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IRC log for #minetest-dev, 2013-08-04

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Time Nick Message
00:30 smoke_fumus joined #minetest-dev
00:43 ecube joined #minetest-dev
00:43 VanessaE it would be nice if #849 could be merged before 0.4.8, as well as pilzadam's default inventory/furnace/chest formspec textures
00:44 iqualfragile joined #minetest-dev
00:45 VanessaE (the latter refers to this:  https://github.com/PilzAdam/minetest_game/commit/b395f297759f5d1a4b532b92c7deccbbae2d288f )
00:47 PilzAdam no, thats glitchy
00:49 VanessaE works fine in Unified Inventory
00:53 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2008032013%20-%2008:55:59%20PM.png
00:54 VanessaE it took a few tries to get the images sized and aligned to fit well over the default translucent background, but they work fine in practice and those couple of pixels at each edge are not noticeable in practice.
01:05 iqualfragile this viewingrange fix realy helps a lot
01:06 VanessaE indeed so!
01:06 BlockMen joined #minetest-dev
01:09 BlockMen VanessaE, im currently reworking the formspecs to allow properly costum backgrounds -> https://dl.dropboxusercontent.com/s/2x1iyfx5vjaqoq7/inv_rework-dev.png
01:09 VanessaE oh good
01:09 BlockMen but i doubt i will be finished until 0.4.8
01:10 VanessaE nothing says that 0.4.8 can't be delayed until then :)
01:11 BlockMen i thought 0.4.8 should be released for this magazine?
01:11 VanessaE well maybe
01:12 VanessaE I don't know much about that though
01:12 BlockMen me neither..i just scrolled over the log and remembered sth like that^^
01:14 VanessaE I think the deadline for it is Aug. 14
01:48 NakedFury then it can be the center feature for 0.4.9
02:59 kaeza joined #minetest-dev
04:22 celeron55 there's no hurry with formspec texturing; and indeed it's worth waiting for BlockMens's stuff to be ready
04:23 celeron55 -s
04:28 celeron55 hmm
04:28 celeron55 i wonder what kind of action would be hard for a DoS client to fake
04:34 celeron55 probably everything
04:55 ssieb joined #minetest-dev
04:56 celeron55 (i mean, nothing)
05:33 celeron55 i'm running this thing under valgrind and digging up CPU consumption under DoS
05:35 celeron55 there was a thing in the network stack that used a huge lot and i fixed it, and did some other thing; now i'm seeing that a huge auth.txt file is a huge processing hog at each player join
05:36 celeron55 it's basically what allows a server to be "cogged up" with DoS now
05:39 celeron55 or, well
05:39 celeron55 i'm not too sure where the bottleneck tends to be on an actual setup
05:42 celeron55 actually, i'm pretty sure it's this
05:45 celeron55 at least after a while of DoSing, this is what makes it just plain impossible to gain any control anymore
05:53 celeron55 uhm... now the whole thing got stuck
05:54 celeron55 anyway, basically what i want to achieve first is to make network bandwidth the bottleneck for new users, not CPU
05:54 celeron55 (or disk)
06:23 VanessaE need a horribly-network-laggy server to test with? ;)
06:27 celeron55 also a large problem was that the server put away the task of removing denied clients and got clogged up of them too, trying to send each of them blocks until timeout
06:27 celeron55 (which ended up in practucally an infinite loop until the timeout happens...)
06:27 celeron55 practically*
07:40 nore joined #minetest-dev
07:41 darkrose joined #minetest-dev
07:41 darkrose joined #minetest-dev
07:41 nore I rebased #655 against current master
07:42 nore It should be merged soon
07:47 celeron55 http://paste.dy.fi/Whf
07:47 celeron55 that makes it so in practice that a server won't be affected by DoS for any time further than the duration of the DoS
07:47 Taoki[mobile] joined #minetest-dev
07:48 celeron55 and even then, it should lessen the effect by a lot (whether that makes the server usable during the DoS is an another question though)
07:53 celeron55 (it's actually still possible to get it behave pretty badly (not even close as badly as before), but i won't tell how 8)
07:53 celeron55 )
07:59 neko259 joined #minetest-dev
08:01 celeron55 one way to fight the filling up of the maximum player count would be to create a play time timer for each player and add a privilege to them (eg. "regular_user") when it reaches some value and add a "max_nonregular_users" setting to the engine
08:01 celeron55 i'd like to hear some comments from server admins about that
08:02 celeron55 of that all other than the checking of privilege at connect time can be done by a mod
08:02 VanessaE wouldn't affect my server, as interact isn't granted by default anyway
08:03 celeron55 what does interact have to do with maximum user count filling up
08:03 VanessaE well I would assume one would want to upgrade a user from "non-regular" to "regular" given enough time, and then interact, if given by default, becomes useful.
08:04 VanessaE but I get your point
08:04 celeron55 i don't care about interact or anything
08:04 celeron55 it's a thing on a completely different level and completely irrelevant for DoS proection
08:04 celeron55 +t
08:04 VanessaE true.
08:05 VanessaE as for the max player count filling up (or not), yours is a good idea for sure.
08:05 celeron55 now i hope some people will still read what i said up there and ignore this
08:09 VanessaE I'm sure they'll read it, jeez
08:10 celeron55 8)
08:14 * VanessaE goes back to her TV Tropes clickfest
08:15 iqualfragile joined #minetest-dev
08:19 celeron55 the max_users setting should be changed to max_players i think
08:19 celeron55 we don't use the term "user" anywhere else
08:19 celeron55 and i need to add a related setting to which i'd hate to use "user" too
08:21 iqualfragile blockmen mentioned something about a magizine?
08:22 celeron55 probably this http://irc.minetest.ru/minetest-dev/2013-08-01#i_3230599
08:26 Calinou joined #minetest-dev
08:34 iqualfragile minetest.ru is kind of dieing right now, but thanks for the link
08:37 iqualfragile thexyz: something is wrong with minetest.ru
08:39 loggingbot_ joined #minetest-dev
08:39 Topic for #minetest-dev is now Minetest core development and maintenance. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/
08:46 thexyz iqualfragile: guess there were some connection issues with hetzner
08:48 thexyz also, don't you think we need a polish translation finished?
08:48 iqualfragile i allso get a security exception when connecting to forum.minetest.net via https
08:48 iqualfragile yes, that would be needed when publishing minetest in a polish magazine
08:49 celeron55 this is a diff for the nonregular player limit http://paste.dy.fi/etS
08:49 thexyz iqualfragile: what exception?
08:50 iqualfragile ssl_error_bad_cert_domain; tells me that the certificate is only valid for minetest.ru and users.minetest.ru
08:50 iqualfragile sadly firefox does not even give me the option to ignore that warning
08:50 thexyz your browser probably doesn't support SNI
08:50 iqualfragile "firefox"
08:50 thexyz are you using firefox < 2.0?
08:51 iqualfragile i am using archlinux so yes
08:51 thexyz okay
08:52 iqualfragile hmm… strange, it works in konqueror
08:53 iqualfragile there has been another user reporting the same problems
08:54 iqualfragile and i can not remember changing any settings
08:54 celeron55 i use firefox and arch and have no problems
08:55 celeron55 (firefox 21.0)
08:57 iqualfragile hmm… werent you using linuux mint?
08:57 celeron55 i don't use the same distro on every computer
08:58 celeron55 (i have more archlinux than anything else installed)
09:01 thexyz iqualfragile: try now
09:01 iqualfragile does not work
09:02 thexyz and now?
09:02 celeron55 humm
09:03 celeron55 i do get the same error if i use https on that URL
09:03 celeron55 but the url has http, why would i
09:03 iqualfragile not yet
09:04 thexyz celeron55: well, iqualfragile gets error when connecting to forum.minetest.net
09:04 thexyz that's rather odd
09:05 celeron55 now that i think of it, i might have gotten an error on https://forum.minetest.net
09:05 celeron55 i generally don't care about SSL so i don't remember 8)
09:05 iqualfragile when i use https for the irc.minetest.net link i get the same error but here i have the option to add an exception
09:07 celeron55 you don't have an option to add an exception on forum.minetest.net?
09:08 celeron55 that has definitely not happened to me; even if it failed to verify it, it did allow adding an exception
09:08 celeron55 i don't see an exception in ff's exception list
09:09 celeron55 so none of it has happened to me
09:15 jin_xi joined #minetest-dev
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10:44 proller joined #minetest-dev
10:50 neko259 joined #minetest-dev
10:56 PilzAdam joined #minetest-dev
11:05 celeron55 is it so that there is no further performance improvement to come for fancier trees in the near future?
11:06 celeron55 if it is, then work should be started to add some of them to minetest_game in a lag-aware way
11:09 celeron55 as far as i can see, the decoration stuff isn't really moving forward at the moment and as for what i have heard, it won't affect speed much
11:09 celeron55 am i wrong?
11:12 Calinou joined #minetest-dev
11:13 PilzAdam celeron55, I think the best way to add fancier trees to minetest_game are schematics
11:13 jin_xi lol
11:14 PilzAdam the decoration doesnt even support L-system currently
11:16 PilzAdam and in my other game I already use schematics to place trees, and huge jungles are no problem at all
11:17 celeron55 how do you generate the schematics?
11:17 celeron55 by copying results of l-system trees generation? 8)
11:17 PilzAdam I have created a normal and a jungletree schematic by hand
11:18 PilzAdam then do some hacky code to get a probability table and you are done
11:18 celeron55 i'd like to see a result of that
11:19 PilzAdam https://github.com/PilzAdam/pilztest
11:19 PilzAdam http://mg.viewskew.com/u/pilzadam/m/jungle-in-the-pilztest-game/
11:20 jin_xi one has to wonder why ltrees are so slow even when consistion of only a few nodes (9 in my roads test)
11:20 PilzAdam the schematics are in mods/base/schematics/ and the relevant decoration definitions are in https://github.com/PilzAdam/pilztest/blob/master/mods/base/mapgen.lua#L90
11:21 Exio4 jin_xi: i think it is because the lua overhead, mainly
11:22 PilzAdam jin_xi, http://irc.minetest.ru/minetest-dev/2013-08-03#i_3235686
11:22 jin_xi what lua overhead? i think it has to do with them loading fixed size of blocks regardless of tree size
11:22 jin_xi PilzAdam: aha
11:22 Exio4 how do you 'spawn' something with ltrees?
11:22 iqualfragile_ joined #minetest-dev
11:23 Exio4 ah
11:23 celeron55 the speed in pilztest is pretty much perfect; this'd just need more variation and it'd compete directly with moretrees
11:25 celeron55 it's just a matter of adding more leaf and trunk types schematics i guess
11:25 celeron55 +and
11:25 celeron55 and some kind of logic for where to place what
11:29 celeron55 i'd just copy stuff directly from what moretrees generates 8)
11:29 PilzAdam the trees can be easily placed by perlin noise, though I used "fill_ratio" because Im not very familiar with noise stuff
11:30 jin_xi so, would it be feasible to make ltrees just generate schematics?
11:32 iqualfragile_ it would feel quite wrong to use static schematics when you could use l-trees instead
11:33 celeron55 while it'd be neat, i really don't care
11:33 Exio4 i think ltrees should be used for "super random" things like trees, or so :P
11:35 celeron55 when making a game it's better to change attitude to taking what works and just producing the wanted end result; all the pedanticism can be left for when working on the engine 8)
11:45 jin_xi about the ltrees and engine features: i still think it would be good to split the functionality into two parts: one generic turtle to actually place stuff and then an l-system rules parser to generate turtle programs
11:45 jin_xi then use schematics (or whatever else fast method) to place the results
11:46 jin_xi hmmmm hinted at something here: http://irc.minetest.ru/minetest-dev/2013-08-03#i_3235702 and i am gonna give this a try soonish
11:47 jin_xi but then my coding is hardly up to mt standards... so i might need a lot of help
11:48 PilzAdam so, you want that the L-System interpreter in the engine creates schematics?
11:48 jin_xi here is the turtle system i have so far: https://github.com/obneq/minetest/tree/turtle
11:49 jin_xi PilzAdam: if it is so much faster to place them, why not, but see irc log link above, idk what hmm meant by that
11:49 PilzAdam it would actually slow it down
11:50 jin_xi oh :( well
11:50 PilzAdam hmmmm said that the lighting needs to be omptimized
11:51 celeron55 why is lighting fast for schematics?
11:52 jin_xi ^
11:52 Exio4 because it uses the 'new' lighting algorithm?
11:52 celeron55 i don't understand why these have so much speed difference
11:52 celeron55 there's no rational reason for it
11:52 Exio4 if i understand correctly
11:52 Exio4 the old one is slower because it is less glitchy
11:52 PilzAdam well, hmmm said they have; 1) the lsystem uses the "old" lighting code and 2) it takes every corner case into account
11:55 PilzAdam also the lsystem is not the only reason why plants_lib is so slow
11:56 celeron55 that's why i said "as for what i have heard" 8)
11:56 celeron55 i do guess that the lua placing thing in it is not fast at all, but i have no proof of that
11:57 EdB joined #minetest-dev
11:58 celeron55 does anyone have anything to say about these? http://paste.dy.fi/Whf http://paste.dy.fi/etS
11:59 celeron55 the first one is kind of only a fix, but the second one has some design in to which someone might want to suggest something
11:59 RealBadAngel joined #minetest-dev
12:00 nore joined #minetest-dev
12:01 nore I have rebase #655, do you have anything do say against it?
12:01 nore s/rebase/rebased
12:02 PilzAdam celeron55, how do the DoS scripts work? do they send INIT and INIT2?
12:02 Exio4 celeron55 should say why it was 49 nore
12:02 nore yes, we still don't know that...
12:03 celeron55 PilzAdam: that's what i tested
12:03 RealBadAngel as some1 said two last digits of phone number of girl c55 dated night before ;)
12:03 celeron55 flooding that is the most effective way to kill the server currently
12:03 celeron55 and it's very effective, the server quickly goes unresponsive for an infinite time even if the attack is stopped
12:04 celeron55 that fixes the after-effect completely
12:04 RealBadAngel i am fine with this limit being configurable, so i think #655 is needed
12:05 RealBadAngel 49 limit is causing heavy damage to workin tubes setups
12:06 celeron55 Exio4: nore: it was set to 49 because ot was 50 before that, because when it was 50 many mapblocks were flooded with 50 monsters so the obvious solution was to delete everything from those that contain more than 49 and limit it to 49 from then
12:06 nore yes I had that (with teleport tubes)
12:06 celeron55 that was sometime before 0.3
12:06 celeron55 and some limit exists for obvious reasons
12:06 nore so now it should be best that it could be configured
12:08 nore and if one wants to delete everything he can set the limit to 0...
12:08 celeron55 the name of the setting is completely bad
12:08 nore what should it be then?
12:09 Exio4 wait, why is it raised up to 500? what's up with entity duplication?
12:09 celeron55 the best that comes to mind: max_objects_per_block
12:09 celeron55 also don't raise it, we have too much bugs currently to afford that
12:09 nore ok, changing that now...
12:12 nore done
12:12 SpeedProg joined #minetest-dev
12:13 celeron55 you forgot the .example 8)
12:14 nore done
12:15 nore and anything new about #852?
12:17 RealBadAngel i will test it now for a while
12:18 RealBadAngel atm im fighting with wrench mod, dunno why but it seems to not workin
12:18 RealBadAngel have anybody got problems with it?
12:18 nore dunno, not tested for now
12:18 Exio4 RealBadAngel: do you have any online/public branch for your shaders?
12:19 RealBadAngel it seems like when placing the node itemstacks meta is not accesible
12:20 RealBadAngel were there any changes made lately to itemstacks or its meta?
12:20 RealBadAngel Exio4, i will make the repo today. i were offline and busy for a while, just moved to new flat
12:21 Exio4 ah
12:30 celeron55 so i guess https://github.com/minetest/minetest/pull/852 is to be merged now?
12:32 celeron55 has sapier commented on it?
12:45 PilzAdam I really dont like how all/ is called "Default" in #852
12:47 sfan5 #856 should be merged, shouldn't it?
12:47 celeron55 i too think it's not very logical
12:47 celeron55 maybe "None" would be better
12:47 PilzAdam yep
12:47 PilzAdam and there is no reason to keep the old all/ pack
12:48 celeron55 sfan5: has somebody tried to use it and seen that it works?
12:48 sfan5 IIRC not
12:48 sfan5 I'll try it
12:50 celeron55 but i see at least one problem in it
12:50 celeron55 it calls minetest.check_player_privs by default while the engine already does that
12:51 sfan5 it should return true by default
12:52 celeron55 it's probably there for automatically handling some kind of custom cases, but checking multiple times for the general case isn't good
12:52 PilzAdam maybe pass pointed_thing instead and add it for entities too
12:53 PilzAdam then the priv checking can be completly done in Lua
12:54 celeron55 i guess i'll merge #852 and change "efault" to "None" (and fix a thing in a header)
12:55 celeron55 +D
12:56 sfan5 856 works
12:57 sfan5 may I merge it after I removed the check for interact privs?
12:57 PilzAdam are you against my suggestion?
12:57 celeron55 sfan5: don't
12:57 sfan5 no
12:58 celeron55 sfan5: it needs further refinement
12:58 sfan5 refinement = for entities too?
12:59 celeron55 dunno
12:59 celeron55 (maybe)
13:00 celeron55 lol, the texture pack menu lists the texture_packs_here.txt file in the UI
13:00 sfan5 so refinement only refers to the duplicate interact check
13:01 sfan5 or am I wrong?
13:02 celeron55 sfan5: that should be attempted to be taken care of, and entities too, and maybe something else too or instead if it turns out so
13:02 sfan5 I already did the first thing and squashed my commit into the other
13:02 sfan5 (locally)
13:02 PilzAdam the engine checks the interact priv for moving stuff out of the inventory and crafting too
13:02 PilzAdam that could be passed to Lua too
13:04 celeron55 what is the goal here in the first place
13:04 Exio4 i don't think that is needed PilzAdam
13:04 celeron55 we could pass every node access through a privilege function but that would be pointless
13:05 celeron55 is the point position-dependent interactions?
13:06 celeron55 it would seems so
13:06 PilzAdam the player should not be able to drop items in protected areas
13:06 celeron55 -s
13:06 Calinou PilzAdam: what if you want to trade items?
13:06 PilzAdam while crafting could be allowed there
13:06 PilzAdam Calinou, then youd have to go to unprotected areas or install a direct trade mod
13:07 PilzAdam bascically the point is to leave it up to the protection mod to decide such things
13:07 PilzAdam thats why its reasonable to pass such things to Lua
13:08 celeron55 by the way, the interact privilege is built-in to the client too; it can't be bypassed in certain cases
13:08 celeron55 that's why the check must be done by the engine
13:09 celeron55 so really the correct way mihgt be to just return true in the default lua function
13:09 celeron55 might*
13:10 celeron55 simply no interaction should be possible without interact; that's the point of that privilege
13:10 nore celeron55: what should I change in #852?
13:10 Exio4 in a dream world; the client should be able to "pre-known" those places and predict it
13:10 celeron55 Exio4: no, that's wrong and poisonous to the original design
13:11 celeron55 or, well, it could do that for additional privileges
13:11 Exio4 well, with client-side lua in the "on_place" that could be possible
13:13 celeron55 nore: fix it
13:13 celeron55 8)
13:13 celeron55 texture_packs_here.txt shows up in the gui for me
13:13 nore ok for changing "Default" to "None", but what is that header thing?
13:13 celeron55 i already did the change of the name
13:14 celeron55 and the header thing
13:14 celeron55 just figure out how to hide files
13:14 nore it is already done to ignore base/
13:15 celeron55 what?
13:15 nore in fact, I need to change the calls to get_dirlist, to use second parameter=true (ignore files
13:16 nore nvm about ignoring base/ , this is for a specific folder/file
13:16 celeron55 oh it works now
13:16 celeron55 good
13:16 celeron55 now i just need a texture pack... 8)
13:17 nore what I did was to copy a single stone texture, and to use it as screenshot too...
13:17 PilzAdam celeron55, could you send me the new patch? I have a ton of texture packs
13:18 celeron55 http://paste.dy.fi/ekF
13:18 celeron55 nice binary garble
13:20 sfan5 hows this http://hastebin.com/divebetavi for #856 ?
13:20 PilzAdam sfan5, an you use a pastebin that doesnt require JS?
13:21 sfan5 i just typed "git show | haste" because it was easier
13:21 Exio4 example in lua_api.txt?
13:21 Exio4 hmm
13:22 sfan5 PilzAdam: http://pastie.org/8205341
13:22 PilzAdam celeron55, the all/ folder can be simply removed now
13:23 RealBadAngel 852 has a few whitespace errors
13:23 celeron55 there are too few opinions on removing it
13:23 PilzAdam the screenshot shows moretrees and the description still says "default"
13:23 celeron55 oh by the way
13:23 celeron55 how about server-side texture packs
13:24 celeron55 the server always uses textures/all for those
13:24 nore what for?
13:24 PilzAdam the server should always send the textures that are in the mods
13:25 celeron55 what for? ehm... well maybe for setting default textures for a server? i mean, that functionality already exists and has existed for long
13:25 PilzAdam otherwise people might accidentally send their HD textures
13:25 celeron55 eh
13:25 celeron55 people want to set textures for their servers without going to copy each texture to the correct mod
13:25 nore if server uses textures/all, it is the same as no TP, so no long loading time
13:25 celeron55 removing that functionality would be utterly stupid
13:26 nore because textures are in their own TP folders
13:27 celeron55 but of course the server shouldn't send the textures in the pack that the local player is using
13:27 PilzAdam maybe use a "server" folder in textures/ ?
13:28 celeron55 maybe
13:28 celeron55 that doesn't tell what happens to 'all' though
13:28 PilzAdam all just gets removed
13:28 PilzAdam there is no reason to keep it
13:28 celeron55 but what does removing it mean
13:29 celeron55 the game sure doesn't go and delete the folder
13:29 PilzAdam we remove the folder from the repo
13:29 nore with TP selection, no textures are to be put in textures/all for client, and those in it are for server
13:29 PilzAdam so if people have textures in all/ then it will show up as a texture pack
13:29 nore so it is the same as a server/ folder
13:30 celeron55 PilzAdam: i'm fine with that
13:30 celeron55 however, it's just us three arguing
13:30 nore what should then be the folder selected for "No texture pack"?
13:30 celeron55 no folder
13:31 salamanderrake joined #minetest-dev
13:31 celeron55 but... yes, that'd need to be as a special case in the gui
13:31 celeron55 which makes sense
13:31 nore the problem is that with the "all" folder, the player can change texture_path in minetest.conf to get a different folder in which texture packs are stored
13:31 PilzAdam also dont try to find a screenshot or info.txt for it
13:31 celeron55 just insert to the top of the list
13:32 nore celeron55: it is always at the top for now, because of the renaming
13:33 celeron55 anyway you can see my header addition at line 242 here: http://paste.dy.fi/ekF
13:34 celeron55 i think PilzAdam is right in how it should work; remove "all" from the filesystem and make it add a top entry which is not an actual directory that says "No texture pack", with no image
13:34 celeron55 in other words, consider "all" a regular texture pack
13:35 PilzAdam and texture_path is set to "" if none is selected
13:35 nore ok, but how can the user change the path in which texture packs are stored then?
13:35 PilzAdam texture_pack_path in minetest.conf?
13:35 nore because with the current way, he can change it to a new folder by editing minetest.conf
13:35 celeron55 what?
13:36 celeron55 but aren't you modifying the setting in the UI?
13:36 nore if he changes texture_path to some_random_folder/all
13:36 PilzAdam default for texture_pack_path would be $path_user/textures/
13:36 nore the texture packs looked for will be in some_random_folder
13:36 celeron55 no no no no
13:36 celeron55 there shouldn't be such a path
13:36 nore why?
13:37 celeron55 there's no reason the lookup path shouldn't be strictly based on $path_user
13:37 celeron55 because so isn't games and so isn't mods' path
13:37 nore for now the default is games/../textures/
13:38 PilzAdam and what is "games"?
13:38 celeron55 nore: do you mean $path_user/textures/`
13:38 celeron55 ?*
13:39 nore well, the code asks where are the games stored (remove_last_folder(engine.get_gamepath())..DIR_DELIM.."textures")
13:39 celeron55 i wonder what engine.get_gamepath() does
13:40 nore engine.get_gamepath()
13:40 nore ^ returns path to global gamepath
13:40 celeron55 "gamepath" isn't an official name for any path
13:40 celeron55 sapier...
13:40 nore from menu_lu_api.txt
13:40 celeron55 sapier oh sapier
13:40 nore it is the games/ folder
13:40 PilzAdam porting::path_user + DIR_DELIM + "games" + DIR_DELIM
13:41 PilzAdam ^ thats what get_gamepath() returns
13:41 celeron55 that's ridiculously arbitrary
13:41 nore in a RUN_IN_PLACE=0 install, I reckon
13:41 celeron55 also adding DIR_DELIM to the end if a path variable should never be done
13:42 celeron55 i hate it when a base for a code is bad
13:43 nore remove_last_folder works whenever the last character is DIR_DELIM or not
13:43 celeron55 we need to first fix this menu api
13:43 celeron55 before we consider nore's stuff
13:44 nore I reckon BlockMen did a pull to fix some of the menu stuff too.
13:46 celeron55 anyway throw that "From tile.cpp:" in the texture_cache.h comment
13:47 PilzAdam joined #minetest-dev
13:47 nore that: A cache from texture name to texture path
13:47 nore ?
13:47 PilzAdam tile.cpp:140 should be removed if the new stuff goes in
13:48 celeron55 nore: like on line 242 here: http://paste.dy.fi/ekF
13:48 nore I do not have such comment...
13:48 nore strange
13:48 celeron55 it's a header with no corresponding .cpp file so nobody knows what it's doing otherwise
13:48 celeron55 nore: yes, add it
13:48 celeron55 that's the point
13:49 nore ah, ok
13:49 celeron55 anyway, i need a break
13:49 PilzAdam nore, and remove the whole "Check from $user/textures/all" block from tile.cpp:138
13:49 celeron55 but overally the menu api must be fixed first by adding some kind of get_userpath or other sane function
13:50 nore OK, I will do both
13:51 nore I commented the block for textures/all, and no screenshot nor information for the "None" texture pack
13:52 celeron55 or alternatively get_texturepath
13:52 PilzAdam dont comment code out, just remove it
13:52 celeron55 something that makes sense rather than these tricks
13:52 nore OK
13:52 kahrl why is there a texture_cache.h? can't this be in tile.h?
13:53 nore IIRC, it was to fix a multiple variable problem
13:53 nore but I had to change it to extern, so I can put it again in tile.h
13:53 kahrl yeah that sounds like the extern was missing
13:57 PilzAdam nore, https://gist.github.com/PilzAdam/6150399
13:58 PilzAdam you can use that for now, the whole thing has to be fixed later on anyways (as celeron55 said)
13:59 nore I had just finished to do it
13:59 nore but thanks anyway
14:07 nore I updated the pull, I did not squash the commits yet since I removed a few things, but tell me if it is OK
14:08 PilzAdam you dont need to add /textures/texture_packs_here.txt to gitignore, just  git add -f textures/texture_packs_here.txt
14:08 PilzAdam also always at a newline at the end of files
14:09 nore yes, but it still should be here, like textures_here.txt
14:09 nore and what file did I add?
14:09 PilzAdam https://github.com/minetest/minetest/pull/852/files#L8R1
14:10 nore yes, of course ;)
14:10 PilzAdam and  git rm -r textures/all
14:10 nore ok, done
14:11 nore PilzAdam: no textures/all is still needed (for no TP, and for server)
14:12 kahrl oh, this includes util/container.h from tile.h, that might be bad for compile times
14:12 kahrl tile.h is included from a lot of places and util/container.h is template heavy
14:13 nore kahrl: so I should create again my file texture_cache.h?
14:13 kahrl no, maybe remove the extern declaration and instead add a function clear_texturename_to_path_cache
14:14 nore the problem is that if I remove extern, I get multiple variable declaration error
14:14 kahrl sorry, I didn't see it when I asked about texture_cache.h earlier
14:14 kahrl no, I mean remove the entire declaration
14:14 nore but then, g_texture... is out of scope in game.cpp
14:15 kahrl that's what the clear... function is for
14:15 nore where should I put the function then?
14:15 PilzAdam nore, textures/all is supposed to be removed completly, and textures/server should be used in a server
14:15 kahrl tile.cpp and declared in tile.h
14:15 nore PilzAdam: and for no TP?
14:15 nore kahrl: but where should the function be declared then?
14:15 PilzAdam what for no TP?
14:16 kahrl hm?
14:16 nore it needs a folder for TP = None
14:16 kahrl below getTexturePath
14:16 nore karhl: because if it is in tile.h, g_texture... will be out of scope
14:17 kahrl declare it in tile.h and define it in tile.cpp
14:17 nore and in tile.cpp, it will be out of scope in game.cpp
14:17 nore karhl, Ok, I do not master enough C right now
14:17 nore I understand
14:17 nore do you think it is better?
14:17 PilzAdam nore, no, no folder for "None", it should be hardcoded in the list
14:17 PilzAdam its a special case
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14:18 nore yes, but how could the user change the folder in which he stores TPs?
14:18 kahrl it's good to limit usage of a global variable to a single cpp file, too
14:19 PilzAdam nore, he doesnt, just like he cant change the folder where mods are installed
14:19 nore ok, doing it (again...)
14:19 kahrl PilzAdam: symlinks ;)
14:19 PilzAdam kahrl, in windows
14:20 kahrl doesn't windows get symlinks a while ago?
14:20 kahrl didn't*
14:21 celeron55 maybe some of us should just do it 8)
14:23 nore kahrl: is it OK like that?
14:24 kahrl the name clear_texture_cache is a bit unspecific (does it remove all texture files in cache/media?)
14:24 kahrl i'd call it clearTextureNameToPathCache
14:25 celeron55 why not just "texturename cache"
14:25 celeron55 the fact that it maps them to paths is somewhat irrelevant
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14:25 kahrl yeah, clearTextureNameCache is fine
14:25 kahrl or clearTexturePathCache?
14:26 celeron55 hmm, that's actually best
14:26 PilzAdam that reminds me to the story with nuclear power plants and bikes :-)
14:27 nore ok
14:31 celeron55 PilzAdam: but it's important to get at least something right"
14:31 celeron55 !*
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14:33 nore PilzAdam: could you tell me what you think of the last commit?
14:36 PilzAdam what needs to be changed to let the server grab the texture from $path_user/textures/server/?
14:36 PilzAdam +s
14:38 celeron55 server.cpp:4277? 8)
14:38 nore it is changed, just look at the commit again ;)
14:38 celeron55 that one should use $path_user though, now it relies on the working directory being $path_user
14:39 nore just a question: in a RUN_IN_PLACE=1 install, path_user = Minetest directory?
14:39 nore s/=/==
14:39 celeron55 yes
14:39 nore ok
14:40 nore tell me if everything works correctly for you, I will squash the commits.
14:40 celeron55 anyway change the two lines to paths.push_back(porting::path_user + DIR_DELIM + "textures" + DIR_DELIM + "all");
14:40 celeron55 (remove the std::string path_all = "textures"; line, it's useless)
14:41 celeron55 i mean, "server" there of course
14:41 nore done
14:42 nore does it work now?, I did not test it yet...
14:43 PilzAdam nore, why have you moved #include "util/container.h" down in tile.cpp? it doesnt build if its included after util/thread.h
14:44 nore that it because I removed it and added it again...
14:44 nore I will move it again
14:44 RealBadAngel joined #minetest-dev
14:44 celeron55 testing
14:45 kahrl PilzAdam: huh, that shouldn't break the build
14:45 nore PilzAdam: how do you move a commit?
14:45 nore to squash it with the one before last
14:46 kahrl just add another commit and squash all of them when everything is done
14:46 Calinou joined #minetest-dev
14:47 celeron55 well one can freely move commits around in git rebase -i; it's probably not wise though if you're aiming for a single squashed commit as a result though
14:47 nore It is what I did for now
14:49 PilzAdam https://github.com/PilzAdam/minetest/commits/texture_packs2
14:49 PilzAdam squashed and fixed
14:49 PilzAdam is anything missing in there?
14:50 celeron55 i'm too lazy to test anymore :P if it works for you, let's call it done
14:50 PilzAdam oh, I have moved #include "util/container.h"  too
14:51 nore Me too
14:51 celeron55 oh
14:51 celeron55 one thing
14:51 celeron55 don't put two lines in texture_packs_here.txt
14:51 PilzAdam why?
14:51 nore I put only one line, I reckon
14:51 celeron55 there's a reason for it: when minetest is built on linux for windows, you end up with \n newlines in there, and if you look at that with notepad, there's no newline
14:52 celeron55 or, well, i have used that criterion for those short files
14:52 nore One last question: should I add my name in "Contributors"?
14:53 celeron55 people on that list have contributed quite a lot, so maybe not yet 8)
14:54 nore is there a minimum number of contributions? ;)
14:54 nore that makes 2 commits for me (perhaps not enough)
14:54 celeron55 yes, the minimum number is "quite a lot"!
14:55 celeron55 refer to the stupidly vague numerals handbook
14:55 * nore tries to hide...
14:55 PilzAdam the one with the least amount of commits there is 0gb.us with 5 commits
14:55 nore of course, trying to compete with sapier is impossible...
14:56 Exio4 that is impossible
14:56 Exio4 you would need to write 10k of lines in two days
14:56 PilzAdam according to the "12 Month Commits" list of oholoh Im the first
14:57 PilzAdam and thats mainly merging other peoples stuff :-p
14:57 celeron55 commit stats isn't a reliable metric
14:57 Exio4 https://github.com/minetest/minetest/graphs/contributors
14:57 celeron55 it measures how wastefully one uses commits :P
14:58 Exio4 i only have 9 commits vs the 11 of jeija
14:58 Exio4 he has 11 commits / 2,133 ++ / 153 -- ..
14:58 Exio4 (vs 9 commits / 80 ++ / 17 --)
14:58 PilzAdam pushed that thing now
14:58 Exio4 3 commits and like 2100 lines of dif!)
14:58 Exio4 er, that is a spare )
14:59 celeron55 nore: it's a good first contribution anyhow though (you can tell that from not being put in the trash)
15:00 nore so I need my other pulls being merged...
15:00 nore that is force_load, and tool callback
15:01 Exio4 i like the feeling of looking at some code and say "ah! that is how this is working!" :P
15:01 PilzAdam everyone agrees on that force_load thing but nobody dares to merge it
15:01 nore celeron55: it is the second, the first was the one you merged a few hours ago
15:01 PilzAdam chances that it breaks everything are too high
15:02 celeron55 nore: you might want to refer to the numbers if you want anyone to even maybe look up something
15:02 nore force_load will perhaps be the pull request that will have waited the most time before merging... ;)
15:02 nore it is almost 1 year old now
15:02 PilzAdam 1 year is nothing in Minetest...
15:03 nore for a pull request?
15:03 PilzAdam currently "Sensible require system" is the oldest open pull request with 11 months
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15:04 celeron55 that isn't ever going to be merged, we have decide to use a different kind of requirement system
15:04 celeron55 might be a good idea to close it :P
15:04 celeron55 +d
15:04 PilzAdam I quote you there :-p
15:05 celeron55 you didn't even write my name there, bah
15:05 PilzAdam now its "Possible to not type the password every time, and use strong passwords."
15:05 PilzAdam an "and" in pull request is generally a bad sign
15:06 PilzAdam *pull requests and commit messages
15:06 celeron55 "add new block and rework everything"
15:06 nore I have as many commits and more line diffs than VanessaE and 0gb.us...
15:06 nore but nvm, I will make more pull requests
15:06 PilzAdam I dont know why 0gb.us is in that list
15:06 celeron55 no don't, we hate handling these!
15:07 celeron55 hey but
15:07 celeron55 how about the two of mine
15:07 Exio4 V is the 'testing girl' here :P
15:07 Exio4 something to try? tell her!
15:07 Exio4 it is like trying the worst-performance-case that is possible when using minetest
15:07 celeron55 i'll merge the DoS fix now but let's finalize this one: http://paste.dy.fi/etS
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15:08 celeron55 one of the things was that i would like to change max_users to max_players
15:08 celeron55 because we don't call players users anywhere else
15:08 PilzAdam and add fallback code to max_users?
15:08 PilzAdam (since we dont want to break peoples minetest.confs)
15:09 nore minetest.register_setting_alias?
15:09 Exio4 the server admin should look at the changelog
15:09 celeron55 well it's a server setting, maybe we can assume they follow some news
15:11 celeron55 (aactually, i seem to have merged that previous one already)
15:12 celeron55 so is it necessary to be able to fall back to max_users?
15:12 PilzAdam maybe not
15:12 celeron55 it requires removing the old and new setting from defaultsettings.cpp and handling them specially everywhere where they are used
15:13 celeron55 (in two places)
15:13 PilzAdam it would mess up the code too much
15:13 celeron55 maybe i'll just make the server log a warning at startup if it sees max_users
15:15 nore I will make a post on the forum about the TP selection.
15:15 celeron55 is the "regular" privilege name any good? and the max_nonregular_users/players setting?
15:16 celeron55 it's supposed to mean that the player is confirmed to be actually a human playing the game and not just visiting or possibly being some bot or script
15:16 PilzAdam nore, why?
15:17 nore for texture pack creators
15:17 PilzAdam nore, ok, I think its better if I write it in "News"
15:17 nore I am writing the post, could you move it?
15:17 celeron55 maybe nore writes it and somebody moves it there
15:17 PilzAdam that works too
15:18 PilzAdam but somebody else has to move, Im not a moderator
15:18 celeron55 i am :P
15:18 PilzAdam nore, also include an example structure of the textures/ folder
15:18 Jordach i can move it if the post IS WRITTEN.
15:19 Jordach (we are allowed bold here right?)
15:19 celeron55 no
15:19 Jordach oh
15:19 sfan5 thats caps not bold
15:20 Jordach sfan5, i don't know if +c is on this channel
15:20 PilzAdam the +C flag is set
15:20 Jordach thank you.
15:20 PilzAdam your IRC client should show that
15:20 nore https://forum.minetest.net/viewtopic.php?pid=103752#p103752
15:20 Jordach https://forum.minetest.net/viewforum.php?id=18
15:20 Jordach nore, ^
15:21 sfan5 Jordach: oh you meant, color bold
15:21 Jordach yus
15:21 Calinou "- there should be a "screenshot.png" that will be a screenshot of the TP. Its format must be 4:3." which size in pixels?
15:21 Jordach he means 128^2
15:22 Calinou that's not 4:3
15:22 Calinou 4:3 would be 512×384
15:22 PilzAdam somone update this: https://forum.minetest.net/viewtopic.php?id=1592
15:22 celeron55 i will
15:22 nore there is no size, the image will be resized (so if you put a 128x128 image, it will be squashed)
15:23 Calinou I mean, so that it looks good
15:23 Calinou and not pixelized
15:23 sfan5 what has do be done for #856 (Add basic protection support to builtin) aside from the doublecheck and adding support for dropping items too?
15:23 nore I don't know... (I think it is displayed 160x120, or at least VanessaE told me so)
15:24 nore Calinou: edited the post
15:24 Calinou ok
15:25 PilzAdam nore, add this as example structure: https://gist.github.com/PilzAdam/6150673
15:26 nore PilzAdam: done
15:27 nore that should be added in celeron55's post about texture pack installation too.
15:27 PilzAdam yea
15:27 PilzAdam and in the wiki page
15:27 PilzAdam (is there one about texture packs?)
15:29 nore dunno
15:30 nore http://wiki.minetest.net/Texture_Packs
15:30 PilzAdam someone should update that
15:32 celeron55 remember to not remove the instructions for 0.4.7 and earlier though
15:32 PilzAdam I just copied the "Installing Mods" from the dev wiki to wiki.minetest.net
15:35 nore celeron55: two space are missing in the last lines (indent not correct)
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16:14 celeron55 i think that deprecation warnings that only happen once per server startup should use log level "error"
16:14 Calinou joined #minetest-dev
16:15 celeron55 or actually... i think it's just up to the importance of the particular warning
16:15 celeron55 (currently they use level "info")
16:31 celeron55 hmm, a texture pack selection menu bug: why does it show the game icons?
16:31 celeron55 it doesn't do anything game-specific
16:32 nore joined #minetest-dev
16:33 nore what do you think about that sounds pack idea?
16:33 nore https://forum.minetest.net/viewtopic.php?pid=103762#p103762
16:33 celeron55 19:32:03 < celeron55> hmm, a texture pack selection menu bug: why does it show  the game icons?
16:34 celeron55 19:32:07 < celeron55> it doesn't do anything game-specific
16:34 nore game icons are always shown, I reckon
16:34 celeron55 no they aren't
16:34 celeron55 they are now shown in singelplayer tab and texture pack tab
16:34 nore in fact not
16:35 nore it is because I copied code from singleplayer tab
16:35 celeron55 well that is obvious
16:35 nore doing a commit to fix that
16:36 PilzAdam just removing ..menubar.formspec works
16:36 nore just need to remove line 1010 of mainmenu.lua
16:36 PilzAdam and 1038
16:36 VanessaE regarding texture packs,
16:36 nore yes
16:37 VanessaE since I missed out on the whole conversation...  I'm okay with the current thinking, as long as there is a user-level folder in which one can place files that override (or supplement) the selected texture pack
16:37 VanessaE user-level as in works in a system-wide install e.g. a folder somewhere under ~/.minetest/
16:38 nore textures/base/pack should work
16:38 nore or textures/server
16:38 PilzAdam nore, that is in $path_share
16:38 celeron55 VanessaE: there isn't anything like that
16:38 VanessaE these are not server-side textures I'm thinking of, nore
16:38 VanessaE celeron55: there used to be.
16:38 celeron55 why do you need such?
16:38 VanessaE PilzAdam just broke it by pushing that commit through
16:38 celeron55 why nobody else needs such?
16:38 VanessaE celeron55: I use custom fonts.
16:38 jin_xi joined #minetest-dev
16:38 celeron55 if you are the only one requesting it, you won't get it
16:39 VanessaE as do a number of others.
16:39 nore I have been asked to remove it
16:39 VanessaE those by definition must be independent of a user's texture pack
16:39 PilzAdam VanessaE, no, there used to be only 1 texture pack
16:39 VanessaE PilzAdam: wrong.
16:39 celeron55 VanessaE: find someone else who wants the same thing, bring them here and we can talk
16:39 VanessaE PilzAdam: before, you could set texture_path=/foo/blah  and also put a few files in ~/.minetest/textures/all  and *both* paths get used exactly as expected.
16:40 celeron55 i know that functionality existed before, but it was not advertised nor specified as being available, and also almost nobody used the functionality as such
16:40 VanessaE celeron55: \https://forum.minetest.net/viewtopic.php?id=4436
16:40 VanessaE https://forum.minetest.net/viewtopic.php?id=4436  *
16:40 VanessaE several people at least there.
16:40 PilzAdam why not use TTF?
16:41 PilzAdam I am sure there is a proper font for you somewhere
16:41 VanessaE PilzAdam: <offtopic> because TTF can't be shadowed. </offtopic>
16:41 PilzAdam you can even set the size in minetest.conf
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16:43 VanessaE you could have just left the check for textures/all and made the TP selector ignore the presence of that folder and it would have been fine
16:44 VanessaE there is no reason to remove functionality like that if it doesn't cause a performance problem or confuses people.
16:44 VanessaE or doesn't confuse*
16:44 celeron55 well now that there is an actual example of it's valid usage, the request seems a bit more justifiable
16:44 PilzAdam if its incosistent with the new system then there is a reason
16:44 celeron55 if it's added back, it's going to be called textures/override
16:45 celeron55 because that's what it is
16:45 VanessaE celeron55: also, as an aside, note the date on that post... :)
16:45 nore one question: should the "server" folder be hidden by the TP selector?
16:45 Calinou +1 for selecting "all" pack and hiding it, for backwards compatibility
16:45 PilzAdam nore, no
16:45 VanessaE I'm fine with almost any path you want to use, as long as it doesn't require admin rights to populat eit.
16:45 celeron55 VanessaE: by the way, none of the users who you have told to put the font in textures/all have their texture pack in an another location via texture_pack
16:45 VanessaE populate it*
16:45 celeron55 VanessaE: i'm pretty sure
16:45 Exio4 at least it isn't like https://xkcd.com/1172/
16:46 celeron55 texture_path*
16:46 VanessaE celeron55: true, but I didn't want to make a specific recommendation to that end.
16:46 PilzAdam Calinou, wut? backwards compatibility is is possibel, since you can simply select "all" in the GUI
16:46 Calinou nevermind then
16:46 Calinou don't know what's VanessaE about then
16:47 celeron55 VanessaE: but this brings the problem that you are probably the only one in the world using it 8)
16:47 PilzAdam Calinou, she wants another level on top of texture packs
16:47 VanessaE Calinou: because if textures/all is selected, and all it has is a couple of fonts, then say textures/sphax won't be used
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16:47 VanessaE celeron55: I've seen screenshots here and there that would disagree with you :)
16:47 celeron55 VanessaE: screenshots of folder contents?
16:48 VanessaE celeron55: screenshots showing various texture packs with my fonts riding on top.
16:48 VanessaE but your point stands.
16:48 VanessaE I guess in the past most people just dumped everything into textures/all
16:49 celeron55 most builds of minetest also use freetype so that font isn't applicable to those at all
16:49 VanessaE PilzAdam: "she wants to retain the second level above texture packs" you mean :P
16:49 VanessaE celeron55: yeah I know, because putting freetype support in breaks the use of bitmap fonts entirely
16:49 VanessaE which is, frankly, stupid
16:49 celeron55 it doesn't break it
16:49 celeron55 it replaces it
16:49 VanessaE yes, it does.
16:50 VanessaE same difference.
16:50 VanessaE it worked before, that feature gets added, it stops working.
16:50 VanessaE it makes for fonts that are less readable, or fancy, or whatever, than they were before.
16:50 celeron55 yeah and supports hundreds of times more characters
16:51 VanessaE true
16:51 celeron55 of course you are happy as you use the language ascii was made for
16:51 celeron55 but it's quite selfish
16:51 VanessaE I dare say 80% of the minetest community uses English :P
16:51 Calinou french works fine with bitmap fonts too, but freetype still supports more chars :P
16:52 celeron55 i would be happy if it did support both though; but i don't consider that even worth the effort of looking whether it would be possible
16:52 celeron55 (even more as i did nothing of the ttf thing)
16:53 celeron55 (you'd have to bug thexyz, who won't do anything)
16:53 VanessaE not bugging anyone anyways, I just want the alternate level put back :P
16:54 celeron55 we need to sum up the time of every minetest user wondering why textures load so slowly and compare it to the time that VanessaE uses to patch her version
16:54 celeron55 8)
16:54 VanessaE heh
16:54 VanessaE gotta run
16:54 VanessaE back in a few hours
16:55 nore I noticed that I get now textures loading far faster with an hi-res TP...
16:55 nore since they aren't sent
16:55 PilzAdam nore, wut?
16:56 nore before, with textures in textures/all, using an hi-res TP caused a very looooong load time
16:56 nore but now, since the server does not send them, it is far faster
16:56 celeron55 clear the cache directory and try again
16:57 celeron55 and enjoy the load time for the second time
16:57 nore it is not because of the cache directory, since I just copied HavenTP from a folder outside Minetest folder to my textures/ folder
16:57 nore before that, nothing
16:58 celeron55 in any case there hasn't been anything made that would affect that
16:58 celeron55 as far as i know
16:58 PilzAdam celeron55, we could change main.cpp::1396 to read font_path from minetest.conf too, then fonts would be more consistent
16:58 nore in fact, it would work same before if we only changed texture_path instead of putting textures in textures/all
16:59 nore but I only discovered that today
16:59 nore PilzAdam: looks a good idea
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17:00 celeron55 PilzAdam: well it's done for TTF; why not
17:00 celeron55 that'll get VanessaE the font
17:00 BlockMen why we have a news topic for tp over menu but none for the new menu itself??
17:01 BlockMen *-?
17:01 nore BlockMen: no idea
17:01 BlockMen PilzAdam, you should make a topic on that :P
17:02 PilzAdam celeron55, should we move fontlucida.png to fonts/ too?
17:03 celeron55 maybe the font image should be renamed at the same time
17:03 thexyz we should just drop bitmap fonts support
17:03 Calinou thexyz: TTF fonts cannot have an outline right now
17:03 Calinou they are usable, but hard to read behind a bright background
17:03 celeron55 thexyz: can you get VanessaE the outline with TTF?
17:04 celeron55 that's really the only problem with it, as far as i can see
17:05 thexyz i think we should have a shadow, not outline
17:05 thexyz just duplicate and make it black
17:05 celeron55 well a shadow is a million times easier to make at least
17:05 PilzAdam https://gist.github.com/PilzAdam/6151023
17:05 thexyz yeah
17:05 celeron55 altough you can make a relatively good outline by drawing shadows in four directions
17:05 thexyz but what's the point of outline when we can have shadows?
17:06 Calinou some people prefer outline, some prefer shadows
17:06 celeron55 what's the point of fonts on television having outlines and not shadows?
17:06 Calinou generally, outline is better for readability
17:06 celeron55 the point is that it's even more readable
17:06 Calinou that's why memes use outlines, celeron55 ;)
17:08 thexyz PilzAdam: how about we make it a run time setting, not compile time?
17:10 kaeza joined #minetest-dev
17:10 celeron55 can the TTF/bitmap selection be made runtime?
17:11 celeron55 PilzAdam: you still left the other bitmap font to be in textures though
17:13 nore left #minetest-dev
17:29 BlockMen is #858 ready to merge?
17:29 BlockMen *-ready + good
17:31 sfan5 yes
17:35 BlockMen and why isnt it merged then? :P
17:36 sfan5 dunno
17:38 BlockMen other devs? ^
17:39 PilzAdam celeron55, thexyz, should I leave the option to compile without freetype?
17:40 thexyz I vote for no
17:41 thexyz because why would you compile without freetype?
17:44 BlockMen thexyz -> https://forum.minetest.net/viewtopic.php?pid=103074#p103074
17:44 BlockMen could you fix that?
17:45 BlockMen its impossible to open http://wiki.minetest.net/FAQ
17:45 celeron55 well two reasons: 1) fonts provided by freetype aren't good, or 2) you don't have freetype
17:46 thexyz for now we don't plan to drop bitmap fonts if I got it correctly
17:47 thexyz and 2) well, you're fucked
17:47 PilzAdam https://gist.github.com/PilzAdam/76c048704250a0dd919d
17:48 thexyz BlockMen: fixed
17:48 thexyz clear cache if it doesn't work
17:50 thexyz PilzAdam: it's probably not a very good idea to expose private mail, don't you think?
17:50 sfan5 PilzAdam: he also created a forum topic about that
17:50 BlockMen thexyz, thanks. you answer casimir?
17:50 celeron55 PilzAdam: set those to be collected by a spam filter
17:51 thexyz uh, sure, it's too hard to point them to wiki/docs
17:51 celeron55 thexyz: there was a time when we cared about exposing the "private" mails of those people; not anymore
17:53 thexyz okay
17:53 thexyz I still think we shouldn't but I cannot force it
17:53 sfan5 celeron55: either disable https for minetest.net or do the certificate stuff right
17:53 sfan5 wait
17:53 celeron55 sfan5: what
17:53 sfan5 dep
17:54 sfan5 forget what I just said
17:54 thexyz oh there's https @ minetest.net
17:54 thexyz cool
17:54 thexyz too bad it doesn't work
17:57 celeron55 could your certificate be used there?
17:58 thexyz yeah, but i'm not going to give you private key :P
17:58 PilzAdam https://gist.github.com/PilzAdam/6151207
18:00 BlockMen PilzAdam, celeron55, thexyz #858 ?
18:03 celeron55 PilzAdam: that will cause memory leak or segfault if freetype is changed when running 8)
18:03 celeron55 PilzAdam: if(font) font->drop();
18:03 celeron55 and font = NULL;
18:03 celeron55 (in the beginning)
18:03 celeron55 umm
18:03 PilzAdam BlockMen, are there other files that could profit from the wstrgettext() cleanup?
18:03 celeron55 actually no; that'll not work
18:03 celeron55 well you know what the problem is anyway
18:04 PilzAdam celeron55, I wonder how many people try to change that at runtime
18:04 celeron55 collect the setting at the beginning of that file
18:04 celeron55 into a boolean
18:04 celeron55 it's simply stupid to not do it properly
18:05 BlockMen PilzAdam, AFAIK not. every else it is given directly as wchar_t* to irrlicht
18:06 celeron55 PilzAdam: alternatively you could ->grab() the font gotten from getFont() :P
18:06 celeron55 then you can drop it
18:06 celeron55 (at least should be able to, unless irrlicht plays some tricks)
18:06 PilzAdam I just save it in a boolean
18:09 BlockMen is it ok when the inventory looks like this when nothing is defined(like background, etc)
18:09 BlockMen or should i remove in that case the full screen overlay that it looks like now?
18:10 BlockMen oups..forgot the img link -> http://i.imgur.com/4PiQKHu.png
18:10 celeron55 well, sounds like a sane default
18:11 celeron55 is there some written docs about this?
18:11 PilzAdam celeron55, https://gist.github.com/PilzAdam/6151207
18:11 celeron55 i'm not knowledgeable at all what you're doing
18:12 celeron55 for example are the styles per-formspec or per-game?
18:14 BlockMen no, every formspec can be set different (if wanted)
18:14 BlockMen by extending (and adding) the defining strings like list[....]
18:14 celeron55 PilzAdam: i think it's good now
18:19 PilzAdam https://github.com/PilzAdam/minetest/commit/bf48133be9b8ec117d47bb31d207f6292d411c03 are the comments in minetest.conf.example good like that?
18:20 Exio4 you should add examples for the "bitmap fonts" too, i think?
18:21 PilzAdam why?
18:22 Exio4 for completeness?
18:22 Exio4 it is more like why not?, it is a two lines changed for "completing examples"?
18:22 thexyz why don't we drop freetype cmake params and make it required?
18:23 PilzAdam well, dunno
18:23 PilzAdam celeron55 seems to be against it
18:23 celeron55 why do that? it's just about hating users and doesn't bring any convenience to anyone
18:24 celeron55 just hinders some who want to throw a quick build on windows
18:24 thexyz those #ifdefs are everywhere
18:25 Calinou still requires -DENABLE_FREETYPE=1 (if it isn't default already) on linux
18:26 celeron55 freetype should be changed to be used by default if it's available
18:26 PilzAdam btw, is anyone else annoyed by all these warnings from src/cguittfont/irrUString.h?
18:26 Calinou +1, same for gettext
18:27 celeron55 i'm not annoyed because... apparently i have been too lazy to set -DENABLE_FREETYPE=1 again after some cmake reset
18:27 PilzAdam its like 80 lines of warnings from this one file
18:31 PilzAdam anyway, should I push that freetype commit now?
18:32 celeron55 there's a bug in it actually
18:33 celeron55 you don't initialize m_use_freetype at all
18:33 celeron55 in the case of no freetype being built in
18:34 PilzAdam yea, I just declare it #if USE_FREETYPE
18:34 celeron55 thexyz: i consider these #ifdefs to be bad encapsulation; it wouldn't be hard to make a small wrapper header that would get the font in an opaque way
18:35 celeron55 humm... well you declare it always, but apparently you don't touch it always
18:37 celeron55 anyway, there's the almost exact same code copypasta'ed in two places
18:37 celeron55 this isn't good code by any standards 8)
18:38 celeron55 anyway just commit it now, i'll maybe rework it a bit
18:40 PilzAdam done
18:42 celeron55 this is the latest version of the max_visitor_players thing... not sure if i like it http://paste.dy.fi/HcT
18:43 celeron55 it's not functional as-is because the only way it can work in practice is with a mod that tracks player's playtime and automatically sets the privilege after a while
18:43 celeron55 maybe that functionality should be put in builtin
18:43 celeron55 it's like 10 lines of code anyway
18:44 celeron55 but the whole usefulness of this isn't validated
18:44 celeron55 where's the #minetest-serveradmins channel :P
18:46 PilzAdam its joined together with #minetest-mods
18:46 PilzAdam #minetest-bots #minetest and #minetest-offtopic in #minetest
18:50 PilzAdam 858 seems good, anyone against merging it?
18:51 PilzAdam "seems good" as in "doesnt break anything in Linux"
19:01 BlockMen what is better for setting <color> in formspecs definition? as argb (255,255,255,255) or as combination of alpha and hexadecimal (20,#303030) ?
19:05 RealBadAngel as i am digging with shaders vector4 representation is better for me
19:05 EdB joined #minetest-dev
19:07 BlockMen so eg "size[3,5;128,0,0,0]" ?
19:07 PilzAdam other formspec parts use hexadecimal
19:07 RealBadAngel im not pushing it, just mentioned that in shaders theres rbga form
19:08 RealBadAngel *rgba
19:09 RealBadAngel all the color calculations are made on vector3 (rgb) or 4 (rgba)
19:09 BlockMen hmm, ic. but since the definition of video::Scolor (a,r,g,b) is i would prefer argb (easier to read then)
19:10 PilzAdam hexadecimal is perfectly readable
19:10 RealBadAngel no problem with hex for me
19:11 BlockMen ok, then "size[3,5;128,#000000]" ?
19:11 RealBadAngel shaders code is pretty well isolated, it can have different rules
19:11 celeron55 umm
19:12 celeron55 i wouldn't mix an integer value and a "web color" like that
19:13 celeron55 i'd use "size[3,5;128,0,0,0]"
19:13 PilzAdam why not add alpha to the hex value?
19:13 BlockMen i vote for argb too
19:14 celeron55 PilzAdam: nobody does that
19:14 RealBadAngel 8 chars hex?
19:15 PilzAdam everything else in formspec and HUD uses hex
19:15 celeron55 in CSS stylesheets colors are either #ffffff or if one needs alpha, they are rgba(255,255,255,0.5) 8)
19:15 PilzAdam I dont like the inconsistency
19:16 celeron55 i guess we could use a 4-byte hex
19:16 RealBadAngel "size[3,5;#80000000]" then?
19:17 celeron55 uhg... no, it's not readable at all
19:17 celeron55 we can't do that
19:17 BlockMen argb has another pro, everyone can read it easily from every graphic program
19:18 RealBadAngel thats a 4 byte long hex...
19:18 BlockMen without having any experience with hexcolors
19:18 celeron55 i'm voting primarily for "size[3,5;128,0,0,0]", secondarily for "size[3,5;128,#000000]"
19:19 RealBadAngel so i do vote for all the colors and alpha separated with comas
19:19 celeron55 (altough i don't really like it that a size statement contains a color; i think there should be a separate color statement for setting colors)
19:19 Jordach ARGB is easy to read, GIMP even puts colour in it (provided you look in the colour picker)
19:19 PilzAdam size[3,5;128,#000000] is at least consistant with other stuff
19:19 RealBadAngel It is?
19:19 proller faster freeze-melt fo top water layer https://github.com/proller/minetest/commit/868df0eedd092aa511c034cdf31eecc4411628e4
19:20 BlockMen celeron55, i wasnt sure yet what would be best, because the colors[] would get larger and larger
19:20 BlockMen so setting a few things on the elements itself isnt that bad
19:20 RealBadAngel if one of those propositions is already used in code, then yes
19:20 PilzAdam proller, thats exactly why you should do that in a fork
19:20 PilzAdam tweak things until they are useable and the commit all at once
19:21 proller they is useable
19:21 proller but i making it better
19:21 PilzAdam you basically repeating the mistake of finite liquids
19:21 celeron55 BlockMen: do you have an example formspec to show what it looks like currently?
19:21 celeron55 BlockMen: the text
19:21 RealBadAngel PilzAdam, nobody ever commited code that was perfect from at the start
19:22 proller PilzAdam, finite liquids is mistake only for you
19:22 RealBadAngel every code can be changed
19:22 BlockMen sure, one sec
19:22 RealBadAngel technic gets rewrites all the time
19:23 celeron55 it's a different thing to work on an engine than to work on a game or am od
19:23 celeron55 mod*
19:24 celeron55 you need different priorities
19:24 EdB_ joined #minetest-dev
19:24 celeron55 BlockMen: this second is rather long 8)
19:25 PilzAdam he is probably moving really fast compared to you
19:25 BlockMen i have to make it readable, the code is horrible atm
19:25 BlockMen you guys would cancel the whole thing :D
19:25 celeron55 doesn't matter
19:25 celeron55 just throw it somewhere, we know how to format code
19:26 PilzAdam BlockMen, protip(tm): write readable code from the first line on, it helps yourself to structure your mind
19:26 celeron55 also i know you can't format code from your PHP stuff
19:26 celeron55 8D
19:27 BlockMen fine, there http://pastie.org/private/8yrssewmukledwbo11h9ew
19:27 BlockMen but there are now missing the (for testing) hard coded things
19:28 BlockMen this are most parts of what planned -> http://pastie.org/private/8ea1nup9c3iqwgj55hma
19:29 celeron55 hmm so yeah
19:29 celeron55 don't put a color in size[]
19:29 BlockMen celeron55, why?
19:29 celeron55 because it's a size
19:29 celeron55 what color is that? background color?
19:29 PilzAdam I really like that background[] element, I requested RBA to do it like this from the beginning on
19:29 celeron55 just call it what it is
19:29 BlockMen c55, yes bgcolor
19:30 celeron55 bgcolor[20,255,8,8] size[8,8.5] itembg[...] and so on
19:30 celeron55 don't use camelcase in there
19:31 celeron55 just lowercase
19:31 BlockMen ok, gonna change that
19:32 BlockMen but as i said to VanessaE already, i dont think it will be done for 0.4.8
19:32 celeron55 most likely no; don't aim for that
19:32 PilzAdam dont care about releases
19:32 celeron55 the only thing that is important is that it is well thought out
19:33 celeron55 (and that it works)
19:33 BlockMen ok
19:34 celeron55 one thing i'm not sure about is whether the "variable setter"-like elements should always be global or whether they could affect only the element coming after them or something
19:35 BlockMen but is it ok to add "<itemrect_hover>;]" to list for setting hover =0||1 ?
19:35 celeron55 how are you going to do that when there are two possible lengths for it already
19:36 celeron55 oh well, just make an even longer version i guess
19:36 BlockMen yes, like at pressed_button img support for img_button ()
19:36 celeron55 (make sure that old formspecs work reasonably still)
19:37 celeron55 what would <itemrect_hover> do though?
19:37 BlockMen is set to true you have hover effect on slot
19:37 celeron55 is it something to distinguish clickable items and non-clickable items
19:38 PilzAdam celeron55, it brightens the rect if hoovering
19:38 BlockMen PA explained better :P
19:38 RealBadAngel highlight effect, yes?
19:38 celeron55 but the question is why it shouldn't be for every item
19:38 BlockMen its like at mc, if your mouse pointer is hitting the rect its highlighted
19:39 PilzAdam I think it should be always on
19:39 BlockMen like now already included when draging item
19:39 celeron55 why are you adding a parameter for it then
19:39 celeron55 oh that was pilzadam
19:39 celeron55 oh whatever, it can be tweaked afterwards
19:40 BlockMen if you say it should be default i will kick param for
19:40 BlockMen i prefer always on, but i had in mind that many want keep possibility of having old elements
19:42 RealBadAngel i dont think that highlighting is really needed for each and every element
19:42 RealBadAngel but thats rather matter of taste
19:42 BlockMen RBA, just for item slots
19:43 RealBadAngel but on the other hand UI uses item image buttons, that could be highlighted
19:44 celeron55 just keep in mind that not everything needs an option; that might need
19:45 BlockMen ok, i will rebase my work and then see what is needed to do then
19:46 RealBadAngel btw, #807 can be merged by now
19:46 celeron55 (in UI it's kind of a fight between consistency and giving room for clever tricks)
19:47 BlockMen celeron55, and i might giving to much room now because we have that less atm
19:47 PilzAdam RealBadAngel, #807 is an issue, not a pull request
19:47 PilzAdam you probably mean #854
19:48 RealBadAngel ooops, yes 854 that fixes the issue 807
19:48 RealBadAngel i merged that change into my rewrite, but theres no reason that it cannot go into right now
19:50 BlockMen works fine for me too
19:52 PilzAdam proller, nice that you just push things without any other dev agreeing on it
19:52 RealBadAngel i was fighting today with wrench mod and it seems that itemstack:get_metadata() stopped to work
19:53 proller PilzAdam, everyone must agree fixing broken js?
19:53 PilzAdam no that one: https://github.com/minetest/minetest/commit/714a8cef38ed46ddd6ef7c2689c93db2704969eb
19:53 PilzAdam +,
19:53 celeron55 should we revoke proller's push rights
19:53 celeron55 this is quite far from what it should be
19:53 RealBadAngel have some1 was workinh lately on anything related to itemstacks or deserialize?
19:54 celeron55 proller: no, but especially if there are people on this channel, you should pastebin the patch first and link here
19:54 celeron55 and not just go and push it
19:54 RealBadAngel proller, you shall just ask anybody
19:54 celeron55 or at least note that you are going to push something
19:55 celeron55 then wait for 10 minutes and then push, or if someone asks for details, provide them
19:55 celeron55 if you need studying material for that, there's plenty in the previous days' irc log
19:55 proller i post link to commit at :19 min, and this is small and trivial change
19:56 RealBadAngel proller, we need to follow the rules
19:56 celeron55 proller: you can't merge based on the fact that nobody says "don't merge"
19:56 RealBadAngel no matter how many bits we change
19:56 celeron55 you need to beg until someone says "do merge"
19:56 celeron55 that's what i do too
19:57 proller ok, next time will wait
19:57 celeron55 unless there really is nobody giving a shit
19:57 celeron55 (in a day or so)
19:57 celeron55 of course that masterserver fix doesn't require waiting a day, but it requires noting here minutes before pushing
19:58 RealBadAngel proller, i was so impatient as you before, but i learned that sometimes its even better to wait and test the change for a while
19:59 RealBadAngel or even let it wait on the shelf for a moment
19:59 PilzAdam RealBadAngel, whats the progress on animated bumpmaps?
19:59 RealBadAngel im preparing now texture packs that support it
20:00 RealBadAngel i will let folks test the changes for a week or two, then will pull rewrite against mainstream
20:01 celeron55 "sometimes its even better to wait"
20:01 RealBadAngel maybe meanwhile i will find less hackish way to pass tangent vectors to shaders
20:01 celeron55 more like "always"
20:02 RealBadAngel hehe, yup
20:02 sfan5 CMake Error at /home/stefan/mt-build/build/c55/minetest-minetest-44eb016/build/cmake_install.cmake:67 (FILE):
20:02 sfan5 file INSTALL cannot find
20:02 sfan5 "/home/stefan/mt-build/build/c55/minetest-minetest-44eb016/textures/all/textures_here.txt".
20:02 sfan5 ^ latest git
20:02 PilzAdam oh
20:03 RealBadAngel ^^ one of the cases ;)
20:05 celeron55 also if nobody is interested of a patch, one should wait for a silent moment and explain what it does; how much it sucks currently and how little it sucks after the patch; what kind of performance measurements one made; tell people what to try to do to see a problem
20:06 celeron55 it's really some kind of an interestocracy
20:06 PilzAdam sfan5, https://gist.github.com/PilzAdam/6151733
20:07 celeron55 (there are plenty of silent moments in a day)
20:13 hmmmm ugh man
20:13 hmmmm i really know what people were saying about the lua main menu being slow now
20:13 hmmmm there's a very noticable delay
20:13 celeron55 when it can't connect to public server?
20:13 hmmmm no, i'm talking about from the time the window for minetest is created and the gui starts rendering
20:14 celeron55 oh, is that because of the menu?
20:14 hmmmm is it?
20:14 celeron55 i have no idea
20:14 hmmmm dunno, but it's two seconds long for me
20:14 PilzAdam sfan5, does that patch work?
20:14 hmmmm actually come to think of it, it wasn't like this the last time i loaded minetest up
20:14 hmmmm this is clearly a regression
20:15 celeron55 what if you load it up again
20:15 PilzAdam it directly downloads all the stuff for the serverlist and the modmanager, no matter if its needed or not
20:15 celeron55 is it just because you disk cache wasn't caching stuff
20:15 hmmmm nope, has nothing to do with caching
20:15 celeron55 +r
20:15 hmmmm I suppose pilzadam is right
20:16 celeron55 (the OS cache i mean; that could be it if it was loading textures or something)
20:16 hmmmm why does it do this?  whose idea was it?
20:16 celeron55 sapier's obviously
20:16 celeron55 you can blame him for everything in the menu
20:16 celeron55 (almost)
20:16 hmmmm are you *sure*?
20:16 PilzAdam I know now why he doesnt show up in this channel anymore ;-)
20:17 hmmmm what if he's busy at work
20:17 PilzAdam hmmmm, previously it downloaded the serverlist if you actually click on "Public list"
20:17 hmmmm what was the rationale for this change?  why don't we just change it back?
20:17 hmmmm i'm sorry but a 2 second delay is simply unacceptable
20:17 celeron55 previously it was gloriously made by proller i think
20:17 hmmmm don't really understand why this wasn't fixed within the hour it was committed
20:18 hmmmm pf there's nothing glorious about waiting 2 seconds for the gui to start rendering
20:18 PilzAdam many (including me) already complained about it, but sapier doesnt seem to care about it
20:18 hmmmm are your fingers broken!?
20:18 hmmmm you have commit access right?
20:18 celeron55 hmmmm: proller made it so that it didn't fetch stuff if it didn't need them
20:18 hmmmm i don't get how anybody could've let this go
20:19 hmmmm celeron55, why didn't he fix it then?
20:19 celeron55 what?
20:19 hmmmm he should've fixed it
20:19 celeron55 do you understand there have been two versions of the menu
20:19 celeron55 the C++ one, and sapier's Lua one
20:19 hmmmm ?? yes, and I used the lua menu plenty of times
20:19 hmmmm it started doing this now
20:19 celeron55 the original server list was implemented in the C++ one
20:19 PilzAdam hmmmm, you were the one who merged it, its there since the mainmenu was merged
20:20 celeron55 in such a way that didn't piss you off
20:20 hmmmm what a
20:20 hmmmm am i not making sense or something?
20:20 hmmmm I said I just noticed this happening right now
20:20 celeron55 go get coffee or something
20:20 hmmmm this isn't caused by the lua main menu or anything
20:20 RealBadAngel if it is noticed, there shall be issue posted
20:20 hmmmm and definitely not sapier's fault
20:21 Jordach then what caused it then
20:21 hmmmm the problem is that now the serverlist is always fetched on startup
20:21 hmmmm has nothing to do with a C++ or lua version of the menu
20:21 hmmmm so the last person to dick with this is at fault
20:21 RealBadAngel btw, since there are more folks online atm, who was messing with itemstacks or deserialize things? :)
20:22 RealBadAngel itemstack:get_metadata() is not working anymore
20:22 RealBadAngel i had to use workarounds to get it workin, convert item to table then access meta
20:22 kaeza hmmmm, you have a good net connection for a 2 sec delay; I have 10 secs or so with my crappy inet
20:23 kaeza and with no net connection, it waits until timeout (30 or 60 secs, dunno)
20:24 hmmmm and celeron stopped talking
20:24 celeron55 i have nothing to talk
20:24 celeron55 anyway, measurements: i have a 1s delay until the window pops up, and then 1s delay until it starts rendering
20:24 celeron55 quite precisely
20:25 hmmmm kaeza, this is definitely broken behavior and it is 100% unacceptable, what i just don't understand is why nobody fixed this after they first started noticing it
20:25 celeron55 except that now it was slower
20:25 PilzAdam RealBadAngel, how about looking at the commit log?
20:25 kaeza hmmmm, I started noticing this once I decided to pull after the lua menu changes
20:26 kaeza I guessed it would be slow Lua initialization or something
20:26 RealBadAngel PilzAdam, i will have to eventually, since its really broken
20:27 PilzAdam hmmmm, apparently my first thought was wrong; I thought that the list is passed to the menu once and the cached there so there is no delay when clicking on the Public Serverlist
20:28 PilzAdam so its not a design issue by sapier
20:28 hmmmm I knew that
20:28 hmmmm i have no clue why you were blaming him in the first place
20:28 PilzAdam I just explained why
20:29 sfan5 PilzAdam: it should work..
20:29 hmmmm that doesn't explain why you'd think it was sapier's doing, that just explains how you thought it worked
20:29 hmmmm but we had the lua main menu for actually quite a while now
20:30 hmmmm you knew this wasn't acting up before
20:38 PilzAdam comment out line 35 of builtin/modstore.lua
20:39 hmmmm well hold on i want to find what commit it was added in
20:39 hmmmm well, i guess it really was sapier's fault
20:40 hmmmm it's a little faster but there's still a delay
20:40 PilzAdam its in the first Lua menu commit
20:40 PilzAdam it doesnt download stuff now, though
20:40 PilzAdam and the modmanger is not usable anymore
20:41 hmmmm that doesn't fix it totally
20:41 hmmmm wasn't there some commit that made modmanager and something else enabled by default?
20:42 PilzAdam no, its also called if the modmanager is disabled
20:42 PilzAdam moving modstore.update_modlist() to modmgr.lua:554 works fine
20:42 hmmmm it doesn't help too much
20:43 sfan5 PilzAdam: th
20:43 sfan5 *the patch does work
20:43 hmmmm i clearly recall the lua main menu not doing this before i took a break and i rebase to upstream and then this shit
20:44 PilzAdam sfan5, pushed
20:45 PilzAdam hmmmm, but it definitely speeds it up for me
20:46 PilzAdam do you use LuaJIT?
20:46 hmmmm yes
20:46 hmmmm well, hrmm, it happened before 32001d1e2b6659a77eab024015da85079b2252c1
20:46 hmmmm still looking
20:47 hmmmm it doesn't help that i need to recompile everything when i do a hard reset
20:47 neko259 joined #minetest-dev
20:53 hmmmm okay this is odd
20:53 hmmmm have i just become more sensitive to delays like that?
20:53 hmmmm i guess i remembered wrong
20:59 hmmmm hrm, the delay has been in there for quite some time, but it seems to have gotten worse at some point.
21:14 celeron55 http://dev.minetest.net/Git_Guidelines#Rule_1_in_practice
21:15 celeron55 not sure if that is just useless blah blah but maybe it will help someone
21:15 celeron55 i've learned to know it's impossible know what is useful 8)
21:23 RealBadAngel http://i.imgur.com/Lfjjd4Y.png
21:23 RealBadAngel cool, i like the feature :)
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21:28 celeron55 proller: see this http://dev.minetest.net/Git_Guidelines#Rule_1_in_practice
21:28 RealBadAngel ^^ agree with that
21:30 proller ok
21:38 proller using rule 2: better masterserver: https://github.com/proller/minetest/commit/6ba8e9dcd04d5a279641a76f9740477b9e7d8869
21:41 celeron55 what does that even do
21:42 celeron55 let's code some perl: {$_->[~~:'start'
21:43 celeron55 if you think you might have more of similarly sized commits coming in the next day or two, you should combine them, but if that's the only one, just go ahead
21:44 celeron55 (nobody understands the master server code itself anyway so people will only care if it clutters the commit log)
21:47 proller some not important params sended to masterserver only on server start
21:48 proller this change gets this params from old saved announce
21:48 proller ~~: <-- syntax error
21:49 proller no commits on next few weeks, if no bugs will found
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21:57 ShadowNinja Does anyone here have IPv6?
21:58 PilzAdam I use it in singleplayer
21:58 ShadowNinja proller: Exactly every five minutes I get this, but my server stays on the list: ERROR[ServerThread]: Serverlist at url servers.minetest.net error (Timeout was reached)
21:59 proller if you want announce from ipv6-only host - use serverlist_url = v6.servers.minetest.net
22:00 ShadowNinja It is a little old, updating it... And I an on a IPv4-only host, my IPv6 question is unrelated.
22:00 proller ShadowNinja, seems you dont recieve responce because timeout is small (1s), but server list recieves your message
22:01 PilzAdam proller, does it use the curl_timeout setting from minetest.conf?
22:01 ShadowNinja Hmmm, maybe the timeout should be 5-10s.
22:01 proller PilzAdam, no
22:02 proller minimal timeout for not blocking anything
22:02 proller and server does not need in responce
22:03 ShadowNinja proller: It shoudn't block for even a second. Can't you ask for a response and check it later?
22:03 PilzAdam why writing to errorstream then?
22:04 proller need to read curl doc about async
22:04 proller PilzAdam, because curl gets error
22:05 kahrl how about adding a background thread for HTTP requests
22:05 kahrl it would be used by the main menu as well as the server announce thing, and perhaps the media loader
22:06 ShadowNinja Jeija's Lua curl pull used something like that.
22:08 ShadowNinja Comments? https://github.com/ShadowNinja/minetest/tree/bind_address
22:08 proller kahrl, best solution, but not trivial
22:09 kahrl proller: basically it's MediaFetchThread but can be used for other things
22:11 proller in announce no need to parse and do anything with responce -> can be much simpler
22:12 proller ... yet another TODO
22:12 kahrl without the thread you still have to wait for the server to accept your connection (or timeout)
22:14 proller now its ~0.2s every 5 minutes
22:16 PilzAdam thats one minute per day
22:19 ShadowNinja The configure button seems broken, can somebody else confirm this?
22:19 PilzAdam no
22:22 ShadowNinja http://pastebin.ubuntu.com/5949136/
22:24 PilzAdam yea, that happens if world.mt doesnt contain any mods
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22:29 ShadowNinja Hmmm, a newline between the gameid and the mods caused it. Either way it is a bug.
22:30 * VanessaE is back
22:30 nalkri` joined #minetest-dev
22:35 ShadowNinja BBL. Take a look at this and maybe test it with IPv6 while I am away. https://github.com/ShadowNinja/minetest/tree/bind_address
22:56 VanessaE so, how do I get my custom font working again?
22:56 VanessaE I'm not sure I quite understood how that's been made to work
22:57 PilzAdam VanessaE, point font_path and mono_font_path in minetest.conf to it
22:57 PilzAdam and freetype = false
22:58 VanessaE PilzAdam: oh real nice
22:58 VanessaE http://pastebin.com/4gG9tyxg
22:58 PilzAdam and its recommended to put the bitmaps in fonts/, where the truetype fonts are too
22:59 VanessaE THERE we go
22:59 VanessaE that crash ^^^^ happens if you point the font PATH to a PATH and not a file :P
23:00 VanessaE point them to the actual files and freetype=false and it works properly.
23:00 PilzAdam you actually dont need freetype=false if you havent compiled it in
23:00 VanessaE true
23:00 VanessaE well it's there whenever freetype goes "always on"
23:00 VanessaE er, always-in
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23:37 BlockMen PilzAdam, https://github.com/minetest/minetest/pull/859
23:37 VanessaE also, regardless of the selected texture pack, game overlays in the pack aren't being used anymore (only what comes with a game)
23:39 VanessaE the overlay for the "client" tab works, though.  just not the ones that should display in the singleplayer tab
23:39 kahrl VanessaE: sapier warned about that... did nobody fix it?
23:39 VanessaE kahrl: apparently not.
23:39 VanessaE I could swear it was working before today, but maybe not
23:44 kahrl preliminary design for an async http fetch interface: https://gist.github.com/kahrl/6152525
23:44 VanessaE kahrl: did you see sapier's attempt at that?
23:44 kahrl I did not
23:44 VanessaE https://github.com/sapier/minetest/commit/c900051f68fa01cc8e58034f934eb009abbe2885
23:45 VanessaE you might find that ^^^ of some use
23:46 kahrl ah, what I'm trying to do is intended to be more general
23:46 kahrl but that will definitely be useful when it comes to the main menu integration
23:47 PilzAdam kahrl, btw, what about your animation crack fix?
23:47 VanessaE good.  save a bit of potential duplicated work :)
23:47 kahrl my thinking is: why replicate the basic structure of MediaFetchThread a couple times
23:47 kahrl PilzAdam: you can merge it if it works for you
23:48 PilzAdam will do that
23:49 kahrl oh, that also reminds me of that jthread discussion from a couple days ago
23:49 kahrl somehow nothing resulted out of it
23:50 Exio4 what happened with it?
23:50 PilzAdam tile.cpp:1517:31: warning: comparison between signed and unsigned integer expressions [-Wsign-compare]
23:50 kahrl what is that line again? I can't apply the patch right now to check
23:50 PilzAdam Ill make crack_count an u32
23:51 kahrl sounds good
23:51 PilzAdam it basically compares u32 progression with s32 crack_count
23:51 PilzAdam but crack count is u32/u32
23:51 PilzAdam so I guess its safe to make in an u32 too
23:51 kahrl yep
23:54 kahrl I wonder if I should make httpfetch_async use a thread pool or a single background thread with curl_multi
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