Time Nick Message 03:19 VanessaE_ ShadowNinja: at this point, you can probably just close mg/#225 as I'm not working on minetest_game for now. 05:21 ShadowNinja RFC for #1226 05:21 ShadowBot https://github.com/minetest/minetest/issues/1226 -- [WIP] Remove dependency on marshal and push the Lua error handler only once by ShadowNinja 12:07 sapier https://gist.github.com/sapier/10578873 updated formspec toolkit api 12:28 seolfor sapier, one more question ;] is "modstore" in game mode repository usualy works ? 12:28 sapier define "in game"? 12:29 sapier it's gonna work from mainmenu but not from within game 12:29 seolfor this :http://snag.gy/UK2wv.jpg 12:29 seolfor gonna ? or it's already working ? 12:30 sapier you have to have curl enabled for it to work 12:30 sapier and yes it's supposed to work 12:30 seolfor hmy .. i dodwnlaoded minetest form official web page as a release zip 12:31 seolfor and it's not working 12:31 sapier then it's supposed to work iqualfragile? is there a bug in mmdb? 12:31 sapier It's working (mostly) on current dev branch 12:32 iqualfragile reading 12:32 iqualfragile seolfor: define not working 12:34 seolfor after i open repository(http://snag.gy/UK2wv.jpg) i got nothing(http://snag.gy/DSXss.jpg) 12:34 seolfor it's little cofusing 12:34 sapier can you provide console log? 12:34 seolfor all right maybe a lot .. ther at least should be some message .. 12:35 seolfor ofcourse give me a sec 12:35 iqualfragile or debug.txt (if that is even created by default, not sure) 12:35 iqualfragile might be the wrong urls, xyz switched to https some day 12:35 seolfor evrything's looks ok but i will post if for you guys plz w8 a bit 12:36 seolfor debug.txt is clear ther isn't entyhing 12:36 seolfor http://snag.gy/1q6RM.jpg 12:37 iqualfragile try using --verbose 12:37 iqualfragile is that the output when you click the button? 12:38 seolfor all right now i got some error at least 12:38 iqualfragile https://github.com/minetest/minetest/blob/master/minetest.conf.example#L448-450 try adding these settings to your minetest.conf 12:38 iqualfragile well, without the # obviously 12:39 seolfor http://pastebin.com/hYZL2TWr 12:39 iqualfragile oh great scott 12:40 iqualfragile sapier: somehow curl seems to have problems with xyz's ssl certificate 12:40 iqualfragile seolfor: did you run it with --verbose? 12:41 seolfor the same problem after adding configuration, and yes i got this message "only" in verbose mode 12:41 sapier was ssl certificate changed due to heartbleed? 12:41 iqualfragile seolfor: yes, you can remove that configuration again, its allready set to the same values by default 12:41 iqualfragile no idea 12:41 iqualfragile but its valid 12:42 seolfor in normal mode it's totaly quiest so it's realy confusing ther should be some message at least "nothing found" etc .. 12:42 iqualfragile seolfor: well, that would be missleading 12:43 iqualfragile problem is: your minetest tries to get data from https://forum.minetest.net/mmdb/mods/ but it thinks that the ssl certificate is somehow invalid (or maybe no matching chipher?) 12:43 seolfor hmy .. you got right so mayby somthing like this. big red "error" word ;P 12:43 sapier you're on windows true? 12:43 seolfor yep 12:43 iqualfragile sapier: obviously, havnt you looked at those decorations? 12:43 sapier can you check WHAT curl dll is used when you call minetest? it may not be the one we provide 12:44 sapier dependencywalker should tell 12:44 iqualfragile sapier: or maybe his system does not trust startcom 12:44 seolfor oh .. ye give me a sec 12:44 sapier iqualfragile: I've seen people to use windows like themes on other os too ;-) 12:44 seolfor iqualfragile, i can acces this page with browser without any problem 12:45 sapier check the dll windows is quite annoying about dll load order 12:46 iqualfragile seolfor: try using ie 12:47 iqualfragile (i think ie is using the system certificates) 12:47 seolfor sapier, minetest loaded libcurl.dll form minteste/bin folder 12:47 seolfor so it should be ok 12:47 sapier ok wrong idea 12:47 seolfor minetest* 12:48 seolfor iqualfragile, ie gived me a warning but it's runing 12:48 iqualfragile ok, right idea 12:48 iqualfragile which warning? 12:49 seolfor untrusted ssh do i wana continoue or somthing like that 12:49 iqualfragile yep 12:50 seolfor if i picked "No" it's aloso working :p 12:50 sapier I had to patch this for android too as those certificates aren't trusted there too 12:50 seolfor one more question mean while 12:50 sapier maybe we should add a setting weather you wanna check or not ... but usually check is better then not check 12:50 hmmmm so it was pretty obvious the whole time, no idea why I didn't think of it before 12:51 sapier hmmmm? 12:51 hmmmm the solution to the huge-does-block-exist-in-db problem is clearly an SVO of bitmaps 12:51 sapier hmm guess I'm missing the context to understand 12:52 hmmmm you remember how I wanted a fast and memory efficient way of precatching block existence in the db 12:52 hmmmm but if you had a straight bitmap that would be a couple GB 12:52 sapier vaguely :-) 12:52 hmmmm and then I was researching ways to efficiently represent sparse sets 12:52 hmmmm and i didn't find anything good 12:52 iqualfragile hmmmm: remember we talked about generating maps with humidity depending on temperature and height? 12:53 hmmmm i just realized that this is clearly something that storing smaller bitmaps of regions of map in an SVO would do the trick 12:53 iqualfragile i implemented that in python, it works 12:54 sapier ok now I might only need to know what svo means here ;-) 12:54 iqualfragile a bit slow, but its not optimized at all yet 12:54 iqualfragile (and it runs in python) 12:54 hmmmm i'll have to hammer this out over the weekend or something, and it'll be great, should improve performance by quite a bit because there will be no missed attempts to load a block from the DB, and i'll also be able to separate CPU-bound generation of map chunks into separate threads and io-bound loading into its own thread 12:54 hmmmm sapier: Sparse Voxel Octree 12:55 iqualfragile hmmmm: while you are at it: why not just move the whole map to an octree 12:55 hmmmm because that doesn't work out 12:56 hmmmm we're not going to iterate in a specific direction here, we just want a memory-efficient and fast way of checking if a block already exists but hasn't been loaded yet 12:57 sapier ok fstk is finaly feature complete to completely replace messed up mainmenu code 12:57 seolfor sapier, iqualfragile im curious whmy this modstore is connecting to extra web page whitch have to be meintained, instead of having a list of mod's git repositories and downloading form there ? 12:57 iqualfragile seolfor: so you can better present the mods, write comments, vote 12:58 iqualfragile and so a moderator can review a certrain mod version 12:58 sapier the mmdb is supposed to contain reviewed mods only to guarantee at least a minimal security level 12:58 iqualfragile hmmmm: ok, anyways: are you interested in seeing that code? 12:58 hmmmm iqualfragile, ? 12:58 sapier mods can do quite bad things on your machine ... so it's always your own risk to install a mod 12:59 iqualfragile hmmmm: map generator which generates humidity based on temperature and height and surroundings 12:59 seolfor hmy.. now i understand. this solution is not so bad.. or at least i dont have better atm :p 12:59 hmmmm no thanks 12:59 hmmmm i'm sure it would make a decent lua map generator though 13:00 hmmmm should release it to the community 13:01 iqualfragile hmmmm: no, it would actually need some changes to core or be horribly slow 13:02 iqualfragile as it generates in two passes: first height and temperature 13:03 iqualfragile then preasure, wind, humidity and biomes 13:03 seolfor i will create issue about this ssl connection at git hub :p 13:04 iqualfragile seolfor: better report to microsoft or something 13:04 seolfor iqualfragile, what ? 13:04 iqualfragile it does not seem to be a error in the code 13:05 iqualfragile but simply that your system does not trust the certificate 13:05 seolfor ye it's an error within soft 13:05 iqualfragile which is not fixable by minetest 13:05 seolfor but i'm able to using it in others probrams without problems 13:05 seolfor programs* 13:06 iqualfragile (well, an option could be added to ignore that, but i think that would be a bad idea) 13:06 iqualfragile seolfor: yes, but not in ie (atleast not without a manual override) 13:06 seolfor iqualfragile, ther is somthing like in most of programs "add it as trusted" 13:07 seolfor as optional 13:07 iqualfragile seolfor: yes, and minetest uses the system trust settings 13:08 iqualfragile so if you add starssl to your system trusted cas minetest will accept it 13:08 seolfor hmy .. is that so ? i will try to do it but any way ther should be some message in game about it 13:08 seolfor i mean in mainmenu 13:09 iqualfragile seolfor: it is possible, question is if sapier wants to^^ 13:11 sapier hmm 13:12 sapier there's no notification from curl to us why we don't get data by now 13:12 sapier but you're right there should be some information to user 13:12 seolfor but ther was somthing in verbose mode so it can't be transferred in to gui ? 13:13 sapier everything can be done in software, but it's not a one line change to do htis 13:16 seolfor it's up to you but for me i whould be done something temrorary :p like upon opening sowhing message: "nothing found download it maualy form: xyz" or etc .. 13:16 seolfor iqualfragile, can you again expalin me what exacly is connecting to this ssl page ? 13:17 iqualfragile minetest using libcurl 13:17 seolfor or any idea where can i add a trusted connection to windows becouese i don't think so it's even posible 13:19 iqualfragile seolfor: it is, use google 13:20 iqualfragile question about network code (sapier) is there any priority sorting in minetest about which things to send first? 13:21 iqualfragile (for example assigning a higher priority to entity positions, slightly lower to blocks near the player and decreasing with increasing distance 13:21 sapier yes smaller channel sent first 13:22 sapier we've got only 3 channels, and player can move I don't think this is gonna help ... especially as block sending code already enqueues blocks next to player first 13:23 sapier and adding prioritys won't help if your line is to small ... prioritys only help reducing latency at cost of additional overhead 13:24 sapier you're better of reducing the send queue size if your line is to small 13:24 iqualfragile sapier: nah, thats not the problem, i was just thinking about setting max_block_send_distance to an absurldy high value 13:24 sapier on vanessaE's server setting this value correct did make difference between "world wont load" and "almost perfect" ... so this is quite important 13:25 sapier I'd not recommend this 13:25 iqualfragile would be nice to have idle_block_send_distance and assign blocks in that range a looow priority 13:25 sapier that's not gonna help 13:26 iqualfragile sapier: no? 13:26 sapier no because of packets are queued at different layers, if you stop pushing on upper layer there may already queued lots of packets at lower layer 13:27 iqualfragile so? 13:27 sapier you've to find a middle between low latency and high bandwidth 13:27 iqualfragile i have ram in abundance 13:28 sapier I don't think you've gonna have enough ram to handle full map to be in memory as often as you've got players connected 13:28 iqualfragile sapier: yes i do 13:28 sapier at least if you're really in a server client scenario 13:29 iqualfragile wait, full map for each player? 13:29 iqualfragile could be a bit tricky, but doable 13:29 sapier up to 50 clients? 13:29 iqualfragile nah 13:29 iqualfragile anyways, im adding a feature request to add some block send on idle mechanism 13:29 sapier that's a worst case scenario of course 13:30 iqualfragile and (more important) some kind of caching 13:30 sapier server usually doesn't have idle 13:30 sapier client shall not reqest blocks, that's decision of server 13:31 sapier if it was client to decide a bunch of clients could kill server ... and if server ignores those requests anyway it's useless 13:32 sapier better add client side caching and improve server send algorithm 13:43 Sokomine client side caching would be great! 13:44 seolfor iqualfragile, i added all 3 cert's to my trusted system container and it's still didn working (same error) SSL connect error response code 0 13:44 Sokomine that save to localmap branch of sfan5 was great and helped a lot. there are only very few situations where server owners might not want their map to be saved (i can only think about mauvebic there). in all other cases, it's a great backup in case a server has problems or shuts down 13:46 iqualfragile sapier: uhm… the server would just need to be able to deny a requests 13:46 iqualfragile and just allow requests for blocks within a certrain range around the player 13:46 sapier in this case your feature is useless as any sane server will deny all requests 13:47 iqualfragile sapier: hmm.. yes, it might, but otherwise caching is kinda hard to implement 13:47 iqualfragile ah, wait no, it isnt 13:47 sapier you'd have to do server evaluate if it's reasonable to send that data anyway, but if server has to do this he can send the data without request from client too 13:48 iqualfragile sapier: yep, ok 13:49 sapier there's already some code to determine what to send, but without doubt there's room for improvement 13:49 sapier e.g. the send queues could be calculated from current player size 13:49 sapier -size + count 13:55 iqualfragile sapier: blocks do have a timestamp, but is that the last modified date or the save date 13:55 sapier https://github.com/sapier/minetest/commits/fstk_addon https://github.com/sapier/minetest/blob/fstk_addon/doc/fst_api.txt is a refactoring of mainmenu based upon fstk ... way more clean and (hopefully) way better maintainable 13:56 sapier that's a question for hmmmm 14:03 iqualfragile awwyiss #1234 14:03 ShadowBot https://github.com/minetest/minetest/issues/1234 -- Cliend side caching of mapblocks 14:03 iqualfragile -.- 14:03 iqualfragile cliend 14:05 proller bad idea 14:05 sapier you'd have to check mapblocks prior doing things like that, e.g. for "air" blocks this handshake would cause drastic performance degration 14:05 iqualfragile proller: why? 14:05 proller sending blocks now too stupid 14:06 proller it not use occlusion and not skip air blocks 14:06 sapier << waits to see if proller can provide any reasonable argument besids "it's bad, It's stupid ..." 14:06 sapier I already said that proller ... 14:06 proller and it not big performance problem 14:07 proller in fm blocks sends up to 20 range 14:07 proller 20x16 14:07 sapier ok for block sending not beeing a bottleneck right now I do agree, at least if queues are configured correctly 14:08 proller for making new farmesh better to calculate landscape on client from mapgen params 14:09 proller ignoring lua mapgens ;) 14:09 sapier iqualfragile: on adding/designing this feature you'll have to be very carefully to not cause performance issues on 99% usecase in favor of 1% usecase 14:09 sapier it's not gonna help very much to get from absolutely unplayable to unplayable ... if you cause "playable" to become "harldy playable" 14:10 proller but for lua mapgen in can help ;) 14:11 sapier well if someone really is looking for performance issues try to find out why server spawn on vanessae's vanilla server is that slow 14:11 proller because she dont use fm ;) 14:12 sapier proller it's becoming boring 14:52 spillz 3 questions: 14:52 sapier where? 14:53 spillz 1. any chance of accepting #1217 before sapier replaces it with formspec and makes me redo the whole thing? 14:53 ShadowBot https://github.com/minetest/minetest/issues/1217 -- Keyboard shortcuts for chat commands (REDUX) by spillz 14:54 sapier there's no conflict 14:55 sapier I won't replace the key select menu with formspec as this can't be done with it 14:55 spillz 2. What is the issue with entities that is making people not include mobs by default in their minetest games? 14:55 sapier 50 lines to game.cpp ... argh :-) 14:55 sapier that file is supposed to become shorter not longer ;-) 14:57 spillz @sapier good, but re game.cpp if you refactoring that stuff can move with the re factored bits. 14:57 sapier nope not anytime soon 14:57 sapier first I'm gonna do the things required to get android port merged in a clean way 14:58 sapier and 3rd question? 14:59 spillz 3. why does hmm think an octree is a good idea? why not a hash map of loaded stuff or something else that's flat. 15:00 sapier because of size 64k*64k*64k are quite a lot of data 15:09 spillz But its sparse so you only have entries where there's data (or in this case data loaded) 15:10 sapier there ain't a way to create a sparse bitmap and hashes are way to slow 15:10 sapier at least that's what I understood from his telling 15:13 VanessaE_ sapier: regarding spawn on my vanilla server, try downloading the map file, fetch the few mods it needs and make a world of it, and gauge the performance. See if it's the same as when played on my server (it should be). do a /clearobjects and measure the performance again. 15:14 VanessaE_ I'm curious if the main bottleneck is the entities used for the signs' visible text, or something else. 15:14 sapier I meant someone else to check it ;-) I've got more then enough work to complete right now ;-) 15:15 VanessaE_ and if it IS the entities...why? they're just 2d sprites that don't even move, with static non-animated imagery. 15:15 spillz sapier: Why does it require a bitmap? 15:15 VanessaE_ I can't do performance testing here either, my machine's too busy 15:16 sapier that's something you have to ask hmmmm I don't know any details 15:22 spillz VanessaE_ I would like to take a look, though can't promise I will figure out the problem. Where and how big is the map? Do you have a link to the mods as well? 15:23 VanessaE_ http://digitalaudioconcepts.com/vanessa/hobbies/minetest/Minetest-map.sqlite.bz2 15:23 VanessaE_ the mods are listed here: https://forum.minetest.net/viewtopic.php?id=8364 15:26 VanessaE_ about all you really need to make sure the test is valid is signs_lib, from the homedecor modpack, http://forum.minetest.net/viewtopic.php?pid=26061 15:26 spillz thanks. 15:28 VanessaE_ the map download is about 977 MB, btw. 15:29 VanessaE_ the spawn is located at { -12, 18, 252 } 15:36 spillz I would still like to hear a theory about my second question about entities. anyone checking the logs file free to chime - I check even if I am usually not logged in. 15:37 sapier second question about entities? 15:37 spillz VanessaE_ downloading now 16:21 spillz I will test more later, but no issues with spawn on my pc with one player local game. I noticed the sign messages took a second or two to pop into existence. using recent dev. are you using default textures? 17:21 luizrpgluiz devs 17:26 luizrpgluiz when are you going to release version 1.0 of minetest? 17:40 Sokomine regarding the new "games" for the next release: is there any good way to do modpacks that share a common focus, i.e. building? i know i can download them from github, extract the files, rename the folder, call it a modpack and realease it. but what about updates? 17:41 Sokomine most of the time it would make more sense to always deliver the latest version of a mod from github. perhaps the internal mod database could be used to download entire modpacks. or some of the most common mods could be included 17:41 Sokomine most of them are pretty small after all 17:46 proller PilzAdam, https://github.com/minetest/minetest/pull/1235 17:50 PilzAdam proller, add comments in serialization why these dummy calls are there 17:50 PilzAdam everything else seems fine 17:57 proller PilzAdam, done 18:09 PilzAdam proller, Im fine with merging when its tested 18:11 proller works for me 18:20 Calinou " 18:20 Calinou 5) it's released under a free license (permissive [preferably] or copyleft)" 18:20 Calinou my eyes are bleeding 18:21 Calinou typical c55... 21:21 RealBadAngel hi 21:23 RealBadAngel ShadowNinja, use of switch-case is temporary, i will do that different way, using #ifdef 21:24 RealBadAngel has anybody checked #1223 ? 21:24 ShadowBot https://github.com/minetest/minetest/issues/1223 -- MT (sometimes) crashes when leaving pause menu under Windows 21:24 RealBadAngel ooops 21:24 RealBadAngel i mean #1233 21:24 ShadowBot https://github.com/minetest/minetest/issues/1233 -- Textureable sun and moon. by RealBadAngel 21:25 sapier well that's hard to track down while shadows patches hide the real issue (1223) ... ShadowNinja can you do anything to show more then this useless message? 21:26 PilzAdam RealBadAngel, what about the remaining shader bugs? 21:26 sapier you're increasing material count by 66%? 21:27 RealBadAngel PilzAdam, like what for example? 21:27 sapier glowing water 21:27 RealBadAngel that is fixed already 21:27 PilzAdam RealBadAngel, water being opaque randomly and fog 21:27 sapier oops 21:27 sapier :-) 21:27 RealBadAngel fog is not a shaders issue 21:27 sapier guess I should update every now and then 21:28 PilzAdam RealBadAngel, how do you know? 21:28 RealBadAngel because engine draws the fog, not the shaders 21:29 RealBadAngel the part in shaders that is related to fog is not changed since ages 21:29 RealBadAngel and im not the author of that part 21:30 sapier RealBadAngel: you're still the one knowing graphics better then anyone else could you have a look at it? 21:30 RealBadAngel ofc i will, im trying to find the reason for fog issues, but i cannot simply reproduce that 21:31 VanessaE_ RealBadAngel: 1233 build failure: http://pastebin.ubuntu.com/7279031/ 21:31 VanessaE_ (I just pulled minetest engine and added your patch immediately before building) 21:31 RealBadAngel huh? 21:31 sapier did anyone have a look at my mainmenu cleanup? 21:32 RealBadAngel its tested and working here, i will check it again, maybe i have missed something 21:32 PilzAdam because engine draws the fog, not the shaders <- what? 21:32 RealBadAngel what what? 21:33 RealBadAngel irrlicht engine does that 21:33 PilzAdam isnt fog applied in the vertex shader? 21:33 PilzAdam *fragment 21:33 PilzAdam solids_shader/opengl_fragment.glsl:105 21:33 RealBadAngel lemme find something for you, hold on 21:36 RealBadAngel PilzAdam, https://github.com/minetest/minetest/blob/master/src/game.cpp#L3184 21:37 RealBadAngel so,i repeat, fog is not the shaders issue 21:37 PilzAdam RealBadAngel, https://github.com/minetest/minetest/blob/master/client/shaders/solids_shader/opengl_fragment.glsl#L107 21:37 PilzAdam whats that then? 21:38 RealBadAngel im not really sure even ;) 21:38 PilzAdam and you modified the way vPosition is calculated in the vertex shader 21:39 PilzAdam in your normalmap generation commit 21:40 PilzAdam kaeza, can you reproduce the fog bug? 21:40 kaeza not on Win 21:40 VanessaE_ what exactly IS the "fog bug" anyway? 21:40 PilzAdam VanessaE_, https://dl.dropboxusercontent.com/u/100008207/screenshot_473120735.jpg 21:40 VanessaE_ eek 21:40 VanessaE_ I've never seen that before 21:40 PilzAdam aka #1193 21:41 ShadowBot https://github.com/minetest/minetest/issues/1193 -- Issues with fog. 21:41 kaeza PilzAdam, on linux, it happened every time I went from spawn to my house on VE's server 21:41 kaeza see if you can reproduce 21:41 PilzAdam kaeza, which server? 21:41 sapier that image looks like inverted fog 21:41 kaeza digitalaudioconcepts.com : 30001 21:41 VanessaE_ lemme finish this build... 21:42 PilzAdam VanessaE_, can you reset my password on that server? 21:42 PilzAdam kaeza, do you have the coords? 21:42 kaeza PilzAdam, I'm joining right now 21:43 VanessaE_ PilzAdam: sure. 21:43 PilzAdam (tab in the name filed in client tab crashes the client) 21:43 PilzAdam (thats rather annoying; sapier ^) 21:44 sapier sorry don't understand what do you do to crash it? 21:45 PilzAdam I selected the nick field, wrote my nick, then pressed tab and it crashed 21:45 VanessaE_ ok, I'm in, and standing at the spawn. 21:45 sapier current master or my new version? 21:46 RealBadAngel PilzAdam, way of calculating, maybe. I just took what was already calculated, multiplying same matrix two times was not necesary 21:46 PilzAdam 674be38fc262aab78ed75141c70e5c02830ca80d 21:46 RealBadAngel read the changes and understand them first 21:46 proller https://github.com/minetest/minetest/pull/1235 - any objections? 21:47 sapier did anyone benchmark the redis things? 21:47 PilzAdam RealBadAngel, does it actually copy the vector or is it some kind of reference? 21:47 sapier are you running away or what's going on proller? 21:47 proller its unfinished, slow and.. 21:48 proller too many peoples complain about this 21:48 sapier hasn't been fixed by you for about half a year now ... 21:48 proller good fix in this commit 21:48 RealBadAngel vPosition is the xyz part of gl_Position = mWorldViewProj * gl_Vertex; 21:48 sapier no it's more like a surrender 21:49 proller sapier, my surrender was in december 21:49 proller 5 months ago 21:49 RealBadAngel and was previously calculated this way : vPosition = (mWorldViewProj * gl_Vertex).xyz; 21:50 sapier although you're (often) not very helpfull since that time I haven't given up to get you back proller 21:50 VanessaE_ so far, the only thing I see "wrong" about the display here guys is that I don't get the view range I'd get were I far away from the spawn, but that's about it. the fog seems perfectly normal to me? 21:51 proller sapier, no sense 21:51 sapier PilzAdam: I can't reproduce it can you provide more information about the crash? a crashdump maybe? 21:51 PilzAdam sapier, sure, but Im first trying to reproduce that fog bug 21:51 sapier proller: you may have noticed I'm not someone to give up that early 21:52 kaeza I see a small delay in for update, but it's probably the auto distance adjustment 21:52 kaeza s/for/fog/ 21:52 sapier no problem PilzAdam ... does anyone else have that bug? 21:53 VanessaE_ now, one thing I *do* notice is that the display is way too quick to 'black out' the sky when I look down just a little bit 21:53 VanessaE_ but that's not related to the fog 21:54 VanessaE_ the fog is behaving perfectly normal as far as I can see... are you sure it isn't the weather fog? 21:54 VanessaE_ you know, the high humidity fog? 21:55 VanessaE_ hm, probably not, I guess this server has weather disabled. 21:55 PilzAdam I cant reproduce it :-/ 21:56 sapier graphics driver issue? 21:56 PilzAdam sapier, ... it actually doesnt crash but simply shut down 21:56 PilzAdam like pressing esc 21:56 PilzAdam wtf 21:56 proller will commit #1235 in 10 minutes.. 21:56 ShadowBot https://github.com/minetest/minetest/issues/1235 -- Remove liquid_finite and weather by proller 21:57 sapier proller will this break any maps? 21:58 proller no 21:58 PilzAdam sapier, pressing tab in any textfield in the client or server tab closes minetest; and in the world creation dialog it closes the dialog 21:58 sapier seems to be misinterpreted as esc 21:58 VanessaE_ PilzAdam: can't reproduce (tab). 21:59 PilzAdam "Irrlicht Engine version 1.8.0" 21:59 sapier doesn't happen for me too ... ok I don't have irrlicht 1.8 but 1.7 21:59 VanessaE_ 1.7.2 here. 21:59 PilzAdam Ill try with v7 22:00 sapier well that's gonna be a issue with all formspecs so we have to fix it anyway 22:03 PilzAdam yep, tab closes a sign 22:03 RealBadAngel VanessaE_, check the pull again, its fixed 22:04 VanessaE_ checking. 22:04 VanessaE_ built okay now 22:04 PilzAdam :-/ Ubuntu 13.10 doesnt have Irrlicht 1.7 dev packages anymore 22:04 VanessaE_ seems to work, nicely done 22:05 sapier pilzadam can you debug guiFormspecMenu.cpp as of something around L2596 22:07 RealBadAngel VanessaE_, if you provide tonemap, texture will be tinted. without tonemap it wont change the sun/moon texture 22:07 VanessaE_ RealBadAngel: however, there seems to be no tonemap being used/s...... 22:08 VanessaE_ ok, that explains it. 22:08 VanessaE_ HDX doesn't supply tonemaps. 22:08 RealBadAngel hold on a sec 22:08 VanessaE_ (I was relying on the old defaults) 22:08 RealBadAngel https://github.com/freeminer/freeminer/blob/master/textures/base/pack/moon_tonemap.png 22:09 RealBadAngel https://github.com/freeminer/freeminer/blob/master/textures/base/pack/sun_tonemap.png 22:09 PilzAdam sapier, are you on master? 22:09 sapier not exactly 22:09 sapier bool GUIFormSpecMenu::OnEvent(const SEvent& event)# 22:09 PilzAdam ah! 22:09 PilzAdam I have tab as my inventory key 22:10 PilzAdam it shouldnt use that key in the main menu 22:11 sapier true ... but I don't see a quick way to fix it ;-/ 22:11 PilzAdam dont use formespecs for mainmenu? 22:11 sapier lol 22:11 sapier a little bit late for suggestions like that 22:13 VanessaE_ RealBadAngel: ok, got them. what's the original source of these images? I can't remember now 22:13 VanessaE_ were they the ones you and I settled on for upstream, or the ones I was gonna use in HDX? 22:13 RealBadAngel for upstream 22:13 VanessaE_ ok 22:15 VanessaE_ ah, that's much better 22:19 PilzAdam proller, I get warnings! 22:19 PilzAdam /home/adam/Minetest/minetest/src/mapgen.cpp:980:28: warning: unused variable 'rare' [-Wunused-variable] 22:19 kaeza :| 22:19 proller ok 22:19 PilzAdam /home/adam/Minetest/minetest/src/map.cpp:2757:21: warning: unused variable 'senv' [-Wunused-variable] 22:20 kaeza while at it, I have a ton of warnings to share, especially a missing return value in map.cpp:3265 22:20 PilzAdam kaeza, which compiler? 22:21 kaeza PilzAdam, gcc 4.8.1 mingw32 22:21 * kaeza will share once he learns how to copy from windows console 22:22 PilzAdam kaeza, rightclick menu has some option for that IIRC 22:24 kaeza here are some: https://gist.github.com/kaeza/c43af5e3fca0269ad301 22:24 kaeza (along with an error) 22:25 proller fixed 22:26 PilzAdam proller, nice 22:27 PilzAdam sapier, https://gist.github.com/PilzAdam/11067037 22:28 sapier haven't I been the one hating json? ;-) 22:29 PilzAdam I just saw "AsyncWorkerThread" so I pinged you 22:29 sapier no that's some unexpected result from server 22:29 sapier async is just the thread trying to interpret the result 22:30 sapier how did you manage to make tab your inventory key? 22:31 PilzAdam keymap_inventory = KEY_TAB in minetest.conf 22:31 sapier cheater 22:31 PilzAdam :-p 22:31 sapier I don't fix bugs resulting from abusing a texteditor ;-P 22:32 PilzAdam since when is editing a conf file "absuing a texteditor"? 22:33 sapier if there's a gui to do so you're supposed to use it ;-) 22:33 PilzAdam so everyone is supposed to use mapgen v7? 22:34 sapier of course ... and while thinking about how to use gui you can try https://github.com/minetest/minetest/pull/1236 22:36 PilzAdam works; but signs are still closed by tab 22:37 sapier if you want this to be fixed formspecs should ignore inventory key completely 22:37 sapier I'd not be sad about this 22:37 PilzAdam every formspec except the inventory 22:37 sapier removing code is always better then adding another workaround 22:37 sapier inventory isn't anything special 22:39 sapier didn't someone want to add hotkeys? we could use the chance to cleanup special handling for inventory key 22:42 VanessaE_ RealBadAngel: there, deployed updated sun/moon/tonemaps to HDX. 22:47 sapier ShadowNinja: feel free to merge #1222 22:47 ShadowBot https://github.com/minetest/minetest/issues/1222 -- Add support for thread names on BSD, Windows (MSVC-only), and OSX by ShadowNinja 22:48 VanessaE_ well if weather is dead, I guess that means plants_lib is relevant again :P 23:16 iqualfragile is there some way to get all items a group contains 23:16 iqualfragile or just any? 23:17 PilzAdam iqualfragile, I guess you have to search minetest.registered_items yourself 23:18 iqualfragile PilzAdam: that it horrible 23:18 iqualfragile i am asking because cornernotes craftguide can not resolve groups 23:21 kaeza iqualfragile, UI can resolve groups; port the code to craftguide :) 23:22 iqualfragile kaeza: how is ui doing that? 23:23 kaeza iqualfragile, https://github.com/minetest-technic/unified_inventory/blob/master/internal.lua#L100 23:24 iqualfragile by iterating throught all known items -.- 23:24 kaeza well, other way would be to modify register_whatever, iterate thru groups, and add to a separate list 23:25 kaeza feel free to code :)