Time Nick Message 00:07 cg72 is there any way to have a HTLM or web link in the main menu? 00:12 cg72 BUZZZZZZ!!!!!!! 01:17 TriBlade9 I've written a basic Java UDP client that can sort of connect, at least get the first packets from the minetest server. 01:18 TriBlade9 The idea is to have a intermediary client runnin on the server machine, which forwards the data to a TCP socket, which can then be used by a web-based administration panel. (Since JavaScript can only use TCP sockets) 01:19 cg72 all i want is a button that brings up a webpage 01:20 cg72 in your broswer 01:22 TriBlade9 cg72, Yeah, first you need TCP sockets somehow 01:22 TriBlade9 Trying to use Java to read C++ is just a pain though ;_; 01:22 cg72 just to open a external broswer like firefox 01:24 TriBlade9 cg72, Wait, what sort of thing are we talking about? 01:24 TriBlade9 I'm talking about an administration interface that lets you communicate/chat/run commands with the server 01:25 cg72 i want i html like link or button in the main menue of minetest to just send your default broswer to a web page 01:26 TriBlade9 Oh okay, nevermind then. 01:26 cg72 lol but a skins server would be nice if you could ;) 01:27 acerspyro We've talked about that already 01:28 cg72 i have a trick for that on my MineTime servers :) 01:28 TriBlade9 Meh 01:28 TriBlade9 I'm already over my head with this idea 01:30 TriBlade9 Oh cg72? 01:30 cg72 lol same here but my c++ is embeded not normal os stuff lol 01:30 cg72 yes TriBlade9 01:30 TriBlade9 What's your trick? 01:31 cg72 my webserver some php and a mod ( buggy atm but kinda works 01:33 TriBlade9 Hmm 01:33 TriBlade9 How'd you pull off the connection packets? 01:34 cg72 i use a prog already on most unix systems 01:34 cg72 its my middle man. not up to minetest security standards but meh 01:38 TriBlade9 Hmm 01:38 TriBlade9 I can't really understand the packet formate well cg72, I'm still trying to implement TOSERVER_INIT 01:55 TriBlade9 Anyone have any idea what "SER_FMT_VER_HIGHEST_READ" is in the TOSERVER_INIT section? 02:31 TriBlade9 Jeez, I'm getting to the point where I'd prefer Node.js for this 02:31 TriBlade9 Java uses signed bytes, which makes everything harder. -_- 02:47 TriBlade9 Implemented basic test connection in Node.jhs 02:47 TriBlade9 Still trying to get the player connection working 02:59 TriBlade9 Gute Lard, this is tricky. 03:19 TriBlade9 Woot, got the example uptime system implemented using Node.js 03:19 TriBlade9 Now gotta figure out how all the other messages work. ;_; 03:34 TriBlade9 Starting to get the hang of this... Has packet builders now. Working connect/disconnect system... kinda. 09:14 NrzMT629253 Hi all 09:17 kilbith hi nerzhul 09:37 NrzMT ShadowNinja, i merge your improvements, that's great 11:10 Zeno` #2116 11:10 ShadowBot https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul 11:11 Zeno` can those commits be squashed? 11:12 Zeno` but before that.... pos.y -= sin (posYbuf) * WATER_WAVE_HEIGHT + sin (posYbuf / 7.0) * WATER_WAVE_HEIGHT; should be pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT; 11:12 Zeno` there is no space after a function name and the opening parenthesis 11:13 Zeno` s/is/should be 11:13 gregorycu ... 11:13 gregorycu sin(posYbuf / 7.0) 11:13 gregorycu What does that even mean? 11:13 Zeno` looks like the wave height at that current position 11:14 gregorycu / 7.0 ? 11:14 gregorycu What is that? 11:14 Zeno` magic 11:14 Zeno` good point ;) 11:15 gregorycu Anytime I see rational numbers inside sin, I get concerned 11:15 Zeno` I don't think any division by 7 can be rational 11:15 Zeno` 7 is prime 11:15 gregorycu No, but 7 is a rational number 11:16 Zeno` hmm, yes 11:16 gregorycu I'm not being very clear 11:16 Zeno` neither am I 11:16 Zeno` but there needs to be a comment 11:16 gregorycu Also, dividing 11:17 gregorycu It just... I don't know 11:17 Zeno` yep, so a comment is needed 11:17 Zeno` there are too many magic values in minetest already 11:18 gregorycu At least divide it by some multiple of PI, that's all I'm saying :) 11:18 Zeno` oh,, PI 11:18 Zeno` even more magic :) 11:19 Zeno` what about phi? 11:19 gregorycu Nah, it's better 11:19 Zeno` I like phi 11:19 gregorycu sin(PI) == sin(0) 11:19 Zeno` phi fi foe fum 11:20 Zeno` https://github.com/minetest/minetest/pull/1977 11:20 Zeno` is that still not merged? 11:21 nrzkt hi Zero 11:21 nrzkt zeno* 11:21 Zeno` hi there 11:21 nrzkt sorry for to be late, i'll look at this 11:23 gregorycu 20% of light related calculations is spent inserting into a std::map 11:24 gregorycu 20% 11:26 gregorycu Sorry, a set 11:30 kilbith Zeno`, 1977 has been merged but not closed yet : https://github.com/minetest/minetest/commit/800d912b6f93b4e9e6efdc89b9e7a720807f2b1a 11:32 Zeno` thanks 11:32 Zeno` closed 12:21 Zeno` hmm, I cannot apply #2116 12:21 ShadowBot https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul 12:24 Zeno` weird 12:33 gregorycu Zeno`: I'm going to investigate if a pooled_allocator can drastically speed up the places where we use std::set 12:40 Zeno` ok #2116 seems fine to me 12:40 ShadowBot https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul 12:40 Zeno` any objections to it being merged? 12:40 nrzkt ty :) 12:42 Zeno` will merge in 20 minutes if there are no objections 12:56 jin_xi hm. someone tell me if this looks right: a dump of some registered decorations, registered with no name: http://paste.ubuntu.com/9755619/ 12:57 jin_xi documentation says they all should have their id as keys, but only [0] shows up. is this because of the way dump works or is there a discrepancy? 13:24 Zeno` will merge #2131 once travis is finished mucking around 13:24 ShadowBot https://github.com/minetest/minetest/issues/2131 -- Small tweaking (alignment - client tab) by kilbith 13:40 nrzkt what do you think about project structure ? 13:41 Zeno` that it sucks? 13:41 nrzkt all sources in one directory, except somes, it's not a proper way no ? 13:41 nrzkt why don't do a separation, client sources in one subdir, server sources in one subdir and common sources in one subdir 13:41 nrzkt and more, because in CMAKE we have separated compilations, one dir per compilation 14:05 nrzkt #2119 rebase done, i tested it, it works perfect 14:05 ShadowBot https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul 14:05 nrzkt please test it and merge 14:06 nrzkt if needed i can pull master to solve the conflict mentionned by github 14:06 Zeno` you didn't add the memcpy() improvement? 14:06 nrzkt hmm, forgot it 14:06 nrzkt lot's of comments :p 14:06 Zeno` heh, yes 14:06 nrzkt i add it, test it and merge it if it's valid 14:07 nrzkt before, i merge master to avoid conflicts 14:07 Zeno` memcpy is (on just about every CPU and OS) much, much faster than a loop 14:07 Zeno` ok, I will test 14:09 nrzkt github removed comments because commits disappear, can you give me the comment ? i'm not very familiar with memcpy 14:09 Zeno` wtf 14:09 Zeno` this does not automerge either :/ 14:09 nrzkt yes, strange thing, i have the problem before 14:10 nrzkt wait i do the patch and rebase 14:10 nrzkt hmmm can't rebase on merge commit, but it's on the pr 14:11 Zeno` can someone look at why this doesn't merge? 14:12 Zeno` unless whitespace errors are the reason... 14:12 Zeno` hmm 14:24 nrzkt #2119 PR is now complete 14:24 ShadowBot https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul 15:10 gregorycu Is there any reason why we don't use boost? 15:15 nrzkt http://dev.minetest.net/Code_style_guidelines#Use_STL.2C_avoid_Irrlicht_containers.2C_and_no.2C_Boost_will_not_even_be_considered.2C_so_forget_it 15:20 gregorycu I assume it's because of this: "adding new dependencies is considered serious business." 15:20 Wayward_One I think there's a problem with this commit, because now when i enable bumpmapping, everything turns red, and the plantlike nodes look weirdhttps://github.com/minetest/minetest/commit/148fffb0f23fa437c67639ff3cc69177fb71d76a (#2116) 15:20 gregorycu Goodnight all 15:21 Wayward_One err, #2116 15:21 ShadowBot https://github.com/minetest/minetest/issues/2116 -- Optimize vertex calculations (maths), perf improvement by nerzhul 15:23 hmmmm boost isn't used becauser it's a mess 15:23 hmmmm look at this shit http://www.boost.org/doc/libs/1_55_0b1/libs/geometry/doc/html/geometry/design.html 15:24 hmmmm so if you want to triple the compile time while making everything impossible to read, go ahead 15:24 cib0 lolboost 15:26 hmmmm i think a better question is "what can we gain from boost" 15:26 Zeno` gain from boost? 15:26 Zeno` nothing but trouble 15:27 hmmmm Freeminer is a fork of minetest that adds a lot of crap, and yes they added boost too. maybe you should work on freeminer instead if you think we need boost 15:31 Zeno` Wayward_One, reverted 15:33 Wayward_One ok, cool :) 15:35 nrzkt Wayward_One, that's strange.... somebody else can verify my calculs ? 15:37 nrzkt the only thing i see is color 15:38 T4im alphachannel was messed up too, thus the weird plants 15:38 nrzkt i haven't the problem in local... don't know where does this problem comes from 15:39 kilbith i confirm : https://lut.im/XW54nky3/7BHE3Amc 15:39 nrzkt what's the hell... 15:40 nrzkt what is the difference here: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; => color = (0.05 + diffuse + 0.2 * specular) * base.rgb 15:40 nrzkt it's the only thing which can cause the problem 15:43 T4im hmm you miss a semicolon 15:43 T4im :) 15:43 nrzkt oh 15:43 nrzkt you are right 15:43 nrzkt ... 15:43 T4im two even 15:43 nrzkt yes it's a copy paste 15:43 nrzkt i fix it now 15:45 nrzkt sorry... 15:45 kilbith be very careful before stating a finished PR ;) 15:45 kilbith but to err is human 15:46 Zeno` To be fair, I should have caught that 15:46 nrzkt in fact my client doesn't seem to see this was missing... whereas i do a make clean before relaunch him 15:46 nrzkt travis cannot compile shaders ? it will be useful to track those problems 15:47 T4im well isn't that executed on the graphics card? maybe some gpu's can handle that 15:47 T4im others don't 15:47 nrzkt intel GPU like it xD 15:47 T4im ati failing here 15:47 T4im :D 15:50 T4im btw did you consider using mesa's glsl optimizer? 15:50 nrzkt me ? 15:50 T4im I'd expect it to catch something like that too 15:50 T4im https://github.com/aras-p/glsl-optimizer 15:51 nrzkt i somes can the the PR now, with semicolon fix and tell me if that's better because Intel GPU cheats ? :p 15:51 T4im well the gpu's do optimize their glsl execution.. of course they will do so differently well 15:52 T4im mesa's extracted one would be one way to make that independend, but of course that means that it will run slower on some gpu's faster on others than before 15:52 T4im iirc then this was more benefitial for mobile gpu's 15:54 T4im ah yes, they linked the blogarticle about the background http://aras-p.info/blog/2010/09/29/glsl-optimizer/ 16:07 T4im nrzkt, Zeno`: nerzhul/math_improvements works for me now 16:10 nrzkt perfect ! sorry for the inconvenience with ';' 17:03 hmmmm hey, does anybody know why on android, blocks in sqlite need to be read before they are deleted?' 17:15 ShadowNinja hmmmm: So that they're deleted before they're written. Existence is checked first IIRC. Might be able to skip the check and ignore inexistence errors though. 17:16 hmmmm i was asking if the latter part of what you said is okay.. 17:18 ShadowNinja I don't know, you'd have to look up docs or just try it. 17:18 ShadowNinja There might be a DELETE IF EXISTS statement. 17:23 Krock #2095 is still present in current HEAD 17:23 ShadowBot https://github.com/minetest/minetest/issues/2095 -- Display (sub)game icons again by SmallJoker 17:30 Krock looks like irrlicht does not like \\ in paths 17:31 Krock I replaced all double-backslashes and solved the icon display problem 17:31 Krock *replaced with normal slash 17:31 Krock talking about this issue: http://pastebin.com/iSp94uG3 17:33 kahrl I think there is a deeper issue that needs to be fixed 17:33 kahrl not just the symptoms hidden 17:34 kahrl everything in GUIFormSpecMenu unescapes strings way too often 17:34 kahrl (for example, try displaying a \ in a label) 17:35 kahrl why wasn't that a problem until recently though? 17:35 hmmmm LevelDB doesn't error on block load failure... is this behavior desired? 17:35 Krock no idea. I think there was a commit which broke the system 17:36 Krock I could say you my latest working build. using bisect is a horror on my system 17:38 kahrl actually, I think 3c3887bb19 is the problem 17:38 kahrl try reverting what it did to unescape_string 17:38 kahrl bbiab 17:39 Krock first bad build: 150108 latest good build: 150103 17:40 Krock if 3c388 is in between, then it's the one 17:44 Krock yeah. it's in between 17:46 Krock https://github.com/minetest/minetest/commit/3c3887bb1#diff-2a505d2691feba087023af2ada625da5L465 17:47 acerspyro http://imgur.com/ http://i.imgur.com/BwvKHmU.png 17:47 acerspyro oops, first link failed 17:47 acerspyro http://imgur.com/E4pGYeJ 17:48 Krock acerspyro, more 3d-like signs? 17:49 acerspyro No 17:49 acerspyro Menu buttons 17:49 Krock we aren't minecraft devs 17:49 acerspyro I am aware 17:49 acerspyro But the current buttons are ass 17:49 Krock ShadowNinja, https://github.com/minetest/minetest/commit/3c3887bb1#diff-2a505d2691feba087023af2ada625da5L465 is skins all backshashes 17:49 Krock *skips 17:53 Krock updated #2095, untested but should work fine 17:53 ShadowBot https://github.com/minetest/minetest/issues/2095 -- Display (sub)game icons again by SmallJoker 18:08 kaeza https://github.com/kaeza/minetest/commit/e31096daeed880216a3762756f5cbe4c66c02f5a 18:08 kaeza This is so weird, why am I getting this error? 13:01:21: WARNING: Undeclared global variable "t" accessed at .../jordan/minetest/bin/../builtin/common/serialize.lua:143 18:10 kaeza hmmmm, ShadowNinja ? ^ 18:10 hmmmm looks good to me 18:11 hmmmm i for one love the strict module. if only lua could have static typing now :( 18:15 kaeza test suites could be useful too 18:16 kaeza that code path is only taken if an unsupported type is found 18:16 kaeza (duh!) 18:17 hmmmm this seems to happen constantly with scripting languages 18:17 hmmmm undeclared variable gets used in an error case 18:17 hmmmm nobody knows about it until the error happens 18:36 hmmmm question: what the hell is the point of the MapBlock reference counting? you're not referencing a mapblock without being envlocked, so I don't understand 18:39 sapier ShadowNinja: is there any comforable way to find a suitable icon in that android action bar iconpack? 18:40 Calinou can you screenshot where it would be used, sapier? 18:41 Calinou we can make them ourselves if neede 18:41 Calinou +d 18:41 sapier ShadowNinja suggested to use one of those icons for the autohiding settings bar 18:42 hmmmm also shouldn't MapSectors be deleted once they're empty? 18:42 sapier I made a button myself but that's just a spacer my skills at button design are quite limited. I'd prefere not to merge my spacers as last time I did this noone ever did create a bette icon ;-) 18:43 sapier btw can someone explain to me why we move down a ladder on sneak? 18:44 Calinou because it's the most obvious key 18:44 Calinou Shift by default 18:44 Calinou like in first person shooters 18:45 sapier yes but there that button is used for crunch ... and there move down would be logic 18:58 sapier still any suggestions for the settings bar button? 19:01 hmmmm settings bar button? 19:01 hmmmm oh you mean android interface 19:03 sapier yes I made my initial code more generic this way we could add multiple autohiding buttonbars too 19:04 sapier e.g. combine inventory, drop and settings in different bars 19:17 hmmmm oh man 19:17 hmmmm there's endless minetest crap to work on 19:17 hmmmm to improve the liquid flowing situation, I propose: 19:18 hmmmm - detecting mass amounts of liquid flow concentrated in a certain area and speeding it up with a voxelmanipulator 19:18 hmmmm - not using a UniqueQueue. these are really slow data containers and it's rather hot 19:18 hmmmm what's wrong with a prereserved std::vector 19:20 hmmmm preallocated... reserved... whatever 19:29 sapier hmmm havent UniqueQueues been changed lately 19:29 sapier ? 19:44 Kodexky Hi sapier. For the autojump thing. Would be acceptable to expose BS? 19:45 sapier no 19:45 sapier BS is a internal value that might change 19:45 Kodexky ok 19:45 Calinou currently 10 19:45 Calinou save files store position in real units, not node units… 19:46 Calinou so changing BS would break at least this 19:46 sapier yes and it's actually more node size 19:46 sapier guess that's a historic bug 19:47 sapier but we shouldn't expose BS 19:47 Kodexky stepheight then? 19:48 sapier btw I once had a pull request making stepheight a server sent property I just did close it because someone wanted me to fixe some other issues in it ... and it was just a unsuccessfull try to fix another issue 19:50 sapier if someone wants to fix the remaining errors in there https://github.com/sapier/minetest/tree/configurable_player_stepheight 19:51 Kodexky i'd like to try it. 19:54 sapier look for the pull request there are some comments telling what about this wasn't liked 19:55 Kodexky once i get back at my pc. i'll close my pr. Didn't expect it to be merged, just wanted to try anyway, sorry. 19:57 sapier You can leave it open too it's just my opinion maybe everyone else does have a different one 20:15 Kodexky Ok, well then, i'll let it get more comments. I'll work with your commit meanwhile. Thanks. (I can swear i never saw it go by, got to stop working while exhausted.) 20:17 hmmmm humm 20:18 hmmmm m_database_delete was never finalized in android 20:18 hmmmm this was probably intentional, just interesting 20:18 sapier where? 20:18 hmmmm no you don't need to 20:18 hmmmm you only delete before reading, you never need a finalized delete statement 20:19 hmmmm so if all operations pass in theory it should work 20:19 sapier well I added a workaround for sqlite on android I did never fully understand why it fails. 20:19 hmmmm the only problem with this setup is 20:19 sapier as of api it should've worked 20:19 hmmmm what if the write fails 20:19 hmmmm but the delete does not 20:19 hmmmm i realize there's hardly any practical chance of that happening but it's a theoretical problem 20:20 hmmmm databases are supposed to be transactional in nature, i.e. ACID 20:20 sapier if there's any chance for it to fail we should handle it 20:21 hmmmm is it possible to combine delete and insert statements into one statement? 20:21 sapier not handling an error was exactly why the android sqlite error wasn't realized till about a day prior release 20:21 sapier I don't think we do it that way 20:21 hmmmm well it'd be 'handled' as in simply regenerated the next time the load returns nothing, you'd also get a save error 20:23 sapier that's what happened on android ;-) 20:23 hmmmm oh right 20:23 hmmmm that failure mode that appears at face to be not so problematic is actually horribly problematic 20:24 hmmmm but I don't think we ever did find the *root* cause of that fiasco 20:24 sapier yes on android it caused mud flowing to float whole map 20:24 sapier on android I did 20:24 hmmmm and the "fix" I made to voxelmanipulator to prevent that happening caused trees to get chopped off :( 20:25 sapier I just don't understand why sqlite behaves different there 20:25 hmmmm we need to work on map.cpp a lot. 20:25 sapier on android REPLACE doesn't work 20:25 hmmmm just because it existed for a long time doesn't mean it's perfect... a lot of those interfaces, frankly, suck 20:25 sapier possible 20:26 sapier yet leveldb can't even be compiled on mips ;-) 20:26 hmmmm =/ 20:26 sapier ok it couldn't I haven't checked it recently 20:27 kilbith PilzAdam: waiting for your suggestions on game#400 20:48 hmmmm lol 20:48 hmmmm you can't do x = y = 5 in Lua? 20:49 sapier I'd not bet on it 20:49 hmmmm oh noes :( 20:50 hmmmm well i guess this is correct behavior 20:50 hmmmm if you delete a block underneath a structure, it'll regenerate the whole chunk, but the structure will block direct sunlight, so dirt_with_grass won't be placed 20:52 sapier Any comments on prefixing android only commits by Android: ? 20:52 hmmmm i think it's helpful 20:53 hmmmm maybe it could be like (Android) component: Fix thingie here 20:54 sapier Hmm but "component" doesn't make sense if we don't do this on regular commits too 20:54 hmmmm I do 20:54 hmmmm the ones I don't do it on are more general commits affecting more than one component, usually 20:55 sapier I see, hmm I don't really like using brackets at the beginning, what about "Android, compoent:" 20:56 hmmmm i'm not picky 21:15 sapier nope leveldb still doesn't support mips 21:21 ShadowNinja kaeza: serialize() fix pushed. 21:23 hmmmm https://github.com/kwolekr/minetest/commit/99de5237c11cf81c72992351b69b758be68f42bc 21:24 ShadowNinja hmmmm: I fixed the finalizing bug in my SQLite3 PR. 21:25 ShadowNinja (And possibly a few other bugs that I don't remember) 21:25 hmmmm oh no, merge conflicts.. 21:26 sapier shouldn't you return the retval of sector->deleteBlock in deleteBlock 21:26 sfan5 hmmmm: https://github.com/kwolekr/minetest/commit/99de5237c11cf81c72992351b69b758be68f42bc#diff-c6d551e431c1fb79f5cf714da9b6c604R416 the comment here is wrong 21:26 sfan5 s/comment/text/ 21:27 hmmmm i thought deleteblock is void 21:27 hmmmm oh whoops @sfan5 21:27 sapier you did add it returning bool ;-) 21:27 hmmmm i mean sector::deleteblock 21:27 PilzAdam hmmmm, the mapblock design is usually hidden in the API 21:28 sapier hmm let me check :-) 21:28 PilzAdam i.e. mods don't / can't care in what format we store the map 21:28 hmmmm it's meant for chat commands 21:28 hmmmm gotta be able to repair messed up map 21:28 sfan5 hmmmm: minor nitpick: https://github.com/kwolekr/minetest/commit/99de5237c11cf81c72992351b69b758be68f42bc#diff-1305560bd8befb32862f0feeefabd02eR1883 other functions seem to use pos1 instead of p1 21:29 hmmmm ahh ok 21:29 hmmmm didn't notice that 21:42 hmmmm sfan5: is that a good way to get a position to begin with? 21:42 hmmmm should the person fly into the mapblock they want to delete or aim at it 21:42 sfan5 i think the current approach makes the most sense 21:49 hmmmm yeah, MapSector::deleteBlock() has a void return 21:49 hmmmm I don't see SN's commit in there that adds the delete finalize 21:50 hmmmm no more concerns I don't think 21:50 sapier sounds like a design error if database delete can fail and we loose that information till lua api ... but that's obviously not topic of this commit 21:51 hmmmm sapier: no, MapSector is not Map 21:51 hmmmm maybe I should've named my thing eraseBlock() instead so people don't confuse it for the MapSector method 21:52 hmmmm but nobody ever modifies Map so 21:52 sapier once you provide it ppl will use it 21:52 hmmmm well think of it this way 21:52 hmmmm a MapSector post-0.3.x is inherently all in memory 21:53 hmmmm whereas a Map is on disk and in memory 21:53 hmmmm so if you delete a block from a Map, what should you expect? 21:58 sapier I assume you know that code way better then me so if you think it's right this is most likely true 21:58 hmmmm i'm just trying to make up a justification 21:58 hmmmm our naming scheme sucks 21:59 acerspyro naming scheme? 21:59 acerspyro Forniture mod? 21:59 hmmmm naming scheme. 21:59 sapier naming scheme? 22:03 ShadowNinja hmmmm: minetest.string_to_pos may be helpful for that command... 22:03 hmmmm possibly 22:03 hmmmm i was just following suit with the rest of the command there which use regex 22:03 hmmmm commands 22:04 hmmmm what do you think about rounding minetest.pos_to_string() to 1 decimal place by default? 22:04 ShadowNinja local pos1, pos2 = unpack(param:split(" ")) pos1, pos2 = minetest.string_to_pos(pos1), minetest.string_to_pos(pos2) 22:04 sapier I'd use at least 2 22:05 ShadowNinja hmmmm: No, you could add a rounding param though. 22:05 sapier ShadowNinja's suggestion is even better 22:05 hmmmm yeah i was just going to say that 22:06 hmmmm i figured nobody really wants to store like 500000000000000000000 decimal places that are nothing but floating point error anyway 22:06 ShadowNinja Conterting to/from strings should result in the same value (with a very slight difference to account for rounding errors and the like). 22:06 sapier but someone already complained about lua's precision isn't enough to keep exact positions ;-) 22:07 hmmmm lol 22:07 sapier it's relevant if you wanna pass positions via formspecs for example 22:08 ShadowNinja sapier: Did you tell them about libgmp? ;-) 22:09 hmmmm lol, he was being sarcastic 22:09 hmmmm oh you had the ;-) too 22:16 hmmmm why is string_to_pos in builtin/game but pos_to_string is in builtin/common 22:29 hmmmm deactivateFarObjects: id=22 m_static_exists = true but static data doesn't actually exist in (18,0,-2) 22:29 hmmmm hrmm 22:29 hmmmm how did four objects get into those blocks? 22:30 sapier if you find the reason you're gonna fix a long mysterious issue 22:30 hmmmm well i know the reason 22:30 hmmmm i just caused it by deleting a range of mapblocks 22:31 sapier ah :-) 22:31 sapier that could be an issue 22:31 hmmmm so I assume that in the average case when you see this error, the mapblocks are loaded for sure 22:32 sapier if you delete mapblocks you'll always have entities beeing stored in there active 22:32 hmmmm 'cause that would be a rather obvious reason if you didn't cover that base already 22:32 sapier at least you always could have 22:33 hmmmm agh :( thanks a lot ShadowNinja, I still need to use regexes to extract the positions 22:33 hmmmm I wonder if I'll break anything by making parentheses optional 22:34 hmmmm %(? %)? 22:34 ShadowNinja hmmmm: Why? 22:34 hmmmm erm wait a minute 22:34 hmmmm it already is 22:35 hmmmm this is not working for some reason.. 22:36 hmmmm ahhh... oops 22:37 hmmmm well then :) I guess it's not as easy as unpack(string.split(" ")) 22:37 hmmmm you can have spaces in between the positions 22:38 hmmmm how do I split (4, 1, 4) (1, 2, 3) 22:39 hmmmm blah:split(") (") works but the parentheses are supposed to be optional.. besides, i have to readd the parentheses after the split 22:41 nrzkt good night all 22:41 nrzkt i need a final review on PR #2119 22:41 ShadowBot https://github.com/minetest/minetest/issues/2119 -- Rewrite client/server packet handling by nerzhul 23:15 shadowzone https://github.com/minetest/minetest/pull/2135 23:31 kahrl shadowzone: I think it gives the wrong kind of impression if a new player clicks on "Help" and the first thing (after the controls) is how to cheat 23:32 kahrl the concept is good though 23:33 shadowzone It's not cheating 23:33 kahrl so maybe talk about basic gameplay instead; OTOH the gameplay of voxel games might be common knowledge by now 23:33 kahrl giving yourself unlimited items is not cheating? 23:33 shadowzone In singleplayer it's fine 23:34 shadowzone And without the "give" privs they cannot do that. 23:34 kahrl it's fine but it's still cheating 23:38 kahrl perhaps the "cheaty" privs should be granted by default in creative mode singleplayer 23:38 hmmmm wow that network cleanup is huge 23:39 hmmmm soo, who wants to review it 23:40 kahrl *tumbleweed* 23:40 VanessaE haha 23:41 shadowzone I'm gonna sit here and be quiet as you review it. 23:44 hmmmm VanessaE, did you see /deleteblocks?? 23:44 hmmmm merry christmas 23:44 VanessaE no, I haven't seen it. been working on mesh stuff 23:44 VanessaE (see pipeworks and random_buildings/cottages) 23:45 hmmmm (= 23:45 hmmmm i am a little concerned about environment.cpp:1860 23:45 hmmmm emergeBlock with create_blank == false can possibly return null, and then it's dereferenced without checking a few lines later 23:45 hmmmm why haven't we seen any crashes yet 23:48 VanessaE what else would it do as opposed to crashing? 23:48 VanessaE I mean, theoretically 23:49 hmmmm explode 23:49 VanessaE heh 23:49 hmmmm and burn 23:49 hmmmm sometimes it crashes AND burns 23:53 hmmmm jesus christ some people are insane 23:54 shadowzone hmmmm, tell me 'bout it. 23:54 shadowzone on #minetest 23:54 hmmmm heh good point =] 23:55 cg72 hmmmm is a fucking cunt who will not see the truth nor is willing to be human towards anyone! he evidently gets off on butchering the code of a 12yo girl instead of trying to point her in the right direction. 23:55 hmmmm ... 23:55 cg72 FUCK YOU AND FUCK ALL THE EGOTISTICAL DEVS HERE 23:55 hmmmm please take it to #minetest 23:55 cg72 ;) 23:55 cg72 EAT MY PUSSY YOU FUCKING DOUCHE 23:56 * shadowzone facepalms 23:56 VanessaE O_o 23:56 hmmmm do we have a landmine #2 here or something 23:56 hmmmm hahaha 23:56 cg72 Hmmmm your luck i have reasons not to come after yo uirl 23:56 hmmmm alright seriously, leave now 23:57 cg72 i have unlimited ips and nicks i will never leave 23:58 acerspyro lol 23:58 acerspyro wtf is going on 23:58 hmmmm preteen drama, evidently =] 23:58 hmmmm if we had a mailing list these problems wouldn't exist 23:59 acerspyro lol 23:59 acerspyro Mailing list rage