Time Nick Message 00:55 RealBadAngel http://i.imgur.com/GQYFDE6.png 00:55 RealBadAngel thats imho the best one, best visibility 01:06 Fixer hope so 01:18 sofar RealBadAngel: very few surface nodes are actually red, so, that may just work well 05:09 paramat RealBadAngel please could you add details to 3712?: what toggles nametags on/off. what distance they are displayed with/without 'R'. how they respect 'player transfer distance' 05:11 paramat i might give pines more height variation to make it less common there's a 2-high space blocked by snow nodeboxes 05:12 paramat .. or does 3712 not change nametag behaviour/distance? 05:18 paramat i think RBA is napping 05:19 paramat devs, roughly 1 month to feature freeze, try to get your work stable and releasable for then 05:20 paramat in game we need to get new doors thoroughly sorted out 05:42 sofar patches pending 05:42 sofar did I miss anything? 05:42 paramat yeah we need to get reviews 05:42 paramat i'll try to +1 them myself soon 05:45 paramat and i'll start notifying other devs through github, asking for reviews 05:52 paramat hmmmm if over the next month you feel like helping the project this is a big problem, and possibly something you might be able to fix due to your mapgen/lighting knowledge #2759 05:52 ShadowBot https://github.com/minetest/minetest/issues/2759 -- Shadow bug at y = 63 in mgv5/mgv7/mgflat/mgfractal/mgvalleys(/mgwatershed) 05:56 sofar does anyone know what is inserting 'rules' in nodedef at registration? 05:57 sofar nvm it's mesecons 05:58 sofar oh 05:58 sofar bug, I can't page to page #2 when I enable a ton of mods 05:58 ShadowBot https://github.com/minetest/minetest/issues/2 -- Burned wood 05:59 sofar damn, I'm gonna have to bisect which one is the problem 06:01 sofar oh, it's worldedit 06:05 sofar homedecor's doors are working. They're not using the new API, but swah 07:13 OldCoder hmmmm, may I PM, if you are awake? 07:21 paramat better to just ask in channel, others may know the answer 07:24 paramat people tend to prefer in-channel chat, unless there's a good reason to keep it private 07:31 paramat hmmmm someone here has some possibly useful info concerning OOM errors https://github.com/minetest/minetest/issues/2988#issuecomment-159988487 07:48 VanessaE paramat: the only solution anyone's been able to provide for that was to stop using luajit. 08:10 paramat ok 10:05 RealBadAngel sofar, here? 10:57 RealBadAngel bumping #3712 10:57 ShadowBot https://github.com/minetest/minetest/issues/3712 -- Move object nametags to camera by RealBadAngel 11:00 RealBadAngel im stalled, there are already 3 PRs relying on each other, need that to go in asap 11:11 paramat indeed, please can anyone give a second approval to 3712? if so i can merge it soon 11:35 RealBadAngel paramat, http://i.imgur.com/UlOOAvW.png 11:35 paramat seen it 11:35 RealBadAngel ive found out that red is the best here 11:36 RealBadAngel ive made r g b ones in case we would need it for different types of objects 11:52 RealBadAngel paramat, est31 reviewed #3713, it is related to my meta work, it could be merged before i will reanimate 3166 11:52 ShadowBot https://github.com/minetest/minetest/issues/3713 -- Resend blocks when modified while sending to client by Jeija 11:52 paramat will look 11:57 paramat will review after eating, bbl 11:57 Hunterz chat in the left down is the kmchat mod? 12:07 RealBadAngel Hunterz, propably, thats justtest server 12:08 Hunterz thx 12:13 RealBadAngel #3730 12:13 ShadowBot https://github.com/minetest/minetest/issues/3730 -- Minimap: Add NESW to round overlay by RealBadAngel 12:20 Hunterz nice 12:25 RealBadAngel pretty useable imho 12:26 RealBadAngel nicer and clearer than some info under F5 12:29 RealBadAngel updated #3705 as est31 suggested 12:29 ShadowBot https://github.com/minetest/minetest/issues/3705 -- HOTFIX: Fix too agressive block culling by RealBadAngel 12:29 RealBadAngel until somebody finds out whats wrong with the map this effectively kills the bug 12:30 RealBadAngel ive put info about that in code too 12:42 RealBadAngel est31, thats what i said exactly bout nametags fading ;) atm its not changed at all, it could be a separate commit because i do feel that there will be lotsa ideas on it 12:42 RealBadAngel only thing that changed is ability to turn them off together with all hud stuff and wielded 12:43 est31 Yeah, best done in separate PR 12:44 RealBadAngel est31, also updated 3705 its hotfix for a bug, imho it shall be merged too (added comments there about the problem) 12:44 RealBadAngel also, check out 3730 12:44 est31 okay 12:45 RealBadAngel no code review needed this time lol ;) 12:47 est31 And about 3730, I dont care really 12:49 est31 both previous and new texture are okay for me 12:49 RealBadAngel the change was requested many time, and i find it very useful 12:50 RealBadAngel est31, btw, have you noticed some other new thing on that screenshot? 12:51 est31 player positions? 12:53 RealBadAngel yeah, thx to nametags moved i do have their positions exposed so i could add them to minimap easily 12:54 RealBadAngel same can apply to mobs in the future 13:28 paramat #3724 is updated as requested, might merge later 13:28 ShadowBot https://github.com/minetest/minetest/issues/3724 -- Clientmap: Define p_nodes_min/max as v3s32 instead of v3s16 by paramat 13:31 RealBadAngel paramat, theres est31's +1 in 3712 13:32 Fixer RealBadAngel, in 3730, is it works with square minimap? 13:33 RealBadAngel Fixer, thats texture update for round minimap, its not code PR 13:33 RealBadAngel i can add that to square one too if requested 13:34 paramat RBA ok but i didn't test the PR too busy 13:35 Fixer RealBadAngel, have you looked at cloud through building problem? 13:35 paramat 3713 is a bit too beyond me to +1 13:35 RealBadAngel paramat, building and joining random server like just test for example takes no more than 5 minutes ;) 13:36 RealBadAngel Fixer, yes, i will update the camera PR when nametags are in (same files) 13:40 paramat nore sfan5 easy review game#817 13:40 ShadowBot https://github.com/minetest/minetest_game/issues/817 -- New gravel texture. by sofar 13:42 paramat nore sfan5 also if you can, game#850 13:42 ShadowBot https://github.com/minetest/minetest_game/issues/850 -- Allow building doors on buildable_to nodes. by sofar 13:42 paramat nore sfan5 this one's an easy review too game#849 13:42 ShadowBot https://github.com/minetest/minetest_game/issues/849 -- Add background image to book formspec by MT-Modder 13:47 paramat i'll merge games 845 832 820 844 in a moment 13:53 paramat now merging those 4 14:03 paramat merged 14:17 Fixer RealBadAngel, will it be possible to turn off nametags via mods/config? 14:32 paramat well we have a 'player transfer distance' setting that might be able to do that 14:37 Fixer what do you think about: https://github.com/minetest/minetest/pull/3166 (not finished) and https://github.com/minetest/minetest/pull/2977 (not finished, needs water reflow thing) 14:37 est31 Fixer, that option already exists 14:37 est31 do that "player transfer distance" thing paramat talks about 14:37 Fixer est31, cool, ty 14:38 Fixer i guess i will compile and play with 3730, 3705 and 3712 14:38 paramat ie set distance to zero 14:40 paramat RBA intends to work on 3166. 2977 is only open because the discussion is useful 14:42 Fixer water needs rework in general (imo) 14:43 paramat actually 2977 can be closed .. 14:43 Fixer paramat, there was a discussion about reflow activation 14:43 Fixer also, https://github.com/minetest/minetest/issues/3667 is quite annoying bug 14:43 Fixer i'm using it to avoid death all the time 14:44 paramat the discussion will still be there, now closed 14:44 Fixer just yesterday fell from 100 nodes heigth without taking any damage 14:45 Fixer paramat, or maybe there must be a new issue with disscussion about reflowing it $) 14:47 paramat there may be one already 14:48 est31 nrzkt, about #3722 my comment is mainly targeted about casting constness away 14:48 ShadowBot https://github.com/minetest/minetest/issues/3722 -- Avoid loadMedia copy and do some cleanups by nerzhul 14:49 est31 nrzkt, 1.9 casting const away is not needed, therefore you should add an #ifdef to check it 14:49 est31 in* 14:49 est31 in 1.8 and 1.7 it works with casting const away, yes 14:51 nrzkt est31 i see in 1.9 you want to drop the void* ? 14:52 est31 nrzkt, yes 14:52 paramat !tell hmmmm someone seems to have a possible solution for OOM errors https://github.com/minetest/minetest/issues/2988#issuecomment-159988487 14:52 ShadowBot paramat: O.K. 15:04 sofar paramat: how about this one: https://github.com/minetest/minetest/pull/1988 15:09 paramat best others deal with that, i'm not good with formspecs 15:11 Fixer i have another bugreport for formspecs 15:30 RealBadAngel Fixer, what have you found? 15:30 Fixer RealBadAngel, with formspecs? https://github.com/minetest/minetest/issues/3732 15:30 Fixer RealBadAngel, or your PRs? 15:31 Fixer RealBadAngel, also, have you seen this? http://i.imgur.com/eH4zNHo.png 15:31 Fixer RealBadAngel, when waving water is on 15:31 RealBadAngel i asked about because you mentioned formspecs 15:31 Fixer RealBadAngel, issue 3732 15:31 RealBadAngel yeah, formspecs are recreated 15:31 RealBadAngel cant do anything with that 15:32 RealBadAngel about water, what should i see there? 15:32 Fixer RealBadAngel, underwater tunnel, when waving is ON, water will not cover entire glass underwater 15:33 Fixer RealBadAngel, it is waving underwater %) 15:33 Fixer should add this to github too 15:34 RealBadAngel its not shaders fault 15:34 RealBadAngel there should be no surface in the first place 15:36 est31 waving is pretty much broken 15:36 est31 step on waving leaves 15:36 est31 they wave visually but their collision boxes dont 15:37 est31 same goes for speed slowdown in waving water 15:37 est31 also ugly how water waves at places where its shallow 15:37 est31 sometimes disappearing from the surface 15:38 Fixer RealBadAngel, is there PR with marks on minimap? 15:39 RealBadAngel est31, that water is ugly, i would rather trash it 15:39 est31 okay for me 15:39 RealBadAngel atm i cant 15:40 RealBadAngel theres hardcoded water shader and you dont wanna PR that fixes the mess 15:40 Fixer i like minecrafts water, minetest has ultraclear one :} 15:40 Fixer but minetest is not minecraft anyway 15:41 RealBadAngel Fixer, and theres no PR for miminap because it cant be yet, it relies on nametags commit 15:41 Fixer RealBadAngel, btw i'm playing with nametag one righjt now 15:42 RealBadAngel since two days i cant code almost nothing new because im stalled 15:42 RealBadAngel thats a damn waste of time 15:42 Fixer RealBadAngel, 3166 (trollface) 15:43 est31 RealBadAngel, have you set your editor to remove whitespace? 15:43 RealBadAngel i have to fire it up manually 15:43 Fixer wow, that torch in water bug when viewing thgrough glass underwater is funnily reproducable 15:43 RealBadAngel seems to be removing whities at the end of lines 15:43 est31 it doesnt remove whitespace when saving? 15:44 RealBadAngel you have to run it, its not auto 15:44 est31 aha 15:44 est31 well, still do it 15:44 est31 this way the merging person doesnt have to 15:46 RealBadAngel Fixer, 3166 is not that easy 15:46 Fixer also, new style water ._. -> https://i.imgur.com/OpAGUyj.jpg 15:46 RealBadAngel but i will finish it before release no matter aht 15:46 RealBadAngel *what 15:46 RealBadAngel that new style is another candidate for trashing 15:47 RealBadAngel at least imho 15:47 sofar can we have underwater fog? 15:47 est31 or something like that 15:47 RealBadAngel water shaders will do reflections, refractions etc 15:47 est31 physically, fog is water in air 15:48 est31 water in water is... well doesnt really give the visual effect as in air 15:48 RealBadAngel also can blur and disturb underwater view 15:48 sofar i think it'll make underwater much more realistic 15:48 sofar fog would be best I think, blur is nice, but may not do as much 15:49 RealBadAngel nothing of that can be possible without this: 3616 15:49 RealBadAngel #3616 15:49 ShadowBot https://github.com/minetest/minetest/issues/3616 -- Allow to set shader for a node, add special and normal texture defs f… by RealBadAngel 15:51 RealBadAngel water needs specific shaders, also there are two kinds of water already 15:51 RealBadAngel without above commit, there wont be realistic water. howgh 15:53 est31 RealBadAngel, thats the same bullshit argument you used for the minimap too 15:53 RealBadAngel no 15:53 est31 "without normalmaps there will be no minimap" 15:53 est31 you said this 15:53 est31 and what did we get? 15:53 RealBadAngel ive cheated you 15:53 est31 a 20% FPS regression 15:53 RealBadAngel im calculating normalmaps on the fly :P 15:53 est31 I cant see a relation here either 15:54 RealBadAngel this case is different 15:54 RealBadAngel water needs way more textures than regular node 15:54 RealBadAngel reflection, refraction and disturb (normal) texture 15:55 RealBadAngel theres no way atm to supply shader with those textures 15:55 RealBadAngel and abot those fps loss, its not general rule 15:55 RealBadAngel it depends on GPU used 15:55 est31 FPS loss for some people, okay 15:56 RealBadAngel it was WAY slower when we emulated tangent space in shaders on the fly 15:56 RealBadAngel that was a real diseaster 15:57 RealBadAngel now we have that issue solved i think 15:58 RealBadAngel regular method for museal boxes and tangent space for faster machines 15:58 RealBadAngel so i think everybody is happy 15:59 RealBadAngel and now i do try to explain what im doing and what for 16:00 RealBadAngel so please dont call my arguments "bullshit" 16:01 RealBadAngel car wont drive away without wheels, simple as that 16:08 Fixer RealBadAngel, so camera thing fixes water opacity bug for me :), good news, btw, i've looked at another blinking bug (you know about it), interesting how glass affects it: https://imgur.com/a/lCc79 16:09 Fixer i mean that torch/papyrus boxes in water 16:09 RealBadAngel Fixer, same reason. buggy water mesh generation in mapblock_mesh.cpp, not my code 16:10 RealBadAngel water sucks big time at many aspects 16:10 RealBadAngel i would leave there only geometry stuff and rework whole texturing 16:11 RealBadAngel its so twisted that cannot be easily fixed 16:11 RealBadAngel easier to write new proper implementation 16:12 Fixer could be 16:12 Fixer water is cursed in MT 16:12 RealBadAngel all that stuff can be fixed, but not now 16:12 Fixer nametags PR works for me 16:12 Fixer and I see it is merged 16:13 Fixer tried https://github.com/minetest/minetest/pull/3705, fixes for me with 5:4 1280*1024 16:13 Fixer at least for this second 16:19 RealBadAngel ok, #3736 16:19 ShadowBot https://github.com/minetest/minetest/issues/3736 -- Minimap: show player markers by RealBadAngel 16:19 RealBadAngel Fixer, something new for ya to test ;) 16:25 Fixer ok 16:25 Fixer i will look at it after nametags and hotfix 16:31 Hijiri water opacity bug is the one where random patches of water get opaque randomly? 16:32 Fixer yes 16:33 Fixer it is fixed :} 16:33 Hijiri yay 16:49 est31 I'll merge #3705 then 16:49 ShadowBot https://github.com/minetest/minetest/issues/3705 -- HOTFIX: Fix too agressive block culling by RealBadAngel 16:51 Fixer yeah, 3705 works good for me 16:51 Fixer fps is pretty much the same 16:51 Fixer N-E-W-S texture looks good 16:52 Fixer i like it 16:59 RealBadAngel Hijiri, it wasnt water only but all transparent things (and the halo too) 17:07 est31 *probably* 3705 means a slight FPS regression 17:08 est31 but I value correct fames higher than a small fps regression 17:11 RealBadAngel est31, kahrl was calculating things there and according to him that vaule is correct for 4/3 ratio 17:12 est31 well idk, its merged 17:12 RealBadAngel and if some blocks wasnt displayed before that wasnt right, so you cant talk about regression here 17:17 Fixer est31, it is very very small, i've noticed it could be less than 1fps 17:17 Fixer est31, but it is essentially the same 17:17 Fixer RealBadAngel, compiling error, will try on clean one 17:18 est31 Fixer, paramat has denied fixes for the camera bug for less procesing overhead 17:18 RealBadAngel Fixer, minimap? 17:19 Fixer est31, what fixes? 17:19 est31 Fixer, #3660 17:19 ShadowBot https://github.com/minetest/minetest/issues/3660 -- Fix for disappearing-world problem 17:19 RealBadAngel Fixer, ouch, hold on a sec 17:19 Fixer RealBadAngel, https://i.imgur.com/NEOAlhT.png 17:20 est31 but he's agreed on a solution for the bug now 17:20 est31 so all is fine :) 17:20 Fixer est31, wait, i was talking about 3705 17:20 Fixer which is merged 17:22 Fixer nevermind 17:22 est31 Fixer, its another camera bug 17:22 est31 two different bugs :) 17:22 Fixer est31, at the edge of the world 17:22 RealBadAngel Fixer, try now 17:23 est31 Fixer, depends on your viewing range setting 17:23 Fixer est31, tried with different ones 17:23 Fixer hmm 17:23 est31 Fixer, if you set minimal and maximal viewing range to 40 000 then you feel it everywhere 17:23 Fixer 40 000 ? o_0 17:24 est31 the bug in fact appears with every viewing range above 1799, and depending on how close it is to the world edge 17:24 est31 in fact a viewing range of 40 000 wont perhaps even trigger the bug 17:25 est31 it will fuck up earlier 17:25 Fixer est31, i see, it increases with range, i can see it sligltly at 600 17:25 Fixer on some slopes 17:26 Fixer but really slightly 17:26 Fixer should not be a problem for 99% of cases probably 17:26 Fixer but devs better know 17:26 Fixer you all decide 17:26 Obani RealBadAngel, your minimap feature would be great for PvP :) 17:27 est31 Fixer, yes, that's why its a "HOTFIX" 17:27 Fixer hehe 17:27 Fixer dirty hotfix 17:32 Fixer compiling player marks 17:33 Fixer btw, why on earth singleplayer can teleport and change time? 17:34 Obani why not ? 17:34 Obani Isn't he admin on his world ? 0.o 17:34 Fixer cheaty :p 17:39 Fixer est31, with PR3720 edge looks like this somewhere near 2000 view range -> https://i.imgur.com/6IjE7C3.png 17:39 Fixer est31, cropped image, no zoom 17:43 Fixer est31, I hope paramat will not discard his PR 17:55 est31 kahrl, can you have a look at #3503 ? 17:55 ShadowBot https://github.com/minetest/minetest/issues/3503 -- Nodebox: Allow nodeboxes to "connect" by sofar 17:58 Fixer RealBadAngel, found a bug with squared minimap and marks :} 17:59 RealBadAngel whats that? 18:00 Fixer RealBadAngel, just turn on squared minimap, marks will be in a wrong place 18:01 Fixer also, crash to desktop :( 18:01 Fixer debug is clear 18:04 RealBadAngel what crash? 18:05 Fixer game crashed 18:06 Fixer will look in event viewer 18:06 Fixer related to ntdll.dll 18:16 Fixer it is rare elusive crash, nevermind 20:39 RealBadAngel Fixer, youre in a mood to revive all old issues and highlighting design flaws? 20:40 RealBadAngel you know that formspec is re-done on every change, and yet you fill a ticket calling it bug 20:41 RealBadAngel same about nodeboxes 20:43 RealBadAngel not to mention youre duplicating issues 20:46 RealBadAngel for example: #104, #723 20:46 ShadowBot https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas 20:46 ShadowBot https://github.com/minetest/minetest/issues/723 -- Non-opaque nodes are 1 light level darker than they should be 20:50 Fixer RealBadAngel, oh 20:50 RealBadAngel btw, block culling was tried to be fixed already: #718 20:50 ShadowBot https://github.com/minetest/minetest/issues/718 -- Missing terrain mesh near edges of screen with higher-than-default FOV. 20:51 RealBadAngel this issue can propably be closed now 20:51 Fixer RealBadAngel, or not, hotfix only fixed it for visual range less than <1800 or so 20:52 est31 RealBadAngel, can you give the issue / commit that fixed it in your eyes? 20:52 est31 always best to close issues with description what change closed them 20:53 RealBadAngel est31, first i will try different FOV settings 20:55 RealBadAngel Fixer, you say that the glitch is there for vRange >1800 ? 20:55 Fixer RealBadAngel, est31 found it 20:56 RealBadAngel thats an extreme, but i will check it too 20:57 Fixer RealBadAngel, another interesting water problems: https://github.com/minetest/minetest/issues/3075 and https://github.com/minetest/minetest/issues/3004 20:57 RealBadAngel jeez, Fixer .... 20:58 RealBadAngel stop with this damn water 20:58 Fixer water is cursed 20:58 RealBadAngel thats unfixeable 20:58 Fixer hehe 20:58 Fixer RealBadAngel, look at the second one 20:58 RealBadAngel also check for issues before you make another one 20:58 Fixer it is more crazy 20:59 Fixer yeah 20:59 est31 Fixer, in fact the FOV bug is almost fixed now 20:59 est31 only waits for paramat to merge his PR 21:00 Fixer i'm closing my issue 3735, it is duplicate of issue 104 :( 21:00 Fixer and that is 10 Jun 2012 21:00 RealBadAngel Fixer, and for the record, the waving water is not mine 21:00 RealBadAngel its Jeija's code 21:00 Fixer RealBadAngel, not a problem 21:00 Fixer paramat will gladly remove it 21:00 Fixer trollface 21:02 RealBadAngel i also have enough hearing about that damn water for n-th time complaining a) that i havent coded it b) nothing can be done to fix it 21:03 RealBadAngel same with this damn lighting. easier for me to make real lighting than fixing weird issues 21:04 Fixer RealBadAngel, i'm not sure what my issue is duplicate of 723 21:04 RealBadAngel that the same issue 21:04 RealBadAngel the very same code responsible for that 21:04 Fixer ah, ok 21:06 RealBadAngel only solid blocks have light calculated per face 21:07 RealBadAngel everything else have different lighting 21:07 RealBadAngel theres no way for them to look the same as full sized nodes 21:07 Fixer RealBadAngel, there are 608 issues currently, hard to avoid dupes %) 21:08 RealBadAngel especially when you havent even tried to check for dupes. i just checked last 3 pages 21:08 Fixer that issue was from 2012 :) 21:10 RealBadAngel that should tell you that it is not a bug but consequence of design decisions. it was always like that and will remain the same until there will be per pixel lighting 21:11 Fixer whatever 21:11 RealBadAngel i could propably make specialized drawtype for stairs or slabs that will use full sized nodes lighting 21:12 RealBadAngel but what for? everything other will suffer the same still 21:12 RealBadAngel not to mention new stairs will be incompatible with old ones 21:12 RealBadAngel so you will have mess updating the stairs everywhere 21:13 RealBadAngel in a few months propably there will be here real lighting and you will need to undo the specialized stairs drawtype again 21:16 Guest96421 Security fix: #3738 21:16 ShadowBot https://github.com/minetest/minetest/issues/3738 -- Require request_insecure_environment to be called from the mod's main scope by ShadowNinja 22:54 est31 ShadowNinja, added WIP label bc of https://github.com/minetest/minetest/pull/3739/files#diff-df94e8d5f34d9a321433d8ad33bb7a07R105 22:54 est31 hrmm perhaps already done 22:55 est31 just needed to remove the comment 22:55 ShadowNinja est31: I just copied that from kaeza's patch. I'm not sure what he meant by it. 22:57 est31 my _guess_ is that once it wasnt done 22:57 est31 and then it got added later on 23:29 ShadowNinja est31: Oh, acutally there is one thing wrong: player_dir and cam_dir will be different in 2nd/3rd person view. 23:30 est31 we dont really have one of yaw/pitch in 3rd person view do we 23:30 est31 (of the player) 23:33 ShadowNinja The player has pitch/yaw values, I just have to get them as a unit vector instead. 23:34 est31 i guess both player and camera positions are okay 23:35 est31 i mean the view updates too if the camera gets to the 3rd person vie 23:35 est31 w