Time Nick Message 00:11 sloantothebone So, anyone planning to make a movement API to allow players to be pushed around by flowing water, walk slower on some kind of mud block, and be knocked back by swords and bows? 00:31 Obani sloantothebone, do it 00:42 sloantothebone Ok, can I see the code for movement? 00:44 kaadmy good luck sloantothebone, afaik the movement is a huge mess 01:28 VanessaE something I think Minetest needs to start doing is multi-threading the "initializing nodes" step, if possible. 01:28 VanessaE for big games like dreambuilder, that step takes a good 45 seconds on slower boxes 02:55 gregorycu Guess who's back 02:56 VanessaE hey greg 02:56 gregorycu How goes the release? 02:59 sofar gregorycu: could use your help ;) 02:59 sofar maybe review some tagged milestone PRs? 03:01 gregorycu I can review, not a core dev so my +1 counts for nothing :P 03:02 sofar it'll help 03:02 sofar or fix some remaining open bugs 03:02 gregorycu Yeah, looking now 03:07 sloantothebone So... who messed up the movement code?? 03:09 VanessaE messed it up how? 03:14 gregorycu I assume he means collision detection? That's nasty code if it's fucked up 03:27 gregorycu sloantothebone ? 03:32 sloantothebone (02:42:44 AM) sloantothebone: Ok, can I see the code for movement? 03:32 sloantothebone (02:44:33 AM) kaadmy: good luck sloantothebone, afaik the movement is a huge mess 03:36 gregorycu Oh, you mean the code is bad 03:36 gregorycu Yeah, it's a mess 03:37 gregorycu Probably just grew organically and nobody bothered to refactor it 03:37 gregorycu (Refactoring such things are very hard - hard to test every use case) 04:08 gregorycu Anyone know slemonide? 04:08 gregorycu (GitHub account name) 04:15 sofar yes 04:15 sofar he's not on much 04:15 sofar think his irc name is different 04:19 gregorycu Also sofar 04:19 gregorycu Did you get "elevated" to the status of core dev? 04:19 sofar after this release 04:20 gregorycu Well, after this release, congratulations! 04:35 gregorycu This code makes baby Jesus cry 05:18 VanessaE heh 05:19 VanessaE as long as it doesn't open up black holes or result in the deaths of innocent kittens, that's okay. 05:21 gregorycu Well, I'm not sure 06:21 ssieb I found a python library to connect to a minetest server, but at this point it uses an older protocol version. Does current minetest reject anything below 25? 06:22 sofar don't think so 06:22 sofar should be easy to fixup anyway 06:22 VanessaE servers can be configured to reject though 06:22 VanessaE strict_protocol_checking 06:24 ssieb I made sure that was set to false 06:25 ssieb but the client is getting kicked with TOCLIENT_ACCESS_DENIED_LEGACY 06:25 ssieb I'll probably not bother any more with getting it to work and just convert it to a current protocol version... 07:12 gregorycu What's the python lib for? 07:15 ssieb gregorycu: It implements the minetest network protocol. 07:16 gregorycu I guessed as much, but to what end? 07:16 gregorycu What do people use it for? 07:17 ssieb I don't know if anyone uses it. :-) 07:18 ssieb It could be useful for making a bot (the actual intended purpose of the project this library came from). Or just for testing the server. I 'm looking at using it for both purposes. 07:20 gregorycu Sounds good, I like python 07:21 gregorycu Not a fan of Lua? 07:27 gregorycu I could actually use a bot right now, lol 07:27 gregorycu Testing a memory leak 07:28 ssieb lua's ok for mods, but I much prefer python for real coding 07:28 gregorycu Good lad 07:29 gregorycu I was contemplating at a point in time adding python support for mods 07:29 gregorycu So you could write mods in python 07:29 VanessaE not sure that would work out so well 07:30 VanessaE python has a habit of breaking things between major revisions. 07:30 gregorycu From which perspective? 07:30 gregorycu Yes, major revisions 07:30 gregorycu We wouldn't be tethered to the python release schedule in any case 07:31 gregorycu We would dictate what version of python was to be used 07:32 gregorycu This isn't a serious suggestion, was just going to be something I do off the radar 07:32 gregorycu Are torches meant to work underground? 07:32 VanessaE well if you locked it to a specific version then I'd say that's not so bad. 07:32 VanessaE and yes, they are. 07:33 gregorycu And at night? 07:33 VanessaE yep of course 07:33 gregorycu That's what I thought 07:34 gregorycu Gotta love bugs 07:36 gregorycu Man, open source coding sucks 07:36 gregorycu I have questions, and i want answers now 07:36 gregorycu Not wait until people drag themselves onto IRC 07:38 VanessaE heh 07:38 VanessaE could be worse 07:38 VanessaE if it were closed-source you'd be forced to do even uglier things like send emails or make phone calls :) 07:39 gregorycu I suppose my gripe is with distributed programming 07:40 gregorycu (not a serious gripe, just joking of course) 07:40 gregorycu thought it would be just dandy if Paramat were around 07:41 VanessaE well that's the thing, he might very well be. 07:41 VanessaE he reads the logs, probably has a scaper set to ping him if he's mentioned. 07:43 gregorycu What is a mesecons lamp? 07:43 VanessaE a small square light that turns on with a mesecons signal. 07:43 VanessaE about a quarter the size of a homedecor thin glowlight 07:44 VanessaE (the "duh" answers are always the best huh? :D ) 07:44 gregorycu Sweet, torch has a comparable lighting effect I assume? 07:45 VanessaE something similar yeah 07:45 VanessaE I think HD's thin glowlight has the same light output as a torch 07:45 VanessaE (or maybe one step higher) 07:45 VanessaE but all light sources have the same effect. 07:46 VanessaE they fall off within 16 nodes I guess, always the same pattern. it's just a matter of how bright the source is. 07:47 gregorycu Excellent 07:48 VanessaE (a pattern which, when I last checked, was not-quite-diamond-shaped, owing to the geometry of the mesh being lit. circular-shaped would be better of course) 07:49 gregorycu Yeah, that's due to the manhatten distance being used for lighting calculations 07:50 VanessaE RBA had planned to do real lighting without limitations like that. 07:51 gregorycu It gets difficult if we only store integer light values against each node 07:51 VanessaE how else would you do it, aside from scaled values maybe? 07:52 gregorycu The reason you have a diamond pattern is that light spreads to its neighbours, but not diagonally 07:52 VanessaE right 07:53 gregorycu If it were to spread diagonally it would be better 07:53 VanessaE it would certainly be brighter 07:53 gregorycu Yes 07:54 gregorycu But it would form a box like pattern 07:54 gregorycu As opposed to a diamond 07:54 VanessaE right - how hard would it be, really, to make it circular? 07:54 gregorycu If it were to spread diagonally, you should make it reduce by sqrt(2) 07:55 gregorycu The thing is, if you use integers everywhere, it would round 07:55 gregorycu If you kept things as float, it would look proper 07:56 gregorycu (if you have excel, you can probably try this out) 07:57 VanessaE what's the performance and/or storage impact? (seems to me there wouldn't be one, as even the shortest int is generally 16 or 32 bit anyway, and one could use half-precision floats for thios maybe) 07:57 VanessaE -o 07:58 gregorycu double would be faster than float 07:58 VanessaE (I don't have excel, but I think I have a good idea of the result) 07:58 nore VanessaE: storage would be affected a lot 07:59 VanessaE gregorycu: because of the 32-bit alignment? 07:59 nore we currently only use 8 bits for light, 4 of which for day and 4 for night 07:59 VanessaE nore: I figured. 07:59 gregorycu nore, you can answer this question for me 08:00 VanessaE wait, I thought it was 4 bits for sunlight, and 4 for artificial light (regardless of time-of-day)? 08:00 gregorycu no 08:00 nore VanessaE: I wished it was so 08:00 gregorycu if a placed schematic has correct lighting during the day, but not during night, what didn't happen? 08:00 nore and when light changes, I hope this will be changed too 08:00 VanessaE bleh, that's really a terrible design :-/ 08:01 nore that means the night lighting bits are incorrect 08:01 VanessaE there's really no reason for there to be anything more than one single light value there, since you already know the time of day (and hence sun angle, were it useful) 08:01 nore VanessaE: yes, but you don't know if sunlight is visible or not 08:01 nore so it makes sense 08:01 VanessaE mmmh 08:02 nore however, it would be a lot better to put a value for sunlight and one for artificial light 08:02 VanessaE so use one bit for visible-or-not and the other 7 for the light. 08:02 nore since this would give more information on the node (i.e. whether it is exposed to sunlight) 08:02 gregorycu Also, the question remains if we need to be so frugal with out bits 08:03 gregorycu But this is a more general question 08:03 nore VanessaE: the problem with that would be a sharp cut at the bottom of a mine hole for example 08:03 VanessaE honestly, no we don't. the largest map I've ever heard of was Xanadu, prior to the recent reset, and that was only 30 GB in sqlite format. 08:03 nore (nodes at 15 light next to ones at 0) 08:04 gregorycu Isn't that somewhat realistic? 08:04 nore keep in mind that a node currently only takes 4 bytes 08:04 VanessaE nore: how so? if you have that "is exposed to sunlight" bit set, then you've got 7 bits of actual light range, and you know you have to include the sunlight into the calc, but you still make it fall off short enough that that never happens 08:04 nore gregorycu: we should try it 08:05 VanessaE and afaik sunlight is visible everywhere except in a cave with no direct shaft to the surface, right? 08:05 gregorycu Well, in the meantime, i'm fixing a memory leak bug :P 08:05 VanessaE (well a cave or any enclosed space anyways) 08:05 nore VanessaE: quite so 08:05 nore there is another problem if we decide to change the lighting format though 08:06 nore that means old maps have to be converted 08:06 VanessaE ok, so if a cave is more than 127 nodes deep (let's assume sunlight falls off at one step per node for simplicity), wouldn't the cave be just plain black by then anyway? 08:06 VanessaE isn't there a map format flag in the file? 08:06 nore and this is a non-trivial operation 08:07 nore since it requires reloading a whole map column to fix the lighting in it :/ 08:07 VanessaE well, I'm suggesting by that, not to convert the map at all. 08:07 VanessaE if it's old-format, just leave it that way and let the existing methods handle it. 08:07 nore hm... 08:07 VanessaE or convert it a block at a time, when blocks are *saved* 08:08 VanessaE (I assume there's at least a header per mapblock) 08:08 nore VanessaE: the problem is that you have to convert blocks above before converting a block 08:08 VanessaE hm 08:09 nore hm, actually we could do even better 08:09 VanessaE ? 08:09 gregorycu When loading a block, if it's in the legacy format, you just have to upscale the values 08:10 nore in a mapblock, use param1 only for artificial light 08:10 gregorycu Normalise during loading and call it a day 08:10 nore and map a *2d* array to say how deep sunlight goes in every column 08:10 VanessaE nore: that's what basically I'm suggesting. 08:10 nore gregorycu: the problem is sunlight vs. not sunlight actually 08:11 kahrl what do you do about the pitch black shadows you'll get under every tree? 08:11 VanessaE compute the REAL light based on max(stored, computed_sunlight_at_pos) 08:11 nore kahrl: ah, that was why I feared the sharp sunlight cutoff 08:11 nore but couldn't find an example :/ 08:12 VanessaE hrm. 08:13 gregorycu Well, there should be ambient light outside 08:13 gregorycu So you shouldn't get those perfectly black nodes 08:14 nore gregorycu: how do you define "outside" then? 08:14 gregorycu You'd use the 2d array you suggested 08:14 VanessaE anywhere that isn't cave air and isn't lit by an artificial source? 08:15 gregorycu The further down you get, less ambient light 08:15 nore well, under a tree you would be inside because there would be leaves above you... 08:23 gregorycu What's the proper way to get this: https://github.com/freeminer/freeminer/commit/551eb8515450be4167504f12653d111e09b0ee32 into a PR? 08:24 gregorycu I was going to create a branch for this, and somehow cherry-pick the commit over 08:24 VanessaE add ".patch" to the URL and save-page-as... 08:24 VanessaE then apply, commit, push, and make a PR 08:24 nore gregorycu: if I understood correctly, you made your own change without looking at the code, right? 08:24 gregorycu Yes 08:24 nore use your own then, it would be better 08:25 nore because freeminer is GPLv3, so incompatible :/ 08:25 gregorycu oh 08:25 gregorycu I wasn't aware of that 08:25 gregorycu What are we? 08:25 nore LGPL 08:25 VanessaE LGPL. 08:25 gregorycu Nice 08:25 nore (v2.1 IIRC) 08:26 gregorycu Ok, making a PR with my own code then 08:26 gregorycu (this is what I get for trying to do the right thing lol) 08:26 gregorycu Thanks V for the help too 08:26 VanessaE sure. 08:29 nrzkt nore, freeminer is GPLv3 but this source code is in the MT source tree 08:29 nrzkt it's not original FreeMiner code 08:30 nrzkt also this fix is trivial and could be ported easily 08:32 gregorycu So... 08:32 gregorycu Do what V said? 08:32 nrzkt V ? 08:32 gregorycu VanessaE 08:33 VanessaE nrzkt: does the whole sweat-of-the-brow argument actually work in this context? 08:33 nrzkt yes 08:33 nrzkt it's the original MT code 08:33 nrzkt this source for example cannot be imported into MT https://github.com/freeminer/freeminer/blob/master/src/circuit.cpp 08:34 nrzkt because it's an original FreeMiner code 08:34 nrzkt in fact FreeMiner cannot change the original MT licence without all its authors agreement 08:35 kahrl the LGPL contains a clause that allows anyone to relicense a LGPL work under GPL 08:35 nrzkt kahrl, without authors agreement ? 08:35 kahrl yes 08:35 nrzkt fucking license i didn't know that 08:35 kahrl well, the author agreed to it already by licensing under the LGPL 08:36 nrzkt but a so trivial fix cannot be a license patent problem 08:36 nrzkt port it 08:36 nrzkt it's not a special freeminer engineering it's just a trivial fix 08:36 kahrl dunno, IANAL 08:36 kahrl and it probably depends on the jurisdiction 08:37 nrzkt i don't think it's in freeminer interest to do a patent for 2 lines of code fix :p 08:37 VanessaE that's already been tested in court anyways 08:37 nrzkt if you want to be the best, ask proller if you can backport fix to upstream 08:40 gregorycu lol 08:40 nore well, gregorycu has made another fix anyway, so it's not a problem 08:40 nore we don't need to use freeminer code :) 08:40 VanessaE nice timing, proller :) 08:41 nore sofar: paramat: see my comment on game#862 08:41 ShadowBot https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar 08:41 gregorycu I generally try to reduce changes between major projects 08:41 gregorycu If it's bugfixes 08:41 gregorycu By changes, I mean differences 08:47 VanessaE well have fun blowing stuff up. I'm off. 09:28 gregorycu Indeed 09:28 paramat gregorycu i think celeron55 might consider making you a core dev if you are happy to 09:29 gregorycu We've already discussed it, that's cool 09:29 paramat ok 09:29 gregorycu In the short term, I am not 09:29 gregorycu https://github.com/minetest/minetest/issues/3566 09:29 gregorycu While I have you 09:29 gregorycu I made a change that ended up being very similar to the patch mentioned here 09:29 gregorycu Which you say didn't fix the issue 09:30 gregorycu "Tested that commit and unfortunately doesn't fix this." 09:30 gregorycu What is "this" 09:30 gregorycu You specifically mean the memory leak? 09:30 paramat correct 09:30 gregorycu Actually, sorry. The lighting is mentioned latter in the chain. 09:31 gregorycu Ok 09:33 gregorycu I'm reasonably confident that that commit and commits like it would fix the memory leak 09:34 paramat hm it didn't seem to for me, but i hope i'm wrong. maybe it would fix other problems 09:35 gregorycu If I were to author a PR, would you mind testing it the same way? 09:36 paramat go ahead i'll test it 09:36 paramat the issue bothers me 09:37 paramat i also need to reproduce in my own mod code, in case there's something about the roomgen mod 10:29 paramat nore sfan5 PilzAdam game#980 10:29 ShadowBot https://github.com/minetest/minetest_game/issues/980 -- Start timer as well when moving items around. by sofar 10:43 paramat nore sfan5 PilzAdam i feel this should be refused and closed, opinions? game#726 10:43 ShadowBot https://github.com/minetest/minetest_game/issues/726 -- Split default into smaller mods 10:43 Obani paramat, -1 for me :p 10:53 Krock refused and closed. would break many mods 10:53 Krock err actually no 10:56 paramat #1442 is a possible close 10:56 ShadowBot https://github.com/minetest/minetest/issues/1442 -- Colliding with unloaded blocks at high velocities is problematic 11:01 paramat closed #1449 and added it into 3615 11:01 ShadowBot https://github.com/minetest/minetest/issues/1449 -- No tool wear out when hitting entities. 11:02 paramat closed #1452 11:02 ShadowBot https://github.com/minetest/minetest/issues/1452 -- Inventory images are flipped upside down - Android Nexus 10 11:09 paramat closed #1465 11:09 ShadowBot https://github.com/minetest/minetest/issues/1465 -- Hand on right side -only is discriminatory 11:14 paramat closed #1501 11:14 ShadowBot https://github.com/minetest/minetest/issues/1501 -- Shaded block sides should not be blue tinted. 11:14 Krock \o/ 11:22 paramat heh. closed and moved #1513 into 1627 11:22 ShadowBot https://github.com/minetest/minetest/issues/1513 -- Resize ingame names, depending on distance 11:24 paramat (re opened 1627) 11:30 paramat closed and folded #719 into 1533 11:30 ShadowBot https://github.com/minetest/minetest/issues/719 -- minetestmapper.py fails to load a world 11:32 paramat closed #1558 as is fixed 11:32 ShadowBot https://github.com/minetest/minetest/issues/1558 -- Water pools up at chunk borders 11:37 gregorycu paramat: I was wrong. In release builds the issue persists 11:37 Fixer hi gregorycu 11:37 paramat ok 11:37 gregorycu Hi there 11:37 gregorycu How ya been? 11:37 Fixer gregorycu, any help for #3770 pleaase ? 11:37 ShadowBot https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja 11:38 gregorycu Ahh yes, that 11:38 Fixer gregorycu, i did test it and find lighting bugs 11:38 Fixer found* 11:38 gregorycu So I saw :) 11:38 gregorycu Thanks for that 11:38 gregorycu More of my stuff gets checked in when people don't find the bugs first 11:39 Fixer gregorycu, must be 1 or 2 bugs, other than that, it is very promising PR 11:39 gregorycu Yeah, not everybody gets the same speed improvement 11:39 gregorycu I think it's probably ATI card on windows, related 11:39 Fixer gregorycu, gives me very big fps boost, if you can, please look at it 11:39 Fixer yeah 11:39 gregorycu I will, I'm checking out a memory leak at the moment 11:40 paramat Calinou please could you explain what you mean in #1589 ? 11:40 ShadowBot https://github.com/minetest/minetest/issues/1589 -- New plantlike drawtype causes bad-looking symmetry 11:40 Fixer gregorycu, thanks 11:41 Fixer gregorycu, it basically makes performance with shaders like performance without them, but shaders are still working :) 11:42 gregorycu Yeah, I did profiling on my machine, and saw that most of the time was spent sending information to the shaders, even if the information had not changed 11:42 Calinou paramat, look at those screenshots, the grass is completely symmetric: https://lut.im/1GybF8HmFB/ZPbGqgdaPnUUN6ww.png | https://lut.im/RZbYPtHOd6/yB4enwXYf3yrOdoN.png 11:42 Fixer and that kind of performance is fuuuun, game changer for me 11:42 Calinou it looks awkward 11:42 Calinou like a human face that would be entirely symmetric 11:43 paramat ah ok 11:43 Fixer it is symmetric 11:43 paramat we would need 2 textures per plant though, don't think it's worth it 11:44 Calinou not necessarily 11:44 gregorycu Fixer: I'm glad you like it, hopefully i can fix it very soon 11:44 Calinou just don't make them symmetric 11:44 Calinou Minecraft does it, with only 1 texture 11:44 Calinou and we used to do before 2012 11:44 paramat looks ok to me in a voxel world 11:44 Calinou it might be very bad for HD texture packs... 11:44 Fixer gregorycu, yes, in almost all scenes there are big boost, in one huge forest with 240 range it gave me 17 to 70 fps or so 11:44 Calinou a symmetric apple from the Misa pack means it "shines" twice when viewed from some angles 11:45 Calinou totally unrealistic :P 11:45 gregorycu Fixer: Wow, that's a lot 11:45 Fixer yes, i was surprised 11:45 paramat well, minetest is unrealistic :) 11:45 Fixer gregorycu, ATI cards are awkward, even guys with different ATI card has big VBO boost, while i have small o_0 11:46 gregorycu I haven't even seen VBO yet 11:46 Fixer gregorycu, it is merged in master 11:46 Calinou I use a recent build with VBO on my laptop 11:46 Fixer gregorycu, enabled by default 11:46 Calinou I still don't always have 60 FPS :( 11:47 gregorycu Calinou: Just wait for my changes 11:47 Calinou (i7-4720HQ, 8 GB RAM, GTX 960M) 11:47 gregorycu Maybe I can give you a couple of extra fps 11:47 gregorycu Or maybe none 11:47 gregorycu I'm using a mod where I'm underground 11:47 gregorycu To test this memory leak 11:48 gregorycu Gotta figure out how to track it 11:50 paramat using 1 texture for plantlike will always create symmetry from some directions, unavoidable 11:51 gregorycu Because the back face is a mirror of the front face 11:51 paramat 3770 is not milestone though, so no rush for release 11:51 gregorycu But it's the best PR yet? 11:52 gregorycu :) 11:52 paramat it would be good to have in release, we're just understaffed and est is concentrating on 3848 11:52 gregorycu All good, hopefully I can help with some of the stuff 11:53 paramat also #3894 is higher priority 11:53 ShadowBot https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 11:53 paramat yeah it's so good to see you 11:53 gregorycu I'm no longer team leader at work, so I can spend some time 11:55 Calinou paramat, no, you can use 1 texture and 4 planes instead of just 2 11:55 Calinou 4 planes with backfacde c 11:55 Calinou 4 planes with backface culling, instead of 2 without 11:59 Fixer yes, 3894 will be very good too, I've played sibe by side with cheaters and observed them, noclip prevention is super needed 11:59 Fixer noclip intrusion + kill or noclip mining for mese and other 12:00 Fixer slow fly is not mitigated though 12:00 Fixer but there are some mods 12:01 Calinou what about increasing dedicated_server_step rate to 20 FPS, to make noclip detection more reliable and with less false positives? 12:01 Calinou dedicated_server_step = 0.05 12:01 Calinou I've noticed only minimal CPU increase 12:01 Calinou default is 0.1 (10 FPS) 12:02 paramat ah i see 12:02 paramat complex though 12:10 paramat closed #1608 we have that feature now 12:10 ShadowBot https://github.com/minetest/minetest/issues/1608 -- Allow limiting mapgen per world 12:10 Calinou only 623 issues left! :p 12:11 Calinou https://github.com/minetest/minetest/issues/34 12:11 Calinou you can remove "Feature request:" from the title 12:11 Calinou since we have a label for it 12:13 paramat heh. i can't be bothered to edit titles, too busy 12:19 celeron55 i don't think we have that feature 12:19 celeron55 isn't 2908 a global setting? 12:19 celeron55 it's not per-world 12:20 celeron55 can someone confirm because clearly if this is the case the PR should stay open 12:20 celeron55 i mean issue 12:21 paramat yes 2908 is global 12:21 paramat i'll re open 12:22 paramat ah i didn't see the 'per world' bit =/ 12:23 paramat it should really be per-world 12:24 paramat closed #1710 12:24 ShadowBot https://github.com/minetest/minetest/issues/1710 -- Subsystem maintainers 12:25 celeron55 a lot of things should be per-world really 12:25 paramat i need to learn how to add a per-world mapgen parameter so if i can i'll do this 12:28 Calinou paramat, https://github.com/minetest/minetest/issues/1670 -> I don't understand, what do you mean by node defs? 12:28 Calinou I'm pretty sure glow mapping can do things node defs can't 12:29 paramat erm 12:30 paramat is it not simpler to just define the particular node as glowing? instead of detecting a special texture 12:30 Calinou https://lut.im/zhrIIN2MAG/PKza11QUh6ObNpZa.png 12:31 paramat oh 'regardless of light level' 12:31 Calinou the green "squares" are glow mapped here 12:31 Calinou they do not emit light by themselves (there's a light entity nearby though, to emulate that) 12:31 Calinou but they'll glow even in the darkness. 12:31 Calinou and other areas of the texture can stay dark 12:31 Calinou this is exactly the point of glow mapping 12:31 Calinou even Quake 3 did it :) 12:31 paramat sorry i didn't understand 12:32 paramat i thought you played quake, as you like fast running 12:32 paramat :) 12:33 Calinou https://lut.im/CsYgKpBwAN/I5U8JPMUoCgtw1fM.png 12:33 Calinou here, I removed all lights 12:34 paramat i see 12:36 paramat closed and folded #1693 into 2731 as that has more discussion 12:36 ShadowBot https://github.com/minetest/minetest/issues/1693 -- Stuff about keybindings 12:53 paramat closed #1815 12:53 ShadowBot https://github.com/minetest/minetest/issues/1815 -- Incomplete mapblocks being saved to database 13:00 Obani We would need Github moderators o.o 13:03 paramat enough for now, 20 closed :) 13:21 gregorycu What did you close? 13:33 paramat those i linked in this channel 13:36 gregorycu Ahh issues 13:36 gregorycu Nice work 13:36 gregorycu Maybe do another 20? 13:39 paramat heh hopefully 13:44 sfan5 paramat: +1 for game#980 13:44 ShadowBot https://github.com/minetest/minetest_game/issues/980 -- Start timer as well when moving items around. by sofar 13:44 sfan5 also closed the 'seperate into mods' issue 13:45 PilzAdam paramat, #980 is good, but you should really reconsider your view on #978 13:46 ShadowBot https://github.com/minetest/minetest/issues/980 -- Allow make fast bots for servers load testing by proller 13:46 ShadowBot https://github.com/minetest/minetest/issues/978 -- try catch missing in lua called c++ errors 13:46 PilzAdam * game 13:48 paramat sure, i guess i mean sometimes it has to be done 13:49 paramat but of course best avoided if possible 14:04 gregorycu Sweet jesus 14:04 gregorycu *(void **)(lua_newuserdata(L, sizeof(void *))) = o; 14:05 gregorycu I'm a pretty damn good programmer and I'm not sure I want to try to make sense of that 14:05 sfan5 huh 14:05 sfan5 casts the result of lua_newuserdata(...) to a void** 14:05 sfan5 dereferences that pointer 14:06 sfan5 and assign o to it 14:07 gregorycu You sound like you know what you're talking about then 14:09 gregorycu Hang on, I'll try to get my next question answered by the debugger 14:14 gregorycu Who is our Lua expert? 14:14 gregorycu In terms of the C API? 14:38 PilzAdam gregorycu, you are 14:38 gregorycu Curses 14:38 PilzAdam :-p 14:46 gregorycu I don't even like Lua 14:46 gregorycu This doesn't seem fair 16:01 paramat gregorycu ShadowNinja is good with API 16:01 gregorycu Thanks 16:01 gregorycu Any reason why est31 isn't on IRC? 16:02 paramat he says he concentrates better away from IRC, also busy with life stuff 16:13 gregorycu minetest memory churn is pretty bad 16:15 gregorycu I told windows to reclaim as much memory as it could from minetest. It reclaimed 1.1GB out of 1.3GB 16:19 paramat ! 16:20 gregorycu Actually was closer to 1.2GB 16:20 gregorycu It went from using 1.3GB to 140MB 16:37 gregorycu paramat: It's pitch black at night 16:38 gregorycu Standing next to a torch 16:38 paramat hm 16:38 gregorycu Actually, you can see the torches, but they emit no light 16:38 gregorycu I have a screenie 16:39 paramat so, is it possible that this mod's rapid adding of 700 schematics per mapchunk is what is exposing the problem? 16:40 gregorycu I think this is a different issue where the lighting isn't calculated for night for placed schematics 16:40 paramat ok 16:41 paramat by 'exposing/triggering the problem' i mean the memory leak 16:42 gregorycu Everytime you place a schematic it leaks 16:42 gregorycu Do a lot of them, and you'd notice :) 16:45 gregorycu http://i.imgur.com/SNkHfZJ.jpg 16:45 gregorycu That's with noclip 16:46 gregorycu Off to bed for me 19:56 paramat hmmmm if possible could you have a quick look at #3927 sometime? 19:56 ShadowBot https://github.com/minetest/minetest/issues/3927 -- Decoration API: Allow rotation of simple decorations by paramat 19:57 sofar p2-based rotation? 19:58 paramat yeah :) 19:58 sofar can I request a more generic method instead? 19:58 sofar can I request that the interface allows passing *any* p2 value? 19:59 paramat i thought you would heh 19:59 sofar oh, wait, one sec 19:59 * sofar reads 20:01 * sofar gets irq'd 20:03 sofar paramat: why would you _not_ use param2 directly here? 20:04 sofar I can see "rotation" sounds simpler, but what if someone wants to put up some stack of logs with param2 >= 4 ? 20:05 paramat oh good point 20:05 paramat i could support all 24 values 20:05 paramat ok thanks 20:06 sofar yes, and therefore it could be used to place wild plants with my various plant mesh changes 20:08 paramat although when someone wants random rotation they may want NESW or all 24 20:08 paramat both options may be needed 20:10 paramat i might add some flags to enable this 20:11 paramat sorry hmmmmm to disturb you, it's WIP now 20:13 sofar no problem, you know I'm a fan of having param2 modifyable through decorations for obvious reasons :) 20:19 nore sofar: about game#862 20:19 ShadowBot https://github.com/minetest/minetest_game/issues/862 -- Tnt: Improvements by sofar 20:19 sofar yah 20:19 nore just two stacks of ~4 TNTs were enough 20:19 nore one, then the other 20:19 nore but they were underwater 20:19 sofar oh 20:20 sofar on the bottom of a lake or something? 20:20 nore I don't know if that may have caused it or not 20:20 nore hm, yeah 20:20 sofar weird, I know I tried underwater plenty 20:20 sofar did any items drop? 20:21 nore let me try again 20:21 sofar oh, server hung. did you restart and take a look? 20:21 nore I couldn't stop it without C-c 20:21 nore so there was just one tnt less 20:21 sofar yeah, but when you restart the server the dropped items should be there 20:22 sofar would be interesting to know if there were items after restarting or not 20:22 sofar since that may help to narrow it down 20:22 nore wait, that may be related 20:22 nore there is sand at the bottom 20:23 sofar I have seen a few warnings when you explode 100+ TNT. but that's to be expected as you're adding too many items :) 20:23 sofar besides that didn't crash my server 20:23 sofar falling sand? 20:23 nore just triggered it again 20:23 sofar yeah, I wonder if that's the problem, falling nodes 20:23 nore sand gets ejected in all directions 20:23 nore but there is no falling sand 20:24 sofar the little sand item cubes or whole falling sand nodes? 20:26 nore items 20:27 sofar that's fine, that's one of the patches in the series 20:28 nore there, server hung up again :/ 20:28 nore and this time, I'm not getting any error messages 20:29 nore but mt is at 180% cpu 20:29 paramat related to the falling.lua fix? #3925 20:29 ShadowBot https://github.com/minetest/minetest/issues/3925 -- stop falling.lua error by tenplus1 20:30 paramat or maybe Rui's recent changes to falling 20:30 nore paramat: I don't think it's falling... 20:30 sofar nore's errors are different, though 20:30 nore unrelated to 3925 too 20:31 sofar nore: try in underwater dirt? 20:31 sofar to eliminate falling nodes? 20:31 sofar could even be water 20:32 paramat ok 20:35 nore sofar: I could reproduce it without sand 20:35 nore trying without water now 20:35 sofar could, or can? 20:35 sofar english subtlety, but important nonetheless 20:35 nore I just reproduced it 20:36 sofar so "can" :) 20:36 nore sorry for that english bug :) 20:36 sofar de rien ;) 20:38 nore and... again, without any water this time 20:38 nore 3 stacks of 4 tnts buried in the ground 20:38 nore one after another, in separate locations 20:41 nore oh, and there is another problem: if server shutdowns between tnt is triggered and explodes, it never explodes it looks like 20:41 nore same for chain reactions 20:42 nore I'm wondering if it might be related to the huge number of particles it generates 20:42 nore sofar: were you able to reproduce the bug? 21:14 sofar nore: I'm at work, can't run MT here anyway 22:42 rubenwardy 0.4.13-stable can't connect to 0.4.13-dev, it seems. 22:47 ssieb rubenwardy: is there an error message? 22:48 rubenwardy says "serialisation error" and something about the wrong nodebox version 22:49 rubenwardy it was 0.4.13-latest-dev for server and 0.4.13-early-dev from a month or so ago 22:52 rubenwardy nevermind, it appears it was something to do with the version I was running 22:52 rubenwardy I think I was running a vbo or a farmesh build 22:54 sofar old client, new server 22:54 rubenwardy It works with 0.4.13-stable, just not with the patch I was running. At least I can't reproduce it 23:13 Fixer hold on 23:14 Fixer rubenwardy, unsupported NodeBox version 23:15 Fixer rubenwardy, was reported here too https://forum.minetest.net/viewtopic.php?f=10&t=8494&start=1500#p210464