Time Nick Message 00:15 paramat closed #1998 00:15 ShadowBot https://github.com/minetest/minetest/issues/1998 -- Failed unit tests in Windows build 01:35 paramat closed #2513 01:35 ShadowBot https://github.com/minetest/minetest/issues/2513 -- Registering Nodes while minetest is playing. 01:44 gregorycu paramat: Hello there 01:45 gregorycu That was a FYI more than anything 01:45 gregorycu Couldn't sleep last night so I took the day off work 01:45 paramat hi 01:46 gregorycu Did you happen to see that ContentFeatures PR I did? 01:46 paramat yeah 01:46 gregorycu Some idiot was copying ContentFeatures all over the place 01:46 gregorycu I tease, I tease :) 01:46 paramat heh 01:47 gregorycu Do you get stuttery frames? 01:47 paramat yes 01:47 gregorycu I have an idea about that, gunna try it out 01:55 paramat closed #2557 01:55 ShadowBot https://github.com/minetest/minetest/issues/2557 -- Wielding items that use minetest.inventorycube causes an error 01:59 paramat closed #2572 01:59 ShadowBot https://github.com/minetest/minetest/issues/2572 -- ABMs are not happening fast enough. 02:07 est31 paramat, you may want to close #1531 02:07 ShadowBot https://github.com/minetest/minetest/issues/1531 -- Be Able to Load Mods Without Restart 02:07 paramat ok 02:08 paramat closed #2645 02:08 ShadowBot https://github.com/minetest/minetest/issues/2645 -- Add CONTRIBUTING(.md)? 02:08 est31 #3476 should stay open 02:08 ShadowBot https://github.com/minetest/minetest/issues/3476 -- A clear mission statement and contribution guide for Minetest are missing. 02:09 paramat ok 02:12 paramat closed #1531 02:12 ShadowBot https://github.com/minetest/minetest/issues/1531 -- Be Able to Load Mods Without Restart 02:14 gregorycu Talk about kicking arse 02:15 gregorycu Why was 1531 closed? 02:17 est31 gregorycu, its far too complicated and the advantage is far too small 02:17 est31 also, this was closed as well and would be required by that issue: #2513 02:18 ShadowBot https://github.com/minetest/minetest/issues/2513 -- Registering Nodes while minetest is playing. 02:18 gregorycu For mod writers though, being able to reload.... 02:28 paramat closed #2698 hope others agree 02:28 ShadowBot https://github.com/minetest/minetest/issues/2698 -- Show default text-based header in main menu when header.png is not present 02:30 gregorycu Ahh const correctness... We should do more of this 02:33 hmmmm what do you think about #3922 02:33 hmmmm merge? 02:33 ShadowBot https://github.com/minetest/minetest/issues/3922 -- Move down description.txt text by Rui914 02:34 hmmmm but i'm not too sure about that commit message :) 02:40 * paramat omnomnoms will bbl 03:04 ssieb #3899? Any devs around that know that area? 03:04 ShadowBot https://github.com/minetest/minetest/issues/3899 -- Add an option to colorize to respect the destination alpha by ssieb 03:19 gregorycu We don't seem to have a read write lock 03:28 gregorycu No biggie 04:07 gregorycu So yeah, I think I can remove some of the stutter 04:09 gregorycu EVERYBODY CALM DOWN 04:09 gregorycu Never seen so much excitement 04:10 paramat \O/ 04:10 gregorycu That's all I wanted 04:11 paramat how then? 04:12 sofar gregorycu: golfclap 04:12 gregorycu I've noticed that a lot of CPU time is spent copying mesh data, so that the mesh update thread can do its stuff 04:13 gregorycu If I can make the mesh update thread do the copy instead, that frees up the GUI thread 04:14 gregorycu It requires that for every read operation of block data on the update thread I need to take a lock, and every WRITE operation of block data on the GUI thread also requires a lock 04:14 gregorycu The mesh update thread never modifies the block data, so it doesn't need write locks 04:15 sofar many readers, one writer? 04:15 gregorycu Yes 04:15 gregorycu 2 readers, one writer 04:15 sofar good 04:15 gregorycu At the moment we don't have any shared data, instead we clone the data 04:15 gregorycu Which is a good pattern 04:16 gregorycu But if your data size is large, it can be less efficient 04:16 gregorycu Which is the case here 04:32 gregorycu How hard will this crash... let's find out! 04:43 gregorycu Pretty hard 04:57 gregorycu :/ 05:13 gregorycu Who wants to see a pic of me 05:13 gregorycu http://i.kinja-img.com/gawker-media/image/upload/japbcvpavbzau9dbuaxf.jpg 05:13 hmmmm what about https://avatars0.githubusercontent.com/u/1516163?v=3&s=400 05:14 hmmmm you look like a cross between an alien and a primate when that thumbnail is at a lower resolution btw 05:14 gregorycu lol 05:14 gregorycu Just what i was aiming for! 05:14 gregorycu There is a more... realistic pic here: http://codebrew.net.au/ 05:14 hmmmm hmm how much % of cpu is being used by mesh copying exactly? 05:15 sofar when people on the internet say "Who wants to see a pic of me"... 05:15 sofar I know how fast to run 05:15 hmmmm waat 05:15 hmmmm that's you? 05:15 gregorycu Could be worse 05:15 gregorycu That's me 05:15 hmmmm you look much more... 05:15 hmmmm middle aged than I thought 05:15 gregorycu lol 05:16 gregorycu Yes 05:16 gregorycu I do 05:16 gregorycu I'm 29 but look older 05:16 gregorycu I'm at peace with it 05:16 hmmmm ya your github avatar does not reflect reality 05:16 gregorycu A hat can make a difference, also it's a little old 05:16 gregorycu I was very sleep depped when that photo was taken 05:17 hmmmm you should wear a beige safari hat and vest 05:17 gregorycu DA? 05:17 hmmmm DA? 05:18 gregorycu https://www.google.com.au/search?q=david+attenborough&biw=1580&bih=838&source=lnms&tbm=isch&sa=X&ved=0ahUKEwip776QlurLAhXBipQKHb8LBDYQ_AUIBygC 05:18 hmmmm yeah kinda like him 05:19 hmmmm are you using pthread rwlock? 05:19 gregorycu Nah, just the mutex 05:19 gregorycu And I'm on windows 05:27 gregorycu grr... Visual studio let me take a reference to a temporary 05:29 hmmmm oh 05:29 hmmmm windows has its own rw locks but they're vista+ only 05:29 hmmmm we support XP 05:30 gregorycu Curses on us 05:31 gregorycu Not even microsoft supports xp anymore 05:31 hmmmm yea but we also support solaris 05:32 hmmmm that being said, xp isn't too much of a stretch 05:33 gregorycu It is 14 years old 05:34 gregorycu By the way, I'll check out the collision detection stuff 05:34 gregorycu I'll run in debug, I'm pretty sure I'll still need it 05:39 hmmmm thanks 05:45 gregorycu 70% of my GUI thread spends its time in collision detection 05:45 gregorycu 75% of that time is pushing back a bool into a vector of bools 05:46 gregorycu I'll obviously have to test the fix 05:49 gregorycu At the moment, I'm testing my jitter fix 05:57 gregorycu I think I've made it better 06:33 gregorycu Can i make it perfect... 06:37 sofar YESSSS 06:37 sofar may I now politely beg for applause? 06:37 gregorycu *claps* 06:37 sofar I just made nodeupdate non-recursive 06:38 sofar and made 5000 blocks of sand fall all at once without breaking the game 06:39 gregorycu Nice 06:39 sofar I just timed it 06:39 gregorycu Is this for the stack overflow? 06:39 sofar 3000 nodes falling took not even 2 seconds 06:39 sofar let me video it 06:40 sofar it's crazy fast 06:40 gregorycu Compared to what? 06:40 sofar crash 06:40 gregorycu lol 06:40 gregorycu I suppose that time is oo then 06:40 sofar I don't think it would survive even 100 nodes 06:40 sofar since the lua stack overflows at less than 50 calls I think 06:40 sofar luajit, in my case 06:40 gregorycu oh, this is lua? 06:40 gregorycu Lua handles falling nodes? 06:41 sofar yup 06:41 gregorycu Shouldn't this be a core thing? 06:41 sofar it is in core 06:41 sofar builtin 06:41 sofar yes, in c++ was going to be my next guess 06:41 sofar but now that it works in lua, I don't think it matters much 06:41 sofar let me video it 06:41 sofar sec 06:44 sofar 10 seconds for 7920 nodes falling 06:44 sofar uploading 06:45 sofar https://youtu.be/liKKgLefhFQ 06:47 gregorycu You sound funny! 06:48 gregorycu Soft dutch accent? 06:48 sofar 10 years in the US and it's still not gone 06:48 sofar no seriously, I had the exact same accent 10 years when I moved to the US 06:50 gregorycu Nobody is perfect 06:51 sofar lol 06:52 hmmmm [02:41 AM] Shouldn't this be a core thing? 06:52 hmmmm yes it should and it was but it got changed for some reason 06:53 sofar well it works darn well in lua now 06:53 sofar as my video attests 06:53 hmmmm it could be even better 06:53 sofar sure 06:53 sofar maybe later port it to c++ 06:53 hmmmm also the client really doesn't need to freeze like that 06:53 sofar it's receiving 16000 node changes 06:53 hmmmm so much dev needed so little time 06:54 hmmmm well what I'm saying is maybe it'd be a better idea to have the client side predict the node falling 06:54 sofar yes, that would be interesting 07:01 gregorycu hmmmm: I'm going to commit to a branch of mine a bit of a fix for the stuttering 07:01 gregorycu It's a WIP 07:01 gregorycu Did you want to take a look? 07:01 hmmmm sure. 07:03 sofar you know, ~1000 or nodes actually animate properly 07:04 sofar they all fall at the same time, lol 07:04 sofar geesh, that's smooth 07:04 sofar 625 nodes falling as one big cuboid 07:07 gregorycu https://github.com/gregorycu/minetest.git 07:07 gregorycu Branch called Jitter 07:09 gregorycu There are some graphics artifacts mainly because of half of the system doesn't use the locks lol 07:09 gregorycu (Which I intend to fix) 07:10 sofar bed 08:01 gregorycu hmmmm: Taken a look yet? :) 08:02 gregorycu I have a game of football to play, be back in 2 hours 08:02 hmmmm yeah I saw it 08:03 hmmmm the last time i looked you basically copied MeshMakeData::fill and pasted it into its own class with a mutex around it 08:03 gregorycu Any difference, or not really? 08:03 hmmmm and did some other adjustments 08:03 hmmmm simple but probably does the trick 08:03 hmmmm oh you mean like actually testing? 08:03 hmmmm no i did not look 08:03 gregorycu Ahh ok 08:03 gregorycu Yeah, I meant testing 08:04 gregorycu It's a WIP at the moment 08:04 hmmmm ofc 08:04 hmmmm yeah i'm sorry, it's just that testing is a big pain in the butt 08:04 gregorycu haha, no problem 08:04 hmmmm looking at a webpage is sooo much simpler 08:04 gregorycu I think Fixer will actually be very exited to try it anyway 08:04 gregorycu We can depend on him to chase these things up :) 08:05 hmmmm to be perfectly honest i noticed that the stuttering issue has decreased in severity over the past couple of versions 08:05 hmmmm although it is still there enough to be noticed it's not distracting or anything 08:05 hmmmm no idea what change made the difference 08:05 hmmmm definitely need a more concrete objective way to test for performance... 08:08 hmmmm oh god no please no operator overloading when it isn't even necessary 08:08 hmmmm hasn't operator overloading caused enough problems? 08:08 gregorycu No 08:08 gregorycu What operator overloading? 08:08 gregorycu oh 08:08 hmmmm what does that code even do?? 08:09 gregorycu Hands out a mutex per map block 08:09 hmmmm oh wow interesting 08:09 hmmmm it's a mutex for mutexes 08:09 hmmmm mutex for map of mutexes 08:09 gregorycu Yeah 08:09 hmmmm can you do that? 08:09 hmmmm have a mutex as the value of a map 08:09 gregorycu Yeah, std::map doesn't copy its elements, so it's safe 08:10 hmmmm okay 08:10 gregorycu With a vector it wouldn't be safe 08:10 hmmmm no kidding 08:10 gregorycu The solution isn't good at the moment with regards to those mutexes 08:10 gregorycu As the map will just grow and grow and grow 08:10 hmmmm is the no-copy behavior defined by the C++ standard? 08:10 gregorycu Yes 08:11 hmmmm sounds like you're good then 08:11 hmmmm heh besides, I think I added DISABLE_CLASS_COPY to Mutex a while back iirc, so it'd give a huge glaring error if you tried it and it wasn't supposed to work 08:11 hmmmm :) 08:12 hmmmm i'll look at it more tomorrow. it's 4 AM for me soo 08:13 hmmmm night 08:13 gregorycu Goodnight 08:15 hmmmm btw do you think people get pissed if i change their commit text before pushing to upstream? 08:15 hmmmm some of the commit texts for these PRs frankly suck 08:16 gregorycu I wouldn't 08:16 gregorycu If it sucks it's probably because they don't consider it important to begin with 08:17 hmmmm touche 08:19 hmmmm only 130 more to go 11:13 gregorycu Back 11:39 gregorycu Oh, Fixer is here 11:43 Fixer yes 11:43 Fixer hi 11:45 gregorycu So, the jitter issue 11:45 gregorycu I tried something 11:46 gregorycu https://github.com/gregorycu/minetest.git Branch called jitter 11:46 gregorycu It's pretty win, you should check it out when you get the chance 11:46 Fixer gregorycu, \o/ i will check it now, let me compile it 11:48 Fixer gregorycu, i will need at leaat 20 min to compile it 11:52 rubenwardy A regression was introduced by this commit which caused the order of drawing things to change https://github.com/minetest/minetest/commit/6cd2b3b445bf558fda1e5a7908adef8e3a45449a 11:52 rubenwardy Well, s/regression/change of behaviour/ 11:52 rubenwardy before buttons and text were drawn over images, now images are drawn over buttons and text 11:53 rubenwardy Preparing a patch to discuss 12:09 iangp 2016-03-31 09:00:10: ERROR[Main]: ModError: core.registered_lbms was not a lua table, as expected. 12:09 iangp I can't load any world... I'm using the latest commit (c8ff11b)... compiled on Ubuntu... 12:10 gregorycu Sweet Jesus 12:11 rubenwardy are you definitely latest Minetest 12:11 Fixer update minetest_game? 12:12 rubenwardy Make sure you're running the version you compiled (ie: remember to do make -j3 && sudo make install if you're running using `minetest`) 12:14 iangp rubenwardy: I'm running ./bin/minetest 12:14 iangp Fixer: Now I'm not sure, I'll try pull the most recent minetest_game 12:15 rubenwardy https://github.com/minetest/minetest/blob/master/builtin/game/register.lua#L18 12:15 rubenwardy should be ok 12:15 Fixer gregorycu, just a little more time, compile at 100% 12:22 gregorycu There are probably going to be some graphics glitches 12:22 iangp Everything fine now I just typed the sudo make install therefore /usr/local/bin/minetest 12:22 Fixer gregorycu, hmhmm, i must be doing smth wrong, i did clone your repo, git checkout Jitter, git status shows I'm at Jitter, but git log says no your commit 12:22 Fixer gregorycu, did i missed smth? 12:23 gregorycu What does git log -1 say? 12:24 Fixer Mar 29 kwolekrs commit 12:24 Fixer strange 12:24 gregorycu wrong one :) 12:24 gregorycu I'm not git expert 12:24 gregorycu Do a git pull 12:24 Fixer gregorycu, let me apply the diff, it should help 12:24 gregorycu Try git pull first 12:25 Fixer error :(, let me do it easier way 12:25 gregorycu Cool 12:25 gregorycu It's worth it 12:27 gregorycu I think 12:32 Fixer recompiling, another 20 min 12:33 Fixer sorry for f--- up with git 12:34 gregorycu Un-fucking-believable 12:34 gregorycu :) 12:37 Fixer gregorycu, https://xkcd.com/1597/ 12:37 gregorycu I was talking to a bitbucket dev the other day, mentioned the same thing 12:41 Fixer gregorycu, hmmmmm, now worse, compilation error 12:41 gregorycu That's not good 12:42 gregorycu What is it? 12:43 Fixer i will save error, and will remove other PRs that were applied, and try again, shittons of errors, will try on clean one 12:55 Fixer gregorycu, still error with cavegen, hmm, let me copy error for you 12:55 gregorycu cavegen lol 13:01 Fixer gregorycu, error: https://i.imgur.com/YkVm7cK.png (lol) 13:02 gregorycu I see 13:03 Fixer i'm cross-compiling for windows in debian (to 64 bit) via mingw64 13:05 gregorycu ah 13:05 gregorycu I'm relying on a new compiler feature without even knowing 13:06 gregorycu Windows ey? 13:06 gregorycu Maybe this weekend I'll clean it up 13:07 gregorycu I have to fix up the thread safety 13:07 gregorycu Also, there is one more area I want to clean up slightly 13:09 Fixer gregorycu, if you have your compiled binaries for windows, just give them to me (that will be even faster) %) 13:12 gregorycu Building now 13:20 gregorycu Urgh 13:20 gregorycu This is going to take ages 13:20 gregorycu Some other time 13:20 gregorycu Off to bed for me 14:09 iangp Someone changed the rendering order for the formspec? 14:09 iangp because my mod doesn't display a label widget above a image_button widget anymore 15:11 rubenwardy #3942 15:11 ShadowBot https://github.com/minetest/minetest/issues/3942 -- Correct formspec draw order: Images should be drawn before buttons by rubenwardy 15:12 Fixer rubenwardy, can you look in inventory? try holding one item over another, looks ok with your patch? 15:13 rubenwardy yes, that works 15:13 rubenwardy the selected item which I'm dragging is drawn over 15:14 Fixer ok 15:35 rubenwardy STHGOM, https://github.com/rubenwardy/ctf_pvp_engine/commit/0db05b54ef75d686422cba64d1020f5e74b2f7c2 15:46 STHGOM thanks again :D 16:52 hmmmm rubenwardy, why is that an issue? 16:53 hmmmm that draw order behavior is intentional 17:05 rubenwardy it's a change in behaviour which breaks mods 17:28 sofar items that should be interacted with should be drawn over items that should not be interacted with 17:29 sofar but the problem is buttons with images 17:44 rubenwardy background[] can be used to draw images under buttons etc 18:10 sofar nrzkt: you may want to look at #3938 18:10 ShadowBot https://github.com/minetest/minetest/issues/3938 -- Prevent nodeupdate from recursing. by sofar 18:24 Fixer this moretrees bug drives me nuts 19:29 Obani is xyz still administrator of minetest forum ? 19:34 rubenwardy no, afaik 19:34 rubenwardy celeron55 was always the admin, xyz hosted the forum for a while (which is why he was an admin) but now celeron55 hosts 19:34 Obani So is it a choice to keep as administrator ? 19:35 rubenwardy probably an oversite 19:39 celeron55 oh i guess i should take care of that 19:42 Obani celeron55, I don't know, maybe anothoer label to know that he was a dev at past, but admin,... :p 19:42 Obani Same for Blockmen, maybe there should be a label for the "oldies" 20:24 Calinou I suggest "old farts", like on Red Eclipse :) 20:24 Calinou with a 1337 logo 21:20 paramat thoughts on #3941 ? 21:20 ShadowBot https://github.com/minetest/minetest/issues/3941 -- Proposal for dealing with feature request issues 21:21 paramat Fixer what cavegen error? 21:26 Fixer paramat, nevermind, gregorycu tries to fix jitter and commit has some compiling problems, not in default anyway 21:27 paramat ok 21:58 luizrpgluiz there is forecast to exit the 0.4.14? 22:10 paramat est31 ShadowNinja sfan5 what shall we do with #3894 ? is anyone able to solve the path search problem soon? otherwise we could perhaps ask sofar to use a workaround fix for doors 22:10 ShadowBot https://github.com/minetest/minetest/issues/3894 -- Add serverside noclip enforcement by est31 22:11 sfan5 i thought it wasn't needed for doors 22:11 paramat iirc there's a problem with meshdoors that needs this 22:12 paramat i think it's time we move towards full-freeze 22:16 nrzkt we are in feature freeze and this PR is a feature 22:16 paramat no we're semi-frozen 22:16 nrzkt wtf 22:17 paramat sorry channel message is wrong 22:17 nrzkt release is in 5 days and we are not in a feature freeze ? 22:17 paramat see forum thread, news section 22:17 paramat i should change the channel message 22:18 hmmmm i dunno if the release should come too soon 22:18 paramat (but i forgot how to) 22:18 hmmmm there are a ton of changes that really ought to make it in 22:18 paramat fine by me 22:18 hmmmm Make Minetest Great Again 22:18 paramat heh 22:19 hmmmm we're gonna build a great big... wall 22:19 hmmmm to keep out all the freeminer users 22:19 hmmmm and we're going to make them pay for it too in the form of tarrifs 22:20 hmmmm lol that joke probably went over 70% of this channel's head 22:21 paramat i was always planning to announce a freeze then at last moment when inevitably much is left to do, delay it 22:21 Fixer we don't even test it for good 22:21 thePalindrome But isn't it called mine-test? :P 22:22 Calinou Minestable: released every 2 years, with frozen mods 22:22 Fixer some servers updated to near last git, I play on one of them, but it is mod heavy 22:22 Fixer paramat, did you ever see papyrus and waterlilies in valleys? 22:23 nrzkt don't forget one thing: package maintainers needs a version sometimes, and we have many client features atm which are good for a release, others can wait a little bit time, and we could release a 0.4.15 in 3 months if needed, there are no schedule 22:24 hmmmm i'm conflicted on fixed schedule releases 22:24 hmmmm on one hand, it helps with predictability and frequency of releases, and it could also encourage developers to kind of hurry it up 22:25 paramat fixed just doesn't happen 22:25 hmmmm but on the other hand it could force us to miss a lot of great contributions that would've been great to have beforehand 22:25 nrzkt we don't miss, we delay 22:25 nrzkt releases also permit to communicate about the product 22:25 hmmmm isn't that the point of celeron's blog and the forum? 22:26 nrzkt without communication for a too long time, it's difficult to get new players 22:26 paramat anyway we should certainly be concentrating only on priority stuff for release, that's why we are 'semi-frozen' 22:26 nrzkt paramat, semi-frozen doesn't exist 22:26 paramat i created it 22:26 nrzkt you are frozen or not :p but not semi frozen 22:26 nrzkt if we add features, we are not 22:26 sofar I'm late in the discussion, and would love est31 path collision stuff in the release, but I think it's unrealistic time-wise 22:26 paramat we're in the fridge door next to the fruit juice 22:26 nrzkt sofar, agreed 22:27 nrzkt take the fruit juice in your head :p 22:27 sofar however, for the discussion, I see it as a feature, not a bugfix 22:27 sofar it's certainly not a regression 22:28 sofar are we perhaps considering a branch? would that help? 22:28 sofar branch for 0.4.14, then run a week of testing so that development can continue 22:28 nrzkt sofar, no, tried it but seems outside of MT scope 22:28 sofar np, fair enough 22:29 sofar a week isn't so bad, if that's what it is 22:29 nrzkt for 0.4.13 we tried this but doesn't work 22:29 sofar it takes.. practice and control 22:29 sofar anyway 22:30 sofar at this point in time I'd start going into milestones and kick items out that aren't going to make it 22:30 nrzkt i agree with you, but the MT devel model is currently not mature for this 22:31 paramat ok we're not semi-frozen, more chilled 22:32 sofar only 2 prs open in 0.4.14 for minetest 22:32 sofar so, we're really scraping the bottom already there 22:32 sofar 3 for minetest_game 22:33 paramat btw https://github.com/minetest/minetest/issues/3266#issuecomment-199906559 who's the person for secure settings? 22:34 paramat we may have to delay nodetimer crops 22:34 sofar that's fine 22:34 sofar xpanes is out as well, there's more 22:35 paramat tnt would be good if the current problem can be fixed 22:35 sofar remind me, what are we talking about there? 22:36 paramat oh was nore's bug fixed? 22:37 paramat https://github.com/minetest/minetest_game/pull/862#issuecomment-202301115 22:37 sofar https://github.com/minetest/minetest_game/pull/862/commits/973b0bfadb0651105f3f0462faf5e8d1fd2f4ad1 fixes those 22:37 paramat removed nodetimer crops from milestone 22:38 paramat ok i think tnt can be in release, we have time to work on it 22:39 paramat my biome tweaks are trivial 22:40 paramat game#978 can be closed? or is only partially fixed? 22:40 ShadowBot https://github.com/minetest/minetest_game/issues/978 -- furnaces dont work after rejoin 22:41 sofar not fixed, although the mods using them did merge workarounds for the actual problem 22:42 sofar hmm soon we can make tnt call nodeupdate 22:42 sofar that'll be awesome 22:50 sofar OH 22:50 sofar MY 22:50 sofar GAWD 22:50 sofar this is fantastic 22:50 sofar sec, recording vids 22:57 sofar https://youtu.be/4omndVZijLc 22:58 paramat wow 22:58 sofar if you pee your pants laughing watching that, I'm not responsible 22:59 sofar I've got a patch limiting entity speed, btw. It's badly needed :D 22:59 sofar I've seen falling nodes disappear for minutes without it 23:00 paramat if you can get that stable for release that would be good 23:00 sofar that has my nonrecursive nodeupdate code 23:00 sofar without that it would probably lag out 23:01 sofar it's not unstable. I haven't seen any bugs with any part of it. it certainly has been tested ;) 23:02 sofar of course, only sand and gravel does this 23:02 paramat i see. is the tnt PR ready for merge? i think now's the time 23:02 paramat looks like that last change is tested 23:03 sofar it doesn't have the speed limit in the PR yet 23:03 sofar that should really be added 23:03 paramat ok 23:03 sofar you can otherwise get crazy high speeds 23:03 sofar pushing 23:05 sofar the reason it's needed - without it you can explode items to the world edge 23:05 paramat eh 23:05 sofar this way they don't make it that far 23:06 sofar this is only a problem for multiple tnt explosions in the same spot, with 1 tnt it doesn't happen 23:06 paramat what happens if you explode tnt next to world edge, any big problems? 23:06 sofar no, engine just warns, and deletes the item 23:06 Fixer sofar, looks nice 23:09 sofar I have sand blocks all, all, ALL over the place now 23:21 jin_xi nice 23:23 sofar 400 nodes away still sand 23:53 kinokoio Hi, can I send a pull request of just one line? 23:55 kinokoio I have found a problem in the line 47 of dungeongen.cpp. It must be "c_torch = mg->ndef->getId("default:torch");" instead of c_torch = ndef->getId("default:torch"); 23:58 paramat yes a 1 line PR is fine 23:58 paramat those torches are disabled by default and only used for dev work