Time Nick Message 00:41 ShadowNinja !tell est31 Oh, that's because I'm using ${BUILD_TYPE^} to capitalize the first character. There's probably a shell-generic way to do that, but it'll be longer... 00:41 ShadowBot ShadowNinja: O.K. 01:37 est31 I'm testing the build now 01:37 est31 ShadowNinja, have you tested util/bump_version.sh ? 01:37 est31 otherwise I do it after the build finished 01:37 ShadowNinja est31: Nope. 01:39 est31 lol the curl download server now offers whopping 4,38KB/s bandwidth 01:40 est31 either it is doing some sort of backup or something, or they meter me because I downloaded their tarball the tenth time this day lol 01:45 est31 Thanks Warr1024 for testing 01:58 est31 Warr1024, can you check out the first failing commit 45db054 then attempt to build it, and after that failed, do "make openssl"? Can you put the output of that second make command to a pastebin or sth? 01:58 est31 thanks 02:00 est31 hrmmmm interesting 02:00 est31 now I get the openssl bug myself too 02:00 est31 that's good 02:00 est31 or bad dunno 02:04 ShadowNinja est31: https://github.com/minetest/minetest/pull/2966#issuecomment-213209485 02:05 ShadowNinja est31: The "text segment is not shareable" thing? 02:06 est31 ? 02:06 est31 dunno 02:06 est31 its just curl failing 02:06 ShadowNinja Oh, that thing. 02:06 est31 bc of openssl though 02:06 est31 no idea why that happens 02:06 ShadowNinja I had that at one point, but I don't remember what I did to fix it. 02:07 est31 I removed deps/openssl_timestamp and right now it seems to build fine 02:07 est31 but openssl is still not done ye 02:07 est31 t 02:07 ShadowNinja Might have just been an issue where a wasn't cleaning up enough things after switching to the x86 target. 02:08 ShadowNinja (x86 runs about 10x as fast in an emulator, so that target's much more useful to me) 02:08 est31 i see 02:08 est31 yeah i test it on a real device its arm 02:10 est31 ShadowNinja, next sh error 02:10 est31 /bin/sh: 12: Syntax error: redirection unexpected 02:10 est31 Makefile:755: recipe for target 'apk' failed 02:11 est31 i guess its the <<< it doesnt like 02:12 est31 trying the old fasioned way 02:12 est31 ShadowNinja, this seems to work for me: BUILD_TYPE_C=$$(echo "$${BUILD_TYPE}" | sed 's/./\U&/') && 02:13 ShadowNinja est31: K. Will fix. 02:19 ShadowNinja I hate this alignment in the Makefile. I can't just use find and replace, because then I have to go back over everything fixing alignment. And it uses a tabwidth of 4, so I can't just go by sight I have to actually count spaces. 02:22 est31 why do find and replace the first place :) 02:26 est31 aww 02:26 est31 bad 02:28 est31 you know I have an adb inside my $PATH that's from ubuntu 02:29 est31 and my smartphone has a weird reboot bug when I connect it to a pc via USB 02:29 est31 so I prefer to use adb over network 02:29 est31 so I have tried to connect the phone to adb via my $PATH adb 02:29 est31 then I did make install_debug 02:30 est31 but that failed bc it took the sdk provided adb 02:30 est31 and its of course a newer version 02:30 est31 well shrug there is nothing you do wrong here ShadowNinja 02:30 est31 its just my broked setup :p 02:35 est31 okay the version update script still works 03:03 Warr1024 huh, seems I can't build mt android because the curl download is stalling every time. 03:06 Warr1024 what's the deal with mapgen v7? It looks pretty awesome, but v6 is still the default...? 05:09 * paramat starts the euro shift 05:10 * sofar fights server upgrade gone wrong 05:16 paramat Warr1024 we considered making mgv7 the default but c55 thinks it unsuitable. no problem as i'm still working on the biome system 05:23 VanessaE paramat: until the shadow bugs are fixed, it's not suitable. 05:24 paramat the y = 63 bug is fixed 05:24 VanessaE I mean the moretrees-triggered bug. 05:26 paramat ah 05:26 paramat that's present in mgv6 too though, it's a bug in l-system 05:27 VanessaE a2 05:27 VanessaE oops. 05:27 VanessaE um, no... 05:28 VanessaE I haven't seen those big black shadows in mgv6 in like 2 years. 05:28 paramat it's more subtle yes, but there are subtle shadows in water 05:28 VanessaE true. 05:29 VanessaE I'm only concerned with the black shadows, as they make a world unplayable. 05:29 paramat although they're subtle they're still unnacceptable, so that makes mgv6 as broken as mgv7 05:29 paramat :) 05:29 VanessaE well then both should be fixed before relesae. 05:29 VanessaE release* 05:30 VanessaE (or rather, the root cause thereog) 05:30 VanessaE thereof* 05:30 paramat i hope so 05:30 paramat i ownder if those subtle shadows in water were present when l-system was merged, maybe they were missed 05:31 VanessaE I don't remember one way or the other 05:34 paramat perhaps i'll try tackling this again during freeze 05:34 VanessaE well.. 05:34 VanessaE I dunno, at this point I'd be inclined to continue to hold the freeze 05:35 VanessaE fix up as many *major* bugs as possible, then start the freeze, and work on minor bugs and bugs-caused-by-fixes. 05:36 VanessaE either that or start the freeze as scheduled and stay in that state until there's nothing left to fix (that's worth the effort) 05:36 paramat eheh 05:36 paramat release in 2019 then 05:36 VanessaE HAH! 05:37 VanessaE maybe HE can do it! :) 05:37 * VanessaE points at Zeno` 05:38 Zeno` I am not the Zeno you're looking for 05:38 * Zeno` wiggles his fingers strangely 05:38 VanessaE you ARE the Zeno we're looking for. 05:38 VanessaE (and no, I'm not a toydarian) 05:38 paramat nah, it's time to release, in fact i'll probably reduce freeze to 1 week 05:38 Zeno` what have I done? 05:38 VanessaE paramat: no, that's a bad idea. 05:39 VanessaE Zeno`: nothing bad. yet. :D 05:39 paramat well it can be discussed, 1 or 2 weeks 05:39 VanessaE at least 2. 05:39 VanessaE I'm trying to account for how much time it takes to get things done here since people have less time these days. 05:44 Zeno` 1 week? 05:45 VanessaE 1 week is nowhere near enough. 05:47 Zeno` hmmmm, have you re-reviewed #3948 05:47 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 05:47 Zeno` I don't think 1 week is enough either 05:47 hmmmm guys 05:47 VanessaE aw shit 05:47 VanessaE RUN 05:47 hmmmm i don't think our development model is a total mess 05:48 Zeno` I didn't say it was. Just that 2 weeks seems more reasonable for a feature freeze 05:48 VanessaE hmmmm: yeah... but? 05:48 hmmmm i'm referring to my own previous statements 05:48 VanessaE oh 05:48 Zeno` oh 05:48 * Zeno` glares at VanessaE 05:49 Zeno` :) 05:49 hmmmm i think this is the state of most software projects 05:49 * VanessaE glares harder at Zeno` :D 05:49 hmmmm only a handful of 'elite' ones with all the right resources and circumstances have the solid software lifecycle that we want 05:49 * Zeno` has no idea what's being discussed... going to read logs 05:50 hmmmm i'm not saying that having a feature freeze is a good thing, we should certainly always strive to improve the process 05:50 hmmmm but it's not horrifyingly bad and it seems to mostly work fine 05:52 VanessaE I wouldn't say our model is "bad". 05:52 VanessaE just that we need to allow a LOT more time for things like a freeze or whatever else. 05:58 paramat 2 weeks is fine by me 05:59 hmmmm https://github.com/minetest/minetest/commit/c350cfb50b3bf81c075a80307adb15393ea773d0 what the hell 05:59 hmmmm this does nothing to avoid the race condition 05:59 hmmmm it just makes it not as easily fatal 06:02 Zeno` the race condition is still there (the messages are still corrupted -- I brought this up after it was committed. Decided that it was better than crashing though... unfortunately the commit message is not accurate) 06:03 hmmmm i don't object to a lock here 06:03 hmmmm there is a huge misconception that locks are slow 06:03 Zeno` you don't think it will affect performance? 06:04 hmmmm that's false, a lock in contention is slow. an uncontended lock takes around ~60ns to acquire on a modern processor 06:04 Zeno` that's what I'm asking :) 06:04 Zeno` ok so it shouldn't affect performance 06:04 hmmmm and besides 06:04 hmmmm on windows, Mutex uses critical sections, right? 06:04 hmmmm and on everything else, pthread_mutex_lock 06:05 hmmmm those are both implemented with futexes 06:05 hmmmm they're all user mode 06:06 Zeno` a related question: why are two threads downloading the public server list? 06:07 Zeno` I started looking at that last night intending to continue the investigation today 06:07 hmmmm because sapier 06:07 hmmmm :) 06:07 Zeno` (and there are certainly two thread executing the exact same code) 06:08 paramat sofar possible issue http://irc.minetest.ru/minetest/2016-04-21#i_4589556 06:09 Zeno` oh they're Sapier Threads 06:09 Zeno` didn't realise that was the concept :D 06:10 Zeno` std::vector getOnline() in serverlist.cpp is called twice with the exact same paramaters in two different threads doing exactly the same thing heh 06:11 Zeno` it *seems* that there are two calls in the built-in Lua scripts that both get the server list 06:12 Zeno` (either that or mainmenu/init.lua is being executed twice) 06:12 Zeno` Thread 1: /home/crobbins/minetest/bin/../builtin/init.lua 06:13 Zeno` Thread 2: /home/crobbins/minetest/bin/../builtin/init.lua 06:20 VanessaE paramat: so getting back on topic... feature freeze whenever, hold for 2 weeks, then release? with lighting bugs being among the higher priorities? :) 06:21 paramat yes, freeze starts this weekend, hopefully 06:21 paramat sunday 06:22 paramat but the l-system lighting bug involves updateLighting which is very complex, i'm not confident 06:22 VanessaE it has to be fixed before mgv7 becomes the default, and honestly. 0.4.14 is a good place to make that change. 06:23 VanessaE s/y\./y,/ 06:23 paramat updateLighting has issues elsewhere too, it's a big issue 06:23 Zeno` mgv7 is becoming default? 06:23 VanessaE no 06:23 paramat well mgv7 probably won't become default 06:23 VanessaE but it should be. 06:23 VanessaE it's a good mapgen 06:23 Zeno` i see. yeah 06:24 paramat c55 is not keen 06:24 Zeno` maybe in 0.5 then :) 06:25 jin_xi geological processes are known to take a while 06:25 VanessaE heh 06:25 paramat we discussed that possibly a new mapgen is needed as the default, that is smaller in scale 06:25 paramat and per-mapgen biome size is needed 06:28 paramat i see mgv7 as an adventure, but some feel it's intimidatingly large scale 06:28 VanessaE nah 06:28 VanessaE it's perfect, in that regard 06:28 paramat damn minecrafters and their expectations 06:28 VanessaE when biomes are too small, they become too repetitive. 06:28 paramat yes 06:29 paramat i've noticed many players will freak out if there isn't a tree at spawn heh 06:29 Zeno` they will? 06:29 VanessaE heh 06:29 VanessaE so let 'em freak out 06:29 VanessaE it's not like that tree would remain there in the long term anyway 06:29 paramat panicking because they assume mobs at nightfall 06:30 Zeno` it'd remain there for exactly 30 seconds 06:30 Zeno` kind of like Easter Island ("Yay! I cut down the last tree".. twiddles thumbs) 06:30 paramat well, some players, used to MC, it's funny to watch 06:31 VanessaE well this is MT, not MC. 06:31 VanessaE who cares what MC players are used to 06:31 paramat i agree 06:32 paramat still, i'm still working on the biome system so a delay is ok 06:32 Calinou there could be a mod to spawn a tree next to a player :P 06:32 paramat 'panic tree for MCers to cuddle' 06:33 VanessaE bahahahaha 06:54 Zeno` chop 'em down 07:19 nore #3948 updated, everything should be ok now 07:19 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 07:25 celeron55_ maybe the spawn code could be made to serach for a place that has trees 07:25 celeron55_ or the biome code to put a biome with trees at spawn 07:26 celeron55_ search* 07:30 jin_xi from a gameplay pov i would like some control about where to put biomes or a way to put exactly one foo into biome bar 07:32 Zeno` nore, I didn't end up working why the server list download is happening in two threads (which are identical) but I'm going to look again tonight 07:32 Zeno` working out why* 07:35 nore Zeno`: ok, good luck :) 07:35 Zeno` umm thanks 07:35 Zeno` heh 07:36 Zeno` I don't find it easy debugging when things are jumping to/from Lua in different threads. 07:36 Zeno` But at least it's fun (sort of) 07:36 nore Oh, btw, I noticed a bit too late that my commit message implicitely said the race condition was fixed, when it wasn't, I guess there is no way to change it? :/ 07:36 Zeno` There is not 07:37 Zeno` well, not a good way anyway 07:37 Zeno` (i.e. it's too late to change history now... and I think commit messages are included in that rule) 07:37 nore I think they are too 07:41 Zeno` Krock, is #4016 a WIP? It seems unclear because of the comment "Testing of conflicts with the texture modifiers is in progress." 07:41 ShadowBot https://github.com/minetest/minetest/issues/4016 -- tile.cpp: Automatically resize overlaying texture to base dimensions by SmallJoker 07:42 Krock Zeno`, no just [Testing] 07:42 Zeno` ok 07:44 Zeno` so it only resizes textures that are square? 07:47 paramat players can try a few seeds to find one with trees at spawn if they need that 07:49 paramat in most cases having trees nearby spawn is not essential, and it's a good excuse to explore 07:52 Krock Zeno`, yep 10:37 exoplanet hi is it possible to hide blocks so that they aren't displayed in craftguides? If so how? 10:50 Krock not_in_inventory = 1 10:50 Krock add that to the node def group 10:50 Krock ^ exoplanet 10:54 celeron55_ maybe, just maybe you could be more accurate so that the help could actually help someone 10:54 celeron55_ it's not_in_creative_inventory; not not_in_inventory 10:55 exoplanet thank Krock , thanks celeron55_ for the correction. 10:55 Krock oopsie 10:56 exoplanet btw: where can i find updates about minetest_game freeze? Or do the engine and the game share all the freeze dates? 11:17 nore exoplanet: I think they share the freeze dates 11:28 Zeno` ugh 11:28 Zeno` this is impossible to track donw 11:40 Zeno` anybody wish to test (and probably add a lock): http://dpaste.com/1C3V6NA 11:41 Zeno` I can't exactly test (other than I know that it stops downloading the thing twice) because I cannot reach servers.minetest.net 11:42 Zeno` (this won't be a PR... I'm just trying to figure things out before continuing further) 11:43 Zeno` note to self: check editor's whitespace settings 11:44 Zeno` I need to make sure that the public server list is actually downloaded with those changes (it should be) but can't test because of my connection issues 11:46 nore Zeno`: but if there are two threads downloading, one will get the online serverlist while the other will immediately get the local one, right? 11:46 nore is it what we want? 11:48 celeron55_ is that system thread safe to begin with? 11:48 Zeno` nore, I'm not sure which is why I want to see what happens with those changes 11:48 Zeno` celeron55_, it is not 11:48 Zeno` and I can't work out why two threads are doing the same task 11:49 Zeno` I've tried navigating the builtin/ lua maze heh 11:50 Zeno` the other option is to add a lock where the race condition happens 11:50 Zeno` but I'd really like to know why two threads are doing the same thing in the first place 11:54 Zeno` nore, to be honest it shouldn't be an && condition, but as I said I'm just trying to work out WTF is actually going on 11:55 Zeno` it's not "real" code 11:55 Zeno` it's what I call research code lol 11:58 nore Zeno`: I've got the answer 11:59 Zeno` and the answer is...? :) 11:59 nore the multiplayer tab gets two "on_change" events 11:59 nore which means asyncOnlineFavorites gets called twice 11:59 Zeno` how did you track that down so fast? 11:59 Zeno` I've been looking for over an hour 12:00 nore so, I've modified it to make it not download the list if it already is 12:00 nore hm, using print? :D 12:00 * Zeno` grumbles 12:00 jin_xi yay print beats thinking every single time (in my case for sure) 12:01 Zeno` I added prints as well... they just indicated nothing useful lol 12:02 * Zeno` waits for nore to provide something to test 12:03 nore https://github.com/Ekdohibs/minetest/commit/1c6b6c5580e0eb98c8799f4ad2d27af7b1f2f1a7 12:03 nore Zeno`: ^ 12:06 Zeno` it doesn't apply :P 12:06 nore ah 12:06 * nore rebases it 12:06 jin_xi but why does it get multiple identical events? that should be fixed also 12:06 jin_xi or is this how it works 12:09 nore Zeno`: https://github.com/Ekdohibs/minetest/commit/f1784d8a5de8819e0520779d4b42264880da6e69 12:09 nore jin_xi: well, on_change is a function to be called every time there is a change 12:10 nore so it is a function that can be called several times in a row without a different effect than calling it only once 12:10 nore (except that it will take more time, of course) 12:11 Zeno` that indeed stops std::vector getOnline() being called by two different threads 12:12 Zeno` and stops the log corruption as well (obviously) 12:12 jin_xi i see, thanks for explaining, makes sense 12:13 * Zeno` is annoyed that nore tracked it down so fast 12:13 Zeno` (just kidding) 12:14 nore :D 12:14 Zeno` I just noticed that when the serverlist cannot be reached the text in the gui is now incorrect 12:14 Zeno` "Try reenabling public server list and..." 12:15 Zeno` there is now no public server list checkbox 12:16 Zeno` tracing through C++ there everything seems as expected after your patch, nore 12:16 nore Oh, indeed 12:16 nore Hm, how should we fix that? 12:17 Zeno` fix what? The error message? 12:17 nore Yep 12:17 Zeno` I suppose it needs translation which complicates things? 12:18 nore That's not the only problem 12:18 nore if serverlist didn't work 12:18 nore but then the player fixes their internet connection 12:18 nore then, they will have no way of re-downloading the serverlist 12:19 Zeno` oh I see 12:19 Zeno` hmm 12:20 nore there should be a "retry" button 12:21 nore Hm, leaving the tab and going back to it is enough 12:23 nore however, the error message can't be seen if you don't click on the "Loading..." button 12:25 nore #4018 12:25 ShadowBot https://github.com/minetest/minetest/issues/4018 -- Fix mainmenu code downloading the public serverlist twice. by Ekdohibs 12:26 nore Zeno`: ^ 12:26 Zeno` looks good 12:26 Zeno` I'll leave it rest for an hour or so and merge 12:26 Zeno` doing some more tests as well (paranoia tests) 12:27 Zeno` although there is not much to test, lol 12:27 Zeno` the trace is as expected etc etc etc 12:28 Zeno` hmmm said he would have been ok with adding locks to log, but it's not necessary after this 12:29 Zeno` you know that this bug has been there for a long long time, right? :) 12:29 nore well, logging is still not thread-safe 12:29 Zeno` it just wasn't much of an issue beforehand 12:30 nore but it is doesn't crash now 12:30 nore it only produces corrupted messages 12:30 Zeno` no corrupted messages now 12:30 nore how long, exactly? :) 12:30 Zeno` since at least the last release 12:30 nore well, there will be if you try to log two things at the same time 12:30 Zeno` yes there will 12:31 Zeno` but this particular issue I meant 12:31 nore ah, yes, indeed 12:31 Zeno` I remember looking at it just before I took my break 12:31 Zeno` but then forgot because I never had "public server list" enabled heh 12:32 nore I wonder if it was what caused the "double free or corruption" crashes I got some time ago, randomly, when starting mt 12:32 nore (a race condition in logging, but not in public serverlist) 12:32 Zeno` I think it might have been 12:33 Zeno` because double free or corruption is exactly what I was getting before these changes 12:33 Zeno` not all the time but occassionally 12:33 nore same 12:34 Zeno` I'm somewhat scared of modifying Lua so thanks for helping :) 12:35 nore Zeno`: btw, I remember you made a huge work that abstracted Irrlicht away 12:35 Zeno` this might be the crash that has been intermittently been happening for the last two or more releases! 12:35 nore will you continue it? 12:35 Zeno` nore, which no longer builds 12:35 Zeno` it's 1 year behind in commits and I can't rebase 12:35 nore yeah, that's the usual problems :/ I have some huge prs that are in the same state 12:36 nore (meta_set_nodedef namely, which I rebased from celeron55's 1-year-old branch) 12:36 Zeno` so as I mentioned to someone else it would/will be easier to start from scratch than resolve the conflicts 12:36 nore you think it really would? 12:36 Zeno` yeah, it's impossible (or at least not reasonable) to rebase 12:36 Zeno` yeah I do... the main problem is that my changes touched 99% of the files 12:37 Zeno` it'd take me a month to rebase them all and probably less then a month to start again with a better strategy 12:37 nore I did the same thing with map generation limits 12:37 nore I wonder whether we should change positions back to a new type, v3pos 12:38 nore to make this change easier in the future 12:38 nore problem is, it affects a lot of the files 12:38 nore and that makes it impossible to maintain in a mergeable state for long 12:38 nore and it breaks all PRs :/ 12:38 jin_xi lets throw cochinelle at mt 12:39 nore but larger maps have been a feature that has been asked for a long time 12:39 nore unfortunately, I think we would lose almost all compatibility (map format, protocol bump needed, etc) 12:40 Zeno` yeah I'm trying to come up with a method that will make merging easier 12:41 Zeno` i.e. something that can avoid conflicts when large amounts of files are changed 12:41 nore Zeno`: what is your opinion on changing that btw? 12:41 nore (making the maps larger) 12:41 Zeno` people really want larger maps? 12:42 nore I remember this was asked 12:42 Zeno` there *should* be some buffer at least to make it able to happen 12:42 Zeno` "buffer" 12:43 nore what do you mean, a buffer? 12:43 Zeno` i.e. not limited to s16 (or whatever it is) 12:43 nore yep, s16 12:43 Zeno` I mean abstracting away that limit 12:43 nore I did that once 12:43 Zeno` but you obviously had the same problem I did 12:44 nore problem was, if that limit was changed 12:44 nore it would break everything 12:44 nore that is: protocol, map saving format (blocks would be overwritten by others) 12:44 Zeno` I'm talking with a few other devs on how these things can be possibly be done without breaking existing PRs and being almost impossible to avoid conflicts 12:44 Zeno` but it's tricky 12:44 Zeno` hmm, yes it would 12:45 nore old clients wouldn't be able to handle bigger maps 12:45 nore so there would need to be a protocol bump 12:46 nore and server and client would have to agree on the size of positions 12:46 nore etc. 12:46 nore but that would mean, less efficient code 12:46 nore (since it would have to use larger data types) 12:47 Zeno` people really want larger maps though? 12:47 nore and, the client and server wouldn't be able to know at compile time the sizes of positions 12:47 Zeno` They must be insane 12:47 nore well, all sort of problems 12:47 Zeno` although some older servers have huge maps... 12:47 Zeno` I know on my server me and a few other players mined to the bottom of the world 12:48 nore yep, some servers are really *huge* 12:48 Zeno` and my server wasn't even that big heh 12:48 Zeno` (well it was for a while, but I mean explored terrain) 12:48 nore and since players often want space around them, surface space can run out 12:48 Zeno` yeah I know when I'm playing that I hate neighbours 12:49 nore see :) ? 12:55 nore paramat: see my comment on game#1048 12:55 ShadowBot https://github.com/minetest/minetest_game/issues/1048 -- Flowers: Fix waterlily node's duplication with stack of 1 by kilbith 12:56 paramat ok 12:57 nore according to me, the correct solution is to add node_placement_prediction = "" to the definition of the lily pad 12:57 nore but tell me your opinion about it 12:57 paramat hm. i tried changing wield to a different item straight after placing, no problems, however i am no expert on this stuff 12:57 paramat your idea sounds better 12:58 nore paramat: yes, now, changing wield causes no problem 12:58 nore the problem is if you change the lilypad to another item in inventory 12:58 paramat ah 12:58 nore (which could happen if the server is laggy) 12:58 paramat would your proposal stop the waterlily appearing underwater briefly? that looks sloppy 12:59 nore or, if the minetest.after doesn't run because the server is shut down 12:59 nore yes, it would stop that problem as well 12:59 nore could you try it and give me your opinion? 12:59 paramat i support your proposal then 12:59 paramat ok 12:59 paramat btw forget about larger worlds :} 13:00 paramat hmmmm feels the same way 13:00 paramat all my new mapgens will have multiple layers to create more space in a more interesting way 13:01 nore paramat: then, some kind of way to do that without having problems with sunlight would be good 13:02 paramat fixed that problem 13:02 paramat mapgen lighting calculation now has a bool to choose whether shadows above are propagated 13:03 paramat now we can set that to false a few hundred nodes below an upper realm 13:05 nore ah, cool 13:05 nore but wait, only in mapgen? 13:05 Zeno` paramat, I will be merging #4018 kind of soon 13:05 ShadowBot https://github.com/minetest/minetest/issues/4018 -- Fix mainmenu code downloading the public serverlist twice. by Ekdohibs 13:05 paramat in lua mapgen too 13:05 nore or does it set a boolean in the blocks 13:06 paramat it's per-mapchunk 13:06 nore than tells them not to do that for later propagate_sunlight? 13:06 paramat it's effective only at mapgen time 13:07 paramat zeno ok that stuff is beyond me 13:07 nore paramat: hm... so there still are a few problems with it 13:07 Zeno` paramat, it's related to the race condition causing log corruption and crashes that was discussed last night 13:08 paramat yeah i read your discussions 13:09 paramat nore yes it still means the shadow is cutoff, but only in the way they already are when generating upwards 13:09 Zeno` oh people actually do that :D 13:10 Fixer I've noticed that new favourites needs additional polish :/ 13:11 nore paramat: couldn't a boolean be added in the format of a stored mapblock, that tells later light propagation not to propagate shadows? 13:11 paramat ah i see, new shadows caused by builds 13:12 nore for example 13:12 nore so, in serialized mapblocks, you add one more boolean 13:12 paramat i'll investigate this in mgwatershed then, will add it soon after release 13:12 nore (that can be done in flags if we have one remaining) 13:13 paramat (i mean, i'll investigate the potential problems) 13:15 paramat ok stuff to consider. i guess the workaraound is to not build in the space just below a realm, to avoid propagating the shadow 13:15 Fixer paramat, wait, you fixed y=63 and something new popped up? 13:16 Fixer paramat, what about that pain with vanessas trees mod shadow bug? 13:16 paramat no, this is an inevitable problem with stacked realms, nothing new 13:16 paramat the moretrees/mgv7 bug is a bug in l-system generation, not fixed yet 13:17 Fixer paramat, it is not in milestones, right? 13:20 nore paramat: just checked, in serialiazed mapblocks, only 4 bits out of 8 for flags are used 13:20 nore so you could add that flag in it 13:20 paramat interesting 13:21 paramat Fixer not in milestones 13:21 nore and when asking the mapgen not to propagate sunlight from above, just set this flag for all top blocks in the chunk 13:21 paramat very complex code, would be nice to fix during freeze though 13:22 nore it can wait 0.4.15 13:22 nore l-system trees should be fixed someday though 13:22 nore but same, it is complex code, that can wait 13:22 paramat yes, hopefully in 0.4.14dev 13:23 paramat updateLighting has other issues too 13:23 Fixer water reactivation *cough* 13:23 paramat that too 13:24 Fixer so much stuff to fix 13:25 paramat so i'll merge games 1029 and 1048 in 2 hours 13:25 paramat bbl 14:37 paramat nore is protection check needed in game#1048 ? i thought these checks already run and don't need to be coded 14:37 ShadowBot https://github.com/minetest/minetest_game/issues/1048 -- Flowers: Fix waterlily node's duplication with stack of 1 by kilbith 14:37 nore paramat: I'm not sure that do 14:39 kilbith so i checked inside a protected area, and yes, needed 14:39 paramat ok 14:39 Fixer kilbith, hii, i've looked at new features feature, should it save them after restarts? 14:39 kilbith sorry ? 14:40 Fixer mistyped 14:40 Fixer kilbith, hii, i've looked at new favourites feature, should minetest save them after restarts? 14:40 kilbith they're already saved in local, nothing changed here 14:41 Fixer kilbith, i've noticed few problems: 1) sometimes favourites are gone 2) they are sorted in order of addition (maybe sort by player count?) 3) to activate del. favs button i need to recheck the server sometimes 14:44 kilbith 1. no idea, never heard of that 2. could be possible with a small cost in performance 3. inherent formspec behavior when the table[] first appears 14:46 Fixer first issue was spontaneous, i have not reproduced it unfortunately 15:29 Warr1024 it seems that particlespawners do not remove themselves automatically from the server after their duration has ended... 15:30 Warr1024 I was creating new ones to replace old ones, for a persistent effect, and over the course of an hour or so, the server CPU slowly climbed to 100% 15:30 jin_xi yes this is a know bug and there is a pull but no one cares 15:30 Warr1024 ah, okay 15:30 Warr1024 is more +1 needed for it or something? 15:31 jin_xi https://github.com/minetest/minetest/pull/2602 15:32 Warr1024 wow, it's more than a year old 15:33 Warr1024 I can work around it easily enough in lua, just seems a shame to have to add a hack into my mod for that... 15:37 MillersMan Hi, I'm the developer of the new canyon mapgen. paramat mentioned something about the need for another C++ coder. 15:41 paramat hello 15:42 Fixer ohi 15:45 Zeno` hi hmmmm 15:45 Zeno` hi MillersMan 15:45 Krock Zeno`, would you be so nice and review https://github.com/minetest/minetest/pull/4016 please if you have got some time? 15:45 Krock ^ paramat too 15:45 Zeno` Krock I already have 15:45 Fixer it is very small commit, but useful, i tested it 15:46 Fixer must have for people with custom texture packs 15:46 Zeno` Krock, if there is no issue with existing mods etc then I'm fine with it 15:46 Fixer of different size than 16 15:46 Krock Zeno`, oh yes. Haven't seen the tags added by you 15:46 Krock There are several mod developers around that try to find a bug in it 15:47 Zeno` Krock, cool. Well give it a while for testing. Apart from that it seems fine 15:47 Krock Zeno`, I would like to see this pull merged for the next release because it exists for a long time 15:48 Zeno` paramat, thoughts? 15:48 Zeno` Krock, yeah it's something that annoyed me when I was writing mods for my server actually 15:49 Zeno` I'll add it to the release milestone unless paramat has a strong objection 15:50 Zeno` (or somebody else) 15:50 Zeno` I think it should be in the release at least 15:50 Krock Okay thanks :) 15:51 paramat it would be nice in release, but don't consider it essential 15:51 Zeno` it's not essential no, but it is nice 15:51 paramat add a milestone if you want though 15:51 Fixer i'm playing with custom textures on fancy servers, if i notice something wrong, i will post, looked at it since yesterday, no problems yet, moreblocks shapes are also fine 15:51 Fixer item frames also fine 15:51 Fixer columns etc 15:51 Zeno` ok added. If other devs disagree they can remove it anyway 15:52 paramat milestones are also used for things simple, nice to have in release, but not essential 15:52 Zeno` yup 15:52 Fixer reason is that sofar made excellent tool to convert MC texture packs, that i used, and only annoyance is this bug 15:52 Fixer which is fixed by this PR 15:54 Zeno` the "bug" that 4016 fixes? 15:54 Fixer yes 15:55 Zeno` ok thanks :) 15:55 Zeno` the re-scaling can be avoided if the texture is not square anyway 15:55 Fixer with it texture packs are ready to use 15:55 Zeno` maybe that can be documented somehow (even though it's probably an obscure use) 15:56 Zeno` Krock ^ 15:57 Krock Yeah but how? 15:57 Krock and where? 15:57 Zeno` I have nfi, that's why I'm asking you 15:57 Zeno` lol 15:57 Krock ah 15:57 Krock lua_api.txt then 15:57 Zeno` it's not something critical... just an idea 15:57 Krock where the texture overlay is described 15:57 Zeno` quite possibly yes 15:58 paramat i'm no expert on the code in 4016, best someone else reviews it 15:58 Fixer also, it is not MC converted packs, it is MT packs too (of size different than 16px) 15:59 Fixer since many servers use custom ores and other stuff, any non16px texture pack will have resize problem on them 16:11 paramat game#1050 16:11 ShadowBot https://github.com/minetest/minetest_game/issues/1050 -- Farming: Add quiet sounds to seeds by paramat 16:14 Krock LGTM 17:28 Void7_ hmm.. is setting `generate_normalmaps=true` supposed to cause a segfault in git? 17:30 jin_xi idk but think its safe to say no to that 17:48 Void7_ backtrace: https://gist.github.com/anonymous/3340aca612e2bef3457fb1b0e7432bbc 17:48 sfan5 looks like a driver bug 17:50 Void7_ works fine if i comment out the generate normalmaps part in the wielded shader 18:16 cheapie kilbith: I noticed that the server list got changed recently, and now not only does it show *all* servers all the time (not just ones I've connected to in the past) but also uses the names for them I'm not used to. 18:16 cheapie I could /probably/ get used to this over time, but it still seems a bit silly to me to remove a working feature (the ability to have the serverlist box unchecked) for no reason. 18:17 Fixer it is unified now 18:17 Fixer it is more simpler now, I guess 18:17 kaadmy Fixer: what happens if there's a server that you've joined that is currently down and you still want to see it? 18:17 cheapie Fixer: Yes, it is "unified" now, and that's exactly the problem. 18:18 Fixer kaadmy, don't understand 18:18 Fixer cheapie, but why names are different? 18:18 Fixer cheapie, it should mark it with star and go up in list and not repeat below 18:18 kaadmy ie. you have previously joined a server, and want to see it in the list, for example you want to check the ip address 18:19 kaadmy but if that server is down, will it still be shown in the list? 18:19 Fixer i think yes 18:19 kilbith cheapie, yes it's meant to be unified, many people like that 18:19 cheapie Fixer: I'm used to seeing things like "daconcepts.com:30000", not "VanessaE's Dreambuilder creative server" 18:19 kilbith kaadmy, yes 18:19 cheapie It's a lot easier to find the server I want by looking for, say, the ones starting with "daconcepts.com:" then for the port number I want. 18:20 Fixer cheapie, you can click once on it to see its ip address 18:20 cheapie Reading the whole "name" of the server takes a lot longer. 18:20 cheapie (or clicking on each one to see the address/port) 18:21 kaadmy maybe an option to enable showing the full ip address instead of names? 18:21 kaadmy doesn't exist yet afaik 18:22 cheapie I suppose I can understand showing "favorites" at the top when the server list is on, but IMO, the old favorites-only mode without the "friendly" names should still be there. 18:22 cheapie (even if it's buried in minetest.conf somewhere) 18:22 cheapie Setting the serverlist URL to be blank comes close to that, at least. 18:29 cheapie [13:28:44] oh f--- that. 18:29 cheapie [13:29:06] there should be a toggle for that, at most 18:32 kilbith well you were used with the old list for years, that's a matter of habit 18:34 kilbith i'm known for designing the fanciest formspecs around and i can ensure the old list was less user-friendly 18:39 * VanessaE git pulls... 18:39 VanessaE I haven't seen this rewritten menu yet. 18:41 VanessaE doesn't look too much different. 18:41 VanessaE but I agree with others, no "favorites" filter is bad. 18:42 VanessaE this is like always having to dig through your phone book (dead tree edition) to find entries that you normally keep in a personal directory ("little black book" or so). 18:43 VanessaE and it upsets the sorting that is provided by the master server list. 18:44 VanessaE (since it's putting my favorites ahead of the rest of the list) 18:45 VanessaE and in my case, entries seem to be randomly displayed as address:port for some, and descriptive name for others. 18:45 VanessaE (that's been the case in the "favorites" menu for a long time, though) 18:45 kilbith you can trust me it will ease your users to find their paths better 18:45 kilbith you can't tell me that a list of IP addresses is user-friendly 18:46 kilbith not even assorted with icon details or connected players 18:46 VanessaE hence the suggestion that there be a toggle to show address:port 18:47 VanessaE many people know servers *only* by address:port. 18:47 VanessaE some of mine, I remember better by their names, others by address. 18:48 kilbith a minority of geeks that are accustomed to play on your servers only 18:48 kilbith not the our largest public audience 18:48 kilbith -the 18:48 VanessaE what does that matter? 18:48 VanessaE who cares whose servers the majority of the audience plays on? 18:49 kilbith i mean those who plays on your servers know your different servers by IP:port 18:49 kilbith *only those 18:50 kilbith and i'm sorry to say but it's not user-friendly 18:51 VanessaE you mean it's not "kilbith friendly" :) 18:51 kilbith anyways anything can't please to everyone, but i'm rather confident given the number of positive feedbacks i received so far 18:51 VanessaE to decide what is, or isn't "user friendly" you have to ask the users. 18:55 cheapie anyways anything can't please to everyone 18:55 cheapie ^^ That's why settings were invented. 18:55 VanessaE in any case, you can please more users by providing options. 18:55 VanessaE ninja'd. 18:56 cheapie (and the old version *had* them) 18:56 VanessaE put the damn checkbox back, and add one to show names vs. addresses. 18:56 VanessaE then everyone's happy. 18:57 kilbith ok i might thinker a toggler to a technical list with IP:port entries only 18:57 kilbith *tinker 18:57 VanessaE or another dev can.. 18:58 Warr1024 dunno about IP:port, but address-as-I-entered-it:port would be good. 18:58 Warr1024 i.e. I would probably have put a DNS name in there instead of numerical IP 18:58 kilbith the damn checkbox looked out-of-place in that tab anyways 18:58 VanessaE foo.com:port not 12.45.67.89:port. 18:58 Warr1024 unless IP is all you have 18:58 VanessaE of course. 18:59 Warr1024 the point is, don't try doing DNS lookups to display the list :-) 18:59 VanessaE or if a server has no domain. 19:00 VanessaE bbl 19:19 VanessaE back 20:26 Fixer kilbith, lost favourites after game restart again, not sure how 20:29 kilbith your favoriteservers.txt file's still there ? 20:29 Fixer yes 20:30 kilbith it is filled or not ? 20:30 Fixer looks like this: http://pastebin.com/raw/iGmnYejP 20:30 kilbith then why employing the plural on "favourites" ? 20:31 kilbith no idea of your issue, 1st time it gets reported 20:33 Fixer before restart i got 4 favourite servers, after restart - none, then I joined Xanadu 20:33 kilbith then your file got cleared for sure 20:34 Fixer could be, not sure why and how 20:35 Fixer kilbith, try connecting to different servers, reconnecting, closing game, reopening etc 20:36 kilbith i did not touched the deleting mechanism, it's done elsewhere in the engine 20:37 Fixer ok, managed to cought it 20:37 Fixer joined Liberty Land, exited it, while server listed still not loaded I've exited, no file anymore 20:37 Fixer server list* 20:38 Fixer I'm using c350cfb version of minetest 20:42 Fixer kilbith, it is lost on game exit, probably when getting a server list or in other way 20:44 kilbith well as i said i'm the wrong person to catch on that 20:45 Fixer i will post issue on github 20:56 Calinou https://github.com/minetest/minetest/issues/4022 20:56 Calinou important issue, please comment 20:59 Fixer Calinou, lol, that kind of bug is hard to analyze :( 20:59 Fixer Calinou, without more data 20:59 Calinou it's still problematic 20:59 Calinou when I get to profile mods, I'll do it 20:59 Calinou IMO this is almost a blocker, it's impossible to host a lag-free server like you can in 98% of games :( 20:59 Fixer Calinou, i have same problem on ESM server, every day 20:59 Calinou something is very likely to be broken in core 21:00 Calinou somebody "improved" the netcode 21:00 Fixer Calinou, make mod profile, post debug.txt with maximum debug info 21:00 Calinou IMPROVED 21:00 Calinou [spock] 21:00 Calinou Fixer: yeah I will try, if players don't complain... 21:00 Fixer Calinou, pfff slowpoke.png 21:02 Calinou updated the issue with a bit more information 21:03 Fixer Calinou, munin monitoring mod can help too i guess 21:04 Fixer Calinou, look into debug.txt do you have lines with 21:04 Fixer 'RE-SENDING timed-out RELIABLE' when lag appears? 21:05 Fixer Calinou, i was thinking "players will notice that other players stop moving for a second or two" was part of MT experience *cough* 21:06 Calinou see PM, for a monitor (netdata) 21:08 Calinou the server does have a 5.8 GB log file... debug.txt 21:09 Calinou I deleted it, we'll see if it lags less 21:16 nrzkt Calinou, is there any player timeout notified to chat after that , 21:16 Calinou player timeouts are rare 21:18 asl97 Calinou: is there a cpu spike when it happen? 21:22 asl97 afaik, minetest only use 1 core for doing the main stuff, a cpu spike might not be so obvious depending on what you use to check it 21:23 asl97 my guess is the save interval, as fast as the dummy database is, it probably take a few seconds to save once the whole world get deleted (mark as need saving), 5-10 seconds seem a little bit much though. 21:39 asl97 ^ignore above comment, i am probably wrong about the save interval. (i read part of the issue wrongly too) 22:29 rubenwardy Calinou, What happens if you disable the ctf_events mod? That runs every 10 seconds 22:29 rubenwardy ~math c 19*3*6 23:06 jhcole I'm getting ready to add 765 lbm's to my server; should I be worried? 23:16 sofar jhcole: yes 23:17 sofar jhcole: that's insane. try combining them or use nodetimers instead 23:22 jhcole OK, but I'm not sure how to combine them. I multiplied 17 colored node blocks into 765 varieties using stairsplus.register_all(), but now I want to change the node names and I need to keep the orientation of each node. ATM, I've written a loop to make a lbm for each type. 23:23 jhcole I considered aliases, but I liked the idea of fixing the nodes in the map instead of masking them. 23:28 jhcole After some more thought, I think I can make it 1 lbm. Thanks sofar