Time Nick Message 00:16 paramat hmmmm sometime please can you review #4376 and consider something to help with the map meta hash problem? see the comments 00:16 ShadowBot https://github.com/minetest/minetest/issues/4376 -- Mapgen: Remove unused 'flat' and 'trees' flags from mg_flags by paramat 00:44 sofar paramat: +1 on rubenwardy 00:44 * sofar gets back from a small vacation 00:45 paramat cool thanks, good to have you back 01:00 paramat i'll ask nore too, then that will hopefully be 4 approvals out of 6 and i feel enough 02:53 paramat hmmmm, here's one that might interest you since it's decorations #4401 #4402 02:53 ShadowBot https://github.com/minetest/minetest/issues/4401 -- Tall schematic decorations unnecessarily failing near chunk top 02:53 ShadowBot https://github.com/minetest/minetest/issues/4402 -- Decorations: Fix decoration height check errors by paramat 06:06 hmmmm paramat, 06:06 paramat hi 06:07 hmmmm i'm looking at 4376 right now and it seems good but maybe the flag constants themselves shouldn't be removed 06:07 hmmmm instead, add a comment to the end of the lines // deprecated 06:07 hmmmm or similar 06:07 paramat ok agreed 06:07 hmmmm i think it's odd that MG_FLAT was only used in mapgen_v6.cpp... 06:08 hmmmm i think i recall each mapgen interpreting that flag on its own 06:08 paramat afaik mgv7 did not 06:09 hmmmm we really need to do something with the whole "flag" system 06:09 hmmmm it's a leaky abstraction that the end user should've ever seen 06:09 hmmmm i'm finishing up my project at work pretty soon so i should have some spare time to work on these things 06:09 paramat nice 06:09 hmmmm in retrospect, maybe making a hash was the compact solution but not the best solution 06:10 hmmmm right now, a basic map_meta.txt file is like 1.5 KB of text 06:10 hmmmm i was thinking maybe the hash setup should be changed to keeping a copy of the map_meta.txt to compare against in a new test_data/ subdirectory that goes.. somewhere 06:12 hmmmm src/unittests/? that would make sense in terms of keeping similar topics together, but that's for source files, so not so sure 06:12 hmmmm i didn't expect comparing against a hash to set a barrier to so many contributors wishing to change the contents of a map meta file 06:13 hmmmm for now just ignore the failing unit test and i'll fix it the way i described 06:14 paramat ok. a copy to compare against sounds good 06:14 hmmmm hell, you can even implement that if you'd like 06:14 hmmmm i'd be around to help 06:14 paramat krock had a problem with this hash too 06:14 hmmmm yeah but maybe that was a good thing 06:15 hmmmm that patch was shit 06:15 paramat lol 06:15 hmmmm but it's not krock's fault, it's the guy before him who changed map_generation_limit 06:17 hmmmm yeah so i'm gonna go back to working, the sooner i can get that done the sooner i can do minetest things 06:17 paramat O/ 06:22 paramat nore Tesseract any opinion on rubenwardy being added to mtgame team? so far +1 from me, sfan and sofar 07:04 paramat hmmmm perhaps i should remove this UASSERT() line from the unit test so that builds do not fail on everyone's PRs? https://github.com/minetest/minetest/blob/master/src/unittest/test_map_settings_manager.cpp#L203 07:05 hmmmm no, just surround the entire piece of code with #if 0 #endif 07:05 hmmmm and add a comment // TODO(hmmmm or paramat): change this to compare the result against a static file 07:06 paramat ok 07:11 paramat nore 07:12 nore +1 for rubenwardy as wekk (for what you asked yesterday) 07:12 paramat ok good 07:18 paramat celeron55 please could you consider rubenwardy as a full core dev in order to be a mtgame dev, and perhaps invite him? the most active 4 mtgame devs (out of 6 total) approve 07:18 celeron55 that's fine to me; is it fine to rubenwardy? 07:22 paramat fairly sure, he said he's happy to help out if we need another mtgame dev 08:12 tenplus1 hi folks, would a nice dev check out pull game#1232 which fixes tnt bug 08:12 ShadowBot https://github.com/minetest/minetest_game/issues/1232 -- fix tnt bug with huge stacks by tenplus1 10:12 juhdanad In c++ comments should I write 'nodebox' or 'node box'? 10:14 Krock nodebox 10:15 juhdanad Just because the struct name is 'NodeBox'. 11:21 juhdanad Another question: my code (in getPointedThing()) returns the normal vector of the colliding surface, which is currently v3s16. 11:22 juhdanad But if the turning mobs could have turning selection boxes, the normal vector should be v3f. 11:22 juhdanad Which type is preferred? 11:24 Calinou turning selection boxes don't make much sense if the collision boxes don't rotate 11:24 Calinou but it's not possible to rotate collision boxes by design 11:24 Calinou I'd rather see cylinder/sphere collision/selection boxes 11:25 Calinou both cases are far from trivial 11:28 juhdanad Then s16. Thanks! 12:41 juhdanad I made a member variable (core::aabbox3d) in CNodeDefManager, with a virtual getter in INodeDefManager. This getter is slow, when I repeat it 100 times in every step, my FPS drops from 28 to 14. Can anybody help? 14:03 juhdanad Can I split getPointedThing() into handlePlayerPointedThing() (updates Hud) and raycast() (actual getPointedThing, but uses Environment and is independent of the client)? Raycast() could be then exposed. 14:03 juhdanad (exposed to Lua) 14:48 sfan5 juhdanad: you can of course do that but in the end the core devs will decide about code changes 14:49 juhdanad Yes, I just wanted to know if it might worth trying. Thanks! 17:18 Nosrick Anyone about that can possibly give me a hand with an error I'm getting? 17:21 juhdanad What is your error? (I'm not sure that I can help you.) 17:21 Nosrick I'm trying to load a script using require(), but no matter what I try, it can't find the file I'm trying to reference. 17:23 Krock Nosrick, http://stackoverflow.com/questions/9145432/load-lua-files-by-relative-path 17:24 Krock when you specify a name it will automatically search for *.dll *.so and init.lua files 17:24 Krock maybe you want to try dofile() instead 17:25 Nosrick Well, I need a reference to the script, so I can access the functions within it. 17:25 Nosrick And I don't think dofile returns anything 17:26 Krock you can specify a global table to add your functions there. With dofile() you can extend that table and use the functions wherever you want 17:27 Krock many mods do that and it works perfectly. 17:27 Nosrick Got any example of that? 17:28 Nosrick (As I'm still new to Minetest modding and Lua in general, so that might be a little above my pay grade) 17:29 Krock Nosrick, check this one: https://github.com/Bremaweb/landrush/ 17:29 Krock in init.lua it creates a new global table, "landrush" 17:30 Krock and in functions.lua it extends that table 17:30 Krock (because init.lua uses dofile()) 17:31 Krock oh. another thing. This is the channel for the core development, not for mod development 17:32 Krock either #minetest or #minetest-project may fit better for this 17:32 Nosrick Woops, my apologies! 17:32 Nosrick Thank you so much for your help. 17:32 Krock no problem. It's too silent in here. 17:41 Hijiri Nosrick: dofile does return the return value of the script 17:41 Nosrick Ah, okay! 17:42 Hijiri If you don't need a global table it is cleaner to use the return value 17:42 Nosrick I unfortunately do need a global table. 17:42 Krock that largely depends on your coding style 17:44 Nosrick Spaghetti. 17:45 Zedicius Any core devs around? I've might've caught a bug, didn't spot it on the forums and was wondering if it's a known issue or not. 17:45 twoelk check the issues 17:45 Krock .. on github ^ 17:45 KaadmY Zedicius: coldn't you just report the bug on the forum or report it as an issue on github? 17:46 twoelk https://github.com/minetest/minetest/issues 17:46 Zedicius Didn't find it, though there are over 600 issues. 17:47 * twoelk wants to know the bug by know 17:47 Zedicius https://www.youtube.com/watch?v=YUfSUpvTveE 17:48 Zedicius No mods installed 17:48 KaadmY items slide forever? 17:48 KaadmY along edges? 17:48 twoelk now thats a neat feature :-O 17:49 Zedicius Depends on the angle. If they go to far off the edge they fall off and stop. 17:49 KaadmY >.< twoelk, Krock and Zedicius all have purple nicknames on irc for my client 17:49 Zedicius Is that good or bad? 17:49 KaadmY a bit bad :P 17:50 KaadmY hard to see who's who 17:51 Krock KaadmY, they're all blue here and I have no problem. Try changing your font 17:52 Krock but change my color to transparent, please 17:52 KaadmY ;_; 17:52 twoelk hmm all black here - but then again that's what I set up 17:55 Krock Isn't that a discrimination? Black latters on white background? 18:00 Zedicius So! I'll just throw it on the forum and see what'll happen with it :P 18:04 Krock Zedicius, could you please check the behaviour with https://github.com/minetest/minetest/pull/4370 ? 18:04 Hijiri I was thinking of implementing the "attached particle spawners" feature #567, and was wondering what I should do with particle spawners that outlive their objects 18:05 ShadowBot https://github.com/minetest/minetest/issues/567 -- Implement attached particle spawners. 18:05 Hijiri ObjRefs currently just become invalid, so I could just remove the spawner and the spawner will be invalid too 18:05 Hijiri Or I could let the spawner live on, but then if modders want it to be removed at the same time as the obj, they will need to poll for the object 18:06 Hijiri A more complex solution would be to let modders attach a finalizer that fires when the particle spawner's object dies 18:06 Hijiri Oh wait, they could do that in the object already 18:06 Krock to keep it simple for modders, I'd prefer that they would disappear when the ObjRef became invalid 18:07 Hijiri And let the particle spawner reference become invalid? 18:07 Krock yes, otherwise it's required by modders to do that manually which is just garbage collecting 18:08 Hijiri ok 18:09 Hijiri It seems though that the modder would have to to garbage collection anyway, to get rid of the invalid particle spawner 18:09 Hijiri assuming they have the reference in a table somewhere, not in an entity 18:09 Hijiri For example, for players 18:14 Hijiri I guess letting it go invalid is still better in the sense of less garbage collection though, because you won't need to do it if it's in an object 18:14 Hijiri I can't think of any use cases where you would actually want it to live on, other than to avoid invalid references 18:15 Zedicius Krick 4370 still has the same issue. 18:15 Zedicius Krock ^ 18:16 Krock okay. going to look into that issue 18:33 Krock I see. It would increase the node checks from currently 1 to up to 4 18:36 Krock but it's a cool bartender move :) 18:36 Krock ^ Zedicius 18:39 Zedicius Heh. The irony is, I discovered it while messing around with an old conveyor belt mod on the forums... 18:45 Hijiri Krock: Do all entities that are loaded on the server get sent to clients? 18:45 Krock only if the player is close to them 18:45 Hijiri More specifically, can I expect that any entities loaded on the server are also loaded on the client 18:46 Hijiri ok 18:46 Krock the setting for that is called "active_object_send_range_blocks" and is by default 3*16 = 48 nodes distance 18:46 Hijiri So I think there is another issue with automatic invalidation, in the case that an entity with an attached spawner moves close to a player, when it wasn't loaded on the client before 18:47 Hijiri The client won't know whether an entity was removed or if the entity just got unloaded 18:48 Hijiri so it won't know whether to unload the spawner 18:48 Hijiri I mean remove 18:50 Hijiri unless in the protocol they send different messages for entity removal and unloading? 18:51 * Krock doesn't know the answer 18:58 paramat fix for missing jungltrees near chunk borders #4402 see #4401 18:58 ShadowBot https://github.com/minetest/minetest/issues/4402 -- Decorations: Fix decoration height check errors by paramat 18:58 ShadowBot https://github.com/minetest/minetest/issues/4401 -- Tall schematic decorations unnecessarily failing near chunk top 19:13 Hijiri Krock: actually I think this isn't an issue if the server just keeps track of the spawners on each object and uses the ordinary spawner deletion on them when the object is unloaded 19:19 twoelk minetest is a universe where if a minecart passes by and nobody is there to see it it doesn't exist 19:19 twoelk hm, rather it pends to exist 19:21 Fixer wat? 19:21 * twoelk starts studying a philosophy book about phenology to get this right 19:22 twoelk argh, wheres my dictionary 19:23 twoelk Phenomenology? 20:52 Tesseract I finally managed to get my (Android) immersive mode bug figured out. I'll be pushing it to my Android update branch in just a moment. 20:53 Tesseract Turns out I just had to set the system UI flags earlier, before the native app had a chance to get the screen dimensions. 21:17 Fixer https://i.imgur.com/FMIyC3r.png after lava cast 21:17 Tesseract est31: Nice job with the X11 icon. But there's a little issue with it... http://sprunge.us/hPOU 21:17 Krock WOHOO! ShadowNinja is back! 21:18 est31 welcome back Tesseract 21:18 Tesseract Heh, hi :-) 21:20 Tesseract est31: If you try to use minetest.totallynotanimageformat as the icon it should spin in an infinite loop or crash, depending on what getImageLoader does. 21:21 est31 yeah, I'll fix that 21:22 est31 https://github.com/est31/minetest/commit/e0204c59883c3ac45252262837f57234c8116f7e 21:22 est31 Tesseract, what about this 21:23 Tesseract est31: That looks good. Nitpick though: PROJECT_NAME "-icon-128.png"? It isn't really xorg-specific. 21:24 shamoanjac does anyone know where the code for interpreting texture strings is? I am trying to find it but I get lost somewhere when draw2DImage() is called 21:24 est31 Tesseract, the format may be not, but it is loaded just for xorg 21:24 shamoanjac I have updated issue 4396 about textures in formspecs, apparently it goes further than that, since lower resolutions work 21:24 est31 so its xorg specific, no? 21:26 Tesseract est31: Well, it's just used for xorg, but the file itself isn't xorg-specific, you can use it for whatever you want. It hardly matters though, you can leave it if you want. 21:29 shamoanjac ah found it it was tiles.cpp 21:30 paramat Tesseract rubenwardy has been invited to join the mtgame team, hope you're okay with that 21:30 est31 There is a related bug to it, #4323. Any ideas Tesseract how to solve it? 21:30 ShadowBot https://github.com/minetest/minetest/issues/4323 -- X11 Icon not shown when minetest is installed via make install 21:30 Tesseract paramat: Yep, sounds good. 21:31 est31 don't you have to be a dev to be in mtgame team? 21:31 paramat core dev yes 21:31 paramat looks like c55 has already made him a core dev 21:31 est31 he's made him a trusted non-dev 21:32 est31 so he's a dev now, good to know. 21:33 Tesseract est31: You could just add it to line 177 of CMakeLists.txt 21:36 Tesseract Then pass ICONDIR to the executable in cmake_config.h. (It's hardcoded to $prefix/share/icons on UNIX) 21:36 paramat now just waiting for rubenwardy to confirm his acceptance 21:36 est31 He has confirmed it 21:36 est31 https://github.com/orgs/minetest/teams/team-minetest 21:37 paramat ok i guess he had to accept the invite to that team 21:45 est31 Tesseract, is ICONDIR a good place for it? 21:46 Tesseract est31: I think so. The .svg already goes there, so it seems like a good place. 21:47 Tesseract You'll just have to use the "128x128" directory instead of "scalable". 21:57 est31 Thanks 22:06 est31 Why don't we just say that rubenwardy is an official dev 22:07 est31 i mean "mtgame member but no coredev" that would be an even newer category. 22:09 paramat he is a core dev now, just hasn't been removed from 'trusted non-core-devs' team 22:09 est31 but you only asked mtgame members 22:10 est31 never asked the other coredevs 22:10 paramat hm good point 22:10 est31 its not that I would be against rubenwardy to be either coredev or mtgame member 22:10 est31 in fact I support him being a member 22:10 paramat maybe he should only push to game then, for now 22:11 est31 I just feel a sad that I wasnt asked :) 22:11 est31 a bit* 22:12 paramat yeah sorry, i guess i was in a way suggesting a mtgame-only core dev 22:13 paramat we should ask all core devs then, as a core dev has push access to all repos 22:13 est31 and a core dev has +1 "access" 22:15 est31 idk, I don't know what rubenwardy wants 22:15 est31 I dont want to ask all coredevs for a vote until I know what his wishes / intentions are 22:16 paramat i'll discuss this if i see him around 22:18 est31 maybe I am too buerocratic, but I like things to be clear :) 22:22 paramat it's a good point 22:29 est31 Everybody PTAL https://github.com/est31/minetest/commit/4ec667190967591727294ebbca0a38259fc006c7 22:29 est31 if no +1, I'll push in 10 minutes 22:30 est31 s/+1/reaction/ 22:41 est31 done 22:43 paramat ah that, +1 22:51 Hijiri Are the ids of corresponding CAOs and SAOs equal? 23:17 Hijiri Where is the protocol defined? How would I start extending the particlespawner-adding message to optionally include an object it's attached to? 23:24 Hijiri nevermind, I think I found it on the dev wikiw