Time Nick Message 00:00 paramat GetBiomeInfo what biome info are you requesting? biome at point? 00:00 GetBiomeInfo paramat: at point, why not? the one hmmmmmmmmmmmmm wanted 00:00 paramat i'll add that if i can 00:01 paramat it's much requested 00:01 paramat i miss hmmmmm 00:02 paramat ok it's on my todo list 00:03 GetBiomeInfo weather mods will use it for sure 00:04 GetBiomeInfo they can request biome info at point and decide snows it or rains it etc 00:04 twoelk hm - so mobs can wander around and still keep to their biome not by looking for nodes but by requesting biome info? 00:04 GetBiomeInfo or when growing stuff 00:05 GetBiomeInfo say you trying to grow vegitables in arctic... > biomecheck > will not grow 00:05 est31 I just fail to see the point in organizing defaultsettings.cpp 00:06 paramat i think it's organised enough 00:06 paramat as long as those mapgen things are moved as requested 00:06 est31 but shrug, if he really wants to organize it... 00:06 twoelk so some greenhouse mod will have to override biome info to grow stuff out of biome ;-P 00:06 paramat yeah no prob 00:07 paramat lem 00:08 ShadowNinja paramat: I updated the defaultsettings pull. Does it look good to you now? 00:09 GetBiomeInfo twoelk: you can add more challenge to farming for sure 00:10 paramat looking 00:11 twoelk so would each node carry biomeinfo or will it be recalculated at request? 00:12 paramat there's already a function that calculates biome at point, it's used in mapgen, the API would just access that 00:12 paramat that returns a biome ID, then in lua you can get the biome name and maybe other info 00:13 twoelk so regardless of player or mod action the biomes always stay the same? 00:14 twoelk what about mods that change mapgen largescale? 00:14 paramat yes defined by the heat/humidity noise params and the 'heat/humidity points' of registered biomes 00:15 paramat if mods change the nodes in the terrain, calculated biome locations don't change 00:17 twoelk so all them built over lakes will stay biome corralsea and wont grow trees if they are told to stick to biomeinfo :-D 00:17 paramat correct 00:19 twoelk can't remember; did minetest have underground biomes? 00:19 paramat it does, just 1 from y = -112 down 00:20 paramat just default:stone 00:20 paramat mainly because other stone types have no ores 00:21 twoelk I wonder if a cave biome might be usefull 00:22 paramat perhaps other stone types should have coal, to make it easier to find 00:22 paramat if i'm allowed to make coal a full-cube texture then we won't need multiple coal nodes 00:23 twoelk actually biomes could be used to make largescale regions with different properties/ores underground 00:23 paramat coal is suitable to be full-cube 00:23 paramat biomes don't affect cavegen 00:23 paramat ores can be limited to certain biomes 00:24 paramat i do this for dirt blobs 00:24 twoelk yeah, but you could have coal rich biomes or other stuff 00:24 paramat yes 00:25 twoelk you could have different types of caves according to biome 00:28 paramat caves are cut after biomes are calculated and placed so theoretically yes 00:28 paramat but i'm not enthusiastic 00:29 paramat caves are part of 'base terrain', which is fairly independent of biomes 00:29 paramat 'base terrain generation' 00:29 zorman2000 paramat, I think it would be nice to have different types of caves by default 00:29 zorman2000 But I do understand what you are saying 00:30 twoelk I was just musing this could give the underground some structured variety 00:30 paramat well i'm going to add underground decorations 00:31 zorman2000 That would be very nice 00:31 paramat (or try to) 00:31 zorman2000 A glowing mushroom 00:32 twoelk like the red ones on Xanadu that grow only on exposed coal? 00:33 ShadowNinja paramat: Good to merge defaultsettings then? 00:35 paramat hm i will have to trust you on the changes, have you rechecked since latest update? 00:35 ShadowNinja Yep. 00:35 paramat +1 00:38 ShadowNinja Just #5031 left now. 00:38 ShadowBot https://github.com/minetest/minetest/issues/5031 -- Server list cleanup by ShadowNinja 02:51 paramat sofar game#1513 02:51 ShadowBot https://github.com/minetest/minetest_game/issues/1513 -- Tree log decorations: Replace lua tables with .mts files by paramat 04:24 twoelk the more I think of it the more I like the idea of underground biomes 04:26 twoelk adding some things that makes living underground possible for extended mining might also reduce the need of underground farming of normal crops and trees 04:28 twoelk some underground source of sticks and something edible 04:33 twoelk there could be biomes of more sediments or others more karst like with sinkholes near the surface, ore rich lava contact zones or large caves with some sort of flora feeding on energy rich ores, crystal rich crevices and deep shafts 04:49 paramat there could be edible mushrooms 11:06 nrzkt est31, i pushed a first for #5033 11:06 ShadowBot https://github.com/minetest/minetest/issues/5033 -- BADLY broken: Recent checkins break Active Objects 11:06 nrzkt a fix* 11:07 nrzkt a missing const in parent ServerActiveObject 11:17 sfan5 nrzkt: clang still complains about this http://sprunge.us/DDMQ 11:18 nrzkt sfan5, okay i'm looking for this too and pushing the fix when it's done 11:22 nrzkt it's pushed, thanks 11:26 Thomas-S I don't know, if this is already reported, but building the latest sources from gitub fails: http://pastebin.com/raw/7wexPs2S 11:27 sfan5 you can blame ShadowNinja for that 11:28 sfan5 Thomas-S: fix pushed 11:29 Thomas-S Thank you very much! 11:32 nrzkt sfan5, travis build are releases, right ? 11:34 nrzkt sfan5, can you repush i did an error on master 11:36 nrzkt i discaded your commit by pushing to wrong origin 11:38 nrzkt sfan5, i take it from your origin, discard my request for push 11:40 nrzkt sfan5, est31 sofar Zeno` please review #5035 11:40 ShadowBot https://github.com/minetest/minetest/issues/5035 -- Add WARN_AS_ERROR flag to prevent non fixed warnings by nerzhul 11:52 Zeno` why are warnings ignored in the first place?! 11:56 Zeno` I don't think anything that adds warnings should even be merged 11:56 Zeno` if it's a false alarm (and you're 110% sure) then suppress the warning, otherwise it should be taken seriously 11:57 Zeno` I guess if we're not disciplined enough to take warnings seriously then -Werror should be add to ALL builds 11:57 Zeno` not just release 11:59 Zeno` sorry nrzkt but I can't +1 that PR 11:59 Zeno` it's either for all builds or none at all 12:01 Zeno` also doesn't LuaJIT have warnings? 12:01 Zeno` i.e. stuff we can't fix? 12:02 Zeno` (or Lua... one of the two) 12:08 Zeno` this one: https://travis-ci.org/minetest/minetest/jobs/191892538#L596 12:08 Zeno` does travis not build release versions? 12:18 nrzkt Zeno`, i can make it enabled for all UNIX builds if you want 12:19 nrzkt i tested on my machine keeping default build options, i removed a const in inheritance to make overloading and it make errors, now just tell on the PR if we enable it everytime or just on release build ? 12:20 Zeno` it makes error for debug builds? 12:20 nrzkt no, as flag is only pushed to release build by default, but i can change it 12:21 Zeno` why should debug builds be treated differently? 12:21 nrzkt i don't think we have debug builds 12:21 Zeno` I really don't like it because I'm not sure why we would ignore warnings anyway 12:21 nrzkt i just kept WARN_ALL thing 12:21 Zeno` oh, come on 12:22 Zeno` nearly every build I do is a debug build :P 12:22 nrzkt i don't want to ignore warning personnaly 12:22 Zeno` i can't remember the last release build I did 12:23 Zeno` nrzkt, how come the Lua warning is not treated as an error? 12:23 Zeno` (with your PR I mean) 12:24 nrzkt because it's applied on CMAKE_CXX_FLAGS in src/ directory 12:24 nrzkt like every other MT flag 12:24 nrzkt i changed the behaviour, it's now enabled by default on every UNIX build, not depending on debug/release 12:24 nrzkt and rebased from master 12:25 Zeno` where is the bundled Lua? 12:25 nrzkt src/lua 12:25 nrzkt and CMAKE_CXX_FLAGS not CMAKE_C_FLAGS are modified 12:25 nrzkt i should go, see you, add comments on the pr 12:25 Zeno` ahh ok 13:45 IhrFussel Can someone tell me where in the code the engine renames users as "unknown" when they are no longer connected? I think there is a bug in there 13:47 IhrFussel IMO the engine shouldn't even display such "unknown" clients, it just should remove them from the list...or was that implemented on purpose? 13:51 Krock IhrFussel, grep helps. server.cpp L2900 13:52 Krock this means the player are already removed from the environment - just not from the client list 13:53 Krock the line number might be sligtly different. didn't update my repo 13:53 IhrFussel Krock, and that doesn't get fixed because? 13:53 Krock either because the source of this bug isn't known or nobody wants to fix it 13:54 Krock just ignoring these unknown players isn't how you solve such a problem 13:56 IhrFussel Exactly...well I'm experiencing "disconnecting peer" issues in the log and think those are the clients that are still shown as unknown in the server status...and btw that bug is also very annoying cause the diconnected client does NOT ever tell "connection timeout" when that happens, so the clients continue playing and playing until they realize that nothing loads anymore 13:57 Krock maybe it's because the connection didn't timeout but the server doesn't handle its requests anymore 13:58 IhrFussel Clients should see an error in that case too...should I file an issue on github regarding that? 13:58 Krock there are at least two issues about that 13:59 Krock players being deleted by accident, which causes these "unknown" entries in the list 13:59 IhrFussel What should I look for as keyword? 14:01 Krock I used the keywords "player delete" and got #4067 and #1425 14:01 ShadowBot https://github.com/minetest/minetest/issues/4067 -- Canceling: No player for peer_id when too much objects on the map 14:01 ShadowBot https://github.com/minetest/minetest/issues/1425 -- Deleting extraneous entities from a mapblock deletes PLAYERS also 14:01 Krock I believe unknown players are also caused by one of these issues 14:02 Krock basically, issue 4067 is just a duplicate 14:05 IhrFussel But #4802 didn't seem to fix it then...my server version is new from Jan 3 14:05 ShadowBot https://github.com/minetest/minetest/issues/4802 -- Don't clear excess entities on mapblock save (possible fix for #4067, #1425, etc.) by cheapie 14:07 IhrFussel And the pull 4847 that referenced it didn't fix it either :/ 14:10 IhrFussel I get that error every few hours...sometimes it only deletes one client, other times up to 5 14:10 IhrFussel I'll increase the object limit even more maybe that fixes it 14:15 Fixer 0.4.15? 14:16 IhrFussel Fixer, server version is 0.4.15-dev (Jan 3) 14:16 IhrFussel The client version shouldn't matter...right? 14:17 Fixer no idea 14:22 IhrFussel Well logic tells me no it should absolutely not matter since it's the server code that deletes the player 14:23 * Zeno` hugs everyone 14:25 IhrFussel Maybe the function that removes objects needs a certain check? Like "entity or player" 14:27 IhrFussel Or player objects need some property that makes them unique compared to other objects 14:32 IhrFussel But sometimes It even happens when the mapblock has 0 objects or only a few...so I kinda doubt it's the only problem 14:58 nrzkt sfan5, i changed the PR to a simple thing: mark only overloaded-virtual as an error 14:58 nrzkt #5035 14:58 ShadowBot https://github.com/minetest/minetest/issues/5035 -- Mark overloaded-virtual warning as an error by nerzhul 15:10 sfan5 nrzkt: good idea if it's only for overloaded-virtual +1 15:46 IhrFussel Is there a way to download the exe without zip? 15:47 sfan5 no 15:48 IhrFussel sfan5, but if I only copy the .exe file would it work? 15:48 sfan5 depends 16:12 Calinou .exe of what, IhrFussel? 16:12 Calinou the Minetest executable needs some data files to function 16:12 Calinou it won't work alone 16:15 IhrFussel Calinou, I meant to post that in minetest channel oops^^ Umm well there is a player who apparently doesn't know how to extract .zip so I was just asking if it's possible to simply send it without the other files...but we already got the "not found" error haha 16:15 Calinou nope, it's not possible 16:15 Calinou extracing a .zip is really easy, come on 16:15 Calinou by the way, Windows 10 will recommend extracing a .zip when you try to run an .exe file inside 16:18 IhrFussel You know some players are VERY VERY young on my server so no it's not easy for them...but I still try to find solutions, this time around seems like there's none 16:22 Fixer IhrFussel: i guess exe installer is good for them, it should create a Shortcut in Start menu somewhere 16:23 IhrFussel Fixer, I honestly thought that the .exe in /bin is an installer 16:23 Fixer it is not 16:24 IhrFussel I figured that out now xD 16:25 IhrFussel So Minetest on Windows never installs? 16:27 Fixer lets move to #minetest 16:30 Fixer 0.4.15 has no installer right now 16:35 sfan5 varying packet serialization depending on prot ver in the Server::Send() methods is a total clusterfuck 18:57 sapier https://github.com/minetest/minetest/pull/5041 please comment 19:30 paramat good to see you here 19:31 paramat will merge game#1511 game#1513 later 19:31 ShadowBot https://github.com/minetest/minetest_game/issues/1511 -- Explosions should extinguish fire by lhofhansl 19:31 ShadowBot https://github.com/minetest/minetest_game/issues/1513 -- Tree log decorations: Replace lua tables with .mts files by paramat 19:40 red-001 rubenwardy do you approve #5000? It is the second commit of #4472 and you approved that pr 19:40 ShadowBot https://github.com/minetest/minetest/issues/5000 -- Simpler serverlist search by red-001 19:40 ShadowBot https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 19:42 red-001 also sofar you said that you approve the first two commits of #4472 does that mean that you approve #5000? 19:42 ShadowBot https://github.com/minetest/minetest/issues/4472 -- Make serverlist searchable. by red-001 19:42 ShadowBot https://github.com/minetest/minetest/issues/5000 -- Simpler serverlist search by red-001 20:48 paramat i forgot to change the spreads of heat and humidity noises in settingtypes.txt and minetest.conf, will fix very soon 21:27 sapier https://github.com/minetest/minetest/pull/5043 modders might be thankfull about this 21:28 VanessaE holy shit 21:28 VanessaE it's a ghost :) 21:29 nrzkt merging #5023 21:30 ShadowBot https://github.com/minetest/minetest/issues/5023 -- Only set material flag on rendered meshes by lhofhansl 21:32 sapier buuuuuhhhhh ;-) 21:33 nrzkt hi sapier 21:33 sapier hello nrzkt 21:38 est31 sapier: server side security is something different than client side 21:38 est31 also, we broke actual features 21:39 est31 with clientside security, there is no problem if we "break" something because we won't promise to keep anything stable until its enabled by default 21:39 est31 in fact, I'd say that even if you disabled mod_security, the client side lua security should still be enabled 21:40 sfan5 sapier: what made you use a Makefile for android building, it fucking sucks 21:40 sfan5 also hello 21:40 sapier yes that's why we can demand security to be added first, once it's merged without security we will "break features" again 21:40 est31 well idk, i doubt that duckbrain can implement the security I have in mind 21:41 sapier sfan5 well I was completely new to android and android by that time was about to switch build systems anyway so I used what I already knew 21:41 est31 it should involve at minimum a separate sandboxed process for defense in depth 21:41 sapier btw didn't google complete that switch and discontinue the old build system anyway? 21:41 est31 sapier: I think it was about maven vs gradle 21:42 est31 sapier: we have since switched to gradle 21:42 est31 for NDK nothing was deprecated yet, afaik 21:42 est31 and tbh, I've seen worse android NDK build scripts 21:42 sapier I don't know I was hoping someone else would start continuing the android thingy once the initial pains have been done ... obviously that's been an error 21:43 est31 you know, libreoffice actually uses automake 21:43 est31 automake, can you imagine that 21:43 est31 https://github.com/minetest/minetest/commit/e41673820ffe200df78b1ec185ccb9d9ca962ae1 21:44 sapier for what I remember rest of minetest uses cmake ;-) 21:44 sapier I don't know but maybe cmake provides some kind of android support in between? 21:44 est31 yes 21:44 est31 it has android support now 21:44 sfan5 experimental cmake android support was added recently 21:44 sfan5 est31: btw please review #5039 if you have time 21:44 ShadowBot https://github.com/minetest/minetest/issues/5039 -- Add particle animation, glow by sfan5 21:45 sapier so what about just waiting a little bit and switch to this one once it's at least somehow useable? 21:45 sfan5 there's also the issue with building dependencies 21:45 est31 I'm okay with a switch 21:45 sfan5 that should be done seperately anyway 21:45 sfan5 switching to cmake for android too sounds good though 21:45 est31 as long as it still works 21:46 est31 cmake has functionality to download dependencies 21:46 est31 also, to specifically pin hashes 21:46 est31 that's very nice as it allows for a more verified build 21:46 sapier sounds great ... just one open issue ... who's gonna do it? ;-) 21:46 est31 :) 21:47 paramat lordfingle says he may be able to help out with android soon 21:48 paramat he saw my request in the forum for new android maintainers 21:48 est31 nice 21:49 est31 its a quite big change though, not sure whether hes' ready for it 21:49 est31 he's 21:51 sapier great there's no (satisfying) way to colorize a sheep using colors instead of separate textures atm 22:15 sofar death to cmake, autotools all the projects! 22:16 sfan5 pls no 22:16 sofar having worked on 4 linux distributions, of which 3 professionally, for over 10+ years, I can state, without hesitation, that cmake is a fucking nightmare every damn time 22:17 nrzkt sofar, autotools are a nightmare themselves, what is your complain about cmake ? 22:17 sofar in our latest distribution, we auto-package 95% of our packages. The remainder is surprisingly often? cmake 22:17 sfan5 auto-packaging with cmake isn't much harder than with autotools 22:18 sofar yes it is 22:18 sofar but hey, ignore me who am I doing a professional linux distro that autopackages 95% of their packages which is just anecdotal right? 22:19 sfan5 why is it harder? 22:19 sapier https://github.com/minetest/minetest/pull/5045 what do you think about this one? Colorize behaves exactly as it's defined. But it's actually not what at least I would expect. 22:19 nrzkt sofar, strangely FreeBSD packages cmake package easily without complaining :) 22:19 nrzkt you add a port, add USES=cmake to port, and then... it just works 22:20 nrzkt sorry linux packaging is shit 22:20 sapier usually there are good reasons for using either of them ... most time it's "because we already have 90% this way" ;-) 22:20 sofar sfan5: because every package can ship their own cmake templates making a mess of things (and it's not like they are attempting to avoid it... cmake rules are a disaster of undiscoverability and inconsistency) 22:20 sofar mind you, minetest doesn't use cmake so badly 22:21 sofar but the amount of cmake abuse it too damn high 22:21 nrzkt in fact you can do shit with either cmake or autotools 22:21 sofar we've spent almost a month with 2 people on hhvm 22:21 sofar facebook decided to make a better php 22:21 sofar they dropped autotools and went to cmake 22:21 * sofar sounds of death 22:22 sfan5 huge projects pretty much always take long to configure correctly 22:22 nrzkt hhvm should die, PHP 7.0 fixed problems pointed by HHVM 22:22 sofar nrzkt: aye, that too 22:28 sofar uh, I'm looking at #5000, but I don't see a search box appear in the menus? 22:28 ShadowBot https://github.com/minetest/minetest/issues/5000 -- Simpler serverlist search by red-001 22:30 sofar nvm, menu's don't update unless I install 22:36 sapier nerzuhl is same as nrzkt if I remember correct? 22:36 sofar yes 22:37 nrzkt sapier, ofc 22:37 sapier nrzkt I'd like to keep the reference for the getTextureMod thing but for some reason this breaks the behaviour 22:37 sapier setTextureMod of course 22:38 sapier once mod is a reference the stored values for the modificator somehow get messed up 22:38 sapier to be honest I don't understand why and would be glad if someone could explain it to me ;-) 22:40 est31 sofar: we ship our own discover templates as well 22:42 est31 they are needed because distros ship broken templates themselves and minetest is supposed to work cross distro 23:18 sapier1 does anyone have knowledge about coloring? :-) more in detail about color subtractions and additions ;-) 23:40 sofar sapier1: sure, yes 23:54 sapier1 MYMIN(256, dst_c.getRed() - (255 - color.getRed())), + MYMIN(256, dst_c.getGreen() - (255 - color.getGreen())), + MYMIN(256, dst_c.getBlue() - (255 - color.getBlue())) 23:54 sapier1 ups 23:55 sapier1 https://gist.github.com/sapier/a8ce7b49ef3529545fe96624b31cbd6f 23:55 sapier1 can someone explain to me why this results in coloring as you'd expect on painting to a white wall? 23:59 sapier1 255 - color is difference from max so the result is the actuel color if it's subtracted from a maxed out (white) image