Time Nick Message 00:01 red-002 yes and makes sense for them to change the music based on time 00:01 red-002 unlike mt 00:01 red-002 unless mobs get added to default 00:02 VanessaE like I said, you only need a few themes. menu, daylight on the surface, night on the surface, in a cave, and something that plays if you've been in a fight more than a few seconds 00:02 red-002 yeah that sounds good 00:03 paramat to be clear i'm thinking about very forced-obvious mainstream movie music, where a snister place must have scary dark music etc 00:03 paramat (sinister) 00:03 VanessaE oh hell no, nothing like that 00:03 red-002 I would say that is bad editing 00:03 VanessaE I was talking more subtle - like when it gets dark on the surface, the theme switches to a minor chord or something 00:03 red-002 ^ 00:04 VanessaE (but is otherwise substantially the same theme) 00:04 red-002 maybe slowly change the theme? 00:04 red-002 or would that be too complex? 00:05 paramat well, i wouldn't expect music to be upbeat in daytime and darker at night, that itself is rather obvious 00:05 paramat stereotyped 00:05 paramat anyway, we have no way of creating in-game music yet so .. 00:06 red-002 it's used so often I'm not sure if you can even all it a stereotype 00:06 red-002 call* 00:07 red-002 just because a lot of people do it doesn't mean it's bad 00:09 red-002 I mean you can have one theme if you want to but that would be incredibly bland 00:09 paramat also doesn't mean it's good :] 00:10 red-002 yes but that's not the reason I argue for it 00:11 red-002 I argue for it because it improves the experiences of playing the game 00:11 paramat i found MT lacking music refreshing, in no way did that disappoint 00:12 red-002 well I disagree I even turn off the sound altogether sometimes because it just gets so borning with only footsteps and digging 00:13 paramat it's not essential to enjoy the game, you can listen to your own choice of music 00:13 VanessaE paramat: that's where your argument falls down 00:13 paramat you would also tire of game music 00:13 VanessaE "it's not essential" is a very poor argument for leaving something out 00:13 red-002 ^ 00:14 red-002 you could say that chat is not essential 00:14 VanessaE otherwise, all minetest would have is stone, air, and a mese pick or so 00:14 paramat i'm not using that as an argument, just an observation 00:14 VanessaE music isn't essential, but it does make a game more enjoyable for most. 00:15 VanessaE the irony here is that I play with sound disabled. 00:15 VanessaE (or rather, muted) 00:15 paramat yes, can do, if done well 00:16 red-002 I can't enjoy games nearly as much without sound in my personal experience 00:17 red-002 and right now that is the optimal way to play minetest 00:17 paramat sound or music? 00:18 red-002 music and sound 00:18 paramat sounds are important yes 00:18 red-002 if you are missing either the game isn't very enjoyable 00:18 paramat well i feel sorry for you 00:18 paramat put a CD on 00:18 red-002 no sound - you lack feedback 00:19 red-002 no music you get really tired of the sounds 00:19 red-002 yeah I do that someone of the time but it would be nicer to have background music that matches the visuals 00:19 red-002 even if not directly 00:20 red-002 that and ambient sounds of the biome 00:20 paramat you can match the visuals with what is suitable from your own music collection 00:20 red-002 I suppose 00:20 paramat ambient music is good for that 00:21 paramat after a while you will get bored of the game music anyway if you hear it to many times 00:21 paramat (too) 00:21 red-002 still that's not an argument for not including music 00:22 red-002 you will get bored of everything at some point 00:22 paramat i agree 00:22 red-002 that's like saying we don't need textures because they get boring 00:23 paramat yeah 00:26 red-002 could you maybe give an example of what exactly you are arguing against? 00:32 paramat that should be clear. bad usage of music and bad attitudes to the subject. but meh i got carried away arguing about it, wasted too much time already :] 00:33 paramat #5262 00:33 ShadowBot https://github.com/minetest/minetest/issues/5262 -- Mesh updates: Add setting to limit updates per-frame by paramat 00:33 paramat for testing mostly 00:33 VanessaE paramat: fix the screwdriver ;) 00:33 VanessaE that's something no one can argue about ;) 00:36 paramat i think i'll leave that to juhdanad 00:37 paramat or someone else 00:37 VanessaE he's been MIA for a few days.. but ok 00:39 red-002 aren't #5259 and #5228 the same thing? 00:39 ShadowBot https://github.com/minetest/minetest/issues/5259 -- make biome value directly passable by mapgen 00:39 ShadowBot https://github.com/minetest/minetest/issues/5228 -- Lua API for providing a custom biome system 00:46 paramat yeah very similar 00:47 red-002 I would suggest closing one of them 00:47 paramat yes 00:48 paramat thanks 00:54 Fixer paramat: i wonder if it possible to slow down it past 1, like 0.5, 0.2 in 5262 00:54 Fixer to process 1 mesh every 2 frames 00:55 Fixer this will probably need modification of code 00:55 VanessaE doubt it, but it would probably be trivial to add a "skip 'n' frames between mesh updates" counter 00:56 paramat < 1 is not helpful though 00:56 VanessaE but that's probably useless. does any mesh update ever take more than 1/30 second? 00:56 paramat it's too slow 00:56 VanessaE (or 1/60 second perhaps) 00:57 VanessaE if you slowed the number of processed meshes to one per frame, even at 30 FPS that would still be a lot of meshes updated before the user even realizes there's been much of a delay 00:58 paramat without my commit i'm finding my freezes do not seem to be linked to a large number of meshes processed during a frame 00:58 paramat might try the sleep thang .. 00:59 Fixer paramat: my spikes are directly linked to meshes processed 01:02 Fixer paramat: this indicates the spike is somehow caused by mesh generation (something inside MapBlockMesh::MapBlockMesh), not by something that is ran in the main thread, which seems weird 01:04 paramat yes saw that. i still get long freezes with my commit set to 5 01:04 paramat thinking there's another issue 01:05 paramat not even sure anymore my commit helps 01:06 * paramat is suddenly very unsure 01:08 Fixer check if long freezes coincide with mainloop_other 01:09 paramat hm they might do actually 01:09 Fixer paramat: long freezes are of different origin, stutters are microfreezes, most of them are shorter than 200ms 01:09 paramat ok 01:10 Fixer stutters coincide with mesh updates, thats what celeron also said 01:10 Fixer long freeze are different bug :/ 01:12 paramat what debug output detects stutter best? 01:13 Fixer F5 - drawtime graph 01:13 Fixer and mesh update graph 01:13 Fixer look for spikes 01:13 Fixer in windows I use fraps 01:14 paramat 'mainloop draw' ok 01:15 Fixer paramat: you can limit fps at say 100, than walk and look at drawtime and mesh update graphs, and check spikes that above average 01:15 Fixer paramat: but only those that related to mesh updates 01:15 Fixer paramat: it is very easy to see, both go up 01:17 Fixer go in jungle forest 01:17 Fixer play in singleplayer 01:17 Fixer i go sleep now 01:17 paramat ok thanks. enough for today 01:17 Fixer 3:00 03:15 lhofhansl Hi folks... Just saw the jitter discussion yesterday. I have tried various things wanted to give an update. 03:16 lhofhansl First #5050, that's similar to Fixer's sleep. Didn't help much. Probably 40 was too big. 03:16 ShadowBot https://github.com/minetest/minetest/issues/5050 -- Limit per round MapBlockMeshes created in MeshUpdateThread by lhofhansl 03:17 lhofhansl Also try to limit here: https://github.com/minetest/minetest/blob/master/src/client.cpp#L540, but didn't post a patch, since it didn't do much either. 03:18 lhofhansl I found that #5239 helped (reduced work on block load - spent in Voxelmanipulator), but Fixer could confirm that it improves things. 03:18 ShadowBot https://github.com/minetest/minetest/issues/5239 -- Only add direct neighbors for each MapBlock loaded on the client. by lhofhansl 03:19 lhofhansl The Fixer's sleep helps, but it slows down map loading _significantly_ specifically with a larger v_range. 03:20 lhofhansl Not wonder really... Slower map loading, less jitter. The source of the jitter is still not clear then. It must be something on the main thread, or it wouldn't cause jitter. 03:20 lhofhansl Anyway... Nobody here it seems :) 03:35 sofar lhofhansl: cool 03:36 sofar lhofhansl: no worries one day we'll drill down into it 03:36 lhofhansl Very elusive this one. 03:36 sofar at one point we'll need to use latencytop or some real hardware profiler 03:37 lhofhansl I'm using the Linux perf counters which should be pretty accurate. 03:38 lhofhansl but so far they have pointed me to things that looked promising, but did not end up fixing the problem. 03:38 lhofhansl #5239 looked very promising at first (lots of work done on the main thread) 03:38 ShadowBot https://github.com/minetest/minetest/issues/5239 -- Only add direct neighbors for each MapBlock loaded on the client. by lhofhansl 03:39 lhofhansl but leads to rendering issues (with lighting) and Fixer says does not help on his setup at all. 03:41 lhofhansl The key is track not general CPU, but what the main thread is doing (just stating the obvious) 03:41 lhofhansl I'll keep at it, when I get time. 03:47 cheapie 03:48 cheapie mt_game #1567 is the bug in question, by the way. 03:48 ShadowBot https://github.com/minetest/minetest/issues/1567 -- Configure mods menu: scrolling by clicking arrows or bar enables/disables mods 06:18 lhofhansl I see a great improvement in jitter when I inline MeshMakeData->fill (from here https://github.com/minetest/minetest/blob/master/src/client.cpp#L1593) into the updateThread here: https://github.com/minetest/minetest/blob/master/src/client.cpp#L180 06:19 lhofhansl However, now there's a race condition somewhere that sometimes crashes client :( But that's the direction to continue in 06:22 lhofhansl The jitter is in fact gone in this - some synchronization will likely be needed to add, so we'll get some of it back. 06:45 sofar neat 11:13 red-002 could someone else review #5252 ? 11:13 ShadowBot https://github.com/minetest/minetest/issues/5252 -- Add support for the new arguments of `request_shutdown` to the `/shutdown` chatcommand. by red-001 11:16 nerzhul red-002, okay for me, merging 11:20 red-002 thanks 11:47 red-002 #5266 11:47 ShadowBot https://github.com/minetest/minetest/issues/5266 -- Fix not being able to damage players in minimal by red-001 12:04 red-002 #4468 anyone? 12:04 ShadowBot https://github.com/minetest/minetest/issues/4468 -- Load textures from the subfolders in texturepacks. by red-001 12:05 red-002 also what is the action needed tag for? 12:22 red-002 #4642 12:22 ShadowBot https://github.com/minetest/minetest/issues/4642 -- Allow the join/leave message to be overridden by mods. by red-001 12:22 red-002 updated and rebased 12:23 red-002 does the controversial tag still apply? 13:02 paramat #5258 is simple and fixes remaining world-edge crashes 13:02 ShadowBot https://github.com/minetest/minetest/issues/5258 -- Voxelmanip: Do not emerge or blit to blocks over map gen limit by paramat 13:03 paramat #5215 is fairly trivial i might merge it later 13:03 ShadowBot https://github.com/minetest/minetest/issues/5215 -- Firelike drawtype: Fix visual_scale being applied squared by paramat 13:04 red-002 #5260 is really trivial 13:04 ShadowBot https://github.com/minetest/minetest/issues/5260 -- Use the `ARRLEN` macro in more places and remove an unused macro. by red-001 13:06 paramat looking 13:08 paramat +1 13:44 red-002 what do you think of adding a way to log the chat to the client? 14:04 rubenwardy would other's find it useful if src/ was split up into client/server/assorted-common-code folders? Or just me. I find a long flat list annoying to navigate (even with fast file search) 14:07 Fixer paramat: if you seen similar kind of freeze/stutter that are not linked to mesh updates and appears on mainloop_other like on this screenshot, you can confirm it in this issue: https://github.com/minetest/minetest/issues/3758 14:09 Fixer paramat: screenshot of freeze https://imgur.com/a/jVihx 14:10 paramat ok 14:11 paramat splitting /src would not help me, just creates longer navigation to the file i want 14:11 paramat for me it's ok 14:11 rubenwardy longer than scrolling? 14:13 paramat hm good point 14:13 paramat it would take me a long time to remember which section a file is in, that would make it difficult 14:14 paramat usually i can't be sure, which means searchiing through several subfolders 14:14 paramat (searching) 14:24 nerzhul merging #5260 14:24 ShadowBot https://github.com/minetest/minetest/issues/5260 -- Use the `ARRLEN` macro in more places and remove an unused macro. by red-001 14:26 red-002 red-002, looks like you forgot to add the two approvals label to #5266 ? 14:26 ShadowBot https://github.com/minetest/minetest/issues/5266 -- Fix not being able to damage players in minimal by red-001 14:27 rubenwardy done 14:28 nerzhul why did you autoincrement red-002 ? 14:30 nerzhul red-003++ 14:31 red-003 I think I was connected with two clients or something 14:36 nerzhul merged #5266 14:36 ShadowBot https://github.com/minetest/minetest/issues/5266 -- Fix not being able to damage players in minimal by red-001 14:36 nerzhul thanks for your involvement red-001 14:36 nerzhul we really should think and merge CSM 14:36 red-001 ^ 14:37 nerzhul i don't want to rebase branch too many times 14:37 red-001 I should also fix my two PR's for csm 14:44 juhdanad Hi all! Should the Minetest screwdriver rotate the wallmounted nodes? 14:44 red-001 if possible yes 14:45 red-001 imo that is 14:45 red-001 as long as nodes can disable it that is 14:47 Fixer wanna also rotate some doors (bug danger)? %) 14:48 juhdanad To use trapdoors as regular doors? 14:50 Fixer door rotation was disabled due to bugs, but some people may want horizontal doors o_0 currently trapdoors are nice workaround 14:53 Fixer juhdanad: wallmounted signs and ladders? 14:53 red-001 I think I fixed the issue with #5152 on non-windows platforms 14:53 ShadowBot https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 14:53 Fixer and torches 14:56 Fixer juhdanad: yes! i want it, one day i needed to rotate some sign on table and few ladders, it can be useful 15:02 Calinou I'd really like to see a merge of https://github.com/minetest/minetest/pull/5057 btw :) 15:02 Calinou my UHD laptop wants it badly :p 15:02 red-001 #5057 15:02 ShadowBot https://github.com/minetest/minetest/issues/5057 -- Undersampling by numberZero 15:08 Fixer Calinou: why? your GPU is not good enough for minetest? 15:09 Calinou Fixer: my laptop has only an IGP, it's too slow for running Minetest at 3840x2160 15:09 Calinou running it downsampled by factor 2 (1920x1080) would be fine 15:09 Calinou without changing screen resolution, which affects text rendering and the desktop as well, which isn't desirable 15:11 Calinou 15 FPS with a large scene at view range 250, I'd get probably twice as much with downsampling :) 15:13 Calinou 21 FPS with shaders disabled, it helps a bit... I'd still like to have 40 FPS at all times at least 15:14 lisac Calinou, What is the point of playing with 250 view range anyways? 15:14 Calinou lisac: being able to see far away is a huge game changer, trust me :P 15:15 lisac lol, I'd have to. I've only got A8 7600. 15:15 Calinou i7-7500U here 15:15 lisac lol 15:15 lisac I gotta restart my PC. 15:15 lisac my front panel audio is not working 15:16 lisac probably badly connected. 15:16 lisac be back later 15:17 zorman2000 Hi all, using the most recent Android client, I have spotted a few bugs which seems to be from Minetest Game 15:18 zorman2000 I'm unsure however what is the correct Github repo to report them. Should I report them to the minetest_game repo? 15:18 red-001 what are the bugs? 15:18 zorman2000 The bugs are a few missing biomes (which seems to me to be related to changing default mapgen to v7) and a bad inventory texture for the cart 15:19 red-001 sounds like mt_game 15:19 zorman2000 Yes, had the same feeling.... thanks! 15:21 red-001 does this happen in singleplayer? 15:21 zorman2000 Yes 15:22 red-001 yeah that sounds like something worth reporting then 15:29 Fixer big vrange is game changer for me too, much more immersive 15:40 rubenwardy zorman2000, definitely sounds like 15:40 rubenwardy https://github.com/minetest/minetest_game 15:44 zorman2000 Thanks rubenwardy 15:44 zorman2000 Issue: https://github.com/minetest/minetest_game/issues/1575 15:44 zorman2000 game#1575 15:44 ShadowBot https://github.com/minetest/minetest_game/issues/1575 -- Bugs using the newest Android client 16:08 pilino1234 game#1576 16:08 ShadowBot https://github.com/minetest/minetest_game/issues/1576 -- Setting sane default settings for Minetest Game 16:10 Krock -1 from me. people might want to have another time speed and then they wonder why it's write protected in MTG. 16:11 rubenwardy really those mods shouldn't be writing to minetest.conf for that 16:11 rubenwardy there should be a better API for determining between game, global, and world configurations 16:11 Krock overwriting settings is never good. cancel that PR 16:11 pilino1234 It's not a PR yet, just a proposal :) 16:11 Krock ah, I thought there was a PR for it already 16:12 pilino1234 I think mt game should make sure that it works, regardless of what other subgames have been doing 16:12 red-001 still -1 16:12 red-001 you shouldn't force people you use certain settings 16:12 pilino1234 If people want to play with different gravity in mt game, just use /set in-game 16:13 pilino1234 But for the casual player switching b/w a space subgame and mt game, it should be user-friendly 16:13 rubenwardy also, the space game shouldn't be setting settings for gravity - it should use the player physics API 16:15 pilino1234 I noticed this with Foghrye4's saturn subgame 16:16 pilino1234 It's being done all over the place... https://github.com/search?q=minetest.setting_set&type=Code&utf8=%E2%9C%93 16:20 Krock pilino1234, these are mods that are supposed to take affect on such things 16:20 luizrpgluiz Hello, would it be complicated to put javascript support to make mods for the minetest? 16:20 red-001 luizrpgluiz, yes 16:21 rubenwardy it's unlikely to happen, most core devs are opposed to JS 16:21 Krock luizrpgluiz, nah. Just find a C++/C library to compile that stuff and embed it in < 2000 lines of code 16:22 rubenwardy the best way to make it happen is to abstract away the Lua API, and then make a fork to add JS support (or allow .dlls to do so) 16:22 red-001 it would be pretty nice to have c++ mods 16:22 pilino1234 Krock, some. Others are subgames changing global settings to their needs (time_speed etc.) 16:23 red-001 that way lua support could just be a c++ mod 16:23 Krock red-001, that's already possible right now. You can use "require" in lua to load libraries 16:23 luizrpgluiz At the moment then it is not possible to put another script language in the game? 16:23 rubenwardy although there's not much point to have JS, really - JS's power (imo) is from promises and tons of libraries - neither of these would be applicable to Minetest 16:23 Krock it's just slow AF but works 16:24 rubenwardy you could make a Lua library which runs a JS vm (you can require c, as said) 16:24 red-001 that's more of a workaround 16:25 rubenwardy relevant: https://forum.minetest.net/viewtopic.php?id=5227 16:25 Krock pilino1234, still. MTG should not do it similar to them. I've seen servers with a lower time speed to make it more realistic 16:25 rubenwardy !title 16:25 ShadowBot Replace Lua with JavaScript - Minetest Forums 16:25 red-001 I was talking about using dynamically loaded libraries for mods 16:25 luizrpgluiz Who had promised that it would be possible to use more than one world in the minetest? 16:26 pilino1234 Krock: I see. So it would need a new engine API for per-subgame settings for this to work correctly? 16:26 rubenwardy per-world 16:26 Krock red-001, yes I know. But it's not a good idea from two sides: number 1 is called security and 2: portability 16:26 rubenwardy there are already per-subgame settings 16:27 red-001 isn't there already per-world settings 16:27 Krock red-001, people would have to compile their mods or download compiled ones 16:27 red-001 world.mt 16:27 rubenwardy I don't think those are settings 16:27 rubenwardy and I don't think you can set them from lua 16:27 pilino1234 rubenwardy, so that's what MT game should be using instead of what I did? Will that override what other subgames have done to minetest.conf? 16:27 red-001 rubenwardy, they the same format 16:27 rubenwardy doesn't mean they're settings 16:27 red-001 and they are loaded by the same code 16:27 luizrpgluiz Because it has a minecraft plugin or mod that can use more than one world in the same game 16:27 rubenwardy same parser, different storage 16:28 red-001 so what do you call them? 16:28 rubenwardy pilino1234: MTG shouldn't be changed at all 16:28 pilino1234 I think it should have sane default values, at least for now while other subgames can "break" it 16:28 rubenwardy world.mt is just key-value world meta data in the key=value format 16:29 Krock reading key and value into a key-value table ... :P 16:31 Krock Also, there's now an up-to-date pull of the node metadata-only changes: 5268 16:31 Krock * #5268 16:31 ShadowBot https://github.com/minetest/minetest/issues/5268 -- Send only changed node metadata to clients instead of whole mapblock by SmallJoker 16:32 rubenwardy I looked through that, and couldn't see any problems - but it's not an area I know well, so I can't review reliably 16:54 paramat juhdanad don't rotate doors yet, i seem to remember some debate over whether to do that or not, i'll look for the discussion 16:54 paramat but yes rotation of coloured nodes is wanted very much 16:55 paramat game#1567 16:55 ShadowBot https://github.com/minetest/minetest_game/issues/1567 -- Screwdriver does nothing when used on colorfacedir or colorwallmounted nodes 16:56 paramat juhdanad https://github.com/minetest/minetest_game/commit/6dcf541f6e4d0b03d57d36766e7e87641e551837 16:57 juhdanad Thank you, I won't modify door code. 16:58 paramat i think the intention is to not rotate doors, it's not much needed anyway and would look bad 16:59 juhdanad (Oh, by the way I will be on a trip next week so I won't be able to communicate with you) 16:59 paramat might cause weird behaviour due to the hidden node above etc. 16:59 paramat ok 16:59 paramat you will be missed 17:02 VanessaE juhdanad: re: screwdriver rotating wallmounted nodes -- it used to at one time, I don't know why that feature was removed/quit working. 17:03 VanessaE I would suggest rotating doors is fine, so long as protection is accounted for and both door nodes (if any) are handled. 17:03 VanessaE (I don't remember if default doors are single mesh nodes or still two separate nodes) 17:03 juhdanad And trapdoors? They are easy and bug-free to rotate. 17:03 VanessaE trapdoors is fine too 17:03 VanessaE some players might want to use them as a "half door" 17:04 paramat one mesh but there is a 'hidden' node in the top half 17:04 VanessaE (provided the open/close code can handle that orientation) 17:04 VanessaE paramat: ok, so more or less the same as e.g. homedecor's doors and such. 17:06 juhdanad Currently in vanilla Minetest game players can place rotated trapdoors, but they always open upwards. 17:06 paramat rotating trapdoors seems ok as long as it's not too complex to do 17:08 juhdanad With the current state of my new pull I was able to get trapdoors that open sideways (like big doors) and downwards. Is it acceptable then? 17:09 paramat fine for me 17:09 paramat and useful 17:11 zorman2000 juhdanad: are you sure they only open up? 17:11 zorman2000 I can get trapdoors that when rotated open sideways 17:12 VanessaE ditto 17:13 VanessaE or at least I used to. there's a pub near spawn on my "creative building" (30008) server that has one serving as a sort of "half door" between the patron' area and the space behind the bar. 17:16 juhdanad Yes, it was possible to rotate trapdoors before; false alarm. Sorry, I just saw that when you place a trapdoor on the ceiling, it is not oriented accordingly. 17:21 VanessaE I look forward to your fixes 17:22 juhdanad game#1577 17:22 ShadowBot https://github.com/minetest/minetest_game/issues/1577 -- Let screwdriver use wallmounted and colored nodes by juhdanad 17:23 VanessaE juhdanad: works for me. 17:23 VanessaE :+1: 17:24 paramat fast 17:27 VanessaE note to self: write a "fix_after_screwdriver" routine :) 17:28 VanessaE (not a bug, just something I need to fix in unified_dyes) 17:30 kaeza not related to that PR, but what's the reason for that `nextrange` function? 17:32 kaeza isn't that basically `(x+1)%max` ? 17:32 juhdanad Yes, it is. 17:43 juhdanad What program does Travis use to check Lua syntax? 17:44 red-001 luacheck iirc 17:44 red-001 #4962 17:44 ShadowBot https://github.com/minetest/minetest/issues/4962 -- Save the name of the world in world.mt and remove invalid characters from the directory name by red-001 17:48 red-001 sfan5, Are all the issues you had with it fixed? 17:48 sfan5 dunno 17:48 sfan5 will have too look at it again 17:57 juhdanad Oh, and 'lhofhansl' and 'juhdanad' are easy to remember. :) 17:58 paramat lets aim to get juhdanad's light bug fix PR reviewed during next week then 17:58 Krock yes, they are, lhofdanad 18:05 VanessaE juhdanad: the screwdriver works 100% now, thanks :) 18:06 juhdanad VanessaE: I pushed a new version to resolve Travis build errors, but I only removed unused assignments from the code, so it still should work fine. 18:06 VanessaE no prob. suggestion: rotate wallmounted nodes around Y first. 18:07 VanessaE i.e. north wall, then east, then south, then west wall, then top, then bottom 18:08 juhdanad Dose the order matter? 18:08 juhdanad *Does 18:08 VanessaE no 18:08 VanessaE only to the extent that the user probably doesn't expect it to flip back and forth as it rotates around ;) 18:10 juhdanad I will try to do that, but first I would like to update builtin to support colored nodes (for example colored signs do not pop out when you remove the wall behind them) 18:10 Shara shara 18:10 VanessaE colored signs? 18:11 juhdanad Or any attached node. 18:12 VanessaE I just tried that with a torch. delete the wall, the torch falls down. 18:13 juhdanad Not if the torch is colorwallmounted, I suppose. 18:13 VanessaE ahh 18:13 VanessaE now I understand. 18:14 juhdanad Because I naively thought that a C++ search for CPT2_WALLMOUNTED will show me anything that needs to be corrected... 18:19 VanessaE hm, default signs can't be rotated properly. 18:19 VanessaE (they just get forced to the floor and then don't move after that) 18:20 VanessaE (guess it wasn't 100% ;) ) 18:25 juhdanad VanessaE: you can only rotate a sign if there is a free node next to it. 18:25 VanessaE interesting 18:25 VanessaE I didn't know that 18:25 juhdanad Put the sign in a corner and try rotating then! 18:26 Fixer i have harder suggestion 18:26 Fixer VanessaE: put a sign on upper part of a door to block the view :} 18:27 VanessaE juhdanad: oh, sure enough. still needs to follow that suggestion about rotation order 18:27 VanessaE Fixer: heh 18:27 Fixer VanessaE: try it, i need this 18:27 juhdanad Fixer: You can't put a sign on a door unless the door is walkable. 18:29 Fixer also https://i.imgur.com/KG8GUGt.png 18:29 Fixer probably not related 18:29 Fixer ha 18:29 Fixer it is possible to put sign on door now 18:29 Fixer nevermind then 18:30 Fixer it is only bed remainingf 18:30 VanessaE Fixer: like this, http://imgur.com/a/j5z0L 18:30 VanessaE :) 18:30 Fixer https://i.imgur.com/8vsAZIp.png 18:30 VanessaE (signs_lib's signs don't fall :) ) 18:30 Fixer yes 18:30 Fixer defaults too 18:31 VanessaE default signs do fall. 18:31 Fixer no 18:31 VanessaE oh wait, you mean if placed on a door? 18:31 Fixer if i open doors, they still hover 18:31 Fixer nevermind, topic closed 18:31 VanessaE heh 18:33 Fixer i will post a bug for signs on bed 18:34 rubenwardy #5269 18:34 ShadowBot https://github.com/minetest/minetest/issues/5269 -- Lua API Documentation Cleanups by rubenwardy 18:42 Fixer i can rotate the ladder now 18:42 Fixer but not the sign... 18:43 juhdanad Fixer: you can rotate the sign if there is another wall to which the sign can attach itself. 18:43 juhdanad Put the sign in a corner! 18:44 Fixer ah, i see 18:45 juhdanad It is because the sign drops itself if there is nothing behind it. 18:46 Fixer juhdanad: i wonder if it possible to rotate it like that https://i.imgur.com/SyPTCQn.png 18:47 VanessaE not possible with a sign. 18:47 VanessaE (they're wallmounted, so they don't have that orientation) 18:48 Fixer ah 18:48 Fixer ok 18:48 Fixer no problem, i can live with that 20:21 red-002 nerzhul, could you review #5152 ? 20:21 ShadowBot https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 20:29 Krock red-002, what are the preview files supposed to be? testing? 20:29 red-002 testing and examples 20:30 red-002 the samething as minimal 20:30 red-002 same thing* 20:31 Krock print(dump(itemstack:set_count("95"))) 20:31 Krock ever tested this? it's not converted to a numeric value anywhere 20:40 red-002 it worked correctly 20:40 Krock uh, interesting 20:40 red-002 lua doesn't care about this sort of stuff iirc 20:40 kaeza it probably uses lua_tonumber 20:41 red-002 ^ 20:41 kaeza which auto-converts strings which look like a number 20:43 kaeza why isn't it using luaL_checknumber is another matter :) 20:51 red-002 I don't see what's bad about auto converting 20:53 Krock apparently luaL_checkinteger does this auto-converting 20:55 red-002 weird print(1 + '1') gives you a different result to print(1+1) 20:55 red-002 2.0 vs 2 21:19 celeron55 not in luajit 8) 21:19 celeron55 and possibly also previous lua versions 21:21 Krock can't reproduce that calculation results above 21:21 Krock s/that/these/ 21:22 red-002 could be a bug in https://www.lua.org/cgi-bin/demo 21:23 red-002 which is Lua 5.3 21:24 Krock inb4 print(string.format("%.1f", 1 + 1)) 21:52 Krock paramat, you got ninja'd on some lines (bulk node light PR) 21:59 paramat hehe i just saw 22:03 paramat Krock was it you who tested this PR? 22:04 Krock no, it was another pull but I can test it tomorrow :) 22:06 paramat ok 22:16 paramat i'll merge #5206 #5251 #5258 soon, anyone able to +1 #5271 ? semi trivial 22:16 ShadowBot https://github.com/minetest/minetest/issues/5206 -- Cache enable_damage in statbars.lua by tenplus1 22:16 ShadowBot https://github.com/minetest/minetest/issues/5251 -- Multiplayer menu: fix attempt to open nonexistant image. by sofar 22:16 ShadowBot https://github.com/minetest/minetest/issues/5258 -- Voxelmanip: Do not emerge or blit to blocks over map gen limit by paramat 22:16 ShadowBot https://github.com/minetest/minetest/issues/5271 -- Small fix for colorwallmounted and colorfacedir nodes by juhdanad 22:36 sofar just did 22:37 paramat thanks, will merge all 4 in a few minutes 22:43 red-002 maybe all server settings should be per-world 22:44 red-002 and minetest.conf should only be used for client settings 22:44 sofar ^^ 22:44 Fixer i agree it is suboptimal right now 22:47 red-002 it shouldn't be too hard to do 22:49 red-002 no need for global and local settings 22:49 red-002 maybe if a lot of people request it minetest.conf could be used to supply the default vaules 22:53 paramat merging .. 22:59 paramat .. complete 22:59 red-002 could someone remove the rebase need label from #5152 ? 22:59 ShadowBot https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 22:59 paramat yes 22:59 red-002 also it's no longer WIP 22:59 paramat i was about to ask 23:00 red-002 it might need a bit more testing but I verified most of the functions seem to work 23:02 Fixer compiled 5 mins earlier :/ 23:14 red-002 #5273 23:14 ShadowBot https://github.com/minetest/minetest/issues/5273 -- Extend is_yes() by red-001