Time Nick Message 00:04 paramat merged 01:00 paramat #5476 , needs testing 01:00 ShadowBot https://github.com/minetest/minetest/issues/5476 -- Sneak glitch option: Add ability to climb onto a 2 node high ledge by paramat 02:32 epoch I'll test. 02:33 epoch first: git add remote paramat https://github.com/paramat/minetest 02:33 epoch then: git pull paramat 02:33 epoch then: git checkout pullup 02:33 epoch right? 02:40 epoch hrm. got a segfault. 02:56 epoch can't make it do that again atm. 03:05 paramat thanks 03:05 epoch climbing up two block at a time works alright. 03:05 paramat i only know how to test PRs by another way of applying the patch 03:06 epoch (I have ulimit -c unlimited this time just in case it does segfault.) 03:06 epoch I wasn't even doing anything at the time of segfault. Window was on a different tag. 03:07 epoch can't climb up 3. 03:07 paramat nope, good 03:08 epoch every once in a while an error message shows up on the log, but that's probably unrelated. 03:08 epoch 2017-03-28 22:00:53: ERROR[Emerge-0]: EmergeThread::finishGen: Couldn't grab block we just generated: (-3,-3,3) 03:09 kaeza would it be possible to use the "Projects" feature in Github to track sneaking issues (and possibly CSM)? I think some folks may like that 03:11 paramat your error message seems unrelated 03:11 epoch a sneak elevator works. 03:11 paramat i don't know anything about that github feature 03:12 paramat the testing needed is more to check if this introduces bugs in other situations 03:12 paramat so far it seems ok 03:16 epoch if I let go of sneak during mid elevator climb, should I be falling slowly or normal speed? 03:17 epoch I can stop myself sometimes just by hitting sneak while I'm falling facing the elevator. 03:17 epoch sometimes it just slows me down. 03:18 paramat sometimes there is a slow sinking 03:19 paramat behaviour may be slightly different to before, just as long as there is no problematic behaviour 03:22 paramat and another #5478 fairly trivial cleanup 03:22 ShadowBot https://github.com/minetest/minetest/issues/5478 -- Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL by paramat 03:23 VanessaE glass...liquid. that reminds me, can a new drawtype for framed glasslike be added where there is no liquid at all? i.e. just glass and frame, so that 256-color param2 colorization can be applied to it? 03:26 paramat well if this is merged, a different paramtype2 used with that drawtype could then activate colouring 03:26 paramat it would be an option within the same drawtype 03:27 paramat ^^ sofar if possible could you review? fairly simple 03:27 VanessaE I'm just thinking of RBA's "framed glass" mod that comes with technic modpack. I wanted to convert that one over, but no dice. 03:29 paramat i think this must be MT's most hidden feature ... until now 03:59 epoch running a server on my laptop if you want to join and test out the pullup change. 04:04 paramat i'm too busy but thanks 04:04 paramat game#1673 corresponding PR for mtgame, trivial 04:04 ShadowBot https://github.com/minetest/minetest_game/issues/1673 -- Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 by paramat 04:12 paramat ^ both PRs tested together and they work 04:13 paramat another long english night of coding 09:03 glut32 hi all 09:03 kilbith oh no, not you 09:04 kilbith get back to work, lazy ass 09:04 glut32 ah ah 09:05 glut32 I have problem to generate a minetest executable with irrlicht 1.9 on xcode 09:05 glut32 I have 3 links error about stl 09:06 glut32 I put a message on the forum : https://forum.minetest.net/viewtopic.php?f=7&t=17119&p=260855#p260855 09:17 nerzhul irrlicht 1.9 is not released, i don't think we really support it 09:17 nerzhul i think you should talk with irrlicht developpers themselves 09:18 nerzhul it's not related to MT 09:33 glut32 ok 11:34 nerzhul merging 5471 13:06 VanessaE what was the reasoning behind forcing the minimap to be turned on, and can't be turned off with F9 unless it's turned on in the config, when CSM is enabled? 13:06 VanessaE apparently that "preview" mod forces it. 13:08 VanessaE and it's a blank minimap at that. 13:38 red-004 the blank minimap is a bug 13:39 VanessaE the existence of it is a bug :P 13:39 VanessaE (for some users, turning minimap on costs FPS. not sure if that's the case with my setup, I haven't checked recently) 13:39 red-004 as for why it forces minimap to be on ¯\_(ツ)_/¯ 13:39 nerzhul VanessaE: just disable preview mod 13:40 VanessaE nerzhul: I know I can do that, but that means altering my engine install. 13:40 nerzhul it will be disabled/removed at release to prevent those problems, but should be kept in master 13:40 VanessaE (or mt_game, whichever) 13:40 nerzhul VanessaE: you need CSM enabled ? 13:40 red-004 VanessaE, remove /clientmods/preview? 13:40 VanessaE I do. 13:40 VanessaE cheapie made a nice chat mod that reworks it to look like hexchat 13:40 red-004 link? 13:41 VanessaE with highlighting, colored nicks, and so on 13:41 VanessaE you would askk. 13:41 sfan5 nerzhul: it's still stupid that the default csm mod breaks some things 13:41 VanessaE https://github.com/cheapie/chat6 13:41 nerzhul sfan5: CSM doesn't break things itself 13:42 VanessaE anyway my point is, I don't like to modify the default install of something. 13:42 nerzhul and it's not default csm mod, but preview, but i don't found the bug on toggling minimap sometimes having blank map 13:42 sfan5 >it's not default csm mod, but preview 13:42 sfan5 that's what i meant 13:42 VanessaE nerzhul: if you have minimap disabled in your config, then F9 won't turn it off when "preview" turns it on 13:42 VanessaE that's breakage 13:42 VanessaE plus it costs you startup time on big servers 13:42 nerzhul VanessaE: it's nice that cheapie ate messages and uses red-004 work to enhance chat, it's the goal 13:42 red-004 werid I think I can turn the minimap off 13:43 nerzhul VanessaE: oh you mean the API doesn't care about settings ? 13:43 VanessaE nerzhul: I mean the key is ignored. 13:43 VanessaE I don't know how that plays with settings et al. I just know what cheapie and I experienced. :) 13:43 nerzhul preview mod toggle minimap on using core.after(2) call 13:43 nerzhul but it doesn't toggle it more, after you are free to re-untoggle it 13:43 VanessaE apparently you are not. 13:44 VanessaE not if it's *disabled* in your global config 13:44 VanessaE I guess if it is, F9 is just ignored outright 13:44 red-004 I think it works for me 13:44 nerzhul okay, then the problem i think is key toggling is disabled and respect config, but API can enable it, whereas config doesn't want 13:44 nerzhul then it's simple, just don't permit to toggle minimap in the API call 13:44 nerzhul like the key binding 13:45 nerzhul wait a minute, i look at the current code for both parts 13:45 VanessaE nerzhul: right, that sounds fair 13:45 VanessaE if disabled in settings, it shall be disabled permanently. 13:46 nerzhul yes ofc, i think this usecase is not handled by API 13:47 nerzhul yes it's that 13:47 nerzhul void Game::toggleMinimap(bool shift_pressed) 13:47 nerzhul a verification is done here 13:47 nerzhul i will do same verification in minimap:show() call 13:47 nerzhul sfan5: permitted to push to master this fix in l_minimap.cpp ? 13:48 sfan5 if its simple enough, sure 13:49 nerzhul sfan5: https://pastebin.com/kx5hu3KR 13:49 nerzhul okay for you ? 13:49 sfan5 if you remove the { and } yes 13:49 nerzhul okay i push it without brace and a little comment 13:50 nerzhul pushed 13:51 VanessaE thanks, nerzhul 13:51 VanessaE now I can tell the minimap to go to hell ;) 14:03 Fixer compiled just minutes before this in, reeeeeeee 14:03 sfan5 >not using pre-made build 14:04 nerzhul VanessaE: np 14:08 jin_xi so now you can turn of minimap and not suffer fps penalty for unused feature? 14:09 Fixer there were no penalty more or less if it was not turned on 17:53 zorman2000 Quick question, and sorry if wrong channel 17:54 zorman2000 With mod security enabled, require() aren't possible? Even if mod is trusted? 17:56 sfan5 making a mod "trusted" effectively disables all security 17:56 sfan5 so yes its possible 17:56 kaeza zorman2000, it is, but the global `require` is disabled. you must request an insecure environment 17:56 sfan5 huh 17:57 kaeza and use the `require` function provided by it 17:57 sfan5 indeed forgot about that 17:58 kaeza zorman2000, see, e.g. https://github.com/minetest-mods/irc/blob/master/init.lua#L6 18:00 zorman2000 kaeza, I have, but it doesn't work for me. 18:01 zorman2000 I have actually copied your code and slightly modified 18:01 zorman2000 I do this: https://paste.ubuntu.com/24275928/ 18:01 zorman2000 And get this: http://paste.ubuntu.com/24275936/ 18:01 zorman2000 My code is in init.lua 18:02 sfan5 you are using require inside your "Jumper" code 18:02 sfan5 it needs to use the insecure environment there too 18:02 kaeza ^ 18:02 zorman2000 Ohhhhhh 18:02 sfan5 but to me it looks like you want to use dofile() instead anyway 18:03 zorman2000 Well, that is an external library, not something I wrote. 18:03 zorman2000 And I believe the require() return a reference to the file, does "dofile()" does that as well? 18:04 sfan5 i don't think so 18:04 kaeza zorman2000, require returns whatever the main chunk of the file returns. dofile does that as well 18:04 sfan5 ¯\_(ツ)_/¯ 18:04 sfan5 you will need to adjust the external library to work within minetests environment too 18:05 zorman2000 Got it 18:05 zorman2000 Thanks sfan5 and kaeza 18:05 kaeza sure 18:38 Krock merging game#1558 and game#1670 in 15 minutes 18:38 ShadowBot https://github.com/minetest/minetest_game/issues/1558 -- 用creative.is_enabled_for替换minetest.setting_getbool("creative_mode") by zaoqi 18:38 ShadowBot https://github.com/minetest/minetest_game/issues/1670 -- doors: add groups to the door craftitem by cx384 18:38 Krock 2nd one is somewhat trivial, no need for a 2nd approval 19:12 paramat once i address the requests is #5478 ok to merge? if no objections i'll merge it in 3hrs along with game#1673 19:12 ShadowBot https://github.com/minetest/minetest/issues/5478 -- Paramtype2: Add missing type CPT2_GLASSLIKE_LIQUID_LEVEL by paramat 19:12 ShadowBot https://github.com/minetest/minetest_game/issues/1673 -- Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 by paramat 19:17 nerzhul paramat, you should have approvals paramat :), sorry i cannot add mine as i don't know this part very well 19:28 paramat yes. sfan5 nore ^^ ok to merge once i address requests? 19:43 paramat closed game#1672 , duplicate 19:43 ShadowBot https://github.com/minetest/minetest_game/issues/1672 -- [Revamp] We need a direction for Minetest Game 20:44 Fixer catched fps drop bug without ever enabling minimap, will try with antijitter disabled 20:44 nerzhul Fixer, nice 20:45 Fixer this is bad 20:45 Fixer bug is random and hard to catch and drop is noticable 20:46 Fixer need to check day/night transition, had weird sence that it appeared after day/night change 20:49 Fixer mapblocks were loaded around pretty good/farmed some trees/used zoom/walked a bit -> sudden fps drop (evident even if looking at sky with zoom with minimum vrange 20:59 Fixer there were no mesh updates or anything, the curve was smooth, too smooth 21:02 epoch is there a setting to change length of day? 21:06 red-004[IRC] yes 21:07 red-004[IRC] iirc time_speed 21:13 Fixer videocard is in good health, not linked to this drop 21:16 Fixer vanessa also told me about this strange fps drop, but much earlier, no idea if it is same issue or different 21:18 epoch heh. setting time_speed to 10000 makes those celestial bodies move quickly. 21:20 epoch are there hooks that get called each sunrise and sunset? 21:21 Fixer fps_max = 0 engaged 21:21 kaeza epoch, no 21:27 Fixer my sky fps is around 200... yet with bug it is only 70 21:27 Fixer will look more, very hard to catch it 22:19 VanessaE has a way been added yet to prevent a dig/place action from being recorded in the rollback log? 22:30 paramat i doubt it, i think the action is non-optional currently 22:31 Fixer my ooms in dreambuilder were caused by technic-worldgen iirc 22:32 VanessaE Fixer: caused by? no. happens with it installed? perhaps, but afaik worldgen doesn't do anything memory-heavy, it just spawns ores. 22:32 VanessaE and those are mostly done directly by the engine anyway 22:32 VanessaE but my last two OOMs were in mesecons, of all places. 22:34 Fixer VanessaE: technic-worldgen with "OOM error from mod 'kek' in callback environment_OnGenerated(): not enough memory" 22:34 Fixer VanessaE: same for darkage 22:35 VanessaE http://pastebin.ubuntu.com/24277287/ 22:35 Fixer VanessaE: lua mem usage is up to 80mb and then OOM with technic-worldgen 22:35 VanessaE not in this case, Fixer. 22:36 VanessaE pretty sure environment_Step is not technic. 22:36 Fixer i was testing in clean map 22:36 Fixer 2017-03-29 23:35:55: ERROR[Main]: Current Lua memory usage: 984 MB 22:37 VanessaE that ^ was on my Dreambuilder Survival server./ 22:39 Fixer VanessaE: anyway welcome to the OOM club 22:39 VanessaE HAH! 22:40 VanessaE the sad part is over the past couple of months, I've been working to reduce the memory usage of the modpack. guess it wasn't enough :P 22:43 Fixer VanessaE: somewhere in 0.4.12-13 I had OOM on default game after about record breaking 8 hours of nonstop walking 22:45 nore Fixer: default game does use luavm a bit, doesn't it? 22:45 nore or at least perlin map 22:46 nore imho there is very probably a leak somewhere 22:47 Fixer nore: i had it only once 22:47 nore hmmmm 22:51 paramat looking at technic worldgen .. 22:52 paramat it does use lvm and doesn't use the data buffer optimisation 22:55 paramat .. for sulfur 22:57 paramat there are some new engine oregen types that could probably be used instead for sulfur 22:58 paramat where do the ores registered in mg.lua get generated? 22:58 VanessaE in nore's mg mod probably :) 22:58 paramat also, when i looked at darkage that also needed optimisation 22:58 VanessaE (which is not in use on my servers) 22:59 sofar hey, novel idea, let's make bronze out of iron and copper 22:59 VanessaE sofar: blame pilzadam for that. 22:59 VanessaE I said we should import tin and do it right. 22:59 paramat ah mg mapgen ok 23:00 VanessaE sofar: I would very much like to see moreores' tin imported into mt_game and the bronze recipe adjusted accordingly. 23:00 paramat i would rather bronze had not been added to mtg, should have been a mod 23:00 VanessaE it was. 23:00 VanessaE moreores. 23:01 VanessaE gold and copper were imported from there, and then that stupid recipe 23:01 sofar VanessaE: either remove bronze entirely or add tin, yes 23:02 VanessaE hm, wiki says bronze is 12 percent tin.. so 8 copper + 1 tin == 9 bronze. 23:03 VanessaE if you wanted to be realistic (or say 2:1 if you wanted to keep it game-like) 23:03 paramat i'll make an issue in technic about the data buffer optimisation, it's easy to do 23:04 paramat adding tin just extends the mess 23:04 VanessaE mess? 23:05 VanessaE hm, bell bronze is 4:1, that's more reasonable for a game. 23:05 paramat if we can remove bronze from mtg that would be good, but may be difficult 23:06 paramat i mean, tin does not seem basic enough to be in mtg, and would only be added to sort out bronze which should not have been added 23:07 VanessaE nah, it's fairly basic 23:07 VanessaE I forget what all it's used for in the real world though 23:07 VanessaE (aside from cans and foil :P ) 23:07 epoch tin? 23:07 VanessaE yeah. 23:07 epoch solder. 23:08 epoch cans are either iron or aluminum. 23:08 epoch "o. 23:08 VanessaE "tin can" is a phrase here. 23:08 epoch "tin" foil is aluminum too. 23:08 VanessaE like "tin foil" yeah 23:08 epoch but then again wool is made out of cotton in minetest. 23:09 VanessaE right, so it's not like it has to necessarily be realistic :P 23:10 epoch i thought lead would be good to add. 23:10 VanessaE technic has thatr. 23:10 VanessaE -r 23:10 epoch can be used for radiation resistant armor. 23:10 VanessaE used for shielding, and eventually for batteries (if it isn't already) 23:11 epoch heh. or uranium? :D 23:11 VanessaE that too :) 23:11 epoch radioactive minerals would need the lead armor to mine without dying and could be used to make really big explosions? 23:11 epoch TNT 2.0 23:12 epoch and would degrade into lead eventually. 23:14 sofar epoch was killed in the study with the tin chandelier 23:15 sofar removing bronze and copper would make sense, but it'll be rough on existing singleplayer worlds 23:15 sofar adding is a little less harsh 23:15 VanessaE removing copper would be disastrous 23:15 VanessaE technic relies on that metal heavily 23:15 sofar yeah, I'm more of a fan of just adding tin 23:16 VanessaE (I doubt Calinou would be likely to import those metals back into moreores) 23:16 epoch do they have a recipe for crafting circuit boards out of sand? 23:16 Fixer we have a hard time finding a use for bronze... 23:16 sofar yes, there's a way to craft silicon 23:16 VanessaE epoch: actually, silicon is derived from sand and copper, in mesecons, I think, which is then used to make ICs 23:16 Fixer nevermind 23:17 VanessaE sofar: if you're gonna add tin, bring silver and mithril with it, so that moreores can be deprecated entirely. 23:17 VanessaE (they're not super-common, so it's not like rainbow caves would really be a problem) 23:23 paramat silver and mithril no thanks, no good reason for those 23:23 Fixer VanessaE: to default game? 23:24 epoch silver is in solder too sometimes. 23:24 paramat i certainly would not want to remove copper. adding tin ore is ok i guess 23:24 VanessaE paramat: what good reason is there not to add them? 23:24 Fixer VanessaE: add them were? 23:24 paramat avoiding unecessary bloat 23:24 VanessaE Fixer: to mt_game. 23:24 VanessaE bloat? um, we're only talking about 1 or 2kB here topc 23:24 VanessaE tops* 23:25 twoelk don't put mithril into mtg. it might have similar issues like nyancats as it was made up by a fantasy author 23:25 paramat a good reason is needed, 'so we can deprecate moreores' is not 23:25 VanessaE twoelk: it was? 23:25 VanessaE oh I see 23:25 VanessaE (LOtR) 23:25 paramat the amount of additional code is irrelevant 23:25 Fixer i'm fine with current ores, i want coloured clay badly 23:26 VanessaE Fixer: unified bricks mod. 23:27 VanessaE paramat: my reasoning is simply that copper and gold came from moreores, and now tin is on the plate, so to speak. 23:27 Fixer bronze is rarely used, i doubt tin and mithrill is that much needed 23:27 VanessaE that's three out of five. 23:27 Fixer but 23:27 paramat no good reason not to add something is not a good reason to add something 23:27 VanessaE wouldn't it make sense to bring all five over (and rename mithril I suppose)? 23:27 Fixer if there will be some sort of automation in mtg... then it can be viable topic 23:27 nore hmmm why don't we just heavily extend the metal industry? 23:28 Fixer nore: to what? there is not automation or anything in mtg, just decor 23:28 nore of course there needs to be a direction chosen for that 23:28 VanessaE a long time ago, RBA and I had this idea of a "basic metal primitives" mod 23:28 VanessaE maybe something that could go into minetest 23:29 nore that would be, I guess, industrial or late-medieval/pre-industrial 23:29 VanessaE it would supply sheets, rebar, ingots, lumps, strips, and one or two other items, one for each metal registered. 23:29 paramat having 3 out of 5 ores from a mod is obviously no good reason to add the rest, we added the ones that had good reason to be added 23:29 VanessaE spools of wire too 23:30 Fixer is this some kind of trolling? 23:30 VanessaE (the idea being to eliminate the need for metal strips and spools of wire in homedecor, as well as some stuff in technic, and steel mod, and whatever else we weren't thinking of) 23:30 paramat each extra ore slows down mapgen and makes the mapgen code more complex to work with, so we need to keep mtg to basic essential ones 23:31 nore paramat: does it slow it a lot? 23:31 VanessaE paramat: wouldn't lots of ores slowing down the mapgen suggest that the mapgen is in need of a rewrite? 23:31 epoch the mapgen code doesn't just loop over ore types? 23:31 VanessaE and no, it doesn't. 23:31 VanessaE even dreambuilder's mapgen isn't very slow, and it does a hell of a lot more than just ores. 23:31 paramat no not a lot, and no oregen does not need a rewrite, hmmmm coded it well 23:32 nore also: would per-biome ores make mapgen heavier or lighter? 23:32 twoelk tin can be used for pewter -> dishware 23:32 VanessaE nore: per-biome ores...such as coal and iron in desert stone? 23:32 nore VanessaE: I mean, ores that would spawn only in specific mapgen biomes 23:32 VanessaE ah 23:32 epoch is pewter tin and silver? 23:32 nore you say the biomes they are allowed to spawn in the registration 23:33 paramat i'm not arguing about a significant slowdown, just stating that a good reason is needed to add an ore 23:33 VanessaE epoch: tin, antimony, copper, lead 23:33 twoelk I would suggest to model ore usage on the bronze age 23:33 sofar well so, there's no right or wrong here 23:34 sofar as long as we improve 23:34 VanessaE paramat: my best argument is that deprecating moreores means one less mod for users to go looking for when they want to get many of the existing mods to work. 23:34 sofar small improvements are easier to cope with than large ones 23:34 sofar so, a small increment would be to add tin and fix the bronze recipe 23:34 sofar you can't get much smaller than that 23:34 VanessaE +1 23:34 sofar another small change would be to remove the bronze recipe 23:35 sofar but that would remove bronze blocks from being obtainable 23:35 VanessaE which would mean removing some tools also 23:35 VanessaE (not that I'm against that) 23:35 sofar right 23:35 sofar plus it would require us to add aliases to remove them 23:35 sofar which is bad 23:35 nore it's easier to add something that to remove them 23:36 epoch or just save the removal until the planned 'break everything, but only once' update. 23:36 * twoelk lives in a place with old copper roofs, wich appear green though 23:36 VanessaE basically, I'm an "inclusionist". to me, one should need little reason to add something, and a pretty good reason to exclude something, and an even bigger reason to delete something. 23:37 paramat i'm ok with adding tin, removing bronze now would be a nightmare 23:37 paramat VE that's why dreambuilder is a monster :] 23:37 VanessaE heh no 23:38 VanessaE dreambuilder has a different philosophy from mt_game :) 23:38 VanessaE part of it's point is to ADD ALL THE MODS! and if there are problems, sort them out :) 23:38 VanessaE its* 23:38 paramat little reason to add something leads to a bloated monster, mtg would become a nightmare 23:39 epoch heh. >dream