Time Nick Message 00:19 Hijiri started working on toolcaps override 00:19 Hijiri is it ok if it's a separate method instead of a meta field 00:19 Hijiri since it isn't a string or number or other easily meta-able thing 00:26 Hijiri not that I'm waiting or anything, I'll just get feedback on the PR if someone doesn't like it 00:42 Hijiri is there something like luaL_checktype except it's ok if it's nil? 00:48 sofar lua_isnil? 01:50 Hijiri sofar: I meant something that errors if the argument isn't nil or the provided type 01:50 Hijiri I just ended up using lua_isnoneornil and lua_istable 01:50 Hijiri and then luaL_typerror 03:09 VanessaE ok, so.. 03:09 VanessaE the mesh cache thing is working reasonably well even for my box 03:10 VanessaE we can haz auto view range next? :) 03:11 * benrob0329 slips a not under the door 03:11 benrob0329 it reads: "World Portals" 03:13 VanessaE really though, if that and the huge delay that comes from loading a block with lots of entities in it could be solved, that would be great. :) 03:14 nore VanessaE: isn't it only displaying the entities that is slow? 03:14 VanessaE I can manage 92 to 96% hit rate on the cache, btw 03:15 VanessaE nore: well having them displayed costs FPS yes, but in this case well... go on VE-S, /spawn, turn and face east, and run 03:15 VanessaE you'll get a few big 1-2 second stalls in the renderer 03:15 VanessaE I assume this is from entities' meshes being created 03:15 VanessaE because indeed, there are lots of entities in that direction (item frames and signs) 03:20 nore hmmm 03:34 cheapie Is it normal that I get the exact same FPS regardless of the undersampling setting? I thought it was supposed to help. 03:46 nore cheapie: I think it helps with drawtime, but if the limit is somewhere else it won't help 03:47 sofar cheapie: what fps are you getting before and after? 03:47 cheapie About 26 and 26. 03:47 sofar do you have vsync enabled? 03:47 cheapie (at the spawn on VE-S) 03:47 cheapie Yes (driver forces it on), but I can get 60 FPS elsewhere on the same server. 03:48 Zeno` cheapie what OS? 03:48 cheapie Debian sid amd64, using an R9 380 with amdgpu. 03:54 sofar cheapie: what value for undersampling? 03:54 cheapie I tried 0, 2, and 4. The visual quality changed as expected, but the frame rate was the same on all three. 03:59 sofar well, that's interesting 04:42 nore pushing https://github.com/Ekdohibs/minetest/commit/88f99f32c096b17154548de8bfa53d4e9ddbfcf4 is 10 minutes (trivial bugfix) 04:43 sofar std::string::npos 04:43 sofar otherwise, yes, +1 04:44 nore oops indeed, pushed before compiling :) 04:45 sofar merged #5594 04:45 ShadowBot https://github.com/minetest/minetest/issues/5594 -- Don't make TAB exit game if bound to inventory. by sofar 04:47 nore ok, bugfix pushed as well 04:48 sofar ok what PRs am I reviewing/testing tonight? 04:48 sofar player backend thing I think, again? 04:49 nore sofar: #5373 as well 04:49 ShadowBot https://github.com/minetest/minetest/issues/5373 -- Add the possibility to skip light update and fix light later by juhdanad 04:49 nore already tested, only needs code review 05:11 sofar I'd be interested to see how players in sqlite3 holds out 05:11 nerzhul sofar, nice thanks for the review, i just need to catch the exception then :) 05:11 sofar tempted to use it 05:11 nerzhul what do you mean by holds out ? 05:12 sofar it's not been used in a production environment yet 05:13 sofar no idea how it'll work with 60k user accounts 05:13 nerzhul oh i'm using pgsql backend since 2 years on my server :p 05:14 nerzhul sqlite with 60k is like having a 3 months old firefox profile 05:14 nerzhul for servers i suggest postgresql instead of sqlite, sqlite is nice for little servers, huge server should really use postgresql 05:15 nerzhul also the player database is tiny compared to a map database :) 05:16 nerzhul i'm on #5607 05:16 ShadowBot https://github.com/minetest/minetest/issues/5607 -- Segfault when drawing load screen 05:18 sofar mariadb instead of postgres? :P 05:24 nerzhul just code it then :p maybe we can add it in next release to complete the SQL backends 05:25 nerzhul after merging this PR we will have a very nice and refactored database backend permitting to plug easily a new backend or a new type of backend for mt :p 05:25 nerzhul for 5607 it's very strange 05:25 nerzhul texture_src is set in game.init 05:25 nerzhul which is called before createClient 05:26 nerzhul Client::m_tsrc is NULL only if set to NULL in Client constructor 05:29 nerzhul also in backtrace lines doesn't match with our lines 05:35 nerzhul sofar, i launch migration using VanessaE players now :) seems to work well 05:37 nerzhul migraiton okay on 9160 players :) 05:37 nerzhul db takes 24 MB on disk 05:37 nerzhul (sqlite) 05:48 nerzhul merging #5591 05:48 ShadowBot https://github.com/minetest/minetest/issues/5591 -- Reorder TileSpec. by sofar 06:06 nerzhul could be nice to see bigfoot here :( 06:09 sofar I looked at a bunch of structs/classes but didn't spot any weird ones with holes like that unfortunately 06:13 nerzhul nice shot for CPU afinity :) it's very rare to look at processor level optimizations 06:13 nerzhul (hello java/go/php/python/etc :p) 06:20 sofar trick I learned when doing kernel drivers 06:21 Calinou we should make sure to document PostgreSQL setup well, else people won't really bother with it :P 06:34 nerzhul Calinou, yeah, i added it to database backends on the documentation and explain how to use it in minetest, but maybe i should document the postgresql server part too a little bit 06:39 nerzhul i added a note about postgresql shared_buffer for non postgresql inited to enhance its performance 06:40 * VanessaE hopes someone will merge judnahad's soft overlays patch, and fix connected nodeboxes not doing full 6d facedir :) 06:46 sofar why the heck is our curl client asking for "default_stone.png" and not the $hash in the $uri? 06:46 sofar is that still the default? 06:47 Calinou did we document remote media server creation by the way? 06:47 Calinou (collectstatic, for example) 06:48 sofar obviously docs are lacking 06:48 sofar if I need to get a script with wrong default options from gist 06:48 sofar and read weblogs to see it's wrong 06:50 Zeno` Can I ask what the future of leveldb is? 06:51 Zeno` Also.. if player stuff is stored in the db, it *will* be able to be easily purged won't it? 06:52 Zeno` because on a server 99% of players (ok, I'm making that statistic up but it's probably accurate) only join once 06:52 Calinou we could have automatic purging toio 06:52 Zeno` true 06:52 Calinou probably not turned on by default, but eg. the server admin can make it so that players who haven't joined for a month are automatically pruned from the database 06:53 Zeno` hopefully they don't go on holiday :D 06:53 VanessaE on my servers, that's done weekly 06:53 Calinou pfft, who disconnects during holidays ;) 06:53 Zeno` lol 06:53 VanessaE anyone who left a player file behind, but never gained interact -> deleted. 06:53 Calinou it could also be made that when you're a regular (eg. you get some privilege), you are never pruned from the database for inactivity 06:53 Zeno` VanessaE, yeah... so that's what I'm asking. If most player stuff is moved to the database then this still needs to be easy to do 06:54 Zeno` probably a command line option would be good as well. But I'm not really sure of the direction this is going yet 06:55 VanessaE well I imagine it'll be something like SELECT FROM players WHERE age < [some number of hours/days/etc] 06:55 nerzhul Zeno`, we can add a such option in next release if needed 06:55 VanessaE but that wouldn't filter for players who have no interact. 06:55 Zeno` I think it'll be needed 06:55 nerzhul VanessaE, not exact, we need accounts to be migrated to db, it's not the case :) 06:55 VanessaE nerzhul: pseudocode. 06:56 nerzhul auth.txt is not moved i didn't do it in players to db, it needs a separated backend and, as Lua is very linked with current file backend on auth i didn't provide a such pr. On my server i removed the lua binding to bypass this problem and have accounts in db :p 06:57 nerzhul but SELECT name FROM accounts where last_conn < NOW() - 1 month (postgresql) and call PlayerDatabase::RemovePlayer should fit + AuthDatabase::RemovePlayer 06:58 nerzhul we will have it after release when i will send and we merge authdb to database yes :) 06:58 VanessaE and THAT is why I won't migrate my servers from the player-files backend... I'd never have been able to figure that out 06:58 nerzhul i think you do find players -mtime +60 -delete: p 07:00 VanessaE nope. 07:00 VanessaE I just delete abandoned accounts. 07:00 VanessaE ones where interact was never gained. 07:00 VanessaE once a week, but I don't delete based on age. 07:00 nerzhul note: if you delete from players auth.txt i s not purged :p same problem 07:00 nerzhul but i can add a field: last_modification 07:00 nerzhul i add it as a todo 07:00 nerzhul will add it to player db backend 07:01 nerzhul todo added on #5475, i will do it today it's trivia l:p 07:01 ShadowBot https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul 07:05 Zeno` sounds reasonable 07:06 nerzhul see you soon :) 09:56 red-004 #5492 #5554 09:56 ShadowBot https://github.com/minetest/minetest/issues/5492 -- [CSM] Add local particles and particlespawners. by red-001 09:56 ShadowBot https://github.com/minetest/minetest/issues/5554 -- [CSM] Allow enabling and disabling mods. by red-001 10:18 VanessaE http://pastebin.ubuntu.com/24406701/ 10:19 VanessaE already reported, https://github.com/minetest/minetest_game/issues/1700 10:38 nrzkt ty for the review sfan5 i will fix that soon. Also Select * is always a bad practice, you should always use a finite list of cols to your database, i respect DBA with this :p 10:38 sfan5 k sure 10:57 nrzkt just a question sfan5 are you okay if we make players into sqlite a default for new worlds ? 11:03 Krock 1) try getting the backend from world.mt 11:04 Krock 2) reset to sqlite3 if invalid, since the map backend defaults to sqliet3 anyways 11:04 Krock ^ my two cents to this topic 11:26 sfan5 nrzkt: not this version yet 11:26 sfan5 Krock: that won't work for old worlds 11:27 Krock how old worlds? 11:28 sfan5 old worlds use the "files" backend but it isn't specified in world.mt 11:28 sfan5 so if you set it to sqlite3 by default it will ignore the existing files 11:28 Krock ah right :/ 11:42 sfan5 nrzkt: i actually meant that you should keep the "You are using old player file backend. [...]" and only replace after the "You should switch soon to SQLite3 or PostgreSQL. See [...]" 11:56 nrzkt sfan5, oh i see :) re-adding it then :) i misunderstand 12:00 nrzkt sfan5: is this okay like this ? 12:04 nrzkt => https://github.com/minetest/minetest/pull/5475/files#diff-59f5585fbd782ec57b38b0ee73fa885cR385 12:07 sfan5 yes 12:13 Zeno` what's the reasoning behind removing leveldb support? 12:13 nrzkt on android you mean ? 12:13 Zeno` oh, this is for Android only? 12:13 nrzkt because leveldb was not removed from core 12:13 nrzkt yes, it's compilation time disabled on android 12:13 Zeno` ah ok then 12:13 Zeno` now I understand 12:13 nrzkt clients uses sqlite and will never switch to leveldb :p 12:14 nrzkt heh 12:14 Zeno` yes, that is fair enough 12:15 nrzkt sfan5: nice :) i will add the last remaining point when i will solve my production issue (apache seems to have 15k connections and i need to handle more :p) 12:15 nrzkt (2 apache * 15k conn) 13:56 nrzkt Krock: strange crash, i don't understand how it can happen for him and neither in android nor in my client, do you have the problem on HEAD with windows ? 14:13 Krock no, I can start Minetest just fine 14:23 paramat can anyone approve #5581 ? simple PR 14:23 ShadowBot https://github.com/minetest/minetest/issues/5581 -- Fix Lua crash if opening door with slab or stair by MarkuBu 14:24 Krock I have no clue how that stuff works but the code looks good (style-wise) 14:27 cheapie CSM idea: Since sending chat messages from CSM is controversial, why not just limit it to chat commands? Being able to send commands from CSM is the only real reason I wanted to be able to send messages from it anyway. 14:28 Krock there's already a flood prevention 14:28 Krock if chatcommands aren't counted there yet, they sohuld 14:28 Krock *should 14:31 nrzkt sfan5: i have the sqlit epart with: creation_date and modification_date, i just need to add same thing on pgsql :) 14:32 paramat yes i don't know how 5581 works either, but it's a fix from the person who coded finepos and is tested, so i +1 14:32 nrzkt cheapie: yes, sending chatmessage with client side limitation + the current server side limitation should do the trick 14:32 nrzkt #5581 14:32 ShadowBot https://github.com/minetest/minetest/issues/5581 -- Fix Lua crash if opening door with slab or stair by MarkuBu 14:32 cheapie *shrug* If you want to make it able to send arbitrary chat messages, that's fine by me too :P 14:41 celeron55 there needs to be a way for CSM and server-side mods to communicate without rate limiting though, does that exist yet? 14:41 cheapie I think that's in the CSM roadmap thingy, right? 14:41 cheapie "Mod channels" or whatever? 14:42 nrzkt celeron55: not at this moment, it's in the roadmap with mod channels but it will not be added before release 14:42 nrzkt this release is CSM teasing mode :) 14:42 celeron55 that might leave us with many mods that communicate to the server using chat commands 14:42 celeron55 as people will want to do that no matter what 14:43 celeron55 is it wise? 14:43 cheapie Heh, I'm mostly just after having it do "//lua minetest.get_player_by_name("cheapie"):override_day_night_ratio(1)" for me :P 14:43 nrzkt in fact the mod channel should works with channel between clients, and channel with server mods 14:44 nrzkt a mod (server or client) will subscribe a channel and communication will be multicast to other listeners 14:45 celeron55 so we're accepting all CSM mods wanting to do that in the next release to just use chat commands 14:45 celeron55 right? 14:46 celeron55 they will do it, it's just a question of what they will use to do it 14:49 nrzkt chat commands are server side or client side, a chat command can use a channel to fetch some informations, but it should be async :) 14:50 nrzkt (a CSM chat command) 14:51 nrzkt imagine: local mod_channel = minetest.subscribe_mod_channel("test") ; mod_channel:send({"hallo": "hi"}); while not mod_channel:empty(); do local msg = mod_channel:recv() print(msg) done 14:51 nrzkt (yeah it's shellua :D) 14:53 paramat ok i'll merge #5581 #5606 in 2-3 hours 14:53 ShadowBot https://github.com/minetest/minetest/issues/5581 -- Fix Lua crash if opening door with slab or stair by MarkuBu 14:53 ShadowBot https://github.com/minetest/minetest/issues/5606 -- Conf.example: Move some lines to minetest.conf.example.extra by paramat 14:54 nrzkt sfan5: i added creation_date and modification_date on sqlite and pg for player databases :) (i just need to test postgres at home this evening, i don't have a minetest pgsql on my machine atm) 14:58 nrzkt i squashed a little bit #5475, it's available for a last review :) 14:58 ShadowBot https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul 15:08 red-004 nrzkt, do new worlds use the sqlite by default? 15:10 nrzkt who broke minetest linter 15:11 nrzkt red-004: it's not the case, i can do it if sfan5 and sofar agree 15:12 nrzkt it's celeron55 heh, i will push a commit to add src/mesh_generator_thread.cpp as it's not a correct style atm and will fix src/mesh_generator_thread.h 16:33 Hijiri Is it ok if I remove the protocol argument from ToolCapabilities::serialize? 16:33 Hijiri since there's only one protocol implemented in there anyway 16:34 Hijiri The issue is I'm trying to serialize tool capabilities to put in item metadata, and there isn't necessarily a player to put in 16:34 sofar If it's not in the way, I would leave it in place 16:35 Hijiri It's in the way because I don't have a protocol version to pass in 16:35 Hijiri unless I just pass in latest version or something 16:38 Hijiri otherwise I need to give itemstack meta serialize and itemstack serialize a version argument 16:41 sofar why can't you pass in the latest version? 16:42 Hijiri lost connection 16:42 Hijiri sorry, just caught up with the public logs 16:43 Hijiri sofar: I don't see the point of even having the version argument if I just always pass in the latest version, except not changing other parts of the code 16:44 Hijiri And if the serialization is allowed to be different based on player protocol version then I might misserialize the toolcaps if protocol changes in the future 16:44 Hijiri since it would appear safe for someone to add version-dependent behavior to the method 16:47 sofar have the serialize code by default pick the latest version? 16:47 sofar how costly would it be to add it back later? 16:47 sofar how costly is it to remove it entirely? 16:48 Hijiri I'm trying to find where it's used currently 16:48 Hijiri probably just in item definition send 16:50 Hijiri sofar: by serialize code do you mean item meta or toolcaps? 16:51 sofar I don't know, I'm just asking generic questions about removing a protocol number :) 16:51 Hijiri well, I could instead add protocol version arguments to the functions I'm modifying that I'm trying to add toolcaps to 16:52 Hijiri I feel like that would involve more changes since it's used in more places 16:52 Hijiri I'll just do something and PR it I guess, I'll get more feedback there 16:53 Hijiri There is some other thing that is semi-blocking me though 16:53 Hijiri I'm not sure how I should add something to the serialized item metadata 16:53 Hijiri since the deserialize uses the Strfnd thing 16:56 Hijiri are metadata keys/values already pre-escaped so they won't contain the delimiters used in serialize/deserialze of ItemStackMetadata? 17:27 Hijiri sofar: Is there a convention for naming of internal meta fields? 17:27 sofar none 17:27 Hijiri I might just put the serialized stuff in a special-use meta field instead of making it a separate part of the metadata 17:29 Krock well, you better shouldn't use \0x01 to \x03 17:29 Hijiri sofar: alright 17:29 Hijiri Krock: oh yeah 17:30 Hijiri could be a problem since tool caps serialize numbers 17:30 Hijiri I could json string escape it 17:49 nore a special meta field is the best thing, and json-serializing sounds reasonable to me 17:52 nerzhul sofar, sfan5 i didn't see if you're okay to make sqlite3 default for players for a new world ? 17:52 Hijiri oh, I guess I can bypass the protocol version thing if I write custom json thing 17:53 sfan5 doing that next release might be a good idea 17:53 sofar ^^ 17:53 nerzhul okay not this, for android too ? 17:53 nerzhul because android have no choice :p 17:53 sfan5 since android is mostly singleplayer do we have a simpler alternative? 17:53 sofar leave android as is imho, not many users anyway 17:54 nerzhul not many users in our build yes :p 17:54 nerzhul i can let files, no problem :) i just need to test it with sqlite3, i will do it in ~10 min, i'm testing pg atm 17:54 Hijiri do we have a data structure to represent json 17:54 Hijiri in C++ 17:55 nerzhul Json::Value 17:55 nerzhul it's jsoncpp 17:55 sfan5 we only have whatever jsoncpp has for decoding 17:55 Hijiri alright 17:55 Hijiri thanks 18:00 nerzhul okay migration to pgsql works properly with timestamps, just need to connect one time with a random player to see timestamp 18:00 nerzhul oh 18:00 nerzhul i should fix scheme 18:02 nerzhul on VanessaE migration failed this time 18:02 nerzhul wtf 18:02 nerzhul position = (-2.14748e+07,-467809,3331.97) 18:02 VanessaE yeah. 18:03 nerzhul it seems pgsql doesn't like it with current precision, i will adjust scheme 18:03 Krock Y position outside limits o.o 18:03 VanessaE there's some bug in the engine that causes players to occasionally end up with bullshit coords 18:03 VanessaE that's what leads to crashes in areas mod and a couple others. 18:05 nerzhul 10,4 => 15,7 in numeric precision on pg solve the problem :) 18:05 nerzhul okay all are migrated, and when you start a migration no problem to continue when you have problem and solve it 18:09 nerzhul VanessaE, https://github.com/minetest/minetest/pull/5475#issuecomment-294932648 for you :D 18:09 nerzhul delete from players where modification_date < NOW() - '2 month' cascade; 18:09 nerzhul :D 18:11 nerzhul only Android should be tested now 18:13 nerzhul i'm compiling 18:13 nerzhul android compilation is stupid, i forget a file in Android.mk it recompile all MT sources... 18:15 Krock same with MSVC 18:15 nerzhul MSVC have a precompiled no ? 18:16 nerzhul the main problem with android, how can i verify the sqlite db xD 18:16 Krock huh? Talking about Minetest. It recompiles all Minetest source files 18:17 nerzhul okay android works well when i set sqltie3 by default 18:17 nerzhul i stopped and restarted the new world it's okay 18:27 nerzhul sfan5, sofar everything is working as intended :) we can merge when you want, android okay, pgsql okay after fixing VanessaE coordinates into pg scheme :) 18:27 VanessaE nerzhul: um, shouldn't someone fix the bug that led to those out-of-bounds coords? 18:27 nerzhul oh it's sure, but it's not the purpose of this PR :) 18:28 nerzhul i ensure we store all coordinates, right or wrong 18:29 nerzhul thanks sfan5 and sofar for your time to test this backend :) 19:07 ShadowNinja sofar: Does using index.mth fix that? 19:07 ShadowNinja Er, the "load by name instead of hash in URL" thing. 19:11 ShadowNinja (see mt_media_collector in my GitHub if you need a way to generate it) 19:15 VanessaE I pointed him to my variation of sfan5's scripts. 19:15 VanessaE idk what he finally did though (forgot) 19:16 sfan5 people often stumble upon the fact that index.mth needs to be served to POST reuqests 19:18 VanessaE ...which frankly I don't understand the logic behind that 19:35 nerzhul minetest data server is a little bit complicated for nothing :( 20:10 sofar ShadowNinja: generating the index.mth doesn't seem to be the problem (I can make one that looks just like VanessaE's) 20:10 sofar somehow the problem seems with the POST method 20:11 sofar I'm writing an actual fcgi daemon right now to do it the *right* way 20:11 sofar well, not right now since we had a power outage and my box at home is offline 20:11 sofar I actually want to make it dynamic and a drop-in thing 20:12 sofar so it can handle and manage the cache at the same time 20:12 ShadowNinja Ah. I'd probably use PHP to just get it to work. 20:12 sofar I'm writing it in go 20:12 sofar so you can use it without php on a server 20:12 sofar mostly to just stuff it behind nginx easily 20:13 sofar and rely on the nginx code to handle the GETs 20:20 paramat are MTG devs ok with me adding tin ore and more realistic crafting for bronze? (for example crafting 1 copper ingot with 7 tin ingots for 8 bronze or whatever) should be quick and easy for me to do, i'll take stuff from moreores 20:20 VanessaE fuck. yes. 20:21 VanessaE (ok I ain't a mt_game dev but so what :P ) 20:21 benrob0329 Ditto 20:23 paramat ^^^ sofar rubenwardy nore sfan5 ShadowNinja 20:23 sfan5 dont care 20:25 nore paramat: ok for me 20:25 nore also, we really need to discuss about the "split" of mtg some time 20:27 paramat and to be clear, no mithril, for simplicity and to avoid trademark issues 20:28 VanessaE what about silver? 20:28 VanessaE can't see a trademark concern there :) 20:29 paramat maybe later, the bronze issue is higher priority 20:29 VanessaE as for mithril, one could simply rename it to say azurite 20:29 VanessaE but ok 20:29 paramat we don't really need another magical ore 20:30 VanessaE my though is simply that if you add tin, that makes three ores (and four metals) formerly handled by moreores. at that point, you should bring in the other two 20:30 VanessaE thought* 20:31 VanessaE i.e. don't leave moreores as this tiny little stub that ends up needing to be absorbed into some other mod 20:32 paramat that's not strong reasoning though, we should add what's needed instead of worrying about how a mod ends up 20:33 VanessaE we should add what's needed AND what's just kinda nice to have 20:34 Shara How can mithril be trademarked when it's used in many different things? 20:34 VanessaE if we only added what's needed, we'd only have ... well... the minimal game. 20:34 VanessaE Shara: JRR Tolkien came up with it, used it in LotR 20:34 paramat more ores could always have new ores added to it, so no issue 20:35 paramat yeah i have no idea if there are trademark issues 20:35 VanessaE paramat: I really don't understand the resistance here. 20:35 Shara VanessaE: a quick google search implies he probably didn't though 20:35 VanessaE why so much worry over having a few more nodes? 20:35 Shara But either way, it has been used in other things too. 20:35 rubenwardy paramat, more realistic ores etc is cool 20:35 rubenwardy not sure about fantasy ores 20:36 nore http://tvtropes.org/pmwiki/pmwiki.php/Main/Mithril 20:36 VanessaE but that's why I said to rename it to azurite: https://en.wikipedia.org/wiki/Azurite 20:36 VanessaE non-fictional, non-magical. 20:36 nore The name "mithril"note or similarly spelled variations (mithral, mythril, and others) is present in other fictional contexts like role-playing games, since the Tolkien Estate did not trademark the term, unlike "Hobbit" or "Balrog". 20:36 VanessaE (didn't know it could be a source of copper - that can be very useful in fact) 20:37 nore so, no copyright issues 20:37 cx384 I think we need new groups: ore, lump, metal, and crystal 20:39 paramat ok 20:41 VanessaE ok? 20:43 paramat MTG just has basic fundamental ores, so silver may be ok, but azurite may be excessive. each ore slows mapgen too. mods are there for more special ores 20:44 paramat ok and thanks on the trademark issue 20:45 cx384 and you should maybe change the crafting recipe of locked chests so that it needs group metal 20:46 ShadowNinja paramat: I'm fine with tin. 20:47 cx384 because the new ores don't have much uses 20:47 benrob0329 cx384: that would work, but not all metals are suited for lockmaking 20:48 benrob0329 Id like to have an actual "lock" that you can lock doors n such with 20:48 cx384 hm you're right 20:49 benrob0329 along with a couple more doors for defferent types of wood 20:49 benrob0329 *different 20:51 paramat ok will work on the tin 20:52 VanessaE paramat: each ore slows down the mapgen - by an imperceptible amount. 20:52 VanessaE so really, you shouldn't be worrying about that. 20:52 VanessaE if you think an ore just doesn't make sense to include, that's fine 20:53 VanessaE but arguments toward performance really don't follow - the mapgen's so fast you could add a hundred new ores and not notice a difference. 21:00 cx384 I think an iron copper alloy is unrealistic. https://www.quora.com/Is-there-an-alloy-purely-made-of-iron-and-copper 21:03 cx384 Tumbaga is more realistic. https://en.wikipedia.org/wiki/Tumbaga 21:04 sofar paramat: +1 on tin for bronze 21:04 sofar paramat: but, can I be honest? can we please also fix *steel* to be iron + coal? 21:05 sofar steel = iron + coal 21:05 sofar bronze = tin + copper 21:05 nore what about the future of mtg, first? :) 21:05 sofar I put it on the mtg meeting notes for a topic 21:06 sofar we should do a whole meeting on it 21:06 nore yes 21:07 nore it's easier to do it as well since there are less devs 21:08 cx384 do you want to add an allow furnace or something like that? 21:09 sofar I actually would like to add more "crafting" nodes 21:09 paramat humanly imperceptible or unnoticeable periods of time are irrelevant, for example 10ms is unnoticeable but a long time in code. small amounts of time add up, so yes, an ore has to be justified. it's down to priciple: don't carelessly add lots of unnecessary stuff 21:10 VanessaE "don't carelessly add" is fine 21:10 VanessaE but the whole point of performance is how it looks to the end user 21:11 VanessaE it doesn't matter how fast or slow something is "in code". it matters how fast or slow it looks to the user 21:11 VanessaE and the mapgen is fast as hell now 21:11 paramat fixing steel could be ok, we can consider that separately 21:12 VanessaE sofar: I could be okay with that coal+iron but you really REALLY need a proper alloy furnace for that 21:12 sofar right 21:13 paramat "it doesn't matter how fast or slow something is "in code"" < nonsense. how it seems to the user is the combination of careful optimisations, each saving unnoticeable amounts of time 21:13 VanessaE yes 21:14 VanessaE but saying that 10ms is "a long time in code" doesn't follow 21:14 paramat yeah a furnace with multiple inputs would be god 21:14 paramat good 21:14 paramat even 21:14 VanessaE is that 10ms per block? per chunk? for one ore? or for a hundred? 21:15 * paramat is godless :] 21:15 VanessaE technic has a fuel-fired alloy furnace that might be suitable for the purpose. 21:15 VanessaE (it is as far as I know, just a modified default furnace) 21:16 VanessaE sorry to harp on this paramat, but what good is high performance if you don't USE it? :) 21:17 sofar I'm a fan of "tiering" content 21:17 sofar so e.g. stone cobble makes a regular furnace 21:17 VanessaE bricks make an alloy furnace in technic I think 21:17 cx384 why shouldn't it be possible to smelt alloys in a normal furnace? 21:17 sofar but you need perhaps granite or some rare rock to make an alloy furnace 21:17 VanessaE cx384: because it only takes one input :P 21:18 sofar alternatively, we could upgrade the furnace with something to an upgraded version of the furnace 21:18 cx384 VanessaE, but you can change it. 21:18 VanessaE sofar: so if you smelt iron ore, will you get a plain iron ingot? if so, why not combine that with bricks (think of the iron as a cheap rebar) to make an alloy furnace? 21:21 nore also note that the game should not be too linear to be interesting 21:21 VanessaE cx384: it can be changed, but I think having a separate machine for the purpose is a better idea. 21:21 nore i.e. you can develop in different directions if you want, even if to reach the best you can do you have to do all of these 21:22 nore the width should increase then decrease as you advance 21:23 cx384 VanessaE, ok but normally you need a blast furnace to smelt iron https://en.wikipedia.org/wiki/Iron#Blast_furnace_processing 21:24 paramat 10ms is a long time in code anywhere, obviously. you're making zero sense. we are using the performance. we don't need another set of tools 21:24 VanessaE paramat: who said anything about adding more tools? 21:25 VanessaE and 10ms is only a long tine "in code" if you're doing something that ought be fast and isn't. 21:25 VanessaE remember, I came from the days when we counted microseconds, not milliseconds... 21:25 paramat what would azurite be used for in MTG? 21:26 VanessaE off the top of my head, it could be another copper source, given how valuable that metal is in some situations, or a source of blue dye. 21:26 VanessaE it could just be decorative. 21:26 paramat we already have copper ore 21:26 VanessaE or someone could find some weird but crafty use for it 21:27 VanessaE let's put it this way: 21:27 nore it could just be decorative. <-- like lapis lazuli in MC :p 21:27 VanessaE why do we have metal blocks? 21:27 VanessaE what use are those in mtg? 21:28 VanessaE nore: now that you mention it, I guess MC uses lapis for those same things. 21:28 nore VanessaE: blue dye, decoration, and magic IIRC 21:28 paramat ores in MTG tend to be the basic fundamental ones, more specialist ones are for mods because many don't want the special ones, that's how MTG works 21:28 VanessaE part of what makes mtg "boring" as I've heard people describe it, is that you just can't get very creative with it. 21:28 nore hmm 21:29 paramat they can add mods or use another subgame 21:29 VanessaE and so they do. 21:30 VanessaE paramat: you didn't answer my question though 21:30 VanessaE why have metal blocks? 21:30 paramat anyone who finds MTG boring is actually facing their own lack of imagination, it's like saying LEGO is boring, it's down to what you do with it 21:30 VanessaE what are THOSE used for in mtg? 21:30 Fixer breaking, mtg is boring 21:31 nerzhul lego is boring if you don't have many pieces :) 21:31 paramat our metal blocks are basic metals used for construction, they're in because they're basic 21:31 VanessaE as for LEGO, it IS boring if all you have are a dozen colors of 4x2 bricks. 21:32 nore exactly 21:32 VanessaE paramat: wait, a gold block is basic, but silver isn't? 21:32 paramat MTG is not quite that bad 21:32 nore whereas when you have gears, axles, etc LEGO are not boring 21:32 paramat i'm not opposed to silver 21:32 cx384 I think sometimes minetest can be boring because it is not very challenging 21:32 paramat just azurite or mithril 21:33 nore same with mtg: add some things that the player has to think to build 21:34 nore so, just adding some game mechanics that will cause the player to think how do design something will make it much more interesting 21:34 paramat mtg has a pretty good variety of elements already 21:34 Fixer paramat: for sandbox 21:34 nore paramat: of *elements* yes, but not of mechanics 21:34 VanessaE paramat: ok, then add tin and silver. 21:34 Fixer mine blocks @ build house @ end of game 21:35 nore there are liquid flooding, carts, and I guess that's all 21:35 nore ah, and tree growing 21:35 VanessaE Calinou: mind submitting a PR to merge mithril into gloopblocks so that moreores can be phased out? 21:35 nore and you can't even interface those together 21:35 paramat silver will be considered separately, i'm neutral on that 21:36 nore but anyway I guess we need that mtg splitting and make it a **real** game 21:36 cx384 it takes 10-30 minutes to get the best tools. 21:36 Fixer okay-okay, you can build a very simple railroad and ride it :) 21:36 VanessaE we tried that split-it-up before, nore. it did not end well. 21:36 Fixer but look on actual server, nobody in their mind use vanilla 21:36 nore (hint: it's not one.) 21:36 Fixer nore: +1 21:37 nore VanessaE: yeah, there were common mods, these were clearly a mistake 21:37 nore what I meant is more like a fork of mtg 21:37 nore and the fork's objective being primarily singleplayer 21:38 nore with breaking changes being allowed 21:38 nore so it can go forward 21:39 nerzhul just do it after release then, don't forget i embed minetest_game in Android build, and if we should switch how manage this for android users ? 21:39 nore yeah, I guess when we do that, use the new game for the android version 21:40 nore the other version will mainly be for servers anyway I think 21:40 Calinou VanessaE: doesn't More Ores have more ores than just mithril? 21:40 Calinou silver and tin 21:40 VanessaE Calinou: it won't soon 21:40 VanessaE tin is going into mtg 21:40 VanessaE and silver may also 21:40 VanessaE that would leave moreores with only mithril. 21:41 Calinou nice 21:41 Calinou I don't think I can look at this until this weekend though 21:41 nore so moreores should be renamed moreore :p 21:41 VanessaE one_more_ore ;) 21:41 nore yetanotherore 22:02 nerzhul ooch ! thanks cppcheck spawn_ltree copy TreeDef at each usage 22:03 nerzhul i will provide a PR fixing various memory copy instead of const ref and merge it tomorrow on the morning 22:03 VanessaE that'll cost a bit won'd it? 22:03 VanessaE won't* 22:04 nerzhul 6 strings, 3 nodes, 5 int and 2 bool 22:14 nerzhul for performance PR: #5610 22:14 ShadowBot https://github.com/minetest/minetest/issues/5610 -- Fix various variables passed by copy instead of const ref by nerzhul 22:14 nerzhul basicly const ref 22:17 sofar nerzhul: looks fine to me 22:17 sofar I saw that spawn_ltree one, too 22:20 nerzhul :) 22:20 nerzhul maybe we should add cppcheck to travis too at a moment, when everything will be fixed 22:36 nerzhul merging #5610 22:36 ShadowBot https://github.com/minetest/minetest/issues/5610 -- Fix various variables passed by copy instead of const ref by nerzhul 22:55 octacian Is modmgr documented anywhere? 22:57 sofar the in-game one 22:59 octacian I'm talking modmgr.lua from builting. AFAIK there is no documentation. 23:00 sofar that's what I thought ... the code is the docs afaicr 23:00 octacian lol That's what I've come up with 23:00 octacian I'm working on a PR to allow installing mods from ZIP right from the main menu 23:01 Fixer octacian: why installing from zip if you can read it from zip 23:02 sofar minetest doesn't support reading zip files atm 23:02 sofar it would be a new library to link against 23:02 octacian Since when? 23:02 octacian You guys really need to keep the documentation updated with the code 23:02 octacian https://github.com/minetest/minetest/blob/master/doc/menu_lua_api.txt#L73 23:03 sofar https://github.com/minetest/minetest/blob/master/doc/lua_api.txt -> no mention for "zip" ? 23:03 sofar oh, menu_lua_api has it 23:03 sofar nice, sorry, I never knew 23:03 octacian So MT currently doesn't support reading ZIP files? Or no? 23:03 sofar looks like it does 23:04 octacian Well, then I shall continue :D 23:04 octacian Now, to decide where to put the button... 23:05 Fixer octacian: stooooop, why can't you put zip in /mods and just use it as usual (without any new buttons) 23:05 octacian Fixer: you can... The point is to make it easier for some new players by simply having a button in the mods tab that allows installing mods directly from MT's main menu 23:06 Fixer octacian: you mean you press install, you search from mod zip, and then it installs it in mods? 23:06 octacian Yes 23:08 paramat please no button feature, players are able to put a zip in /mods 23:08 octacian paramat: Yes, but as I just stated, it makes it easier for new players who are unaware of that 23:09 octacian Plus, we have a button to "Uninstall selected mod", it only makes sense to have an "Install mod" button 23:09 paramat auto-extraction from zip might be ok though. will it result in a zip and an extracted mod duplicate file in /mods? 23:09 octacian I still have to test. All of the code is still there from when the modstore was supported, so 23:10 sofar please a button feature, players don't even know where the hell /mods/ is 23:10 paramat all players know how to put a file into /mods, they've managed it so far, this is excessive spoon-feeding 23:10 sofar heck no 23:10 sofar stop that 23:11 octacian paramat: that's mostly true, but it doesn't hurt 23:11 sofar stop trying to educate players into stupid things like copying files to a folder 23:11 octacian And again, it's more consistent 23:11 octacian :rotfl: 23:11 sofar they want to *PLAY*, not learn basic computer skills 23:11 sofar I want a friggen button myself 23:12 paramat so it would load from computer desktop i guess? 23:12 sofar I don't want to wrestle my file manager, the damn program knows exactly where it needs to go 23:12 octacian Correct. 23:12 Calinou I'm working on a PR to allow installing mods from ZIP right from the main menu 23:12 Calinou that's a pretty nice idea, I find 23:12 octacian However, I must say, the MT file picker should at some point be improved :rotfl: 23:12 Calinou like, it can open a native file manager (a built-in file manager is an alternative, but it's a lot of work to get it right, and many users won't like it) 23:12 Calinou and you can select a .zip, and should the .zip be properly packaged, it's automatically installed 23:12 Calinou (and you can uninstall it from GUI too) 23:12 octacian Built-in file manager ATM. I'll have to look around later as to native file manager 23:13 Calinou native file manager will likely require a sizeable amount of OS-specific code, and may cause issues in fullscreen, though 23:13 paramat ok it seems reasonable if it loads the zip from desktop 23:14 octacian I was also thinking installing from URL would be really neat 23:14 Calinou can be a bit risky, probably behind a switch 23:14 octacian I'm not sure how stable core.download_file is though 23:15 paramat ok i guess some players have trouble finding /mods, 'all' was unreasonable of me 23:17 paramat i guess the button would show a list of files in desktop, and you select the one which is a mod? there may be multiple zips in desktop, some not mods 23:18 octacian Yes 23:18 octacian Again though, file picker does need to be improved to not show hidden files and to only show specific file type 23:19 paramat sorry for overreaction, i was unsure whether you were trying to install from the internet, which is problematic 23:20 octacian Ah, yes, I understand :D 23:23 paramat i'll also merge #5560 later 23:23 ShadowBot https://github.com/minetest/minetest/issues/5560 -- Fix tool digging speed limit by HybridDog 23:34 Hijiri implemented tool cap overrides \o/ 23:34 rubenwardy octacian, Calinou: https://github.com/rubenwardy/NodeBoxEditor/blob/master/src/dialogs/FileDialog.cpp#L13-L18 23:34 rubenwardy https://github.com/rubenwardy/NodeBoxEditor/blob/master/src/util/tinyfiledialogs.c 23:35 rubenwardy requires a 2000 line wrapper to handle all the different OSes though 23:48 paramat er, so yes loading a mod zip from desktop and auto extraction is a nice idea 23:59 rubenwardy paramat: https://forum.minetest.net/viewtopic.php?p=264563#p264563 23:59 rubenwardy lvm related