Time Nick Message 00:04 paramat fixer's bug confirmed, cannot walk through any 2-node high gap, not just doors 00:08 paramat yes setting collisionbox in MTG fixes the bug 00:09 paramat "for players (0, -1, 0) is ground level" so box has to be set as player:set_properties({collisionbox = {-0.3, -1.0, -0.3, 0.3, 0.75, 0.3},}) 00:09 paramat that's the offset issue 00:09 paramat will commit to MTG to fix 00:10 VanessaE um 00:10 VanessaE shouldn't there be some default size set by the engine instead? 00:10 VanessaE sounds like this will break pretty much every subgame in existendce. 00:10 VanessaE existence* 00:14 paramat hmm 00:15 paramat yeah 00:16 paramat ok will try to fix in engine 00:26 paramat found a player box default in the engine which is slightly wrong, will edit 00:41 paramat works 01:04 paramat bugfix #5715 any support? if not will merge in 1-2hrs 01:04 ShadowBot https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat 01:04 paramat high priority 01:10 paramat hang on will update docs 01:29 paramat done 03:02 paramat now how about #5704 ? seems obvious to do but it's probably not trivial, maybe best i wait 03:02 ShadowBot https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat 03:08 benrob0329 sofar: i can get mt to crash by spamming esc + rightclick with new chests 03:10 benrob0329 debug: https://pastebin.com/6b5cvnqs 03:10 paramat please open an issue? 03:10 benrob0329 ok 03:12 benrob0329 game#1727 03:13 ShadowBot https://github.com/minetest/minetest_game/issues/1727 -- Chests: Crash on Esc Spam 03:34 paramat i'll merge #5715 in an hour 03:34 ShadowBot https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat 03:38 paramat and #5714 (trivial) 03:38 ShadowBot https://github.com/minetest/minetest/issues/5714 -- Replace occurrence of luaL_reg in l_camera.cpp by t0ny2 03:40 paramat weird but good to see PR and issue numbers falling 03:42 Hijiri ground level = player position? 03:42 Hijiri I'm not sure it makes sense to call it ground level since the ground won't be there if an entity's collisionbox has a negative miny 03:46 paramat hmm .. 03:48 GreenDimond Found out you can leave a chest in it's open state if you press and hold 'ESC' and rightclick. Don't think it's a bug or anything but it's kinda funny. 03:48 paramat 'foot level' 03:48 paramat feet level 03:48 paramat yes that's been reported :] 03:48 GreenDimond Really? I thought he said it crashed... 03:49 paramat separate report 03:49 GreenDimond Oh? *looking... 03:49 paramat maybe the crash fix will fix both behaviours 03:49 paramat reported on IRC but doubt there's an issue 03:49 GreenDimond Aw man. I kinda like it. Works for decorative purposes :P 03:50 paramat ok i'll improve 5715 docs before merge 03:50 GreenDimond LOL and using that glitch you can make the chest appear as if it opened into the block above it 03:54 GreenDimond http://pasteboard.co/3g7yZK19Y.png :] 03:55 GreenDimond Also interesting http://pasteboard.co/3g8Omzapj.png 03:59 benrob0329 lol, that is to be expected 03:59 benrob0329 MC solves that by making chests slightly smaller 04:00 GreenDimond Expected or not, it's funny :P 04:03 GreenDimond Creates unintentional options for builders kindof http://pasteboard.co/3ghky1C91.png :P 04:06 GreenDimond "MC solves that by making chests slightly smaller" Look closely at the new chest and it *is* actually slightly smaller than the selection box... 04:07 sofar to prevent z fighting 04:07 sofar but mc's chest is a full 2/16 smaller 04:07 GreenDimond ah that makes sense 04:08 GreenDimond Yep 04:08 GreenDimond Also saves the chest state on exit which is nice :P 04:08 GreenDimond since it is a separate node i guess 04:10 GreenDimond If I change the black part of the chest texture to transparent would I see the inside of the outer texture? 04:14 sofar no 04:15 sofar you would see "through" the chest and end up looking at the node below it 04:17 GreenDimond sofar http://pasteboard.co/3gw8NUQHO.png :) 04:18 sofar huh, error in the texture of the rear part 04:18 sofar how did that happen 04:18 sofar looks interesting actually 04:19 sofar I forgot culling is off for the chest 04:19 sofar so yeah that works 04:19 GreenDimond however if I remove the wood block it does the z fighting ting 04:19 GreenDimond *thing 04:19 GreenDimond actually it might be y 04:19 sofar it's just called z fighting no matter the direction 04:19 GreenDimond ah oki 04:21 GreenDimond hrm. if you watch the chest as it opens, it doesnt change the back texture, it squishes it down... 04:21 GreenDimond none of the pixels actually disapear 04:22 sofar oh! that's a UV map issue then 04:22 sofar time to whip out blender 04:22 GreenDimond lol :) 04:22 GreenDimond The chest also shrinks xD 04:23 GreenDimond Well, if you look at it from the correct angle 04:23 sofar yes! it's a UV map bug! 04:23 sofar ding ding ding 04:23 sofar alright, I'll submit a PR to fix 04:23 * GreenDimond found his first bug in Minetest. 04:23 GreenDimond *feels good* 04:23 GreenDimond btw same for locked chest 04:25 GreenDimond oh is there an issue or PR for the problem with panes/bars not connecting to blocks as corners? 04:26 GreenDimond *some blocks 04:27 GreenDimond As in cobble, baked clay (from mod), etc.. 04:28 sofar bbl in a bit 04:28 GreenDimond well nvm on the cobble 04:29 GreenDimond gonna go now cyas 05:04 sofar ~tell GreenDimond fix pending for the UV map as well 05:04 ShadowBot sofar: O.K. 05:07 paramat will merge #5714 #5715 in a moment 05:07 ShadowBot https://github.com/minetest/minetest/issues/5714 -- Replace occurrence of luaL_reg in l_camera.cpp by t0ny2 05:07 ShadowBot https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat 05:08 benrob0329 I guess I rebuilt at a bad time then :P 05:11 GreenDimond aw :) 05:13 paramat merging 05:17 paramat done 05:35 GreenDimond *sigh* sofar, I want to test, but I can barely get my mods on GitHub. Could you inform me how to merge the PR to my fork? :/ 05:35 sofar several ways 05:36 sofar I like this one: 05:36 GreenDimond easiest way? 05:36 GreenDimond or whichever :P 05:36 GreenDimond as long as you can tell me xD 05:36 sofar curl -I https://github.com/minetest/minetest_game/pull/1728.patch | git am 05:36 sofar run that in git/minetest_game 05:37 GreenDimond I guess I need curl 05:38 GreenDimond patch is empty.. 05:38 GreenDimond must have done it wrong 05:38 GreenDimond wait a sec 05:38 GreenDimond I dont have a git/minetest_game 05:39 GreenDimond i have a minetest_game/.git 05:46 GreenDimond meh :/ 05:46 GreenDimond sofar, n00b question, where is the git/minetest_game? I can't find it... 05:46 sofar go in to minetest_game 05:46 sofar that 05:46 sofar that's your minetest_game git tree 05:47 sofar that's what I meant 05:47 GreenDimond ah ic 05:47 GreenDimond meh. still says it is empty 05:47 GreenDimond "Patch is empty. Was it split wrong?" 05:48 GreenDimond I am in /home/user/minetest-daily/minetest/games/minetest_game btw 05:50 GreenDimond and now it says "(23) Failed writing body" 05:50 GreenDimond what am I doing wrong o_0 05:53 GreenDimond maybe I am in the wrong minetest_game, sofar? 05:53 sofar oh 05:53 sofar typo 05:54 sofar change -I to -L 05:54 GreenDimond Did something different but still failed 05:55 GreenDimond fatal: previous rebase directory .git/rebase-apply still exists but mbox given. blablabla stuff with % curl: (23) Failed writing body (461 != 1370) 05:56 sofar git am --abort 05:56 sofar then retry 05:56 GreenDimond huh. worked. 05:57 GreenDimond sofar: UV mapping fixed. i can still get it to stay open though 05:58 GreenDimond takes some doing, but I can 05:58 sofar that was always intended 05:58 sofar fixing that is not that interesting 05:58 GreenDimond oh. 05:58 GreenDimond derp. 05:58 sofar I could care less 05:59 GreenDimond ^tru 05:59 sofar some players may like the visual, and it resets on server reboot properly 05:59 sofar I could work a little harder on player logout 05:59 GreenDimond the other part to test is spam esc and rightclick? 05:59 sofar yes 06:00 GreenDimond by 'spam' he means press&hold right? 06:00 GreenDimond what I have been doing the past hour :P 06:01 GreenDimond sofar, it never crashed when I did that in the first place, so I guess the fix worked? xD I dunno 06:02 sofar no, just click it really fast 06:02 sofar you have to do it within 0.2 seconds 06:03 sofar two right clicks 06:03 sofar lol 06:03 GreenDimond I can get like 5 in 06:03 GreenDimond if I can do >1 clicks before the formspec shows up, methinks it worked 06:05 GreenDimond looks lood sofar. Im off now. gotta get some sleeps :) 06:05 GreenDimond *good 06:06 GreenDimond thats what happens when you type when falling asleep 06:06 Zeno` sofar, sofar, sofar 06:06 Zeno` it's "I could not care less", or "I couldn't care less" 06:06 Zeno` *sigh* 06:06 Zeno` :P 06:07 sofar I could care more 06:07 GreenDimond but everyone says "I could care less" :P 06:07 GreenDimond I could just not care at all xD 06:07 sofar I could never become a native english speaker 06:08 GreenDimond anywhos, g'nite. 06:08 Zeno` I could care less what everyone else thinks it should be 06:08 sofar hehe 06:08 sofar I could stop watching Pocoyo with my daughter 06:14 benrob0329 sofar: even native speakers say it, so your good :-) 09:05 nerzhul pusher another LINT on l_util and l_settings.h to fix LINT 09:08 nerzhul i think there is a detection rpoblem on PR or they are too old and mergeable and travis doesn't lint :( 09:23 nerzhul Krock, Zeno` sofar can you look at #5716 ? It's a fairly patch permitting to solve #5709 09:23 ShadowBot https://github.com/minetest/minetest/issues/5716 -- Player attrs: permits to remove an attribute by setting value to nil by nerzhul 09:23 ShadowBot https://github.com/minetest/minetest/issues/5709 -- Remove player attribute 09:25 nerzhul fairly tiny* 09:30 Krock two comments from my side 09:30 nerzhul i see, which indent ? 09:30 Krock otherwise ok 09:30 nerzhul it's like set_inventory_formspec 09:30 Krock in both lines, see documentation above 09:31 nerzhul above there is value ssection 09:31 nerzhul but look at set_inventory_formspec just after, it's the same indent :) 09:31 Krock the description of set_inventory_formspec is indented with four spaces more 09:31 nerzhul oh i see tab vs spaces 09:32 Krock arguments/descriptions always are indented further 09:32 nerzhul it's now fixed :) 09:32 Krock good now. 09:32 nerzhul nice 09:32 nerzhul i will merge it in ~15min it's not a huge change :) 09:34 Krock ack 10:25 nerzhul merged, CI was slow 13:05 Fixer collision bug still not fixed when connecting to multiplayer servers https://github.com/minetest/minetest/issues/5713 13:37 nerzhul Fixer, it's a server side fix, servers should update 13:38 Fixer oh boy 14:45 Krock merging game#1726 in 15 mins 14:45 ShadowBot https://github.com/minetest/minetest_game/issues/1726 -- Add option to disable lavacooling by Ezhh 15:33 red-001 #5719 15:33 ShadowBot https://github.com/minetest/minetest/issues/5719 -- Rework escape/pause menu by red-001 16:25 Krock oops. totally forgot the pull. merging now 16:42 Fixer top kek: https://i.imgur.com/aQXXofz.png (some guy died and I had insane fps laaag and it crashed) 16:43 Krock eeks. 16:43 Krock this win 7 style ruins the w2k one 16:50 Fixer more info 16:51 Fixer that handsomepig blowed up around 99 TNT and I crashed at very same moment 16:52 Krock if you had an error dump + the debug database, it would be possible to track down the issue 16:52 Fixer unfortunately i don't 16:59 Fixer he plans to explode another megabomb, i'm ready with debug build 17:07 nerzhul for the TNT problem i have a working thing in CPP, it's a because node update run on a single server step (thank you lua :p) 17:08 nerzhul i spread node updates in a queue in CPP on AppleTree and node update is spread on multiple step permitting to nuke 10000 TNT if you want :p 17:11 Fixer that explosion occured on multiplayer server, my client fps got to 0 because of entities (and I was in other part of map), i've seen his death messages and crashed at very same moment during lowest fps 17:12 Krock nerzhul, don't we have limited mapblock updates for that? 17:12 Fixer coincidence? don't think so (tm) 17:18 nerzhul Krock, if you run a while (please do all node updates) do (loop) end 17:18 nerzhul :) 17:18 nerzhul all is in example :) 20:35 paramat i think i can fix #5718 will try later 20:35 ShadowBot https://github.com/minetest/minetest/issues/5718 -- "Climbing" out of water seems randomly broken 20:36 paramat also since player collisionbox, step height and footstep bool are now taken from player properties i need to check the defaults and also set these in MTG 20:38 red-001 updated #5719 20:38 ShadowBot https://github.com/minetest/minetest/issues/5719 -- Rework escape/pause menu by red-001 20:40 red-001 has #5715 fixed not being able to climb stairs? 20:40 ShadowBot https://github.com/minetest/minetest/issues/5715 -- Player properties: Set correct default collisionbox by paramat 20:51 paramat not sure 20:51 paramat will test and try to fix later 20:52 paramat could be step height stuff as in https://github.com/minetest/minetest/issues/5718#issuecomment-299728646 20:56 Beerholder_ Oh my what did I get myself into with this web browser in the Minetest core engine <:-((( Getting stuck on making it available in the C++ Lua API -_- 20:57 Beerholder_ The browser should only ever be started on the client as it spawns a Chrome web browser. Should never be started on the server 20:58 red-001 cef? 20:58 Beerholder_ But it should be scriptable on the server via a server mod, and that is where I get stuck. I can't register my functions as the server does not know anything about the chrome browser 20:58 Beerholder_ Yup, cef .... 20:59 red-001 add it to l_client.cpp/.h? 20:59 red-001 that's only used by the client 20:59 red-001 or add a new file e.g. l_browser.cpp 21:00 red-001 probaly better to add it to a new file 21:01 Beerholder_ Yup I have l_webpage.cpp/h, is better indeed. Problem is that if I do it client only, whenever I have a mod on the server (e.g. registering the node, doing a formspec where you can enter the URL and then change the web page shown on a node), I try to do local webpage = core:get_web_page("webpagename") 21:01 Beerholder_ That obviously returns nil -_- 21:03 Beerholder_ No actuall, the get_web_page method is not even found as I do not register it in the server_scripting 21:03 red-001 add a new packet? 21:03 red-001 to_client_goto_site 21:03 Beerholder_ Mmmmmh, ok ... 21:03 Beerholder_ It did cross my mind as to what was possible with packets ... 21:05 Beerholder_ In any case what is done on the server is different as to what is done on the client I guess ... So I will probably have two different l_browser.cpp/h implementations depending on client and server? 21:05 Beerholder_ As in e.g. l_browser_client and l_browser_server.cpp/h 21:06 rubenwardy abstraction would be better 21:06 rubenwardy ie: the lua part works exactly the same, but they call different code in the end 21:06 rubenwardy by lua part I mean l_browser 21:06 Beerholder_ You have a point there yes 21:06 Beerholder_ Just define interface and the implementation is different on server and client 21:07 Beerholder_ Then in the Lua part I can keep everything the same 21:09 red-001 you could use IGameDef for that 21:11 Beerholder_ Ah, ok, so there is a server and client implementation of IGameDef? I can have a look at that, or at least as an example 21:12 Beerholder_ It might still be cleaner to keep it a separate interface though so that I do not interfere too much with the core engine ... 21:13 Beerholder_ I already have some ifdefs in some places where I'd rather not have them XD 21:15 Beerholder_ Come to think of it, I might want to get rid of those by interfacing as well and doing a Null/ stub version of the browser 21:15 Beerholder_ #ifdef _CEF_ENABLED do the actual implementation, else do the dummy with methods that do nothing 21:16 Beerholder_ Then I could switch which source files to use in the makefile 21:16 Beerholder_ Rather than having ifdefs in the code 21:17 Beerholder_ Ok, I will give this some more thought 21:17 Beerholder_ Thanks for the pointers! 21:18 rubenwardy pointers would be helpful if you're doing polymorphism 21:19 paramat #5704 ? simple and obvious 21:19 ShadowBot https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat 21:24 paramat will merge #5704 in 3hrs if no objections 21:24 ShadowBot https://github.com/minetest/minetest/issues/5704 -- Shaders: Remove unused water surface shader by paramat 21:27 Beerholder_ void pointers, my favorite kind of pointers ;) 21:54 celeron55 what the... 21:54 celeron55 putting chrome inside minetest sounds like the definition of insanity 21:55 celeron55 but i guess whatever floats your boat 21:56 kilbith we need that in order to use e.g. Scratch inside Minetest to control a robot, in schools 21:56 kilbith that's what Microsoft made recently 21:57 celeron55 that sounds even more insane 21:58 kilbith no, that sounds one of the rare chance for Minetest to succeed commercially 21:58 celeron55 CEF is like 50MB, right? 22:00 celeron55 and controlled by google 22:01 kilbith doesn't seem so 22:01 kilbith https://en.wikipedia.org/wiki/Chromium_Embedded_Framework 22:01 kilbith but anyway, its license is very permissive 22:04 celeron55 succeeding commercially doesn't need an embedded web browser, it needs someone to ask for money for something 22:04 celeron55 and it's not my goal anyway so it's moot point 22:05 kilbith asking for money requires to have something appealing to sell 22:05 kilbith it's not your goal, but there are commercial forks 22:05 kilbith it's always better when upstream cooperates 22:05 paramat a web browser in MT would very probably not be approved, maybe it will not be a PR though 22:06 celeron55 i'm assuming this is a fork of some kind, which is fine to me 22:06 celeron55 that's what i meant by "whatever floats your boat" 22:06 kilbith as I said, it's always better when upstream is willing to maintain that shit with us 22:06 kilbith (us = forkers) 22:16 celeron55 calling it shit sounds like it's some kind of crap nobody wants to touch unless they get paid a lot 22:17 kilbith if it's the only way to put it down your throat, we are willing to pay 22:18 kilbith Beerholder is one of our collaborator btw 22:18 Beerholder_ CEF3 is BSD license 22:19 Beerholder_ And yes it is a fork 22:19 Beerholder_ Whether it will at some time be part of Minetest remains to be seen, but whatever I do will be available on github :) 22:19 celeron55 i'll figure out my opinion about what to do with it once i see the implementation; but if you REALLY want to get it upstream, modularity is key; don't spam existing code with ifdefs 22:20 celeron55 and official builds probably don't want to include it 22:20 Beerholder_ Of course I don't want to spam existing code with ifdefs and the CMake already has a flag to disable it 22:21 rubenwardy plus modularity will make it easier to rebase on top of upstream changes too 22:21 Beerholder_ It started as a proof of concept, and there is some interest which made me pursue it more 22:22 Beerholder_ But in the end if I can make it to be designed in such a way that it fits design principles of Minetest that has the preference of course 22:22 Beerholder_ Hence me lurking around here :) 22:22 celeron55 in any case technically it's like putting a house on top of a car 22:22 celeron55 the other way would make more sense 22:23 celeron55 i don't know what kind of UX you're aiming for though 22:23 celeron55 a public plan would probably benefit everyone 22:27 celeron55 if you want to open scratch from minetest, and not minetest from scratch, i guess then you have no choice 22:28 rubenwardy I had this on my to do list 22:28 rubenwardy (which is very long) 22:28 rubenwardy well, ideas list 22:28 rubenwardy although I was thinking of making the program as a separate thing to launch and communicate with Minetest 22:29 rubenwardy would make implementation and UI much easier 22:29 celeron55 *if you want to open scratch inside minetest, and not minetest inside scratch, i guess then you have no choice 22:29 celeron55 cef sounds like popup windows are not allowed 22:30 celeron55 let's just wait for the plan to be publicized so we can just read it instead of asking random questions 22:35 celeron55 i should note that after 7 years of running minetest with basically no money involved, handling any kind of monetary compensation from a company for something being added and maintained upstream would probably be a disaster 22:36 celeron55 so your only option is to spend your money in making the code so god damn good that people want to pet it like a cat 22:39 nore just saying http://www.catb.org/~esr/jargon/html/Z/Zawinskis-Law.html :) 22:40 celeron55 web browsers have basically been operating systems since 10 years ago 22:40 VanessaE nore: already achieved. :) 22:40 Beerholder_ Good thing CEF runs in a separate process and the interfacing with it is minimal 22:41 Beerholder_ Which, btw, makes it replaceable with anything else 22:41 rubenwardy it's certainly a very interesting project 22:41 Beerholder_ Whether this will all happen in the end remains, of course, to be seen 22:42 Beerholder_ But like I said, this started as a PoC and I did not think much about it except for others to have a look at 22:42 rubenwardy and it's a shame that the engine isn't more modular on the C++ side, to allow C++ modules/plugins 22:42 Beerholder_ Seems there is interest, for educational purposes, so I am working on it still, for free by the way and all code available on github 22:43 Beerholder_ But to be honest, the only trick is to just mem copy one buffer to a texture buffer ;) 22:44 VanessaE rubenwardy: the problem there is requiring users to compile mods 22:44 rubenwardy VanessaE, better than requiring users to recompile the entire engine 22:45 VanessaE minetest would need to integrate use of some C++ JIT compiler or something 22:45 rubenwardy and also makes it easier for patches to rebase if they're modular 22:45 rubenwardy ofc there's a limit to how modular you can make things 22:45 rubenwardy and you risk going into factory land 22:45 celeron55 in order to have a module, you have to have an interface that is never changed 22:46 celeron55 or rarely 22:47 celeron55 i'm not sure how hairy that kind of interfaces would get in MT internals; depends of course whether you want API or ABI stability 22:47 celeron55 stable ABI is probably practically impossible 22:48 rubenwardy yeah, it would get complex fast 22:48 celeron55 well... always is, just because it's C++ 22:49 celeron55 a C++ API between any parts of minetest requires a lot of datatypes starting from stuff like MapNode, MapBlock, like a thousand irrlicht types, tens of weird constants and defines and whatnot 22:50 rubenwardy Bouncing ideas, but if you made most of the module communication through messages, rather than function calls, it would be a little easier. Although inefficient due to decoding 22:51 celeron55 then you can't do most things 22:51 rubenwardy Disclaimer: I've not done ABI before 22:51 rubenwardy nor am I saying Minetest should do this, it's quite late in the game 22:51 celeron55 and you end up needing awful amounts of serialization and whatever 22:51 rubenwardy exactly 22:51 rubenwardy ruins the point