Time Nick Message 07:46 nerzhul hello, merging #5940 in ~10 mins (forget to do it yesterday :p) 07:46 ShadowBot https://github.com/minetest/minetest/issues/5940 -- Use a settings object when generating world.mt and set player_backend to sqlite. by red-001 07:48 nerzhul and #5926 too 07:48 ShadowBot https://github.com/minetest/minetest/issues/5926 -- Autorun: Change to 'autoforward' by paramat 08:26 nerzhul merging #5928 in ~10 mins 08:26 ShadowBot https://github.com/minetest/minetest/issues/5928 -- C++11 patchset 5: use std::threads and remove old compat layer by nerzhul 08:56 paramat rubenwardy sfan5 nore i will merge game#1763 soon, could anyone look at game#1749 and game#1758 ? maybe i could merge the flower texture too? 08:56 ShadowBot https://github.com/minetest/minetest_game/issues/1763 -- Revert "shorter and better abm's" by DS-Minetest 08:56 ShadowBot https://github.com/minetest/minetest_game/issues/1749 -- Flowers: New texture for yellow dandelion by paramat 08:56 ShadowBot https://github.com/minetest/minetest_game/issues/1758 -- Stairs: Use one recipe matching inventory appearence by paramat 08:57 paramat game#1761 means MTG 0.4.16 was seriously broken, perhaps we need a point release after merge? 08:57 ShadowBot https://github.com/minetest/minetest_game/issues/1761 -- Regression - overriding of default functions does not work anymore (lavacooling) 08:59 nerzhul maybe it can be nice to have discontinuity between mtg and core for releases ? 08:59 nerzhul it permit to keep stable core with more recent MTG stable version (example: android) 09:01 paramat they are very interdependent so i feel both should release at the same time, however we could have more frequent MTG releases 09:01 paramat sorry i mean, 09:01 paramat when engine releases there should be a MTG release at the same time 09:02 nerzhul yeah in the current workflow it's like that because MTG uses core engine las tfeatures 09:03 paramat problem is, since they are interdependent, a later MTG release would only work with current MTdev and not with last MTstable 09:03 Zeno` not sure why they should be released together. They're different projects 09:03 nerzhul but imagine if all mtg maintainers wants more frequent releases, example 3 mtg release per core, use the new features only on the third release heh :) anyway it doesn't depend on myself but it's a suggestion for mtg 09:03 Zeno` anyway bbiab 09:04 nerzhul paramat, yes the dependency is due to the current workflow :) 09:04 paramat yeah 09:06 paramat it would be frustrating to only add stuff to MTG that works with last stable MT, the interdependent work is best done together otherwise we end up with a backlog of stuff to add when MT is bumped, more chance of forgetting stuff 09:07 paramat the extra releases may have to be a different branch 09:08 nerzhul paramat, yeah but how does other game work ? i think it's same problem :) 09:08 nerzhul yeah, devel + stable, it needs a little bit more maintenance 09:30 DS-minetest paramat: is game#1762 good now? 09:30 ShadowBot https://github.com/minetest/minetest_game/issues/1762 -- doors: make white parts of trapdoor side to wood by DS-Minetest 09:32 paramat that's probably fine, it now does the same as the steel trapdoor 09:33 paramat will merge game#1763 in a moment 09:33 ShadowBot https://github.com/minetest/minetest_game/issues/1763 -- Revert "shorter and better abm's" by DS-Minetest 09:33 DS-minetest well, the steel trapdoor seems to have 3 colorlayers 09:34 DS-minetest one of them (the whitest) isn't shown on node 09:34 Zeno` 1762 seems reasonable and good to me. +1 09:40 paramat hehe :] 09:47 paramat +1 for 1762 09:50 paramat oh er, merged 1763 10:00 paramat game#1768 perhaps we can just re-tag latest MTG as 0.4.16? 10:00 ShadowBot https://github.com/minetest/minetest_game/issues/1768 -- Re-tag or point release due to important bugfix? 10:15 paramat i'm fine with making MTG more separate from the engine. sfan5 rubenwardy nore perhaps it would be good to have a new IRC channel 'minetest-game-dev' so we are not disturbing non-MTG devs? 10:15 sfan5 that's not useful imo 10:15 sfan5 paramat: flower texture pr lgtm 10:23 paramat thanks 10:26 nerzhul sfan5, can i merge the gitlab-ci windows build pr ? :) 10:43 paramat anyone for game#1543 ? server owners say this will be very useful 10:43 ShadowBot https://github.com/minetest/minetest_game/issues/1543 -- Add 'creative' privilege for survival servers by tenplus1 10:43 paramat also game#1758 10:43 ShadowBot https://github.com/minetest/minetest_game/issues/1758 -- Stairs: Use one recipe matching inventory appearence by paramat 10:50 Zeno` it's useful. This is "minetest-dev" and minetest refers only to the engine 10:51 Zeno` (as had been said again and again and again by people not me) 10:52 sfan5 no it's not useful to split minetest into yet more channels 10:52 Zeno` AFAIC there is no reason for MTG to be discussed in there though. This is *minetest* dev 10:53 Zeno` s/there/here 10:53 sfan5 what if the "minetest" refers to everything under the github org called minetest? 10:53 Zeno` then we can all add labels or whatever 10:53 Zeno` but that it not how it is 10:53 sfan5 {{citation needed}} 10:53 sfan5 who says that this channel is exclusively for engine dev? 10:54 Zeno` the channel name says it 10:54 sfan5 no 10:54 Zeno` there is minetest (the engine) and minetest_game 10:54 sfan5 the channel name only says "minetest" 10:54 red-NaN a lot of people when ever someone tries to ask a modding question 10:54 sfan5 everything more than that is an interpretation 10:54 Zeno` so they're not separate after all? 10:54 sfan5 also do we need seperate channels for the website dev? 10:54 sfan5 or server list dev? 10:58 sfan5 nerzhul: which one was that again? 11:03 paramat game#1764 seems good 11:03 ShadowBot https://github.com/minetest/minetest_game/issues/1764 -- Adding backface culling to stairs by MrRar 11:13 paramat well, actually it can be improved 11:52 Thomas-S Is there a special reason why enum NodeDrawType in nodedef.h is ordered differently than EnumString es_DrawType in s_node.cpp? I think this leads to some weird bugs. 12:02 Thomas-S -> related PR: #5946 12:02 ShadowBot https://github.com/minetest/minetest/issues/5946 -- Order es_DrawType exactly like enum NodeDrawType in nodedef.h by Thomas--S 12:12 Zeno` what bugs? 12:16 Thomas-S It sometimes returns the wrong drawtype to the modding API. In the current code there is only one situation I know: c_content.cpp: std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str); I also experienced related problems during the development of meta-set nodedef. 12:16 Zeno` it should not be an array of struct then 12:18 Thomas-S What would you suggest instead? 12:19 Zeno` Why are the enum values included in that array? 12:19 Zeno` if they must be ordered exactly like enum NodeDrawType in nodedef.h then they are redundant 12:21 Thomas-S When both are ordered the same way, it is quite easy to convert from internal number to the string modders use. 12:21 Thomas-S Otherwise, a more complex (and most likely slower) function would be needed. 12:23 nerzhul sfan5, what are your talking about ? 12:24 nerzhul i was talking a coffee and i don't see the contextual idea behind your comment and previous comments :p 12:26 nerzhul merging #5924 in ~15 mins 12:26 ShadowBot https://github.com/minetest/minetest/issues/5924 -- Have the server send the player list to the client by red-001 13:30 nerzhul sfan5, if you talked about the PR it is #5923 13:30 ShadowBot https://github.com/minetest/minetest/issues/5923 -- Implement GItlab CI daily builds for windows platform (32 & 64) by nerzhul 14:05 nerzhul ty sfan5 i shorten tests, i merge in ~15 mins 14:22 cx384 is there any chat spam protection in minetest? 14:24 nerzhul yes 14:24 nerzhul there is since 0.4.16 and maybe 0.4.15 i added it 14:24 nerzhul it's configureable it's 8 messages in 10 seconds 14:24 cx384 oh ok 14:24 nerzhul + a message length limit of 500 you can configure 14:24 Calinou 8 messages in 10 seconds sounds high 14:24 cx384 thank you 14:25 Calinou 4 messages in 10 seconds would be more logical, and a message length limit of ~300 14:25 Calinou and, if you break the spam limit several times, you get a temporary ban 14:25 Calinou else it's really easy to ruin people's games without getting banned if no admin is around 14:25 cx384 where is the file? 14:25 Calinou (especially since we don't have /ignore yet) 14:25 nerzhul Calinou, i tested the function on my server to be relatively good 14:27 cx384 anywhere there https://github.com/minetest/minetest/tree/master/builtin ? 14:28 nerzhul i don't see the doc, very strange 14:29 nerzhul and yes there is a kick after 50 messages Calinou 14:29 nerzhul https://github.com/minetest/minetest/blob/master/src/defaultsettings.cpp#L303 14:29 nerzhul look at the 3 options 14:29 nerzhul cx384, ^ 14:29 Calinou 50 messages in 10 seconds? 14:29 cx384 thx 14:30 Calinou also, this should be a temporary ban (but we don't have temporary bans in minetest_game yet...), else you can just rejoin infinitely :P 14:30 nerzhul Calinou, there is not temporary ban support in core, it's a pure core feature, catched before any lua callback 14:31 nerzhul calculated per player object session 14:49 paramat will merge game#1749 game#1762 in a moment 14:49 ShadowBot https://github.com/minetest/minetest_game/issues/1749 -- Flowers: New texture for yellow dandelion by paramat 14:49 ShadowBot https://github.com/minetest/minetest_game/issues/1762 -- doors: make white parts of trapdoor side to wood by DS-Minetest 14:54 cx384 I have created a simple spam protection mod, which dose not kick or ban the player, it mutes him. What do you think? () https://github.com/cx384/spam_protection 14:55 nerzhul core currently already does this 14:56 nerzhul you spam, you are can talk, the more you talk the more the score is high and you can talk more and more later 14:56 nerzhul and if you exceed 50 score, kick 14:56 nerzhul don't develop a mod there is already a feature in core 14:57 cx384 :/ ok 15:00 paramat merging 15:04 paramat complete 19:00 red-NaN #5948 19:00 ShadowBot https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001 19:02 nerzhul red-NaN, nice, Krock can you look at this too ? 19:02 Shara Yessss 19:03 nerzhul okay for me 19:03 nerzhul erf Krock disapear, paramat or sfan5 maybe ? 19:07 nerzhul red-NaN, what do you think about the two new limits i added ? 19:07 nerzhul and how we can limit the node map reading ? 19:07 nerzhul which strategy 19:12 paramat erm 19:14 paramat is it better to make coloured chat a 'flavour' that can be disabled? instead of removing colour codes from allowed coloured chat? 19:14 red-NaN no 19:14 paramat why 19:14 red-NaN thats a dumb solution 19:15 red-NaN this works even for old clients 19:15 red-NaN and modded clients 19:15 paramat ok 19:15 red-NaN and people copy and pasting colour codes 19:15 nerzhul it's managed by server here completely, it's server responsiblity to cleanup not client, it's also better protection against rogue client disabiling a client limit :p 19:16 paramat seems a good approach then 19:21 red-NaN huh can defintion look up's cause issues? 19:28 nerzhul_ red-NaN: i think somebody will tell it it's part of his gameplay at a moment, i prefer to be sure :) 19:28 red-NaN thats, thats a fair point 19:47 red-NaN nerzhul, I update #5948 are you still ok with it? 19:47 ShadowBot https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001 19:47 red-NaN just make it always remove the colour codes before logging chat 19:49 Thomas-S red-NaN, I have a suggestion for your PR: How about allowing players with the "server" priv to use color codes (useful e.g. for important announcements) 19:50 red-NaN Thomas-S, well that might be out of scope for this PR 19:50 red-NaN and it could delay it getting merged 19:50 red-NaN why not added a server-sided command for that? 19:53 Thomas-S A server side command provided by a mod is also ok. It was only a quick suggestion. 19:56 red-NaN nerzhul_, I update #5948 are you still ok with it? 19:56 ShadowBot https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001 19:59 nerzhul_ yes 20:04 itubal Hi 20:04 itubal good night everybody 20:05 itubal @calcul0n yhankyou for your answers 20:05 itubal Hi 20:46 itubal Hi cx384 22:47 red-NaN coloured chat has a werid history 22:47 red-NaN why was the escape char changed from /v to /x1b? 22:48 bigfoot547 what code does \v represent? 22:48 bigfoot547 Also, instead of \x1B, you could use \e