Time Nick Message 01:54 paramat game#1881 01:54 ShadowBot https://github.com/minetest/minetest_game/issues/1881 -- Add telescope mod by paramat 05:14 jas_ two good reasons to avoid damage/respawn (map/telescope items) ^5 06:09 nerzhul hello ! merging #6346 06:09 ShadowBot https://github.com/minetest/minetest/issues/6346 -- Remove DSTACK support by nerzhul 09:56 jas_ I can't make an item_wear bar for a node? I ask because I can't use a mesh for a wielditem (warps:warpstone). 09:58 jas_ http://imgur.com/fv52jtb <-- the item in question, which is a placable node, needs an item_wear bar on its inventory display, just like the sword to its right. problem is, i can't make a tool use a mesh? so this is the only way to display this wield image? (can have mesh wielditem if node, but not if tool?) -- i wanted to make an issue on tracker, but wanted to ask first 09:59 jas_ get_wear() returns 0 if non-tool. https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3553 12:54 Wuzzy hi 12:54 Wuzzy i have a comment about the new "early sunrise" thingie 12:55 Wuzzy when you start a new world, the sun is rising 12:55 Wuzzy frankly, i don't like this because the sky doesn't have the full brightness yet 12:56 Wuzzy If you use time_speed=0 (like me) this means you will have lower brightness by default for new worlds. which is annoying 12:56 Wuzzy I suggest to start the game a little bit later (maybe 6000?) so new worlds always start at full birightness 12:56 Wuzzy do you agree? 13:03 juhdanad I think mods can also set the time when the world is first loaded, right? 14:04 Wuzzy i am arguing about a sane default setting. i hate it when im forced to used mods to fix a rotten core 14:05 CalebDavis make it settable as a setting problem solved XD 14:09 Wuzzy no 14:09 Wuzzy make sane defaults first 14:10 Wuzzy we also don't set the default controls to joypad-only and say it doesn't matter because “it is settable as a setting” 14:11 CalebDavis that is a different kind of setting cause it isnt changable ingame wheras time is with /settime 14:12 CalebDavis and joypad only defeats the purpose of it being on a computer 14:13 CalebDavis and starting time is a retavily trivial setting to argue about cause you change it once and never have to touch it again 14:13 sfan5 it's a sane default for survival purposes 14:14 sfan5 maybe the creative mod should set the sunrise to be later 14:14 CalebDavis maby but it would be even better if it were settable cause some people like to start at night 14:16 CalebDavis maybe have 2 settings creative_start_time and survival_start_time 14:20 CalebDavis and possibly have those settable to generic names like noon sunrise sunset midmorning midnight and midevening 14:21 CalebDavis midevening or midafternoon 14:39 red-001 well it is a sane default 14:39 red-001 normally timespeed isn't 0 15:06 paramat Wuzzy see #6220 15:06 ShadowBot https://github.com/minetest/minetest/issues/6220 -- New world start time: Make this 5751, time of earliest full brightness by paramat 15:07 Wuzzy haha 4 thumbs down 15:07 Wuzzy i mean 5 15:07 paramat the current behaviour is not a sane default for survival because the low light can cause mobs to spawn 15:08 Wuzzy paramat: is this PR merged? 15:08 paramat no, devs disapproved :( 15:08 paramat this does what you request 15:09 Wuzzy hmm okay i can understand the counter-arguments actually 15:09 paramat every time i start a new world for dev work, it's semi-dark, which is a little irritating 15:09 Wuzzy my feelings exactly 15:09 Wuzzy but we also have to realize that WE are the minority 15:10 paramat well, the mobs argument is important for players 15:10 Wuzzy in that case, the same default was actually the dark-ish world 15:10 paramat ? 15:11 Wuzzy in other words, i take back my suggestion to revert the new starting time 15:12 paramat why? 15:13 Wuzzy because the effect is good for players 15:13 Wuzzy players are in the majority. developers aren't. case closed 15:14 paramat erm, i just said, it's a problem because of mobs, so it's not good for players 15:14 paramat and we don't know that players prefer this, i'm sure many don't 15:15 Wuzzy hmm, i dont know if there will be a problem with mob 15:16 Wuzzy by the way, if this is made a setting it should probably be decided by subgame 15:16 Wuzzy because subgame knows best if it has mobs and such 15:17 paramat see my screenshot, that's still a nice morning effect, a bright start is more energising for a new world, semi-dark feels too 'half-asleep' 15:17 Wuzzy argh, fuck it. I just take this issue to the forums. let the players speak! :D 15:18 paramat if mobs or other challenges are triggered by the onset of darkness, it will be a problem 15:20 paramat i know dawn is pretty, but it's impractical and not the right fresh feeling for a new world. anyway, we need a setting 15:29 Wuzzy paramat: are there any uses planned for the new string item in MTG? 15:29 Wuzzy currently this item seems useless 15:30 paramat no one has ideas yet but we will if there's a good idea 15:32 Wuzzy why was the item added, then? mods? 15:32 paramat we've had string for a long time and mods use MTG string 15:32 paramat so string wasn't added, string was just called 'cotton' 15:33 paramat and there was an alias for the old 'string' 15:33 Wuzzy right. this rename was just strange 15:33 paramat yeah sorted now 15:33 Wuzzy yeah, i rememver the item which is called "Cotton" now used to be called "String". confusing 15:33 Wuzzy i almost forgot 15:34 Wuzzy hmmm doesnt this mean that mods which now depend on farming:cotton as a "string" are now a bit screweD? 15:35 Wuzzy argh, why am i complaining. the change actually makes sense. xD 15:53 paramat yes a minor 'breakage' but that was unavoidable 15:53 paramat ~nerzhul yes we plan to add optional mobs to MTG, just waiting for a framework 15:54 paramat oops 15:54 paramat ~tell nerzhul yes we plan to add optional mobs to MTG, just waiting for a framework 15:54 ShadowBot paramat: O.K. 16:00 paramat ~tell nerzhul but see https://github.com/minetest/minetest_game/issues/1667#issuecomment-290555777 sofar has done a lot of work on this, perhaps collaborate? 16:00 ShadowBot paramat: O.K. 16:58 Fixer optional but enabled by default :trollface: 17:04 johnnyjoy Is there any docs on decoding a block record in the database, or should I just drive into the source? 17:05 paramat map format is documented somewhere 17:05 paramat https://github.com/minetest/minetest/blob/master/doc/world_format.txt 17:05 johnnyjoy Thanks. I'll keep looking. 17:05 johnnyjoy Thanks again. 17:07 paramat close #5442 ? sfan5 17:07 ShadowBot https://github.com/minetest/minetest/issues/5442 -- Implement FFI to LuaJIT 17:08 sfan5 fine by me 18:03 paramat ok 18:03 paramat done 18:04 paramat i closed a few issues last night too 18:04 rubenwardy Wuzzy: string was in the original farming mod by PilzAdam, and must have just been kept 18:05 Wuzzy any idea for an actual use of this item? in MTG itself? 18:07 rubenwardy boats, vessels (not sure how well weaved containers fit in), wooden bucket (too expensively likely) 18:07 rubenwardy vessels is also kinda unused 18:11 paramat i'd still like to remove vessels to become a separate mod 18:35 paramat will merge #6340 #6347 in a moment 18:36 ShadowBot https://github.com/minetest/minetest/issues/6340 -- Zoom: Move enabling zoom to a new player object property by paramat 18:36 ShadowBot https://github.com/minetest/minetest/issues/6347 -- Remove nodeupdate and nodeupdate_single by Rui-Minetest 18:44 paramat done 18:46 paramat next i'd like to add 'eye height' as a player object property instead of being hardcoded, for reasons explained in #6216 18:46 ShadowBot https://github.com/minetest/minetest/issues/6216 -- Add player eye height as player object property 20:55 basicer Im working on adding a general purpose plugin message packet for clientmods to talk to servermods instead of hijacking chat messages. Has anyone been thinking about this? 20:55 rubenwardy basicer, yes, it's planned 20:56 basicer Oh cool, are there any docs on the plan? 20:56 rubenwardy just nerzhul's brain 20:57 rubenwardy the API should probably work like minetest.send("mymod:channel_name", { some = "table to be serialized, no userdata allowed" }) 20:58 rubenwardy ie: server mods should need to register end points 20:58 rubenwardy and then be able to limit them (max message size, rate limiting) 20:59 sfan5 ooh that's a good idea 20:59 basicer Thats basicly what I have working right now. 20:59 sfan5 i would not have thought of this 21:00 sfan5 but including this in the design from the beginning prevents lots of DoS bugs later if clients act maliciously 21:00 rubenwardy exactly :) 21:00 basicer Should you be able to listen on other mods namespaces? 21:01 rubenwardy yeah, no real harm in that as far as I can see. It's like node.on_punch versus register_on_punch_node 21:01 rubenwardy but I haven't thought much about it 21:02 twoelk tsts, no privacy in mod's namespace 21:04 basicer I mean a malicous client could send a lot of any packet, though not just plugin messages. 21:06 red-NaN just plugin stuff is exposed to lua mods 21:06 red-NaN but we already have that issue with formspecs so... 21:07 nerzhul hi red-NaN :) 21:07 nerzhul it should work like rabbitmq 21:07 nerzhul i'm thinking on it 21:11 nerzhul local channel = core.register_channel("name") ; channel.broadcast(message); 21:12 nerzhul client should do same thing: client.register_channel("name") 21:12 nerzhul then core just do message routing between consumers 21:13 nerzhul max message size & rate limits are similar to chat 21:14 nerzhul let me 15 min to code the basics and propose a first PR 21:19 basicer I mean, I already coded the basics if you want to start with what I have. 21:20 nerzhul show me a link 21:20 basicer Leme push it somewhere. 21:20 nerzhul i'm coding the network part now :p 21:23 basicer https://github.com/buildwithpiper/minetest/commit/7087b0abf3f5395ad7ae8c24fb0ead81e53b3a6c 21:24 nerzhul okay it's more complicated than this but it's interesting 21:24 basicer Gota start somewhere :D 21:24 nerzhul we needs more than just sending messages, we need signals 21:24 basicer I was going to handle channels in lua. 21:24 nerzhul no 21:25 basicer I mean I guess go pro or go home. 21:25 nerzhul ? 21:25 basicer the RabbitMQ thing sounds pretty sweet. 21:26 nerzhul rabbitmq is a very powerful event driven queue system for messages 21:26 red-NaN how is freeminer code porting anyway? 21:27 nerzhul i have that in production in my microservice infrastructure, it's used by our java devs for some event driven communication between them 21:27 nerzhul it is... somewhere: p 21:27 nerzhul we didn't port anything 21:27 red-NaN I took at look at the lan discovery code and it looks pretty ugly 21:28 red-NaN not sure about the other code 21:28 nerzhul red-NaN, can you finish the CSM hud part ? 21:28 nerzhul i want to see it in core asap :) 21:29 red-NaN sure 21:30 nerzhul ty 21:30 rubenwardy LAN discovery is on my to do list 21:30 nerzhul it's not simple 21:30 rubenwardy but I have no idea where the code would go 21:30 nerzhul do you use broadcast or multicast UDP packet for that ? 21:30 nerzhul UPNP ? 21:31 rubenwardy broadcast 21:31 red-NaN maybe just have the server broadcast a UDP packet with it's port every few seconds 21:31 rubenwardy I'll probably implement it in my game first 21:31 rubenwardy red-NaN, I'd have the server listen and respond to broadcasted requests 21:32 rubenwardy I forget the name, but there's a common network service that works like this 21:32 red-NaN that's probably more efficient 21:33 basicer bonjour? 21:33 rubenwardy because Minetest can run on any port, you'd need to have another socket open for it 21:33 rubenwardy so it may be worth investigating a library/protocol like bonjou 21:33 nerzhul bonjour, upnp are working on this 21:34 nerzhul using standard protocol is better than reinventing the wheel 21:34 rubenwardy agreed 21:34 rubenwardy it's not very high on my to do list anyway 21:34 rubenwardy so don't let that stop you (anyone) writing it :D 22:22 nerzhul i started #6351 22:22 ShadowBot https://github.com/minetest/minetest/issues/6351 -- [WIP] Mod channels part 1: Network protocol & ModChannelMgr by nerzhul 22:23 nerzhul it's not complete (no lua bindings on SSM and CSM yet), but it's the core part to route messages from and to clients 22:26 rubenwardy a lambda??? In Minetest??? 22:26 rubenwardy mad times 22:26 nerzhul lol 22:26 red-NaN indeed we live in intersting times 22:26 nerzhul sorry but here it's justified :p 22:27 nerzhul it's the basis, but if i get time maybe i finished it on sunday :p 22:27 rubenwardy good job 22:27 rubenwardy and yeah, wasn't complaining about the lambda 22:27 nerzhul i think the signals from servers are good, we have server <-> client messages packets 22:27 nerzhul and client send join/leave 22:28 rubenwardy what are signals? 22:28 nerzhul i will need a force leave signal later 22:28 nerzhul it's response to events, if join/leave succeed or failed , permitting client to sync the state 22:28 nerzhul and FORCE_LEAVE will be added too when we will add moderation i think 22:29 nerzhul in my design, CSM does: core.join_channel("miscchan"); it's async 22:29 nerzhul server answer OK, FAIL 22:30 nerzhul on OK, client will register it joined the channel, on failure an error message will e shown, and we have for both case an event sent to client (on_channel_joined) 22:30 nerzhul etc :) 22:31 nerzhul when the PR will be ready for review i think i will add a scheme 22:32 nerzhul see you later 22:42 NullRed so what happened to protocol version 35? 23:08 NullRed rebased #6067 23:08 ShadowBot https://github.com/minetest/minetest/issues/6067 -- [CSM] Add basic HUD manipulation. by red-001