Time Nick Message 03:38 Megaf When you feel you have nothing to do, check my bug reports https://github.com/minetest/minetest/issues?q=author%3AMegaf+sort%3Acreated-asc+is%3Aopen 03:40 ThomasMonroe I want the client to count how many times it digs a node, how would I do that? 03:40 ThomasMonroe er what files would I need to look in? 03:40 Megaf one way would be counting the lines it was printed 03:41 Megaf PlayerName digs node 03:41 Megaf that is sent to infostream I think 03:41 Megaf you can just add +1 everytime dig is shown 03:41 Megaf or something like that 03:43 ThomasMonroe hmm maybe, but wouldn't it be easier to implement the counter into the dig function? 03:45 Megaf check the info shown in the debug menus 03:46 Megaf screens 03:46 Megaf in F5 and F6 and so on 03:47 Megaf I'm not aware of any counter 10:54 red-001 !seen ThomasMonroe 10:54 ShadowBot red-001: I saw ThomasMonroe in #minetest-dev 7 hours, 10 minutes, and 29 seconds ago saying "hmm maybe, but wouldn't it be easier to implement the counter into the dig function?" 11:07 red-001 anyone have time to review #6940 ? 11:07 ShadowBot https://github.com/minetest/minetest/issues/6940 -- Fix issues with earlier CSM HUD commit by red-001 11:12 red-001 ShadowNinja, what does the "package" lib do? 11:13 red-001 trying to figure out if we can just remove it for CSM 11:17 red-001 oh looks like we remove it latter anyways 11:18 pgimeno_ package is what holds the results of require, among other things 11:20 red-001 I was wondering if we needed any of the other things 11:20 red-001 but if we already remove that table latter might as well not load it in the first place 11:21 pgimeno_ will there be such thing as trusted CSMs? 11:22 red-001 depends on what you mean by that 11:22 pgimeno_ something equivalent to secure.trusted_mods but for CSMs 11:22 red-001 no 11:23 pgimeno_ docs for package: http://www.lua.org/manual/5.1/manual.html#5.3 11:29 red-001 huh that run only once feature seems kinda useful 11:29 red-001 might reimplment it at some stage 11:30 pgimeno_ require? yeah, it's widely used outside of minetest :) 11:30 red-001 maybe calling it something else not to confuse it with the standard function 11:30 pgimeno_ import? 11:31 red-001 yeah maybe 11:32 red-001 pgimeno_, I kinda always assumed it was mainly for loading modules 11:33 pgimeno_ it loads both .so and .lua 11:33 pgimeno_ love2d programs typically make extensive use of it 11:34 red-001 huh didn't know they used it more in love2d land 11:35 red-001 but then I only ever looked at a few simple example programs, never really looked into it that much 11:36 red-001 pgimeno_, they are the onces with an orwellian sort of theme for the forums right? 11:36 red-001 ones* 11:44 red-001 so I guess no-one knows whats the point of https://github.com/minetest/minetest/commit/214a8b4597728213065f1bf880f4357b723b5bea ? 11:44 red-001 !title 11:44 ShadowBot Set numeric locale for Lua · minetest/minetest@214a8b4 · GitHub 11:45 red-001 doesn't really make any sense why its in lua 11:46 pgimeno_ red-001: orwellian? more like childlike, https://love2d.org/forums/ 11:47 celeron55 red-001: irc logs are going to tell you probably 11:48 red-001 pgimeno_, well I did say kinda, with all the obey things written on avatars and user ranks replaced by party member ranks 11:48 red-001 celeron55, I was hoping it would make sense to someone since they are kinda a pain to search 11:49 pgimeno_ ah yes, the reference to They Live! 11:49 celeron55 red-001: you need to know Ilya is xyz, then just pick the same date http://irc.minetest.net/minetest-dev/2013-02-18#i_2879783 11:50 celeron55 https://github.com/minetest/minetest/issues/494 11:50 celeron55 so it's the fix to that 11:50 red-001 ah thanks 11:51 * celeron55 the historian 11:52 red-001 yep 11:53 * red-001 wonders whatever to try and duplicate or just move it to c++ 11:55 celeron55 i suppose try a locale that has , as the decimal point or something 11:55 celeron55 on the system 11:55 celeron55 it's like the only numeric locale thing that actually matters 11:56 celeron55 tforsman sounds like swedish or something after all... lol 11:57 celeron55 https://github.com/minetest/minetest/blob/214a8b4597728213065f1bf880f4357b723b5bea/builtin/misc.lua#L90 11:58 celeron55 yeah, this is the line where the assert failed 11:59 celeron55 that still exists too: https://github.com/minetest/minetest/blob/master/builtin/common/misc_helpers.lua#L504 12:19 paramat celeron55 all active MTG devs are ok with Shara as a MTG dev. ShadowNinja hasn't replied yet but is long-inactive in MTG. please can we have a new 'team' for MTG here? https://github.com/orgs/minetest/people the MTG devs are not documented anywhere 12:20 red-001 anyone have time to review two trivial CSM pr's #6944 #6941 ? 12:20 ShadowBot https://github.com/minetest/minetest/issues/6944 -- [CSM] Don't Load the package library by red-001 12:20 ShadowBot https://github.com/minetest/minetest/issues/6941 -- [CSM] Remove `on_connect` callback by red-001 12:24 pgimeno_ is it possible that some part of CSM initialization needs to user require() for some purpose? 12:24 red-001 no 12:25 pgimeno_ s/user/use/ 12:25 red-001 we replace require by with the dummy that causes an error anyways 12:25 red-001 s/by// 12:36 celeron55 paramat: i'll do something like this, remind me after a week if i haven't 12:41 red-001 paramat, so would it be possible to add a seperate lua sandbox and thread for mapgen? 12:41 VanessaE as long as you're here paramat and celeron55 I'd like to recommend simplifying the groups and crafting of default dyes, they cause recipe conflicts 12:43 paramat c55 ok 12:44 paramat red-001 i think that's non-trivial, hmmmm has considered it a lot for years and still didn't implement 12:44 red-001 which one? 12:45 paramat thread 12:45 paramat no idea about sandbox 12:46 red-001 sandbox == lua_state 12:46 red-001 paramat, so mapgen isn't in it's own thread? 12:46 paramat oops 12:47 paramat i read that as seperate thread for lua mapgen 12:47 paramat core mapgen has it's own thread 12:47 red-001 that is what I meant, just add a new class of mapgen that's ran by the mapgen thread 12:48 paramat so, i have no idea about both questions, i'm not good at engine architecture stuff :) 12:49 paramat VanessaE issue please 12:49 VanessaE not worth creating an issue unless c55 is willing, since he wrote it 12:50 VanessaE however, there is this: https://github.com/minetest-mods/unifieddyes/issues/22 12:52 red-001 !title 12:52 ShadowBot Not consistant dark_green recipes · Issue #22 · minetest-mods/unifieddyes · GitHub 12:52 VanessaE I haven't looked into how to fix it because I remember having to fight with MTG last time a similar conflict showed up (I gave up then, "fixed" it in a way I dislike) 12:52 paramat noo c55 has nothing to do with it anymore 12:53 VanessaE paramat: well I mean all that excolor/unicolor business was his idea. didn't want to step on toes. 12:54 paramat related to #1940 ? 12:54 ShadowBot https://github.com/minetest/minetest/issues/1940 -- Deduplicate code and use stdlib in string functions by ShadowNinja 12:54 VanessaE no idea 12:54 red-001 game#1940 12:54 ShadowBot https://github.com/minetest/minetest_game/issues/1940 -- Wool coloring conflicts 12:54 VanessaE oh 12:54 * VanessaE re-looks 12:55 paramat there has actually been discussion about how dyes are handled, so anything is possible 12:55 VanessaE yeah, it's probably related 12:55 paramat if so do add to that 12:55 VanessaE I'll link unified dyes #22 in there. 12:55 ShadowBot https://github.com/minetest/minetest/issues/22 -- Instant block destroy bug 12:55 VanessaE oh shut up ShadowBot 12:56 VanessaE at one time, sofar wanted to merge unified dyes into mtg 12:57 VanessaE not sure if that's still desirable (there are updates that need done first) 13:03 red-001 ShadowNinja, could you take a look at the current state of CSM security? 13:15 paramat red i'll merge some of your commits later if no-one else does 13:38 paramat game#2016 is ready, reduces average ABM load to 1/3rd 13:38 ShadowBot https://github.com/minetest/minetest_game/issues/2016 -- Flower spread ABM: Optimise by paramat 14:00 red-001 you there paramat? 14:00 red-001 I think you accidently closed #6937 without merging the fix 14:00 ShadowBot https://github.com/minetest/minetest/issues/6937 -- Stamina fails to work with commit 9649e47 14:11 lisac #6946 14:11 ShadowBot https://github.com/minetest/minetest/issues/6946 -- Immortal armor group set to anything other than 0 blocks falling damage by lisacvuk 14:11 lisac can someone review? 14:14 red-001 that line looks a bit long 14:14 red-001 you sure it's under 80 chars? 14:17 lisac nope 14:17 Krock lisac, done 14:17 lisac I'll check 14:17 paramat here 14:18 paramat duh sorry 14:18 paramat reopened 14:20 lisac on it 14:20 Krock red-001, heh. I ninja'd you :P 14:20 red-001 yep 14:20 red-001 and I somehow also managed to lose one comment 14:25 red-001 paramat, huh I kinda changed my mind on verifying builtin 14:26 red-001 it will be needed for server supplied mods, if we want to block client mod loading 14:26 red-001 but right now it's still not needed 14:27 red-001 so I think it would make much more sense to mark inventory changes being sent to server and death formspec rollback as blockers then builtin verification 14:30 paramat ok. so you support reverting the death formspec move? 14:32 red-001 still mostly netural on it but if you want to implement this that is the rational way to do it 14:32 lisac hey, for some reason I'm getting segfault on this line: int player_immortal = itemgroup_get(lplayer->getCAO()->getGroups(), "immortal"); 14:32 lisac any obvious mistakes? 14:32 red-001 gdb is your friend 14:33 lisac hmm is it possible getCAO returns nil during init? 14:33 red-001 I would guess one of those pointers is null 14:33 red-001 or you messed types up or something# 14:36 paramat possible close game#2008 14:36 ShadowBot https://github.com/minetest/minetest_game/issues/2008 -- (Adopted Patch) Added groups to some crafting recipes and craft items by benrob0329 14:41 paramat Krock game#2016 is updated and improved 14:42 ShadowBot https://github.com/minetest/minetest_game/issues/2016 -- Flower spread ABM: Optimise by paramat 14:52 lisac #6946 14:52 ShadowBot https://github.com/minetest/minetest/issues/6946 -- Immortal armor group set to anything other than 0 blocks falling damage by lisacvuk 14:52 lisac updated 14:56 red-001 wow I didn't remeber fullscreen in minetest being this broken 14:56 red-001 if no-one wants to fix it it might be best to just remove it 15:04 Megaf red-001: what's wrong with it? 15:04 red-001 Megaf, completely broke my display config 15:04 Megaf are you on 0.5? 15:05 red-001 set both my displays to some tiny resolution and 30 Hz refresh rate 15:05 red-001 and for good measure also set them to mirror 15:05 red-001 Megaf, yes 15:06 Megaf meh 15:06 Megaf 0.4 works fine 15:06 Megaf red-001: are you able to track down the commit that broke fullscreen? 15:07 red-001 Megaf, whats your setup? 15:07 Megaf I have a laptop with nvidia graphics using nouveau driver 15:07 Megaf I will begin building 0.5 soon 15:07 red-001 windows, max os or some linux distro? 15:07 Megaf red-001: Linux 15:07 Megaf I have mac too 15:08 Megaf I can test in both 15:08 red-001 using arch linux with two displays and some questionable amd card 15:09 pgimeno_ I don't know enough about OpenGL or the like, but in love2d there were two fullscreen modes, one that fiddled with the resolution and one that didn't - the programs that use the first one tend to cause problems for me 15:10 pgimeno_ s/past tense/present tense/g 15:10 red-001 native vs borderless window 15:11 Megaf red-001: by the way, did you try with a single screen? 15:11 pgimeno_ borderless and size-of-desktop - I know Windows used to hide the taskbar when a window requires that size, hopefully it still does 15:11 Megaf It could be just a missconfiguration of your multi display desktop 15:12 red-001 good chance that's misconfigured but still minetest should restore the old settings on exit shouldn't it? 15:12 red-001 I suppose that is a lot easier said then done 15:12 Megaf red-001: so, the way it works currently, In my latest test, Minetest stopped actually changing the display resolution 15:12 Megaf It's kinda emulated 15:12 Megaf at least on my machines 15:13 Megaf And yes, it should restore the previous resolution, if it didnt crash on exit 15:14 pgimeno_ red-001: I believe OpenGL should take care of restoring the original resolution, but as Megaf says, that requires closing OpenGL gracefully 15:14 Megaf That applies to all applications IMHO 15:14 Megaf red-001: by the way, it will take a while to build Minetest here, don't wait for me. 15:15 pgimeno_ red-001: have you used 'git bisect' before? 15:16 red-001 Megaf, I will try it some time but I have other stuff to do right now, I was just getting some screenshots for something else 15:16 red-001 takes way too long to reconfigure the displays after minetest messes them up like that 15:17 pgimeno_ red-001: I have a script to fix my display for me for cases like that, using xrandr 15:17 Megaf red-001: enable ctrl alt backspace to restart X 15:18 Megaf then you just hit that and boom, all back 15:18 red-001 lets see if that works 15:22 pgimeno_ https://gist.github.com/pgimeno/de40a06806ea635561dc69260da056d5 - you have to find your output name, resolution and refresh rate. For me, killing X is definitely not an option. 15:27 pgimeno_ the output can be found with: xrandr | grep ' connected' | cut -f1 -d' ' 15:35 red-001 great now it just refuses to do anything 15:35 pgimeno_ minetest? 15:36 red-001 yep now it seems prefectly happy to just ignore the fullscreen setting 15:39 Megaf red-001: because resolution settings 15:39 Megaf it does that if you set a resolution higher than is supported by any of your hardware components 15:43 red-001 huh looks like it also messed up the dpi 15:44 red-001 oh now it worked..... 15:47 Megaf red-001: Minetest 0.5 indeed does some weird stuff with the resolution 15:47 Megaf you have to set it precisely with the resolutions your system supports 15:48 red-001 whats the setting for that called? 15:50 red-001 nvm 15:51 red-001 still breaks the display 15:51 red-001 because reasons 16:57 rubenwardy paramat: https://github.com/orgs/minetest/teams/game 16:58 red-001 can you make that public? 16:59 rubenwardy no, unfortunately 16:59 rubenwardy github sucks in that respect 16:59 red-001 that's a shame 16:59 red-001 can you make it show up in some way on user comments? 17:00 rubenwardy you also can't have custom tags, like instead of member I'd prefer "developer" or "website maintainer" 17:00 rubenwardy lol, ^ 17:01 red-001 well maybe show core devs that aren't mt-game devs as collborators and mt-game devs as memebers on comments on that repo, or is the system on advance enough to do that? 17:01 rubenwardy I'm not sure what happens if you don't have access to the repo 17:01 rubenwardy we'll find out soon, I guess 17:02 paramat woo thanks, good avatar 17:03 paramat somewhat ironic in fact 17:03 rubenwardy yeah, looks like a creeper 17:03 paramat missing smalljoker 17:04 rubenwardy oh, he's not on the wiki 17:04 rubenwardy added 17:04 red-001 I almost forget we have a wiki sometimes 17:04 rubenwardy !dev Minetest_Game_development 17:04 ShadowBot Minetest Game development - Minetest Developer Wiki -- http://dev.minetest.net/Minetest_Game_development 17:05 paramat are you able to add Ezhh or does c55 have to do that? 17:05 rubenwardy I can do that, however I don't have the authority 17:06 rubenwardy under the dev wiki c55 needs to add core devs 17:06 paramat yeah 17:21 celeron55 eh, well 17:21 celeron55 if you're making it this handy for me i'll add then 17:24 celeron55 i'd really hope github would allow making these public as this is really the only place that is (out of necessity) kept up to date 17:25 rubenwardy same 17:25 rubenwardy I've updated the wiki any how 17:25 red-001 hi nerz 17:26 nerzhul hi red-001 17:26 red-001 #6941 should be mergeable 17:26 ShadowBot https://github.com/minetest/minetest/issues/6941 -- [CSM] Remove `on_connect` callback by red-001 17:27 red-001 #6944 #6940 still need to be reviewed 17:27 ShadowBot https://github.com/minetest/minetest/issues/6944 -- [CSM] Don't Load the package library by red-001 17:27 ShadowBot https://github.com/minetest/minetest/issues/6940 -- Fix issues with earlier CSM HUD commit by red-001 17:27 nerzhul red-001, exact, merging #6941 now 17:27 ShadowBot https://github.com/minetest/minetest/issues/6941 -- [CSM] Remove `on_connect` callback by red-001 17:46 jordan4ibanez Is there api documentation for the main menu? 17:47 red-001 think so 17:47 rubenwardy menu_lua_api 17:47 red-001 `menu_lua_api.txt` 17:48 Shara https://github.com/minetest/minetest/blob/master/doc/menu_lua_api.txt (actual link helps more :P) 17:51 paramat \O/ woo 17:53 jordan4ibanez Shara: Thanks! 17:54 Shara Depending on what you are doing, you might want to look at fst_api.txt as well (formspec things) 18:08 Krock pedantic eye reports missing equal sign after 0.5.0 title in the menu lua api file 18:17 Shara Krock: I'll probably end up removing the version number there eventually anyway 18:17 Shara I just havn't gone beyond poking lua_api.txt with a stick yet.. because it's so endless and needs so much poking :( 19:17 paramat game#2016 updated and retested 19:17 ShadowBot https://github.com/minetest/minetest_game/issues/2016 -- Flower spread ABM: Optimise by paramat 20:35 paramat sfan5 game#2024 20:35 ShadowBot https://github.com/minetest/minetest_game/issues/2024 -- Dungeon loot: Reduce maximum processed rooms to 8 by paramat 20:44 Wayward_One #6948 20:44 ShadowBot https://github.com/minetest/minetest/issues/6948 -- Add Android drivers to the video_driver drop-down menu by Wayward1 21:05 paramat thanks 21:21 jordan4ibanez How does one force generate/force load a mapblock? 21:23 rubenwardy minetest.emerge_area 21:23 rubenwardy or similar 21:23 rubenwardy alternatively you can use a LVM 21:24 rubenwardy or a forceloader (which keeps it loaded) 21:26 Wayward_One #6949 21:26 ShadowBot https://github.com/minetest/minetest/issues/6949 -- Change include from "cmake_config.h" to "config.h" by Wayward1 21:30 jordan4ibanez I keep getting an issue Map::getNodeMetadata(): Block not found and I'm unsure of why it's occuring 22:20 lisac nerzhul: I'm a bit stupid, what do you mean by 'inline condition' in #6946? 22:20 ShadowBot https://github.com/minetest/minetest/issues/6946 -- Immortal armor group set to anything other than 0 blocks falling damage by lisacvuk 22:23 red-001 ? true : false 22:24 red-001 if I was to guess 22:24 sfan5 merging trivial bugfix #6949 22:24 ShadowBot https://github.com/minetest/minetest/issues/6949 -- Change include from "cmake_config.h" to "config.h" by Wayward1 22:24 lisac yeah a quick google showed that, I just never heard of it before 22:26 red-001 the string would be a bit long so idk if thats a good idea 22:26 red-001 I guess if you make it an int it will work 22:27 sfan5 it's an int 22:27 sfan5 player_immortal = playercao ? itemgroup_get(playercao->getGroups(), "immortal") : 0; 22:27 lisac yeah that does seem simpler 22:28 lisac sfan5: can I just copy-paste that into the code? :) 22:28 red-001 player_immortal only needs to be a bool, but no great harm in it being an int 22:28 sfan5 lisac: you can actually just replace the definiton with that 22:28 lisac okay, thank you :) 22:28 sfan5 you just need to move it after the playercao thing (and of course add int in front) 22:30 lisac done. Thanks again. Would've spent a few hours figuring out how to do it otherwise 22:31 lisac red-001: should I just move const to infront of inline? 22:31 red-001 ? 22:31 lisac your comment on the commit 22:31 lisac make the whole function const? 22:32 red-001 https://stackoverflow.com/questions/751681/meaning-of-const-last-in-a-c-method-declaration 22:32 red-001 yes make the whole function const 22:33 red-001 so `inline const ItemGroupList &getGroups() const` 22:33 sfan5 don't bother with inline, the compiler will do so anyway 22:34 red-001 depends on user settings 22:34 sfan5 it depends on user settings anyway 22:34 lisac I guess I should go read a book about this. :) 22:34 lisac thanks red. 22:34 sfan5 unless you do __attribute__((always_inline)) 22:35 lisac what is the first const for, then? 22:35 lisac the returning of a const? 22:35 red-001 pretty sure even that wouldn't always inline 22:35 red-001 at least the MSVC version doesn't 22:35 sfan5 msvc does not support such attributes 22:35 sfan5 those are a gcc extension 22:36 red-001 "msvc version" 22:36 sfan5 lisac: the first const means you can't modify the list it returns 22:36 lisac yeah, got that 22:36 red-001 https://msdn.microsoft.com/en-us/library/z8y1yy88.aspx 22:36 lisac thanks for confirming, though 22:36 red-001 !title 22:36 ShadowBot inline, __inline, __forceinline 22:38 red-001 I'm pretty sure any compiler would have a very hard time inlining a virtual function 22:39 sfan5 probably 22:42 sfan5 lisac: the const should be on both "sides" 22:45 lisac sfan5: yes, its on both sides 22:45 sfan5 github showing something else just a second ago