Time Nick Message 02:41 gh00p PGimeno: sorry for the delayed response. This is happening both on Android (5.1) and macOS (5.2) I can get specific versions if that helps. 02:44 gh00p OMG, I just deleted env_meta.txt (which was zero length) because I *hadn't* actually tried that .. and it works on macOS. Testing now on Android. 03:07 gh00p That solution worked on Android as well. Which I guess leaves me with three questions... what is that file supposed to do, why did its presence bork the world, and is this enough of an edge case that it's not worth the effort to come up with a way to handle this scenario automatically? 06:18 erlehmann rubenwardy, where can i download your minetest book for offline use? 06:18 erlehmann or the source code to render it myself? 06:32 ANAND ~tell erlehmann https://gitlab.com/rubenwardy/minetest_modding_book 06:32 ShadowBot ANAND: O.K. 10:12 sfan5 gh00p: 1) it stores variables like the time of day, day count and a few other internal things 2) it's presence didn't break it, what broke it that it was somehow corrupted 3) Minetest does everything to safely write the file (similar to how SQL databases ensure consistency) so it should beextremely rare to see it corrupted 10:18 PGimeno maybe Minetest can detect when it's empty, emit a warning and start anew 11:50 gh00p sfan5: just to be clear, the file was zero-length, and removing it eliminated the crash. 11:51 sfan5 when you remove it the engine creates a new one with default values 11:54 gh00p But is being zero-length considered "corrupt"? 11:54 sfan5 yes 12:09 Lejo Feedback for Idea needed: I already had an discussion with Ravise on the Forum about Client-side chat-message handling. Our Idea was to pass the message throught all registred_chat_messages (expect one returns true) by just returning the changed value. This value will be passed than to the next mod handling or change the message, after the last mod the message is printed to the chat. The use case of this is that you can have independent 12:09 Lejo csms handling messages and not only one because they have to return true to change the message. Otherwise there would two messages... What do you think about that idea? 13:25 PGimeno I've seen more cases of an empty env_meta.txt causing crashes, hence my suggestion 14:18 rubenwardy #9939 14:18 ShadowBot https://github.com/minetest/minetest/issues/9939 -- CSM: Pass ChatMessage table instead of message to callback by rubenwardy 14:21 sfan5 I believe the server doesn't actually populate those values in an useful way 14:21 sfan5 e.g. nick is always empty 14:22 rubenwardy you're correct, unfortunately 14:22 rubenwardy it's always a raw message 14:22 sfan5 the PR is still useful in principle of course 14:27 ANAND I was going to ask regarding the difference between the various types. 14:27 ANAND What are they *intended* to be used for? 14:29 rubenwardy I'm not sure on the difference between announce and system 14:29 rubenwardy I'm guessing announce = "New match begins" 14:29 rubenwardy and system = "Server is shutting down" 14:29 ANAND i.e. chat_send_all? 14:29 sfan5 my guess: system = from the engine, announce = from mods 14:29 ANAND Ohh 14:29 sfan5 I don't think it would actually be possible to tell those apart 14:29 ANAND Makes sense 14:29 sfan5 and then what is raw for? 14:29 ANAND ^ 14:30 ANAND The first post shows player join messages using raw 14:31 rubenwardy yeah 14:31 rubenwardy raw is for anything I guess? 14:31 rubenwardy raw is currently everything 14:31 ANAND However, I assume they *should* be using 'system'? 14:31 rubenwardy perhaps it should be something like "unknown" or "none" 14:31 ANAND Tbh, all chat messages from C++ categorised as "system" doesn't make much sense 14:32 ANAND Does that type need to exist once the other types are properly implemented? 14:32 rubenwardy the selection does seem arbitrary 14:33 rubenwardy also, instead of normal is should be something like "player" 14:33 ANAND IMO, it's more intuitive to have the following modes: 'player', 'mod', 14:33 ANAND ..and 'engine' 14:34 ANAND or maybe just 'system' for the last one 14:34 rubenwardy maybe wait for nerzhul's import 14:34 rubenwardy *input 14:35 ANAND +1 for suggesting to use os.date instead of UNIX timestamp 14:36 ANAND The latter isn't of much use to mods, I think 14:38 sfan5 pretty sure mods can turn the timestamp into a date 14:38 rubenwardy yeah, the mod can do `os.date("*t", msg.timestamp)` 14:38 rubenwardy but it's a nicer API for the engine to do it 14:44 sfan5 what if I want the timestamp for numerical comparisons? 14:44 rubenwardy could provide both timestamp and datetime I guess? 14:44 rubenwardy or just leave it for now 14:53 ANAND Good point about mods needing the raw timestamps for numerical comparisons 14:54 ANAND timestamp + os.date is unnecessary IMO, since the latter can already be obtained from the former. 15:45 sfan5 small and easy to review -> #9874 15:45 ShadowBot https://github.com/minetest/minetest/issues/9874 -- Fix liquids refusing to flow in X+ or Z+ in some cases by sfan5 15:48 sfan5 Wuzzy: https://a.uguu.se/g8hXthnirTEo_.png 15:49 Wuzzy i understand your bug report, but i just cannot reproduce it ? 15:49 sfan5 ah, works with shaders disabled 15:49 Wuzzy wtf 16:09 ANAND I get the following error when I try to open a chest: AsyncErr: ServerThread::run Lua: Expecting itemstack, itemstring, table or nil. item=foo:bar 16:10 ANAND But there's no backtrace whatsoever 16:11 ANAND Could this be related to an itemdef callback by any chance? 16:11 Wuzzy which chest? 16:11 ANAND default:chest 16:11 ANAND I'm suspecting it's the wield item the causes this crash and not the right-clicked node 16:12 Wuzzy sfan5: I was able to reproduce the 2 bugs. But they seem to be unrelated to the PR 16:12 ANAND The right-clicked node needs to have an on_rightclick defined though 16:12 ANAND That, however, makes me more strongly suspect a faulty itemdef callback 16:13 Wuzzy sfan5: Also, this seems to be a regression. It works fine in 5.2.0 16:13 ANAND The right-clicked node needs to have an on_rightclick defined though 16:13 Wuzzy sfan5: maybe the bug is caused by something entirely different? 16:13 ANAND This, however, makes me more strongly suspect a faulty itemdef callback. 16:14 ANAND I'll check the itemdef callbacks in my mod again 16:18 rubenwardy Wuzzy: asserts only fail in debug builds 16:19 Wuzzy ah ok lol. I always build in Release ... 16:19 Wuzzy Also in RelWithDebInfo? 16:21 rubenwardy Just debug 16:21 ANAND I don't think RelWithDebInfo is considered to be debug mode 16:21 ANAND debug mode as in NDEBUG macro defined 16:31 sfan5 Wuzzy: might be caused by #9537 16:31 ShadowBot https://github.com/minetest/minetest/issues/9537 -- Reuse object_shader for "wielditem" and "item" entity drawtypes by dcbrwn 16:32 Wuzzy WTF? 16:32 Wuzzy I cannot find these commits in master ? 16:33 Wuzzy found it 16:46 Wuzzy sfan5: reverting #9537 seems to fix it ? 16:46 ShadowBot https://github.com/minetest/minetest/issues/9537 -- Reuse object_shader for "wielditem" and "item" entity drawtypes by dcbrwn 16:46 sfan5 would you mind creating an issue? if not I can do it 16:49 Wuzzy yes, i would mind. :P plz do it 17:02 sfan5 https://github.com/minetest/minetest/issues/9941 17:09 Wuzzy Good we have that Devtest now. Without it, you wouldn't have seen the regression. ? 17:28 Krock #9874 when flowing liquids are still changing around the source, liquid flow completely stops after the source node was replaced 17:28 ShadowBot https://github.com/minetest/minetest/issues/9874 -- Fix liquids refusing to flow in X+ or Z+ in some cases by sfan5 17:28 sfan5 that's not a new bug is it? 17:28 Krock probably not 17:28 Krock just something I observed. otherwise looks good 17:29 Krock there's probably some cache that isn't erased (or overwritten) by liquidflow 17:31 Krock nasty serialization. good catches. 17:31 Krock will merge #9937 in 10 minutes 17:31 ShadowBot https://github.com/minetest/minetest/issues/9937 -- Devtest: Fix crash in player unittest by Wuzzy2 17:48 Krock merging 19:06 appguru Hey, someone mind throwing an eye on #9907 ? Seems to be a relatively highly demanded feature (judging by the reactions) which breaks nothing & passes all checks 19:06 ShadowBot https://github.com/minetest/minetest/issues/9907 -- Shaders as media files (server-sent shaders) by appgurueu 19:06 appguru I'd really like to get it merged for 5.3 19:06 appguru Ideally together with the second rendering stage 19:09 Wuzzy About the devtest crash #9938: Should I just remove the offending nodes? There was a reason i added those (see issue). 19:09 ShadowBot https://github.com/minetest/minetest/issues/9938 -- Crash loading devtest world (Assertion `liquid_type == LIQUID_SOURCE' failed.) 19:13 Krock there are liquid flow varieties, so I think those nodes are not necessary? 19:57 appguru rubenwardy: thanks for noticing 19:57 Wuzzy Krock: waiting for more core dev opinions 19:59 appguru rubenwardy: what were you trying to say with "I'd prefer requiring the shaders to be named like world.vs.glsl in order to replace opengl_vertex.glsl, to allow more shaders files to be used later." 19:59 appguru it's already working like this 20:05 rubenwardy appguru: responded in issue 20:05 rubenwardy didn't notice the messages here 20:06 appguru rubenwardy: it doesn't ignore the name 20:06 appguru basically world.vs.glsl would be shaders/world/opengl_vertex.glsl 20:11 Wuzzy How do you rightclick in Android? 20:20 appguru Wuzzy: double-tap I think 20:24 rubenwardy what happens if I made a shader called foobar.vs.glsl? 20:26 rubenwardy oh wait, I see 20:29 appguru on a different note, https://github.com/iponweb/luavela seems to be sort of a maintained LuaJIT 20:29 appguru (and is Lua 5.1) 20:30 sfan5 https://github.com/LuaJIT/LuaJIT/tree/v2.1 20:30 sfan5 luajit is maintained too, there's just no releases 20:33 rubenwardy Pushing trivial bug fix in 5: https://github.com/rubenwardy/minetest/commit/ca5a865c1d1e36c5361292ecf79a9bc8f14d5296 20:33 sfan5 s/being ignored/not being ignored/ 20:33 rubenwardy it shouldn't be ignored 20:33 rubenwardy notice the ! 20:34 sfan5 oh 20:34 sfan5 yea 20:34 skyliner_369 so I'm making a texture pack... and I have a rather simple question... does the "crack_anylength" texture have to be 5 states? or can I, say, put 10 states in the texture? 20:38 sfan5 any amount works 20:42 skyliner_369 Awesome... gonna bump the 5 break-states up to 10 (like minecraft) because I'm doing something relatively simple... reusing textures from the Painterly Pack in a new pack. 20:48 skyliner_369 also do I want to remove the "default_" prefix to the textures? or is that supposed to stay? 20:49 rubenwardy that's supposed to stay 20:49 rubenwardy default_ is from the mod 20:50 rubenwardy textures will be named modname_texturename.png 20:50 rubenwardy *should 20:53 skyliner_369 thanks. Had to doublecheck, in case, the prefix was, like, for denoting the default texture pack 21:05 PGimeno wow @ 9874 - I researched 2399 for a while but I didn't find anything outstanding. Good job sfan5! 21:06 sfan5 actively debugging code tends to be more successful I'd say... 21:22 PGimeno I wonder how many worlds will it break :) 21:24 PGimeno but that's a necessary evil 22:07 rubenwardy Decisions: regarding adding support for a ContentDB CLI in minetest, does it make sense for it do initiate a Lua environment? The main menu one, currently 22:07 rubenwardy It won't even be compiled into the server... 22:07 rubenwardy In which, I'll need to move the pkgmgr.lua to C++ to allow that 22:08 sfan5 keeping it in lua sounds useful to me 22:09 rubenwardy it's easier to edit 22:09 rubenwardy in which case, I should move it from mainmenu/ to a dedicated folder, and have a special environment for it 22:09 rubenwardy eh 22:10 paramat merging #9936 22:10 ShadowBot https://github.com/minetest/minetest/issues/9936 -- Devtest: Update biome registrations by paramat 22:11 rubenwardy The reason I'm thinking about this now is because I'm planning to look into adding a download manager soon - ie: some code that allows multiple files to download at once, and install individually 22:11 rubenwardy so the choice of whether to do it in Lua or C++ comes up 22:11 rubenwardy the download manager will have the ability to query for existing downloads, etc 22:14 rubenwardy I'd really like to have nice progress bars for downloads, formspec updates interrupting focus and text input kinda destroy that 22:16 paramat merging #9874 22:16 ShadowBot https://github.com/minetest/minetest/issues/9874 -- Fix liquids refusing to flow in X+ or Z+ in some cases by sfan5 22:40 rubenwardy #9944 22:40 ShadowBot https://github.com/minetest/minetest/issues/9944 -- Add button to ContentDB in game buttonbar by rubenwardy 22:41 sfan5 can you make it more colorful 22:41 sfan5 >table.indexof does not work on tables that contain `nil` 22:41 sfan5 it uh what 22:42 rubenwardy it uses ipairs 22:42 rubenwardy I could fix that, but I'm not sure it's entirely correct behaviour.... 22:42 rubenwardy as the table isn't a valid array table 22:43 sfan5 ah yes it doesn't work on sparse arrays 22:44 rubenwardy also, it may be worth adding a link in the Configure dialog too 22:50 sfan5 couldn't filter_types_type[1] as well be "" instead of nil? 22:53 sfan5 I was also thinking how you could make users actually click on it 22:53 sfan5 maybe add an annoying animation :D 22:54 rubenwardy snippy for Minetest 22:54 rubenwardy Hey! It looks like you haven't got any games installed 22:55 rubenwardy also, adding a small piece of text saying "Games" would help the button bar quite a lot 22:56 rubenwardy Should we feature freeze this weekend? 22:57 rubenwardy In time for 2 months since 5.2.0 22:58 sfan5 hm there's a few PRs that'd be good to have before 5.3 22:58 rubenwardy ok 22:58 sfan5 but yes I agree a freeze should happen soon 22:58 rubenwardy make sure to add those to the milestone 22:59 rubenwardy https://github.com/minetest/minetest/milestone/16 23:00 rubenwardy I really need to start dog fooding the Android app 23:02 sfan5 rubenwardy: added the feature PRs I consider important 23:03 sfan5 paramat: do you remember what "night sky colour" in the milestone description refers to and if it's been solved already? 23:04 sfan5 there's also https://github.com/minetest/minetest_game/milestone/5 where the last two are most important (IMO) 23:07 rubenwardy ah yes 23:07 skyliner_369 repeatedly having to change the color mode for many of the textures from indexed to RGB is kinda sluggish 23:08 rubenwardy yeah, is there an issue about automatically converting to RGB when using a texture modifier? 23:08 sfan5 1) why do you have to do that? 2) I am 100% sure a script could do it for you 23:08 rubenwardy I have a feeling that ^[colorize doesn't work with indexed textures 23:09 rubenwardy I'll check 23:23 skyliner_369 I just have to go to Image>Mode>RGB in Gimp each time. 23:35 paramat oh ... 23:36 paramat sfan5 'night sky colour' is the part of set_sky API likely to change, that is, we are considering the RGB colour is used as-is instead of being made much darker 23:37 paramat so that has not been solved yet 23:38 paramat so issue #9508 23:38 ShadowBot https://github.com/minetest/minetest/issues/9508 -- Use actual colors passed to set_sky() for night sky and dawn sky 23:42 paramat however i do not consider that essential for 5.3.0 23:42 paramat no PR for it yet either 23:43 paramat i removed 'floatlands' and 'night sky colour'