Time Nick Message 16:43 Sokomine minetest/src/nodedef.cpp:800: void ContentFeatures::updateTextures(ITextureSource*, IShaderSource*, irr::scene::IMeshManipulator*, Client*, const TextureSettings&): Assertion `liquid_type == LIQUID_SOURCE' failed. (when trying to connect to a particular server) 16:55 rubenwardy they have an invalid liquid definition 16:57 Sokomine guessed that. it's the zombietest server that will shut down soon (not sure if i've built anything there - don't think so but wanted to check) 16:58 rubenwardy are you using a debug build? Assertions are only enabled for debug builds, so you shouldn't get an error in release 16:59 rubenwardy it's possible that's not a C assertion, though 16:59 Sokomine no, no debug build on my side this time - just latest git compiled with cmake . -DRUN_IN_PLACE=1 -DENABLE_GETTEXT=1 -DENABLE_FREETYPE=1 -DENABLE_LEVELDB=1 17:00 Sokomine the server is a bit old (and due to shutdown after all). just unsure if a crash is good or not 19:30 v-rob Anyone know why formspec element IDs are always offset by 258? Just look at any FieldSpec definition 19:31 Krock those prior are for hardcoded elements 19:31 Krock though not really used 19:31 v-rob Are there any hardcoded elements? 19:31 v-rob Besides GUIFormSpecMenu 19:32 v-rob I can't think of any 19:32 Krock in GUIFormSpecMenu there are AFAIK none, but in other dialogues there are (password change, key change, ...) 19:33 v-rob That shouldn't affect GUIFormSpecMenu since they are mutually exclusive 19:33 Krock *shrug* .. legacy code then 19:38 rubenwardy I think that's because of Irrlicht 19:39 v-rob Might as well keep it instead of removing it without knowing what we're getting ourselves into. 19:39 v-rob It still leaves 2147483389 IDs open :) 19:42 Krock enough to play Doom 19:43 Krock at a >4k resolution 19:43 v-rob Heh 19:44 v-rob Anyone else had the unique experience of trying to put a std::string in a union? 19:45 Krock how's that supposed to work? use pointers 19:45 v-rob It has a non-trivial con/destructor, so you have to define your own constructor, destructor, copy assignment, use placement new, forceably call the string's destructor (with the weirdest syntax), etc. 19:46 v-rob And I thought C++ constructors were supposed to make life easier... 19:46 Krock when unions don't help, class inheritance is your friend 19:47 v-rob I'm trying to make something akin to StyleSpec with a key-value storage, but without parsing a string every time an element is requested. 19:47 Krock see also: struct ClientEvent (must be a struct) 19:48 v-rob Parsing a string won't help if we get a JSON replacement 19:50 v-rob ClientEvent does look like what I'm doing (struct with union and current type), but I don't use pointers to strings 19:51 v-rob I probably should... 19:51 Krock FWIW: my plans on redoing the HUD serialization. various types but same read/write function names: https://github.com/minetest/minetest/pull/10245/files 20:00 v-rob I have this nasty habit of overcomplicating things when it comes to C++ 20:00 v-rob I wish we could use C instead 22:42 pgimeno Sokomine: it's possible that cmake remembers old configuration flags; you can check all settings with: cmake . -LA (and look for CMAKE_BUILD_TYPE). 23:13 Sokomine pgimeno: indeed! CMAKE_BUILD_TYPE:STRING=Debug that might also explain why i got higher cpu usage than i'm used to. how can i reset it? 23:14 pgimeno just set it to Release 23:14 pgimeno i.e. cmake . -DCMAKE_BUILD_TYPE=Release 23:14 pgimeno if you want to reset everything and start anew, I believe it's done by removing CMakeCache.txt 23:21 Sokomine thank you! that ought to help a lot and speed the game up again