Time Nick Message 07:13 * VanessaE pokes sofar home yet? ;) 07:18 VanessaE jeez, ded 07:22 VanessaE !tell Krock merge commits ftw ;) 07:22 MinetestBot VanessaE: I'll pass that on when Krock is around 07:58 MinetestBot Krock: Aug-25 07:22 UTC merge commits ftw ;) 07:58 Krock no no no 07:59 VanessaE yes yes yes :) 07:59 Krock but why 07:59 VanessaE also idk if gitlab has that button either, never really looked. 08:01 IcyDiamond what button? 08:01 VanessaE I don't like merge commits either, btw. only kidding :) 08:02 VanessaE IcyDiamond: merge button in gitlab issues. github's version has a squash-and-merge option 08:03 IcyDiamond VanessaE: https://i.lunasqu.ee/Screenshot_18-08-25-11:03:06.png 08:03 VanessaE ah, I didn't even look at those checkboxes :P 08:04 IcyDiamond :P 08:17 VanessaE Krock: merge merge merge :) 08:23 Krock eww 08:24 VanessaE what? 08:29 Krock I wonder whether squash does a rebase too, so that the merge commit is no longer required 08:29 Krock should try that one on a test repo 08:30 VanessaE I think so 08:37 ANAND Would someone be able to explain what a merge commit is? :) 08:41 VanessaE something Krock likes to avoid ;) 08:42 Krock ANAND: imagine it like glue that holds two branches together 08:43 ANAND So a merge commit contains changes from all the commits of a branch? 08:43 Krock and depending on the commit date, the final master branch will have commits that are listed in between the commits of the other branch 08:43 ANAND oh 08:44 ANAND the commits are still separate then 08:44 Krock the commits are separate but the merge commit again documents all changes 08:44 ANAND Ah I see... that makes it clear 08:44 ANAND thanks :) 08:45 Krock !next 08:45 MinetestBot Another satisfied customer. Next! 08:50 Krock ANAND: and you could compare the rebase/squash & merge method with Blockchain. One straight line of changes, where each commit is based on the previous commit. 08:51 Krock a nice side-effect is that git log --oneline --graph has only a single level of indents 08:52 ANAND umm... what's a Blockchain? 08:52 ANAND Sorry for the dumb questions, I'm a git when it comes to Git :P 08:52 VanessaE these days, a marketing gimmick :P 08:53 VanessaE *rimshot* 08:54 ANAND I like the squash-merge method more than the others, as it results in a more straight-forward history 08:55 ANAND as Krock said 08:56 Krock just use Blockchain, Deep Learning and AI in one sentence and you'll be known as someone who has absolutely no idea about these topics 08:56 VanessaE haha 08:56 ANAND lol 08:56 Krock the irony is that I used them in a sentence 09:25 ChimneySwift I agree, although I personally prefer to blockchain my AI workflow to allow for better synergy between the AI and Deep Learning algorithms to achieve a higher degree of distributed cloud networking. 09:26 ChimneySwift xP 09:26 ANAND haha 09:45 VanessaE *flops coffee cup down on table* 09:51 * Krock gives ANAND string.format for https://github.com/minetest/minetest/pull/7677/files#diff-c6d551e431c1fb79f5cf714da9b6c604R1071 09:52 ANAND I had half the mind to do that 09:52 ANAND Will change it 09:52 Krock a half too less 09:52 VanessaE some of my code is horrible, but ouch. :) 09:53 Krock ANAND: and I think it belongs into a MTG PR because some games might not want that players can lookup others 09:53 ANAND it's moderator only 09:53 ANAND for that very reason :) 09:56 ANAND Krock, updated PR to make use of string.format 09:56 ANAND thanks for the extra push ;) 09:58 * VanessaE quietly nudges five outstanding PRs in Krock's direction ;) 09:58 VanessaE oh btw, 09:59 VanessaE in answer to your question, yes there are tons of new recipes, but there doesn't seem to be any problem with that, aside from slightly longer startup time (like 2 seconds on my rather slow box) 09:59 VanessaE (Dreambuilder probably has 50'000 or more recipes by now) 10:00 Krock VanessaE: oh yes. I'd also like to have my MTE PRs merged soon 10:00 Krock (totally not wooosh) 10:00 VanessaE heh 10:01 Krock you also have to consider that the recipes are cached - but still looked up each craft 10:02 VanessaE yep, I expected as much, but there's no way to avoid having tons of recipes, short of only registering crafts for just a subset of colors. 10:02 VanessaE but even with tons of them, I haven't noticed a problem 10:03 Krock I kinda liked the previous dye punch mechanism. Only the chat messages were a bit distracting 10:03 VanessaE most people hated it. 10:03 VanessaE (including me :P ) 10:04 Krock it would be great if someone could measure the execution time to get a recipe, which is my main concern of this method 10:04 VanessaE it would be fairly trivial to put the punch-to-recolor mechanism back in, as an opt-in from mod to mod. 10:06 VanessaE either way, I'm willing to bet it takes less overall CPU now than before :) 10:06 Krock Will merge https://github.com/minetest-mods/technic/pull/406 https://github.com/minetest-mods/technic/pull/412 and https://github.com/minetest-mods/technic/pull/434 in 15 mins 10:09 VanessaE besides, all of my PRs are live on my servers already, and my server stats page suggests no appreciable change. 10:10 VanessaE https://daconcepts.com/vanessa/hobbies/minetest/stats-weekly.html 10:11 VanessaE (ignore the increase that started at around "06:00 Sat", that's unrelated) 10:14 Krock I see 10:17 VanessaE sorry I don't have better benchmarks :) 10:17 VanessaE the punch-to-color can always be put back in at a later date. for a mod, it would be a one- or two-line change per node. 10:18 Krock Looking at the monthly comparisons there seemed to be a mod which ate a lot memory 10:18 VanessaE for unified dyes itself, I should be able to bring the old code back in without change. 10:18 VanessaE yeah, that's a memory leak of some kind, been there for years. 10:19 Krock now gone.. somehow 10:19 VanessaE yeah, still not sure what happened. :) 10:19 VanessaE in fact, 10:20 VanessaE since those huge ones span weeks at a time, definitely NOT MT. 10:20 VanessaE (my servers reboot daily) 10:20 VanessaE (those giant CPU spikes every day at about 11:00 are the reboot cycle + minetest mapper) 10:21 Krock probably also the backups? 10:21 VanessaE (er 12:00) 10:21 VanessaE yes, exactly. 10:21 Krock merging the PRs.. 10:22 VanessaE the basic process does a shut down, rsync for 5-10 mins, a few cleanups, restart, and then it runs the mapper in the background (using the just-made backup as the data source) 10:22 VanessaE -=> MERGE ALL THE PR'S "\:D/ <=- 10:22 VanessaE (I really should make a macro for that :) 10:26 Krock ) 10:27 VanessaE https://xkcd.com/859/ 10:28 IhrFussel Umm...is it possible to hack your client in a way that it allows you to dig blocks without any tool just with your hands? 10:29 VanessaE yes, but the server should still be able to block an invalid dig 10:29 VanessaE it would just look like lag. 10:29 VanessaE I mean, it's not like the server doesn't know what node is being dug. 10:30 IhrFussel Well someone just dug moreblocks:stone_tile with no visible tool in hand (wieldview mod) and players file says List hand 1 Width 0 Empty 10:31 VanessaE sounds like the server failed to validate the action then 10:31 Krock or wieldview updated too slowly 10:31 VanessaE or that. 10:31 Krock ) VanessaE, that's mainly why I closed the bracket above 10:32 VanessaE error: unmatched right parenthesis 10:32 Krock VanessaE: it came from xkcd 10:32 VanessaE heh 10:32 VanessaE I know 10:32 Krock I think you can dig a node too fast if the next dug node times are normal 10:32 IhrFussel Ok that's weird...now he clearly got a tool in his hand but player file still says Empty 10:32 Krock there's a little tolerance for it 10:33 Krock however, it requires that the tool can actually dig the node 10:34 ANAND https://xkcd.com/1597/ 10:34 Krock IhrFussel: your server is the first one (and still the only one) on which I played and couldn't use the hand slot :D 10:34 ANAND My thoughts exactly :D 10:34 IhrFussel So is it intended that you can't use that slot in inventory? 10:34 Krock ANAND: in rare cases that might be actually the best choice (corrupted .git dir, for example) 10:35 IhrFussel Or is it a mod that prevents it...I'm confused 10:35 Krock IhrFussel: intended to be used by mods/games 10:35 ANAND that, or a totally messed up rebase ;) 10:35 Krock huh? you can fix the rebase when it's ongoing 10:35 Krock and if you solved conflicts the wrong way then it's your fault lol 10:36 Krock s/fix/undo/ 10:36 IhrFussel Wait a sec...very old player files don't even have a "hand" inventory 10:37 Krock IhrFussel: let me guess. those players are older than 3 years 10:37 IhrFussel Nope more like 2.5 years 10:38 Krock 0.4.13 from 20 Aug 2015 does contain it for the first time 10:39 Krock wait no, it was delayed 10:40 Krock first time appeared in 0.4.15, 22 Dec 2016 10:40 Krock this matches quite well with your 2.5 years 10:40 Krock assuming you always used stable versions 10:41 IhrFussel No I used -dev versions in 2016 but I only updated every few months 10:42 IhrFussel So does this mean those players cannot use the hand slot or will it be created by a mod if it needs them? 10:52 Krock neither 10:52 Krock it's created by the engine 11:45 IhrFussel Krock, why is it missing then in my active player file from 2016? 11:49 Krock -.- 12:09 Fixer https://i.imgur.com/fADMkl9.png *_* 12:12 ChimneySwift what does the hand slot even do? is it for displaying what the player is holding? or something to do with what's in inventory? 12:14 Krock it's for mods to let the player upgrade their hand .. like skills 12:14 ChimneySwift ahhh that makes sense 12:14 Krock !up ente.kak.si 34617 12:14 MinetestBot ente.kak.si:34617 is up (36ms) 12:15 Krock ^ My 2014/15 testing server 12:15 Krock !server Krock 12:15 MinetestBot Krock: Krock's 2014 Archive | ente.kak.si:34617 | Clients: 0/15, 0/0 | Version: 5.0.0-dev-debug / minetest_game | Ping: 27ms 12:15 Krock Fly & fast is granted on join 12:19 aerozoic Wazup peeps! So what's the latest and greatest ban mod? 12:21 ChimneySwift sban if you don't mind the extra configuration (Imo) 12:22 ChimneySwift xban2 is cool but no good if you have a lot of players (easy to corrupt the database) 12:28 aerozoic frustration with xban2 has led to my investigating for a replacement 12:28 aerozoic i'll check out sban 12:30 Shara I favour sban 12:31 ChimneySwift it uses an sqlite3 database so corruption is highly unlikely, it also imports xban2 databases (if you can call it that) if there's still anything left :p 12:31 Shara Started with xban2 originally but got to the point where it was corrupting over and over 12:32 Krock xban2 could make use of safe_write_file 12:32 ChimneySwift yup, it gets annoying, I also doubt it scales well 12:33 ChimneySwift in regards to performance, idk 13:24 Krock pls ANAND 13:24 Krock I did not mean THAT with string.format 13:26 Krock check this out: return string.format("%.1f", -631.4324) 13:59 longerstaff13 !up mt.xeroxirc.net 30002 13:59 MinetestBot mt.xeroxirc.net:30002 is up (10ms) 14:08 ANAND sorry Krock, I'll change it right away :P 14:09 Krock don't hurry too much. I'm also not sure whether MTE is the right place for it 14:13 ANAND MTE or MTG, the PR should be merge-worthy. If this should go to MTG, I could just copy-paste the code :) 14:15 A-Hamilton Question. Does anyone else think that being able to set up an auotcrafter to accept an item from a certain group? 14:15 A-Hamilton For example, when making oil extract in an autocrafter, you would be able to set it so that it would take the group of leaves instead of just a single type. 14:16 Shara If you mean the whereis command, it's equally bad in MTE or MTG for me. 14:17 Shara A-Hamilton: your question is missing some words I think, but if it means what I think it does, would be nice 14:17 A-Hamilton I tried to word it as best I could. 15:03 Krock Every 5.0-dev server in a nutshell: http://paste.debian.net/plain/1039295 15:03 rubenwardy Lol 15:04 A-Hamilton Krock: my version of firefox can't handle that link. 15:04 A-Hamilton heh 15:06 Krock A-Hamilton: interesting. It's a text file 15:11 rdococ and it's literally 8 lines, how can firefox not handle that 15:12 Krock rdococ: plus a bunch of header information 15:12 Krock the headers are maybe twice as long than the file there 15:12 rdococ Krock: fairy snuff 15:19 rubenwardy Please may someone who understands french translate this? https://twitter.com/fred_cm1b/status/1032181842596659201?s=19 15:20 rubenwardy Summarise maybe 15:20 Krock expected text. will fail to translate audio properly 15:21 rubenwardy Yeah, if it was text I could get the rough idea with some guessing and Google translate 15:29 Krock They looked at multiple topics with the students (transport, energy) in multiple groups for each topic. 15:33 Krock the background noise doesn't help understanding it, but they re-built the solution which each group found in Minetest 15:34 Krock (after doing research about their topics) 15:36 Krock A task for the groups was also to present their results 15:40 Krock EOT 15:45 xerox123_ I'm awful at listening to french, especially when they are talking at full speed 15:46 Krock Speed is not a problem here, but the background noise and that they use 10 words where one would suffice 16:52 Fixer irc turns 30! 17:03 rud0lf really? 17:23 rubenwardy new feature - https://content.minetest.net/packages/?q=mobs (check the bottom of the page) 17:28 Krock "ContentDB © 2018 to rubenwardy | GitHub | Help | Report / DMCA" 17:28 Krock nothing special there 17:28 rubenwardy :P 17:28 * rubenwardy kicks Krock 17:29 Krock reeeee 17:35 rdococ > saying 'reeeee' 17:36 Krock > implying it's wrong doing so 17:45 rdococ > it's associated with a meme that makes fun of autism and you're literally talking to an autistic person 17:51 rubenwardy another new feature https://content.minetest.net/packages/?type=mod&q=awards&lucky=sure 17:51 rubenwardy also works with forum topics https://content.minetest.net/packages/?type=mod&q=simple+mobs&lucky=sure 18:04 Krock rdococ: wasn't targetting that meme 18:07 Krock rubenwardy: heh.. can do that too already, just see krock-works.16mb.com/MTstuff/modSearch.php?q=rickroll&lucky=sure 18:08 Krock * http://krock-works.16mb.com/MTstuff/modSearch.php?q=rickroll&lucky=sure 18:08 rubenwardy I'm aware 18:08 rubenwardy nice easter egg 18:09 Krock usually aware after clicking 19:19 Krock Merging https://github.com/minetest-mods/technic/pull/438 in 5 mins 19:35 tenplus1 hi folks :) hey Krock 19:35 Krock hi tenplus1 19:48 tenplus1 o/ fixer 19:49 tenplus1 Shara: I examined the code for "ColourCubes" and found that you cannot actually craft any of the cubes, it's a creative only mod so NO need for dye/colours at all, just give yourself a block and place. 19:50 tenplus1 you can only switch between cubes using crafting, but no initial recipe for the basic cube... pah! 19:55 Shara ...huh? 19:55 tenplus1 o/ 19:56 Shara Hi 11 :) 19:56 Shara And... not really sure what to say about that. 19:56 tenplus1 wuzzy's colour cubes mod, the one where he's moaning about not having unicolor etc. 19:56 tenplus1 he doesnt have a creaft recipe fvor the actual cube./.. so it's a creative only mod 19:56 tenplus1 so it doesnt need dyes at all, you just need to give yourself the blocks... silly wuxxy 19:56 tenplus1 *zz 20:02 Shara So that's one mod on the list of five that he's simply wrong about, one mod the author considers "dead" and one mod that would be creative only anyway. 20:02 tenplus1 at this point am taking nothing else he says seriously 20:03 Shara That's kind of the problem with the whole "issue" 20:16 Fixer \o 20:26 Krock tenplus1: I wonder what will change when 5.0 is out. Current status of a regular server: http://paste.debian.net/plain/1039333 20:27 tenplus1 hrm,interesting 20:27 Krock just to bring you away from the annoying dye topic 20:27 tenplus1 lol, am not worried about dye anymore :) 20:29 rdococ can't wait for 16 million dye mod 20:29 tenplus1 lol,hi rdococ 20:29 rdococ you could double the number of colors by having two nodes... per node 20:30 tenplus1 with the addition of param colours we only need 1 node and maybe a colour gun to change it's shade/color 20:30 rdococ you mean the color palette thing? 20:30 rdococ or is there another color system now? 20:31 tenplus1 hardware colouring, it's in the engine now 20:31 tenplus1 you can register a single node and change it's colour to anything 20:32 rdococ wait, so no palettes? 20:33 rdococ unless I misunderstand you 20:33 tenplus1 not really, but you could use colourmachines or formspec palette selectors to change say a spraycan or paint roller which you use to colour blocks now 20:34 rdococ my idea is to double the number of colors by doubling the number of nodes 20:34 * VanessaE peeks in 20:34 tenplus1 hi Vanessa 20:34 rdococ so you'd have one brick node, and another with a different set of colors 20:34 tenplus1 rdococ: with h/w colouring oyu only need one node and you can change it to ANY colour 20:35 rdococ tenplus1: I'm confused now 20:35 tenplus1 lol, VanessaE you got any good examples of it's use 20:35 rdococ if you mean the coloring system that uses per-node palettes, I know that exists (if it does exist... does it? crap, I'm mega-confused now) 20:36 VanessaE tenplus1: simplest I can think of is the blox mod. 20:36 VanessaE full UD palette, with nodes you craft before dying and nodes you can dye right out of default. 20:37 tenplus1 rdococ: https://forum.minetest.net/viewtopic.php?id=1960 20:37 tenplus1 thanks Vanessa 20:37 VanessaE that's the one 20:38 VanessaE also, I like your spray can idea, tenplus1. consider it stol... ahem, appropriated :) 20:38 tenplus1 ahaha that's fine :) 20:39 tenplus1 any colour paramtype that can use it woudl benefit from selecting colour and spraying it :D 20:39 tenplus1 would save a lot of hassle crafting, just gottamake sure you have appropriate dye in stock fir can 20:40 VanessaE lots of people hated the old place-and-punch scheme, but a few people have requested its return, so I'll try to work out something. 20:40 tenplus1 I did enjoy punching nodes with dye, and breaking them returned the dye :) 20:41 tenplus1 but yeah, a paintcan or spraycan could effectively spray any colour you put into it multiple times 20:41 VanessaE right, 20:41 VanessaE only this will not return the old dye, because really... that's just stupid now :) 20:41 tenplus1 you can safely pick up a node that has been coloured and it will use it's own inventory slot ? 20:41 VanessaE yep 20:42 tenplus1 kewl, then it's all good 20:42 VanessaE works exactly like it used to in the old days before hardware coloring. 20:42 tenplus1 and whenplacing said node using set_node you just alter param2 ? 20:42 VanessaE pretty much, 20:43 VanessaE the engine handles that for the most part 20:43 tenplus1 excellent 20:43 VanessaE the color is stored in the item's metadata and inherited on place, dig, or drop 20:43 tenplus1 then all we need is a colour machine to handleshades and let us pain the town :D 20:43 VanessaE exactly. 20:43 tenplus1 :)))) 20:43 VanessaE Sokomine: ^^^^ 20:44 tenplus1 yup, thinking the same 20:44 tenplus1 and on that note I sleep... nite folks :)) 20:44 VanessaE only drawback is that there's no support in either default creative inventory or in unified inventory for the colored itemstacks feature, so no way to show anything other than the white "neutral" nodes 20:45 tenplus1 we'll sort that when it comes time 20:45 tenplus1 o/// 20:45 VanessaE unless the mod just registers one node per color, which few do. 20:46 VanessaE (colormachine normally handled that) 20:46 Shara Well, I'm sticking with registering seperate nodes per colour in my mods for the time being, but I only generally use a limited set of colours anyway, so it's not a big deal 21:10 VanessaE gah, inventory images don't support alpha?? 21:18 Shara Nope 21:18 VanessaE :( 21:19 Shara That is pretty much how I feel about it as well :( 21:22 rdococ I wish GUI elements like on the touchscreen were more consistent in their positioning and sizes tbh 21:27 VanessaE ok, now about tools.... how do I make on_use repeat continuously while the player holds the button? 21:28 VanessaE (i.e. I want the tool to do something other than dig, but repeatedly)