Time Nick Message 01:29 rdococ hmm 01:30 rdococ I think that, if shaders are enabled at least, fog could vary in colo 01:30 rdococ r 03:46 sofar does anyone know how to modify the builtin sprint speed? 04:10 ANAND sofar: fast_move without flying? 04:11 sofar yes 04:11 sofar afaics the engine just applies a hardcoded modifier 04:11 sofar nothing to tell the client that it's modifier is a specific value 04:11 sofar same for sneak speak 04:11 ANAND There's https://github.com/minetest/minetest/blob/36bfc67574aaa54c3e7f814ec7c5336e9dbc1ac4/minetest.conf.example#L1370 04:12 ANAND The `movement_speed_fast` setting 04:12 ANAND AFK 04:12 sofar huh, maybe I was looking at the wrong code then 04:36 sofar that works, lol 05:42 ANAND :D 07:44 ANAND Hi Krock :) 07:50 Krock hi ANAND 13:13 rdococ hi 13:20 Krock hi 13:25 ANAND hi 13:25 jas_ !mod 13:25 MinetestBot jas_: Sailing and Tropical Islands [sailing] by cakenggt - https://forum.minetest.net/viewtopic.php?t=22159 13:33 Krock !mod 13:34 MinetestBot Krock: BigPixelZombie [bpz] by azekill_DIABLO - https://forum.minetest.net/viewtopic.php?t=14495 16:02 VanessaE oof. worldedit's //move function needs some TLC. it's slow compared to //set -- a region about 1.1M nodes is taking many minutes to move down by 1m, yet a region of 54M nodes took only some tens of seconds to //set. 16:02 VanessaE (it's been chewing on that //move for over 10 mins now) 16:02 VanessaE and using a lot of memory, too.. 16:04 sfan5 it intentionally does the moving in steps 16:04 sfan5 maybe it shouldn't 16:04 VanessaE wasn't there some kind of "buffer" that lets big commands run in the background? 16:05 sfan5 no idea 16:07 VanessaE it's grabbed about 2GB of RAM since the command started; does it load the area to move, into a table or something? 16:15 VanessaE who actively maintains WE these days anyway? 16:15 VanessaE (so that I can yell at someone more appropriate ;) ) 16:17 sfan5 me 16:17 VanessaE oh ok. 16:18 VanessaE consider yourself yelled at then ;) 16:33 VanessaE oof. //move uses remove_node() and set_node() and meta-handling 16:33 VanessaE no wonder it's so slow 16:59 VanessaE HybridDog has a fork, where he claims some operations are ridiculously-fast, I think one of which is //move [off] though I tend to avoid him as I don't trust him due to his level of paranoia, this may be one time it's okay to look 16:59 VanessaE shit 17:00 VanessaE missed a \n :P 17:11 VanessaE sfan5: any chance you can do something to make //move faster? it's been going for over an hour... 17:12 sfan5 working on it 17:12 sfan5 right now, in fact 17:12 VanessaE oh! ok. thanks :) 18:45 tumeninodes rubenwardy: having a slight issue with ContentDB updating a couple mods. Got a notification "Oops something went wrong" so waited and tried again. WOuld have used the mssg option but did not want to add a third update instance. The two involved are https://content.minetest.net/packages/TumeniNodes/pkarcs/ and https://content.minetest.net/packages/TumeniNodes/angledwalls/ both show a status of "importing" since last night 18:46 rubenwardy redis broke 18:46 rubenwardy I hate technology 18:47 tumeninodes oh nos 18:47 sfan5 does remove_node delete metadata? 18:47 tumeninodes tech is a love/hate thing 18:47 sfan5 i guess not and it doesn't matter anyway 18:49 Krock it should hmm 18:51 Krock addNodeAndUpdate(p, MapNode(CONTENT_AIR), modified_blocks, true); 18:51 Krock > true. removes meta 18:51 Krock meta is removed or Map::removeNodeMetadata(): Block not found is logged 18:51 sfan5 i see 19:14 sfan5 minetest needs an api function to get 1) a monotonic time and 2) one with precision better than seconds 19:20 Krock minetest.get_us_time()` 19:21 sfan5 oh cool 19:21 sfan5 i thought that there was one but couldn't remember the name 19:21 Krock sounds like you're modding again? 19:22 sfan5 i'm making WorldEdit suck less 19:23 Krock til worldedit sucks 19:38 VanessaE I wouldn't say it sucks. that's a bit extreme .. 19:42 tumeninodes rubenwardy: why doe the link to report issues on CDB link to your Twitter acct? This means that anyone who wishes to report an issue is required to have a Twitter acct? 0_o I only mention it as this may cause some to not bother issuing a report, with no desire to have a Twitter acct. 19:42 tumeninodes does 19:45 rubenwardy doesn't it link to rubenwardy.com/contact? 19:45 rubenwardy oh wait, you're referring to the site-wide error page 19:45 rubenwardy it's outdated 19:46 tumeninodes yes, the error page which popped up when I ran into the update issues 19:46 rubenwardy that appears on all sites on my machine 19:46 tumeninodes oh 19:46 rubenwardy I created that page years ago 19:46 rubenwardy >>> 'logfile /var/log/redis/redis-server.log' // Can't open the log file: Permission denied 19:46 rubenwardy any ideas? Permissions are correct 19:46 tumeninodes kick it 19:47 Krock chmod 777 19:47 tumeninodes or that 19:52 tumeninodes anyone here use hugo? (just asking as I'm thinking of creating a small website) https://gohugo.io/ 19:54 Krock ^ Calinou please use this 19:55 Krock I don't know what it's capable doing but it surely fits 19:56 sfan5 oh great the new copy code fails randomly 19:56 Calinou I used it a bit for prototyping, but my current personal website uses Jekyll actually :P 19:56 sfan5 is it possible that two vmanips in very close locations conflict with each other when only one(!) of them is actually written back to the map? 19:56 Calinou Hugo is still pretty cool 19:56 Krock Calinou: use it for its name 19:56 Calinou :D 19:57 tumeninodes https://dzone.com/articles/static-site-generators-overview-gatsby-vs-hugo-vs 19:58 Calinou Gatsby has a different approach, with many advantages but also downsides 19:58 Calinou >Learning Golang can be difficult. 19:59 Calinou uh, you don't need to know Go to use Hugo 19:59 Calinou (also, it's Go, not Golang :P) 19:59 tumeninodes no xml support though 19:59 sfan5 oh i found the bug 19:59 Krock parallel vmanips should be possible 19:59 tumeninodes xml = still relevant 20:00 sfan5 Krock: they are, the bug was in my code 20:00 Calinou yeah, it's not supported yet, https://github.com/gohugoio/hugo/issues/4470 20:00 Calinou you could maybe convert XML to another format using a separate tool still 20:02 tumeninodes tough getting an accurate result doing a vs x 3 and no knowledge if the organization doing the vs may have a bias 20:03 tumeninodes another matter is apache 2.0 vs MIT 20:05 Calinou what do you want to license? 20:05 tumeninodes I personaly like apache 20:06 tumeninodes me personaly on an aspect which would matter? nothing 20:07 Calinou usually, you should pick the license that's used the most often in the community in question 20:07 Calinou Rust software is often licensed under both Apache 2 and MIT 20:08 tumeninodes anything I put on a website would be under it's own specific license as far as my own content 20:08 Calinou content is better licensed using a Creative Commons license, preferably CC0, CC BY or CC BY-SA :) 20:08 Calinou but you can license the code under MIT or Apache 2 just fine 20:10 tumeninodes apache might have been an option related to MT project? I am only saying as it can contain patents and (correct me if I'm wrong) maybe Celeron could have applied for a patent for MT engine? 20:12 tumeninodes just so it existed. Again, I am no legal expert, it is just a quick thought that passed into my thick skull 20:12 Calinou no, that's not what a patent grant is 20:12 tumeninodes well.... poop 20:13 Calinou https://opensource.com/article/18/2/how-make-sense-apache-2-patent-license 20:13 Calinou (found via a quick search, there's more comprehensive articles out there) 20:13 tumeninodes I was thinking it might have been a way around the trademark matter of the past 20:15 sfan5 VanessaE: done 20:15 VanessaE yay! :) 20:16 sfan5 there's a catch though: //move y -1 is as slow as before 20:16 VanessaE bummer. 20:16 tumeninodes Calinou thank you for that link... just started reading and bookmarked to finish later tonight. Very good stuff to know 20:16 sfan5 instead use //copy y -1 and manually remove the remaining row at the top OR move whatever thing high into the air and then back down where you want it 20:17 VanessaE oh I see, so that the source and destination regions don't overlap? 20:17 sfan5 yeah 20:17 sfan5 /copy is still slow when regions overlap AND you are moving towards +, //move is still slow when regions overlap 20:18 VanessaE noted. 20:19 VanessaE I guess because there's no way to do a VM read or write "in reverse"? 20:19 sfan5 there is I just didn't bother implementing it 20:21 VanessaE ok. 20:29 VanessaE holy crap, that's massively faster. 20:29 VanessaE (//stack) 20:30 VanessaE ~3 mins to do something that before was still going for an hour. 20:30 VanessaE nice :) 20:30 rubenwardy tumeninodes: I've added a status message to ContentDB so people don't get confused at least 20:31 rubenwardy no sure how to fix this 20:31 rubenwardy I've `su`'d into the redis user, and can write to the file fine 20:32 rubenwardy maybe redis doesn't like system links? 20:32 rubenwardy I have /var/log linked to /home/root-overflow/var/log because OVH/Kimsufi is retarded 20:35 tumeninodes that will definitely be useful. 20:36 sfan5 why not let it log to /dev/null for now? 20:39 rubenwardy ah, thanks 20:39 rubenwardy that works 20:40 tumeninodes \o/ 20:41 tumeninodes afk 22:19 VanessaE sfan5: bug in //allocate 22:19 VanessaE just do //1, //allocate . the //1 position will move. 22:20 VanessaE repeat //allocate and it'll keep moving. 22:22 sfan5 hmm 22:24 VanessaE and //load moves the coords as well 22:25 VanessaE https://i.imgur.com/e3By1Dr.png I put pos1 right about where the crosshairs is in the lower right in the image. //allocate created the selection box shown, //load put the structure where you see it 22:26 VanessaE s/is/are/ 22:26 sfan5 it's not actually documented anywhere that allocate should "anchor" the schematic at pos1 22:27 VanessaE it always has in the past 22:27 VanessaE that's its purpose 22:27 sfan5 the fact that it does is because most schematics have (0,0,0) as lowest position 22:27 VanessaE it just was never clearly specified which corner of the structure it will be (SW I think) 22:28 VanessaE either way this is a bug, //allocate is not supposed to move pos1, and the schematic loaded outside of the box. that has never happened before. 22:28 VanessaE (and I know the schem is good, I //save'd it a few hours ago) 22:29 sfan5 that is not supposed to happen 22:32 sfan5 looking at the code I don't see how it's possible that it saves such an "incorrect" schematic 22:33 VanessaE want a copy? 22:33 sfan5 sure 22:33 VanessaE https://daconcepts.com/vanessa/extra/thingy.we 22:36 VanessaE doesn't look like any coords in the file are at 0 22:36 VanessaE so //save must have b0rk3d it 22:37 VanessaE I was at commit f589c988 when I saved the fiule 22:37 VanessaE file* 22:37 VanessaE if that helpe 22:37 VanessaE if that helps 22:37 sfan5 hm yeah I can see the issue 22:37 sfan5 you saved a bunch of air, but since that air isn't saved //allocate detects a smaller area than the schematic was actually saved from 22:39 VanessaE yeah, it was just some floating structure, wanted to stash it before building that road (just in case I trashed something) 22:41 sfan5 more precisely "a bunch of air" means there are entire XY, XZ, YZ slices with nothing in them 22:43 VanessaE so maybe //save should add do-nothing "dummy" nodes at the four corners to keep //allocate et al. happy? 22:43 VanessaE eight corners* 22:45 sfan5 quite hacky, but I was thinking about doing that 22:47 VanessaE sometimes hacky works :) 22:57 sfan5 hmm no, if I add an air node there it would overwrite something when the schem is loaded 22:57 VanessaE not air 22:57 VanessaE a dummy node 22:57 VanessaE like ignore 22:57 VanessaE or something else that can't actually be placed. 22:58 sfan5 ignore works but throws a red warning at you on //load 22:59 sfan5 i'll just add a warning in chat for now 23:29 VanessaE "can't be fixed or worked around in a simple way." dummy nodes :) (insert on //save, explicitly ignore them on //load) 23:30 VanessaE (of course that would only work with a WE schematic, but then again I have no idea what happens if you try to place a MT schem that contains invalid nodes? 23:30 VanessaE ) 23:50 * VanessaE notes Fixer logging into VE-S... 23:50 Fixer VanessaE: needed a test join just before going to sleep in a sec 23:50 VanessaE just making sure it's you :) 23:51 Fixer VanessaE: me, is that just me or fps is so much better? 23:51 Fixer and smoother 23:51 VanessaE *shrug* 23:51 VanessaE it IS a less complex spawn than the old place. 23:52 Fixer VanessaE: not just that, i've noticed it in my Just Test capture few minutes ago 23:52 Fixer VanessaE: i've noticed a lot of servers still on 0.4, wtf? 23:53 VanessaE no idea about that, aside from sheer inertia 23:53 VanessaE and "5.x, oh that's the unstable dev branch" 23:53 VanessaE and mobile clients not updating to the 5.x code bas 23:53 VanessaE base* 23:54 Fixer VanessaE: are you runnin latest git server? 23:55 VanessaE not *latest* latest, but it's recent 5.1.0-dev 23:55 VanessaE last updated a month or so ago, I suppose