Time Nick Message 01:13 paramat !tell Xiong the change in sneaking occurs in desktop MT too, it's part of 'new movement code'. if you prefer the old sneak behaviour you can set that, see https://forum.minetest.net/viewtopic.php?f=18&t=17397 01:13 MinetestBot paramat: I'll pass that on when Xiong is around 01:21 p_gimeno do crops no longer grow with superglowglass? 01:22 VanessaE nope. 01:22 VanessaE they require full light 01:22 VanessaE a mese lamp block right next to the plant, or sunlight 01:22 p_gimeno is that a bug or intended behaviour? 01:23 VanessaE intended behavior. 01:24 p_gimeno what's doing that? has superglowglass brightness been reduced? 01:27 p_gimeno or are the crops detecting the kind of light somehow? 01:29 VanessaE it's a change in minetest_game's farmind mod I guess. 01:29 VanessaE farming* 01:30 p_gimeno thanks, I guess it's the same for dirt turning into dirt_with_grass, then? I could no longer use a torch to make it green, not even superglowglass 01:31 VanessaE idk for sure 01:36 ChimneySwift I didn't think grass required light? only that there was a grass block to spread from 02:08 jas_ dirt needs to be near another grass node to turn into that grass. isolated dirt stays dirt. 02:14 p_gimeno hm, maybe it was that, thanks 02:14 jas_ my pleasure 03:17 scr267 Heh, some player found a neat bug: so grab your screwdriver, then rotate a sliding door (to make it horizontal) and your server's reset button is ready to go 03:17 scr267 Crashes the server... 03:18 scr267 Runtime error from mod '' in callback item_OnPlace() ... doors/init.lua line 174 03:18 scr267 Neato! 03:19 Alexand{er|ra} Nice. I needed a way to crash my server. 03:20 Alexand{er|ra} I would never have thought to try a door/screwdriver combination though. 03:20 Alexand{er|ra} I've been using a hack where I wrote a mod that divides by zero when I execute a certain chat command, instead. Now I can throw that mod out. 03:23 scr267 LOL 03:23 scr267 This player has been trying just about every tool on everything on my server... He seems very thorough. 03:24 scr267 And he's been kind enough to alert me about all the defects he finds 03:24 tune that's cool 03:24 sofar scr267: sliding door? 03:24 sofar from what mod? 03:25 scr267 Main minetest_game 03:25 scr267 hold on 03:25 scr267 After compile and instal its installed here: /usr/local/share/minetest/games/minetest_game/mods/doors/init.lua 03:26 scr267 basic doors mod 03:26 scr267 error gets thrown at line 174 03:26 sofar since when is there a sliding door in minetest_game? 03:26 scr267 ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod '' in callback item_OnPlace(): ...l/share/minetest/games/minetest_game/mods/doors/init.lua:174: attempt to i 03:26 VanessaE homedecor has a sliding door, but it doesn't use the doors mod 03:26 scr267 ndex a nil value 03:27 scr267 I'll double check with him to see if he was actually doing it on a sliding door 03:28 scr267 doors:slide_door_a (I think its an xdecor door) 03:29 scr267 ok 03:29 scr267 so its not the default mod then. 03:30 scr267 Weird though, in the logs, the user took this door from their chest: doors:slide_door 03:30 scr267 But I don't see them actually placing it... (and he did place it in front of me) 03:31 scr267 Anyway. He rotates the door so its horizontal, then he 'opens' it - and boom server crashes. 03:34 sofar I can't rotate xdecor's sliding door with the standard screw driver 03:34 sofar mt 0.4.17.1 + xdecor 03:35 sofar I'm not attempting to disprove your crash, I think I understand why it happened 03:36 sofar but the code currently prevents rotation of doors as far as I can see 03:36 sofar do you have some special screwdriver? 03:37 Alexand{er|ra} I can't find "doors:slide_door" in Minetest Game, either. I checked both 0.4.17 and 5.0.0-dev. 03:37 sofar it's an xdecor item 03:38 Alexand{er|ra} Why does it have a "doors:" prefix? 03:39 sofar scr267: what minetest version? 0.4.* stable or 5.x unstable? 03:46 scr267 0.4.17 stable 03:47 scr267 sorry was afk 03:47 scr267 ill be back in a short bit... 03:48 sofar np 03:51 sofar https://github.com/minetest/minetest_game/pull/2273 03:51 sofar still weird that that player was able to rotate the door, that shouldn't be possible 03:58 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Draw all horizons and sky base, in front of stars (#7932) 1308884d2 https://git.io/fpMIT (152018-12-06T03:56:35Z) 04:04 scr267 sofar: ok cool. Anything else I can provide for info? 04:07 scr267 Not quite sure exactly which door it is... its a bit conflicting... if I run 'whatisthis' on the item in my hand it just says "doors:slide_door 98" 04:07 scr267 er never mind the 98, thats the quantity in my hand :-P 13:57 thetoolman hello! i am on the latest git server and client (as of yesterday at least) and I'm having an issue where if i drop off the server and then come back, i am blinded by a version of "me". if i move fast enough, it will chase me but if i stop, it will surround me. anyone know anything about this? the only fix that i've found is to make a new player and rejoin 13:59 thetoolman hello! i am on the latest git server and client (as of yesterday at least) and I'm having an issue where if i drop off the server and then come back, i am blinded by a version of "me". if i move fast enough, it will chase me but if i stop, it will surround me. anyone know anything about this? the only fix that i've found is to make a new player and rejoin 13:59 thetoolman (repost because i got +b'd) 14:00 thetoolman also, been getting a bunch of these in my logs. active plugins: technic, digtron, mesecons, more_mesecons, pipeworks, and dynamic_liquid 14:00 thetoolman 2018-12-06 03:57:38: ERROR[Main]: ClientEnvironment::addActiveObject(): id=1 type=e: SerializationError in initialize(): deSerializeLongString: couldn't read all chars: init_data="\u0001\u0000\ntheTOOLMAN\u0001\u0000\u0001\u00ff\u00aa\u0083G\u00ff\u00b6-|\u0000\u00eab&\u0000\u0000\u0000\u0 14:47 rubenwardy Argh 14:57 scr267 Is there a way to increase the amount of memory LuaJIT can use? 14:59 p_gimeno scr267: AFAIK, the way is to compile minetest with luajit 2.1 with 64-bit mode enabled 15:00 scr267 p_gimeno: Hum... even at 32 bits, it shouldn't crash for going over 77Mbs of usage? 15:00 p_gimeno scr267: there are lots of factors into play, yes it can crash 15:01 scr267 Ok 15:01 scr267 Would it be reasonable to disable LuaJIT from the minetest compile, or is performance that much better? 15:03 p_gimeno scr267: well, it *is* that much better, but you can try and see. https://github.com/trizen/language-benchmarks 15:03 p_gimeno scr267: I know some server owners can't afford not having LuaJIT, for performance reasons. 15:03 scr267 Right 15:04 scr267 That does seem to make a nice difference 15:06 p_gimeno if normal Lua works for you, there's no reason to stick to LuaJIT, but if you have a public server, many mods and lots of active stuff, then I doubt Lua will be up to speed. 15:07 scr267 p_gimeno: You mention compiling luajit 2.1, it is currently beta... Is that good enough for a server? 15:07 p_gimeno yeah, it's pretty stable 15:08 scr267 oki doke... I'll see if I can make that work... thanks for the tip :) 15:10 scr267 p_gimeno: When you said "with 64-bit mode enabled" - Doesn't just compiling it on a 64bit compiler with 64bit libraries enough? 15:11 p_gimeno scr267: I think it has to be enabled with a make setting or something like that, let me look 15:12 scr267 I'm just trying to find the docs :) 15:15 rubenwardy Lua without luajit is a bit shit 15:16 p_gimeno still looking, I've found something but I'm not sure that's it 15:16 scr267 rubenwardy: Seems that way hem... I've just compiled LuaJit 2.1 from source but I'm wary of deploying it - I'm not even sure how it would interact with the system installed packages. 15:17 scr267 p_gimeno: I just read on their site that you can compile for 32bit if you are on a 64bit host... but that doesn't help me. 15:19 p_gimeno scr267: I can't find anything specific, maybe I was wrong. There is this: make XCFLAGS=-DLUAJIT_ENABLE_GC64 15:19 p_gimeno but I'm not sure if it's necessary to get advantage of 64 bit mode 15:19 scr267 p_gimeno: Thanks so much! - I will research it a bit.. 15:20 scr267 Anyway I'm cloning my VM... It will give me a good development/testing environment where I can do this with the real site. I'll also be able to bring in the updated backups of the postgres DB for future updates. 15:22 scr267 LJ_GC64 mode intepreter... maybe that is what you were referring to...? 15:22 scr267 That's what XCFLAGS=-DLUAJIT_ENABLE_GC64 enables. 15:23 p_gimeno yes, I think that without this flag, memory allocation uses 32 bits 15:24 scr267 p_gimeno: So approximately how much memory can it use if its on 64 bits mode? 15:24 scr267 Is that determined by the OS then? 15:25 p_gimeno scr267: I don't remember, but I believe the limit is beyond the capacity of most systems. 15:26 scr267 Ah good XD 15:29 p_gimeno found it: https://github.com/LuaJIT/LuaJIT/pull/149#issuecomment-201999865 15:29 scr267 Ah cool 15:29 p_gimeno that's 140 TB 15:30 scr267 heh... should be just enough. 15:30 scr267 ;) thanks again! 15:31 scr267 I've only allocated 3Gbs... realistically that memory can be mapped over 32bits. 15:31 p_gimeno scr267: 32 bit LuaJIT can't use 3 GB anyway. I think in Linux it's limited to 1 GB or so. 15:31 scr267 ah heh 15:34 scr267 p_gimeno: Do I have to recompile Minetest afterwards or does it simply start to use the newly compiled luajit? 15:34 scr267 I'm assuming I have to recompile it... 15:35 p_gimeno yes, I believe so too 15:35 scr267 Woa, that's interesting Fedora's LuaJIT package is actually: luajit-devel-2.1.0-0.8beta3.fc29.x86_64 15:35 scr267 heh 15:39 p_gimeno if it has GC64 enabled, you can certainly use that one 15:40 scr267 I'm trying to figure it out... to be honest I'm not even sure minetestserver was compiled against it. Ldd displays a totally differrent library: 15:40 scr267 ldd $(which minetestserver) | grep -i lua 15:40 scr267 libluajit-5.1.so.2 => /lib64/libluajit-5.1.so.2 (0x00007fd340074000) 15:40 p_gimeno I think 5.1 alludes to the Lua version 15:41 sfan5 it does 15:41 scr267 right 15:41 sfan5 if you want to be sure that MT links the right luajit, compile luajit statically and point cmake to the .a library 15:42 scr267 sfan5: ok, I will try that out then. 15:42 scr267 And then ldd should show it once both are compiled. 15:43 p_gimeno ldd only shows dynamic objects, it shouldn't show anything :) 15:44 scr267 Er... ah ok... actually that makes sense... 15:50 scr267 So I'm trying to get cmake pointed to the .a file but it throws the following info: 15:50 scr267 -- Found LuaJit: /usr/local/lib/libluajit-5.1.a (found version "") 15:50 scr267 -- Using LuaJIT provided by system. 15:50 scr267 Just wondering if that 2nd line is ok? 15:50 sfan5 uh 15:50 sfan5 there is no need to install the static library 15:51 scr267 well... er... I need to use the one that I compiled so that I can ensure its using the 64bit gc mode 15:51 sfan5 generally installing libraries that already exist on your system is bound to cause problems at some point 15:51 sfan5 scr267: cmake . -DLUA_INCLUDE_DIR=... -DLUA_LIBRARY=... 15:51 sfan5 no need to install anything 15:52 scr267 ah ok gotcha 15:52 scr267 i'll remove those packages. 16:01 scr267 Well, I removed those luajit packages and I get the same message... bah, lets see how it goes. 16:08 scr267 Seems to have worked, ldd returns nothing... :) 16:19 p_gimeno I wonder if I activated that flag when I compiled it. https://paste.scratchbook.ch/view/1955001a 16:25 scr267 The thing that's odd now is that the IRC mod doesn't work... seems it needs the lua socket library which wasn't included... :-/ 16:26 p_gimeno I didn't, obviously. Retested with a recompiled version with that flag enabled, no crash. 16:26 scr267 Ah I'll have to go figure that out now 16:26 sfan5 using lua libraries is kinda problematic if your luajit is statically linked 16:26 sfan5 so you might have to undo my suggestion to get that working again 16:27 scr267 I'll try it out with the dyanmic library :-D 16:33 scr267 p_gimeno: Your test still crashes luajit even though I compiled it with the 64 bit option 16:34 p_gimeno scr267: I recompiled with GC64 and got this: https://paste.scratchbook.ch/view/24bf2779 16:34 p_gimeno not sure why it crashes in your case 16:36 scr267 Odd... did you just compile like this: make XCFLAGS=-DLUAJIT_ENABLE_GC64 16:36 scr267 ? 16:37 p_gimeno exactly like that, yes 16:37 scr267 I'll just double check that I didn't mess things up with some packages or something!? 16:38 p_gimeno oops, I messed up the test case, but I retested the same as in LuaJIT 2.0 and it also passes, reporting 20 GB 16:39 scr267 ok 16:39 p_gimeno scr267: if you have allocated 3 GB, note it will crash 16:39 p_gimeno that test reports about 5 GB memory usage 16:39 scr267 Well, I reduced it to 200 iterations in my case 16:39 scr267 and it still crashed 16:41 p_gimeno that's 2 GB, too close to the limit 16:41 p_gimeno perhaps GC may not run in time, and objects may accumulate before it runs 16:42 scr267 true 16:42 p_gimeno try inserting a collectgarbage('collect') in the loop 16:44 scr267 ok 16:46 scr267 hum, I have at least 1.8gbs availabe of free memory, but it dies even with 100 iterations.. I added the collectgarbage 16:46 scr267 t = {}; s = string.rep('x', 10000000); for i = 1, 100 do t[i] = s .. tostring(i); collectgarbage('collect'); end 16:48 scr267 IT works up to 700Mbs 16:48 p_gimeno it may need some memory for JIT compilation too 16:48 scr267 Yeah, I'm rebooting the VM and doubling memory allocation for testing. 16:48 p_gimeno IDK, I'm not into LuaJIT's internals 16:49 scr267 XD 16:50 p_gimeno another possible thing to try is to turn jit.off() just for this test 16:51 scr267 Well, it did seem to improve things ... now I can run 200 iterations... so around 2gbs 16:52 scr267 wish there was a way i could tell how much memory its trying to get from the OS. 16:54 scr267 Might be limited to around 50% of total available memory? 16:55 p_gimeno again, not into LJ internals :) 16:56 scr267 No worries, at least if I can use up 1 or 2Gbs its not bad. 16:56 scr267 :) thanks very much for your help 16:56 p_gimeno yw :) 20:48 puzzlecube1 I got a quick question for you. is there anything special I need to do to override an ABM? specifically lavacooling so that my xdefault:pumice will form under the right conditions. lua_api.txt says ABMs with identical labels will be listed as one but I am wondering if that means merge the ABMs or override them or something else. Thanks in advance. 20:49 rubenwardy it means that when you profile they'll appear as one ABM 20:49 rubenwardy they won't override 20:49 rubenwardy not sure how to override an ABM 20:50 VanessaE puzzlecube1: look at gloopblocks 20:50 VanessaE it uses the standard override for lava cooling 20:51 VanessaE it already generates pumice that way btw 20:51 VanessaE https://gitlab.com/VanessaE/gloopblocks 20:52 VanessaE https://gitlab.com/VanessaE/gloopblocks/blob/master/init.lua#L878 specifically 20:53 puzzlecube1 Thanks! gloopblocks on a server was what gave me the idea to add pumice and I will be making it optionally work seamlessly with gloopblocks pumice as an extra set of rocks for decoration because that texture looks awesome. 20:53 VanessaE :) 20:54 VanessaE cheers. 20:54 celeron55 so, MT doesn't have a way of overriding ABMs but minetest_game/default's lava cooling is nice and provides a way to override what it does 21:31 Alexand{er|ra} Whenever I need to override an ABM, it's really cumbersome. You have to walk the ABM table looking for something recognisable as the ABM you need to modify, then modify that subtable. There's no API function to do it an easy way. 21:32 celeron55 url to code doing that would be interesting 21:35 Alexand{er|ra} The last code I used was because someone messed up the override option in Minetest Game, so now that that's fixes, my code doesn't use that hack any more. I'll see if I can find an old commit though. 21:37 Alexand{er|ra} Oh, only twelve commits. That's not hard. 21:37 Alexand{er|ra} celeron55: 21:37 puzzlecube1 Hmm, I'll have to remember that if I want to tweak something other than lavacooling. The label seems to be a good candidate for what to look for in those subtables but without would only work for labeled ones of course. I know you can use biome names to force tweak parameters without completely removing and readding them and I think I still have some of that code somewhere. 21:38 Alexand{er|ra} Yeah, I used the label and the original mod to track the ABM down, myself. 21:41 Alexand{er|ra} Now that I look again at that code, the section I linked to only located the ABM. The actual override is at the bottom of the file. The override should be obvious once you've put a reference to the ABM's subtable somewhere local though. 23:31 MinetestBot 02[git] 04sofar -> 03minetest/minetest_game: Prevent crash if some mod inadvertently allowed doors to rotate 13667e130 https://git.io/fpDPA (152018-12-06T23:29:43Z) 23:33 MinetestBot 02[git] 04rubenwardy -> 03minetest/minetest: Disable game bar and header on Android (#7940) 130c6933b https://git.io/fpDXU (152018-12-06T23:32:15Z) 23:53 MinetestBot 02[git] 04paramat -> 03minetest/minetest: Main menu style: Set to 'full' for Android, remove 'auto' option (#7936) 13f0dca28 https://git.io/fpD1z (152018-12-06T23:52:11Z)