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IRC log for #minetest-dev, 2013-03-09

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Time Nick Message
01:45 hmmmm can they?  *shrug*
01:45 hmmmm look at animated torches......
01:45 hmmmm not that i know how any of that works
01:48 hmmmm it's funny, the dungeongen could've been made like 100x faster by simply moving two perlin noise calls inside of a conditional... either this was totally overlooked, or someone took a compiler's optimization prowess for granted and thought it would know that noise3d_perlin() is a pure function
02:56 hmmmm 414-452ms outside if, 5-7ms inside if, 40-43ms perlin map
02:57 hmmmm no contest here really
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04:47 VanessaE can someone merge this please?
04:47 VanessaE https://github.com/minetest/minetest/pull/532
04:47 VanessaE I've tested this pretty thoroughly and it seems to work quite well
04:54 hmmmm i was sorta waiting for you guys to finalize it because you didn't seem to have things worked out completely yesterday
04:55 VanessaE it's done now afawct
04:55 hmmmm also still with the minetest-c55 at the bottom? what's up with that.. that's one logo too many in my opinion
04:55 hmmmm minecraft's main menu has the window title, the upper-left-corner info text, and in the large main logo
04:56 VanessaE yeah, I say replace that file with a blank 1px image (I dunno if the patch can deal with a missing filew)
04:56 VanessaE -w
04:56 hmmmm that should be tested first
04:56 VanessaE or, replace it with some kind of cutesy little graphic, like a bigger version of that little bit that appears to the right of the 'c55'
04:57 VanessaE lemme check
04:57 hmmmm dunno i just think that bit is totally unnecessary
04:57 VanessaE yeah but it's always sorta been there
04:57 hmmmm i don't like the way that looks..... anyway see if it breaks with blank 1px image or a missing file
04:58 VanessaE it won't break with a 1px image, I already tested that
04:58 VanessaE I'll check about missing images
04:58 hmmmm the difference is that in the non-cloud background, there is no large minetest text
04:58 hmmmm so the bottom thing works a lot better
04:59 hmmmm i mean sure we can change it, but this is going to be the default main menu that everybody will see and connect minetest too
04:59 VanessaE right
05:00 VanessaE *waits for build to finish*
05:00 VanessaE therew e go
05:00 VanessaE works fine with missing footer image
05:01 VanessaE works fine with missing header image, too
05:02 VanessaE so you could just outright delete menufooter.png (that's what I just did) and it'll render without it as expected.
05:02 hmmmm heh uhh.. one detail
05:02 VanessaE hm/
05:02 VanessaE ?
05:02 hmmmm i am looking through the actual patch right now and i can't seem to see the file "defaultsettings.cpp" modified
05:02 VanessaE that's because it takes no setting.
05:03 hmmmm why not?
05:03 VanessaE if you wanna disable clouds, supply a menubg.png image somewhere where the engine can find it
05:03 VanessaE then it'll render with that bg image, e.g. the old minimal dirt
05:03 hmmmm wouldn't you say that's pretty obtuse?
05:03 VanessaE well my preference was different than that, but that's what shadow settled on
05:03 VanessaE so I didn't want to argue
05:03 hmmmm i don't know if that behavior is the desirable behavior
05:03 hmmmm we should have a vote on it
05:04 VanessaE I'd have preferred a setting to enable/disable clouds, and then have menusplash override menubg.png if both are present
05:04 hmmmm i'm not going to merge it right away
05:04 VanessaE ok, a vote is fair
05:05 VanessaE in that case, you could register mine as "merge, no one will really care of the default menubg.png is no longer seen, it was ugly anyway." or some words to that effect.
05:05 VanessaE if*
05:06 hmmmm those two things need to be figured out.. 1).  having redundant footer text there by default unless you manually delete that image, and 2).  not having a plain-old setting to disable and enable the cloud background, but then expect the user to know to add a certain background tile image in order to disable it
05:06 VanessaE I think the theory there, btw, is that most folks know how to copy a file, but people have a hard time figuring out how to edit a config.
05:07 VanessaE but your point stands.
05:07 VanessaE I'd be glad to draw up some nice pixel art to replace the old footer, but I guarantee c55 will hate it ;-)
05:08 VanessaE shall I?
05:09 hmmmm hmmm
05:09 hmmmm dunno, try it... what i think will happen is that people would rather leave the footer area blank with clouds enabled
05:10 VanessaE that'll break my HDX splash.
05:11 VanessaE (I use the footer to display an alternate "Minetest" title)
05:11 hmmmm well, i mean to say a blank footer area, like you said, a 1x1 transparent image
05:12 VanessaE oh right
05:12 VanessaE ok
05:12 VanessaE what would you display down there with the old tiled background?
05:13 hmmmm the old minetest-c55 logo
05:13 VanessaE so you'd need another filename then
05:14 hmmmm not that hard
05:14 VanessaE of course
05:14 VanessaE just trying to think of the least possible amount of code that would be needed to facilitate this.
05:14 VanessaE (damn it I wish I knew enough C++, I'd just do it myself)
05:15 hmmmm menufooter_blank.png, menufooter.png
05:15 VanessaE hmm..
05:15 VanessaE no
05:15 hmmmm and it'd use menufooter_blank.png on menu_clouds = true
05:15 hmmmm why not
05:15 VanessaE menufooter.png, menufooter_clouds.png
05:15 hmmmm yeah
05:15 hmmmm sounds better
05:15 VanessaE that way it doesn't imply that it necessarily has to be blank
05:30 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/menufooter.png
05:30 VanessaE how's this look?
05:30 VanessaE drawn to the same size and generally the same style as the old one
05:40 VanessaE hm
05:40 VanessaE it looks good at the bottom there, but it needs to be scaled up to fit the window witch.
05:40 VanessaE width.
05:45 VanessaE hm, main.cpp line 635,
05:46 VanessaE seems to me just take out that 0.6 to fix the issue.
05:47 * VanessaE tries it.
05:48 VanessaE yep, that fixes the width
05:48 VanessaE now why it's being drawn at a fixed 10 px from the bottom edge is curious..
05:59 VanessaE good, that fixes it.
06:05 VanessaE https://gist.github.com/VanessaE/5122965
06:06 VanessaE plus this image file:  http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/menufooter.png
06:06 VanessaE (revised from the first time I linked it)
06:13 VanessaE this doesn't fix the naming or remove-in-clouds-mode issue of course.
06:14 VanessaE just gives us a better looking, better-positioned image that doesn't bear the old "minetest-c55" part.
06:14 VanessaE looks good imho.
06:15 VanessaE I wonder if I should anti-alias that image
06:19 VanessaE interestingly, this requires me to adjust the aspect+size of my HDX footer.  *shrug*
06:24 VanessaE there, that was easy, just re-crop it to the original 1280px width and it scales perfectly.
06:25 hmmmm i see..
06:36 VanessaE "i see" .. . translation:  "moron.  leave core dev stuff to those of us who can actually code."
06:36 VanessaE ;)
06:42 hmmmm i don't really see the point of the whole multiplying by 0.6 thing
06:42 VanessaE neither did I
06:42 VanessaE the image size itself should be used to regulate that
06:42 VanessaE need blank space around it?  make it wider and blank.
06:42 hmmmm yeah
06:43 hmmmm also notice how getTexturePath("menufooter.png") is called twice
06:43 hmmmm duplicate work
06:43 hmmmm that is the sort of code that's crappy that i naturally avoid
06:43 hmmmm the compiler probably won't optimize that, either
06:44 VanessaE *looks*
06:45 VanessaE oh yeah, so it is
06:45 VanessaE wonder why he didn't cache that.
06:45 hmmmm it is cached
06:45 hmmmm if you look at what getTexturePath() does
06:46 hmmmm but it's still crappy because look, it has to get locked under a mutex and all this crap
06:46 VanessaE well I mean something like f=getTexturePath("menufooter.png"); if (f != "")....getTexture(f.c_str()) or some equivalent thereof
06:46 hmmmm that would be the appropriate thing to do, yeah.
06:47 hmmmm and something like if (f[0]) { ... would be even better
06:47 hmmmm that avoids a string comparison call
06:47 VanessaE jeez, for a moment there I was starting to actually understand this crap :D
06:48 hmmmm it's not like i expect things to be faster by doing all this, but i'm just removing unnecessary effort
06:48 hmmmm why would anybody do that when the alternative is less text to type, looks cleaner and code, is slightly faster, and is free in terms of effort?
06:48 hmmmm looks cleaner in code*
06:48 VanessaE beats me
06:49 hmmmm the operator [] on std::string returns the character at the specified position, exactly like a regular string in plain C
06:49 VanessaE oh smart
06:49 VanessaE compare against a null string instead of empty
06:49 hmmmm it's just that with std::string, there's a lot more machinery behind it which you don't see
06:50 hmmmm well no, i am comparing if it's empty or not by checking to see if the first character is null
06:50 VanessaE (well, compare against null/false rather)
06:50 hmmmm if str[0] is null, then it is a blank string
06:50 VanessaE oh ok
06:50 hmmmm str[0] is a null char i mean to say
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07:42 hmmmm blockseeds are always odd.  x,y,z are always even, odd times even is even, even plus even is even, so y and x are even.  now z is even and its multiplicand is even too, which makes that entire result even.  so it depends on whether the map seed is even or odd, and that'll make ALL blockseeds on the map even or odd based on the parity of the map seed
07:42 hmmmm get_blockseed is frigging retarded and has a horribly low enthropy.
07:42 hmmmm and we can't fix it either.
07:43 hmmmm it's making my PseudoRandom results always return the same number
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09:54 rubenwardy Is it "legal" to post this: http://forum.minetest.net/viewtopic.php?pid=74807#p74807
09:54 rubenwardy damn, wrong topic.
09:59 sfan5 wrong topic?
10:03 rubenwardy wrong # channel
10:03 rubenwardy meant to post it in #minetest
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13:13 rubenwardy_ oooh! minetest has a new font in 0.4.5...
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14:39 hmmmm this is depressing
14:40 hmmmm i'm going to have to add a hash() function to noise.cpp/h for better random results, because as it is right now, thanks to the way mapblock is set up, things might never have a chance of happening, ever, based on the map seed
14:42 hmmmm s/mapblock/blockseed/
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17:17 rubenwardy "Added support for downloading mods from a server using cURL which is faster, disabled by default (Ilya Zhuravlev & sfan5)"
17:17 rubenwardy ?
17:19 sfan5 where did that came from?
17:19 sfan5 *come
17:26 rubenwardy changelog
17:26 sfan5 link?
17:27 rubenwardy http://dev.minetest.net/Changelog
17:30 rubenwardy I restructured the change log a bit: http://dev.minetest.net/User:Rubenwardy/changelog
17:30 rubenwardy Note: that is in my namespace
17:31 rubenwardy sfan ^^
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17:34 rubenwardy Calinou:
17:34 rubenwardy <rubenwardy> I restructured the change log a bit: http://dev.minetest.net/User:Rubenwardy/changelog
17:34 rubenwardy <rubenwardy> Note: that is in my namespace
17:34 PilzAdam we have 3 different changelogs for 0.4.5 now, can someone just make a good one?
17:35 Calinou mine*
17:35 hmmmm i asked people to flesh out mine but nobody bothered
17:35 hmmmm and now it's deleted
17:35 Calinou commented out*
17:37 rubenwardy hmmmm: where is yours?
17:37 rubenwardy any comments on mine? I just restructured it
17:37 hmmmm -100, -150, -148it's commented out
17:37 hmmmm whoops
17:37 PilzAdam rubenwardy, see the source of the changelog, hmmmm's is commented out
17:38 rubenwardy the one with #"Big features:"
17:41 rubenwardy changed it: http://dev.minetest.net/User:Rubenwardy/changelog
17:44 rubenwardy so, how do i use ""Added support for downloading mods from a server using cURL which is faster, disabled by default (Ilya Zhuravlev & sfan5)"
17:45 PilzAdam you need a server and a client compiled with cURL support (official build has that)
17:46 PilzAdam then you set up a web server with all the media (textures, sounds, etc.) and set the setting in the server to this url
17:46 PilzAdam then clients with curl support will download the media from the web server
17:46 rubenwardy ?
17:46 rubenwardy "downloading mod"
17:47 PilzAdam should be "downloading media"
17:47 rubenwardy ah
17:47 PilzAdam the client doesnt download mods
17:47 PilzAdam it would be too insecure
17:48 rubenwardy I thought it meant there was a mod manager
17:49 PilzAdam there is a mod manager (the "Configure" button in world selection), but you cant download anything there
17:49 rubenwardy yeah
17:56 rubenwardy I have changed a lot since I last posted: http://dev.minetest.net/User:Rubenwardy/changelog
17:57 rubenwardy PilzAdam, hmmmm, Calinou
17:59 PilzAdam rubenwardy, finite liquids are disabled by default and experimental
17:59 rubenwardy ok
17:59 rubenwardy changed
18:00 sfan5 rubenwardy: i don't have to do anything with curl
18:00 sfan5 but i should be listed as translator
18:00 hmmmm probably shouldn't separate mapgen changes from core changes
18:00 hmmmm oh wait, there is no distinction between core and game changes now..
18:01 rubenwardy "game" -> "game play"
18:01 hmmmm also the EmergeThread stuff wasn't a bugfix, it just so happened that a bug was fixed when changing all that stuff
18:02 hmmmm that change in particular was pretty huge
18:02 hmmmm also i didn't fix caves having dead ends
18:02 rubenwardy who did?
18:02 rubenwardy wasn't it realbadangel?
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18:03 hmmmm i don't know why that was added in the first place.. to the contrary, i introduced the bug of caves having flat walls but only when there is more than one emergethread running
18:03 sapier hello, is anyone interested in cleaning up server class?
18:03 hmmmm no
18:04 hmmmm oh god leave it alone for now
18:04 rubenwardy is emerge thread about multi-threading?
18:04 hmmmm that's too much
18:04 rubenwardy <rubenwardy> is emerge thread about multi-threading?
18:04 sapier I'm trying to add pathfinding but adding functions to access necessary data will increase that mess even more
18:05 hmmmm really there are two distinct things that went on with the emerge crap
18:05 hmmmm 1).  the move of all that to emerge.cpp, and the cleanup of a LOT of code
18:06 hmmmm 2).  threads aren't constantly being created and destroyed, and there can be multiple emergethreads
18:06 sapier cleanup is always  a good idea :-)
18:06 hmmmm it's really nice you should check it out
18:06 hmmmm you can still see some celeron parts but it's mostly tidy
18:07 VanessaE haha
18:07 sapier yes but current server.h is crap it's a big monolithic mix of code having nothing in common except of being needed for something a minetest server needs to do
18:08 rubenwardy sfan5: fixed
18:08 hmmmm i'd really wait on that.. it's way more complicated than you probably think
18:08 rubenwardy is that a threat? lol
18:08 rubenwardy :P
18:08 hmmmm even something that was 'easy', like the scriptapi split, ended up taking much more effort than it was supposed to
18:08 sapier I don't think it's easy don't get me wrong :-) sorting that thing out is  a big task
18:09 hmmmm also i ended up changing them to scriptapi_*, the lua_* implied that it was part of lua or something and it looked wrong
18:09 hmmmm sorry
18:10 sfan5 rubenwardy: it would make more sense to list me next to pilz because you seem to have listed them in the order of translate.minetest.ru
18:10 rubenwardy fixed
18:10 sapier no problem ... first I wanted to rename it to this too but I needed to make project explorer to big to distinguish between files with a prefix that big ;-)
18:11 hmmmm it's not really that much of a problem, especially if you shorten things like "environment" to "env"
18:13 sapier my only requirement to names it that they shall be speaking scriptapi_* is even better considering the lua_* misinterpretation risk
18:15 sapier I'd be interested in cleaning up lua <-> server interface  currently most of these functions are namend scriptapi_ ... but not all
18:29 hmmmm hey i just made this page http://dev.minetest.net/Code_style_guidelines  - suggestions?
18:30 sapier why not c++?
18:30 hmmmm ?
18:30 sapier Don't use initializer lists unless absolutely necessary (initializing an object inside a class, or initializing a reference)
18:32 hmmmm ya
18:32 sapier any reason for this?
18:32 hmmmm initializer lists are stupid and they offer no advantages over assignment inside the ctor body
18:33 sapier they do, you can enable compiler to generate a warning on missing initializers
18:33 hmmmm the only reasons that people can come up with to use them are to use dumb C++ features already being avoided and a supposed "performance increase" that's trivially optimized with -O1
18:34 sapier I don't think objects are created that often to make a difference in minetest so performance isn't a issue (in this special case)
18:35 sapier but I really appreciate having compiler do those checks
18:36 hmmmm well
18:37 PilzAdam hmmmm, http://minetest.net/wiki/doku.php?id=contrib
18:37 sapier it's a personal preference I know but you asked for comments ;-)
18:37 hmmmm yeah those are outdated and dumb guidelines
18:39 sapier can we add a "max 80 chars" rule too?
18:39 hmmmm definitely not
18:39 hmmmm there are so many lines that go over 80
18:39 sapier In most cases you've done something wrong or can split it without problems
18:39 PilzAdam "Try to stay under 80 characters per line"?
18:39 hmmmm the guideline i follow is like "try to stay under 80, but it's okay if you go over by 2-4 chars, 90 is definitely unacceptable"
18:40 hmmmm strictly under 80 causes too many headaches and chops things up
18:40 sapier I know we all have big screens but edit window is still limited in current ide's
18:40 sapier ok that's what I meant, no matter if its 80 or 81 but not 120
18:41 hmmmm okay thanks for being reasonable
18:41 hmmmm there are people who think that it should be strictly under 80 or else, because they use vim and they don't understand how to resize their terminal
18:43 RealBadAngel using vim is hardcore already, such folks should know it by definition lol
18:45 sapier I once thought screens are big and line size is no issue ... but it is if you're looking for something in code and have to scroll to end of line everytime
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18:46 RealBadAngel i can see here circa 150 chars/per line in geany window
18:46 hmmmm use that horizontal space for a split window like i do
18:46 sapier add project explorer on right side and search window on right ;-)
18:46 sapier or start debuging having variable window right  ...
18:47 sapier many cases where your edit window is somehow limited even on big screens
18:47 RealBadAngel and pizza oven in top corner
18:48 hmmmm okay, i changed a couple things
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19:37 hmmmm hey RealBadAngel, how would i set a MapNode to have a certain facedir?
19:44 thexyz can somebody explain what do values in profiler output mean? http://pastebin.com/raw.php?i=Yf5XpKBG
19:45 thexyz i set print interval to 60 seconds
19:46 thexyz http://pastebin.com/raw.php?i=7vHiAh0f — next one
20:46 sapier1 https://github.com/minetest/minetest/pull/535 what do you think about those changes?
21:24 hmmmm erm... the singleton thing..
21:24 hmmmm that's the point of GameDef
21:24 hmmmm but the environment is part of the GameDef, and lua is a member of the environment
21:50 sapier1 yes, having everything within env being part of env woult be best,  but if you make everything part of environment you have to add access functions everywhere up ... atm for example getLua is within ServerEnvironment and Server
21:52 hmmmm but getLua() is even cleaner than ScriptAPI::getInstance()blah like you'd have people do there
21:52 sapier1 but I don't even see mod api being part of environment, yes it can be used to modify environment and is triggered by it
21:53 sapier1 my intention was to stopp Server and Environment from passing lua env as neither server nor environment do have any knowledge about lua
21:54 sapier if you insist scriptapi being a part of env I'll make it a member of env, thus move initialization to env as well as cleanup
21:56 sapier In my opinion scriptapi has grown to a component of minetest everyone uses parts of it or at least interacts with it.
21:58 hmmmm it would clearly be better if you get the Lua state from the environment.. i think there is a deeper reason why things were designed in that manner though
21:58 sapier lua wasn't part of environment by now
21:58 hmmmm for this i would actually ask celeron55 if it's a good idea
21:58 sapier it was more part of server
21:58 sapier server passed it to environment
22:00 sapier Yes knowing celerons55 intention would be interesting but I'm not quite sure if he's up to date with recent changes as original design seems to be lost while features where added
22:00 hmmmm the basic layout of these types of major components haven't changed for quite a while...
22:01 sapier maybe but I doubt that inventorymanager stuff was intended within scriptapi design
22:01 hmmmm alright i think i'm about to freaking give up on the dungeon stairs thing.
22:01 sapier dimheom stairs?
22:01 sapier dungeon
22:02 hmmmm there are some staircases with regular cobble blocks and i can't figure out how to orient the blocks correctly
22:03 sapier maybe there isn't a correct solution in any cases?
22:03 hmmmm http://paste.ubuntu.com/5600290/
22:03 hmmmm i'm sure there's a correct solution, i just can't figure it out..
22:05 hmmmm in this one edge case i'm pretty sure previously placed staircases are getting owned by cobble that's placed by makeFill in the next iteration
22:05 hmmmm i don't have the patience for this
22:06 sapier :-) calm down take some sleep and try again tomorrow
22:06 hmmmm i can spin it off as just having variety.. it's not perfect but it works in most cases, and it's probably more interesting to have some unfinished staircases
22:07 sapier you know it'll never be finished ;-)
22:08 hmmmm i am actually pretty happy with what i currently have.  dungeons are a lot more interesting and complex than they used to be thanks to a couple tweaks
22:10 hmmmm i planned on randomly having chests in large dungeon rooms that are randomly filled with loot, but i can't possibly hardcode what each chest gets, that's clearly something best left to the modder to figure out
22:10 sapier that's good
22:10 sapier what do you think about the idea of making minetest more modular
22:11 hmmmm so i started wondering if i really needed chests there at all in the first place.  so maybe i could just have dungeon room locations in an array that's passed to lua after for some mod to fill it up with content
22:11 hmmmm minetest is really modular as-is
22:11 sapier the mods yes
22:11 sapier but core isn't
22:11 hmmmm i'm not sure if it needs more fixing
22:12 sapier currently any new feature need's to be added to server class
22:12 hmmmm i'm focusing on things that really need help, the organizational matters are quite secondary
22:12 sapier which is already pretty overloaded
22:12 sapier yes but you can't stick to the problems if you'll have to search for things 90% of time
22:13 hmmmm well the Server class is really supposed to be the game's overall state, stuck into a class so that it can easily be reset
22:13 hmmmm so i don't have a problem with "too many things" being a part of Server
22:14 sapier I do understand but what would be wrong if server would initialize a list of modules providing different interfaces for example
22:14 sapier this wouldn't stop server from do a clean shutdown
22:14 sapier but make design of server class much more easy
22:14 hmmmm ask celeron about that one
22:15 hmmmm personally, i don't think it needs to be done or even should be done since there's way too much work involved and too much of a chance to mess things up
22:15 hmmmm from what i see, what we have is working fine
22:16 sapier yes there is risk I don't deny that ... but it'd ease maintenance drasticaly
22:17 sapier background is that there are lot's of usecases where tasks need to be done multithreaded. emerge thread is one example, jeijas curl feature another, and my pathfinding algorithm would even be extreme multithreaded
22:18 sapier while everything is connected that close as server multithreading in such dimensions is almost unfeasable
22:41 sapier can someone tell me where to get access to map ?
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22:56 celeron55 ha, hmmmm is getting pissed off by my dungeon generating code? 8)
22:57 sapier seems to be
22:58 sapier is there any straight forward way to access node information?
22:58 sapier I don't want to modify it just read
23:00 sapier I'd like to avoid m_env->getMap() 10k times

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