Minetest logo

IRC log for #minetest-dev, 2013-04-25

| Channels | #minetest-dev index | Today | | Google Search | Plaintext

All times shown according to UTC.

Time Nick Message
00:38 hmmmm alright, first off, why is TOCLIENT_HUD_BUILTIN_ENABLE that
00:38 hmmmm why isn't this a more general TOCLIENT_HUD_FLAG_UPDATE
00:38 hmmmm i don't get why it needs to be so specific
00:39 hmmmm why is there an id field and why is it a u8 which is completely inconsistent with the rest of the hud packets
00:39 hmmmm why are the flag checks in game.cpp and not in hud.cpp?  why should game.cpp be concerned with that at all?
00:40 hmmmm and then to add yet another dash of inconsistency, drawHotbar gets passed player->hud_flags for whatever reason
00:40 hmmmm but not the others
00:41 hmmmm then look at that, you have both a flags field and a bit enum field
00:41 hmmmm why did you commit this as-is, celeron
00:41 hmmmm now i need to waste my time to go and fix it
00:44 RealBadAngel https://github.com/minetest/minetest/pull/684
00:44 RealBadAngel im done with engine part, now coding Lua side for it
00:46 hmmmm wow that's really tight looking code
00:47 RealBadAngel my first commit with ZERO deletions ;)
00:48 dexter0 joined #minetest-dev
00:57 RealBadAngel hmmmm, any objections about glasslike?
00:57 hmmmm no
00:58 RealBadAngel ok, i will pull craft recipes for new glass types in half an hour or so
00:59 VanessaE hmmmm: seen pilzadam's comment about the new alpha glass?
00:59 RealBadAngel need to prepare also textures
00:59 hmmmm if he has something to say about it that he wanted me to see, he can tell me it directly
00:59 VanessaE he did :)
01:00 hmmmm i saw nothing of the sort
01:01 RealBadAngel hmmm, could you merge the drawtype then? we (me and VanessaE) will work on common
01:01 hmmmm in a bit
01:02 EduardeCalibal joined #minetest-dev
01:03 RealBadAngel btw, maybe make streaks on glass with some alpha now?
01:03 hmmmm what?
01:03 hmmmm don't use the alpha channel feature
01:04 hmmmm maybe sometime later when transparency sorting is fixed without shaders
01:04 RealBadAngel ok
01:04 RealBadAngel but i will try how it could look like
01:05 VanessaE hmmmm: can't find it now, but basically it was a rehash of what you already knew.
01:05 hmmmm the only reason why i added it was because, in the vast majority of cases, it looks acceptable
01:05 hmmmm then why did he repeat it?
01:05 VanessaE guess he felt the need to comment :)
01:06 VanessaE with shaders, it just doesn't work at all.  without, you get water alpha conflict
01:06 hmmmm with shaders it does work, i tested it
01:08 VanessaE Apr 24 2013 06:47:29 <PilzAdam>this new "use_texture_alpha" is unusable; with shaders enabled it doesnt work at all and without shaders its extremly glitchy above water
01:08 VanessaE there it is.  had to grep through my logs...and that was just today.
01:09 VanessaE I have to wonder if his video card even handles shaders
01:26 ecube joined #minetest-dev
01:31 ryjyd joined #minetest-dev
01:47 hmmmm does anybody have any objections to this?  https://github.com/sapier/minetest/commit/8931f8c466a685518b3a4b85ae0d2e77ff1d8b29
01:48 RealBadAngel i dont
01:48 RealBadAngel http://i.imgur.com/CC188lQ.png
01:49 RealBadAngel how do you like it?
01:49 hmmmm looks nice
01:49 RealBadAngel wooden framed glass (clean + streaked) and to the right steel-framed
01:50 RealBadAngel clean is made using obsidian glass
02:05 kaeza joined #minetest-dev
02:09 hmmmm hm
02:09 hmmmm hey kaeza
02:10 kaeza1 joined #minetest-dev
02:10 hmmmm you know, i was looking at TOCLIENT_HUD_BUILTIN_ENABLE and i couldn't help but to want to generalize that a bit more than it is
02:11 kaeza1 hmmmm, hm?
02:11 hmmmm let's talk about hud
02:11 hmmmm every feature ends up eventually having a flags field, let's face it
02:12 hmmmm now it seems that the structure of your packet has a u8 as an id whereas other hud commands have u32 ids
02:12 kaeza1 hmmmm, that's because there are'n many builtin items
02:12 kaeza1 aren't*
02:12 hmmmm of course
02:13 hmmmm but you also don't have many flags for them
02:13 hmmmm you have only one for each - i guess we can call it "is_visible"
02:13 hmmmm now let's be honest here
02:14 hmmmm there aren't going to be many attributes that all builtin hud items have in common
02:14 hmmmm what if we dropped the id field completely and had a flag for each hud item's visibility instead?
02:14 hmmmm and this flags field describes the player's entire HUD
02:26 hmmmm i guess not :/
02:26 VanessaE he'll return.  wireless glitch probably.
02:26 Exio his is using a 3g (or 2g?)
02:26 VanessaE Exio: 3g I think.
02:27 Exio i mean, maybe his network is working in 2g-mode and that can be the why of the timeouts :P
02:27 VanessaE no idea.
02:30 RealBadAngel https://github.com/minetest/common/pull/38
02:31 hmmmm so it seems prestidigitwhatever is attempting to reel me into an e-argument with him
02:32 hmmmm that guy's really lookin' for a fight
02:34 RealBadAngel so all the code for new glasslike is here
02:35 VanessaE RealBadAngel: see pm's.  this code should not be merged yet.
02:35 VanessaE sorry guys, I gotta speak up on this.
02:42 RealBadAngel hmmm, the thing VanessaE is talkin about is another feature for core part
02:42 RealBadAngel this lua code can be merged as-is
02:48 EduardeCalibal Hey, how I serialize user data?
02:48 EduardeCalibal :-o
02:50 EduardeCalibal I am working in a function to copy constructions from a game to another but the metadata is lost, if I store the metadata in the table the serialize function give me a error... :-/
03:00 VanessaE ok, here's an idea then.
03:00 VanessaE regarding the framed glass
03:01 VanessaE swap the order of the two textures - place the "glass surface" first, followed by the frame.
03:01 VanessaE make the new drawtype respect that order.
03:01 VanessaE then push engine *and* common to upstream.
03:01 VanessaE changes thereof I mean
03:01 VanessaE then we can work on the expanded version later on
03:02 VanessaE this way no changes need to happen on the Lua side, so modders will not get as pissed :)
03:07 VanessaE my idea for the future of this is:  [04-24 22:45] <VanessaE> images = {"glass_streaks.png", "top_bottom_bezels.png", "left_right_bezels.png", "top_bottom_edges.png", "left_right_edges.png"}
03:07 VanessaE (RBA talked in private already)
03:08 VanessaE basically, pieces of the two bezel images would be projected over the nodeboxes for those parts of the glass that have one or more visible corners, while the two "edges" images would be cut apart and used to tile up/down/sideways along 2-or-more-node runs of a frame
03:09 VanessaE that way corner images don't get tiled all over the place and break the intended seamlessness of the surface.
03:10 kaeza joined #minetest-dev
03:11 kaeza sorry, been having network problems tonight. They seem to be fixed now
03:12 Exio hmmmm: ^
03:17 VanessaE where top/bottom/left/right are relative to a single face as viewed straight on
03:18 VanessaE so much for him having fixed his connectivity issue.
03:35 kaeza joined #minetest-dev
03:36 kaeza I guess they were not fixed after all...
03:36 VanessaE [04-24 23:18] <VanessaE> so much for him having fixed his connectivity issue.
03:46 kaeza joined #minetest-dev
03:48 hmmmm kaeza, like i was saying earlier before you dropped, what if we removed the ID field from the packet and just left it as a flags field for the HUD in general
03:48 kaeza hmmmm, can you explain the idea in more detail? perhaps the API could use a table, and the protocol a simple u32
03:48 kaeza ah
03:49 hmmmm so do you approve?
03:49 kaeza hmm
03:49 hmmmm it'd simplify the packet a bit and make it more generalized
03:49 hmmmm for things other than setting hud elements to visible/invisible
03:50 kaeza I'm not sure about that
03:51 kaeza I think this will complicate things
03:51 hmmmm why's that?  it'd be the opposite, i'd be removing a field from a packet
03:53 kaeza give me a sec while I try to connect from Linux
03:55 kaeza joined #minetest-dev
03:55 kaeza there
03:57 ssieb joined #minetest-dev
04:00 kaeza so... do you have something in mind for the API?
04:00 kaeza something sane?
04:01 kaeza remember that Lua is bad with bitfields
04:02 hmmmm don't we have bitop now?
04:02 VanessaE luajit has.
04:02 VanessaE lua vanilla doesn't.
04:02 hmmmm i thought we agreed to add bitop to vanilla lua
04:03 VanessaE we did,.
04:03 VanessaE .
04:03 hmmmm grr
04:03 VanessaE I was beginning to wonder why that hadn't been added yet.
04:03 hmmmm that's RBA's area
04:03 hmmmm but anyway that doesn't even matter
04:03 VanessaE I think it is safe to say he's been a bit..busy
04:03 hmmmm flags in lua, see register_ore()
04:04 hmmmm i settled on a comma-delimited string of flag names
04:04 kaeza that could be an option
04:04 hmmmm anyway i'd be the one changing this kaeza
04:04 hmmmm so don't sweat
04:04 hmmmm and an added advantage to this is you wouldn't need to send more than one packet to disable the hud elements
04:04 kaeza yeah, whatever
04:04 kaeza go on
04:06 kaeza I may as well not have bothered to add it
04:09 hmmmm sorry
04:10 hmmmm just trying to make things 100% optimal
04:14 hmmmm i would've changed it all anyway when eventually the builtin hud elements become not-built-in
04:14 Exio hmmmm: small thingy - mapgen_v6.cpp:271-275, can't that get changed to a return rangelim? :P
04:15 hmmmm (which requires a good way to do client-side prediction which we don't yet have)
04:15 hmmmm yes it can be
04:15 hmmmm the reason why it's not is because that's taken directly from the 0.3.x mapgen
04:15 Exio ah
04:19 kaeza hmmmm, the current system makes it so you can disable individual items without regard to other items
04:19 kaeza what you propose is to set the entire thing with one call
04:19 hmmmm that shouldn't really be too much of a problem from lua
04:20 hmmmm you can keep track of what you've already disabled
04:20 hmmmm and if it's not, i can just add a mask parameter too
04:20 kaeza in the current scheme, a mod can disable the crosshair to show it's own with an image HUD item
04:20 hmmmm yeah about that though
04:20 hmmmm there's been a demand for an image crosshair that's client-side only
04:21 kaeza so... complicate thing
04:21 kaeza +s
04:22 kaeza I'd agree with using a table though
04:22 hmmmm i don't know, it seems like people are going bonkers over minor details like that
04:22 kahrl can't the crosshair (in its current state) be moved to lua?
04:22 hmmmm we already have a way to do an image for a crosshair
04:22 hmmmm yes it can be
04:22 kahrl if it uses a texture client can override it
04:22 kaeza when the field is true, the item is shown, when false, it's hidden, and when nil, it's unchanged
04:23 hmmmm sure
04:23 hmmmm that's not hard to do
04:23 hmmmm that's just the lua bit of this
04:23 hmmmm so you want me to add a mask too.  simple enough
04:26 kaeza as I said, do whatever you want to
04:26 kaeza I'm not touching any engine-related changes from now on
04:26 hmmmm what why not
04:29 kaeza because I don't know how to write "100% optimal" code, and may as well not bother trying to do so
04:29 hmmmm noo
04:30 hmmmm it's just because this was rushed without much feedback
04:30 hmmmm besides, there's room for improvement for everything
04:30 hmmmm i'm sorry, i didn't mean for you to take it the wrong way
04:31 hmmmm i guess i'm a bit of a neat freak... when it comes to pieces of code that i mostly did myself, i get over-protective about it and i feel like everything needs to be perfect
04:31 kahrl kaeza: it's not like minetest is 100% optimal code...
04:31 hmmmm but the rest of it is like "nah, not mine, i don't give a crap"
04:31 kaeza kahrl, IKR :P
04:35 hmmmm so kaeza, please don't stop on writing code for the core
04:35 hmmmm besides, the other things you added were 100% perfect, i didn't change anything at all with that
04:35 kaeza hmmmm, if you think this will be easier for the modder, then do it
04:36 hmmmm well of course it's not going to be easier for the modder, it just makes the code cleaner and reduces the number of packets needed to be sent
04:36 kaeza the protocol is not of importance here, because this will be done mostly on load
04:36 hmmmm well
04:36 kaeza err... not *very* important
04:36 hmmmm this will be easier for the modder as well because you'd be able to do all of this with a single call
04:37 hmmmm i plan on using the table idea
05:13 ImQ009 joined #minetest-dev
06:02 VanessaE weird error, and I didn't think to take a screenshot of it - tonight's commits may cause a REALLY WEIRD drawtype confusion when used on a server that's a couple days old
06:03 VanessaE many things became either plantlike or raillike
06:03 VanessaE until I restarted the server to make it current with the client
06:04 VanessaE (particularly if the object was a nodebox or already plantlike)
06:09 VanessaE oh shit
06:10 VanessaE it's happening on older servers
06:10 VanessaE current git cannot be used on anything older than a couple of days
06:10 VanessaE current git *client* that is
06:10 VanessaE major regression
06:12 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_1070719285.png
06:13 VanessaE those are supposed to be slabs, this house has existed for several months.  Also note the torch near the bottom right of the image, and the window shutters at the right
06:16 darkrose joined #minetest-dev
06:18 VanessaE my last known good build was 3 days ago, commit 37e6d135
06:21 kaeza minor idea: being able to save JPEG screenshots
06:21 VanessaE jpeg for a screenshot?  blasphemy. :)
06:22 kaeza VanessaE, for some, a ~80 KB jpeg file is better than a ~1MB png file :)
06:22 kaeza (both for disk space and network)
06:22 bookwar joined #minetest-dev
06:22 VanessaE 746kB :)
06:23 kaeza not so much difference
06:25 kaeza anyway, I can't come up with new ideas
06:26 VanessaE well
06:26 VanessaE it's okay if things need tweaked after you come up with an idea
06:27 VanessaE that's how collaborative programming works :)
06:27 kaeza yep I know, I was just a bit pissed off for something unrelated and over reacted
06:28 kaeza I think the change in HUD API may be better after all
06:28 VanessaE well I dunno that I'll actually be using that, but who knows
06:29 kaeza I can prolly code it in a few hours (like I did with my last commit) bu hmmmm said he wants to do it
06:31 kaeza BTW, I saw flowers are now in minetest_game
06:31 VanessaE not yet
06:32 kaeza ah yes, it was a pull request :P
06:32 kaeza ...or did I misread that?
06:32 VanessaE damn it why can't there be someone on right now who can fix this?
06:32 VanessaE ok, a user on my server who is running 0.4.6-old-and-crusty ;) from the main website says some stuff on the server (which is at git HEAD at the moment) looks "flat"
06:37 darkrose o.0
06:37 VanessaE rewinding back to commit 36747794[...]
06:42 VanessaE ok, current git client cannot be used with a server of that commit or older for sure.
06:43 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_1072572201.png
06:44 VanessaE this is NOT what those structures look like.
06:44 VanessaE looks fine if I connect with a client from the same build.
06:48 VanessaE that 0.4.6-rusted-out ;) user on my server says everything looks normal now.
06:54 bookwar left #minetest-dev
07:34 ImQ009 joined #minetest-dev
07:52 emptty joined #minetest-dev
08:19 darkrose joined #minetest-dev
08:19 darkrose joined #minetest-dev
08:20 celeron55 ummm
08:20 celeron55 VanessaE: that could be a somewhat serious problem
08:20 VanessaE I would say so. :)
08:20 celeron55 has someone modified ContentFeatures?
08:21 VanessaE the first screenshot (brick house, stone-brick roof) was on redcrab.suret.net:30401 (which I think is still late 0.4.4) while using client from git HEAD
08:21 VanessaE I'm not sure, but I do seem to recall seeing some discussion about *possibly* doing so
08:22 celeron55 it seems like no
08:22 celeron55 zero changes since 0.4.6
08:23 celeron55 (i was first wondering whether my usage of git is just broken, but there just weren't any results 8D)
08:24 VanessaE could that new drawtype RBA added be at fault?  or the alpha thing hmmmm put in?
08:24 VanessaE those are the only two I coul deven begin to suspect, since I don't know the engine that well
08:26 celeron55 oh no
08:26 VanessaE ?
08:26 celeron55 i hadn't pulled minetest/minetest since yesterday or so
08:26 celeron55 this is due to RBA's framed stuff
08:26 VanessaE shit
08:27 celeron55 RealBadAngel: fuck
08:27 celeron55 and shit
08:27 VanessaE guess I wasn't far off when I suggested not to merge it yet :D
08:28 VanessaE (but for a completely different reason)
08:28 celeron55 RealBadAngel: you should realize you are dealing with network serialization
08:29 kaeza celeron55, any comments on changing the HUD API as hmmmm said?
08:30 celeron55 also hmmmm committed this, screw that too
08:50 VanessaE "celeron55 authored in a minute"
08:50 VanessaE time travel much? ;)
09:00 VanessaE celeron55: I think that's got it.
09:08 VanessaE seems good, new build posted on my thread.
09:16 darkrose joined #minetest-dev
09:16 darkrose joined #minetest-dev
09:24 celeron55 kaeza: my comment is that don't be concerned about hmmmm
09:25 celeron55 he really pisses anyone off unless you know that it's the only way he is able to talk 8)
09:25 celeron55 i do think that hmmmm's suggestions are more about overcomplicating stuff than making them cleaner
09:26 celeron55 also, bitfields in lua are bullshit
09:26 kaeza heh
09:26 kaeza that's what I told him
09:49 PilzAdam joined #minetest-dev
10:00 proller joined #minetest-dev
10:24 darkrose joined #minetest-dev
10:24 darkrose joined #minetest-dev
11:00 Calinou joined #minetest-dev
11:45 kaeza1 joined #minetest-dev
12:20 EduardeCalibal celeron55, I need help, I converted userdata from the get_meta function to tables and stored in a file, when I retrieve this data and set back to nodes with meta:from_table() the game instaltly crash.  How I will solve this?
12:21 EduardeCalibal Detail, this work if I only store in a table and transfer back to another node.  I think I lost the 'userdata' status of my data and now I need convert back but I don't know how...
12:22 PilzAdam this is the wrong channel for modding questions
12:22 EduardeCalibal Ops, sorry.
12:22 PilzAdam go to #minetest or #minetest-mods and ask your question there
12:23 EduardeCalibal Well, the game crash then still a mod question?
12:23 PilzAdam it would also be helpful if you show us your code
12:23 EduardeCalibal Ok.
12:23 PilzAdam the game crashes if mods are wrong, so yes, its still a modding question
13:11 iqualfragile joined #minetest-dev
13:20 hmmmm joined #minetest-dev
13:39 ImQ009 joined #minetest-dev
13:39 iqualfragile joined #minetest-dev
13:58 iqualfragile joined #minetest-dev
13:58 celeron55 hmmmm: i request you to (per each situation) either not be so overly controlling about things or alternatively just do things yourself
13:59 celeron55 even if you don't care a tiny bit about niceness, think about it in terms of productivity
14:01 celeron55 and i request you to do those decisions early, not after you have already talked yourself into being the only one who can ever do it in an acceptable way
14:04 celeron55 kaeza's code is good enough for our standards
14:04 celeron55 if you draw the line elsewhere, you will have to adjust it
14:13 iqualfragile joined #minetest-dev
14:20 kaeza joined #minetest-dev
14:45 RealBadAngel hi all
14:45 RealBadAngel celeron55, whats wrong with my pull?
14:46 Exio check the order
14:50 RealBadAngel ?
14:51 PilzAdam RealBadAngel, you broke compatibility to old clients by adding NDT_GLASSLIKE_FRAMED in the middle of the NodeDrawType enum
14:51 PilzAdam so you basically changed the numbers for half of the drawtypes
14:51 RealBadAngel holy shit
14:52 RealBadAngel i didnt realize it, i just inserted it next to glasslike
14:52 PilzAdam generally always append to enums, dont insert
14:53 RealBadAngel this was the last thing for me to do
14:53 RealBadAngel i just copied all the stuff takin glasslike
14:53 PilzAdam "everything else done? – lets break something >:)" :-p
14:53 RealBadAngel and made entry next to it
14:54 RealBadAngel tested it, all worked fine
14:54 RealBadAngel pushed to my git, reget, compiled again
14:54 emptty joined #minetest-dev
14:54 RealBadAngel so double checked, then pulled to main
14:55 RealBadAngel sorry, it was not intentional
14:55 RealBadAngel also i asked vanessae to get the sources from my git and test it before pulling
14:56 RealBadAngel she said no, im only downloading sources from main tree
14:56 PilzAdam you dont have to explain yourself
14:56 PilzAdam things like that happen
14:56 PilzAdam just dont do it again
14:57 RealBadAngel but things like fuck, shit, you should know makes me sad
14:57 kaeza it's kinda hard to spot these things when testing
14:57 RealBadAngel when im extremaly caerefull postin anythin
14:58 kaeza because that bug was unrelated to the spirit of the change, you had no way to see that
14:58 PilzAdam hmmmm, use_texture_alpha doesnt work with shaders enabled for me. with this https://github.com/PilzAdam/common/commit/fb04d3f0ba5cec84757b84e437aaff2bd1a234b6 the alpha is ignored and with normal drawtype its not drawn at all
14:58 PilzAdam (with shaders enabled)
14:59 PilzAdam (the texture is 0
14:59 PilzAdam (the texture is 20% transparent)
14:59 RealBadAngel i can see its fixed already
15:00 RealBadAngel thx celeron55, i learned something new again
15:01 kaeza to tell the truth, enums are kind or a blessing and a curse at the same time
15:02 PilzAdam RealBadAngel, what do you think: https://github.com/PilzAdam/common/commits/flowers
15:02 RealBadAngel regarding VanessaE proposal of rotating textures to make frames beveled at corners
15:02 PilzAdam http://ompldr.org/vaTd2bA
15:02 RealBadAngel definitely will not be made, because:
15:02 RealBadAngel a) its an effect only for 64x or higher texture packs
15:03 RealBadAngel b) will double computations needed to make those fancy corners
15:03 RealBadAngel c) will require insane ammount of textures to make it properly
15:04 RealBadAngel in case of default 16x16 game textures we are talkin about rotating 1 (sic!) pixel textures
15:04 RealBadAngel i definitely refuse to code this eyecandy
15:06 kaeza PilzAdam, that's great
15:06 RealBadAngel PilzAdam, im ok with it
15:06 kaeza It's finally a way to get wool in vanilla game
15:06 RealBadAngel but hold on
15:07 RealBadAngel the screenshot is from actual usage of the mod?
15:07 PilzAdam yes
15:07 RealBadAngel are there not TOO many flowers out there?
15:07 Exio PilzAdam: it works for me with a 50%~ transparent image
15:08 RealBadAngel i can see only flowers around and almost no grass at all
15:08 PilzAdam RealBadAngel, its just a region with many flowers
15:09 PilzAdam there are also regions without anything, with grass only, grass and a few flowers, only a few flowers and no grass, etc.
15:20 emptty joined #minetest-dev
15:24 RealBadAngel ah so, then no objections at all
15:24 RealBadAngel we need flowers
15:37 celeron55 i'm mostly worried that somebody will some day commit something that modifies such an enum that gets saved on disk
15:38 celeron55 we might need to start handling the on-disk saving by first documenting format changes, then implementing them
15:39 celeron55 but it's hard as of now because what gets saved on disk is bit of a mess; stuff that is able to break things propagates from quite high up into there
15:39 celeron55 that's actually why this exists https://github.com/celeron55/minetest-worldtest
15:41 celeron55 somebody should probably automate that on a server that reports somewhere publicly
15:44 celeron55 also the map patch that it uses for 0.4.1 and 0.4.3 won't work in current versions
15:44 Calinou joined #minetest-dev
15:44 celeron55 actually server patch
15:47 hmmmm [10:04 AM] <celeron55> kaeza's code is good enough for our standards
15:47 hmmmm mine too
15:47 hmmmm but this isn't about code, it's about the manner in which the feature is carried out
15:48 hmmmm i just think it's more ideal to send a _single_ packet describing the entire state of the builtin hud (or maybe hud in general) rather than have 4 separate sends that do exactly one thing each
15:48 rubenwardy joined #minetest-dev
15:48 celeron55 that means the server always has to fully know the previous state
15:48 celeron55 it may or may not be what we want, that's a design question
15:48 hmmmm at first, sure
15:48 hmmmm but i mentioned that i'd add a mask field as well
15:49 hmmmm eliminating that problem
15:49 kaeza that just adds complication to the code
15:49 kaeza instead of making it cleaner
15:49 hmmmm a single bit operation?
15:50 celeron55 well, make the patch and show us before merging, that'll make everything clear
15:50 hmmmm sure, i need to actually write it first
15:50 hmmmm i just got home
15:50 hmmmm now let's see the shader problem
15:50 celeron55 don't do bit operations in lua though; it's tasteless and unclean
15:50 hmmmm i fear that the way i did the per-pixel alpha blending in the shaders is wrong
15:51 hmmmm no, no, we've already decided that we're passing a table with true/false
15:52 hmmmm so for example, flags = {wielditem=true, crosshair=false, somethingelse=false} would create a mask that modifies the bits wielditem, crosshair, and somethingelse, so the latter two are set to false while the first is set to true, and no other bits are affected
15:52 dexter0 joined #minetest-dev
15:52 hmmmm it's clean from the lua side and the code side as well since it's so simplistic
15:52 celeron55 and also, don't add any unreasonably low limits like 32 for amounts of things in the hud
15:52 hmmmm it also avoids needing an enum
15:52 hmmmm erm
15:52 hmmmm 32 things for the builtin hud
15:52 celeron55 for the builtin hud, 32 is fine, yes
15:52 kaeza that's another thing for consideration IMHO
15:53 hmmmm about that
15:53 kaeza my code allows up to 256 items
15:53 hmmmm i believe that the builtin hud items won't be lua-ized for quite some time
15:53 hmmmm and if they do, it'd be a large enough change to warrant changing all of these things as well
15:53 celeron55 true, maybe never
15:53 hmmmm so it doesn't matter too much
15:53 celeron55 but they must be disableable for special usage
15:54 hmmmm that they are
15:55 hmmmm as an aside, more than 32 HUD items is kind of ridiculous
15:56 kaeza maybe
15:56 hmmmm we might need to set a limit to the number of total hud items per player so the client isn't bogged down with this crap.  but then again, there are other more effective ways for a server to kill a client
15:56 celeron55 we need to provide for hacks that come from the lua side, just because it's nice to let people to do things via hacks if we don't have resources to implement them properly
15:57 celeron55 it feeds innovation which is good
15:57 kaeza hmmmm, that's not the job of the engine
15:57 kaeza if mods define 1284194 hud items it's the fault of the player for using so many mods
15:58 kaeza (I mean, the server owner)
15:58 celeron55 well, one million hud items is kind of an overstatement 8) but anyways
15:59 hmmmm one of these days i'm going to write a mod that spams the player with porn banner ads and annoying sound ads
15:59 RealBadAngel '640K is more memory than anyone will ever need.'
15:59 kaeza hmmmm, don't give me ideas :P
15:59 hmmmm "5 cars is more than anyone will ever need"
15:59 celeron55 there's barely one million pixels on the screen (well, usually two million) 8)
15:59 hmmmm trufax^
16:00 celeron55 of course you could draw each pixel with a single hud element
16:00 kaeza I'm going to show jordan4ibanez that you can show dancing cats on the HUD 8)
16:00 celeron55 i wonder how that'd perform 8D
16:01 serengeor joined #minetest-dev
16:01 kaeza celeron55, think of the average internet user installing search bars into IE :)
16:01 hmmmm you know, when i first brought up the potential for abuse in that manner, somebody in #minetest actually said that it'd be a great way for minetest servers to be ad-supported
16:01 * hmmmm cringes
16:02 celeron55 well i don't care if somebody does that
16:02 rubenwardy joined #minetest-dev
16:02 celeron55 some people seem to tolerate ads and if that's the kind of thing they want, whatever
16:03 hmmmm and then when there's finally client-side lua, there'll be an adblock plus for minetest
16:03 celeron55 minetest is eventually going to become an operating system
16:03 celeron55 it's unevitable 8D
16:04 Exio emacstest
16:04 Calinou minemacs
16:05 Calinou includes: "RMS Block"
16:05 hmmmm sure, add the built-in webbrowser that somebody was proposing
16:05 Exio and then mt will have everything but a game
16:06 celeron55 then people will invent something like using terasology inside minetest, just like some people use vim in emacs
16:07 Calinou JVM in minetest
16:07 Calinou ^ we need that
16:08 hmmmm agh
16:08 hmmmm pilz is right
16:08 hmmmm i think it's because i didn't convert to RGB correctly
16:09 hmmmm i'm sure there's a simple way to get translucency with shaders working 100%
16:10 PilzAdam hmmmm, I prefer "Adam"
16:10 hmmmm right now the unsolved problem is that the backface for the other texture isn't drawn, so if you have something like lava flowing in behind a translucent block, you might not see it at certain angles
16:10 hmmmm okay
16:10 hmmmm i can't get used to that but i'll try
16:11 Calinou and in other angles, it will look like the lava is in front of it :P
16:11 Calinou even notch can't code real transparency sorting that accounts that
16:11 hmmmm if shaders are disable
16:11 hmmmm disabled
16:12 hmmmm notch isn't really that great though
16:12 hmmmm but yes, this is a definite calling to implement transparency sorting.  anybody have any ideas?
16:12 RealBadAngel PilzAdam, can you push the recipes and defs for glass?
16:12 PilzAdam RealBadAngel, no
16:12 RealBadAngel why?
16:12 PilzAdam Im not sure about it
16:12 RealBadAngel what makes you think so?
16:13 PilzAdam I would be fine with adding it to the build game
16:13 RealBadAngel this is just content
16:14 RealBadAngel i dont see a poin in limitin it to just build game
16:14 PilzAdam its just a complete useless node
16:14 PilzAdam we alread have glass
16:15 RealBadAngel we do have different kinds of stones
16:15 RealBadAngel bricks etc
16:15 PilzAdam its just there for decoration, and so its useful for build game, but nor for survival
16:15 RealBadAngel why glass shall be one and only?
16:15 RealBadAngel survival means also gather resources and make your world better
16:16 PilzAdam yes, but this glass goes too far
16:16 RealBadAngel with limiting possible targets you take off half of the gameplay
16:16 PilzAdam really? this glass is half of the gameplay?
16:17 Exio i'm a survival player - and i like the idea of "amazing builds" what are built when manually-gathered resources
16:17 RealBadAngel i spent almost a month building automated tree farm in minetest survival single player game
16:17 RealBadAngel which required tremendous logic to control all the stuff
16:17 RealBadAngel just for fun building it
16:18 RealBadAngel and you call glass 'too much"? i should fire up mc now and make some screenshots of my singleplayer world just for you
16:18 RealBadAngel to show you what survival means
16:18 PilzAdam Im not against adding more resources for survival players, but Im against making the same node slightlty different for decoration purposes
16:19 PilzAdam and bricks and stone are not the same node slightly modified
16:20 RealBadAngel i wont agree to limit it to just one game mode, i will release the glass in technic modpack then
16:20 dexter0 joined #minetest-dev
16:20 PilzAdam really? you want it in all game modes or not at all?
16:21 RealBadAngel who plays build game??
16:21 hmmmm pilzadam, is this supposed to be the desired translucency of ice?  http://ompldr.org/vaTd4Yw
16:21 RealBadAngel im not
16:21 kaeza1 joined #minetest-dev
16:21 PilzAdam hmmmm, ummm.... yes?
16:21 hmmmm what's the ummm for
16:21 hmmmm why not just say yes
16:21 hmmmm but okay
16:22 RealBadAngel pull request is cancelled
16:22 hmmmm that was simple, all i had to do was transform the alpha channel too
16:22 PilzAdam I guess you just took the image from the commit I linked? I just have made it randomly transparent and wasnt able to test it in-game
16:22 hmmmm well with that image i was able to see that it didn't work properly
16:22 PilzAdam so the "ummmm" just says "I will look at it if the engine code work"
16:23 kahrl it looks deceptively simple, so it might be wrong, but I might have fixed the "Meshbuffer ran out of indices" problem
16:23 kahrl http://codepad.org/GjdCbsds
16:23 kahrl shall I make a pull request?
16:24 hmmmm wait
16:24 hmmmm 'might have fixed'
16:24 kahrl I only tested it with allfaces nodes
16:25 hmmmm i thought the problem was that there were too many for that single buffer and you'd need to allocate a new buffer
16:25 kahrl I know the fix won't work with nodeboxes that contain more than 65535 indices, but I don't know if there are any
16:25 kahrl yes, that's what it does
16:25 hmmmm i don't see any allocations though
16:26 kahrl if the for loop finds no valid meshbuffer, it allocates a new one below
16:26 hmmmm ah.
16:26 hmmmm makes sense... this doesn't leak any meshbuffers, right?
16:26 kahrl it don't see any reason it should
16:26 kahrl I*
16:27 hmmmm sorry, just sorta paranoid about memory leaks because we just wrestled with so many of them
16:27 kahrl I know, I've been guilty a few times in the past :(
16:27 hmmmm sure, make a pull request - thank you for the fix, and welcome back
16:29 PilzAdam so, what about this one? https://github.com/PilzAdam/minetest/commit/05af955a3741f49fa3e04611ac717c57fba3e935
16:29 kahrl actually it will work with ridiculously complex nodeboxes
16:30 kahrl since those call collector->append for each box separately
16:30 hmmmm https://github.com/minetest/minetest/commit/ddd2b18321a6dad82c4618bfb8f797579d4d6666
16:30 kahrl PilzAdam: :)
16:31 hmmmm heh, i was going to do that
16:31 hmmmm you made a separate branch for that!?
16:32 PilzAdam I always push to branches
16:32 PilzAdam I push it now
16:32 hmmmm wow :)!  look at the commit logs
16:33 hmmmm it's not flooded with kwolekr anymore
16:34 PilzAdam hmmmm, wielditem and inventory image of ice look awesome now!
16:34 hmmmm kool
16:34 PilzAdam the actual nodes above water are still too glitchy :-/
16:35 hmmmm there's a call to fix that
16:35 hmmmm i don't think i'll be the one to do it
16:35 Exio https://github.com/minetest/minetest/pull/662 - what about this?
16:35 * PilzAdam looks at kahrl
16:36 PilzAdam Exio, seems ok to me
16:37 Exio (and random fixes what are in the pull request page - https://github.com/minetest/minetest/pull/648 https://github.com/minetest/minetest/pull/670 ?)
16:38 PilzAdam has someone tested the serverlist thing yet?
16:39 hmmmm the first one ought to be tested first, since the last time we merged something that modified build-related things it totally messed things up
16:39 hmmmm the second one, celeron seems skeptical of but i believe it's good to merge
16:42 kahrl https://github.com/minetest/minetest/pull/686
16:43 PilzAdam tested sapiers collission thing, works fine
16:44 PilzAdam I would like to merge it, any objections?
16:44 thexyz don't you think we should add kahrl to the minetest team?
16:44 hmmmm that's sorta celeron's job
16:45 thexyz well, I have all needed permissions at github to do that
16:45 hmmmm besides, he might want to stay as an additional contributor because honestly minetest is a huge time sucker
16:45 kahrl ^
16:45 thexyz okay
16:46 kahrl I don't always have as much time as this week, sadly
16:47 kahrl and I don't really play minetest very often
16:48 RealBadAngel PilzAdam, https://github.com/RealBadAngel/technic/commit/4b0aef17a0d7a834adf31b26fb0418eaca7ea958
16:48 RealBadAngel and sidenote, techinc will go game mode.
16:50 hmmmm hah
16:50 hmmmm i don't play minetest ever
16:50 RealBadAngel i do
16:51 RealBadAngel and i code to improve my gameplay
16:51 RealBadAngel and i dont play build at all
16:53 RealBadAngel if common and minetest_game is goin to be mc twisted and with limited to minimum content its not my game mode simply
16:53 RealBadAngel thus my mods will not support them too
16:54 dimeshake left #minetest-dev
16:54 hmmmm woah wait a minute
16:54 hmmmm https://github.com/minetest/minetest/commit/e703c5b81f87550e636ebb1ebb1eb64027a44687#L1L2116
16:54 hmmmm builtin hud enable/disable wouldn'tve worked anyway, look at the bug
16:54 PilzAdam https://github.com/minetest/minetest/commit/88ffb3f73bb16c6680ee10a8e804a699e366edd8
16:54 hmmmm err nevermind
16:55 hmmmm i could've sworn the flag field was a u32
16:55 hmmmm :) dumb dumb me
16:56 RealBadAngel goin to take a nap after work, laters
16:56 Calinou <hmmmm> i don't play minetest ever
16:57 Calinou hello linus torvalds, do you still read code?
16:58 hmmmm huh?
16:58 hmmmm erm anyway
16:59 hmmmm i've noticed a recent trend where people add client events for things that do not require client events (such as setting a number for a player)
16:59 iqualfragile joined #minetest-dev
16:59 hmmmm presumably this is done for thread-safety, except the client event queue isn't thread safe anyway
17:00 hmmmm ...and it happens that the client's connection is handled in the game loop
17:03 PilzAdam why wasnt object <-> object collision added to the changelog for 0.4.6?
17:15 serengeor joined #minetest-dev
17:17 kaeza1 [13:54:43] <hmmmm> builtin hud enable/disable wouldn'tve worked anyway, look at the bug
17:17 kaeza1 wut
17:17 hmmmm no nevermind
17:17 hmmmm that was just me being stupid.. i could've sworn that flags was a u32
17:18 kaeza1 ah I see
17:18 hmmmm in that case the code wouldn't work because values are big endian and it would always read 0
17:18 kaeza1 nope
17:19 kaeza1 it uses readU8()
17:19 hmmmm well, yeah, i see that..
17:19 kaeza1 the only u32 there is player->hud_flags
17:19 hmmmm oh, that's where i got u32 from
17:19 hmmmm why is there that inconsistency?
17:20 kaeza1 inconsistency?
17:20 hmmmm well, yeah, if you send a u8 but it's actually a u32 in the structure
17:20 kaeza1 erhm... because of speed?
17:20 hmmmm 3 more bytes?
17:21 hmmmm i'd be way more worried about latency
17:21 kaeza1 anyway, I'm used to use 32-bit types even for things that count from 1 to 10
17:21 kaeza1 wut
17:21 kaeza1 the packet uses 2 u8's
17:21 kaeza1 one for id and one for the enable/disable flag
17:21 hmmmm erm
17:22 hmmmm from what i got, you said "i used a u8 when transferring it over the network because a u8 is faster to send than a u32, because there are less bytes"
17:22 kaeza1 yep
17:23 hmmmm but what i replied was, "but that doesn't matter, because 3 extra bytes in the same packet isn't very much, what would be noticably slower is latency on the other hand"
17:23 kaeza1 wait wait wait
17:23 hmmmm i didn't say all of that though, i compress what i say usually
17:23 hmmmm i already talk too much
17:25 kaeza1 ehrm... what I mean is I don't waste space in the packets when it's not needed
17:25 kaeza1 let me rephrase that
17:25 kaeza1 I don't make packets bigger than they need to
17:26 kaeza1 but when computing the flags, I use an u32
17:27 hmmmm that could be misleading though, somebody adding more flags might've thought later on that they have 32 flags to work with and not 8
17:27 ssieb joined #minetest-dev
17:28 hmmmm and then in order to add more flags you'd have to bump the protocol version
17:28 kaeza1 ummm... I don't get what you mean
17:28 kaeza1 the bit to set/unset is selected by the 'id' field
17:28 kaeza1 (which can go up to 255)
17:28 hmmmm but what if builtin hud items had more than 8 attributes someday
17:28 kaeza1 the flags field is just a boolean
17:29 hmmmm that is misleading
17:29 kaeza1 ...
17:29 kaeza1 define 'attributes'
17:29 hmmmm if the flags field is merely a boolean, then it should be is_visible or whatever and not marked as "flags"
17:29 sapier joined #minetest-dev
17:29 kaeza1 I think we are not in the same channel
17:29 hmmmm attributes, flags
17:30 hmmmm details about the hud item that may be described with a "yes" and "no"
17:30 hmmmm being visible is one such detail
17:30 kaeza1 hrm... I don't care about other attributes
17:30 hmmmm exactly
17:30 hmmmm but i do
17:30 kaeza1 and celeron neither
17:31 hmmmm and making such a change to the protocol that's shortsighted would necessarily result in a protocol change later on if you do need to change it
17:31 hmmmm not caring about other things is okay if it won't break compatibility later on
17:31 kaeza1 well, again, do what you must and overcomplicate the stuff
17:31 Exio he wants a general and super-long-term solution
17:32 VanessaE [04-25 12:21] <hmmmm> pilzadam, is this supposed to be the desired translucency of ice?  http://ompldr.org/vaTd4Yw     <--- make it more transparent.
17:32 PilzAdam VanessaE, its unusable anyway, so we dont get transparent ice yet
17:32 hmmmm vanessae, i fixed my part of the code... i asked if that's how transparent he intended it to be
17:32 PilzAdam s/unusable/too glitchy above water/
17:32 hmmmm and i disagree, it's totally usable with shaders enabled
17:33 PilzAdam VanessaE, you use a not run in place installation, right? can you test this: https://github.com/minetest/minetest/pull/648 ?
17:33 hmmmm but that's the thing, without shaders it's definitely broken when around other transparent nodes
17:34 hmmmm the reason why i added it is because people could still benefit from it in most other cases.  but i wouldn't recommend default usage of it in its current state
17:34 PilzAdam hmmmm, the water under the ice disappears sometimes with shaders, at big lakes covered with ice thats not good
17:34 hmmmm that's another issue, but it's much more minor in comparison
17:35 hmmmm and with a high enough alpha (like what ice has now), you wouldn't notice it
17:36 PilzAdam you do notice it in big lakes, thats the problem
17:36 hmmmm just don't use the feature at this point
17:37 PilzAdam yes
17:37 hmmmm when we add transparency sorting, then we'll flick the switch on
17:37 * VanessaE catches up
17:38 hmmmm minecraft has the same issues we do, if you looked at the april fool's release, it does have colored glass as well but the reason why it's not in the game is because it's too buggy to be usable around other transparent nodes
17:38 Jordach joined #minetest-dev
17:38 hmmmm but the difference between us and minecraft is that nodes are defined in lua
17:38 Jordach and we have a working mod api
17:39 hmmmm so if people want cool stuff that has a bug with it, they can
17:39 VanessaE hmmmm: "how transparent" -- gotchya.
17:39 Exio mod api? it'll get released for 1.3, er, 1.4, er, 1.5, er 1.6!
17:39 Exio </minecraft>
17:39 VanessaE (he should *still* make it more transparent though)
17:40 VanessaE PilzAdam: sure, I'll try that pull in a little bit
17:41 VanessaE hmmmm: got a link to a commit I can use to test the current state of alpha code?
17:42 PilzAdam VanessaE, engine is already upstream and here is the transparent ice: https://github.com/PilzAdam/common/commit/fb04d3f0ba5cec84757b84e437aaff2bd1a234b6
17:43 VanessaE ok
17:44 VanessaE bringing those two in now.
17:48 VanessaE favorites list works now.
17:49 Exio Zeg9 already tried it
17:49 VanessaE I don't see any effect on the ice.  No alpha for me.
17:51 VanessaE (with or without shaders)
17:52 PilzAdam VanessaE, have you updated the engine?
17:52 PilzAdam serverlist fix merged
17:53 kaeza2 joined #minetest-dev
17:54 VanessaE PilzAdam: yep, applied those two patches to their respective repos and did a git pull on both.
17:55 VanessaE wait, I know why
17:55 VanessaE forgot to actually apply your alpha ice.
17:56 PilzAdam http://en.wikipedia.org/wiki/Facepalm
17:56 PilzAdam :-p
17:56 VanessaE :P
17:58 VanessaE ok, ice works.
17:58 VanessaE it still needs to be a *little* more transparent (maybe by another 20% at most)
17:59 VanessaE re: server list...  too bad it doesn't store passwords.
18:00 VanessaE for me, the ice looks better *without* shaders btw
18:00 VanessaE the alpha is perfect then
18:01 VanessaE (other than the already-discussed z-sorting issue)
18:03 VanessaE with shaders, the faces behind another alpha item (e.g. water) disappear, so ice in water looks like just a 2D surface on top, and any ice under the water is invisible from above
18:03 VanessaE but I guess that's known.
18:03 VanessaE that applies to dropped ice entities too btw
18:04 VanessaE I'd have to say though, on land it looks pretty good
18:05 VanessaE even clouds seem to be layered behind it like they should be
18:06 VanessaE backface culling needs to be disabled for these sorts of nodes though
18:07 VanessaE or at the very least, make sure the upper faces are also removed
18:11 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/screenshot_1113776348.png
18:12 VanessaE that's two stacks of two ice blocks diagonally adjacent, with a single ice block in the space behind/between them.  If you pan the camera down so that the middle block disappears, the upper face of it is still visible.
18:12 VanessaE but I guess you knew that.
18:18 VanessaE interestingly, the alpha works with HDX's ice texture also -- but that texture doesn't have an alpha channel.
18:19 Jordach joined #minetest-dev
18:21 Calinou it always works
18:22 Calinou it's not done on texture, it's done on engine... bad for textureability :/
18:24 VanessaE That's what I thought (I don't always follow the conversation too well)
18:27 hmmmm when you say "the alpha works", you mean "turns whatever it is into a shadowy, translucent block"?
18:28 VanessaE yep
18:28 VanessaE see the above screenshot
18:28 hmmmm that's not a bug
18:29 hmmmm you're simply using it in a manner that is not intended
18:29 VanessaE heh
18:29 hmmmm i guess the regular textures don't _have_ alpha channels
18:29 VanessaE I didn't say it was a bug, per se. :)
18:29 hmmmm or they're set to some default like 128
18:29 VanessaE actually, the regular ice texture has an alpha channel, but HDX's one does not.
18:30 VanessaE it's no big deal, I'm just relaying my observations is all.
18:31 proller joined #minetest-dev
18:41 rubenwardy sokomine: https://gist.github.com/rubenwardy/b5cd1a01049e0c935ecf
18:41 rubenwardy damn
18:51 ShadowNinja_ joined #minetest-dev
18:54 proller need to commit, any objections? https://github.com/proller/minetest/commit/aa31c1663695aba28f48facea08de2158b71676d
18:55 PilzAdam proller, the change in indev mapgen seems rather random to me
18:56 proller 200 cause core dump
18:56 proller 150 - not
18:56 PilzAdam oh
18:56 proller its very rare
18:57 proller need to better debug, but this small fix helps
18:58 proller its like at generating cave larger than loaded area, and something  goes wrong
18:58 proller will commit!
19:00 drizz joined #minetest-dev
19:02 Deivan joined #minetest-dev
19:04 sapier joined #minetest-dev
19:13 iqualfragile joined #minetest-dev
19:29 VanessaE regarding the favorites list, can we please make that store passwords (well, hashes thereof)?  It's about useless otherwise :-/
19:31 sapier no use to create a hash if it's used directly to authenticate player
19:31 VanessaE well what does the client send to the server?  surely not plaintext??
19:31 sapier as far as I know its plaintext
19:32 sapier but I'd have to look in code to be sure
19:32 VanessaE ewwww
19:32 sapier did you think minetest has any security features? ;-)
19:33 kahrl it sends the hash
19:33 sapier it does? wow
19:33 VanessaE kahrl: oh good.  in that case, store the hash in the favorites list
19:33 sapier salted hash?
19:33 kahrl not sure. it didn't use salt when I last check, might have been added since then
19:34 kahrl checked*
19:35 sapier I doubt ... but I'll have a look ... still if password is directly hashed without salt fetched from server it's useless to improve security
19:35 Jordach joined #minetest-dev
19:35 sapier if it's not salted you can use rainbow tables
19:35 kahrl it's salted with the player name
19:35 VanessaE sapier: better to use an unsalted hash than plaintext.
19:36 sapier no in fact it's no difference
19:36 VanessaE which one takes longer to break?
19:36 kahrl although dictionary/bruteforce attacks are still possible for weak passwords
19:36 sapier none
19:37 kahrl or reusing the hash for a different server if you learn it
19:37 sapier it's more difficult to fetch network communication than to break unsalted hash
19:37 VanessaE well since it's salted, the point is moot
19:38 sapier true
19:38 VanessaE I call the favorites list useless because a single click automatically joins that server...which if you need a password (like 90% of the ones out there), means you immediately get a permission denied.
19:38 StrayBytes joined #minetest-dev
19:38 StrayBytes joined #minetest-dev
19:38 VanessaE (I talk good English, really I does.)
19:38 sapier so at least passwort is difficult to fetch ... but logging in without authentication is still as simple as reading network traffic
19:39 sapier so maybe a "enter password" dialog should be added?
19:40 VanessaE no
19:40 VanessaE we already have a password entry field
19:40 sapier not everyone wants his password saved
19:40 VanessaE just store the damn password hash and send it to the chosen server -- like every other login-capable application is capable of these days.
19:40 kahrl add a 'save password' checkbox/config setting?
19:40 VanessaE fine, so provide a checkbox, "[X] Save Password"
19:40 VanessaE ninja'd by kahrl. :)
19:41 sapier good enough
19:41 celeron55 well, pretty much any human-written sha1 hashes are very fast to crack with proper tools
19:41 sapier I just don't want my password/hash saved automaticaly without having a choice
19:42 celeron55 because sha1 is optimized for speed 8) it really is just for a tiny bit of protection from the worst script kiddie server admins
19:42 sapier celeron if player/pwd hash is sent without encryption to server this can be read by attacker and used directly so no need to crack it
19:42 celeron55 sapier: of course it can be
19:43 celeron55 i once wrote a proposal of how to improve this thing in a simple way to overcome that
19:43 celeron55 i wonder where that is, hmm
19:44 celeron55 it's here: http://c55.me/minetest2/wiki/doku.php?id=dev:slight_authentication_improvement
19:44 sapier I don't know your proposal so I can't tell anything about it. generally speaking I always have doubt if someone implements security features her/himself instead of using proven existing solutions
19:45 celeron55 (the bottom of that page isn't written by me)
19:45 sapier this suggestion seams to be at least a full security level better than current solution
19:46 kahrl agreed
19:46 kahrl for the hash function maybe use PBKDF2? or is that outdated already?
19:47 sapier hmm I assume sha2 is fine for minetests security level ;-)
19:47 celeron55 anything of which we can easily get hold of a small portable properly licensed implementation
19:47 ShadowNinja celeron55: That sounds good but the salt would have to be random every time
19:47 sapier but maybe use 256bit
19:47 celeron55 sapier: no, sha is not fine
19:47 kahrl BSD license would be fine so we could use OpenBSD's implementation
19:48 kahrl http://www.openbsd.org/cgi-bin/cvsweb/src/lib/libutil/pkcs5_pbkdf2.c?rev=HEAD
19:48 celeron55 unless you use it eg. by recursively running it over itself like 1000 times; but that's pretty much what pbkdf2 does, but it takes possible problems that come from it into account 8)
19:48 sapier isn't openssl license quite free?
19:48 sapier ohh .. openssl and windows
19:49 celeron55 ShadowNinja: that would mean storing a plaintext password on the server
19:49 ShadowNinja Just using a stronger hash won't work, you can just send the hash without determining the password
19:49 celeron55 ShadowNinja: it's not how password security is done
19:49 sapier "properly licensed" implementation as primary argument for a security algorithm sounds wrong to me
19:50 celeron55 sapier: haha what
19:50 celeron55 if you are serious in what that implies, go to hell
19:50 VanessaE this is all still offtopic though.
19:50 sapier there are few correct implementations out there but hundreds of wrong, if you only consider license you most likely will get one of the later
19:51 celeron55 "properly licensed" = "compatible with lgpl"; and we make no exceptions to this
19:51 celeron55 sapier: these days the world is full of good MIT/BSD implementations of everything, especially of security stuff
19:51 sapier is openssl license really incompatible to lgpl?
19:52 ShadowNinja No, the server would send a random salt or the client would generate a salt only good for that connection, the client would use that salt with the password and the server would then use that salt to check it, an attacker wouldn't be able to enter because the salt would be different for each connection.
19:52 VanessaE celeron55: fuck it, go all out and pull stuff from that one hardened distro, I forget which one it was :)
19:52 VanessaE (I keep thinking netbsd)
19:52 ShadowNinja Tails?
19:52 celeron55 ShadowNinja: ah that way; i think that's usually called a nonce
19:55 sapier server stores hash of playername+pwd
19:55 sapier sends salt to client
19:55 sapier client hashes salt with hash of playername+pwd
19:55 sapier server can check result
19:56 ShadowNinja Exactly
19:56 ShadowNinja Would that work?
19:56 kahrl how will the initial password be set, by the way?
19:56 sapier same as now
19:56 celeron55 sapier: i don't care about openssl's license; openssl is terrible anyway 8)
19:57 sapier salt to client
19:57 sapier hmm
19:57 sapier you're right
19:57 celeron55 sapier: also, the license is incompatible with almost anything because of their naming clauses
19:57 sapier I doubt that out lawyers don't even stop us from linking openssl to our products
19:58 celeron55 kahrl: if that nonce stuff is used for regular auth, the first time needs to be as in my proposal
19:58 VanessaE brb
19:58 celeron55 we don't need even 1% of what openssl contains anyway; better use some more minimal library
19:59 sapier do what you believe to be good still I strongly suggest to be very carefull when deciding for a library
19:59 VanessaE joined #minetest-dev
20:00 sapier your suggestion won't solve the initial problem celeron
20:00 sapier I don't see a solution to fix the problem with initial password setting
20:02 celeron55 i don't think that old proposal of mine would be particularly good; but i also think that your mindset to security will not result in anything useful either
20:03 sapier I just wanted to stop this discussions, I've told my concerns, decision what to do isn't mine
20:03 sapier I'm realistic enough to know my only possibilities are either accept the decision what ever it will be or leave ... for now I don't feel like leaving
20:04 celeron55 i do have like 1000x more experience in cryptography (due to work) than when i wrote the current authentication stuff and would write proper encryption for login without using the most bloated of libraries out there
20:04 celeron55 but it's once again a matter of where i want to put my time in
20:04 celeron55 s/would/could/
20:05 celeron55 but
20:06 sapier it's been bad for some time now it won't be a problem to stay like that for som months ... I just want to stop/slow down changes in wrong direction
20:06 celeron55 in any case, in any proper implementation, there are only two options for logging in onto a server without entering a password: storing plaintext passwords on the client, or a proper private/public key authentication system
20:07 sapier true and proper private public key seams to be a little bit overkill for minetest
20:07 kahrl hmm?
20:07 celeron55 the first is what web browsers do when they ask whether you want them to remember a password
20:07 celeron55 sapier: well maybe or maybe not; it's quite easy when you know what you're doing
20:07 kahrl can't you store the hashed password (salted w/ username) and use that as the basis for whatever fancy authentication scheme you use in the network protocol
20:07 sapier yes ... that's where this discussion started, I wanted to have choice if client stores password or not
20:08 celeron55 kahrl: yes; but from the standpoint of the protocol, that's the plaintext password
20:08 kahrl as long as it's only stored on the user's machine and not sent over the network I wouldn't worry
20:09 kahrl user is responsible for his machine security
20:09 kahrl and it's better than storing the plaintext password
20:09 sapier as any mod can send this password :-)
20:09 kahrl not if you read the mod's code ;)
20:10 celeron55 well, in any implementation that does no have an encrypted network protocol, it must go in an unencrypted and unhashed form to the server when the player registers or sets a new password
20:10 sapier I don't wanna read that argument anymore as noone does this
20:10 kahrl I do. Argument refuted ;)
20:10 sapier lol I'm sorry but I don't believe you ;-)
20:11 kahrl but I don't install hundreds of mods either
20:11 kaeza soon: Fortknoxtest :D
20:11 kaeza (C) 2013 Sapier
20:12 sapier kaeza if ANY other person would think at least a little bit about security I wouldn't have to stand at a that extreme position to get at least a little bit really included ;-)
20:13 sapier if you summarize about medium value of security positions found in minetest community (including my extreme position) you'll have what I personaly think needs to be done ;-)
20:13 kaeza meh
20:14 sapier but something completely different, is there any chance to trigger a travis build?
20:14 kaeza I don't care what you do, but just don't get in anyone's way with your mod security
20:14 kaeza now, I go back to code
20:15 sapier kaeza have a look at commits of last 3 months I believe I don't stand in anyones way
20:16 sapier hmm ... considering collision box commit maybe I do stand in someones way :-P
20:17 kaeza well... the benefit may outweigh the problems
20:18 sapier lol you won't realize benefit if by my pressing to add security features your computer will be saved by malware ;-)
20:19 sapier but I still don't understand how travis system works is anyone here who does?
20:20 celeron55 it's set up by thexyz
20:20 sapier I assume I'll have to setup a vm containing gcc4.6 to find out if my patches work then
20:26 kaeza hmmmm, misc: /home/diego/src/minetest/src/main.cpp:1694:28: warning: 'dtime' may be used uninitialized in this function [-Wuninitialized]
20:27 kaeza err.... wrong line
20:27 kahrl kaeza: I saw that warning but it's a false positive
20:28 kaeza kahrl, I know, I just like a compilation to go with as less warnings as possible
20:29 kaeza even if stuff is harmless
20:29 celeron55 sapier: by the way, the insecure file and lua function restrictions are still on the list of things i want to merge as soon as they are made in the way that i see as good; ask me some day if there's something unclear about that
20:30 celeron55 i think i did try to explain that a while back
20:30 sapier I've put them "on hold" until the scriptapi changes are included. Is there any particular thing missing?
20:30 VanessaE joined #minetest-dev
20:31 sapier Imho I've already added your suggestions, maybe I didn't understand everything correct?
20:32 sapier btw if we allow loading of debug module any "local func" will be useless as you may access any part of stack by using debug functions even local variables of other files
20:34 celeron55 i think #495 is quite on the right track; i'll try to find the time to test it once you have painfully rebased it again 8)
20:35 sapier thx ... I'll do that after the scriptapi patch is merged ... my time is limited too so merging to current just to merge to scriptapi later isn't quite a thing I want to do
20:36 sapier as noone is eager to have security included I think setting priorities this way will be fine
20:36 PilzAdam sapier, can you add a param to object definition to disable object <-> object collision for it? falling items stopping you is pretty annyoing, especially in the TNT mod (wich creates tons of them)
20:37 celeron55 we have good security included in our user's heads and distribution channels currently, so there's nothing to worry about
20:37 sapier hmm non solid objects shouldn't stop you pilzadam
20:37 celeron55 but once the game can download mods by itself from a repository, then this must have been in place and well tested for a while before that happens
20:38 PilzAdam sapier, the only way to disable it currently is set physical = false, but that also disables node collision
20:39 sapier true.. hmm I'll have to think about it ... imho adding a real collision system would be correct way to fix this but it's a lot of work
20:39 sapier with "real collision system" meaning some sort of "realistic" crashes
20:40 kaeza just add void *p = NULL; *p = 0;
20:40 kaeza there you have a reaalistic crash :D
20:40 sapier hmm I believe nothing will happen if you add this
20:40 sapier ohh first is a declaration
20:40 sapier ok ok
20:41 sapier realistic collision system would mean adding some sort of mass to each node ;-) if that was added collision s could be calculated quite easy ... but I'm not sure if this is a feature that is really wanted?
20:42 sapier any opinions about it?
20:42 kahrl if that means physics would be less glitchy I'd be for it
20:43 kahrl as long as it's reasonable in terms of performance
20:44 kahrl < is allowed to complain because he added some of the glitches in the first place
20:46 sapier there will be a performance impact as it's adding additional calculations but imho this should be less than impact of o<->o collision
20:46 salamanderrake joined #minetest-dev
20:48 celeron55 well a properly optimized actual physics library shouldn't really take more resources than what MT's naive stuff takes now
20:48 celeron55 but there would be problems in such
20:48 sapier true but adding this is really lots of work ;-)
20:48 celeron55 eg. player movement has become very finely tuned along the years
20:49 celeron55 porting it to some library would be painful
20:49 celeron55 also such a library would imply that we add proper support for rotation on every axis
20:49 celeron55 and whatever
20:50 celeron55 not a small thing in any way
20:50 kahrl I don't think player movement would have to be 100% identical
20:50 kahrl just make sure jumping up hills/stairs is not annoying, support sneak ladders and things like that
20:50 VanessaE jeez, I mention the need to store a password in the favorites list and it morphs into a whole discussion on network security.7
20:50 VanessaE heh
20:50 celeron55 no, but there are some things in place that make it much better than without those things
20:50 VanessaE -7
20:50 celeron55 and those things aren't really standard physics library stuff
20:51 kahrl yeah, I don't think just using any external library would work without investing lots of extra work
20:51 VanessaE joined #minetest-dev
20:52 sapier can someone merge this fix: https://github.com/minetest/minetest/pull/613
20:52 celeron55 if i did start MT from scratch, i would use a physics library; but now it's a wholly different situation
20:58 hmmmm :(
20:59 hmmmm my authentication idea is nonsense
20:59 hmmmm and it's not really mine either
21:00 hmmmm erm, the next level of security above that one would be SRP
21:00 hmmmm and then above that is the server sending the client polymorphically modified authentication modules that the client executes and returns the result of
21:00 hmmmm and so on
21:01 hmmmm if you really think minetest password security is that important, perhaps you should use SRP, but that would require us to add libgmp as a dependency and it's easily another source file worth of code
21:01 hmmmm but if it's that important to you......  besides, it's your time, not ours
21:01 sapier lol ... and me is called overcomplicated ;-P ... btw who will protect client about malicious servers if server sends executable code ;-)
21:02 hmmmm the obvious answer to that would be for us to buy a key from verisign and authenticate binaries with it
21:03 sapier true .. who starts collecting money?
21:03 hmmmm we'd use the donations that are typically put toward hosting
21:04 hmmmm it was a joke though, don't get any ideas
21:04 sapier I think this might be an option once all of the other security issues are fixed ... but that won't be for quite some time ;-)
21:05 hmmmm SRP seems to be good enough for large commercial games
21:05 celeron55 oh SRP
21:05 celeron55 this seems worth investigating: http://freecode.com/projects/tinysrp
21:08 hmmmm SEMinetest
21:08 sapier i wonder when this battery will be depleted it told 7 minutes left 30 min ago :-)
21:08 celeron55 looks pretty good; no bloated dependencies and builds right away in no time on this linux box
21:09 celeron55 and the tarball has just a flat bunch of source files and few others
21:09 sapier recent release 2001?
21:09 Taoki joined #minetest-dev
21:11 hmmmm it includes its own big number library?
21:11 celeron55 it has a "stripped-down version of openssl" which actually means it basically has a few of it's bignum source files and some hash function
21:12 sapier and openssl from 2001 should be checked for fixes that have been aplied to that code in openssl until now
21:13 celeron55 i wouldn't guess there would be considerable bugs in '01 openssl's bignum stuff, but it's worth checking though
21:17 TB`oFF|Vibe-X joined #minetest-dev
21:19 celeron55 the most recent fixes that have a chance of mattering are at 0.9.6->0.9.6a (2001-04-05)
21:20 celeron55 if 0.9.6a isn't used in there, that's easy to backport :P
21:21 sapier are you sure 0.9.6a is maintained anymore and issues of later versions aren't present in 0.9.6a too? ;-)
21:22 hmmmm the only way we'd know is with a complete source code audit
21:22 celeron55 i'm sure any remaining issues in heavily actively used base code of openssl would have been found in 12 years 8)
21:22 sapier this last minute of battery power already lasts for half almost 15 minutes :-)
21:22 hmmmm let's go for it!
21:22 celeron55 http://members.tripod.com/professor_tom/archives/libtinysrp-0.7.5.tar.gz
21:23 celeron55 there's just 6k SLOC anyway 8)
21:23 sapier I've already done 10 audits this month no need to do another one
21:26 kahrl tinysrp is based on srp-1.7.1 which doesn't support SRP-6. is that a problem?
21:27 hmmmm i believe so
21:27 hmmmm also just an aside, if we're really doing SRP, you better go all-out and use SHA512
22:04 VanessaE since pilzadam's already gone...  flowers got added to common and are included via game.conf in build and survival - any particular reason minetest_game doesn't also use them?
22:15 drizz joined #minetest-dev
22:15 ssieb joined #minetest-dev
22:15 dzho joined #minetest-dev
22:29 kaeza hmmmm, I mean to not be interrupted by misc stuff in there
22:29 hmmmm oh
22:30 hmmmm i'm trying to find another packet that only modifies the local player and nothing else
22:31 Exio if you see any what does that - tell me
22:31 Exio it'll be useful for looking for some code i want to try
22:31 hmmmm nope
22:31 hmmmm it seems to be quite reasonable
22:32 hmmmm basically you see packets processed like this:
22:32 hmmmm if it modifies some client data structure, it'll just change it right there in the packet handler
22:32 hmmmm if it modifies a variable in the_game(), such as camera rotation or whatever, it'll use a client event for that
22:33 hmmmm for example, TOCLIENT_HP, TOCLIENT_MOVEMENT, TOCLIENT_MOVE_PLAYER, etc.
22:36 hmmmm why do people not line things up
22:36 Exio k, thanks
22:36 Exio and, line things up? what?
22:36 hmmmm this is probably just my OCD but people who don't line assignment operations up are truly worse than hitler
22:37 hmmmm who did the physics....
22:42 khonkhortisan what're line assignment operators?
22:42 khonkhortisan or rather, the absense of?
22:42 hmmmm player.cpp:63
22:42 hmmmm you might not want to look, it will probably cause eye damage
22:43 khonkhortisan BS? I've dealt with it already
22:43 hmmmm it's a bunch of BS
22:43 hmmmm 12 of them
22:45 Exio taoki's code iirc
22:45 khonkhortisan If you're not careful, you'll get a line like this m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z/BS-m_pos.Z, ppos.X/BS-m_pos.X)/core::DEGTORAD+90); the positions really should be in the same units but they weren't at that specific place
22:46 Taoki Which code exactly? Doesn't sound like me
22:46 Exio https://github.com/minetest/minetest/blob/master/src/player.cpp#L64
22:46 khonkhortisan #define BS (10.0)
22:46 khonkhortisan "to disallow plain casts"
22:46 Taoki Ah, that. Those are the defaults for the physics settings
22:47 hmmmm that doesn't bother you?
22:47 hmmmm look at how they're all over the place
22:47 Taoki What? What's all over the place, and what should bother me (if you mean my code)?
22:47 khonkhortisan To set a variable: variable = number * 10; to get a variable: result = variable / 10;
22:47 hmmmm the assignment operations
22:48 hmmmm it's like you walk into a classroom and the desks are scattered everywhere
22:48 Taoki I think they were meant to be modifiers to the defaults. Don't remember exactly why I did them, nor what's wrong about them
22:48 hmmmm whatever
22:48 khonkhortisan They are there to get in your way
22:49 khonkhortisan We should just overload = to multiply or divide by BS
22:49 Taoki Oh. I think they where there to not break compatibility with clients that didn't have the new physics code
22:49 Taoki Or servers. Since if those default values wouldn't be there, clients would get no physics on old servers and be stuck
22:50 Taoki hmmmm: ^
22:50 Taoki If you have a better way to prevent that, you can change the initializations, if it doesn't change how things work otherwise. You can even remove them if you wish, since the physics have been in for a long time and connecting to the previous server version should work
22:50 hmmmm khonkhortisan:  lol
22:50 hmmmm taoki, no that's not what i was saying at all
22:50 Taoki But it would break compatibility with servers under that change
22:51 hmmmm apparently the assignments not being lined up does not phase you in the slightest
22:51 Taoki ok. Still can't get it, sorry. Prolly cuz I'm a bit tired too. But I remember those definitions were necessary
22:51 Taoki ah. You'd prefer they were all in one line?
22:51 hmmmm n... no
22:51 hmmmm in one column
22:52 hmmmm but i already did it
22:52 hmmmm http://pastebin.com/qpwY3kfC
22:53 mrtux joined #minetest-dev
22:55 Taoki Aah. You meant using tabs to keep the values in order. Yes, that does look better... I didn't notice it
22:55 hmmmm not tabs, spaces
22:55 hmmmm for lining operators up, use spaces
22:55 Taoki I usually add tabs there, but whatever works
22:55 hmmmm i don't get how somebody can't notice that
22:55 hmmmm doesn't it hurt your eyes a little?
22:56 khonkhortisan I put four/five spaces before my if to line up with my elseif/else if
22:56 Taoki It does look better like that. But there are cases where I don't notice such detail
22:56 Taoki I agree it's preferable though, and good to correct
22:57 Taoki I do try to always keep code clean and readable. But some things slip past me too :P
22:57 hmmmm i do small things like that if i'm working somewhere with code looking like that and it bothers me enough
23:01 hmmmm khonkhortisan, if i recall correctly, you mentioned that the crosshair is a pixel off in each direction
23:02 hmmmm let's see... according to http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html, the beginning and ending positions are inclusive
23:02 khonkhortisan Yes, It doesn't draw the end pixel
23:02 hmmmm so let's assume displaycenter is (50, 50)
23:02 khonkhortisan Or draw at all if the start and end are equal
23:02 hmmmm it draws from (40, 50) to (60, 50)
23:02 hmmmm that's 20 pixels
23:03 hmmmm which is an even number
23:03 hmmmm are you absolutely sure?  "Draws a 2d line. Both start and end will be included in coloring. "
23:04 khonkhortisan Shouldn't it be drawing 21 pixels? 10 left, the center, 10 right?
23:05 hmmmm hmm
23:05 hmmmm suppose we had a really small screen with a resolution of 2x2
23:05 hmmmm what would the displaycenter be
23:05 Exio 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
23:05 Exio between 40 to 60
23:05 hmmmm oh
23:05 hmmmm :/ he's got me
23:06 hmmmm so you're right, it should be drawing 21 pixels, and indeed it does
23:06 hmmmm but you said it was still off
23:06 khonkhortisan I'm seeing 10 left, 1 center, and 9 right when I take a screenshot
23:06 kahrl I always thought rendering details like that were dependent upon the video driver
23:06 khonkhortisan Also 10 up, 1 center, 9 down
23:06 khonkhortisan They are.
23:06 hmmmm kahrl, not when it says it explicitly in the irrlicht documentation
23:06 khonkhortisan it's drawing from displaycenter-10 to displaycenter+10
23:06 khonkhortisan and it ends up lopsided
23:07 kahrl hmmmm, might have been some guy testing it only on selected hardware and writing it into the docs
23:07 hmmmm so anyway according to game.cpp:1418, displaycenter is screensize.X / 2, screensize.Y / 2
23:07 hmmmm so our display center would be (1, 1)
23:07 hmmmm if we take displaycenter to be a literal coordinate, that'd be the right bottom pixel
23:08 khonkhortisan topleft
23:08 hmmmm er
23:08 hmmmm top left?
23:08 hmmmm how do you get that, lol.
23:08 Exio 0,0 0,1 1,0 1,1
23:09 khonkhortisan I did some tests at low coordinates with draw2DLine
23:09 hmmmm X = 0 is at the right, though?  that's hard to believe
23:10 khonkhortisan X is ltr, Y is ttb
23:10 hmmmm right
23:10 hmmmm so it would be top right
23:10 hmmmm not top left
23:10 khonkhortisan left.
23:10 hmmmm erm
23:11 kahrl could antialiasing have an effect?
23:11 khonkhortisan -Y
23:11 khonkhortisan -X +X
23:11 khonkhortisan +Y
23:11 hmmmm so if kahrl is right on this and i suppose he is, it's something out of our control anyway and we shouldn't have to worry about it
23:11 khonkhortisan The lines are solid. I hope it's not antialiasing.
23:11 khonkhortisan I want to draw black outlines around the cursor and/or only draw the center pixel once so the alpha value is correct
23:12 kahrl use an image?
23:12 khonkhortisan If for some reason the image isn't there the crosshair loses its outline again
23:14 Exio with https://github.com/minetest/minetest/pull/653?
23:15 hmmmm do people still want that ^?
23:15 hmmmm there's the HUD API now...
23:15 hmmmm since i'm doing hud things i'd throw it in
23:15 Exio #306 with support for changing crosshair_color/alpha. and updated to the actual code.
23:15 Exio crosshair_color/alp`ha
23:15 Exio alpha *
23:16 Exio i personally use pink/purple crosshair/selectionbox
23:43 kaeza hmmmm, some people want per-player textures, but I'd prefer it to be server-side as it is with the HUD API
23:43 kaeza (I mean local textures)
23:43 kaeza err... whatever, you get what I meant
23:44 hmmmm hmm
23:44 hmmmm this is a rather controversial topic... i'd rather get a vote on it
23:44 kaeza actually... I think both can coexist
23:45 Pentium44 joined #minetest-dev
23:47 kaeza derp
23:47 kaeza the selection box could've made configurable as well
23:48 kaeza meh
23:48 kaeza perhaps a per-client one (assuming there's none currently)
23:51 Exio kaeza: ?
23:51 Exio selectionbox_color?
23:52 kaeza Exio, just talking to myself
23:52 kaeza I know about that one ;)
23:53 hmmmm if i am going to do this, i'll merge that pull request as-is
23:54 hmmmm does anybody have a problem with this?  https://github.com/EXio4/minetest/commit/b5e7d9bd419f96706006247ff6c74d2c34317061
23:56 kaeza looks good

| Channels | #minetest-dev index | Today | | Google Search | Plaintext