Time Nick Message 00:25 VanessaE can someone please do something about the mouse not "detatching" from the game world when the F10 screen is open? 00:25 VanessaE (in linux) 01:23 ShadowNinja celeron55: I think that it would look nicer if the globe icon next to every link was removed. Or is there a way to disable it for specific links? 12:48 sfan5 when did this happen? http://i.imgur.com/Ock09LO.png 13:37 PilzAdam since the news section is created 13:37 PilzAdam "Developers" can create topics there 14:37 RealBadAngel hi all 14:37 RealBadAngel hmmmm, how far are you with decorationsdefs? 14:38 hmmmm still stuck on figuring out a good way to deal with cutoffs 14:38 hmmmm what i originally had wouldn't work if you approach the ground being generated from above 14:39 RealBadAngel looks like most of developing time here is finding a way ;) 14:39 hmmmm ? 14:39 hmmmm oh 14:39 hmmmm well i haven't been working on it much either, i've been busy with other RL things 14:39 hmmmm not school though, job stuff 14:40 RealBadAngel me too 14:40 RealBadAngel thats why i can look like "slowed down" a bit 14:40 hmmmm i think everybody slowed down 14:41 RealBadAngel but when you will need data (trees) for decorations just let me know 14:41 hmmmm sure 14:42 RealBadAngel next few days, maybe week or two i would like to solve lights problem 14:42 RealBadAngel because all of my shaders work is hittin a wall 14:44 RealBadAngel i learned irrlicht and shaders enough to bring to mt all that fancy shaders stuff 14:44 RealBadAngel but cant without proper lighting 14:45 hmmmm yeah, proper lighting is long overdue 14:46 RealBadAngel we have a few such steps we need to make 14:46 RealBadAngel lights, tcp/ip, more client side predictions 14:47 RealBadAngel the stuff can bring us to next level 14:47 RealBadAngel and cause mt lookin more as game than a test 14:49 RealBadAngel about shaders, funny fact 14:49 RealBadAngel there are great shaders out there for minecraft 14:49 RealBadAngel but very hard to install and use 14:50 RealBadAngel i had many problems trying them 14:50 RealBadAngel guys from mojang tried to buy the work, but author refused (not sure why, propably they offered too less) 14:51 hmmmm hrmm 14:51 hmmmm yeah, i recall there was that shaders mod 14:52 hmmmm they probably had to use real lighting as well 14:52 RealBadAngel it is still 14:52 RealBadAngel yes 14:52 sfan5 RealBadAngel: are talking about the sonic shaders? 14:52 RealBadAngel yes 14:52 PilzAdam i think everybody slowed down <- nope 14:53 RealBadAngel im not sure how the situation looks atm, since i havent run mc for months 14:53 PilzAdam RealBadAngel, reminder: you still need to fix the lighting bug with facedir nodes 14:53 RealBadAngel yes, i remember 14:53 RealBadAngel but i would like to do that when we fix the LIGHTS 14:54 PilzAdam dont throw new code in if the old code doesnt work 14:54 RealBadAngel and then PROPABLY i wont have to do anything ;) 14:55 RealBadAngel im not throwing anythin new there 14:55 RealBadAngel my latest work are shaders 14:55 PilzAdam dont avoid fixing bugs by saying: "we will use something different in the future" 14:56 RealBadAngel hrmmm 14:56 RealBadAngel if we could have real lighting this wont be a bug 14:56 RealBadAngel so: do you want me to adapt my code for old lighting system 14:56 RealBadAngel wait for proper lighting 14:57 RealBadAngel and reverse the changes? 14:57 RealBadAngel for sake of what? 14:57 RealBadAngel art of coding? 14:58 RealBadAngel sorry, i will rather spend a few extra days to make right lights 14:59 PilzAdam the new lighting is something in the future and it takes work to code, while the little lighting bug you produced with your facedir could be fixed right now 14:59 PilzAdam (I guess it can be fixed without that much work) 15:00 PilzAdam we are talking about weeks/months vs. days 15:00 RealBadAngel ok, heres the promise. if i wont make new light system by sunday evening 15:00 RealBadAngel i will make patch for old code 15:00 RealBadAngel deal? 15:00 PilzAdam I dont want to tell you what you have to do; just what I think how it should be 15:01 RealBadAngel we are talkin a few days now 15:01 RealBadAngel sunday evening cet 15:01 RealBadAngel then expect one or another 15:11 RealBadAngel do we have a deal? 15:12 PilzAdam you can do what you want :-) 15:12 PilzAdam but it sounds good 15:12 RealBadAngel we are a team 15:13 RealBadAngel and we shall agree (at least most of the time ;) 15:15 RealBadAngel sidenote: i like the thing i noticed last month or two 15:15 RealBadAngel we have taken our niches in the engine 15:17 RealBadAngel i realized that when some1 posted in the forums something about model textures 15:17 RealBadAngel and reading hmmms commits too 15:18 RealBadAngel i know everything bout irrlicht models but have no glue what and why hmmm is commiting 15:19 RealBadAngel even his namespace remains mystery to me 15:39 kahrl anyone opposed to changing the delay at test.cpp:1455 to 100? 15:40 PilzAdam what does this do? 15:40 kahrl this causes the asserts below not to fail (on my computer at least) 15:41 kahrl because somehow the connect message takes more than 50ms to arrive 15:41 PilzAdam why not test it in steps, like 10, 20, 30.. 100ms and fail after the last test failed? 15:42 PilzAdam or maybe 20ms steps 15:42 kahrl I didn't want to overcomplicate the code 15:43 PilzAdam run_tests() is already slow 15:43 PilzAdam and there are more sleep_ms(50), do they need to be increased too? 15:43 kahrl at least not here 15:43 kahrl the asserts below 1455 are the only ones that fail 15:44 kahrl not sure why that is 15:44 hmmmm oh 15:44 hmmmm i know why 15:44 hmmmm the default server step was increased from 0.05 to 0.10 15:45 hmmmm connections are only serviced every step, so it makes sense for the latency of connection to be equal to at least one server step 15:45 kahrl this test doesn't use the server, only Connection 15:45 hmmmm mm. 15:46 hmmmm well, minetest got slower, i guess that's just how it is 15:46 PilzAdam yea, the same asserts fail here too 15:47 PilzAdam (they fail not always, though) 15:47 kahrl PilzAdam: yep 15:48 PilzAdam 100ms seems to work fine 15:48 kahrl as I said yesterday an ultimately better solution might be to abandon UDP for local connections and pass the messages directly in-process 15:48 kahrl then all of the delays in this test function could be removed 15:49 kahrl although it wouldn't test the same thing anymore 15:50 PilzAdam how much work would that need? 15:50 kahrl I don't think very much, but I don't want to do it before ipv6 is merged 15:53 PilzAdam someone tested the IPv6 patch some weeks ago and it seems to work fine 15:53 PilzAdam only the checkbox in the menu has to be removed 15:54 proller and not working on my arm 15:56 kahrl not working in what sense? 15:59 proller server listen nothing 15:59 proller but maybe it my bug 16:00 proller lets merge and fix if it real problem 16:01 kahrl has it been tested on windows? 16:01 proller and after merge need to patch masterserver script 17:08 celeron55 kahrl: can you make a pull request of the updated scriptapi_separation branch? it'll just get forgotten otherwise 17:08 celeron55 (as far as i can see) 17:09 celeron55 (or could somebody please just merge it) 17:56 kahrl celeron55: last I heard sapier disagreed with the use of metatables 17:56 kahrl because it makes it harder to sandbox lua 17:57 kahrl brb 17:59 celeron55 umm 17:59 celeron55 how is that a problem in builtin? 18:00 celeron55 it's not like you can pull setmetatable out your ass if you hide it after builtin has run 18:01 celeron55 sapier's security thinking seems to sometimes consist more of fear than reason 8) 18:07 kahrl I said the same thing :) http://irc.minetest.ru/minetest-dev/2013-05-12 18:08 kahrl well I didn't really say it as much as think it 18:37 PilzAdam this seems to be fine: https://github.com/minetest/minetest/pull/734 23:44 PilzAdam https://github.com/PilzAdam/minetest/commits/predict 23:44 PilzAdam comments? 23:46 * Exio likes it ;P 23:54 kahrl PilzAdam: great 23:54 PilzAdam ok, I merge it then 23:55 kahrl hmm I could see some ways to make the code shorter 23:55 PilzAdam how? 23:55 kahrl instead of the switch I'd use a static v3s16[] 23:56 kahrl and the if in line 873 can be removed if you create the MapNode before it and use MapNode::getWallMounted() 23:57 kahrl both things are not a big deal though, feel free to merge as is if you don't want to change them