Time Nick Message 00:00 Taoki PilzAdam: Pushed the fix, see the pull request again. Feel free to squash the last commit into the previous one also 00:00 hmmmm something as simple as this https://github.com/minetest/minetest/pull/783 i don't see why it isn't already pulled 00:01 kahrl hmmmm: I've been too busy with other stuff lately to work on minetest 00:01 kahrl don't know about others 00:02 hmmmm nobody else does pull requests 00:02 hmmmm i used to but i never got any of my own things done 00:02 PilzAdam hmmmm, the problem is to get another core dev agree on things 00:02 PilzAdam e.g. I already told arsdragonfly that his 2 pull requests are good, he just needs one more core deb 00:03 PilzAdam *dev 00:03 hmmmm that rule is only for questionable things 00:03 hmmmm do you realize what a drag it'd be if we really waited for somebody else to sign off on a commit? 00:03 Taoki PilzAdam: Going to bed soon. Any other problems with the fog code (apart from disagreances of taste on color and intensity) 00:04 Taoki Latest commit fixed the rotation when looking up thing 00:04 PilzAdam Taoki, Ill test it again later on 00:04 kahrl https://github.com/minetest/minetest/pull/790 how big is the new font? 00:04 PilzAdam same size AFAIK 00:04 hmmmm also what's up with that tiling 00:05 kahrl same size and it supports more languages? 00:05 kahrl hmmmm: probably unrelated to the commit, I've seen that in other screenshots 00:05 hmmmm i thought it was supposed to strech to the largest dimension and crop the other 00:06 VanessaE fwiw, that "HDX" icon was drawn as a perfect square... 00:06 kahrl the commit should delete liberation{sans,mono}.ttf too 00:07 hmmmm e.g., screen size is 1024x768, image is 800x500 or something, it'd scale the 500 to 768 and the 800 to 1229, and crop 1229-1024 pixels 00:07 PilzAdam kahrl, yea, I do that and merge it then 00:08 kahrl PilzAdam: okay 00:08 PilzAdam #783 too 00:10 hmmmm now what's the consensus on the formspec based main menu 00:11 kahrl PilzAdam: don't know much about the i18n part of minetest but if you think it's good merge it 00:12 PilzAdam oh, the font has no ö, ä or ü 00:12 kahrl nice 00:12 PilzAdam well, the mono one has 00:16 kahrl the new font makes the text in the main menu very tiny http://i.imgur.com/uRAQAkH.png 00:16 PilzAdam not for me... 00:16 PilzAdam have you the changes in defaultsettings.cpp compiled? 00:17 kahrl yeah 00:17 kahrl oops 00:17 kahrl 02:14:23: ERROR[main]: WARNING: Font file was not found. Using default font. 00:17 kahrl I wonder why 00:19 kahrl for some reason git apply 790.patch didn't add the new font files 00:19 Exio about merging 00:19 Exio https://github.com/minetest/minetest/pull/789 00:20 PilzAdam kahrl, I have tested #789 and it seems to work perfectly fine 00:20 PilzAdam VanessaE tested it too and it seems to work 00:20 VanessaE yeah 789 worked fine for me. 00:21 kahrl great 00:21 Exio you already got the testers and PilzAdam is a coredev like you 00:21 Exio merge? :D 00:21 kahrl it might cause some minor merge conflicts with the formspec main menu, for example 00:22 kahrl but nothing too difficult to fix 00:22 PilzAdam we already have conflicts IIRC 00:22 PilzAdam ;-) 00:22 hmmmm the formspec main menu should be our top priority now 00:22 hmmmm i am waiting for that to do the mapgen configuration page 00:23 Exio a feature-freeze until the formspec main menu gets merged? 00:23 PilzAdam ehm, no? 00:23 PilzAdam a full feature freeze would be insane 00:23 Exio not full 00:23 Exio anything that will, can or may cause merge conflicts :P 00:24 kahrl nah, we can deal with conflicts 00:24 kahrl the point of feature freeze is to avoid introducing new bugs before a release 00:24 PilzAdam thexyz, update weblate 00:24 Exio one small thing, what about this "cosmetic change" https://github.com/minetest/minetest/pull/539? 00:25 PilzAdam thexyz, (i.e. pull master into the weblate repo) 00:25 Exio nodes are already infinite, why not tools too? 00:27 PilzAdam Exio, I dont have any oppinion on #539 00:27 PilzAdam but I think VanessaE has 00:27 hmmmm hmm 00:27 hmmmm do you guys have any opinions on varying cave flood liquid by 3d perlin noise 00:28 Exio and for bugging around, #763? it doesn't break anything here (linux-opengl) and the docs of irrlicht say it only affects directx 00:28 hmmmm i can backport it to V6's cave generator if you guys would like that as well 00:28 Exio PilzAdam: iirc she liked it 00:29 VanessaE I have no real comment on #539. 00:29 PilzAdam re #763, I already told thexyz that he can merge it if he wants since his builds are the only ones that are affected 00:30 PilzAdam VanessaE, hm? wouldnt that break your way of using the creative mode? 00:30 VanessaE PilzAdam: not really. 00:30 Exio haha 00:31 kahrl I think #539 makes sense 00:31 PilzAdam fine, I merge it then 00:32 kahrl also that line minetest.debug("node_dig") can be removed, I remember you asked about that once 00:37 PilzAdam Exio, anything else ;-) 00:38 Exio #724 ;P 00:39 PilzAdam I dont like how sapier puts "---------------" arround the functions, but whatever 00:41 kahrl weird 00:41 kahrl why does DroidSansFallbackFull.ttf contain ü and ß but not ä or ö 00:41 Exio what are those weird chars! :P 00:41 hmmmm pilzadam, me neither, but... everybody has their own style eccentricities that i'd rather just overlook 00:42 hmmmm as long as it's not absolutely horrid and it's consistent within the source file they're working in 00:42 PilzAdam Exio, they are used in German 00:42 hmmmm the a and o with omlauts? 00:43 hmmmm i thought those were for scandanavian languages only 00:43 RealBadangel for german too 00:44 kahrl norwegian uses å, ø, æ afaik 00:46 hmmmm wow :D the more i explore around, the more i like mapgen v7 00:46 hmmmm just need to fix up a couple nagging issues and i think i'll be satisfied 01:02 kahrl should I merge the texture atlas removal? 01:02 hmmmm yes 01:02 PilzAdam yep 01:02 VanessaE sure 01:04 RealBadangel yeah 01:08 sokomine hmmmm: if part of a map ought to be kept (and moved to a diffrent location/inserted in a new map), it ought to be enough to rewrite the indices of the sqlite db if i'm not mistaken? 01:09 hmmmm ??? 01:12 hmmmm sokomine, if you have something to ask, it's much more preferable to talk about it in the channel 01:12 sokomine it happens quite often that old server maps are no longer used. it would be nice to copy them together. moving part of a map to another location ought to work by rewriting the pos-value (the index) on database level? 01:12 sokomine yes, that was an accident 01:13 hmmmm is PMing someone a knee-jerk reaction? 01:13 hmmmm do you have a hotkey to start a PM? 01:13 hmmmm probably like F10 on your keyboard 01:13 sokomine no. but i have to write /msg #minetest-dev ... and accidently typed /msg #hmmmm this time. we may need a translater anyway 01:14 hmmmm huh?? why would you have to do that? 01:14 sokomine else it will land on #minetest 01:14 kahrl sokomine: why not use worldedit? 01:14 hmmmm are you using irssi? 01:14 sokomine ircII 01:14 hmmmm ctrl+P might work there as well to switch to a different channel window 01:15 hmmmm anyway, how old are we talking about exactly 01:15 hmmmm you can arbitrarily move entire blocks at the map db level by simply changing its key, yes 01:16 sokomine even with the new improvements done by hmmm, worldedit would not be suitable for entire towns built by players. it happens frequently that old servers are abandomed or new maps created and good buildings on them lost. worldedit could be used for some of those buildings, but as good builders tend to include the environment, just moving the entire map section might be best 01:16 sokomine fine :-) i just wanted that confirmed 01:16 kahrl hmmmm: unless some mods stores absolute coordinates if node metadata or something like that 01:16 kahrl in* 01:16 kahrl store* 01:16 hmmmm oh, well, i guess that's true.... 01:17 hmmmm you should expect some breakage though no matter what 01:18 hmmmm also, you can mix and match serialized block versions in the same DB so there's no problem there, if you're wondering about that 01:20 sokomine mods that have such special requirements might be a prolbem, yes. mostly teleporters and mods like that i guess. diffrent mods on old and new maps will be a problem that has to be dealt with no matter what...it's not exactly an everyday-task to merge maps 01:20 sokomine has someone already written a tool to merge maps? if so, it ought to be made more public 01:24 hmmmm pilzadam, do you know of any mods that have mushrooms 01:24 VanessaE hmmmm: reizenpilz is one. 01:24 hmmmm haha 01:24 VanessaE or however the hell it's spelled. 01:24 kahrl riesenpilz* 01:24 VanessaE that's the one 01:24 sokomine yes, riesenpilz, and also swamps 01:24 VanessaE http://forum.minetest.net/viewtopic.php?id=3862 01:24 hmmmm hmm 01:24 sokomine there's at least one other 01:24 VanessaE more flowers mod also 01:25 hmmmm i asked him because i figured he'd know first :P 01:25 VanessaE http://forum.minetest.net/viewtopic.php?pid=35266#p35266 01:26 hmmmm the mushrooms in the second link are what i'm looking for 01:26 hmmmm can we hijack those and put them in minetest_game? i'll add a decoration definition for mushrooms in caves 01:26 hmmmm i also want them for forest biomes in v7 01:27 VanessaE I see nothing against it, no idea what his license was though 01:28 hmmmm hmmm! 01:28 hmmmm when did jordan4ibanez get banned 01:28 VanessaE should be WTFPL though. 01:28 VanessaE a couple weeks ago I think 01:28 kahrl he asked to be banned 01:28 hmmmm ... 01:28 VanessaE another ragequit; he asked me a couple days ago to delete his forum account in fact. 01:28 sokomine unfortionately happens a lot :-( 01:28 VanessaE (not that I can) 01:28 hmmmm why can't they delete their own accounts? 01:29 VanessaE dunno. 01:29 VanessaE hmmmm: little mushrooms are fine, but please, not those big huge ones 01:30 hmmmm oh yes... those big huge ones.... we'll add mycelium, and have mushroom islands... and bone meal, so we can grow tiny mushrooms into giant ones 01:30 kahrl don't forget the giant oceans that the mushroom islands are found in 01:31 hmmmm but seriously 01:33 hmmmm what do you guys think of atmospheric sounds 01:33 hmmmm thinking like the kind of stuff minecraft does in caves 01:34 VanessaE atmospheric sounds? 01:34 VanessaE you mean like dripping water or bats or so? 01:34 hmmmm that too 01:34 VanessaE or just an echo? 01:34 hmmmm all of that 01:35 VanessaE hm 01:35 kahrl VanessaE: http://www.youtube.com/watch?v=HLr4ZcYKHrI 01:35 VanessaE well if they can be done without killing the CPU or eating a ton of network bandwidth, and if they can be disabled, then sure 01:35 VanessaE (disabled e.g. on an alien planet) 01:35 * VanessaE listens 01:36 VanessaE oh I dunno... 01:36 VanessaE that's... 01:36 VanessaE *shakes head* 01:36 VanessaE I ... 01:37 VanessaE I'd have to say no, not if they're anything like *those* 01:38 VanessaE but say an echo of your footsteps/digging activities, occasional bats chittering, water dripping if it's nearby, those sounds seem okay 01:38 VanessaE (the former would be hard, I expect) 01:40 VanessaE 01:41 RealBadangel all this things are in ambience mod 01:41 RealBadangel including bats 01:43 RealBadangel hmmmm, try it, http://realbadangel.pl/technic_ambience.zip 01:43 VanessaE such sounds would definitely need to be shipped with the client. 01:43 VanessaE any good quality sound is gonna kill your network bandwidth. 01:43 RealBadangel just move them to /sounds 01:43 VanessaE RealBadangel: I mean for hmmmm's proposed built-in stuff. 01:44 RealBadangel so i said, move the sound files to /sounds folder and start using them 01:46 VanessaE *pokes hmmmm* that's not such a bad idea really. 01:46 sokomine yes, that is kind of a problem with the ambience mod. very few people have the patience to wait up to 20 minutes to connect to a server. maybe some media data ought to be available for download as a seperate package 01:46 VanessaE since the client plays the sound files even when stored locally, a server need not actually send any media. it just has to issue the playback instructions when needed. 01:47 RealBadangel VanessaE, for example you can install ambience mod on your server WITHOUT sounds, then if the client will have sounds files in /sounds folder he will hear them 01:47 VanessaE right, that's exactly what I was just saying :) 01:49 RealBadangel this way minetest should deal with music and any sounds imho 01:50 hmmmm yeah, short small sounds 01:51 hmmmm not big ones like your mod has 01:51 hmmmm also i wonder if i should take over the TCP thing since it seems nobody else is going to do it 01:52 VanessaE glwt, hmmmm 01:52 VanessaE c55 did say it was...not entirely usable 01:52 RealBadangel hmmmm, when sounds are stored only on client side size doesnt matter 01:53 RealBadangel its only one time game download 01:53 kahrl curl might still download faster than a builtin TCP connection 01:53 hmmmm we also want TCP for block sending though. 01:53 VanessaE kahrl: only if the TCP is done wrongly. If you can avoid HTTP overhead, why not? 01:53 RealBadangel but not everybody can setup a media server 01:54 kahrl VanessaE: HTTP clients tend to open multiple TCP streams in order to circumvent congestion control limits 01:54 VanessaE true 01:54 VanessaE but I'm thinking protocol overhead specific to http - surely one could make something specific to MT that needs less? 01:55 kahrl the overhead is really not much but it can be reduced of course 01:55 VanessaE (even just the control commands like GET could be reduced by a couple of bytes, if it's a binary protocol) 01:55 VanessaE but you're right I guess 01:56 VanessaE probably not worth the extra effort 02:20 hmmmm there's a binary version of http that some browsers and webservers support nowadays 02:20 hmmmm chrome is really big on it 02:20 hmmmm forget what it's called - made by google though 02:20 VanessaE SPDY or something? 02:20 hmmmm yeah 02:20 hmmmm really should be used more 02:20 hmmmm i can't stand inefficiency 02:21 VanessaE damn it 02:21 VanessaE what moron decided that ctrl-w should close a window instead of erasing a word? 02:21 VanessaE anyway 02:21 VanessaE I looked into it briefly, but it just felt too...proprietary 07:29 hmmmm alright, i've found the formula for perfect terrain generation 07:30 hmmmm this revamp i'm doing to mapgen v7's terrain generation addresses all problems it had before; oceans can be *very*, mountains aren't only of the 2d perlin noise slope variety, no more height discontinuities 07:31 hmmmm of course i demolished basically everything it had before in the process 07:33 hmmmm oceans can be very deep* 12:32 PilzAdam but not everybody can setup a media server <- StarBlessed has a public media server that contains many mods, any server can point to it (http://forum.minetest.net/viewtopic.php?id=6411) 18:22 hmmmm how's the bumpmapping coming along? 18:22 hmmmm how about the colored fog? 18:22 hmmmm how about the hardware lighting? 18:22 Exio no idea :D 18:22 hmmmm we need to get shit on the road 18:23 hmmmm but nevermind any of that 18:23 hmmmm i think right now is a good time to start the release process for 0.4.8 18:23 hmmmm anybody have any objections to starting the week long feature freeze tomorrow? 18:24 Exio the main menu 18:24 Exio sapier is right 18:24 hmmmm yeah but what does it matter.... it's just a patch version level 18:24 hmmmm if we'd like we can release that with 0.4.9 a week later 18:44 sapier ok rebased mainmenu 18:44 sapier btw I always have to do this manualy so plz have a look if I missed something 19:35 hmmmm alright so i apply 65c0b36 first, then 364410e? 19:35 hmmmm of course 19:38 hmmmm wow lol it looks almost exactly the same 19:39 hmmmm is it normal for the minetest header logo to show up when i check the creative mode checkbox, and disappear when left unchecked? 19:40 PilzAdam no? 19:40 hmmmm does it do that currently? 19:40 hmmmm erm 19:40 hmmmm maybe it's because my minetest_game is very very out of date 19:44 Jordach hmmmm, how about we merge mt_game 184 19:44 hmmmm how about we do this first without interruptions 19:44 Jordach alrighty 19:51 hmmmm anyway, yeah, updating minetest_game fixed the issue. but it still switches between the "generic minetest" and "minetest_game" when the checkboxes are clicked, oddly. 19:51 hmmmm what's worse is that if you're in another game (such as minimal) and you check creative mode, it goes back to the cloud menu with the minetest logo on top 19:51 hmmmm and same with enable damage 19:52 hmmmm not sure if this is a mod manager bug or a sapier's menu bug 19:52 hmmmm i'll leave it for you guys to figure it out. 19:53 hmmmm this is even better, click around a bit and the minetest header logo will sometimes be replaced with a blank white rectangle 19:53 PilzAdam I cant reproduce it 19:53 PilzAdam oh, you have sapiers Lua menu? 19:53 hmmmm that's... what we're doing currently, yes. 19:54 hmmmm alright 19:54 hmmmm provided sapier is going to be around to fix these things, i'll merge it 19:55 hmmmm i'd like to merge it even in its current semi-broken state just so that it doesn't get any more merge conflicts and there's incentive to get it working 100% 19:55 sapier ok should be fixed 19:55 hmmmm huh 19:55 sapier the background toggling 19:56 hmmmm there's that, the header texture not loading properly (is a white rectangle a placeholder image? shouldn't it be transparent if it fails to load? maybe texture corruption) 19:56 hmmmm and then worlds don't load if you double click on the name in the listbox 19:58 sapier I don't have a quick idea how to fix the texure issue, worlds ... hmm this should work I have a look 19:58 hmmmm but you at least confirmed the texture issue, yes? 19:58 hmmmm it's not a showstopper for me anyway 19:59 sapier no not now I can confirm only the worlds issue by now (haven't tested the other one ;-)) 20:00 hmmmm now this is really weird.... i looked at the credits box before and two of the entries were on the same line 20:00 hmmmm and now i looked again and it's not 20:00 hmmmm *very* bad 20:01 sapier strange all entries in credits tab are different lines in a listbox 20:02 hmmmm this would basically mean there's a huge bug that happens sometimes in the formspec engine 20:03 sapier maybe something when parsing the listbox 20:03 hmmmm nah 20:04 hmmmm i hope i was just hallucinating then 20:04 sapier listboxes are new so it's one of main features to test 20:04 hmmmm anyway, the header texture blanking is more easily reproduced than i thought, just click on the game button twice 20:05 sapier ok I fixed the doubleclick issue ... was result of renaming listbox to fix other errors 20:06 hmmmm yeah, saw that 20:06 hmmmm actually the texture problem is fixed as well 20:07 sapier really? 20:07 hmmmm aside from the overly-verbose header/overlay loading messages on the console, everything is fine 20:09 sapier I wonder where origin of that messages is 20:11 hmmmm heh you're right, it's completely not there 20:11 hmmmm it's in the executable though 20:11 sapier I guess it's an irrlicht message 20:11 hmmmm irrlicht's not statically linked like that, though 20:11 hmmmm is it? 20:11 sapier no it it isn't it's a shared lib 20:12 sapier that's been source of the rtti problems 20:12 hmmmm anyway yeah, it's an irrlicht message for sure 20:13 sapier maybe I should add a check for the file to exist prior trying to load it 20:13 hmmmm well let's see what it's executed by precisely first 20:14 sapier but it's not critical as return value is checked 20:14 hmmmm so let me get this straight, lua is client-side now as well? 20:14 sapier not exactly 20:14 sapier mainmenu is run in separate lua engine 20:15 sapier it's an almost completely different api and not linked to servers lua stack 20:16 hmmmm yes of course 20:16 hmmmm but i mean, there's an instance of a lua interpreter running on the client side 20:16 sapier while mainmenu is shown yes 20:16 sapier it's closed upon start of game 20:17 hmmmm this looks so huge and daunting 20:17 hmmmm how long did it take you to code it? 20:18 sapier core features about a full day ... bugfixing ... hmm 2 days ... online modstore another days ... did you see online modstore yet? 20:18 hmmmm i haven't 20:18 hmmmm that's kinda crazy though 20:18 hmmmm did you spend your entire day just typing out code? 20:18 sapier hmm ah ... it's disabled by default :-) 20:19 sapier it's been raining 20:19 Exio this is like we need more rain in germany 20:19 Exio ;P 20:19 sapier no no no enough rain ;-) 20:20 hmmmm and i feel like i accomplished a lot if i write 500 lines of code in a day 20:20 hmmmm ...am i slow? 20:21 sapier no you aren't 20:22 sapier I just sometimes do some extreme programmin sessions just to do nothing at all for days 20:22 hmmmm i have this constant fear that when i get a job, my bosses will think i code too slow 20:22 sapier if you wanna try modstore have a look at minetest.conf.example and enable the settings at end 20:23 sapier if you wan't gamemanager too set it to 1 too 20:23 hmmmm hmmm 20:23 hmmmm driver->getTexture is the offending call 20:23 hmmmm i assume that it's not called if the texture couldn't be stated or something? or it does something else 20:23 sapier atm i guess it's always called 20:24 sapier guiEngine.cpp line 494 right? 20:25 hmmmm yeah 20:25 hmmmm well hold on, i'm still looking into it 20:25 celeron55 about programming speed: it really depends on what you're doing 20:25 sapier it's checked in 496 so behaviour is correct except of showing that noisy output 20:25 celeron55 if you're supposed to churn out generic websites, then you're not supposed to look at each line for 10 minutes 20:26 celeron55 if you're doing some mission critical server/control software, then you *are* supposed to look each line for 10 minutes 8) 20:26 sapier yes and lots of mainmenu code was already exisiting similar to the way I needed it for mainmenu so not much to research 20:26 khonkhortisan Testing the code could be more or less complicated 20:27 sapier yes but testing can only show presence of errors not absence 20:27 hmmmm hmmmmmm 20:28 hmmmm it seems that all other code does it this way: 20:28 hmmmm create a video::IImage * from the specified file, 20:28 celeron55 (also the amount of research one is doing along with coding is an important factor) 20:28 hmmmm then IDriverSource::addTexture(img) 20:29 hmmmm sapier, try doing that instead of getTexture, and see if it doesn't print that crap 20:29 sapier does img pass the filename to driver? 20:29 hmmmm hrmm 20:29 hmmmm yes, when you make it with createImageFromFile 20:30 hmmmm anyway it doesn't seem like there are any texture creation flags you can use to shut getTexture() up 20:30 hmmmm if you just stat the texture before calling it, you'll still get the annoying Loaded texture: messages 20:30 hmmmm so that's a non-solution at least 20:33 sapier I'll hava a look but at first glance I need more information about the image than I have 20:34 sapier createImage needs size of image ... no idea where to get it from 20:35 hmmmm createImageFromFile does?? 20:35 sapier ohhh ... to easy :-) 20:43 sapier hmmmm loading from image doesn't seem to change anything except the message now tells : "Could not open file of image:" 20:44 sapier best thing to do is stating before loading and at least skip the error message 20:47 hmmmm weird.... 20:47 hmmmm hold on a minute, does it still give a "Loaded image: " message? 20:48 sapier no still a loaded Texture 20:48 hmmmm oh 20:48 sapier I guess this is same for all other textures too it just doesn't show up that obvious because of those are not added using full path as texture name 20:49 Taoki http://www.youtube.com/watch?v=RM5PRtDrbW8 There are lessons to be learned from here. 20:50 hmmmm are you 100% sure? 'cause you'd definitely notice all the messages scrolling when starting a game 20:51 Taoki PilzAdam: Got around to trying the latest fog code? 20:51 hmmmm hundreds, ranging into the thousands 20:51 sapier no I'm not 100 % sure ... but I remember seeing texture loaded messages at some info level 20:58 hmmmm device->getLogger()->setLogLevel(ELL_WARNING); 20:58 hmmmm aha 20:58 hmmmm i guess the irrlicht loglevel isn't set early enough 20:59 sapier yes that's a good explanation 20:59 sapier is it set anywhere? 21:00 hmmmm shrug 21:00 hmmmm can't check now, hand is greasy 21:02 sapier lol logger seems to be used for font only 21:03 hmmmm i'd look more but i'm eating dinner 21:06 celeron55 thexyz: fix the forum guest posting 21:06 celeron55 thexyz: it's annoying and unusable 21:06 celeron55 either disable it or fix it 21:06 celeron55 (there's some bot detector detecting everyone as bots, no matter what) 21:07 celeron55 ...actually, i think i can do that 21:08 sapier whoever changed the inventory item textures added a huge texture leak 21:08 celeron55 (i'm assuming nobody cares to fix the bot thing) 21:10 VanessaE sapier: define "huge" 21:10 sapier none are removed at all 21:11 sapier http://pastebin.com/MVrYzQpU first logout 21:11 sapier http://pastebin.com/5gibxMvF second 21:15 sapier hmmmm I fixed at least the "not found" error messages I don't have an idea how to fix the others 21:31 hmmmm does it work with ELL_ERROR? 21:31 hmmmm instead of ELL_WARNING 21:31 hmmmm hmm 21:34 sapier anyone to check in a fix right now ? http://pastebin.com/1e6ZHyQM 21:34 sapier fixes the texture leak ... extruded textures aren't cleaned up correctly atm 22:55 kahrl sapier: that patch is wrong 22:56 kahrl it shouldn't be added to the list if cc->inventory_texture came from tsrc 23:00 kahrl really that whole m_extruded_textures hack should be removed and generateTextureFromMesh moved to ITextureSource 23:00 kahrl so that ITextureSource is responsible for deleting the textures 23:45 hmmmm you know, we need some more basic usability things, like being able to draw out craft recepies by holding down the mouse and dragging it 23:47 hmmmm when you have a chest formspec open, right clicking should move everything from that stack to the opposite pane 23:48 PilzAdam rightclicking is already used to take half of the stack 23:48 hmmmm maybe double clicking then 23:48 PilzAdam this would be require some "doubleclick_to_list" field in the list[ element 23:49 hmmmm then that's next on the list