Time Nick Message 00:00 sapier ok I have to work tomorrow so I need some sleep ;-) good night 01:14 VanessaE bbl 02:53 ShadowNinja kahrl: So, you worked on libmtmap. I beleive the usage or C only made it difficult to finish. hmmmm: Does it have to be C, or can it be C++? Perhaps you could help kahrl with it if you really want it to be C. 02:54 ShadowNinja (I just got reminded why my server is still on SQLite...) 02:55 ShadowNinja And 1031 needs checking as soon as one of you comes arround. 03:08 iqualfragile ShadowNinja: i tested #1031 works 03:09 iqualfragile (and fixes the crash) 03:33 hmmmm hello 03:33 hmmmm kahrl was working on libmtmap? sweet 03:33 hmmmm I think it would be best to keep it C personally 03:34 hmmmm also I really doubt that kahrl is having trouble with libmtmap 03:34 hmmmm I'm working on more mapgen stuff right now 04:00 hmmmm sapier, good one with the asserts, lol 04:01 hmmmm why wrap (void)(expr) in a block though 04:26 hmmmm oh wow sorry PilzAdam, it looks like I never change the MapgenParams over to the MapgenParamsV7 when the mapgen name is switched 07:22 kahrl 1031 looks good 07:24 kahrl what could be done next is get rid of SimpleThread (JThread already does everything that SimpleThread does, and JThread::Wait is better than the sleep_ms loop in SimpleThread::stop 07:24 kahrl ) 14:49 RealBadAngel hi 14:50 RealBadAngel current sources are broken, anybody experienced instant segfaults? 14:50 Exio4 known bug 14:51 RealBadAngel its not a bug, its a diseaster. 14:51 Exio4 look at #1031 14:51 Exio4 it is the fix 14:51 Exio4 but sapier was waiting for more people to agree so he can merge it 14:52 RealBadAngel such critical bug fix shall not wait 14:52 Exio4 it is a big change in jthread 14:52 Exio4 that is why he was waiting 14:53 RealBadAngel i wasted two days tryin to rebase my shaders rework, i thought my code was crashing the game 14:53 RealBadAngel something told me to try clean sources and it was still crashing instantly as soon as i started new world 14:54 Exio4 you could read the logs there too, that was said a lot of times 14:57 RealBadAngel what caused that regression in the first place? 14:57 RealBadAngel 0.4.8 was not affected by it 14:57 RealBadAngel something after 0.4.8 is causing game to crash 14:58 RealBadAngel ive seen some weird error with "tables" 14:58 RealBadAngel Stack is over 30: 14:58 RealBadAngel table table 4.02919e+ userdata 16 5.9375 4 4.9375 1 4 1 4.9375 1 1 -48 -16 -32 0 18 userdata 5 18 1 5 -46 -15 4 4 0 -1 4 "default:dirt_with_grass" table table 14:58 RealBadAngel Naruszenie ochrony pamięci (core dumped) 14:58 Exio4 https://github.com/minetest/minetest/commit/de0cdbc01cc39e4f89a9d012661031a66ba3294f 14:59 Exio4 err, the one was https://github.com/minetest/minetest/commit/04e9a9d5410a151d232a577b46791d2edffba527 14:59 Exio4 the debug build works, though 15:00 RealBadAngel you mean compiles? 15:01 RealBadAngel i cannot play the game anymore 15:03 RealBadAngel after a few seconds game crashes instantly, each try 15:06 RealBadAngel i will try the fix if it works 15:09 Exio4 the debug build works, you can play with it 15:10 Exio4 the problem is that in release-mode those asserts are replaced with "nothing" => no mutex / locking 15:14 RealBadAngel such non tested code should be merged in the first place 15:14 RealBadAngel *shouldnt 15:20 RealBadAngel what other devs said about the situation? 15:23 RealBadAngel the fix works 15:23 RealBadAngel game is no longer crashing 15:32 RealBadAngel since its critical bug fix im about to merge it, its unaceptable that game remains in non working state 15:41 celeron55 eh 15:41 celeron55 master can be briefly broken, it's unavoidable 15:41 celeron55 that's why we have releases 15:41 proller https://github.com/proller/minetest/commit/c236ed6df3041af3c31b6190093a49ec51028fde - any objectons ? 15:42 celeron55 anyway, looks like kahrl checked 1031 so it can go in 15:43 celeron55 i'll merge it after testing that it works at least a little bit 15:45 celeron55 proller: seems fine (altough having class name "a" is kind of weird) 15:45 proller celeron55, its for emulating underlined 15:46 celeron55 "clickable" or something would make much more sense 15:46 proller ok 15:46 celeron55 i don't care though, the masterserver is just a small piece of code anyway 15:47 lanxu_ what is the problem of href="#"? 15:49 ShadowNinja proller: Um, should unlimited_player_transfer_distance be held in a field called "names"? 15:49 celeron55 #1031 works for me, pushing 15:49 proller lanxu_, its replace location and jump you at top of page 15:49 RealBadAngel celeron55, it works for me also, i was also testing it before i could merge it 15:50 proller ShadowNinja, unlimited_player_transfer_distance is yooo long 15:50 proller too 15:50 ShadowNinja proller: So you use "names"? That's a deceptive field name. 15:50 proller visible names of players 15:50 ShadowNinja proller: I would expect that to contain a player list. 15:53 celeron55 i guess in practice players call that "seeing names of others" 15:53 lanxu_ proller: ok 15:54 ShadowNinja So, "unlimited_name_see_distance" or even "can_see_names". But I really don't see a issue with a long field name. 15:55 proller its not for peoples, its for future detail server info 16:01 celeron55 the field name is repeatedly sent over network along with the data, so short names make sense 16:04 ShadowNinja Yes, but there's no need to make them short to the point where they are deceptive. I don't think a JSON string is using a whole lot of bandwidth. 16:08 celeron55 i vote for "can_see_names" 16:08 ShadowNinja aaaand you already commited it. 16:08 celeron55 well i didn't commit it; proller did 16:08 ShadowNinja Yes, I knoe. 16:08 proller ш сфт кутфьу 16:08 ShadowNinja know* 16:08 proller i can rename 16:09 celeron55 a new commit won't hurt 16:09 NakedFury will Can_see_names reduce the nametag of players that we see through everything in the game? 16:09 ShadowNinja And that's not accurate, as you can see names on nearby players. 16:09 celeron55 bah 16:09 celeron55 can_see_far_names 16:09 proller can_see_names_at_long_distance 16:09 proller i win 16:10 celeron55 you don't; it's longer than is needed 16:10 kaeza show_player_names_when_they_are_closer_than_the_value_specified_in_block_send_distance? 16:10 proller kaeza win 16:10 celeron55 kaeza: +do_not_ 16:10 kaeza pretty accurate I think :P 16:10 kaeza ah k :P 16:10 proller can_see_far_names 16:10 celeron55 but seriously, "can_see_far_names" 16:11 proller also i will add flag to http://servers.minetest.net/ 16:43 RealBadAngel PilzAdam, i would like to push to minetest_game "waving = 1" changes for plants and leaves anything against it? 16:43 PilzAdam yes, dont do it until shaders are in 16:43 RealBadAngel i would also like to push shaders today 16:43 PilzAdam they are broken AFAIK 16:44 RealBadAngel ive rebased them 16:44 PilzAdam VanessaE and thexyz reported issues with alpha 16:44 RealBadAngel no, they are not broken anymore 16:44 RealBadAngel ive fixed that already 16:44 RealBadAngel that was simple error 16:44 Jordach where's that commit then :P 16:45 RealBadAngel i was stopped for a while thx to sapier's bug 16:45 RealBadAngel i thought that my code is wrong 16:45 RealBadAngel theres no commit yet, but it is on my git 16:46 celeron55 VanessaE, thexyz: report new test results of shaders here so that everyone knows about them 16:48 RealBadAngel i would like to get that merged at least. since last few days other devs commits altered 5 files already 16:49 RealBadAngel constantly rebasing such huge commit is simply pain in the ass 16:50 sapier Rba I rebased your code for you to continue. You just should read logs with your name ;-) 16:51 RealBadAngel i was off for 3 days, had night shifts at work 16:52 RealBadAngel but no problem, i made some cleanup also 16:52 PilzAdam you dont have to constantly rebase 16:52 PilzAdam its enough if you do it before a merge 16:52 sapier Ok so I guess my rebased version of your old commit wont help that much 16:53 RealBadAngel i had to, many files not touched for quite long had changed 16:55 RealBadAngel im double checkin the commit now, will pull it in a few minutes (want to play with it for a while) 16:57 sapier Did you fix the defaultsettings regression? 16:58 RealBadAngel https://github.com/RealBadAngel/minetest/commit/2bfbd5ff400cd3427b9d7a295c2de33b36a8ab43 16:58 RealBadAngel the patch is here 16:58 RealBadAngel sapier, what regression? 17:00 sapier The remote_port setting was lost in your last version 17:01 RealBadAngel thats rebase thingy, done 17:01 RealBadAngel ive rebased it today, so its surely up to date with everything 17:07 PilzAdam https://github.com/minetest/minetest/pull/1034 17:07 thexyz celeron55: well i saw everyone talking about broken shaders and tested them and yes, they were broken, so i thought there's no real need in reporting it because everyone was talking about how broken they were 17:08 thexyz but next time I of course will report it here, sorry for not doing that the last time 17:09 RealBadAngel thexyz, can you test them now? 17:09 thexyz RealBadAngel: of course, gimme link 17:10 RealBadAngel https://github.com/RealBadAngel/minetest/commit/2bfbd5ff400cd3427b9d7a295c2de33b36a8ab43.patch 17:10 thexyz ok, I see, it segfaults right as I start the game 17:10 RealBadAngel update your game 17:10 thexyz or shall I apply it myself to the current master? 17:11 thexyz I just cloned your repo 17:11 RealBadAngel it doesnt contain the sapier's fix 17:11 thexyz alright, will do in a moment 17:11 RealBadAngel it was added a few minutes after i rebased it 17:11 RealBadAngel apply the patch to current minetest repo 17:18 RealBadAngel https://github.com/RealBadAngel/minetest_game 17:18 RealBadAngel modified game with added waving =1 to plants and leaves 17:20 thexyz meanwhile https://gist.github.com/xyzz/126cf7f613734c42ebb9/raw/7d0a4fe92982a1636e42e1f7964b5631f501ab16/gistfile1.txt 17:21 PilzAdam RealBadAngel, have you fixed the flowers waving? 17:21 PilzAdam RealBadAngel, also its "waving = 1," not "waving =1," 17:22 PilzAdam and what about other values for faster waving for e.g. fire? 17:22 RealBadAngel flowers are not waving atm 17:22 thexyz yeah, well, they're waving so everything's cool I guess 17:22 thexyz anything else I should test? 17:22 RealBadAngel you can test bumpmapping and parallax 17:23 thexyz how? what should I look for? 17:23 RealBadAngel http://realbadangel.pl/minetest/HavenNG/HavenNG_256x.zip 17:23 ShadowNinja PilzAdam: Your patch looks good. 17:23 RealBadAngel use this texture pack 17:24 RealBadAngel with bumpmapping and parallax i suggest turning on filtering 17:25 RealBadAngel effect is way smoother 17:27 RealBadAngel PilzAdam, i will work on new features once base will be there 17:27 thexyz yes, seems to work too 17:28 RealBadAngel i do have several ideas to implement 17:28 thexyz how about wielded torch light? I remember here being a pull request 17:29 RealBadAngel it was wrong at one thing 17:29 RealBadAngel effect was only visible for client 17:29 thexyz yes but that's better than nothing 17:29 RealBadAngel so other players couldnt see the player holding the light 17:30 PilzAdam ShadowNinja, maybe its better do get another core dev agree on that pull request? it may be controversial 17:31 RealBadAngel PilzAdam, i will fix the missing space shortly 17:31 thexyz what's controversial here? 17:31 PilzAdam thexyz, https://github.com/minetest/minetest/pull/1034 17:31 RealBadAngel PilzAdam, have you tested the shaders too? 17:31 ShadowNinja PilzAdam: I don't think it's contreversal, but you've got two devs right here... 17:31 thexyz no, I mean, what was done is terrible and if that patch fixes it then great, just let it in 17:32 thexyz RealBadAngel: so do you have plans to reimplement wielded light? 17:32 PilzAdam ok, Ill merge it then 17:33 RealBadAngel thexyz, yes i do, i will add better version of it in the future 17:33 thexyz any time frames? 17:34 RealBadAngel once i have my rework in place i can work on new features 17:34 RealBadAngel atm most of the time i spend on rebasing and bugs that come from rebasing 17:34 thexyz I see. This probably means that this development model is bad 17:35 thexyz I'm not sure who decides that but I'd like them to rethink it 17:35 RealBadAngel before i rebased only defaultsettings and mainmenu.lua 17:35 thexyz if this makes harder for people to contribute then something have to be done 17:36 RealBadAngel now i had to rebase /scripts/common/c_content.cpp, nodedef.cpp also 17:37 RealBadAngel and minetestconf.example :) 17:37 RealBadAngel thexyz, so as for you, everything works fine? 17:38 thexyz yes 17:38 thexyz it waves and it seems there are no issues with alpha channel anymore 17:39 RealBadAngel ok 17:39 RealBadAngel PilzAdam, and you? 17:42 ShadowNinja RealBadAngel: You removed the direct3d check. (lthough it should probably be a opengl whitelist check) 17:43 RealBadAngel ShadowNinja, lemme check that 17:44 ShadowNinja RealBadAngel: You also moved the port setting and removed the remote_port setting from minetest.conf.exmple 17:44 RealBadAngel https://github.com/RealBadAngel/minetest/commit/2bfbd5ff400cd3427b9d7a295c2de33b36a8ab43 17:44 RealBadAngel no i havent 17:44 RealBadAngel all is in place 17:44 ShadowNinja RealBadAngel: Update your pull request then. 17:44 RealBadAngel forget the pull requests 17:45 RealBadAngel theyre outdated thx to rebasing constantly 17:46 proller maybe renmae game to "Rebasetest" ? 17:46 RealBadAngel after releasing 0.4.8 several commits broke my pulls 17:46 RealBadAngel one was especially annoyin. ONE character change in mainmenu.lua :) 17:47 RealBadAngel that was spelling of Nore's real name 17:47 ShadowNinja RealBadAngel: Alright, the commit you linked looks good. 17:48 RealBadAngel so, 2 core devs have nothing against it by now 17:49 PilzAdam I wonder why RealBadAngel and proller have so much troubles with rebasing 17:49 proller rebase - useless operation 17:49 Exio4 why? 17:49 RealBadAngel because i dont like github and using different way of maintaing my sources 17:49 proller and sometimes harmful 17:50 RealBadAngel im really old school coder and propably wont change that ;) 17:50 RealBadAngel PilzAdam, so, do you agree on merging my pull? 17:54 PilzAdam https://github.com/minetest/minetest/pull/1035 17:54 PilzAdam RealBadAngel, Ill test it gimme a second 17:56 thexyz Exio4: http://irc.minetest.ru/minetest/2013-12-02#i_3468460 17:57 RealBadAngel PilzAdam, sure 18:01 PilzAdam RealBadAngel, Id say its in state where its reasonable to merge it 18:01 PilzAdam but you still have to work on it 18:03 RealBadAngel ofc, with plenty of new features 18:04 PilzAdam water waving should become part of the nodedef too 18:04 RealBadAngel water needs total rework 18:04 RealBadAngel both in the engine and in game 18:04 PilzAdam do you want to push it, or should I do it? since I already have it rebased now 18:04 RealBadAngel it should be surface + other tiles 18:05 RealBadAngel i have pull ready, waited for votes 18:08 RealBadAngel but ok, you can push it. i have not merged last commits so it shows me some weird warnings 18:12 PilzAdam john_minetest, sneaking at all 18:15 PilzAdam RealBadAngel, done 18:15 PilzAdam lets wait for the shitstorm ;-) 18:16 RealBadAngel lol 18:16 RealBadAngel ive updated minetest_game 18:17 RealBadAngel bot reported both at once :) 18:17 thexyz yes, i agree, there's totally no need for a sneak privilege 18:17 thexyz there's a need for a "sneak_glitch" privilege but I guess it's a bit harder to implement 18:18 thexyz or maybe 18:18 thexyz just disallow jumping when sneaking? 18:18 thexyz and call it sneak_glitch 18:19 thexyz yes, I agree 18:19 thexyz PilzAdam: ^ 18:23 PilzAdam john_minetest, "When not given by default" it is given by default in all games; just mine will revoke it 18:23 PilzAdam the point is that not all games like sneaking, since as you said: it makes building easier 18:24 PilzAdam my games doesnt want to simulate real life 18:24 thexyz please stop using "in real life" argument 18:25 RealBadAngel PilzAdam,thexyz, sfan5, so i guess its time to make new windows builds 18:25 RealBadAngel :) 18:25 PilzAdam john_minetest, no, its actually possible to build a bride while standing on the same layer, you just have to be more careful 18:26 thexyz if it's given by default to players then I guess it's fine although it shouldn't be advertised as a fix to the "sneak glitch" problem 18:26 PilzAdam thexyz, yes, you are right 18:26 thexyz this'll make more hardcore servers possible so why not do that 18:27 thexyz then stop arguing and test/merge it 18:27 PilzAdam if somebody wants to test it: minetest.registered_privileges["sneak"] = nil -- this disables sneaking for all players 18:44 sapier performance predictions are very difficult for our engine ... there's no pressing reason why more grass should degrade performance very much (unless more is meant as factor 100+) 18:45 sapier but if a grass node was 10 faces for example this would have a lot of impact 18:46 sfan5 RealBadAngel: made a new build 18:46 sapier waving grass? 18:47 sapier most likely that'd be way more then 10 faces per grass then ;-) 18:48 sapier ok so pseudo waving 18:55 Calinou plantlike nodes look bad since they use less faces now 18:55 Calinou they are symmetrical from 2 points of view... 18:56 sfan5 who broke the leveldb backend? 18:56 sfan5 a non-existing block counts as blank block 18:56 sfan5 creating new worlds with leveldb no longer works 18:57 sapier guess that's the issue with too many different supported things doing same ... you can't test everything prior commit 18:58 PilzAdam sfan5, hmmmm changed something about this 18:58 sfan5 wow, how intelligent 18:58 RealBadAngel sfan5, super. i will later add to it texture packs. maybe you could add a link for it on your page 18:58 sfan5 first checking the length of the datastr and then checking where the returned leveldb::status is ok 18:59 sfan5 whether* 18:59 sfan5 RealBadAngel: "on your page" where exactly? 18:59 RealBadAngel with the links to your builds 19:00 sfan5 >where 19:00 RealBadAngel in the forums? 19:01 RealBadAngel i would like to prepare rdy to play package for windows with all the eye candies 19:01 sfan5 I already posted it in my builds topic 19:01 Jordach ...0.4.9 anyone :) 19:01 sfan5 anyway, someone should do a News post about shaders 19:01 sfan5 leveldb is completly broken in 0.4.8, this annoys me 19:02 thexyz sapier: that's what tests are for 19:03 RealBadAngel i have to write some guide on how to prepare proper normal maps 19:03 RealBadAngel gosh, i have lotsa to do now 19:04 celeron55 thexyz: there is an implementation for a sneak glitch privilege made by me in the sneak glitch issue (or was it a pull request, dunno) 19:05 thexyz celeron55: I see; it got ignored for some reason 19:05 RealBadAngel btw, i was thinkin on one idea. since Bumped texture pack doesnt change any default textures and provides "render like" feel 19:05 sfan5 may I push https://gist.github.com/sfan5/aae5ee59bef7bf4ff23c ? 19:05 celeron55 thexyz: well it was a suggestion, i'm fine with people not caring as long as they don't come up with inferior solutions later 19:05 RealBadAngel couldnt it be made default with game? 19:05 thexyz celeron55: well, that's what happened, people didn't come up with inferior solutions 19:06 sapier yes thexyz but did you ever think about what we need to test for minetest? if each separate commit would have to be testet for everything you'd need 2 days to only do the tests for it ;-) 19:06 thexyz I guess both PilzAdam's and celeron55's fixes should be in 19:07 sfan5 sapier: well... the leveldb issue would've been noticed if you open a leveldb world and are near ungenerated chunks 19:07 celeron55 PilzAdam: if you add a sneak glitch (or disable sneak glitch) privilege, it should result in sneaking being enabled in by default in all possible current situations which don't explicitly set it to not be allowed 19:07 celeron55 -in 19:07 sapier yes as the openbsd issues occur if you build in openbsd as sql issues occur if you open with sql .... 19:08 celeron55 sfan5: if it works, yes 19:08 sfan5 it does 19:08 sfan5 ok 19:08 celeron55 this is my sneak_glitch privilege: https://github.com/minetest/minetest/pull/760#issuecomment-20988912 19:10 celeron55 john_minetest: probably, but due to KISS principles it can be better to set it for each player instead of adding a system for overlaying abilities for a whole server 19:10 celeron55 because we need per-player stuff in any case 19:12 thexyz sapier: I'm not saying we should test everything 19:12 thexyz 100% code coverage is inane 19:14 sapier 100% coverage is (for non trivial cases) impossible 19:15 celeron55 the basic functionality of everything can be tested beforehand; other than that, bugs just have to be fixed fast when they happen to be found 19:15 celeron55 and given long enough feature freezes, that will result in stable releases 19:16 celeron55 that's how everything has worked before and that's how everything will work in the future 19:16 sapier celeron55 that's not true you can't test (linux win32msvc10 msvc11 mingw)exp(lua/luajit/sql/leveldb/curl/noncurl)exp(release/debug) 19:17 sapier at least you can't for each single commit 19:17 celeron55 basic functionality means the most common combination 19:17 celeron55 and of course code must be made so that it's most likely to work for every platform if it works for one platform 19:18 celeron55 that's why we have jthread and stuff; to keep the dirty work away from the productive code 19:18 sapier :-) actually jthread now is our own implementation ;-) 19:19 celeron55 it doesn't matter whose it is 19:19 celeron55 it matters that it's in it's own files that don't interfere with minetest itself 19:19 sapier yes once it's done it's less likely to break again 19:19 ShadowNinja PilzAdam: I'm against the sneak priv as existing players won't have their privset updated. (If I understand Minetest's priv management) 19:19 celeron55 same must be reached with the database backends 19:20 celeron55 ShadowNinja: yeah, for that reason it should probably be a privilege that disables sneaking 8) 19:21 celeron55 or alternatively it should be added to the "player physics override" stuff 19:22 ShadowNinja Well my bind_address patch is fixed... (It tried to bind to :0 when connecting to other servers) 19:26 RealBadAngel john_minetest, by now theyre 256x, but i think i can make them way smaller 19:27 RealBadAngel definitely not 19:27 RealBadAngel effect needs way more texels to look good 19:28 RealBadAngel i was testing some textures with 64x bumpmaps, that was absolute minimum 19:30 celeron55 that's a valid point; there needs to be a way for a client to not download them if it doesn't use them 19:31 celeron55 it's just immensely wasteful otherwise and everyone will cry for reasons that they don't understand! 19:44 sapier jmutext isn't exactly clean on current version too ... if a lua error within a worker thread occurs deletion of mutex will cause a follow up error 19:44 sapier deletion of locked mutex isn't a good idea 19:55 VanessaE *poking in for a sec while I read the backlog* the current state of RBA's shaders is good for me now. Worlks with current master. lava, water flowing lighting is good, colors are good. Light sources look right -- with one caveat: they are not well-lit in-hand (they could be brighter). Leaves and plants wave around fine as does water. No problems with transparency. No problems with inventory images. 19:55 VanessaE *goes back to reading backlog* 19:56 thexyz VanessaE: it's merged already 19:58 VanessaE RealBadAngel: a suggestion: use shaders to make the water and lava flow rather than relying on the animation. Take the first frame of the "source" and make it move around? 19:58 VanessaE (for the _flowing nodes I mean) 19:59 sapier did anyone ever try the dropdowns? 20:00 VanessaE thexyz: yep I just now saw. 20:00 VanessaE but, c55 asked for my opinion. there it is :) 20:00 VanessaE but that does reveal a glitch: light-emitting objects used to be brighter in-hand than they are now. This probably should be fixed. 20:03 celeron55 ehm... the current version seems to segfault reliably when i go fly underground in a certain world 20:04 sapier if it's reproducable debugging might be easy 20:07 celeron55 well this is the slow laptop of mine, so you're probably going to get used to -O1 -g backtraces 20:08 PilzAdam ehm, set_phyiscs_override() seems to be broken 20:08 PilzAdam player:set_physisc_override(2, nil, nil) shouldnt change jump or gravitiy, but it sets them to 0 20:08 celeron55 except that now i moved in the world and it doesn't segfault anymore 20:09 PilzAdam and I know it did work some time ago 20:09 celeron55 and the only core dump i have actually is a release build... ok, i give up 20:11 celeron55 anyway here's for the logs: http://pastebin.ubuntu.com/6516305/ 20:11 Calinou "debug". it removes bugs. :) 20:12 celeron55 that could be a mapgen v6 bug, relaly 20:12 celeron55 really* 20:13 VanessaE bbl 20:13 celeron55 as nothing else is happening other than it running 20:14 celeron55 i'm somewhere around 62,18,152 in there and seed = 1142874489878115732 20:24 ShadowNinja PilzAdam: That code looks correct. 20:32 sapier https://github.com/minetest/minetest/pull/1030 updated search toolbar now includes selection of specific version ... same for unsorted tab 20:36 ShadowNinja sapier: Can you make the text black for better contrast? 20:37 PilzAdam seems like its an issue of set_override(2) vs. set_override(2, nil, nil) 20:37 sapier nope labels don't support colors 20:37 sapier already tried :-) 20:38 ShadowNinja sapier: Then make them support colors. 20:38 sapier https://github.com/minetest/minetest/pull/1027 rebased for current master 20:40 sapier I don't think it's that bad to be worth the work if you feel it's bad you can add it too ;-) 20:42 ShadowNinja But I'm trying to fix something else right now... And I don't know much about the Irrlicht GUI system. 20:43 sapier then it's most likely not important enough to be fixed 20:51 PilzAdam celeron55, https://github.com/minetest/minetest/pull/1035 updated 20:51 PilzAdam it uses set_physics_override() now 20:53 celeron55 "for legacy reasons" what? 20:53 PilzAdam writeU8() reads false if the server sends nothing 20:54 celeron55 well how about you write it there 20:55 PilzAdam "// these are send inverted so we get true when the server sends nothing" better? 20:55 celeron55 i'm not really comfortable with the array nature of set_physics_override(), but i guess it's fine now and we'll replace it with something similar to set_object_properties or whatever it is 20:56 celeron55 PilzAdam: yes (s/send/sent/) 20:57 PilzAdam same comment on server side? 20:58 celeron55 doesn't hurt 20:59 PilzAdam is it ok then? 21:00 sapier kahrl could you check 1027 if it's what you intended it to be? 21:01 celeron55 PilzAdam: if it works 8) 21:01 celeron55 this is bound to create problems with servers that want to disable sneak glitch but use a mod that does something else with set_physics_override though 21:02 PilzAdam it doesnt change anything if 4th and 5th parameter are nil/not set 21:02 Exio4 what about a table parameter? .gravity, .sneak_glitch, .sneak, etc? 21:02 celeron55 Exio4: that's what i mean by "similar to set_object_properties" 21:03 Exio4 ah 21:03 celeron55 except that that's not the name of it... it's called set_properties 21:03 PilzAdam so the mod that disables sneak_glitch would call set_physics_override(nil, nil, nil, nil, false), and other set_physics_override(x, y, z) wont change it 21:04 ShadowNinja PilzAdam: The sneak glitch should be disabled by default. 21:04 PilzAdam Exio4, a table is obviously better, but thats something todo in another commit 21:04 PilzAdam ShadowNinja, no, the community has decided against that 21:05 celeron55 PilzAdam: hmm, well that works... until one more parameter is added to it and then a mod calls nil, .... nil, ; it's just not going to work in the long run :P 21:05 ShadowNinja PilzAdam: Then what's the point of fixing it? Nobody is going to manually re-enable it. 21:06 PilzAdam people dont want it to be fixed for mt_game, but I dont want it in Nodetopia (pilztest) 21:07 PilzAdam maybe we can add a setting in mintest.conf for mt_game or so 21:13 ShadowNinja Why do we include sqlite3? I think I heard that it was for windows, if so shouldn't it be provided as a seperate download? 21:27 PilzAdam celeron55, https://github.com/minetest/minetest/pull/1035 happy now? 21:28 PilzAdam ShadowNinja, we can change the default value later maybe 21:31 ShadowNinja PilzAdam: The non-table sneak settings were never added, so there's no need to support them. 21:31 PilzAdam right 21:32 ShadowNinja PilzAdam: Otherwise it looks good, although I still think sneak_gritch should default to false. 21:33 ShadowNinja And the setting should be conpletely removed in a year or two. 21:33 PilzAdam now why doesnt it play footstep sounds with sneak=false? 21:37 BlockMen i agree that sneak_glitch should be false by default 21:39 PilzAdam has anybody an idea why it doesnt play footstep sounds when sneak is false? 21:39 BlockMen PilzAdam, currently or with your pull? 21:39 PilzAdam with my pull request 21:40 celeron55 PilzAdam: it should still check for nil just like before for the old fields 21:40 celeron55 otherwise old mods that rely on it break horribly 21:41 PilzAdam hm? 21:41 celeron55 ah, you used _default 21:42 celeron55 ah lol wtf, i don't even know what i thought i saw 21:42 celeron55 it looks pretty good (won't test it though) 21:56 PilzAdam the problem seems to be getStandingNodePos() 21:58 PilzAdam it only works if m_sneak_node_exists is true 22:00 PilzAdam changing it to return floatToInt(getPosition() - v3f(0, BS, 0), BS); works 22:02 PilzAdam who wrote this? :-p 22:04 PilzAdam updated the pull request 22:06 PilzAdam can I merge it now? 22:15 PilzAdam the change in getStandingNodePos() doesnt break anything, so Ill merge just merge it now 22:22 PilzAdam there is no other farming mod 22:27 PilzAdam john_minetest, we currently have the system to not change mt_game 22:27 PilzAdam we leave it up to the community to write mods and/or (even better) games 22:28 RealBadAngel btw, i can see some pulls now about "tables" 22:28 RealBadAngel i got today one error message with them 22:29 RealBadAngel stack is over 30. table table 4.02919e+ userdata 16 5.9375 4 4.9375 1 4 1 4.9375 1 1 -48 -16 -32 0 18 userdata 5 18 1 5 -46 -15 4 4 0 -1 4 "default:dirt_with_grass" table table 22:29 RealBadAngel and segfault 22:30 sapier someone didn't cleanup lua stack correctly 22:30 sapier or a endless loop 22:30 sapier https://github.com/minetest/minetest/pull/1036 removed SimpleThread ... JThread now provides same features in a better way 22:38 sapier yes but iqualfragile should add versions to downloadable files ... using date isn't best to do 22:46 sapier and he should rename the rating :-) guess that one has a strange name in json 22:47 sapier think so but ingame its 0 :-) for not present 22:47 sapier still 0 in game 22:48 sapier field "rating" doesn't exist in json ... no idea how he called it 22:49 RealBadAngel john_minetest, ty 22:50 hmmmm sfan5, my apologies 22:50 hmmmm actually that change was going to be for sqlite3 only but somebody suggested that I do it for both 22:50 Exio4 json isn't html 22:50 hmmmm look, this isn't too bad 22:50 sfan5 it's "sad" that leveldb is broken in 0.4.8 but we can't change that 22:51 hmmmm we have a really good motivator for getting 0.4.9 out of the door really soon now 22:51 Exio4 0.4.{6,8} 22:51 Exio4 two broken releases, ;P 22:51 hmmmm well 22:51 hmmmm we're doing what Linux does 22:51 sapier atm 0.4.9 target date is christmas keep on working guys it's only httpfetch that is absolutely required for it 22:52 hmmmm except instead odd releases are stable and even releases are broken 22:53 hmmmm toilet paper integration? 22:54 RealBadAngel rotfl 22:54 Exio4 i hope you won't make all the textures brown-colored 22:54 sapier modstore? 22:55 sapier not for 0.4.9 ... sorry that's a major redesign prone to add new errors 22:55 hmmmm by the way 22:55 hmmmm there's still a week of feature freeze so that means we're done adding bullshit on the 18th 22:56 hmmmm this does NOT mean "oh crap i've gotta rush my feature in 22:56 Exio4 the only feature that is a yes-yes to get merged now is the httpfetch code 22:56 hmmmm hold your fucking horses, why don't you wait until it works and is stable. we're doing monthly-ish releases from now on so there's no reason why anybody should want to shove something half-assed in 22:56 sapier requires a lot of changes in basic menu design ... nothing completely new of course but moving around things always breaks some things 22:57 sapier I'd suggest the search tab too as it fixes a visible shortcoming 22:59 sapier no it's not implemented :-) it's a dummy only 23:00 sapier I was hoping someone would take the offer and write it ... obviously not 23:01 sapier btw search tab fixes a crash in dropdown too ;-) 23:05 sapier add it ;-) 23:06 hmmmm i would really like if people didn't use v7 23:06 hmmmm and stop making biomes for it when i'm going to change all of that stuff soon 23:06 sapier for testing purposes 23:06 hmmmm but it does work 23:07 hmmmm i originally left it commented out when it came to pushing but i forgot to comment it back out one time 23:07 sapier maybe you should call it indev 23:07 hmmmm and i figured, "ah people will be alright" 23:07 hmmmm sapier, that name was already taken 23:07 sapier :-/ 23:07 sapier v-1 23:07 hmmmm v7 won't burn and crash 23:07 hmmmm it's just prone to changing 23:08 sapier that's what I call indev 23:08 hmmmm v6 has the guarantee that the terrain that it has generated since it stabilized in 0.4.3 will always be exactly the same 23:08 hmmmm indev is v6, that has experimental modifications done to it 23:08 hmmmm it's the v6 that's in development 23:09 Exio4 v6-dev, v7-dev 23:09 hmmmm yeah, well guess what 23:09 Exio4 add -dev prefixes everywhere 23:09 hmmmm it's already said and done 23:09 hmmmm you can NOT change the name now 23:09 Exio4 yeah 23:09 sapier call it v6+abadoned 23:09 hmmmm if you do, things become broken 23:09 Exio4 lol sapier 23:09 hmmmm believe me, I'd change it to v7-dev if I could 23:10 hmmmm and I never intended for the choice of mapgen to be in a prominent dropdown list on the world creation menu 23:10 hmmmm that was somebody else's doing 23:11 hmmmm well hey, look, we're better than minecraft at this because they don't even give a single crap about map compatibility 23:11 hmmmm they'll change the mapgen from one version to another and have nice big inconsistent chunks 23:13 hmmmm yo yo yo hold on wtf 23:13 hmmmm https://github.com/minetest/minetest/commit/2330267d2207208799ad347ea0d129c0b4551d61#diff-18513665750ef5adf42b5ec29e14162eR824 23:13 hmmmm I told you to change this before it gets merged 23:18 RealBadAngel hmmmm, ? are you talkin bout my changes? 23:57 iqualfragile VanessaE: upload mesecons to mmdb plz