Time Nick Message 07:13 khonkhortisan What kind of text box is in the main menu? It's not intlGUIEditBox or guiChatConsole. 07:17 kahrl khonkhortisan: gui::IGUIEditBox 07:26 khonkhortisan eew 07:27 khonkhortisan When you press a button, it sends an event. This event.KeyInput has two parts, Char and Key. 07:27 khonkhortisan Key is the actual button. Char is a letter or number that's on the button. 07:28 khonkhortisan If you press a, it should use the char, because a char exists. If you press enter, it should use the key, because a char doesn't exist. 07:29 khonkhortisan On the numpad, if you press 1 when numlock is off, the Char is 0, and the Key is KEY_END. If you press 1 when numlock is on, the Char is 1, and the Key is KEY_END. 07:30 khonkhortisan The key part of the button press doesn't go away when numlock is on, so you have to check for event.KeyInput.Key == KEY_END && event.KEYInput.Char == 0 to know that it is an end key and it is not disabled by numlock. 07:32 khonkhortisan I have a branch where I edited minetest's addition of intlGUIEditBox to irrlicht to make that work, but IGUIEditBox (CGUIEditBox?) is still only in irrlicht I believe. 07:36 kahrl I know 07:36 kahrl irrlicht's input system is messed up 07:37 khonkhortisan then I'm happy it's not minetest's fault 07:37 kahrl I guess we should use intlGUIEditBox everywhere (that way we could also potentionally fix the copy&paste issues) 07:38 kahrl I'm not going anywhere near i18n right now though 07:38 khonkhortisan I haven't seen a KEY_NUMPAD1 event yet 07:40 khonkhortisan If someone happened to want to set their controls to be on the numpad, I'm not sure what the correct way to handle that would be, if it was set to end, either end key would work unless numlock was on. If it used numlock as the key, the char/key thing would have to be handled differently. 07:43 khonkhortisan *If it used a numpad key, the char/key thing 07:51 khonkhortisan *facepalm* The create new player textbox also only accepts 0, 3, and 9 from the numpad when numlock is on. 07:51 khonkhortisan in supertuxkart 09:29 VanessaE kahrl: *poke* 16:08 BlockMen IMO the current submodule systems is not perfect as is atm. for example #1103 would fit in client/audiovisuals or in server/client/env. 16:08 ShadowBot https://github.com/minetest/minetest/issues/1103 -- Prevent player jumping into nodes from below by BlockMen 16:09 BlockMen could we make more clear which module does contains what or divide some of them more? 16:10 proller current submodule systems useless 16:12 iqualfragile why not prevent players from building blocks where they stand? 16:12 ShadowNinja BlockMen: Currently those are placed in both. 16:13 BlockMen iqualfragile: , #85 16:13 ShadowBot https://github.com/minetest/minetest_game/issues/85 -- Tweaked Mese behavior so that the old Mese object is still available. by VanessaE 16:14 iqualfragile https://github.com/minetest/minetest/issues/85 16:14 iqualfragile i guess 16:15 BlockMen blame ShadowBot :P and yes 16:16 VanessaE wat 16:19 iqualfragile VanessaE: http://farm9.staticflickr.com/8545/8683466047_4a3b550234_z.jpg 16:19 VanessaE heh 16:26 sfan5 who keeps breaking the mingw build? 16:27 sfan5 src/httpfetch.cpp:29:25: Fehler: sys/utsname.h: File or directory not found 16:27 sfan5 src/httpfetch.cpp:57: error: aggregate ‘utsname osinfo’ has incomplete type and cannot be defined 16:27 sfan5 src/httpfetch.cpp:58: error: ‘uname’ was not declared in this scope 16:31 sfan5 really? 16:31 sfan5 someone put windows specific code into an #ifndef _MSC_VER 16:31 sfan5 what the fuck 16:32 sfan5 proller: why? 16:32 sfan5 anyway: fix incoming in 5 mins 16:34 proller oops 16:34 xyz because we don't have a list of supported build environments 16:34 xyz under MSVC it'll work fine 16:34 proller better to move this code to porting 16:35 BlockMen http://irc.minetest.ru/minetest-dev/2014-01-14#i_3547555 16:35 BlockMen ^sfan5 16:35 sfan5 oh, someone already reported that 16:36 sfan5 mhm, but still; we should consider making a list of supported build environments 16:37 celeron55 and then what? expect everyone who codes to test on all of them? 16:38 celeron55 i think it's pretty well known that minetest is built on mingw and msvc without stating it in some place that nobody reads 16:39 celeron55 just try to avoid them and learn to fix them quick if they happen 16:39 VanessaE doesn't matter too much what you build on if #1101 remains unfixed :-) 16:39 ShadowBot https://github.com/minetest/minetest/issues/1101 -- 0.4.9-36-g574ed6a Minetest Client /mainmenu.lua:562: in function handle_multiplayer_buttons 16:40 xyz if we only support a single build env officially then we only have to make sure it works under it 16:43 tomasbrod Hello. Can I listen what is going on here? 16:47 Calinou yes 16:58 ShadowNinja Yes, but _MSC_VER isn't correct, even if our only supported build is MSVC and it works there. 17:06 ShadowNinja Um... http://pastebin.ubuntu.com/6757199/ 17:08 ShadowNinja Hmmm, NVM, I somehow removed that. 17:08 xyz no, if we only support MSVC for Windows then using _MSC_VER is okay 17:11 ShadowNinja Or git got confused. There was a conflict near there. 17:12 ShadowNinja And why is HTTPFetchRequest::HTTPFetchRequest() indented? 17:15 xyz dunno, does it matter? 17:15 ShadowNinja Yes, it's confusing and violates the code style guidelines. 17:16 xyz well, then fix it 17:43 xyz there has to be function to remove detached inventory 17:46 xyz it hurts when a server is popular, and there's a mod which creates a detached inventory for every player (unified inventory) 17:46 xyz all those inventories are never unloaded from memory, but the actual problem is that all of them are sent to every player on connect 18:02 celeron55 xyz: yeah, it's at a bit of a proof-of-concept stage for that part 18:03 celeron55 (we've been able to get away with it because originally it was used for mods like the creative mode and craftguide which make like exactly one) 18:03 xyz guess something as simple as minetest.delete_detached_inventory(name) would work 18:05 celeron55 there'd need to be some kind of logic too for selectively sending them to players but i'm not sure what that would mean 18:06 celeron55 like, should a client request one before it gets sent to the client, or would it be pre-chosen somehow 18:07 kahrl perhaps add a function to mark player-specific detached inventories as such 18:07 kahrl those are only sent to that player 18:11 xyz maybe we can just introduce more types of inventories? 18:12 xyz i.e. player-specific inventory which is only sent to the player 18:14 kahrl that would work too 18:14 kahrl might need more "boilerplate" code if you add new inventory types, though 18:15 kahrl and new protocol messages possibly 18:15 xyz although what other inventory types are possible? 18:18 BlockMen iqualfragile, #1104 18:18 ShadowBot https://github.com/minetest/minetest/issues/1104 -- Prevent placing node when player would be inside new node by BlockMen 18:19 kahrl BlockMen: can you still place torches on the ground below you? 18:20 BlockMen kahrl, oh, forgot that. will add a check for solidness 18:21 celeron55 that will annoy many people 18:22 celeron55 i'm sure people are already very used to being able to place blocks at their feet 18:22 celeron55 well nodes 18:22 celeron55 disabling placing a node that would block the camera would probably be appreciated by everyone 18:23 xyz BlockMen: what about other players? 18:23 celeron55 i seriously mean that "fixing" that issue is not automatically better 18:26 BlockMen xyz, since other players are active objects, no 18:26 BlockMen celeron55, what is good at placing a node "in the feet" of players? 18:28 BlockMen but well, that isnt that "worse" than nodes in the head 18:28 celeron55 i think it could be put in if we carefully listen to people's opinions it afterwards and possibly change it more 18:29 celeron55 +about 18:29 kahrl minor note: make sure to disable it in noclip mode 18:30 sapier https://github.com/minetest/minetest/pull/1102 updated this one to work on win32 again 18:30 Exio4 if it causes too much trouble and mixed feelings, make it an option! 18:30 xyz inb4 every jump instruction is an option 18:31 VanessaE http://xkcd.com/1172/ 18:31 BlockMen no, it needs more change than i thought when checking for torches, etc 18:31 BlockMen and is there a reason that server gets noticed before places is checked? 18:32 celeron55 #define if(x) if((x) && g_settings->getBool(__FILE__ ## ":" __LINE__ ## "_enabled")) 18:33 sapier guys could we just stop trying to find out who broke win32 and what could be done better and start to fix this issues? most of those are minor and can be fixed by anyone with a little bit programming knowledge within less time than each single discussion about this topic took ;-) 18:33 celeron55 (how does CPP work? lol) 18:35 celeron55 wait what 18:35 celeron55 that would actually work 18:36 kahrl let's merge it 18:36 celeron55 ...with some hacks 18:36 celeron55 (it's not valid C++ as-is 8)) 18:37 celeron55 but for example "#define if(x) if((x) && __LINE__ == 7)" does work 18:39 kahrl we should also hack the lua interpreter so it does a similar thing 18:40 celeron55 yes this is clearly beneficial 18:42 sapier hack lua interpreter? what's this good for if we use system lua/luajit? 18:42 kahrl sapier: sweet distro maintainer rage 18:43 sapier I have missed what you wanna hack, what's the issue we want to fix? 18:43 PilzAdam re inventories: there should be a way to send the inventory of a player to other players, so stuff like a backback can be accessed by others 18:44 sapier hmm I guess if we merge all inventories to a single base this wouldn't be a big deal 18:45 sapier and would be even more clean than current implementation 18:45 sapier but first we need to fix server to handle clients correctly 18:45 kahrl sapier: the issue is that lua doesn't have a preprocessor that can do wonderful things like this http://irc.minetest.ru/minetest-dev/2014-01-15#i_3548283 18:45 proller https://github.com/freeminer/freeminer/commit/5b6334a6020e298469676e0819e0fb7abe92f2fe 18:47 sapier shouldn't a detached inventory be automaticaly deleted once last reference is deleted? 18:47 sapier this function is dangerous, e.g. if there's still a reference in lua and someone deletes the linked c/c++ element 18:48 xyz can't do nothing about it 18:48 xyz and no, I don't think they should be deleted automatically 18:48 kahrl sapier: InvRef contains only an InventoryLocation, not an Inventory* 18:49 sapier ok in this case it's most likely not a problem 18:53 xyz ShadowNinja: ^^^ 18:54 sapier xyz do you want to test #1102 prior merge? 18:54 ShadowBot https://github.com/minetest/minetest/issues/1102 -- Fix win32 reading semaphore count not working (broke all queues) by sapier 18:54 xyz sapier: did you test it? 18:54 BlockMen xyz, i did 18:55 sapier I tested on mingw blockmen on msvc 18:55 xyz well, then what's the problem? 18:55 sapier but the mingw fixes in httpfetch are still missing 18:55 kahrl sapier, sfan5 merged those 18:55 sapier he did? ok then I guess I need to rebase that one first 19:01 sapier ok pushing now 19:02 sapier ok now win32 version should work again 19:33 BlockMen ok, al walkable nodes can placed anyway now and if noclip priv and enabled you can still place nodes into the player 19:37 xyz https://github.com/minetest/minetest/pull/1096#issuecomment-32399678 19:37 xyz wat 19:37 xyz ShadowNinja: the doc he provided describes everything 19:38 ShadowNinja xyz: It only seems to describe the first 6 entries... 19:38 xyz is it okay if I post a facepalm reaction image to issue comments? 19:42 ShadowNinja ... 19:43 xyz ah, I forgot to explain 19:43 nore (any thoughts on my comment? sorry, can't stay long, and I have a buggy connection, so better do it quick) 19:43 BlockMen are there still objections at #1104? 19:43 ShadowBot https://github.com/minetest/minetest/issues/1104 -- Prevent placing node when player would be inside new node by BlockMen 19:43 BlockMen ^ celeron55 19:43 sapier can someone explain why a feature as specific as circuit is supposed to be merged to master? 19:43 xyz but what to explain here? the doc says "Each bit of value represents one face of the block (Looking towards Z+)." 19:43 xyz so there are 6 bits, a bit per side 19:44 xyz ShadowNinja: ^ 19:44 nore xyz, ShadowNinja, so? 19:44 xyz nore: dunno, I'm not into mesecons/electronics 19:45 xyz so, for example, I don't really understand why it should work this way (with circuit_states) 19:46 sapier node_on_activate? 19:47 sapier that code is quite clean but I feel it's messing up nodes and entities 19:47 nore entities? 19:47 sapier on_activate is not something to be done for nodes 19:48 nore on_activate in the meaning "activate a lamp"... 19:48 sapier then it's at least a name collision 19:49 xyz nore: http://dsh4olp6fevhu.cloudfront.net/media/W1siZiIsIjIwMTQvMDEvMDYvMTgvMTIvMzgvMjk0L2lzc3VlX3NoaWZ0LnBuZyJdXQ/issue_shift.png 19:50 xyz wait, it seems I actually read your message wrong, so nevermind 19:50 xyz nore: can you explain what you meant? 19:51 xyz nore: because how is that different from what it does? 19:52 ShadowNinja Ah, I think I understand now. But this table seems awfully complex and hard to write yourself for all but the simplest devices. 19:52 xyz well shit 19:53 sapier on_activate/on_deactivate are already taken names using them for something different will result in confusion 19:54 xyz then what's your suggestion? 19:55 ShadowNinja on_power_on on_power_off or similar. 19:56 celeron55 BlockMen: you can push it, but before that wrap the infinitely long line somehow sanely 19:57 celeron55 oh also, why is it that proller said "current submodule systems useless"? does anyone think anything similar or is this just proller being proller? 19:57 sapier I'm against merging it ... this is what mods are supposed to do it's not a generic engine feature but a very very specific enhancement 19:58 celeron55 sapier: note that it has to be done on the client side in order to not be annoying 19:58 celeron55 BlockMen: probably consider what sapier has to say 19:59 sapier in any case it has to be separated from core as good as possible, maybe a subfodler for it? and as clean interface as possible 19:59 celeron55 i'd really like to hear PilzAdam first too 19:59 ShadowNinja Not being able to place solid nodes at your position makes sense. Unless you're a ghost of something like that, but then you should have noclip. 19:59 sapier and if this one should be merged I'm for reverting the force block loading, there's no reason for having both 19:59 BlockMen sapier, i have done it lua before and its kinda laggy 20:00 sapier yes but we plan to add client side lua which would solve this issue in a way more generic way 20:00 VargaD current git can't connect to multiplayer games because of lua error: MAINMENU ERROR: ...est/minetest_install/share/minetest/builtin/mainmenu.lua:562: attempt to compare number with nil 20:00 celeron55 sapier: it's not going to happen anytime soon 20:00 BlockMen AFAIK the client side lua is a "soon tm" project 20:01 ShadowNinja sapier: Oh, you mean circuit. It doesn't load blocks, and there are cases where you want to load a block without putting a circuit in it. 20:01 xyz which means exactly what celeron55 said 20:01 sapier most likely but it'd be sure this feature is a interim solution to be removed 20:01 celeron55 maybe it should be written as a comment in there 20:02 sapier the reason why we added force block loading was to enable large machines ... isn't this what that circuit change is about too? 20:02 celeron55 like // NOTE: This is to be eventually implemented by a mod as client-side Lua 20:02 BlockMen ok, im confused. what are we talking about now. circuit or place node prediction 20:02 sapier circuit 20:02 ShadowNinja nodePlacementPrediction should be handled by client-side Lua. 20:02 nore xyz, I meant a table of allowed connections 20:02 ShadowNinja Then you can just predict that it wasn't placed and not place it server-side. 20:03 celeron55 ShadowNinja: there are a million things that should be hnadled by it, so maybe it doesn't make sense to tag all them with comments... 20:03 celeron55 handled* 20:03 nore and instead of connecting to nodes only along different sides, connect along those connections 20:03 sapier maybe we should do the basics prior spending large amount of work for hacks? 20:03 sapier I know the basics are a lot of work without visible effect 20:03 celeron55 (oh also, i just noticed there are two slightly similar discussions going on) 20:04 xyz nore: I still am not following 20:04 sapier hmm guess we're all talking about different things :-) 20:04 nore I mean: now wires connect to wires above/below/next to them 20:04 ShadowNinja circuit doesn't allow for dynamic connections, so mesecons won't use it. And I don't know of any other mods that it could be usefull for. 20:04 xyz nore: are you talking about stuff like http://mesecons.net/items/crossing_insulated.php 20:04 nore xyz, that's the second point 20:05 sapier so what is curcuit good for? 20:05 xyz nore: but it should be possible with the circuit_states system 20:05 nore the first is about being able to make basic insulated wires 20:05 celeron55 anyway for clarification: i have thus far only talked about blockmen's pull request and general client-side lua 20:06 BlockMen celeron55, https://github.com/BlockMen/minetest/commit/de4627775e01425fabe229adcbb3ecb5d3453d25 20:06 nore xyz, circuit_states has a main problem (which was why the first version of insulated wire was removed from mesecons): 20:06 nore it will make the wire power itself if there is a loop 20:06 ShadowNinja And digilines needs to send tables, not just bools, and technic has to send packets of variable power. 20:06 sapier celeron #1104? 20:06 ShadowBot https://github.com/minetest/minetest/issues/1104 -- Prevent placing node when player would be inside new node by BlockMen 20:07 BlockMen sapier, excactly that 20:08 sapier does this block building a node tower below you? 20:08 BlockMen sapier, no, ofc not 20:08 celeron55 my standing on #1096 stays what i commented in it; i.e. if it is actually very good for mesecons while still being generic (and not needing infinite extensions in the future), it's fine to me 20:08 ShadowBot celeron55: Error: ProcessTimeoutError: Process #189 (for String.re) aborted due to timeout. 20:08 xyz nore: ah, I see 20:09 celeron55 ^ the bot died 20:10 sapier ok #1104 isn't as big as it can't be removed without major issues once client side lua is implemented 20:10 ShadowBot https://github.com/minetest/minetest/issues/1104 -- Prevent placing node when player would be inside new node by BlockMen 20:10 ShadowNinja s/'t//? 20:10 celeron55 sapier slipped his intentions of sabotaging minetest development! 20:11 celeron55 he is probably working for mojang 20:12 sapier what? 20:12 sapier are you kidding? I just don't want hacks to be added as big as blocking major improvements 20:13 celeron55 lol, gotta love badly written and understood english 20:13 BlockMen obviously he is kidding 20:13 sapier I think so too ;-) 20:14 sapier Actually I don't want to encourage people to write hacks bigger then the final solution 20:15 BlockMen well, yes or no? #1104 20:15 ShadowBot https://github.com/minetest/minetest/issues/1104 -- Prevent placing node when player would be inside new node by BlockMen 20:15 sapier I'm fine with 1104 merge it 20:16 ShadowNinja Such a simple change really shouldn't need so much discussion. This may not be the final version, but it doesn't have to, it will do until someone designs client-side Lua that can do this. 20:16 ShadowNinja It shouldn't be that hard to port it too Lua. 20:17 xyz I don't even have any idea of what this magical lua client-side api will be capable of 20:17 sapier ShadowNinja: I don't se anyone blocking that one 20:18 sapier client side lua api will be able to do >>temporary<< modifications to all nodes and most likely entities too 20:19 sfan5 temporary = until mapblock re-received, right? 20:19 sapier yes but I guess we need some timeout to revert it too 20:20 sapier so a change is either confirmed/denied by later message from server or reverted by some timeout 20:20 sapier at least that's the current idea 20:20 ShadowNinja BlockMen: I see two lines that are long. They should be <90 characters. 20:21 BlockMen ShadowNinja, still? 20:21 ShadowNinja And if conditional block continuations shouldn't be indented the same as the code block. 20:21 xyz sapier: can't we just utilize the api we already have? 20:22 sapier L913 20:22 sapier L2830 20:22 us_0gb BlockMen: I don't know about the text editor you use, but in Gedit, you can set a line length and a line will be drawn to show you which lines exceed it. 20:22 sapier no we can't because client side code is received from server, we need to have a way more safe api on client side 20:22 BlockMen ok. sapier, thx 20:22 sapier -safe +save 20:23 xyz no, safe is a better word 20:23 sapier we can't allow a server sending lua code to client transmitting users disk to some arbitrary server 20:23 xyz still, ignoring this aspect, isn't it possible to reuse? 20:23 xyz say, we implement proper safety 20:23 sapier I hope to reuse a lot 20:24 sapier client side lua would be quite similar to async environments 20:24 xyz why? 20:25 sapier async env is already receiving code from another lua stack this is basicaly what needs to be done for client lua too 20:25 xyz well, it's pointless to talk about this anyway since there's no code 20:25 sapier and no I will not even discuss about adding security to client lua later 20:26 sapier client side lua beeing able to harm client is a absolute no-go 20:27 sapier it isn't pointless the more opinions are considered on implementation the less needs to be fixed later 20:27 BlockMen gonna push now 20:28 xyz as usual, you're nitpicking and ignoring the actual message 20:28 ShadowNinja Agreed. Basic server-side limits would be good too. 20:28 xyz well, I really don't care so long as you provide the code 20:29 BlockMen xyz, me? 20:29 xyz no, I was talking to sapier 20:29 BlockMen k 20:30 sapier once I fixed server code ... unless there is someone who is interested in doing background improvements? 20:32 ShadowNinja sapier: What was unsafe about get/setmetatable? The lua-users wiki entry on sandboxes notes that it can by used to modify the string metatable, which could mess up things outside the sandbox. But mods can already mess with other mods on other ways, like minetest = nil. 20:33 ShadowNinja (This isn't really a sandbox, but a lot of that seems relevant to security) 20:33 sapier we can't make current api save without breaking mods 20:34 ShadowNinja s/save/safe/ !! 20:34 sapier ok safe :-) 20:36 sapier problem with sand boxes is you only need a single way to breakout to make em useless 20:37 xyz mediawiki has Lua scripting support in Scribunto extension 20:38 sapier never heare about scribunto 20:38 xyz http://www.mediawiki.org/wiki/Extension:Scribunto/Lua_reference_manual#Differences_from_standard_Lua 20:39 sapier good point to start for client side lua 20:41 sapier quite similar to what I suggested for security hardening ... and even more then my suggestions 20:41 sapier but as you see this is not an option for scriptapi 20:43 ShadowNinja It looks like most thinks are safe, with the notable exception of os.execute. Anything that touches the filesystem will also be unsafe on a client, and unsafe outside minetest directories on a server. 20:44 ShadowNinja Oh, and load*. bytecode can get arround the limitation it seems. 20:46 VargaD What does engine.get_textlist_index("favourites") do? 20:46 sapier1 it reads current selection from textlist named favourites 20:46 VargaD hmm, nothing selected that's why it fails 20:47 VargaD thanks sapier 20:47 sapier1 it's only available in mainmenu! 20:48 VargaD sapier1: I'm just using current git and I can't connect to my server because of it 20:48 VargaD AINMENU ERROR: ...est/minetest_install/share/minetest/builtin/mainmenu.lua:562: attempt to compare number with nil 20:49 VargaD great I managed to connect but is is still a bug 20:49 VargaD seems trivial to fix 20:49 sapier1 why does this happen now? 20:50 VargaD I'm using uncahnged current git 20:50 VargaD can someone reproduce the problem 20:50 BlockMen sapier1, its caused by 8966c16ad2 i guess 20:50 VargaD pls try to connect to some server without selecting any server 20:51 sapier1 quite possible true so textlist should return correct values 20:57 VargaD addig "fav_idx ~= nil and " fixes the problem 21:00 sapier1 ok if it's that simple make shadow push it 21:01 VargaD https://github.com/vargad/minetest/commit/1232f72d71718bc18b82e58aa576142126c339de 21:03 BlockMen same issue at singleplayer when no world selected 21:03 BlockMen so you can add that for too 21:04 VargaD ok 21:04 BlockMen L766 21:04 VargaD a moment 21:05 ShadowNinja VargaD: "engine.get_textlist_index returns nil instead of 0 when nothing is selected. (Also, added: engine.get_table_index)" -- formspec_table description. You can remove the > 0 check. 21:05 VargaD ok, thanks ShadowNinja 21:10 ShadowNinja proller: The server step is always at least 0.1 by default, so the "lag" won't be lower than 100. Can you fix your step length measurement to account for that? 21:11 proller not always. 21:13 Sokomine it would be good if that bug vargad would be fixed soon. i pulled latest git a few minutes ago and had the same problem. if it is such an easy fix, it ought to be fixed fast 21:16 PilzAdam celeron55, I agree to sapier1 regarding #1096 21:16 VargaD I sent a pull request 21:16 ShadowBot https://github.com/minetest/minetest/issues/1096 -- Add circuit simulator. by Selat 21:17 VargaD https://github.com/minetest/minetest/pull/1105 21:21 VargaD Sokomine: workaround: just select something 21:25 iqualfragile why werent sapiers security hardening patches integrated? 21:25 iqualfragile i did not quite get the reasoning? they would have broken one single mod and thats it 21:25 sapier1 because they break mod compatibility 21:25 iqualfragile (or maybe they would have broken multiple but just the irc bot would have been unfixable broken) 21:25 iqualfragile well, not even that 21:26 iqualfragile you could have an exeption list in your minetest.conf or something 21:26 sapier1 no if you grant a single mod extended rights your grant it to all 21:27 sapier1 you can't really isolate mods from each other while running in same lua environment 21:29 Sokomine and sometimes they do need to interact and even provide interfaces for other mods because that's needed 21:30 Sokomine the security hardening would be very fine. i'd feel safer if mods would not be able to do any damage. right now it means checking each mod manually or hoping that someone else checked it before 21:30 sapier1 in theory everything is possible but implementing a compatible safe environment is that much work it's not worth it 21:31 Sokomine VargaD: thanks. selecting an entry really allowed me to connect 22:33 iqualfragile http://sebsauvage.net/paste/?0347fcc20aa806af#kZc6lw1jtZinJzgqjfyrUn+0dY11z7RmQVyrN1fiF1E= minetest crashed when i tried to open a chest