Time Nick Message 00:00 iqualfragile sapier: sounds incredibly cpu killing 00:00 hmmmm Minecraft's method is to make the terrain based on the biomes, which only works because the whole terrain is interpolated to begin with 00:00 NakedFury could it be possible to have some terraingen operations done in c++ in some sort of prepackage so when you in lua call them they calculate faster than would be possible in lua? 00:00 celeron55 sapier: that doesn't make sense and is a thousand times more heavy 00:00 hmmmm I'm explicitly trying to avoid that 00:01 sapier I know it sounds a lot more heavy ... and in total it will be but on the other hand you can do it incremently 00:01 celeron55 the map is generated at runtime anyway; it's not feasible for it to be more runtimey 00:01 iqualfragile sapier i do not think that would work out 00:02 sapier ok it's just been an idea 00:02 hmmmm so 00:02 hmmmm I don't want to make the biome system shape the way mapgens work 00:02 hmmmm I wanted the biome system to be able to be placed on top of any mapgen 00:03 celeron55 (i can agree that would be ideal) 00:03 hmmmm if we start making some concoction of the noise used to generate the terrain into the actual terrain variance values, and it works, would we really want that system? 00:03 hmmmm keep in mind that mapgen v7 is not just 2d perlin, but this mishmash of different processes 00:04 hmmmm also this doesn't help with finding the difference between say, hills and ocean (where absolute ground height matters and not the variance) 00:04 celeron55 the issue is that doing nonlinear algorithms in chunks while a continous output is required is impossible 00:05 hmmmm i'm trying to find a way to approximate the process instead of doing something impossible 00:05 hmmmm it's just really hard 00:05 hmmmm this is why mapgen v7 is taking so long 00:06 hmmmm the reason why biomes just werk in minecraft is because it's completely bound to one mapgen - the mapgen - and there's 0 flexibility 00:06 hmmmm i will not tolerate such a crude approach 00:06 celeron55 so either you really only have stuff like gaussian blur at your disposal (even that becomes a pain when some but not all of the surrounding terrain is generated) or you do whatever you want and tweak it until it tends to blend together 00:07 hmmmm celeron, I'm thinking to combat that it might be a good idea to just overgenerate the raw terrain (in the x, z directions, not all 3) 00:07 celeron55 personally i will hugely prefer a thing like you are discussing; i just know it's not trivial at all 00:07 hmmmm that has its own set of problems too 00:08 iqualfragile celeron55: like split terrain and surface generation? 00:10 celeron55 also, it has to be able to work in some reasonable way with eg. overhangs and flying islands 00:10 iqualfragile overhanging cliffs would be a challenge 00:10 iqualfragile flying islands could be generated later on 00:11 celeron55 sounds to me like multiple passes of some kind of preprocessing or something maybe 00:11 iqualfragile yep 00:12 celeron55 or whatever, it's actually dumb to guess now because it depends on how it will actually even work for basic cases 00:14 iqualfragile well, there would definitly be at least two steps, terrain and biomes 00:14 celeron55 ...eh what, we are discussing solely about the biome part by now 00:15 iqualfragile in that case i missunderstood something 00:16 celeron55 hmmmm: there are also weird options like using a GPU to do computation; it allows doing certain things that are totally infeasible on CPU 00:17 celeron55 like applying a complex filter on a bitmap 00:17 hmmmm all for something as mundane as choosing biomes 00:17 hmmmm this keeps getting better and better 00:17 celeron55 well it probably isn't something we want to do 00:18 hmmmm i think a lot of people in the minetest community don't appreciate that this is a difficult problem 00:18 celeron55 but if someone wants to try things for science, then that's an option 00:19 celeron55 a lot of people don't appreciate anything; that's not anything new 8) 00:19 iqualfragile celeron55: problem would be that gpu acceleration is not avivable in every case 00:19 celeron55 iqualfragile: that is the obvious reason why < celeron55> well it probably isn't something we want to do 00:20 iqualfragile jup 00:21 celeron55 let's implement minetest's mapgen on an FPGA PCIe card 00:21 celeron55 practically nobody could use it but we'd get in the news! 00:23 celeron55 hmmmm: anyway, so, do you happen to have time for actually doing it or is this again just one of the regular "this would be cool except nobody will ever want to spend the time to make it"? 8) 00:24 celeron55 i'm assuming the latter 00:29 hmmmm well I have wanted to get the biome thing done for quite a long time 00:29 hmmmm if I can come up with something that actually works well, then yeah.. 00:29 hmmmm it'd be very motivational 00:30 celeron55 we might be in a lack of a usable system for testing such things 00:30 celeron55 firing up regular minetest for it is kind of clunky 00:30 hmmmm i made a small GTK+ application for testing mapgen related crap fast 00:31 celeron55 is it public? i guess more people could have use for it 00:31 hmmmm it's not because it's just a testing framework 00:31 hmmmm very rough around the edges 00:52 paramat i would like to suggest the future minetest underworld realm be named after a Finnish mythological underworld, im fed up with the n***** word 00:55 paramat also, spring equinox is soon, 0.4.9 is 3 months old and was broken (im using 0.4.8) perhaps time for 0.4.10? 00:56 hmmmm soon(tm) 01:24 ShadowNinja The current version of Minetest seems fairly stable. But I'd suggest that next time we decide to make a release we wait at least 12 hours after announcing it before releasing. 01:29 iqualfragile :D 01:31 sapier1 can someone explain to me why we use https for modstore list but send password hash unencrypted? 01:32 iqualfragile sapier1: well, the certificate for the modstore is signed by some ca 01:33 sapier1 doesn't help without ssl support in android curl version (yet) 02:05 ShadowNinja SSL support has been discussed before. sfan5: Do you think that you have the ability to properly implement it? It would have to be negotiated by a pre-init message. 06:43 sfan5 ShadowNinja: you mean TLS, right? 06:46 ShadowNinja sfan5: Yes, TLSv1.2 AES 256 with ECDHE and SHA-512. 06:47 sfan5 to make stuff secure I would go for a solid default config 06:53 sfan5 which TLS library shall we use? 06:54 sfan5 GnuTLS, OpenSSL? 06:54 sfan5 s/,/?/ 06:57 ShadowNinja sfan5: GNUTLS would be better, OpenSSL has licemsing issues IIRC. 06:58 sfan5 and gnutls seems to support a ton more while being smaller than openssl 06:58 sfan5 http://en.wikipedia.org/wiki/Comparison_of_TLS_implementations#Code_size_and_dependencies 07:02 sfan5 We won't be doing anything with signed certificates, right? 07:03 sfan5 (I mean having a CA sign them) 07:10 sfan5 will we use TLS over connection.cpp's system of packets or will we use DTLS 07:10 sfan5 ? 09:31 smoke_fumus ok guys i really suck at trigonometry and i need a little help down here. i have a view (2d screen) and a 3d space around it. i need to find a position on screen at which object i am looking at located and get screen coordinate out of it; object appears on screen and i need to check if it is in field of view and then retrieve screen coordinate 09:43 celeron55 use ISceneCollisionManager 09:43 celeron55 http://irrlicht.sourceforge.net/docu/classirr_1_1scene_1_1_i_scene_collision_manager.html#a6032377ff769e42c3e28547794f015ea 09:44 celeron55 no need to know trigonometry 8) 09:44 celeron55 of course if this isn't in minetest then you may or may not have a similar one available 09:45 celeron55 in that case this is what it does http://paste.ubuntu.com/7100846/ 09:49 celeron55 (which is, it just multiplies the position with the view and projection matrix) 11:02 realbadangel_ smoke_fumus, such thing is already done in hud code 11:02 smoke_fumus realbadangel_: nonono, not for minetest 11:02 smoke_fumus aside from minetest 11:03 realbadangel_ you can still read the code 16:01 rdococ Hello dear developers. 16:02 ShadowNinja Hello rdococ. What is your query? 16:02 rdococ I can not for the life of me find the mod API's name for wheat seeds. 16:03 ShadowNinja rdococ: This is more suited for #minetest, but check the farming mod code or the wiki. 16:03 ShadowNinja (probably farming:wheat_seeds) 16:03 rdococ Well, it's for a mod, so it's development 16:04 celeron55 https://github.com/minetest/minetest_game/blob/master/mods/farming/init.lua#L321 16:04 ShadowNinja rdococ: This channel is for engine development. 16:04 celeron55 almost everything about minetest is development; that's why this channel is only about certain development 8) 16:04 ShadowNinja (aka the core) 16:05 rdococ Oh. Thanks for clarification. 16:32 VanessaE speaking of certain types of developments... 16:33 VanessaE has this been addressed yet? http://pastebin.ubuntu.com/7102951/ 16:33 VanessaE seems to be new 16:34 VanessaE but I'm a day or two behind on core 16:35 troller old bug, generate sand float isand and touch it.. 16:35 troller it was fixed in ;0 16:35 VanessaE troller: I'vegenerated sand blocks with tens of thousands of nodes without ever causing that. 16:35 VanessaE (and made it fall of course) 16:35 troller need mooore 16:36 troller like 30x30x30 16:38 VanessaE troller: I'm being told there is no sand or gravel islands in the area causing it 16:39 VanessaE but there are quarries from Technic operating nearby, could be digging into some underground gravel maybe 16:39 VanessaE bu that's hardly "30x30x30" node.a 16:39 VanessaE nodes* 16:45 rdococ Why are the icons in the inventory all mixed up? How do I fix it? 16:48 sfan5 are you using Windows? 16:48 sfan5 (it's a common problem there) 16:48 rdococ Yeah, and why does it bug in windows? 16:48 rdococ I tried installing for ubuntu but it crashed 16:48 rdococ I want to fix it as it's so annoying 16:49 sfan5 if it crashes it would be useful to report that on the forums/github 16:49 rdococ No what I mean is that my ubuntu crashes frequently and it just happened to while installing minetest 16:49 sfan5 ah 16:50 rdococ I'll try again someday 16:50 hmmmm hmm 16:50 hmmmm guys, we need a two-man system for backporting any bugfixes from freeminer 16:51 hmmmm one person needs to find the commit that fixed it and describe at a high level what the problem was that it solved 16:51 hmmmm and then another, separate person needs to actually implement a bugfix from that description of the problem alone 16:52 hmmmm that second person should not be allowed to view freeminer's commits during the time they're implementing the fix 16:53 hmmmm (of course, this is assuming freeminer has any fixes... usually freeminer's developments cause more bugs 16:53 troller need more peoples for oneline fixes! 16:53 troller hmmmm, what bugs of fm do you know? 16:57 nore hmmmm, what was done here was to add a delay when nodeupdate makes recursive calls 16:57 VanessaE ok guys, my logs shows this crash keeps happening when someone digs stuff like farming:cotton_8 16:57 VanessaE wtf? 16:58 nore now that I've seen the commit, I'm not allowed to code the fix, right? 16:58 VanessaE nore: it would be useful to know just how deep the recursion went before the crash too 16:59 nore VanessaE, did you try to make a 1x1x100 line of sand fall? 16:59 nore (perhaps x500) 17:00 VanessaE nore: I did not. but in the past, i've done things like 50x1x50 without failures like this 17:00 VanessaE and even 200x1x200 17:00 VanessaE THIS is happening during routine gameplay 17:01 nore do you have a reliable way of reproducing the bug? 17:01 VanessaE I used to generate and make-fall "hundreds x 1 x hundreds" sand or gravel islands as a hacky way to fix bad lighting 17:02 VanessaE nore: that's just it, I haven't the foggiest idea what's doing it. 17:02 VanessaE take a look at this: 17:02 VanessaE (wait) 17:03 rdococ Can we make a version of minetest for mobile devices, like Minecraft PE but never lags? 17:03 hmmmm you say "we" like you're having a part in doing it 17:04 hmmmm and yes, an *official* android port is almost complete, thanks to sapier 17:04 VanessaE nore: http://pastebin.ubuntu.com/7103132/ 17:04 hmmmm nore: thank you. you can't do it though, otherwise that might be construed as a copyright violation 17:04 VanessaE hmmmm: sapier's build finally runs on my little piece of crap tablet :) 17:06 hmmmm runs, but does it run well... 17:06 VanessaE hmmmm: about as well as buildcraft did 17:06 hmmmm i personally think it's impossible to get minetest to run well enough on these cpu-bottlenecked devices 17:06 VanessaE I didn't get a lot of time to test it 17:06 VanessaE BUT 17:06 VanessaE it works better than BC 17:06 hmmmm of course 17:06 troller need to make looot of optimizations to run well 17:07 hmmmm BC is just some hacked together crap to make a quick buck 17:07 hmmmm did anybody look into DMCA takedowns for the samsung appstore and that other thing? 17:07 hmmmm i think it was amazon 17:07 hmmmm who here handles the legal issues? 17:15 nore I made a 60^3 sand island fall ~10 mins ago... the server is still using all my CPU... 17:15 VanessaE I'm being told now that even if there are technic quarries operating and digging into sand or gravel, they don't cause those nodes to fall so this must be a normal user dig action 17:18 nore ah, it works again, a lot of entities are being destroyed since they got above the limit of objects per block 17:20 celeron55 hmmmm: nobody anymore; doing it is worthless 17:20 nore btw: what may perhaps cause a crash is that entity id is an u16... and you get above this limit when making so much sand fall 17:20 celeron55 just get the official port going and only an insignificant number of people will look at the other crapware 17:21 nore ok, now it looks like the server is working again, but I get a lot of 18:20:43: ERROR[ServerThread]: Server::ProcessData(): Cancelling: No player for peer_id=2 17:22 nore and mainloop still eats a lot of time: I have fps = 6 with drawtime = 30 17:23 nore (0.3 for mainloop_dtime and 0.3 for mainloop_other) 17:25 hmmmm I think I got an idea 17:25 hmmmm celeron: re our discussion from last night 17:25 hmmmm have you ever seen a super-simplified gaussian blur approximation where it just calculates two convolutions of a flat blur kernel 17:26 hmmmm what it does is keeps a running total of each value in the immediate radius in the X direction and sets the pixel at the curernt point to that running total / number of samples 17:26 hmmmm that is the definition of "mean" 17:27 VanessaE nore: seems that there needs to be water nearby 17:27 hmmmm so we calculate this simplified gaussian of a chunk and set that aside 17:27 nore VanessaE, for what? 17:27 hmmmm now, statistical variance is defined as sum(p_i * (x_i - mean)^2 17:27 hmmmm we rearrange this to the simplified equation of 17:28 hmmmm sum((p_i * x_i^2)) - mean^2 17:28 VanessaE nore: for the crash, all I'm getting so far from twoelk is water, dirt, and sand/graven seem to be needed in close proximity. He's now lost a water source that was in the ground, but the flowing water that it produced is still present. 17:28 hmmmm our samples all have equal weights so we can simplify this to 17:28 hmmmm sum(x_i^2) / N - mean^2 17:28 hmmmm remember the previous gaussian blur calculation? 17:29 hmmmm square each value and you have that second component 17:29 hmmmm now all you have to do is, when keeping the running total, square each value before adding it in or subtracting it out 17:29 VanessaE gravel* 17:30 hmmmm this comes to a total of 4 sweeps over each value in the chunk for a decent approximation of the variance blur that I wanted 17:30 hmmmm err, I didn't highlight you... celeron55 17:30 celeron55 >when keeping the running total, square each value before adding it in or subtracting it out 17:30 celeron55 does that actually work 17:31 hmmmm you have your running total, call it h 17:31 hmmmm h -= (map[i - radius / 2] * map[i - radius / 2]); 17:31 hmmmm and now 17:32 celeron55 but whatever, doing the squaring in a second step is totally feasible too so i don't need to care (ehm... i think) 17:32 hmmmm h += (map[i + radius / 2] * map[i + radius / 2]); 17:32 hmmmm output[i] = (h / radius); 17:33 celeron55 so, given that that works, what are you going to do then 17:33 celeron55 you have your variance 17:33 hmmmm that's difficult because you have to overcalculate the map 17:33 hmmmm this wouldn't be much of a problem if we didn't have 3d noise 17:35 hmmmm if there's 3d noise, you can't just calculate a 2d height map, you need to poll every single point in the space which is much, much more computationally intensive 17:36 celeron55 hmm, true 17:36 nore now I get that: 18:35:07: ERROR[main]: ClientEnvironment::processActiveObjectMessage(): id=1 type=e SerializationError in processMessage(), message="" 17:37 hmmmm ahhhh 17:37 hmmmm but that's actually not a real problem 17:38 hmmmm because i maintain a heightmap after all terrain modifications 17:38 hmmmm after all phases, 2d noise, 3d positive, 3d negative, discrete features, and then cave carving, I do a plain top-down scan until I hit a solid block 17:39 hmmmm this is in the mapgen phase 17:39 hmmmm er nevermind, because this still necessitates overgenerating the entire cubic area 17:40 hmmmm if we go ahead with overgeneration, it might be a good idea to solve the cave problem once and for all at the same time 17:40 hmmmm but this is going to make map generation noticably slower 17:40 celeron55 well i guess the question is, how much overgeneration is needed 17:40 hmmmm one block in all directions 17:41 celeron55 is that enough? 17:41 hmmmm of course 17:41 celeron55 i don't think it's obvious at all 17:41 hmmmm i don't plan on making terrain variance radiuses greater than 32 17:41 celeron55 a large-scale variation could be useful too; with a larger radius than 16 17:41 hmmmm no, 32 17:41 hmmmm because it's halved, remember? 17:42 hmmmm only half of the radius sticks out 17:42 celeron55 oh well whatever, sampling radius anyway 17:42 hmmmm large-scale variation is a much, much more difficult problem 17:42 hmmmm i don't want to go there 17:42 celeron55 if not mapblocks, then the option would be to buffer generation as full chunks 17:43 celeron55 but that's probably too unresponsive 17:43 hmmmm at that point it's absolutely necessary to go with a perlin noise manipulation-based approach for getting variance 17:43 hmmmm which dictates mapgen design 17:43 celeron55 okay i think that option can be closed as infeasible then 17:44 hmmmm you present an interesting idea 17:44 hmmmm so what if terrain was done in a separate phase than the rest of it 17:44 hmmmm whenever a chunk is requested for generation, it'll generate the terrain only of all the neighbors 17:44 celeron55 it would potentially be simpler than the block one 17:44 hmmmm when it goes to actually request generation of those blocks 17:45 hmmmm you just calculate the biomes and set the top nodes and add vegetation 17:47 hmmmm so blocks can have three states 17:47 hmmmm ungenerated, terrain formed, decorated 17:47 hmmmm decorated is the final state 17:48 celeron55 do we need to actually care whether only strips of blocks are left in the terrain state or whether it's full chunks 17:48 hmmmm this is easy to talk about but it'd mark a rather large change in the way minetest works 17:48 celeron55 maybe not 17:48 hmmmm good point 17:49 hmmmm we could get away with only doing this for mapblocks 17:49 hmmmm then that 3x3x3 inner mapblock area of each chunk, they would be completely generated in one single phase 17:49 celeron55 well it's going to work in one of those ways and nothing else, but it may not matter which is chosen in the end 17:50 VanessaE nore: [03-16 13:49] the server seems to crash if I dig in a certain area, or water touches those nodes 17:50 hmmmm cool 17:50 hmmmm it works in concept 17:50 hmmmm now how do we parallelize it 17:51 celeron55 there are still the old issues of merging decorations and lighting at the edges 17:51 hmmmm LIGHTING. 17:52 hmmmm ugh lighting 17:52 hmmmm kill me now 17:52 troller remove lighting from server! 17:52 celeron55 if that happens, then this is the 0.5 branch 17:52 hmmmm realbadangel is working on hardware lighting 17:53 hmmmm that sort of development, combined with removing param1, would be 0.5.0 worthy 17:53 hmmmm repurposing param1 rather 17:53 celeron55 i don't think in terms of "worthy", i think in terms of "necessary" 17:54 celeron55 (such a thing is going to take time to mature) 17:54 celeron55 (while being incompatible) 17:55 celeron55 (while being used) 17:55 hmmmm good point 17:56 hmmmm hmm 17:56 hmmmm well I know what I need to work on 17:57 hmmmm thing is, where am I going to find the time to do this :D I'm in the middle of switching jobs and all this nonsense 17:57 celeron55 ask less hours in the new job 17:58 hmmmm lol 17:58 celeron55 some people say though that working for free is stupid; it's what tends to happen when working on minetest 17:58 hmmmm i don't know if I can work part time at other companies 17:58 celeron55 i have a four-day work week at the moment; it's nice 17:59 hmmmm here, I can, but that's rare 17:59 hmmmm they also allow overtime which is extremely rare (but you need to be authorized to use it) 17:59 celeron55 if i could, i would pay for you, but there's no money moving anywhere regarding to minetest so that won't happen 18:00 hmmmm d'aw thanks <3 18:00 celeron55 (in case that's not obvious to somebody...) 18:00 celeron55 i would pay myself also, but that won't happen either 18:02 hmmmm you know I was thinking, what if we switch back over to GPL and then use a dual licensing scheme so commercial users would have to pay for licenses 18:02 hmmmm if Minetest gets even more generic than it is right now, and really good, it might be a viable game engine 18:03 hmmmm like unity except for block-based-bullshit 18:04 celeron55 if minetest licenses would be sold, then there needs to be a for-profit or not-for-profit organization doing that 18:04 celeron55 so that the legal stuff can be actually sorted out 18:05 celeron55 but there's an issue in that scheme: the sold thing would only be under LGPLv2 18:05 celeron55 not more free 18:06 celeron55 unless a lot of legally very questionable decisions were made 18:07 hmmmm hmm 18:07 hmmmm true, because then you'd need to discuss this with everybody who has made contributions and have them agree or tear their code out 18:07 Calinou you know I was thinking, what if we switch back over to GPL and then use a dual licensing scheme so commercial users would have to pay for licenses 18:07 celeron55 of course if many people are interested in using a lot of time for such (there *is* some money to be made there), then a completely rewrite is totally possible 18:07 Calinou commercial usage is already allowed; don't mix commercial an proprietary 18:07 celeron55 but only if people work like in a whatever startup 18:07 * Calinou builds a MG42 in the channel... 18:07 hmmmm right 18:08 hmmmm this would be a startup kind of thing 18:08 hmmmm at this point we'd need to look around for VC funding 18:08 Calinou also, is it really useful to be a game engine just about voxels? there doesn't seem to be much kind of games you can make out of it 18:08 hmmmm calinou, voxels are just what you see 18:09 hmmmm there's nothing stopping you from making sloped nodes and whatever 18:09 celeron55 funding isn't probably *that* hard; for example the EU is currently giving money to new game projects (something like 50% them, 50% bank) 18:09 hmmmm celeron, funding is really difficult here in 'murrika if you don't have a solid business plan and angel investors 18:09 Calinou crowdfunding is tricky around voxel-based games right now 18:10 hmmmm how would that even work? 18:10 Calinou lots of scams ;) 18:10 hmmmm not crowdfunding 18:10 celeron55 well minecraft-like games are going out of fashion at the moment 18:10 celeron55 so obviously getting anyone interested is very hard 18:10 hmmmm as a whole, the gaming industry is low profit margin 18:11 hmmmm it makes me feel like the whole thing would be a gigantic waste of effort for just breaking even 18:11 celeron55 yes unless you're making scammy mobile game 18:11 celeron55 + 18:11 celeron55 s 18:11 hmmmm hah 18:11 hmmmm oh so true 18:11 hmmmm we'd have to rename minetest to zyngtest or something and then load it with ads and do data mining on individuals' private information 18:12 celeron55 mese pickaxe for $1 18:12 celeron55 instant monies 18:12 hmmmm awesome 18:12 hmmmm microtransactions are perfect for minetest actually 18:12 hmmmm just that we'd need an "official" network 18:13 hmmmm none of this works well with free software though 18:13 celeron55 if we want to get rich, we could set up "free" servers where people can buy items 18:13 celeron55 it would actually work, right away 18:13 hmmmm well, by 'rich' you mean like $50 tops 18:14 hmmmm minetest's userbase is tinnnnny 18:14 celeron55 well yeah, it would require a lot of marketing 18:14 hmmmm running a business is hard work 18:14 hmmmm and then we'd have to decide how contributors fit into all of this 18:14 hmmmm would we turn into something like a redhat except for FOSS games? 18:15 twoelk nore: regarding crashes on VE-Creative. Digging in other places is possible, protected or not. The server crash seems to be restricted to digging in a certain region. Waterflow seems to not be vital for the crash but might favor it. 18:15 celeron55 i'm not going to do that though; i don't have a need to scam people for the sake of it 18:15 celeron55 or for the sake if getting money 18:15 hmmmm i'll agree that there are simply too many problems with this idea 18:15 hmmmm but keep up the entrepenurial spirit. passive income is a necessity these days 18:17 ShadowNinja Where was that thing that we set up where you could make a donation for a particular issue? It didn't get mentioned anywhere but this channel so it was never used, but maybe it would if we mentioned it on the donations page. 18:17 sapier https://github.com/sapier/minetest/tree/android_2 18:18 hmmmm there's no way anybody would donate more than 10 cents to minetest 18:18 hmmmm it's truly a labor of love 18:18 sapier http://animalsmod.comuf.com/downloads/Minetest-debug.apk 18:18 troller now MT have too low quality and alpha status to earn money 18:18 celeron55 ShadowNinja: bountysource 18:19 celeron55 hmmmm: well, when i have the donation page open on the website, people donate enough to cover the hosting and a bit more (i don't host the forum though) 18:20 celeron55 which is, around $100 a year, total 18:20 sapier could someone please look at the ngmm* files, I've done a major refactoring of mainmenu code. Imho the new variant is much more clean and consistent. But as always it may be personal preference so your opinion is welcome 18:20 celeron55 currently it's closed because it seriously collects more money than i have any good use for 18:21 hmmmm fair enough 18:21 iqualfragile the android version could be sould 18:21 iqualfragile would even be legal 18:21 sapier basicaly new code adds tabviews and dialogs which can be visible or not. A tabview is standalone while a dialog always has to have a parent to return to 18:21 hmmmm nobody's trying to make a profit on minetest, we decided that a while ago :) 18:21 sapier tabviews contain tabs .. surprise surprise ;-) 18:21 celeron55 so there's probably potential in getting a bit of money; but definitely not anywhere close to a wage or something; more like an occasional cup of coffee 18:22 celeron55 for everyone doing coding at a given moment 18:22 hmmmm wish i had an android device to try sapier's port on 18:22 * iqualfragile too 18:22 celeron55 of course we could pour the money to people who live in poor countries where it makes more difference 18:22 sapier maybe some sort of developer meeting? ... well that's gonna be difficult I know 18:22 hmmmm heh 18:22 VanessaE sapier: dream on :P 18:23 rubenwardy Testcon 18:23 rubenwardy We all live to far apart to do that :P 18:23 sapier I like celerons idea 18:23 celeron55 we had one! there was me and iqualfragile! 18:23 iqualfragile while i am no developer i actually went to finnland, its not that far away 18:23 iqualfragile yep 18:23 hmmmm and here I am having a hard enough time trying to convince my company to send me to defcon :) 18:24 sapier finnland ... I'm not sure if I wanna be that close to russia the next months ;-) 18:24 troller here too many bears! 18:24 sapier btw does anyone have an idea why modstore is broken atm? 18:25 celeron55 one option: we could set a price for the android version in the app store, but provide it for free on our website 18:26 celeron55 then lazy rich people would pay for it and others could get it for no money 18:26 sapier I assume appstore doesn't support "pay as much as you want" ? 18:26 hmmmm awesome 18:26 hmmmm let's do it 18:26 celeron55 then we need some way to handle the money; am i the one who does that? 18:27 hmmmm sapier should get half the profits :p 18:27 sapier who who slow down guys, it's not yet complete ... there's some polishing to do 18:27 celeron55 at least i've been doing all of the money stuff until this point and apparently people don't hate me yet for stealing it 18:27 hmmmm still though, the android port took a LOT of work and it wouldn't ever exist without you. 18:27 sapier no big things but takes time and doesn't show a lot of progress ... as always ;.) 18:28 sapier there have been a lot of others contributing too 18:28 twoelk mc took money for bugg-alpha/beta 18:29 iqualfragile sapier: i gues the finns can defend themselves 18:29 sfan5 >then lazy rich people would pay for it and others could get it for no money 18:29 sfan5 s/lazy rich people/people who have been told that unknown app sources are really bad/ 18:30 celeron55 it would go somehow like this: i pay for getting an account on google play, then after the cost of that is covered, sapier gets a good bunch of coffee money, and after that I need some planned way of using it (there may be anything between 0 to "too much") 18:30 sfan5 hey, I want money too :-( 18:30 iqualfragile everybody wants money 18:30 iqualfragile sounds like a good idea 18:30 hmmmm personally I'm ok 18:30 celeron55 of course everyone wants money; that's the issue here 18:30 sapier I'm for donating "too much" money 18:31 iqualfragile or using it to host all of minetests presence first and then donating it 18:31 hmmmm i hardly work on minetest these days 18:31 sapier hmm guess I'm not "everyone" ;-) 18:31 iqualfragile another option would be to use this bittip thingy 18:31 sapier of course expenses need to be paid first 18:31 hmmmm bittip or gittip? 18:31 sfan5 how about both? 18:32 celeron55 it's not really good because it encourages developers to try to look good instead of be useful 18:32 hmmmm lol, that ashe dreyden gets $600/week from gittip and she does nothing but bitch on twitter about the evil white males 18:32 celeron55 and again, nobody has actual use for the money that ensues from donations 18:32 sapier the one who's got the expenses should be aware that once there's real money he's required to provide the docs about it ... yes that's quite normal for some people ... for others not 18:33 iqualfragile yet another option would be to use it to reward the implementation of some more complex features 18:34 hmmmm not sure how it works in the EU, but here you need to set up minetest as an NPO to make donations non-taxable 18:34 celeron55 i roughly know the finnish law about this; if i'm doing it as a person, it's roughly legal if i pay income tax of it and then give it away as "gifts" 18:34 hmmmm so there'd be quite a bit of legal legwork first 18:34 hmmmm ew 18:34 celeron55 (that's about the paid app) 18:34 hmmmm you would not want to pay income tax on this 18:34 sapier at least in germany it's same too 18:34 hmmmm oh yeah 18:34 VanessaE it also depends on just how much you get, too 18:34 hmmmm well if you set it up as a not-for-profit organization it'd be tax free as well 18:34 sapier and there's plenty of paperwork to do each year to stay tax free 18:35 VanessaE if this were US-based, if it's less than like $8000 a year or so, you don't have to report it at all 18:35 celeron55 for donations the finnish law is rather vague, but my interpretation of it is that i don't need to do anything special for these donations that i have been handling now 18:35 VanessaE (I forget the exact threshold) 18:35 hmmmm the point is that there's no way in hell we should pay tax for minetest donations because our respective governments aren't doing jack shit and profiting off of something that we don't get compensated for anyway 18:35 hmmmm and then what does it get spent on? 18:35 hmmmm funding so we can get spied on illegally 18:36 sapier but in germany we've got a saying "first hunt the animal prior donating it" ;) 18:36 hmmmm so as a matter of efficiency and principle, we need to make sure any profit from minetest is not taxed 18:36 celeron55 if a non-profit is formed, that should probably happen in germany because most people are from there 18:36 iqualfragile hmmmm: or make it 'murica based because they have allmost no taxes there 18:37 hmmmm hmm yes 18:37 celeron55 (and germany is a roughly sane country) 18:37 hmmmm the appstore purchases are technically donations 18:37 hmmmm and if not, we change status to 'not for profit' 18:37 sapier There are some minor things left: settings, npot2 images, https certificates, controls(decide about how to do it in final version) and a lot of testing ;-) 18:37 hmmmm which is slightly different 18:37 hmmmm iqualfragile: that's BS. there is a shitton of taxes here 18:38 sapier and wchar handling, the current variant is quite hacky ;-) 18:38 hmmmm if you fart or cough, there's a tax for that 18:38 iqualfragile hmmmm: hahaha 18:38 hmmmm and hardly any of it goes to anytihng useful 18:38 sfan5 sapier: simply resize them with nearest-neighbor in irrlicht before loading them, I didn't see a quality-decreasement when doing that 18:38 iqualfragile can you aproximate how much of your income gois into taxes? 18:38 sfan5 >taxes >NSA 18:39 hmmmm *my* income? not much, but that's because I don't make much to begin with and I'm getting a lot of deductions and credits this year because I was a student in 2013 and all this stuff 18:39 sapier sfan5 I can't resize images in irrlicht because irrlicht can only resize textures ... and textures have to be npot2 on some architecures ;-) 18:39 sapier or did I miss another way of resizing? 18:40 sfan5 sapier: 1) implement nearest-neighbor for images in Irrlicht 2) ??? 3) Profit 18:40 iqualfragile hmmmm: in germany its about 50% unless you realy do not get a lot 18:40 iqualfragile in finnland its even more 18:40 hmmmm gotta wonder how anybody is able to save 18:40 celeron55 one option would be to beg to be part of sfconservancy.org or another similar entity, and handle donations through that 18:40 iqualfragile so compared to that there are allmost no taxes in 'murica 18:40 hmmmm true. 18:41 hmmmm but those countries actually do things for you 18:41 hmmmm murrica doesn't do shit 18:41 iqualfragile i know 18:41 hmmmm they just shit on your head and tell you to be grateful and be proud of your country 18:41 iqualfragile well, it does run some wars, doesnt it? 18:41 iqualfragile but this is getting ot 18:41 celeron55 that all depends on how you calculate the total tax, which is practically impossible in a comparable and universal way 18:41 VanessaE wars? :-/ 18:41 sapier sfan5? sorry lost context for your last answer 18:41 celeron55 so let's not talk about that 18:42 hmmmm true 18:42 celeron55 so any thoughts about sfconservancy.org? 18:42 sfan5 sapier: add code to irrlicht to resize images 18:42 hmmmm can't comment, i don't really know anything about it 18:42 celeron55 the projects in there tend to be rather high tier 18:42 hmmmm sfan5: read up, he mentioned why he can't 18:43 celeron55 hmmmm: it's one of those non-profits that have been created in order to legally handle donations and legal issues for open source projects 18:43 hmmmm ahh 18:43 sapier I always can add code to resize images but that's the last thing to do 18:43 hmmmm bretty gud 18:43 hmmmm we might have to check it out 18:43 sapier as I'd have to implement the image format myself 18:43 sfan5 hmmmm: images, not textures; You should be able to resize images independently of what your GPU wants 18:43 celeron55 the projects on sfconservancy.org are rather high tier (git, wine, whatever) 18:43 celeron55 but we might find one that accepts minetest 18:44 sfan5 sapier: Irrlicht gives you an interface to access the pixels 18:44 sapier sfan5 for what I read that isn't possible 18:44 iqualfragile well, we could allways ask 18:44 sfan5 sapier: so you say my GPU has an effect on normal calculations my CPU does? 18:45 celeron55 i have no idea what the goal should be with that either though 18:45 iqualfragile "Project leaders […] are encouraged to apply for membership." 18:45 sapier that was meant as irrlicht doesn't support resizing by default, of course we can do pixel based resizing but that's more then ugly 18:45 sfan5 iqualfragile: pssst... almost* and always* 18:46 sapier we're not a image manipulation lib ;-) 18:46 sfan5 why is pixel based resizing ugly? 18:46 iqualfragile sfan5: i faill to see the probllem 18:47 sapier because we have to do the subpixel calculation on our own or get really really ugly results 18:47 celeron55 sapier: you can get an image from irrlicht which you can resize as a bitmap and then you can insert it into irrlicht and get a texture 18:47 celeron55 that's what minetest's texture modifiers do 18:47 celeron55 and yes, you need to use a higher-resolution texture for upscaled things 18:48 iqualfragile look like minetest kinda meets all the criteria, vibrant comunity being the only "critcal" point 18:48 celeron55 an alternative is to just blit the image to a 2^n image and then use different texture coordinates, but that's quite complicated 18:49 sapier I'm for resizing official minetest logo to 128x128 ;-) 18:49 celeron55 (pixel-to-pixel, leaving blank space, in that case) 18:50 sapier hmm I was hoping for some "use function xyz"-like answer ;-) 18:50 iqualfragile sapier: if that realy is the only thing you would need it for: why not prescale it? 18:51 sapier I haven't tried yet but I assume mesh textures and mod screenshots to be the usecases where non npot2 textures occur 18:51 ShadowNinja sapier: The icon's SVG. 18:51 celeron55 sapier: i have heard that GPUs work better for textures that have power-of-two dimensions, even if they aren't the same (eg. 32x64); is this the case for android devices? 18:52 sfan5 celeron55: not for all devices; only for some 18:52 sapier possible but some gpu's just fail completely for non npot2 textures 18:52 sapier they just don't load them 18:52 celeron55 sapier: for gui images performance isn't an issue, just rescale the pixels 18:52 sfan5 iOS (atleast the GPU in my iTouch 5) wants npot2 textures too 18:52 celeron55 just add some special handling to tile.cpp 18:53 celeron55 or alternatively add a power-of-two-izer texture modifier that is specially applied everywhere on android 18:53 sapier well I know where to add as I already added a warning there :-) 18:53 celeron55 just make sure in a way or another that TextureSource doesn't hand out non-power-of-two textures on android; problem solved 18:54 celeron55 most performance-critical textures already are 2^n so that's not a problem 18:55 sfan5 sapier: does sound actually WORK on android? 18:55 sfan5 openal does not seem to find any real backends for me 18:55 sfan5 only WaveFile and Null 18:56 sapier yes 18:56 sapier at least I hear my steps on grass 18:56 sfan5 hm 18:56 sfan5 did you use official openal srcs 18:56 sfan5 ? 18:56 sfan5 hm 18:57 sfan5 seems like -DLIBTYPE=STATIC makes OpenAL be a static library 18:57 sfan5 Linking C static library libopenal.a 18:57 sfan5 \o/ 18:58 sapier I did use the libs that work and I couldn't get some libs to build static ... well if I did spend some more days maybe but it wasn't worth the work for me 18:58 sapier otheres built static but not their dependencys e.g. curl and ssl 18:59 sfan5 curl does not build static? 19:00 celeron55 iqualfragile: the issue is, they probably want to know where the project is going 19:00 sapier curl does but openssl doesn't at least I didn't manage to make curl use the static linked openssl 19:00 iqualfragile celeron55: yeah, just think of some stuff 19:00 iqualfragile (xyz|imag1nary please cut this part from the logs :D) 19:01 sfan5 sapier: isn't openssl already included with android? 19:01 sfan5 do we even need ssl support? 19:01 sapier there are about 10 openssl-android trees out there exactly one very outdated one uses static linking 19:01 iqualfragile android release would be a big point, wouldnt it? 19:01 sapier well someone decided to switch mmdb to https some months ago ... so we need it 19:01 sfan5 oh 19:01 sfan5 mh 19:02 sapier didn't realize this till yesterday too 19:02 sfan5 that explains why that does not work 19:02 celeron55 well, i can always reference the blog post that i made 19:02 iqualfragile sfan5: no it does not 19:02 celeron55 but there's no roadmap or such 19:02 sfan5 no? 19:02 iqualfragile the https change happened months ago 19:02 sfan5 iqualfragile: I mean on android 19:02 sapier no need to defend it iqualfragile it's fine the way it is it's just some additional work :) 19:02 iqualfragile oh, right, thats true 19:03 sapier I didn't find a way to use androids openssl they don't provide access for ndk 19:03 sfan5 well 19:03 sfan5 gnutls should be easier to cross-compile 19:04 iqualfragile take it AWAAAY 19:04 celeron55 remember to use a new enough gnutls 8) 19:04 celeron55 they had at least that one nice bug 19:04 sapier easier then entering ndk-build? 19:04 iqualfragile gnutls seems to love aquiring bugs 19:04 iqualfragile the bad ones 19:04 sapier the issue is not building the lib but telling curl build to use it correctly 19:04 sapier for some reason this is way more easy for shared libs 19:05 sapier maybe because shared libs are the 99% case on linux like os 19:06 sfan5 well 19:06 sfan5 what will we do on iOS then 19:06 sfan5 no shared libs there 19:07 sapier I'm not gonna write a ios port ... but I consider transition to static libs to be polishing 19:07 iqualfragile sfan5: hmm… is the ios hardware even powerfull enought? 19:07 sfan5 iqualfragile: yes, it should be 19:07 sapier the hardware will be but you may not get enough access to it 19:07 sfan5 Apple build pretty powerful hardware into their devices 19:07 sfan5 builds* 19:11 sapier silly question but how to calculate pot2 for a arbitrary number e.g. 3445? 19:11 sapier despite of consecutive dividing by 2 19:11 sfan5 why would you need that 19:11 sfan5 ? 19:12 sapier to get the size of the image to scale it to? 19:12 sfan5 simply resize the texture to width + (width % 2); height + (height % 2) 19:12 sfan5 oh wait 19:12 sapier not modulo pot 19:13 sapier 53x19 --> 64x32 19:13 celeron55 determine the highest bit in the variable, then check if any other bits are set; if not, then it's 2^n, if so, then zero it and all other bits and set the bit that is one higher 19:14 celeron55 http://stackoverflow.com/questions/1322510/given-an-integer-how-do-i-find-the-next-largest-power-of-two-using-bit-twiddlin 19:14 celeron55 there are some practical solutions 8) 19:15 celeron55 of course just iterating through the 2^ns is probably plenty fast enough though 19:16 celeron55 there are only as many of those as there are bits 19:16 celeron55 the topmost answer is clearly the best though 19:17 sfan5 sapier: did you OpenAL build include support for OpenSL? 19:20 sfan5 ok 19:20 sfan5 found openal version that supports android 19:20 sfan5 https://github.com/AerialX/openal-soft-android 19:29 sapier sfan why don't you just look at my branch build/android/makefile ... it's all there 19:31 sfan5 oh, rigth 19:31 sfan5 right* 19:35 sapier did anyone succeed in ogles2 and meshes yet? 19:35 celeron55 in what? 19:36 sapier there seems to be some mesh operation crashing if I switch to ogles2 19:36 celeron55 on sailfish, ogles2 works a bit 19:36 celeron55 it doesn't crash, but half of the meshes aren't drawn 19:36 sapier something in inventory because once I move all things from panel to other inventory in ogles1 mode I can enter the game 19:37 celeron55 (sailfish-native i mean) 19:37 sapier mabe same thing but more severe result 19:37 celeron55 to me it seemed like irrlicht's gles2 support is just broken 19:37 celeron55 like, not fully developed even 19:38 sapier possible 19:38 celeron55 should ask from them 19:38 sapier I see some rendering glitches too e.g. white pixels blinking between nodes 19:39 celeron55 that's probably a side-effect of the shader-implementation of the fixed pipeline 19:39 celeron55 the texture sampling code in there takes white pixels outside of textures instead of wrapping or ingoring them or something 19:39 celeron55 i'd guess 19:39 celeron55 (of course that's just one possibility) 19:40 sapier maybe I don't know very much about graphics programming :-) you could tell me almost anything ;-) 19:40 sapier but I had to copy shaders to assets in order to get ogles2 work so this sounds reasonable 19:41 celeron55 ogles2 can't render anything without having a shader do it, so irrlicht provides the default ones that do roughly the same thing as the fixed pipeline does (i.e. regular opengl without shaders) 19:42 sapier ahh that does make sense 20:24 sapier argh I hate irrlicht 20:24 sapier they lie about npot 2 support 21:21 sapier ok added non npot2 support 21:21 sapier had to ask ogles myself because irrlicht claims limited apple npot2 support to be full npot2 support 22:18 RealBadAngel hi all 22:18 RealBadAngel so can we merge #1117 ? 22:18 ShadowBot https://github.com/minetest/minetest/issues/1117 -- Normal maps generation on the fly. by RealBadAngel 22:21 ShadowNinja Hmmm, I should test that. I can't for at least a few hours though. 22:23 RealBadAngel anybody else wanna test it? 22:26 sapier << testing right now ... anything I have to look ? 22:29 sapier do I need special textures? 22:31 ShadowNinja sapier: Just make sure everything compiles and runs on your GPU. 22:31 RealBadAngel just turn on shaders, bumpmapping and normal map generation 22:32 sapier hmm I don't see leaves waving 22:32 RealBadAngel 2nd feature is overriding normals, https://forum.minetest.net/viewtopic.php?id=8714 22:33 RealBadAngel sapier, are you trying it with minetest_game ? 22:45 sapier I hate net splits 22:45 RealBadAngel shit happens 22:46 RealBadAngel about leaves and plants waving. you need minetest_game for it, minimal wont do 22:46 troller sapier, fiiix! 22:46 troller 02:44:58: ACTION[ServerThread]: Guest7863 [::ffff:23.117.228.43] joins game. 22:46 troller 02:44:58: ACTION[ServerThread]: Guest7863 [::ffff:23.117.228.43] joins game. List of players: 22:46 PenguinDad I don't seem to be able to reproduce #1175 22:46 ShadowBot https://github.com/minetest/minetest/issues/1175 -- broken icon graphics with "preload item visuals" 22:47 sapier troller if you did spend half of the time you spent on complaining for writing a fix you'd have a golden edge solution by now 22:54 ShadowNinja troller: You can make a patch too. It's most likely a one-line change. 22:54 troller 2 lines. 22:56 CiaranG PenguinDad: pretty sure 1175 depends on video drivers or something - I get that same thing on maybe 4 out of 8 machines. I just turned it off. 22:56 troller https://github.com/freeminer/freeminer/commit/0216127ffef1647241b5e93f370015d1dd2af594 22:57 sapier DO NOT use those commits ... they're license incompatible to minetest 22:58 sapier sorry proller but you have to either do a pull request to minetest or explicitly relicense your fixes lgpl if you do add them to freeminer only 22:58 troller change one space ;) 22:59 sapier ok :-) guess there's no big deal ... yet we can't directly merge them 23:00 sapier but I guess writing functional equivalent code for this will not be a big deal ;-) 23:05 RealBadAngel sapier, how testing goes? 23:05 sapier we:-) despite of my sea sicknes it seems to be fine 23:09 iqualfragile sapier: why is it license incompatible? 23:10 sapier because freeminer switched to gpl which is less free then lgpl 23:10 sapier this way proller can use minetest code in freeminer but not the other way round 23:11 iqualfragile sapier: the LICENSE file in the freeminer repos still states gpl 23:12 sapier as I said GPL not LGPL 23:12 sapier you can't transfer GPL code to LGPL 23:12 iqualfragile *lgpl 23:13 sapier proller did you revert that change? 23:14 troller no 23:15 sapier hmm then you've got double licensing right now ;-) 23:16 troller in LICENSE.txt nothing about freeminer 23:18 sapier I thought I'd only have to deal with license issues at work now it's getting same crap here :-( 23:20 PilzAdam sapier, as far as I see FM is under LGPL 23:21 sapier PilzAdam: not entirely 23:21 PilzAdam at least thats what their LICENSE.txt says 23:21 sapier COPYING as well as headers of some of xyz's files specifyl gpl 23:22 RealBadAngel sapier, you can try generatin normals on any texture pack 23:24 PilzAdam can they distribute LGPL'd code under GPL without asking the orginal author? 23:24 sapier yes 23:25 sapier but most of those files are written by xyz anyway 23:27 sapier and more relevant even if they couldn't change the license of existing code their additions would still be gpl 23:27 PilzAdam they can only relicense it if they modify it 23:27 sapier I don't se any reason to merge our own code back ;-) 23:27 sapier we'd need the fixes but those are gpl 23:39 iqualfragile uhm… no they actually can not do that 23:40 iqualfragile wait, rethinking 23:40 sapier that's what lgpl is for ;-) 23:42 iqualfragile http://www.gnu.org/licenses/license-list.html#LGPL 23:43 iqualfragile (i did not quite understand why minetest switched to lgpl anyways) 23:44 sapier because lgpl doesn't have the copyleft 23:44 sapier basicaly proller did was lgpl was meant for ... he didn't agree with mainline development and forked 23:45 iqualfragile "was" ^^ 23:45 sapier ok actually it wasn't proller but xyz 23:45 iqualfragile you can do that with gpl, too 23:45 sapier no you can't use gpl code in a lgpl project as this will result in the lgpl code beeing gpl 23:46 iqualfragile again: i do not understand why minetest switched to lgpl 23:46 iqualfragile switching to agpl would make more sense in my opinion 23:46 celeron55 it doesn't matter whether you understand it or not 23:46 celeron55 minetest uses lgpl and that's it 23:46 sapier possible but we're way beyond the point where switching licenses is possible 23:46 sapier at least for non compatible licenses :-) 23:47 iqualfragile celeron55: iirc the license was changed a while ago, i would like to understand the reasons for that 23:47 celeron55 iqualfragile: a while? it was changed years ago 23:48 sapier and it doesn't change the situation minetest is lgpl and we can't switch to a non compatible license 23:49 iqualfragile sapier: it would be kinda possible 23:49 sapier if you did ask anyone who contributed to minetest 23:49 celeron55 what about we switch to a license that disallows development and usage? 23:50 iqualfragile celeron55: great idea! 23:50 celeron55 because people seem to like licenses that restrict things 23:50 sapier I don't see a reason to switch license lgpl is not perfect but good enough 23:50 celeron55 now please everyone who cannot stand LGPL, leave this channel; it is not a thing that is arguable at all 23:51 celeron55 i consider one of my greates work regarding to minetest to be the ninja'ed license switch from GPL to LGPL 23:51 celeron55 +t 23:51 sapier btw iqualfragile did you specify mmdb license yet? ;-) 23:52 iqualfragile uhm… no 23:52 iqualfragile :D 23:52 iqualfragile licenses are hard 23:53 sapier I suggest to decide for one we could realize by some time our mmdb and serverlist are non-free code ;-P 23:54 iqualfragile hmm… i might go for agpl, but it will be hard to actually write that down as others (mainly jeija) contributed some stuffs and he is unreachable 23:54 celeron55 (and i consider one of my worst work to be the lockdown to GPL and due to that LGPL because i knew almost nothing about licenses initially) 23:56 celeron55 i was trying to go for BSD for contributions, but then i let it slip because the initial contributors were some GPL fanatics 23:56 celeron55 which was the worst idea ever 23:57 iqualfragile well, maybe not, with gpl those craptastic buildcraft apps would be legal 23:58 iqualfragile s/gpl/bsd 23:58 iqualfragile additionally bsd brought us apple -.- 23:58 sapier without those apps we'd not have a android port 23:59 sapier it's quite simple if those crapy apps didn't ruin out reputation I'd not have started to link the pieces 23:59 sapier at least not that early