Time Nick Message 00:15 ShadowNinja Here's a more complete formspec mockup: http://ix.io/bEZ/lua 00:16 ShadowNinja If we use full Lua mixed array/map serialization we can make t[1] a synonym for t["type"] and make it simpler. 00:17 ShadowNinja Or smaller rather. 00:27 ShadowNinja I notice that the ASync API functions are passing str:len() after str to C a lot. Seems that sapier didn't know about the lua_getstring functions with a size. 04:52 ShadowNinja ~tell sapier I removed the marshal dependency from the async API using string.dump and loadstring. I also fixed code style and a few real bugs (eg, missing lua_pop) Is the broken LuaJIT beta check still relevant? Experimental patch: http://ix.io/bF7/diff 04:52 ShadowBot ShadowNinja: O.K. 05:09 ShadowNinja Er, had other changes there. http://ix.io/bF8 05:12 ShadowNinja I also found a bug. Pausing the game before the world is visible will prevent it from loading. 07:19 ShadowNinja And yet again my C Lua changes have exploded into a monster: 24 files changed, 721 insertions(+), 1515 deletions(-) 07:20 ShadowNinja I added the errfunc at init, rather than as every C -> Lua call. 07:20 ShadowNinja at* 07:21 ShadowNinja I also mv'd lua_api/l_async_events.* to cpp_api/s_async.* Since it actually belongs there. 07:23 ShadowNinja http://ix.io/bFd/diff 07:24 ShadowNinja And with that I'm off. o/ 09:44 seolfor can somebody help me with cmake config ? i can't add FrreType libarys 15:12 seolfor BlockMen, darkrose, PilzAdam will somebody help me with cmake config? I can't add FreeType libaryr into cmake config 15:12 seolfor libarys* 15:15 Shardvex #minetest seems to be more active right now 15:16 seolfor thx for information Shardvex, but mayby you known why i cant add libary path of freeType into cmake config ? 15:27 BlockMen seolfor, could you be more concrete what is not working? 15:32 RealBadAngel hi 15:32 seolfor i made minimal build with vs2012 configued with cmake 15:33 PilzAdam RealBadAngel, fix your shaders: https://github.com/minetest/minetest/issues/1193 15:33 seolfor after this i tried to add freetext dependency 15:33 RealBadAngel PilzAdam, im aware of it 15:34 PilzAdam also water is opaque sometimes and light has no effect on it 15:34 RealBadAngel the question is i shall push changes that those bugs do not apply or 1st change older code 15:34 PilzAdam what? 15:34 RealBadAngel and then push newer code 15:35 RealBadAngel i have rebuilt shaders completely meanwhile 15:35 PilzAdam fix the bugs without introducing new bugs 15:36 PilzAdam also why do you keep rewriting shaders completly? 15:36 RealBadAngel not the shaders really, way of handling them 15:37 RealBadAngel i have moved generation of shaders from realtime to startup 15:38 RealBadAngel simple step, but i do have 40-60 fps again, with all the effects turned on 15:39 RealBadAngel and i mean with normals generation on the fly 15:41 RealBadAngel also, this rewrite means one shader for nodes 15:41 RealBadAngel and others for postprocess 15:43 RealBadAngel again, the question, shall i fix the old code or push the new one.... 15:44 RealBadAngel because the bug is kinda silly, and openGL related 15:47 RealBadAngel on one machine code vec4 (color.rgb, alpha) is proper on others vec4 (color.r, color.b, color.g, alpha) is needed 15:48 RealBadAngel this is kinda sick 15:49 RealBadAngel that one above caused light issues for water at night 15:49 seolfor RealBadAngel, can't you be more specific with on is on with machine ? (vec4 ) mayby ther is some macro needed 15:51 seolfor im not shure what "diffrent" machines you mean ... linux/windos x32/x64, or any random thing .. 15:53 ShadowNinja seolfor: Different versions of OpenGL or graphics cards. 15:53 RealBadAngel genau 15:53 RealBadAngel same code behaves very different way 15:54 RealBadAngel or even wont compile 15:54 RealBadAngel gl is a bitch 15:54 RealBadAngel and they call it a standard, LOL 15:56 seolfor if thats the case so it's realy a quite problem 15:59 seolfor if it would be only diffrent version of openGL it whould be not so bad, but if grahpic card's make inpact on it's I whould consider it as bug of OpenGL 16:05 RealBadAngel i have to be very carefull what im using, have to check what works for nvidia what for ati 16:05 RealBadAngel this is ridiculous 16:05 seolfor this is Open software ;] 16:06 RealBadAngel actually not 16:06 seolfor realy ? OpenGl is not public code ? 16:06 RealBadAngel thats why Thorvalds show nvidia a finger 16:07 RealBadAngel interface to hardware is closed 16:08 seolfor so the "best" part is closed .. what a lame :p 16:08 RealBadAngel you can just quess whats right 16:09 RealBadAngel open source drivers are reverse engering 16:09 Calinou interface to hardware is closed 16:09 Calinou like in any brand 16:10 Calinou thats why Thorvalds show nvidia a finger 16:10 RealBadAngel WE shall not let it happen 16:10 seolfor ;D 16:10 Calinou he retracted his finger a few months ago when NVIDIA started pushing straw man patches 16:11 RealBadAngel we do have much more fingers aviable 16:12 RealBadAngel because if we will let it pass, we soon will be coding in pauses for watchin the commercials 16:14 sfan5 ShadowNinja: can I have your threadname patch again? (the non-hacky one) 16:16 ShadowNinja sfan5: The non-hacky one doesn't work with Windows at all. The hacky one works only for MSVC. And the hacky part is only the MSVC section. 16:16 sfan5 how do you know it does not work at all? 16:16 ShadowNinja You can get the patch from my PR. Because SetThreadName doesn't exist on any version of Windows. 16:21 sfan5 BTW #1224 should be merged 16:21 ShadowBot https://github.com/minetest/minetest/issues/1224 -- Fix problem with newer MinGW runtimes by sfan5 16:22 sfan5 it fixes compiling on my freshly compiled MinGW gcc 4.8 16:22 seolfor guys why i can makde Debug build but i get linking errors in Release one ? 16:22 seolfor make* 16:23 seolfor and please dont tell me somthing like "instal linx" 16:33 seolfor im using newest version of minetest, i made a debug build, run it and in attempt of world creation i getting ingame Error:Invalid game index - it's only for me or newest commit is broken ? 16:33 sfan5 seolfor: dl yl 16:33 PilzAdam RealBadAngel, opengl is an API specification; it has nothing to do with code 16:34 sfan5 seolfor: please paste the errors you get 16:35 seolfor sfan5, like i sad i got "Error: Invalid game index" 16:35 sfan5 I mean the linking errors 16:37 seolfor http://pastebin.com/e4MqnVDH, 16:42 seolfor sfan5, any idea ? 16:42 sfan5 hm 16:43 sfan5 no idea 16:43 seolfor ;] thx any way, and how about this one ingame error ? 16:43 ShadowNinja Seems MSVC and MT both define _str*. 16:45 seolfor im seek and tired of this msvc.. i will work only in debug mode for now 16:47 seolfor any ide'a what is this ? 16:47 seolfor http://snag.gy/KntV3.jpg 16:49 sfan5 your irrlicht was compiled without support for other fonts 16:50 seolfor sfan5, so i have to do what? compile irrlicht or add gettext font lib into project ? 16:50 sfan5 gettext is for translations, not fonts 16:51 sfan5 either compile irrlicht or use sfan5.pf-control.de/irrlicht-1.8.1-win32.zip 16:51 seolfor thx for pack 16:51 sfan5 I have some more libs on thre 16:51 sfan5 there* 16:52 seolfor it's compiled with gcc ? i'm using vs2012 it will work ? 16:53 sfan5 these: http://sfan5.pf-control.de/luajit-2.0.1-static-win32.zip & http://sfan5.pf-control.de/libleveldb-1.12-win32.zip & http://sfan5.pf-control.de/freetype-2.3.5-1.zip & http://sfan5.pf-control.de/gettext-0.14.4.zip 16:53 sfan5 it was compiled with gcc, but it should work with msvc 16:53 seolfor thx 16:53 seolfor i'm missing only gettext rest i made alredy 16:55 seolfor and i had already freetype in my project it's it font pack ? or am i missing dll in build folder ? 16:55 sfan5 if you have a .dll missing it would not start 16:57 seolfor yep i added them already but im curious why i dont got fonts .. (i have to install some dictionary checking into irc ;/ ) 17:01 seolfor sfan5, if you want i have also curl libogg/vorbis copiled libs 17:02 seolfor it may be usefull for somebody 17:02 sfan5 I have all libs in compiled form 17:02 sfan5 +alreadyy 17:02 sfan5 -y 17:02 sfan5 I provide windows builds 17:02 seolfor ah is that so .. ;] 17:09 seolfor sfan5, i can't link your irrlicht libary ;( 17:10 seolfor so it's looks like i have to compile it myslef 17:10 Megaf Hi everyone 17:17 seolfor sfan5, this compilation of irrlicht mast be done with some speclal parameters or linking's for fonts supprot ? 17:17 sfan5 no 17:19 seolfor just compile it right? ok i will do it (but first it's looks like im missing directX sdk) 17:31 sfan5 you do not need the DX sdk if you don't need DirectX support 18:02 seolfor sfan5, i need sdk dx for compilation process 18:03 seolfor +irrlich 18:09 sfan5 merging #1224 in 10 mins 18:09 ShadowBot https://github.com/minetest/minetest/issues/1224 -- Fix problem with newer MinGW runtimes by sfan5 18:27 RealBadAngel PilzAdam: it seems that you have never code anything open GL 18:28 RealBadAngel some code is valid for ati, some for nvidia, not to mention revisions... 18:29 RealBadAngel opengl is a joke 18:30 RealBadAngel most fucked up programming languange i ever saw 18:30 sfan5 opengl is not a programming language 18:31 RealBadAngel you know what im talkin about 18:31 sfan5 the shader lang? 18:31 RealBadAngel up 18:31 RealBadAngel yup 18:32 PilzAdam RealBadAngel, I think _you_ dont know what you are talking about :-p 18:32 seolfor PilzAdam, im shure he mean API instead "language" 18:32 RealBadAngel PilzAdam: for christ sake, code something once 18:33 RealBadAngel instead of fooling around 18:33 RealBadAngel any other case, just shut the up 18:33 seolfor ;] i wana code somthing .... instead of this fight with compitalione on win 18:34 RealBadAngel *fuck 18:34 sfan5 seolfor: compile with mingw if you don't want to mess with stuff 18:35 seolfor sfan5, can u send me ALL your dependencies and compilation projects etc ? 18:35 RealBadAngel anyway, fixes for the issues will come this weekend 18:36 seolfor to hell with it >.> im instaling linux 18:36 RealBadAngel propably together with new architechture 18:37 RealBadAngel going back is not possible 18:37 sfan5 seolfor: compiling works pretty good on windows 18:37 sfan5 but only when you use mingw 18:37 seolfor sfan5, i tried 18:37 sfan5 with MinGW? 18:37 seolfor i made all dependencies with mingw 18:37 sfan5 compile minetest with mingw too 18:38 seolfor but i wasnt be able to compile minetest 18:38 sfan5 post an error log then 18:38 RealBadAngel im encountering much more problems fixing stuff than doing them properly from scratch 18:39 seolfor hmy .. then.. can you give me all depenedencies for mingw again ? i removed my compilations already .. 18:39 sfan5 ok 18:39 seolfor for mingw ofcourse* 18:43 seolfor sfan5, are you there ? i realy started thinking about linux 18:43 sfan5 yes 18:43 sfan5 uploading.. 18:44 seolfor oh, sory i will w8 then ;D 18:45 sfan5 seolfor: sfan5.pf-control.de/packages-minetest-win32.7z 18:46 seolfor asome.. thx a lot i will give them a shot ;] 18:50 seolfor sfan5, about OGG_LIBRARY with one should i include ? /libogg-1.2.1-dev/lib/libogg.a or *.dll.a ? 18:51 sfan5 if you don't want to put the .dll in your bin folder use the .a otherwise the .dll.a 18:51 sfan5 this is a more or less general rule 18:51 seolfor thx 18:59 seolfor sfan5, i already made "generation" form cmake for mingw, and now how do i compile minetest ? 19:00 sfan5 run 'make' 19:00 seolfor from msys console ? 19:00 sfan5 yep 19:00 seolfor i done it but .. 19:01 sfan5 paste the error 19:02 seolfor yep w8, .... bwt should i run it form main minetest folder or form cmake generated ? 19:03 seolfor sfan5, http://snag.gy/aRotn.jpg 19:03 sfan5 from the folder cmake made 19:04 seolfor so im done it .. 19:04 sfan5 where is your 'Makefile'? 19:04 seolfor but nothing heppend (or it's seems like msys closed after i typed make) 19:05 seolfor in .. .. . minetest\bin folder 19:05 seolfor path is right 19:06 sfan5 hm 19:06 seolfor i hate "cmd" in windows >.< right now i have 4 diffrend comand shells >.< 19:06 sfan5 run cmake with the build dir as a seperate directory, e.g. minetest\build 19:07 seolfor i run cmake for destination directory minetest\bin - it shouldnt be much diffrence 19:07 seolfor mayby my mingw is coruppted ? 19:08 sfan5 I don't think so 19:08 sfan5 wait wait 19:08 seolfor but it's looks aloust like shell clrash after typing cmake 19:08 sfan5 run cmake with the build dir as a seperate directory, e.g. minetest\build 19:08 sfan5 try that 19:08 seolfor ok 19:09 seolfor o0 19:09 seolfor i think i found problem ... 19:11 seolfor last one i made for mingw makefile http://snag.gy/xzQtD.jpg 19:11 seolfor instead of msys makefiles 19:13 seolfor sfan5, but now i get http://0bin.net/paste/CX8iZRrvcgh4KWjZ#, so cmake should be done for mingw or msys ? 19:13 sfan5 ... 19:13 sfan5 umm 19:13 sfan5 the paste link does not work 19:14 seolfor http://ctrlv.it/id/Mzc3OTc1 19:15 sfan5 hm 19:15 sfan5 try mignw 19:15 sfan5 mingw* 19:15 sfan5 maybe you need to download make seperatly and run it from normal cmd 19:16 seolfor sfan5, done http://ctrlv.it/id/Mzc3OTc2 19:16 sfan5 that looks good 19:19 seolfor ah .. it's comping now .. i run make form cmd shell like : C:\MinGW\bin\mingw-make, and it failed already ;( but how i got at least some error 19:20 seolfor error: ft2build.h: No such file or directory 19:20 seolfor freetype woring linking ? 19:25 seolfor yep freetype variables are not showing in cmake-gui for shure 19:26 sfan5 freetype has 2 different includes 19:26 sfan5 http://dev.minetest.net/CMake_Options#Freetype2 19:26 seolfor i added them already 19:27 sfan5 ^ seolfor: consult that wiki page for information 19:28 seolfor but realy why ther are two includes ;] *_ft2build *_freetype2 it's not normall at all .. 19:28 seolfor how i have to figure out how to debug this build ;) 19:29 celeron55 seolfor: i have really bad experiences trying to use cmake with msys 19:29 seolfor sfan5, mingw by defauld is making debug or release build ? 19:29 celeron55 it just doesn't understand what it's running on 19:29 celeron55 run cmake on the regular windows command prompt and tell it to use mingw and it will work 19:30 sfan5 seolfor: cmake makes release by default 19:30 celeron55 and remember to clear all of cmake's cache (CMakeCache.txt, CMakeFiles) 19:30 sfan5 seolfor: there were always two includes 19:30 seolfor celeron55, i done it already exacly like you say 19:35 seolfor error at compiling proces .. http://ctrlv.it/id/Mzc3OTc3 19:35 seolfor at 100% ;] 19:40 sfan5 hm 19:40 sfan5 disable leveldb for now 19:40 sfan5 seems like I did something wrong 19:41 seolfor i did it and now recoplinig... 19:47 seolfor sfan5, again failed http://ctrlv.it/id/Mzc3OTg4 and now i don't have any idea why 19:48 sfan5 o.O 19:48 sfan5 which mingw version do you have? 19:49 seolfor hmy .. mingw-make is 3.82.90 19:53 seolfor sfan5, any idea ? 19:53 sfan5 which mingw-gcc version? 19:54 seolfor 4.8.1 19:58 ShadowNinja celeron55: Did you see my SCons minetestmapper patch? 19:59 ShadowNinja I made another patch for minetestmapper that tripples speed: http://pastebin.ubuntu.com/7251559/ 19:59 seolfor sfan5, can you give me your cmake config ? i will only change dependencies paths 19:59 sfan5 eh, sure 20:00 seolfor becouse this is simple seek .. >.< 20:00 ShadowNinja Also, comments on http://ix.io/bFd/diff ? 20:01 seolfor o .. i have better idea i will not chage anything in cmake config i will simply move dependencis 20:02 sfan5 seolfor: http://0bin.net/paste/YrCDZng3IjNpfGCG#p9ho/WHZ1cn9+V9axeIu6LWFax6h4ZqGS/64L0XMIJA= 20:03 seolfor "simply" <- have new meening for me now >.> like "i will not use door to get in, i will make another one exacly the same like sfan5 got, and then we will se if they will work" ;( 20:07 ShadowNinja Also, who came up with this pythonmodulo bit twidling? http://ix.io/bG2/diff I'll push that in a minute. 20:09 seolfor sfan5, what is it : /home/stefan/mt-build/buildbot/toolchain_mingw.cmake 20:09 seolfor and this : /usr/bin/msgfmt 20:09 sfan5 msgfmt is used for gettext 20:09 sfan5 just ignore the toolchain_mingw.cmake file 20:10 seolfor and this msgfmt ? 20:13 sfan5 just disable gettext for now 20:16 ShadowNinja The Minetest client and server-only build use seperate project names, meaning that everything that the server uses is build twice. Can this be done in a better way? 20:23 ShadowNinja sfan5: Comments on my mapper patch? 20:39 seolfor sfan5, to hell with windows, still not working tomorow i will my lovly archlinux 20:40 seolfor i will install my lovly* 20:45 ShadowNinja Grrr, that noise bug is making Minetest unusable. hmmmm: <-- Has nobody else experienced this? 20:50 VanessaE_ what noise bug? 20:53 ShadowNinja VanessaE_: resizeNoiseBuf throws an std::bad_alloc. Release builds too (although a catch (...) catches it and prints it rather than crashing) 20:53 ShadowNinja Oddly only my development installation has it. 20:53 ShadowNinja Possibly a mod. 20:54 VanessaE_ hm. I haven't been playing much lately so I haven't seen anything unusual like that. 20:55 tiemay I just created a minetest cleaner for bleachbit ( https://github.com/az0/cleanerml/blob/master/pending/minetest.xml ), and it needs to be reviewed before getting added to the release. You all probably know minetest best, so it would be nice if you helped ( http://bleachbit.sourceforge.net/contribute/cleaner ) 20:55 ShadowNinja Happens even with all mods disabled. 20:56 ShadowNinja VanessaE_: I've had this issue for a while. 21:23 hmmmm ShadowNinja, huh? 21:24 hmmmm the noise has been in there and hasn't changed for about a year and a half now 21:24 hmmmm nobody else has ever had this problem..... 21:24 celeron55 tiemay: what the mod_settings one isn't officially supported by minetest; the behavior is completely undefined if you do that 21:24 hmmmm std::bad_alloc typically means you're trying to allocate way too much, so chances are a mod has a value that's really messed up 21:25 celeron55 tiemay: probably breaks the world 21:25 hmmmm I don't do error checking on the noise parameters, sorry. I really should though I admit 21:25 celeron55 s/what the mod_settings one/what the mod_settings one does/ 21:25 hmmmm my code has a certain philosophy though, and users of Noise are able to change most of the parameters after the noise has already been constructed, without "setter" method overhead 21:26 hmmmm the downside of this philosophy is that it has a certain amount of trust 21:26 celeron55 tiemay: the four others are fine 21:26 tiemay celeron55: I tested it, currently the file just gets recreated when the world starts up again 21:26 hmmmm I think what I might do is add in sanity checks for noise values on initialization, but anything after that is up to the user 21:26 celeron55 tiemay: if the world uses some other game than minetest_game, it won't know what game it uses 21:26 celeron55 -> it breaks 21:27 celeron55 it defaults to minetest_game due to legacy purposes 21:27 celeron55 which makes it work for your case 21:27 celeron55 try eg. nodetopia 21:28 celeron55 also if you use some other backend than sqlite3, it breaks 21:29 celeron55 currently you can somewhat safely clear each line from world.mt except the "gameid = " one and the "backend = " one, but more will come in the future 21:29 ShadowNinja hmmmm: No mods are enabled. 21:30 tiemay celeron55: ah, I see now. I'm not sure if bleachbit can erase just part of a file... perhaps the mod enable/disable settings could be stored in it's own file? 21:30 hmmmm can you check out your map_meta.txt? 21:31 celeron55 tiemay: just remove the whole option; you can't do it safely 21:31 celeron55 tiemay: also if you remove the mod options, everything in the world that is made by the mod breaks 21:31 celeron55 the whole content of the file is just inherent to the world 21:32 celeron55 change it to a full-blown "clear worlds" option if you insist on removing that file 21:32 ShadowNinja hmmmm: http://pastebin.ubuntu.com/7252041/ 21:32 celeron55 this is just dumb 21:32 hmmmm wow 21:32 hmmmm those are interesting values 21:32 hmmmm why are the last two parameters nuts like that 21:32 celeron55 what are the 3rd and 2nd last parameters? 21:33 hmmmm octave and seed offset, i forget in which order 21:33 tiemay celeron55: doesn't everything in a world from a mod already break after removing the mod? 21:33 celeron55 that's an insane octave either way 21:33 hmmmm yep 21:33 celeron55 tiemay: same thing 21:34 celeron55 tiemay: i'm not going to argue more about this; you know my view on it now and i probably won't ever even try bleachbit if it's policies are like this 21:34 hmmmm hmmmmm and that's the dilemma 21:34 hmmmm do I limit the number of octaves 21:34 tiemay celeron55: dude, chill... 21:34 celeron55 no, i don't chill when people are dumb 21:35 tiemay celeron55: stop pissing on your new contributors, mistakes are part of learning 21:35 hmmmm instead of limiting the number of octaves, i think a better approach would be to bypass the noise lattice buffer and use the slow perlin noise functions to populate the noise 21:36 hmmmm that way people can have 55 octaves if they really want it, and it'll work for everybody, there's just no telling how slow it might be ;) 21:36 celeron55 hmmmm: lol 21:36 hmmmm tiemay, if you can get through the hazing stage I promise everything will be good 21:36 celeron55 33 octaves would take like an hour 21:36 hmmmm eh 21:36 hmmmm more like 2-3 seconds on a fairly modern processor i'd assume 21:37 hmmmm still ridiculous 21:37 celeron55 hmm... isn't it like 2^(33-3) more expensive than a 3 octave noise? 21:37 tiemay hmmmm: hazing is not ok with me, ever... 21:37 celeron55 which is 1073741824 21:37 * hmmmm scratches head 21:37 celeron55 that's probably more than an hour 8)) 21:38 hmmmm it should only be 33 iterations per call 21:38 hmmmm the thing that's exponentially decaying is the spread factor 21:40 celeron55 so how does the noise thing even iterate 21:41 celeron55 ah yes, it's just linearly increasing the iterations 21:41 hmmmm i'm just talking about the naive point polling functions 21:43 celeron55 some implementation might get that slow though 21:44 celeron55 but the sampling resolution of any octave stays exactly the same in this... which makes the octaves just completely random noise (nothing like perlin) when they go smaller than the sampling resolution of value per node 21:44 celeron55 you could probably convert the remaining octaves to a single noise2d call 8) 21:45 celeron55 (which wouldn't give the same result but would modify the result in the same nonsense way) 21:47 celeron55 i guess it's called aliasing, actually 21:48 celeron55 ... 21:48 celeron55 so where did the values come from in the first place? 21:48 celeron55 the main issue doesn't seem to be how the values are handled but rather the weird values 21:50 celeron55 <+ShadowNinja> celeron55: Did you see my SCons minetestmapper patch? 21:50 celeron55 where is this? 22:44 hmmmm hmm 22:44 hmmmm https://forums.unrealengine.com/showthread.php?2574-Why-C-for-Unreal-4&p=16252&viewfull=1#post16252 22:45 hmmmm sometimes i wonder if this incredibly enormous lua scripting environment is the best way to do things 22:45 proller and slowest 22:45 proller and for singleplayer only 23:07 ShadowNinja celeron55: http://ix.io/bEx/diff 23:12 ShadowNinja hmmmm: I think that a C++ API using loadable modules (usually shared libraries) would be good. It would be much less portable though. 23/64 bit and Linux/Windows/OSX versions would need to be projided if they were cross-platform. Or they'd have to be compiled with it. 23:13 ShadowNinja I don't think that we should drop Lua though, for all of those reasons. It's also much easier to send to a client and sandbox. 23:15 VanessaE_ ShadowNinja: cue lamefun and his HTML5/javascript rave :P 23:16 ShadowNinja Comments? http://ix.io/bGm 23:18 ShadowNinja This too, I'll make a pull soon: http://ix.io/bGn 23:33 ShadowNinja ~tell sapier See #1226 23:33 ShadowBot ShadowNinja: O.K. 23:33 ShadowNinja #1226 23:34 ShadowBot https://github.com/minetest/minetest/issues/1226 -- [WIP] Remove dependency on marshal and push the Lua error handler only once by ShadowNinja