Time Nick Message 00:09 VanessaE oh holy crap, mesh generation is HORRIBLY laggy now 01:22 VanessaE 21:21:50: ERROR[ServerThread]: ServerEnvironment::deactivateFarObjects(): id=506 m_static_exists=true but static data doesn't actually exist in (-43,1,-28) 01:22 VanessaE WARNING: StaticObjectList::remove(): id=506 not found 01:22 VanessaE 21:21:50: ERROR[ServerThread]: ServerEnv: Trying to store id=506 statically but block (-43,1,-28) already contains 508 objects. Forcing delete. 01:22 VanessaE um, explain please? 01:22 VanessaE my server's log is being flooded with messages like this 01:22 VanessaE for this particular mapblock and one or two others 01:22 VanessaE and there is NOTHING here but air and some tree leaves 01:23 VanessaE (mainly the flood is the "forcing delete" line, and yes I translated that location from mapblock to actual world coordinates e.g. -688,16,-728) 01:29 VanessaE the server is sitting there repeating over and over, 01:29 VanessaE 21:28:50: ERROR[ServerThread]: ServerEnv: Trying to store id=886 statically but block (-43,1,-28) already contains 519 objects. Forcing delete. 01:29 VanessaE every couple of seconds, even if there's no one signed on 01:29 VanessaE with the id number incrementing each time. 01:32 VanessaE aaaannnnnd....... 01:32 VanessaE 21:31:20: ERROR[ServerThread]: ServerEnv: Trying to store id=1330 statically but block (-43,1,-28) already contains 522 objects. Forcing delete. 01:32 VanessaE /home/minetest/Scripts/minetestserver-creative.sh: line 21: 8794 Segmentation fault /usr/bin/minetestserver --worldname Creative_World --config /home/minetest/.minetest/minetest-server-creative.conf --gameid dreambuilder_game --port 30000 --disable-unittests --logfile $DEBUG 01:32 VanessaE out of the blue. for no reason. 01:33 VanessaE twice. in a row. 01:34 * VanessaE loads it into gdb. 01:34 VanessaE if it does again, I'll get a backtrace. 01:34 VanessaE dies* 01:38 VanessaE hmmmm: any commentary? you're the map emerge expert, seems like this might be your area? 01:50 kahrl VanessaE: I've seen stuff like that happen when you throw an item out the bottom of the world 01:50 kahrl although your coordinates are far away from that, so no idea 01:51 VanessaE and I just did a clearobjects an hour or so ago, impossible for a player to have had a chance to repeat such an action 02:13 hmmmm VanessaE, no idea about that. I recall somebody recently fixed a bug related to disappearing items though 03:09 VanessaE ok, got a backtrace of that crash 03:09 VanessaE https://github.com/minetest/minetest/issues/1426 03:11 VanessaE I still have it loaded in gdb if someone can direct me to getting more info from it. 04:00 hmmmm VanessaE, what commit is that at 04:01 VanessaE HEAD + https://github.com/sapier/minetest/tree/fix_player_deleted_to_early 04:03 hmmmm well it appears that the PlayerSAO's m_inventory is invalid somehow 04:03 VanessaE just to be sure it's not that patch, I just restarted, issued another clearobjects, and meanwhile re-cloned/rebuilt clean and refreshed all the games/mods. when the clear is done, I'll restart. I don't expect that'll actually change anything though. 04:05 hmmmm when PlayerSAO gets constructed, the Player * that gets passed to it has an invalid inventory it seems 04:14 hmmmm I am not able to determine the problem unless I actually caught it in a debugger 04:14 hmmmm s/caught/catch/ 04:17 VanessaE what do you need from me if I catch a crash in gdb again? 04:18 hmmmm I don't know, I'd just play around with it a bit 04:18 VanessaE hm 04:19 hmmmm first you need to make sure that PlayerSAO::m_inventory is a pointer to a valid inventory 04:19 hmmmm and if not, where it gets set to something odd 04:20 hmmmm this is best handled with somebody who has knowledge of the inventory and item systems, it's a very deep issue 04:20 VanessaE well the map is available for download, though the current copy is almost a week old 04:20 VanessaE and it's big 04:20 hmmmm somewhere along the line, the player's inventory pointer gets swapped and deleted and not updated back 04:20 VanessaE (like a few gigs) 04:22 VanessaE http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Creative_World.tar.bz2 04:23 VanessaE I can update the copy if the existing one isn't new enough. 04:23 VanessaE (or it'll update automatically in a couple days anyway) 04:33 hmmmm hmm 04:34 hmmmm ClientMap already attempts to do some occlusion culling 04:34 hmmmm only thing is, it sucks at it 04:34 hmmmm you could be staring directly at a wall and it'll only occlude like 350 of 700 blocks in range 04:35 VanessaE didn't I say that like, a year ago? 04:35 hmmmm I don't know if you did or not 04:35 VanessaE I did. 04:35 VanessaE I was basically told to shut up :P 04:35 VanessaE (not by you though) 04:35 VanessaE my test was staring at the ground though, rather than a wall 04:35 hmmmm well, I'd rather first ask celeron why he chose to attempt manual occlusion rather than use irrlicht's 04:36 VanessaE same diff. 04:36 VanessaE wat? 04:36 hmmmm irrlicht has occlusion culling 04:36 VanessaE at the time I was told rather...clearly... that attempting to manually occlude ANYTHING was guaranteed to be like, orders of magnitude slower than just throwing it all at the GPU and letting it sort it out 04:37 hmmmm well this is manually occluding things 04:37 kahrl hmmmm: does it work for changing meshes? or is it meant for static maps like in quake (with vis information)? 04:37 VanessaE maybe related to everything being all in one irrlicht scene node? 04:38 hmmmm i.e. not adding blocks to the drawlist after checking 8 corners of the cube and the center 04:39 kahrl oh, http://irrlicht.sourceforge.net/docu/example026.html 04:39 kahrl so it seems it should work with our kind of meshes, and it offloads the work to the GPU 04:39 hmmmm yeah kahrl 04:39 hmmmm that's what I was reading 04:39 hmmmm anyway that's the entire point of making each mapblock have a scenenode 04:40 hmmmm so you can do that 04:40 kahrl well, I know that the other voxel game has that kind of thing (called "Advanced OpenGL", can be disabled), on some computers this seems to cause chunk errors 04:40 kahrl might be problem with the software or the GPU, idk 04:40 kahrl be a* 04:42 hmmmm more specifically 04:42 hmmmm a more accurate way of checking if mapblocks need to be drawn or not is needed 04:43 hmmmm so fixing isOccluded() would also help 04:43 hmmmm manually computing whether or not a block is occluded isn't very slow 04:43 hmmmm calls to ClientMap::updateDrawList() take like 2ms 04:43 hmmmm yea, that's still a lot more than necessary though.. 04:49 hmmmm am I wrong in saying that ClientMap::updateDrawList() iterates through every loaded mapblock to decide whether or not something should be drawn? :( 04:50 kahrl yes 04:50 VanessaE hmmmm: the affected server's clearobjects has finished and it has been restarted, back to current git HEAD, no patch. if it segfaults again, I'll get another backtrace. 04:50 kahrl it skips the MapSectors that are out of range 04:51 VanessaE still seeing this appear every so often though, with different, incrementing IDs: 04:51 VanessaE 00:51:12: ERROR[ServerThread]: ServerEnvironment::deactivateFarObjects(): id=115 m_static_exists=true but static data doesn't actually exist in (-43,1,-28) 04:51 VanessaE WARNING: StaticObjectList::remove(): id=115 not found 04:52 hmmmm kahrl, from what I'm reading it skips blocks inside of sectors that are out of range 04:52 hmmmm it still gets all the blocks from within the sectors 04:55 hmmmm hmm, anyway, the implementation looks solid, but why is it inaccurate then? 05:10 * VanessaE sighs. 05:13 VanessaE so. Creative doesn't seem to segfault if I take sapier's patch out, but without that patch, well, the server just deletes players when it deletes what it thinks are hundreds of entities that don't even exist 05:18 VanessaE ok, it's a mod bug. *sigh* 05:18 VanessaE as usual. 05:19 VanessaE however, deleting players with entities is still an engine bug 05:19 VanessaE (the hundreds-of-entities is a mod bug I meant) 08:17 RealBadAngel hi 08:17 RealBadAngel i just read the backlog, makin block a scenenode could be good idea 08:18 RealBadAngel i was thinkin about that and even makin a node real scene node 08:19 nore wouldn't that cause performance issues? 08:19 RealBadAngel i wanted to add simple visibility checks for each node in all 6 directions, and then add it to scene or not 08:20 RealBadAngel this way everything physically not visible (all whats underground for example) will be excluded 08:20 RealBadAngel that should be tested 08:21 RealBadAngel if time spent on excluding nodes could be gained back with bonus while displayin the world 08:23 RealBadAngel btw this approach should also solve depth sorting problems, because irrlicht will do that 08:23 nore I still haven't understood where those problems are coming from 08:24 RealBadAngel mainly from that whole world is just one scene node 08:24 RealBadAngel or sometimes two, when there are too many meshes 08:25 RealBadAngel theres limit in irrlicht for vertices and indices, 64k 08:25 RealBadAngel for a single scene node i mean 08:25 nore yes, but why does that cause z-sorting problems? is it Irrlicht? 08:26 RealBadAngel im not sure, but propably our approach to that 08:27 RealBadAngel http://irc.minetest.ru/minetest-dev/2014-06-29#i_3786730 08:28 RealBadAngel ah, i ve finished work on glasslike_framed, will prepare a pull shortly 08:28 RealBadAngel thx to work on that i found bug in materials 08:29 RealBadAngel for the very first time something is working correctly with shaders and fucked up without ;) 08:30 Calinou bug in glasslike_framed: it thinks nodebox is a full block :( 08:30 Calinou looks ugly when I place a torch on glass 08:32 RealBadAngel Calinou, thats propably fixed by now, you will have to check that again with upcoming patch 08:33 RealBadAngel i have reworked whole drawtype 08:34 Calinou thanks 08:45 RealBadAngel Calinou, https://github.com/minetest/minetest/pull/1428 08:45 RealBadAngel you can test it now 08:46 Calinou I'm running old Git because of Carbone crashing in latest Git currently :/ 08:47 Calinou (client-side) 08:47 RealBadAngel i tried carbone and havent experienced any crashes 08:48 RealBadAngel do you have any logs about the crashes? 08:48 Calinou I'll update to latest Git and try 08:48 Calinou how to compile a debug build? 08:50 RealBadAngel You can select between Release and Debug build by -DCMAKE_BUILD_TYPE= 08:52 Calinou building a debug build 08:54 Calinou http://paste.ubuntu.com/7720330/ 08:54 Calinou debug build, gdb with bt full 08:55 Calinou client crashes on world loading. Server starts fine 08:59 Calinou do I post an issue, RealBadAngel? 08:59 RealBadAngel hold on, trying to find out where i have already seen such crash 09:01 Calinou https://mediacru.sh/201811ba8f02 → minetest_game looks like crap 09:01 Calinou I use the “debug” light table, but why is ambient occlusion broken (sides of nodes)? 09:02 Calinou looks the same without shaders 09:02 RealBadAngel whats wrong on those pictures? 09:02 Calinou it's obvious: corners aren't darkened 09:02 Calinou it looks like smooth lighting is disabled 09:03 RealBadAngel hmmm, i havent touched smooth lighting for sure 09:03 RealBadAngel nore also reported some problems with it 09:03 Calinou will revert to older commit to play Carbone anyway :p 09:04 nore RBA, no, smooth lighting works for me 09:04 RealBadAngel can you check which commit breaks carbone for you? 09:04 Calinou trying various HEAD~n values 09:04 nore but nodes are randomly darkened 09:04 Calinou look at the screenshots I posted 09:05 Calinou https://mediacru.sh/b273c58a7081 → it was like this before 09:07 Calinou HEAD~8 is broken 09:09 nore RBA: (param2 & 128) > 0 ? true:false; -> (param2 & 128) > 0 09:10 nore or even (bool)(param2 & 128) 09:10 Calinou HEAD~9, HEAD~10, HEAD~11, HEAD~12, HEAD~13 also are… 09:16 Calinou still trying 09:16 RealBadAngel nore, the last one does not work 09:17 Calinou HEAD est maintenant à 56bf867 Use memset for flag initialization (compiler optimization is way better) → works 09:17 nore RBA, didn't know that 09:17 Calinou smooth lighting looks OK too 09:17 nore but at least, it is sure the first one does 09:18 nore Calinou, so what is the commit that causes the problem? 09:19 RealBadAngel the first one im already using 09:19 RealBadAngel bool H_merge = (param2 & 128) > 0 ? true:false; 09:19 RealBadAngel ah 09:23 Calinou this commit crashes: https://github.com/minetest/minetest/commit/35ec3855f689cf2c6b1504a5813b7c3d9697ae14 09:33 RealBadAngel nore, actually the last suggestion works too, just had to negate it 09:33 RealBadAngel bool H_merge = ! bool(param2 & 128); 09:33 RealBadAngel sapier, right in time 09:33 RealBadAngel this commit crashes: https://github.com/minetest/minetest/commit/35ec3855f689cf2c6b1504a5813b7c3d9697ae14 09:34 RealBadAngel http://paste.ubuntu.com/7720330/ 09:35 sapier how to reproduce? 09:35 RealBadAngel it is crashing Calinou's carbone 09:35 nore RBA, what? (bool)0 -> true? 09:36 RealBadAngel nore, no i just needed negated values 09:37 sapier rba yes that commit is responsible .. as of making minetest faster causing other bugs to appear ... seems like the crash is another variant of the non grabed irrlicht member 09:37 sapier m_textnode most likely is already deleted there 09:38 nore RBA, but a?true:false is same as a, am I wrong? 09:41 RealBadAngel nore, i had a glitch there after cleanup, thx to that i noticed it, from here comes need of negation 09:41 RealBadAngel not from logic itself ;) 09:42 nore ah, ok ;) 09:43 sapier hmm textnodes are only available for players ... I wonder if this might be related to the new player unload feature too 09:44 Calinou http://gitorious.org/Calinou/carbone → is link to game, if you want to try to reproduce 09:45 sapier according to backtrace that one is quite similar to the animated mesh bug I fixed 2 days ago 09:45 sapier there's a potential for a third one with spritenode and meshnode too ... I'll fix all of them 09:46 sapier still it's strange that player cao is removed at all 09:46 sapier I assume you'd just run into another bug after the crash is fixed 09:47 sapier I guess that's a variant of vanessaE's bug where playersao can't be added to environment and thus player never emerges completely 09:49 sapier what do I have to do to crash it? 09:51 VanessaE sapier: speaking of, did you see that bug I posted? 09:51 sapier what happened? 09:52 VanessaE https://github.com/minetest/minetest/issues/1426 09:52 VanessaE I closed it as being ultimately brought on by a mod, but I should probably re-open it since it does lead to a segfault. 09:53 sapier no the segfault is caused by another bug 09:55 sapier still I think there is an issue, by now missing a player object wasn't possible at all, now it shouldn't happen to while data is sent to that player ... having it happen shows there's some reason a player is deactivated prior really logging out 09:56 VanessaE sapier: without your patch, Creative is really touchy to objects being created/deleted. With it, it's prone to segfault but not actually touchy to the delete actions. 09:56 VanessaE (I stopped the creation of the objects by disabling a misbehaving component in a mod... or possibly so anyway) 09:56 sapier both not really helpfull :_/ 09:56 VanessaE by touchy I mean players being deleted when the objects are deleted. 09:57 sapier Calinou: latest master shouldn't crash any longer 09:58 sapier ok so with my patch the player stays there but I missed something so it's not a clean state 09:59 sapier maybe a player not beeing added to a block 09:59 VanessaE correct. 09:59 sapier wonder if that could happen before too, playersao's have been created otf before too 09:59 VanessaE this doesn't solve the issue that caused the bug to show itself, but that's my problem to solve, not yours :) 10:00 sapier so this is actually another case of "mod getting core to do bad things" 10:00 VanessaE yes, something like that. 10:00 RealBadAngel sapier, https://github.com/minetest/minetest/pull/1428 10:00 RealBadAngel im done with it 10:00 VanessaE (in case you're curious, I think it was pipeworks' teleporter tubes sending items off into blocks that no longer had a receiver) 10:01 VanessaE RealBadAngel: this is the pull that, among other things, will enable the plasma lamps? 10:01 RealBadAngel yes 10:01 VanessaE good deal. 10:01 RealBadAngel theres a small issue i noticed thx to it 10:02 RealBadAngel but not related to drawtype, but use of irrlicht materials 10:02 RealBadAngel use_texture_alpha is buggy 10:02 VanessaE yeah, it causes inventory cubes/models to look weird :) 10:02 RealBadAngel it does work correctly while using shaders, and is somehow fucked up without them 10:02 VanessaE (homedecor's fishtank renders fine in-game but not in the inventory) 10:03 RealBadAngel thats related propably 10:03 RealBadAngel i will try to fix that asap 10:04 VanessaE no rush. 10:04 sapier inventorycubes are rendered with shaders disabled 10:04 RealBadAngel yes 10:04 RealBadAngel i said that use of that is fucked up without shaders 10:04 RealBadAngel the feature works correctly when shaders are on 10:05 RealBadAngel theres still lotsa old, dead and test code in mapblock_mesh.cpp 10:06 RealBadAngel shaders code is free of such garbage 10:07 sapier rba please check for missing spaces ;-) It's to much to comment each line ;-) 10:08 RealBadAngel hehe ok 10:08 sapier well rba as shaders are only available on opengl that's it's a must have to work without shaders too 10:08 sapier -that's 10:08 RealBadAngel i know, but the old code was not mine 10:09 RealBadAngel i have to dig and check whats fucked up 10:09 sapier no problem take your time and focus on 0.4.10 bugs for the moment ;-) 10:10 RealBadAngel this is 0.4.10 bug 10:10 RealBadAngel and im gonna fix it today 10:11 sapier when did we add those frames to 0.4.10 ;-) 10:11 RealBadAngel frames are not buggy 10:11 RealBadAngel materials are 10:11 RealBadAngel and that is here since always 10:12 sapier well no need to discuss about it, as it's to be found anyway 10:12 RealBadAngel yup 10:12 RealBadAngel propably it will end with kickin more stuff outta mapblock_mesh 10:13 sapier the more you have to do there the bigger risk for 0.4.10 so be carefull 10:14 sapier pushing https://github.com/minetest/minetest/pull/1417 10:14 RealBadAngel btw, what you can see running with dtime is https://github.com/minetest/minetest/blob/master/src/mapblock_mesh.cpp#L1288 10:15 sapier and? 10:17 RealBadAngel sapier, so no collecting new data (refreshing) just animations 10:18 sapier I don't know what you're talking about now ;-) 10:18 RealBadAngel you were thinkin before that refreshing is done dtime 10:18 RealBadAngel we have talked about it a few days ago 10:19 sapier sorry can't remember ... guess it wasn't that important in this case 10:19 RealBadAngel yeah ;) 10:19 RealBadAngel it was just a side note 10:32 RealBadAngel sapier, ok, fixed those spaces 10:36 Krock so, is today the release-day? 10:36 sapier no 10:36 sapier but most likely feature freeze day 10:36 Krock ah okay 10:43 RealBadAngel sapier, btw what about translations? i would like to fix some polish ones 10:43 sapier guess that's best thing to do after feature freeze 10:44 RealBadAngel sure 10:46 sapier maybe we should try to find out who is gonna do what for the release 10:52 sapier who can change minetest.net? 10:52 VanessaE sapier: do you have something I can use to work around this players-are-deleted-with-SAO glitch so nore and I can work out this mod bug that revealed it? 10:53 sapier you can try the patch I provided yesterday on current master ... hopefully it doesn't crash any longer 10:53 VanessaE ok. 10:54 VanessaE "hopefully" :) 10:56 PilzAdam sapier, I can 10:57 sapier ok :-) good you might get some work next weekend 10:58 VanessaE sapier: FAIL. 10:58 PilzAdam I marked #1425 as blocker, anything against that? 10:58 VanessaE segfaulted within a few seconds of my signing in. 10:59 sapier Hmm was worth a try ... can you post the backtrace somewhere? 10:59 sapier nope PilzAdam but it should be 0.4.10 milestone too ;-) 10:59 RealBadAngel PilzAdam, agree on that 10:59 VanessaE sapier: sorry, I didn't take a backtrace that time, but it's probably the same as in #1426 ? 11:00 VanessaE ( https://github.com/minetest/minetest/issues/1426 ) 11:00 sapier oh ... ok chances are very high 11:01 PilzAdam sapier, so do we have a feature freeze now? 11:01 sapier not yet 11:01 sapier the pulls tagged for 0.4.10 are supposed to be merged or delayed before 11:02 sapier https://github.com/minetest/minetest/issues/1362 is actually deciding how to do it 11:03 PilzAdam #1362 should be delayed; why is "low-priority" in a milestone anyway? 11:03 sapier I don't consider this to be related ... but I think same as you there's no common opinion how it should look like by now 11:04 PilzAdam maybe add a bunch of light tables and add a config option for people to test them? 11:04 sapier right after 0.4.10 release? 11:05 PilzAdam yes 11:05 sapier sounds like a good idea 11:05 sapier I'm gonna comment and move it to 0.4.11 11:06 PilzAdam I don't think merging something big like #1408 one week before a release is a good idea 11:07 sapier android patch? it's tested for 4 weeks now and doesn't change core features 11:08 sapier most of that code is android only not even run on pc version (huge parts not even compiled) 11:08 PilzAdam why isnt it merged already then? 11:08 sapier it's on my list for today 11:08 RealBadAngel was supposed as last thing to merge before freezing 11:11 sapier those parts of that patch really changing core are already merged, it's been about 90% of my commit the last 8 weeks 11:11 sapier only thing left are the android specific changes 11:21 VanessaE besides which, we need the android patch for 0.4.10 11:21 VanessaE buildcraft has been eating our lunch for months. 11:21 VanessaE and it's killing servers' usage/popularity 11:22 VanessaE (well for any current server anyway) 11:28 RealBadAngel if serialize/deserialize handles different number of parameters (reports other version of client/server used) is there a need for version bump? 11:30 sapier if it doesn't break old client nor new clients have issues connecting to old server ... no 11:32 RealBadAngel i just fixed the 2nd case, but older clients will be informed that server is newer and wont be able to join 11:32 sapier in this case it's a version bump 11:32 sapier if they can join but may not have all features it's not necessary 11:33 RealBadAngel all is about special tiles count, which was previously set to 2 11:33 sapier you did increase didn't you? 11:33 RealBadAngel yes, i made it 6 11:34 sapier so old clients will ignore the additional 6 ones? 11:34 sapier 4 11:34 RealBadAngel no, they do check the fixed size 11:34 RealBadAngel hold on 11:35 RealBadAngel https://github.com/minetest/minetest/blob/master/src/nodedef.cpp#L321 11:37 sapier that'd be a 0.5 then 11:37 RealBadAngel so if server will send there a node that uses all 6, client will stop 11:38 RealBadAngel no crash, just a message 11:38 sapier I'd prefere if you did find another way to do this 11:38 sapier it'd defintively 0.5 if you do it that way 11:38 sapier no crash doesn't help anyone if there's no connect too 11:39 RealBadAngel it helps, it let the player know that he has outdated game 11:39 sapier that doesn't change the result ... he can't play 11:40 RealBadAngel hmm, i may limit the usage to 2 as previously and add 6 for next release 11:40 RealBadAngel which i was planned anyway for another drawtype 11:40 sapier changing that number is 0.5 11:40 sapier so if next one is 0.4.11 this has to keep out 11:40 RealBadAngel there wont be any other way since its not flexible, its damn hardcoded 11:41 RealBadAngel fucking 2 and others get outta here 11:41 sapier yes I know it's not your error 11:41 sapier could you add those as additional param? 11:41 RealBadAngel not so easily as using existing structures 11:41 sapier make the length 2 param legacy and use the 6 field variant 11:42 nore isn't it possible to do a protocol bump? 11:42 sapier better don't do it hardcoded this time 11:42 sapier no 11:42 RealBadAngel u8 count = readU8(is); 11:42 RealBadAngel for(u32 i=0; i (also not included in the .cpp) requires two arguments 14:40 sapier latest git? 14:40 sapier what compiler do you use? 14:40 Kalista latest git, msvc2012 14:40 Kalista compiled the git with mingw32 14:40 Kalista cmaked to msvc 14:41 sapier most likely some incompatibility between irrlicht isdigit and c++ isdigit can you post the errors? 14:41 Kalista sure 14:41 sapier not here but in pastebin or a similar service of course :) 14:45 Kalista http://pastebin.com/5TgtzgSd 14:45 Kalista hehe was already in pastebin before you said it ;) 14:46 sapier can you try adding #include on top of string.h? 14:46 Kalista sure 14:49 Kalista Nice debugging! Fixed that issue, now just getting minetest\src\profiler.h(76): error C2039: 'max' : is not a member of 'std' but dare say adding to it should solve it, will report back 14:51 Kalista Yup fixed profiler with that now just have 'LNK1181: cannot open input file 'libIrrlicht.dll.a.lib'minetest\build\src\LINK' which im guessing i guess was a cmake issue that i can fix in project settings 14:52 sapier ok I'm gonna fix those two issues an push them to master 14:53 VanessaE sapier: I missed one; * inventory_image_hack: case your inventory items are messed up, try setting this to true ---> * inventory_image_hack: if your inventory items are messed up, try setting this to true. 14:54 sapier ok fixed 14:54 Kalista Great to hear sapier :) , albeit I dont mind compiling under linux which im guessing does fall into those same problems its good to have the source working for both OS 14:55 Kalista *doesnt 14:56 sapier as we support both it's supposed to do, but occasionlly windows build is broken due to only a few ppl testing it 14:56 VanessaE line 97, ...are different tutorials on the web how to do it --> ...are different tutorials on the web explaining how to do it 14:58 VanessaE line 29, * tap on an empty slot: if you selected a stack already that stack is placed here --> add a comma after "already". 14:58 VanessaE that should about cover it. 14:59 Kalista oo if your doing a readme update please change supported irrlict version to 1.72 instead of 1.71 as 1.71 does not compile with it 15:00 VanessaE Kalista: Android-specific readme :) 15:00 Kalista ahh ;P 15:04 RealBadAngel one stupid question, where the fuck mt saves now screenshots??? 15:05 RealBadAngel huh, found them 15:06 sapier I've same problem that's why I always use ksnapshot ;-) ... well and because I always forget what key does screenshot 15:08 Kalista ok so school me on some crosss OS linkage, your handy shell script gets all the dependencies and converts all but luajit,irrlict,libvorbis,libogg & leveldb from linux style .a libs to MS style .libs, now if I am to compile the project under MSVC I will need to go and compile aforementioned librabies into windows .lib files yeah? 15:09 Kalista (as i ended up with libIrrlicht.dll.a where the libIrrlict.lib should be) 15:09 sapier http://dev.minetest.net/Build_Win32_minetest_including_all_required_libraries this is how I did it but not sure it's still valid 15:10 sapier "Run CMake GUI and configure correctly" hmm might not help that much 15:13 Kalista what confuses me is why i ended up with the correct libs for gettext, openal, curl, zlib & freetype but not the aforementioned 15:14 Kalista i'll just build msvc libs for those that didnt work, but odd. 15:15 VanessaE RealBadAngel: and why the fuck doesn't MT used a sane timestamp on said screenshots? :P 15:15 VanessaE use* 15:17 Kalista thats a good guide though sapier, wish I found that before I spend half the day getting to this point ;) 15:18 sapier :-) 15:23 Kalista you dont happen to have a precompiled libs archive handy do you lol? save me a bit of time.. 15:23 RealBadAngel so, can i merge #1428 now? 15:25 RealBadAngel Kalista, grab windows build made by others 15:25 RealBadAngel they do have all the needed libs 15:26 VanessaE bbl 15:27 RealBadAngel https://forum.minetest.net/viewforum.php?f=3 15:27 Kalista >:D nice as much as I love spending the night in ming32 im at the point where i just need 4 different libs :P 15:29 sapier I'm pushing the osx fixes soon ... seems like 0.4.10 will be first version to work on apple devices too ... not sure if that's a good thing but as it's there ;-) 15:30 RealBadAngel cool, new env, new bugs, all are happy ;) 15:31 sapier we don't provide a build for it so it's basically unsupported ... same as leveldb redis and android mips and x86 (althou we're gonna provide a build for later two ... but marked as unsupported) 15:39 RealBadAngel huh, i just figured out who touched smooth lighting lately 15:39 RealBadAngel nore are you here? 15:43 sapier VanessaE I'm gonna change server message proccessing to drop peers if they don't have a valid playersao or player any longer ... that's not supposed to happen but in case it happens it shouldn't spam logs 15:45 RealBadAngel sapier, are u ok with 1428 now? 15:47 sapier let's give it a try 15:47 sapier merge it 15:47 RealBadAngel ok 15:47 sapier hmm and next fix the doc ;-) 15:47 RealBadAngel what about docs? 15:48 sapier a drawtype not described in api doesn't help anyone ;-) 15:51 RealBadAngel i tried once to put there a description about it, then some1 (propably PA) said thats not the place for such things 15:52 RealBadAngel api says: "Look for examples in games/minimal or games/minetest_game." 15:53 sapier hmm 15:53 sapier we have to create a new issue ... split api doc to multiple files 15:54 RealBadAngel only nodebox is described here, a bit 15:57 RealBadAngel or at least make new file on drawtypes 15:57 VanessaE sapier: ok 15:58 PilzAdam sapier, we had a discussion about splitting lua_api.txt a while ago 15:58 PilzAdam IIRC the solution was to not split it and create a dev wiki 15:58 sapier noone realy maintains dev wiki 15:59 PilzAdam HybridDog does 16:00 sapier hmm 16:00 hmmmm hey RealBadAngel, were you aware that irrlicht has a function to create a normal map from a height map? 16:00 hmmmm http://irrlicht.sourceforge.net/docu/classirr_1_1video_1_1_i_video_driver.html#a6470e31c1aaf2c0fa5e5a5b3f8f092e0 16:00 hmmmm could be useful I think 16:00 RealBadAngel yes i am aware of it 16:00 RealBadAngel its pretty obscure 16:00 hmmmm you were creating normal maps from GIMP, no? 16:01 RealBadAngel i made way better version of it, and not going to use it 16:01 hmmmm OK 16:01 RealBadAngel because of simple fact 16:01 RealBadAngel nowadays PC has not enough memory ;) 16:02 RealBadAngel when i wanted to create normalmaps for each texture HDX and VanessaE servers are using... 16:03 hmmmm oh.. =/ 16:03 RealBadAngel if we wasnt multiplicating each and every texture with [^ it could be possible propably to use it 16:05 RealBadAngel but atm on-the-fly method is only reasonable solution 16:06 sapier I'm rebasing android patch for merge right now so any comments PRIOR merge would save some work ;-) 16:08 RealBadAngel hmmmm, and irrlicht for makin normal maps would require files with heightmaps 16:09 RealBadAngel so using it would be even worse, number of textures * 3 (original texture + heightmap texture + normal texture) 16:09 sapier who's gonna write the changelog? ;-) 16:33 VanessaE RealBadAngel: testing the plasma lamp update for homedecor... 16:34 RealBadAngel dont use "use_texture_alpha = true" by now 16:34 RealBadAngel it works only with shaders enabled 16:35 Exio4 shaders > noshaders 16:35 VanessaE doesn't work at all apparently. 16:35 RealBadAngel that option for materials is fucked up without shaders 16:35 RealBadAngel im workin on solution 16:35 VanessaE I've updated to git HEAD and the code and texture you gave me simply does nothing. 16:35 RealBadAngel hold on, makin a repo with examples 16:35 VanessaE (all I get is an empty gold-colored frame) 16:35 LemonLake is this https://github.com/RealBadAngel/plasma_lamp? 16:35 RealBadAngel yes 16:36 LemonLake ah 16:37 RealBadAngel uploaded 16:37 LemonLake VanessaE: did you rightclick it? 16:37 LemonLake or power it with mesecons 16:38 LemonLake RealBadAngel: this is going to save me so much time, thanks :D 16:38 VanessaE the code I'm using does not depend on right-click or mesecons power. 16:38 RealBadAngel the one in example is using mesecons 16:39 LemonLake RealBadAngel: how did you generate plasma_storm.png? 16:39 RealBadAngel i found some gif animation and reworked it 16:39 LemonLake ah 16:39 LemonLake also, how did you do the tanks? 16:40 RealBadAngel first, glasslike_framed to display objects needs 2 or 3 textures in tiles 16:40 RealBadAngel 1st texture is used for frames 16:40 LemonLake mhm 16:40 RealBadAngel 2nd (for all the glass faces) 16:40 LemonLake and 3rd? 16:41 RealBadAngel if 3rd is given, it means its top/bottom face, and 2nd is used for side faces 16:41 LemonLake okay, and how did you do the 'scaling' is what I wanna know? 16:42 RealBadAngel now, in special tiles, you define texture for the interior volume 16:42 RealBadAngel by now same for all the cube faces 16:42 RealBadAngel it can be animated 16:42 LemonLake okay 16:43 RealBadAngel behaviour of the glasslike_framed node is controlled by param2 16:43 LemonLake behaviour? 16:43 RealBadAngel most significant bits (128 + 64) are controlling mergeing of the nodes 16:43 Sokomine any news on https://github.com/minetest/minetest/issues/944 ? seems kahrl and nore commented, but nothing was decided/planned yet? it is a pretty major bug 16:44 RealBadAngel true (set to 1) means disable mergeing 16:45 RealBadAngel 128 - controls horizontal merge, 64 vertical 16:45 LemonLake okay 16:45 RealBadAngel rest of the bits (values 0 .. 63) are level of interior volume 16:45 LemonLake so 2-63 are the significant values here? 16:46 VanessaE there we go, got it 16:46 VanessaE that swap_node() call is the critical part 16:46 VanessaE if you don't set param2 when placing, you will never see the effect. 16:46 RealBadAngel i tried to put param2 in nodedef but it doesnt work for some reason 16:47 LemonLake so rba, if I set it to 32 || 64, this would fill it halfway 16:47 RealBadAngel LemonLake, bits 0-5 level, bit 6 - disable/enable V mergeing, bit 7 - disable/enable H mergeing 16:48 LemonLake ahh i see 16:48 VanessaE https://github.com/VanessaE/homedecor_modpack/commit/57ecac2baaa17904590547448b60a8e4ae1bbe87 16:48 VanessaE here's the easiest way to do it if you just want an always-on lamp that doesn't depend on mesecons or right click or whatever 16:49 RealBadAngel for example filled node is 63, disable all mergeing = 64 + 128, so param2 = 63+64+128 = 255 16:49 LemonLake okay 16:49 LemonLake I get it now 16:49 LemonLake 4 steps per pixel (on 16x160 16:50 LemonLake I like this, good work 16:50 RealBadAngel if you will want tanks that do merge only vertically, set 6th bit always to 0, and 7th to 1 16:50 VanessaE RealBadAngel: this needs to be carefully documented in the lua_api.txt 16:50 RealBadAngel yes, but not there 16:50 LemonLake it would be useful info for the wiki for sure 16:50 RealBadAngel we need new file on drawtypes just 16:51 RealBadAngel and the wiki too ofc 16:52 LemonLake so, a half-filled tank would be 31 + 128 = 159 16:53 RealBadAngel yes 16:53 RealBadAngel note that volume is not controlled by engine 16:54 RealBadAngel if you want your liquids to spread in connected tanks, you have to take care bout it 16:54 LemonLake well duh 16:57 LemonLake why would the engine do that anyway? 16:58 Exio4 \o/ 16:58 RealBadAngel i just wanted it to be clear ;) 16:59 LemonLake so, does framed glass actually connect to other glass? 17:00 RealBadAngel no it doesnt, it connects only to self 17:00 RealBadAngel and when it is allowed to do so 17:00 sapier I'm about to merge #1408 ... final call for comments 17:01 RealBadAngel so you may have single node containers or giant pools or tanks towers 17:01 LemonLake good work +sapier 17:01 LemonLake that's my comment 17:02 LemonLake okay 17:15 sapier Everyone ready to declare feature freeze? 17:15 RealBadAngel im ok with it 17:16 sapier ok how to change topic in here? 17:16 VanessaE what about your android patch? 17:16 RealBadAngel its in 17:16 sapier https://github.com/minetest/minetest/commits/master 17:16 VanessaE ok, I missed that. 17:16 VanessaE in that case, freeze it up. 17:16 sapier It's just been done ;-) 17:16 ShadowNinja sapier: There are still issues with https://github.com/minetest/minetest/pull/1408 (I'm still reading backlog and notifications BTW, so I might not respond for a while...) 17:17 sapier april 21st ... not it's june 29th ... 17:17 VanessaE ShadowNinja: fix ShadowBot :( 17:17 RealBadAngel ok, now im back to hunt that damn bug with use_texture_alpha 17:18 sapier I fixed all fixable with reasonable amount of work ShadowNinja 17:20 sapier thanks celeron 17:23 VanessaE bbl 17:23 sapier https://github.com/minetest/minetest/issues/1389 sfan5 seems like you already know what's happening there, do you know how to fix it too? 17:26 sfan5 sapier: add install() commands for ZLIB_DLL and FREETYPE_DLL 17:26 sapier sounds like a simple fix 17:26 sfan5 it is 17:27 RealBadAngel btw, nodeboxes are still "experimental" ? :) 17:28 sapier don't we require curl too? 17:28 sfan5 curl dll is already installed 17:29 sapier ahh there 17:31 sapier https://gist.github.com/sapier/720b451a729d28cca0c5 this way sfan5? 17:32 sfan5 sapier: yes 17:33 sapier ok then I'm gonna merge it that way as I can't test it 17:34 Kalista sfan5 for some reason your buildwin64 buildbot builds linux lib files instead of msvc, is this intentional for dev under linux with porting exe to windows? 17:34 sfan5 Kalista: .a is not strictly linux 17:34 sapier isn't buildwin64 mingw build? 17:34 sfan5 .a is just a collection of .o files 17:35 Kalista Ok interesting info, so can MSVC compile with them? 17:35 sfan5 buildwin does this too 17:35 sfan5 I'm not sure 17:36 sapier I don't think so msvc requires .lib files for libraries for what I know 17:36 Kalista ahh thats the issue I was running into, msvc10-13 couldnt seem to read .a's 17:36 sfan5 you likely need different libs because of MSVC != MinGW anyway 17:36 Kalista I have mingw I just liike the MSVC IDE 17:36 LemonLake so 0.4.10 is coming today? 17:37 Kalista for window development codeblocks likely supports .a files then i would guess 17:37 sfan5 code::blocks uses MinGW IIRC 17:37 Kalista great info thanks 17:37 sfan5 LemonLake: not today but probably in the week 30.06 -- 06.07 17:38 LemonLake coolio 17:38 Kalista im at the point where im 2 libs away from having it working in msvc13 but if problematic errors pop up after these two i might make my way to codeblocks 17:38 sapier 1 issue left to milestone 0.4.10 17:39 Kalista sapier is it the hitbox deslection by any chance? as in hitting another player then rehitting them doesnt register unless you retarget their AABB 17:40 Kalista once i have my project files up and running im keen to find the cause 17:40 sapier sorry don't understand what you wanna tell me 17:40 sapier can you try to explain it a different way? 17:40 sfan5 Kalista: CMake can generate Code::Blocks project files 17:40 Kalista https://forum.minetest.net/viewtopic.php?f=6&t=9530 17:41 Kalista (link to the bug) - probably best explained there 17:41 Kalista i havent tested the issue with latest dev build but two days ago was encountering it with pre-built bins 17:59 ShadowNinja I also update the dev wiki. (and I'm the section maintainer for decumentation) 17:59 ShadowNinja And not hiding, I've just been busy. 18:00 sapier I'm checking current pull requests for things to be merged right after 0.4.10 release 18:02 ShadowNinja I updated the changelog last, but I/d appreciate it if I wasn't the only one updating it. Last update took over an hour. It doesn't need to be updated on every commit, but a update every 20 commits or so is good. 18:03 kahrl are there any remaining blockers/issues that you guys need my input on? because I'll be pretty much gone the next few days 18:03 sapier one potentiall blocker 18:03 sapier we still don't know why those players objects are missing 18:03 sapier my fix does only reduce the side effects 18:04 kahrl hmm, I don't really know how the system was changed in the commit that made it not load all players all the time 18:04 kahrl so not sure I can really help with that 18:05 sapier me too so it's best to be checked by ShadowNinja hopfully it's just something always present before but we haven't noticed by now 18:05 kahrl s/load/keep ... loaded 18:08 sapier RealBadAngel: 1428 is the incompatible part? 18:08 ShadowNinja VanessaE: ShadowBot should be back in a day or so. 18:09 sapier https://github.com/minetest/minetest/issues/1409 Ive deleted protocol bump flag from this one I don't think we need a different protocol to implement it 18:10 RealBadAngel sapier, just forgot to close it 18:10 RealBadAngel the problematic code stays on my hdd for future use 18:13 ShadowNinja sapier: The player and it's SAO were tied together in an ugly way before, the SAO sets the per_id to 0, which the code used to check if players were connected. (there are a few "for (const &player : players) { if (player.peer_id == 0) continue;..." loops in the code) However deleting players instead of just changing their peer ID probably makes this issue more apparent. 18:14 ShadowNinja Aaaand done reading backlog. :-) 18:15 sapier I already expected this to be a old bug becoming more present right now but for what I understood VanessaE this causes trouble 18:15 ShadowNinja Note: Please don't make the feature freeze really short and make a release before it's ready like with 0.4.9. Allow >3 days, but no more than a week. 18:15 Kalista is sha1.cpp ment to have so much commented out? getting compile errors with it: http://pastebin.com/aX6hNx0T 18:16 sapier I thought about doing official release next weekend 18:16 sapier gues it's enough time for some custom builds to check current version 18:17 RealBadAngel and enough time to hunt some bugs 18:17 kahrl Kalista: where did you download the source from? 18:18 kahrl (your sha1.cpp is different from mine, mine has a copyright statement at the top and the comment ends after that) 18:19 RealBadAngel sapier, why 1304 wasnt merged? 18:20 sapier because it's not been tested 18:20 Kalista kharl - spot on, i remved the copyright as its just for internal testing and not comemercial/publically avaliable, guess I msised a line 18:20 * Kalista blames xanax 18:20 sapier and I'm not exactly sure if it's correct 18:21 sapier works for me but I've become carefully once irrlicht is involved 18:21 RealBadAngel i can check it out 18:22 Kalista god there is so much can i say 'bad' code in irrlict without offending anyone? Im sorry but overridin STD functions due to lazyness is just /headthunk 18:22 ShadowNinja Kalista: Why remove the copyright lines? That's questionably legal, although it's probably fine if it's for your eyes only. 18:23 sapier oops 18:23 Kalista Shadow - honestly, its 18 lines of stuff i need to scroll through on every header, i need to optimize my work environment.. 18:24 kahrl ShadowNinja: perhaps he has a license to kill the copyright lines :D 18:24 sapier Kalista: you're not allowed to remove it according to the license 18:24 Kalista If it was one line with a link to a website of file on disk i'd be happy to keep it 18:24 Kalista sapier - if this was being publiched fora anyone but myself i'd put it all back in 18:25 sapier ok true as long as you keep it for yourself it's fine 18:25 Kalista i respect the community effort, even made a contribution tonight 18:26 ShadowNinja Kalista: Bah, 18 lines out of 5000 lines is nothing. 18:28 sapier we've got one week to decide about what games to add to official build ... seems like it's gonna be minetest minetest_next and carbon 18:28 sapier as minetest is set and the other ones are the only games with more then one vote right now 18:29 ShadowNinja technic_game? 18:29 ShadowNinja Where's the voting? 18:29 sapier https://forum.minetest.net/viewtopic.php?f=15&t=9116 18:29 sapier I'm mentioning it every now and then on minetest but doesn't really help 18:30 sapier and right now theres only minetest_next nodetest and carbone available for vote too 18:30 sapier https://forum.minetest.net/viewtopic.php?pid=138276 18:30 ShadowNinja Nodetopia? 18:31 Calinou kharl - spot on, i remved the copyright as its just for internal testing and not comemercial/publically avaliable, guess I msised a line 18:31 Calinou what are you planning to do? 18:32 sapier we need a voting feature in forum :-) 18:32 Calinou there are polls 18:32 Calinou but people vote without justifying as usual 18:32 ShadowNinja How about a July 6th release date for 0.4.10? 18:32 sapier I'd suggest build at 6th .. and add 2 silent days prior official release at sunday 18:33 Calinou July 6th is my 3rd Minetest birthday 18:33 Calinou \o/ 18:33 Calinou (means I started playing it 3 years ago) 18:33 kahrl 2880 minutes of silence? 18:34 sapier eclipse has a full week for what I remember 18:34 kahrl Calinou: early congrats! :) 18:35 Calinou thanks 18:35 sapier right now I'm gonna make android version to default to minetest_next 18:37 Calinou can you change it easily? 18:37 sapier no 18:38 Calinou :/ 18:38 sapier android version isn't supposed to have all features but only a limited subset 18:39 sapier at least right now, case user feedback tells they want all the complex things that might change for next version 18:40 Calinou intentional restrictions aren't fun and go against Minetest's spirit 18:41 sapier you're always free to design a simple yet fully featured menu 18:41 sapier it's lua so it's not that complicated 18:42 sapier yet the current version tries to keep it simple having everything you need to play on a single tab 18:43 Calinou ah 18:44 sapier you can even enable the pc menu on changing the config file ... but wont work on most phones ... some tablets may be big enough 18:55 celeron55 i'm going to try to make a suggestion for the games; the voting and game listing was fairly dead back then when i made the forum topics so i don't really consider them authoritative 18:56 celeron55 (altough, maybe i won't be able to convince any extra subgame developer to this... we will see) 18:57 Krock why is it required to bundle a game? players can download one if they wish 18:57 sapier minetest game is basically dead 18:57 celeron55 so that new players have something good to start with 18:57 celeron55 minetest_game is too outdated for that purpose; it paints a bad picture of the thing 18:58 celeron55 one thing i am sure about: only one "minetest_game successor" can get in; we need to somehow choose which is the one 18:59 celeron55 having many of those is just redundant from the new player's perspective 18:59 Krock for new players, carbone or nodetest might be interesting 19:00 Krock 19:00 sapier problem about carbon would be we can't use it as default on android 19:01 Calinou crashes on load? too heavy? 19:01 celeron55 of course those making builds can do whatever they want if they don't like the recommended ones, or if they are not suitable for some reason for their thing 19:01 Calinou minetest_next is more of the real successor to minetest_game 19:01 sapier and nodetest is GPLv3 ... not sure if we can put it in our official package 19:02 Calinou it suffers from behaving like Debian stable though, players may regard it poorly 19:02 Krock subgames != minetest core, every license should be okay for a subgame 19:02 sapier once we create a package and distibute it that's a topic for lawyers to decide ;-) 19:02 Calinou nothing wrong with that, sapier 19:02 Calinou as long as it's free/libre 19:03 celeron55 it's actually a real problem 19:03 Calinou only problem is App Store on iOS not allowing GPL, but probably not allowing LGPL anyway 19:03 sapier hmm actually you're right it'd just be our binary package 19:03 sapier for what I know noone is writinga ios port (by now) 19:04 celeron55 http://www.reddit.com/r/gamedev/comments/223c4l/old_engines_id_tech_i_ii/cgiz48o 19:04 Calinou ehm, /r/gamedev 19:04 celeron55 everyone read this before continuing 19:04 Calinou the GPL-engine whine is enough 19:04 Krock *fine 19:04 celeron55 hmm, altough, actually the situation is the reverse here 19:05 celeron55 so it means arguably this is legal, when the other way around is practically never legal 19:05 sapier gues it'd not be a problem anyway even if our code is gplified the base is not affected 19:06 Calinou “gplified”… 19:06 celeron55 "That is to say: If your users were to take away the non-GPL binary, the GPLed code must remain not only functional, but also fully useful for its intended purpose." 19:07 celeron55 this one is the most gray point 19:07 celeron55 everything else is fine 19:07 Krock you can ignore warnings too. you can ignore gray zones 19:08 celeron55 under this point falls all GPL software running under windows and other closed systems too 19:08 celeron55 so almost everyone is breaking it in that way, assuming this even is an actual limitation in GPL 19:10 celeron55 i don't know... maybe we should ask FSF or someone 19:10 Calinou #fsf or #gnu are happy to answer 19:10 Calinou (prove you wrong?) 19:10 Calinou more often than not, they succeed 19:20 ShadowNinja sapier: Channels aren't really used much. The channel priority thing hasn't actually ever been implemented and probably never will. -- I beleive you implemented this. Can you update http://dev.minetest.net/Network_Protocol if so? 19:21 ShadowNinja Also, TOSERVER_INIT=0x10, but https://github.com/minetest/minetest/blob/master/doc/protocol.txt#L95 uses 0x01 and works? 19:22 sapier I'll check if this is worth fixing or better should be deleted 19:22 sfan5 ShadowNinja: it sends an empty packet 19:22 ShadowNinja buf = "\x4f\x45\x74\x03\x00\x00\x00\x01" -- 19:22 sfan5 no TOSERVER_INIT 19:22 sfan5 command is u16 19:23 ShadowNinja sfan5: That's valid? O_O 19:23 sapier there's more wrong about it, it's not been updated for ages 19:23 sapier it's been outdated long before I fixed it 19:23 sfan5 19:23 sfan5 protocol.txt is correct 19:23 sfan5 ShadowNinja: yes 19:24 sapier don't rely on protocol.txt ;-) 19:24 ShadowNinja sfan5: Ah, type wasn't mentioned on the dev wiki. 19:24 ShadowNinja sapier: Will you update that please? :-) 19:24 sapier not for 0.4.10 19:25 Calinou talking about updating… what about updating the colors in colors.txt? 19:25 sfan5 only problem is App Store on iOS not allowing GPL 19:25 sfan5 since when? 19:25 Calinou they're horribly outdated currently 19:25 ShadowNinja sapier: Why not? 19:25 Calinou maybe LGPL is allowed… see VLC 19:25 sapier because it's about 2-3 days of work with doubtable benefit 19:26 sfan5 Calinou: https://github.com/minetest/minetestmapper/blob/master/colors.txt 19:26 sapier https://github.com/minetest/minetest/blob/master/src/clientiface.h already describes how to do it 19:27 Calinou this one: https://github.com/minetest/minetest/tree/master/util 19:28 Calinou (update the copy included in minetest/minetest, or remove it, along with the .py) 19:35 sfan5 pushing in 5 mins: http://sprunge.us/XYja?diff 19:36 Calinou libhiredis, not libredis? 19:36 sfan5 yep 19:36 Calinou what's the difference? 19:36 sfan5 there is no libredis 19:38 sapier not sure if we should promote libredis can you add a note about it being experimental? 19:38 sfan5 it is not experimental 19:38 sapier things crashing on conversion are experimental 19:38 sfan5 I have no report of such issues 19:39 sapier https://github.com/minetest/minetest/issues/1340 19:39 sfan5 wtf 19:40 sfan5 Minetest calling the backend with block==NULL is not the backends problem 19:40 sapier seems like the other backends don't have issues? 19:40 sfan5 maybe they do a NULL check, I dunno 19:40 sfan5 anyway, pushing the doc thing now 19:41 sapier that's always a good idea if a pointer is passed ;-) 19:41 sfan5 there is no defined interface for backends 19:41 sapier then the existing ones are the reference 19:41 sfan5 it's not specified whether it may pass a NULL block 19:42 sfan5 it would not make sense to pass a NULL block either, so I'd say it is not allowed to pass a NULL block 19:43 sfan5 leveldb does not have a NULL check 19:43 sapier then I suggest trying to find out why this happens for libredis only 19:43 sfan5 dummy does not 19:43 sfan5 sqlite3 does not 19:44 sfan5 libhiredis* 19:46 sapier still there's no report any of the other backends crashing this way, could be a follow up error caused by something done bad before too 19:46 sfan5 maybe this has to do with this specific backend too 19:46 sfan5 getBlock is allowed to return NULL 19:46 sfan5 s/backend/map/ 20:37 casimir someone earlier this day complained about nodetest not being LGPL. I now changed the license of the parts I wrote my self, as I wanted to clean up this mix anyway. Hope it is better that way. 20:56 Calinou ok, but should be LGPL 2.1+, not LGPL 3… casimir left anyway 22:08 Megaf Was Android build merged to master? 22:08 Megaf ^ RealBadAngel 22:09 RealBadAngel yes, sapier merged it today 22:09 Megaf ok 22:10 Megaf Thanks