Time Nick Message 00:00 RealBadAngel i would ratther wait for jin_xi's code 00:01 RealBadAngel native particles are faster 00:02 kahrl it's not about performance *at all* 00:02 RealBadAngel well, i can make them dependent on the crack setting 00:03 kahrl I think that would satisfy everyone 00:03 RealBadAngel what would satisfy everone would be nice menu 00:04 RealBadAngel with slider for it, as well as for other stuff 00:04 kahrl I don't want to sit in the menu tweaking 100 settings before I can enjoy a game 00:05 RealBadAngel but you want to edit txt file 00:05 kahrl tweaking 1 setting should work out of the box and not require tweaking lots more before I looks ok 00:05 kahrl else you might as well be told to code the engine yourself 00:05 RealBadAngel or you just want to block the change making it extremaly unaviable for newbies...] 00:06 kahrl s/I/it 00:06 RealBadAngel no adroid user will be able to use the change 00:07 RealBadAngel our menu system is stuck, in dead end 00:07 RealBadAngel theres no place to add anything new 00:07 kahrl why is there no text editor on android anyway 00:07 RealBadAngel youre coder unlike the most players 00:08 RealBadAngel if you will continue to think that way we will loose players 00:08 RealBadAngel as we continously do 00:08 RealBadAngel mt is not newbie friendly 00:08 RealBadAngel never was 00:09 kahrl what do you think a player prefers? "uncheck the 'crack animation' checkbox" or "uncheck the 'crack animation' checkbox and, oh I almost forgot, you also need to increase the number of punching particles on settings page #42" 00:09 RealBadAngel i think they want nice gfx effect 00:09 RealBadAngel and fast 00:10 RealBadAngel but our way is to make settings 00:10 RealBadAngel which ends with most of the features never used 00:10 RealBadAngel just by hardcore freaks 00:11 RealBadAngel have you ever seen comments on android for our clones? 00:11 RealBadAngel i saw some in polish 00:12 kahrl I don't care about the clones 00:13 RealBadAngel but they were about basic things 00:13 RealBadAngel our game is hardcore 00:13 RealBadAngel even the mods cannot be easily installed 00:13 RealBadAngel see names of folders issue 00:14 RealBadAngel if i see such question i dont answer anymore, im tired of this shit 00:14 kahrl how is that related to anything? 00:15 RealBadAngel its the same 00:15 RealBadAngel its about the gameplay 00:15 kahrl and I think the authors of the clones just cared about quick buck and not ease of use of anything 00:16 RealBadAngel they just showed us to others 00:16 RealBadAngel and folks commented our errors not the the fork makers 00:17 kahrl remember that this is primarily a PC game 00:17 RealBadAngel how long the naming folders issue has to be here to solve it? 00:17 RealBadAngel why the fuck name of the folder has to mean anything? 00:17 kahrl it's not our fault if someone does a bad porting to mobile job (and remember that was before our android port) 00:17 RealBadAngel answer above 00:18 RealBadAngel how many hundreds of times have you saw error reports because of that? 00:18 kahrl I'm tired of the mod name discussion so I won't answer 00:18 kahrl it leads to nowhere 00:19 RealBadAngel i pointed the solution 00:19 RealBadAngel file with modname 00:19 RealBadAngel but nobody cares 00:19 RealBadAngel better to answer (or not) the error reports 00:20 RealBadAngel this is one of the features i requested from other devs 00:20 RealBadAngel but everybody has that deep in the ... 00:21 RealBadAngel same for database key storage 00:24 kahrl what about database key storage? 00:26 RealBadAngel store lua tables in a database 00:26 paramat MT is a little newbie-unfriendly, but that's good, it filters out those with little commitment, and the stupid people 00:26 RealBadAngel like per player mod settings ec 00:26 RealBadAngel paramat, atm it filters all the players out there 00:27 jin_xi paramat: its a game suitable for the very young so it needs to be newbie friendly imo 00:27 RealBadAngel not everybody is an IT expert 00:27 paramat hm, well good point 00:27 kahrl RealBadAngel: not a topic I followed, link to issue? 00:28 RealBadAngel kahrl, after a several months? selat already made that for freeminer 00:28 kahrl cool 00:28 paramat RBA perhaps you could keep 2 forks of MT, one being exactly how you want it, for your own use, second fork is where you compromise a little more, so we can benefit from your good work 00:29 RealBadAngel kahrl, not cool because mt cant have it 00:29 RealBadAngel same for circuits 00:29 RealBadAngel another shame for us 00:30 RealBadAngel if you dont know, redstone was one of the pillars of mc success 00:30 RealBadAngel we refused to have stable and fast circuits simulator 00:31 paramat in my mods i often state 'change mod folder name to ...' to help people 00:31 RealBadAngel we just follow the same old rule, shoot own foot each time we can aim at something 00:31 RealBadAngel just to scare everybody around 00:32 jin_xi hm, im still thinking about that texture leak. why do we keep all textures when they are recombined? 00:32 RealBadAngel paramat, thats not a solution, by any meaning 00:34 paramat it's obvious you want to make big, controversial changes to MT, and have a very different AV style, so to contribute you may need to compromise a little 00:34 kahrl I never really looked at the circuit thing either because it's outside my area, but I figured there wasn't much interest because mesecons exists 00:35 RealBadAngel kahrl, so the others took it 00:35 kahrl and that's cool 00:35 RealBadAngel no 00:35 RealBadAngel that means that mesecons are not widely used 00:35 RealBadAngel becaue theyre server killer 00:36 RealBadAngel mods are too slow for them to be widely used in multiplayer enviroment 00:36 kahrl and how is a pull request more "stable" than a widely tested mod? 00:36 RealBadAngel so mesecons will be never as cool for new players 00:37 kahrl at the time I looked there was no reports of any tests 00:37 RealBadAngel because servers wont use it just 00:37 RealBadAngel for sake of speed 00:37 RealBadAngel kahrl, even minetest classic has circuits, where have you been last few months? 00:38 RealBadAngel we are killing anything new that tries to come 00:41 kahrl again, not my area, ask the other devs 00:41 paramat RBA, from following IRC and the forum, you are possibly our most popular dev, MT community (and myself) are very keen to see your work get merged, so please compromise a little? =) *pweez* 00:42 kahrl RealBadAngel: all I can say from quickly looking at the PR is that the textures look much worse compared to mesecons 00:43 RealBadAngel 09:42:49 < celeron55> i'm surprised how well that is done 00:43 RealBadAngel textures are secondary 00:43 kahrl I guess the textures gave the other devs a bad impression 00:43 RealBadAngel and absolutely had no meaning at all 00:44 RealBadAngel code was important 00:45 kahrl first impression is always important 00:46 RealBadAngel not every coder can make good gfx for his code 00:46 RealBadAngel his work should be completed with further changes 00:46 RealBadAngel like the visuals 00:46 kahrl so since this has been used for a while, I'm sure someone made some textures? 00:47 RealBadAngel in mt? 00:47 RealBadAngel i dont think so 00:47 kahrl no, in classic or fm 00:47 RealBadAngel we forced selat to move to fm 00:47 RealBadAngel another coder lost 00:47 proller cool 00:48 RealBadAngel how many coder we need to lost to understand something? 00:48 RealBadAngel all of them? 00:49 kahrl I'm the only dev reading this and I wasn't the one who blocked those, so what do you intend my telling me this? 00:49 kahrl s/my/by 00:51 RealBadAngel others can propably read that too 00:52 RealBadAngel i can see hmmmm sfan5 celeron55 ShadowNinja online 00:52 RealBadAngel and proller and darkrose laughing 00:53 proller HA-HA-HA --^ 00:53 kahrl those didn't block the circuit PR (not sure about the other PRs) 00:54 RealBadAngel kahrl, circuits were just an example (important anyway) 00:54 RealBadAngel nothing of value gets merged 00:55 RealBadAngel rarely some slight fixes or secondary features 00:55 kahrl and what is your constructive idea to change that? 00:55 RealBadAngel which are copies of already existing ones 00:56 RealBadAngel stop treating dev as stable 00:56 kahrl and I see quite a lot of major stuff on http://dev.minetest.net/Changelog 00:56 RealBadAngel this is one of the reasons new code is not merged 00:56 kahrl although I agree it has slowed down lately 00:57 kahrl RealBadAngel: users are treating dev as stable 00:57 RealBadAngel blockers want to be it perfect 00:57 kahrl so we essentially have to 00:57 RealBadAngel while it should be tested and improved over time 00:57 RealBadAngel no we dont have to 00:57 RealBadAngel stable should be used as its called so 00:58 RealBadAngel dev should be devs branch 00:58 kahrl not possible with our release schedule 00:58 RealBadAngel whoever wants to help us test and improve the code then he should touch it 00:58 kahrl btw, a lot of the debugging I've done lately was through git bisect, I will stop doing that if every other commit fails to start 01:01 RealBadAngel kahrl, i was testing highlight for weeks before i pushed it 01:02 RealBadAngel then vanessa found two issues in an hour 01:02 RealBadAngel theres no other way i mean 01:02 RealBadAngel code has to be made public in dev 01:02 Zeno` Morning. 01:03 RealBadAngel then more folks will test it and help improve 01:03 kahrl well, we could probably be a bit less perfectionist, but it has to be carefully balanced lest we end up like fm 01:03 RealBadAngel thats the fucking meaning of development branch 01:03 Zeno` 1729 I would call a bug fix rather than maintenance because using unititialised variables is undefined behaviour ;) 01:03 RealBadAngel kahrl, ofc 01:03 Zeno` err... bad timing 01:03 RealBadAngel merging anything could be wrong 01:04 RealBadAngel but merging things going in good direction, and help it is the other side 01:05 RealBadAngel selat was propably unable to make circuits complete alone 01:05 RealBadAngel he needed good drawtype, textures etc 01:05 RealBadAngel who gave him a hand? 01:05 RealBadAngel not us 01:06 paramat the absence of the AV manager while RBA is around is a problem, i would like to see 2 other core devs get together to discuss and merge RBA's work 01:07 RealBadAngel i will be able to make a PR within a few days 01:07 RealBadAngel meshnodes are the most complex change to mt i ever tried 01:08 RealBadAngel mapblock_mesh code is unbeliveably short 01:08 RealBadAngel but thx to the supporting code 01:08 RealBadAngel that change touches over 20 source files 01:09 kahrl paramat: that would be great, but I don't see it happening 01:09 RealBadAngel if i will rebase it i will do it just once 01:10 RealBadAngel i wont be waiting months sitting here and asking 01:10 paramat i will fight to keep you with us RBA, and for your work to be merged, as long as artistic AV changes are kept separate (because they will be controversial due to your different AV style) 01:10 kahrl most devs are rarely here and typically miss each other by a few hours 01:10 paramat hm indeed 01:10 kahrl which can be done productively in an asynchronous medium like IRC, but it isn't done here 01:11 kahrl (I don't blame them, nobody is paid) 01:12 RealBadAngel anyway, when im done with meshnodes, next step is to move highlighting and cracks away from mapblock_mesh at all 01:12 RealBadAngel its a bottleneck 01:12 RealBadAngel next is to turn nodeboxes into meshes on the fly 01:13 RealBadAngel next the shaders update (thx to having meshes i can convert them all into meshes with tangents) 01:14 RealBadAngel when i will have tangent space aviable i can turn on the lights 01:14 RealBadAngel as you can see each piece of what im doing is on purpose and requiring previous work 01:15 RealBadAngel if you still want to discuss if 3 particles are worth blockin my code, feel free to do so 01:16 kahrl I suggested a way to change it 01:16 RealBadAngel thats not the point 01:17 RealBadAngel if i dont have enough power to force 3 particles to go in, what the fuck i can do at all? 01:17 RealBadAngel and whats the point of the efforts in the first place? 01:17 kahrl nobody needs to be able to "force" anything 01:18 RealBadAngel im the only one who is coding AV 01:18 RealBadAngel and im in charge of nothing :P 01:18 kahrl working in a team means you have to accept compromises sometimes 01:19 RealBadAngel thats why we have settings 01:19 RealBadAngel so most of the players wont see the changes 01:19 kahrl I already talked about this in #1710, but if you think you need to be able to force anything I will retract my agreement to make you AV maintainer 01:19 RealBadAngel and c55 good sleep is safe 01:21 RealBadAngel kahrl, you know im not forcing anything 01:21 kahrl you said so yourself 01:21 RealBadAngel remember highlighting? how it evolved? 01:22 RealBadAngel i was listening even to paramat with his extremaly voxel approach 01:22 RealBadAngel and tried to satisfy everybody out there 01:23 kahrl yeah, because that's what it took to get the PR merged 01:23 kahrl if you could just merge it nilly willy you probably wouldn't have listened to everything 01:24 RealBadAngel i know when im doing something to be tuned 01:24 kahrl see: 1705 01:24 RealBadAngel but damn 3 particles? 01:24 RealBadAngel or fuckin name for a bit? 01:24 kahrl you don't care about getting it fixed because your code is already merged 01:25 RealBadAngel ofc i do care 01:25 RealBadAngel thats why code from shaders was removed 01:25 RealBadAngel thats one of the steps to turn on the lights 01:26 RealBadAngel cpu and gpu doing the same all the time was just ridiculous 01:26 RealBadAngel and PA knows that 01:26 kahrl they weren't doing the same 01:26 RealBadAngel yes they were, changing vertex colors 01:27 kahrl doing it only on the gpu was the point of the old code which you call faulty 01:27 RealBadAngel we cant do it only on GPU side 01:27 paramat i will support your meshnodes pull RBA. the reason i chatted here tonight is because i saw you were close to a pull request, and i want to see it merged. fromour chat it looks good to me so far 01:28 RealBadAngel not all will have shaders 01:28 paramat i wanted to check for things that might get it blocked 01:28 RealBadAngel paramat, that one is pure tool as you may call it 01:29 kahrl RealBadAngel: ok, let me assume as devil's advocate that both cpu and gpu did it. You removed the gpu part, so by elementary logic it should still be working because the cpu still does it. Contradiction, so only the GPU did it 01:29 RealBadAngel theres no AV change unless you do it 01:29 paramat yes cool 01:29 RealBadAngel kahrl, no, its done by cpu all the time 01:29 kahrl RealBadAngel: I just proved mathematically that it isn't 01:29 RealBadAngel but threading shows how bad it is 01:30 RealBadAngel but it is very same 01:30 RealBadAngel shaders were just not slowed down by threads 01:30 RealBadAngel but thats not the point 01:31 kahrl it has nothing to do with threading 01:31 kahrl meshes are all animated in the same thread 01:31 RealBadAngel so maybe something other is slowing them down 01:32 kahrl but not every mesh in animated every frame (try changing isAnimationForced() to return true and you'll see why) 01:32 RealBadAngel anyway, that system is sick 01:33 kahrl how so? 01:33 RealBadAngel its server side 01:33 kahrl wat 01:33 RealBadAngel lighting is calculated server side 01:33 RealBadAngel then passed to client 01:34 kahrl oh, I thought you meant the animation system 01:34 RealBadAngel its done here 01:34 RealBadAngel by changing vertex colors of all the meshes visible 01:34 kahrl I don't want to talk about the lighting system again 01:34 RealBadAngel you started 01:34 kahrl well, not now at least 01:34 kahrl no 01:35 RealBadAngel with 1705 01:35 kahrl that's more an animation system issue 01:36 kahrl I didn't look at the code so it might be obvious, but why can't finalColorBlend stay in the shader until hardware lighting is implemented? 01:37 RealBadAngel i can make it in again 01:37 RealBadAngel but if i know its obsolete? 01:38 kahrl do it 01:38 kahrl otherwise you're blocking a release until you finish hardware lighting and we agree to merge it 01:38 RealBadAngel then face another discussion why i removed it... dead circle 01:39 kahrl well, I assume it won't be needed anymore with hardware lighting 01:39 kahrl so that discussion will be over quick 01:40 RealBadAngel nodeboxes are dead already also 01:40 kahrl nope 01:40 RealBadAngel yup 01:40 kahrl they aren't 01:40 RealBadAngel who will want to make game slower? 01:40 RealBadAngel or with worse effects? 01:40 kahrl they don't make the game slower since you convert them to meshes 01:41 RealBadAngel if r2d2 is faster than stair, think how mesh stair will be faster 01:41 RealBadAngel i will do that, but with a price 01:41 kahrl DLC? 01:41 RealBadAngel lol 01:41 RealBadAngel no 01:41 RealBadAngel waiting time 01:42 RealBadAngel they will have to be processed 01:42 kahrl how long does it take per mesh? 01:42 RealBadAngel meshes are pretty quick 01:43 kahrl I mean, how long does converting one node's nodebox to mesh take 01:43 RealBadAngel slower nodebox code will have to be called for each node to get mesh buffer 01:43 RealBadAngel then the buffer has to be cloned 23 times 01:43 RealBadAngel of if its facedire 01:43 RealBadAngel +d 01:44 RealBadAngel http://pastebin.com/tYjiczUn 01:45 RealBadAngel instead of getMesh from file mapblock mesh method fillSingle has to be called 01:45 RealBadAngel for each nodebox out there 01:45 kahrl uh 01:46 kahrl why not just directly call the code that is in case NDT_NODEBOX right now 01:47 RealBadAngel this is not runtime code 01:47 kahrl ? 01:47 RealBadAngel this is nodedef.cpp 01:47 kahrl I don't understand the problem 01:48 RealBadAngel i can call it, theres already a method rdy to get meshbuffer for single node 01:49 RealBadAngel which im going to use to convert nodeboxes into meshes 01:49 RealBadAngel i just said it gonna take time 01:49 kahrl RealBadAngel: it's incredibly wasteful if you don't need the extra things MapBlockMesh does 01:50 RealBadAngel mapblock_mesh does so many unnecesary things thats just incredible ;) 01:51 RealBadAngel and most important is that it is doing them all over 01:51 RealBadAngel which slow down the client as hell 01:51 RealBadAngel previously it was even able to call for files 01:52 kahrl if starting a game with a decent amount of nodeboxes takes a long time because of a dumb thing like that, I will block your changes :P 01:53 RealBadAngel if you will block things that can raise fps by half or something like that.... 01:53 RealBadAngel feel free to do so :P 01:53 RealBadAngel shot the feet, go on :) 01:54 kahrl sure, I will block it 01:54 kahrl but I told you how to fix it 01:54 RealBadAngel wait, where? 01:54 RealBadAngel why not just directly call the code that is in case NDT_NODEBOX right now 01:54 RealBadAngel here? 01:54 kahrl yes 01:54 RealBadAngel uh 01:55 RealBadAngel read what ndt nodebox does first 01:55 RealBadAngel then come back again 01:55 kahrl what about it? 01:55 RealBadAngel it reads the boxes 01:55 RealBadAngel rotates them 01:55 RealBadAngel fixes them 01:55 Zeno` I think most people would prefer slower load times if FPS was increased 01:55 RealBadAngel makes cuboids 01:56 RealBadAngel maps textures 01:56 RealBadAngel before rotates the textures 01:56 RealBadAngel then appends the collector 01:56 kahrl RealBadAngel: that's exactly what's needed to make a mesh, isn't it? 01:56 RealBadAngel mesh does the last step only 01:57 RealBadAngel but all the steps have to be done at least once 01:57 paramat i would happily wait a couple of seconds on startup for faster nodeboxes done by meshnodes 01:57 RealBadAngel at startup 01:58 RealBadAngel i will have to call mapblock mesh for each and everynodebox defined in the game to get its meshbuffer 01:58 RealBadAngel then i can treat is as meshnode 01:58 kahrl no 01:58 kahrl just call the damn NDT_NODEBOX code (after moving it to a new function of course) 01:58 kahrl no need to do the same thing in a roundabout way 01:59 RealBadAngel kahrl, theres a method for that 01:59 RealBadAngel in mapblock mesh 01:59 kahrl yeah but it's inefficient 01:59 RealBadAngel propably yes, but it is here 01:59 kahrl you're free to optimize that function instead 02:00 RealBadAngel i can do that 02:00 RealBadAngel i havent started with that 02:00 kahrl I fear that after you get your pulls merged, you don't have incentive to do so, because "node boxes are a thing of the past" 02:01 RealBadAngel whats left for me now is copying bounding boxes to selection boxes, and make inventory images for meshes 02:01 RealBadAngel all the other stuff is done 02:02 paramat dreambuilder with 1000s of nodeboxes might be slow though, but then that'a probably slow at startup anyway 02:05 RealBadAngel dreambuilder is unplayable atm 02:05 RealBadAngel join spawn area 02:05 paramat lol 02:05 RealBadAngel you will get a few fps 02:05 RealBadAngel courtessy of nodeboxes (tm) 02:06 RealBadAngel also the signs, but thats other story ;) 02:06 paramat fast in game justifies slower startup 02:07 RealBadAngel im getting 3-5 fps on VE dreambuilder server 02:07 Zeno` I just want to get more than 20fps on dual gtx-780 and i7 02:07 Zeno` so I can play the silly game hehe 02:08 RealBadAngel theres no other way to make it fast than coding it fast 02:09 RealBadAngel if nodeboxes are a bottleneck, we shall consider throwing them away 02:09 RealBadAngel but wait 02:09 RealBadAngel modders will do that for us :P 02:10 RealBadAngel nobody will want to ride a bike with a shine new ferrari on the parking lot :P 02:10 kahrl some of them probably, but a lot of them will stay nodeboxes 02:11 kahrl they are just way more convenient to write, modify and generate programmatically 02:11 RealBadAngel who told you that? 02:11 kahrl this opinion has been voiced by various people in this channel 02:11 jin_xi i think implementation is one thing format another. nodeboxes is a fine format. 02:11 kahrl just grep the logs 02:12 jin_xi if it can be handled more efficiently, then do that by all means 02:12 kahrl RealBadAngel: remember that you yourself had to ask someone else to make a full node mesh in blender for you 02:12 RealBadAngel it was two days ago 02:12 kahrl while as nodebox it's 3 simple lines 02:12 RealBadAngel now im able to make such things: 02:13 kahrl RealBadAngel: yeah, you, but not every modder coded the mesh drawtype 02:13 kahrl and has become a blender wizard 02:13 RealBadAngel http://i.imgur.com/ECELl3Y.png 02:13 jin_xi well, i think its nice to open the world of minetest to meshes but its not mesh against nodebox 02:14 RealBadAngel nodebox is a way to describe the mesh 02:14 RealBadAngel faulty and slow 02:14 RealBadAngel and with so many limitations thats incredible 02:14 kahrl RealBadAngel: I really hate that whenever you make something new, you think that whatever was there before is completely inferior and must be eradicated 02:15 RealBadAngel maybe 02:15 RealBadAngel but timings are cruel 02:15 RealBadAngel nodeboxes suck big time 02:16 RealBadAngel gtg, cya tommorow 02:17 Zeno` cya 02:19 kahrl cya 04:42 paramat hmmmm, in mapgen.cpp, 'lightSpread()' seems to call itself 6 times, is this to create a huge exponential cascade of light-spreads? or perhaps i misunderstand ... 04:43 hmmmm it's how light is spread 04:43 hmmmm it just keeps recursively spreading itself in each direction until the light has completely decayed 04:45 paramat okay thanks, it was just a bit shocking to see 04:58 hmmmm hrmmm 04:59 hmmmm is it just me or weren't decorations used in minetest_game 04:59 hmmmm and now they aren't... 05:00 paramat dunno, they're used in mgv6 too? 05:08 hmmmm i am really confused 05:09 hmmmm either I'm crazy, or at one point in minetest_game, grass used the decoration API for placement 05:09 hmmmm same with cacti 05:23 hmmmm this is pretty hilarious 05:24 hmmmm so it seems like I was mistaken the whole while, minetest_game never used any decorations, and my code is broken because stone in the shape of trees surrounded by fire is sprouting up everywhere, all of a sudden 05:25 Miner_48er hmmm that would be an interesting mod 05:38 paramat fire ... the ultimate error message of voxelmanip 05:50 celeron55 RealBadAngel: how are you batching meshnodes? 05:50 celeron55 does it increase context switches compared to nodeboxes 05:50 celeron55 or draw calls 06:10 paramat woo! just pushed your mgv5 branch commits into latest git and have mgv5 running 06:12 paramat just one error message during compiling: In function ‘ll_sym’: /home/***/minetestd1cmgv5/src/lua/src/loadlib.c:76:21: warning: ISO C forbids conversion of object pointer to function pointer type [-Wpedantic] lua_CFunction f = (lua_CFunction)dlsym(lib, sym); 06:14 Hunterz anyone can help me wit this error? http://pastebin.com/bD3wYd3F 06:17 hmmmm seems like it's trying to use lua as luajit 06:18 Hunterz ah, thanks 06:18 hmmmm should manually override the luajit library to be /usr/lib64/libluajit-5.1.so 06:18 Hunterz it works now, many thanks for help 06:27 hmmmm paramat, that's a warning, not an error 06:28 hmmmm the problem is that gcc does not provide a POSIX mode with its -std=ansi or what ever 06:45 Zeno` you can get rid of the warning if you really want to 06:46 Zeno` (without removing -pedantic of course) 06:48 Zeno` http://codepad.org/Ny4pnCy7 06:50 hmmmm he can't modify that because it's a 3rd party lib 06:50 Zeno` yeah, which is why I said "if you want to" :) 06:50 Zeno` But what do you mean can't modify the 3rd party lib? 06:51 Zeno` It's right there in the src tree 06:52 Zeno` I wouldn't but it doesn't mean you can't 06:52 celeron55 well gcc has this functionality that works like "#pragma GCC diagnostic push" which can be used to ignore warnings from includes 8)) 06:53 Zeno` if you look at the man page for dlsym the way I did it is the way that POSIX recommends it be done, so Lua needs fixing upstream 06:53 Zeno` or there is the pragma, yes 06:53 celeron55 go complain to the lua devs then, we have nothing to do with thatt 06:53 celeron55 -t 06:53 Zeno` I didn't bring it up 06:54 celeron55 dunno about lua's policies about this kind of stuff though 06:54 Zeno` Personally I just ignore the warning 07:07 RealBadAngel celeron55, meshes are collected with a slightly modified append method. only difference to the original one is that it applies there color and pos to the vertices 07:09 RealBadAngel http://pastebin.com/wQMknFEH 07:11 RealBadAngel at this point theres no difference its meshnode or any other drawtype 07:14 celeron55 so they are just added to the mesh like anything else 07:16 celeron55 it desperately needs texture atlases but that's been the case ever since they were removed so whatever 07:18 RealBadAngel yes, theyre treated the same 07:19 RealBadAngel ofc this way only static ones can be added 07:20 RealBadAngel for animated ones i will have to code something in between mesh collector and entities 07:20 RealBadAngel will solve that when removing highlighting and cracks from mapblock_mesh 07:21 RealBadAngel both are causing unnecesary mesh updates 07:27 RealBadAngel texture atlases were a problem when we needed rotations for textures 07:27 RealBadAngel that was a main reason to remove it 08:46 celeron55 it must be possible to handle it 08:46 celeron55 they would increase performance a huge amount 08:47 celeron55 removing them was just laziness 08:53 * Krock is interested. opens log 09:52 Krock Wait. can I disable the stairs on the sky? 11:18 Zeno` Judging by the rate of commits this seems more like a 1.x.x version than a 0.x.x version 11:36 Zeno` Even bug fixes aren't being merged :/ 11:39 proller nobody cares 12:02 Amaz proller, I do. 14:30 Krock ppl here either gonna hate me or like.. 14:31 Krock #1731 14:45 Zeno` if(net_proto_version >= LATEST_PROTOCOL_VERSION - 1 && <-- is that tested? 14:45 Zeno` if should have a space before the ( as well 14:45 Krock Zeno`, everything's untested 14:46 Zeno` The condition seems back to front to me 14:47 Zeno` just glancing at it I would have thought it should be if (net_proto_version < LATEST_PROTOCOL_VERSION - 1 && net_proto_version > LATEST_PROTOCOL_VERSION + 1) { 14:47 Krock Should I make a pull request to only convert all "if(" to "if ("?! 14:48 Krock damn I did it the worong way there 14:49 Krock mhm the callenge is now to edit that specific commit 14:51 Zeno` just amend last commit and force push 14:51 Krock net_proto_version < LATEST_PROTOCOL_VERSION - 1 || net_proto_version > LATEST_PROTOCOL_VERSION + 1) { prevent from connecting } 14:54 Zeno` that seems right 14:54 Krock there we go. 14:55 Zeno` good luck :p 14:55 Krock damn. need to rewrite the doc again 15:01 * Krock gives Zeno` a cookie 17:58 Megaf kahrl: sfan5: kilbith: It failed to compile a static bin. http://paste.debian.net/plain/125609 17:59 sfan5 thats because you don't have the static libs for those 17:59 sfan5 Megaf: just compile a non-static binary, it probably requires raspbian to use anyway 18:24 Sokomine commented on https://github.com/minetest/minetest/pull/1732 i really hope it will be merged! 18:35 kilbith_ Megaf: you can solve that ? 18:35 Megaf nope 18:35 Megaf Im rebuilding it no static 18:35 kilbith_ like yesterday so ? 18:36 kilbith_ we'll have the DRI2 bug again... 18:55 Sokomine i've got a problem with lua/luajit under windows. unlike the linux version, it does not seem to read the file entirely. does anyone have any clues regarding that? or knowledge of a more appropriate channel? 18:57 pitriss Sokomine: hmm what about different line ends on windows? 18:58 Sokomine pitriss: it's a binary file and read byte-wise 18:58 pitriss ahh then IDK 18:59 Sokomine sample code is here: https://github.com/Sokomine/mg_villages/blob/master/read_test.lua it does read far less bytes under windows than under linux. only thing i could think of would be encountering an eof in the middle of the file? 19:01 kaeza Sokomine, open with "rb" 19:02 Sokomine kaeza: seems that did it! thank you :-) 19:57 SudoAptGetPlay Hi, I build the latest minetest from master branch on ubuntu 14.04 an hour ago and I'm getting plagued by messages like "Irrlicht log: Could not open file of texture: UV_rat.png" constantly. An idea ? The rats are displayed correctly by the way, but the game hangs a bit. 19:59 Amaz Which mod are you using? 20:00 SudoAptGetPlay Mobs mods 20:00 SudoAptGetPlay It's not local it's on a server actualy 20:01 Calinou SudoAptGetPlay, fixed in my mobs mod 20:01 sapier ignore it most likely its an unimportant error in the model 20:01 Calinou Simple Mobs includes a reference to an UV file 20:01 Calinou edit .x file, remove reference 20:01 Calinou fixed! 20:02 SudoAptGetPlay The error doesn't affect the drawing of the textures, but the game freezes for a couple of millisecs each time that error occurs. And I got like 10 errors a min 20:02 sapier millisecs? 20:02 sapier that's strange 20:02 SudoAptGetPlay The game hangs, I recieve lots of errors and then I can go on 20:03 sapier can you try disabling logging? 20:03 sapier and delete debug logfile 20:03 SudoAptGetPlay I launched the game in a console 20:03 sapier I guess it's a disk io issue 20:03 SudoAptGetPlay bad for me I guess 20:03 sapier how big is your debug.txt file? 20:04 SudoAptGetPlay nothing is logged in debug.txt, the logs are printed on my terminal 20:05 SudoAptGetPlay The time we spoke only : 20:05 SudoAptGetPlay Could not open file of texture: sheep.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 kilbith_ STOP 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 kilbith_ ^ sfan5 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:05 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:06 sapier SudoAptGetPlay: NEVER post a logfile to irc!!!!!!!!!!!!!!!!! 20:06 SudoAptGetPlay Irrlicht log: Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:06 SudoAptGetPlay Could not open file of texture: sheep.png 20:07 kilbith_ someone can kick ? 20:07 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:07 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:07 SudoAptGetPlay Could not open file of texture: UV_rat.png 20:07 SudoAptGetPlay don't worry that's all ^^ 20:07 SudoAptGetPlay srry 20:07 SudoAptGetPlay It'sa short one 20:07 SudoAptGetPlay But yeah no spam ... 20:07 kilbith_ bravo hein... 20:07 kilbith_ utilise pastebin la prochaine fois 21:49 Megaf Thats fantastic! https://github.com/minetest/minetest/pull/1732/files 23:46 kaeza is anyone interested in adding crouching to minetest? 23:51 kaeza read: I'm working on it, but no point in coding it "properly" if the answer is "no" 23:58 paramat i can't see a need for it