Time Nick Message 01:17 iqualfragile hmmmm: the reason for the mumble code looking like shit is that i didn't do much more but copy the example from their wiki to the more or less apropriate places in minetest :D 01:17 iqualfragile but thanks for the review 05:33 hmmmm it's not that it looks like "shit" 05:34 hmmmm it's just that it violates minetest standards 11:48 Krock Could someone help me finding this part in the minetest source? https://github.com/Amaz1/minetest/commit/7f861c58#diff-18513665750ef5adf42b5ec29e14162eL1695 11:49 Krock the codes moved somewhere else and I'm not able to find it again 12:10 Krock nvm. found it 12:24 rubenwardy Any comments on "Add setting to customise stack max" - https://github.com/minetest/minetest/pull/1843 12:33 RealBadAngel looks ok for me 12:33 jin_xi hey all, please look at and voice support for https://github.com/minetest/minetest/pull/1737 12:34 Krock rubenwardy, nice. 12:35 Krock I'd prefer a setting like "inventory_stack_max" 12:35 Krock err no. 12:37 RealBadAngel jin_xi, do you have any mod rdy to show 1737 functionality? 12:40 RealBadAngel btw, https://www.youtube.com/watch?v=atJ_lovDYWs 12:41 RealBadAngel uploaded that yesterday 12:45 Krock https://github.com/SmallJoker/minetest/commit/77bd080 12:47 * PenguinDad runs away from Krock's commit 12:47 Krock gonna publish that one 12:47 Krock cuz bored and so 12:47 RealBadAngel ouch, i should do something with that mapper 12:48 RealBadAngel pity i cant clone myself ;) 12:49 RealBadAngel main problem with mapper is it wants to use just pixels of a colour instead of textures 12:49 PenguinDad I still don't get why everyone loves gsmapper :/ 12:49 RealBadAngel mapper is a must have 12:50 PenguinDad You need useless features? 12:50 RealBadAngel its not useless 12:50 RealBadAngel you know what for folks are drawing maps? 12:50 RealBadAngel for fun? ;) 12:54 Krock for fun. 12:54 Krock and monay 13:03 Krock Amaz, gsmapper with mgv5! 13:03 Amaz Nice! 13:04 Krock oh noes. it's mgv7 :( 13:11 rubenwardy Isn't gsmapper laggy, because it adds pixels as individual GUI elements? 13:17 RealBadAngel i think we shall merge gsmapper and just work on it 13:17 jin_xi RealBadAngel: the author of the pull request needs it to continue with a computercraft like mod 13:18 jin_xi i would like to be able to use keyboard for arcade mod 13:18 RealBadAngel basis is ok, we can improve it later with new ideas and based on players support 13:18 Krock rubenwardy, it looks like gsmapper uses 2 textures 13:19 Krock the minimap you mean is an other, lua based 13:19 RealBadAngel it shall use at least 3 13:19 RealBadAngel 4x4 2x2 and 1x1 13:19 RealBadAngel thats the missing feature 13:19 RealBadAngel its called ZOOM 13:20 RealBadAngel not just the colours 13:20 Krock I guess a pull request won't be accepted in the current state 13:20 PenguinDad RealBadAngel: we can't merge gsmapper because of license issues 13:20 RealBadAngel we can its a valid pull request to our base 13:21 RealBadAngel puller have to obey our rules 13:21 RealBadAngel we can merge it or refuse 13:22 RealBadAngel if we choose to merge then it becomes part of our source 13:24 rubenwardy I don't like the arrow on the map. It is low res and ugly 13:24 RealBadAngel i think we shall merge gsmapper and just work on it 13:24 RealBadAngel see? :) 13:25 RealBadAngel but you couldnt start improving inexistant things, right? :) 13:25 rubenwardy XD 13:26 RealBadAngel and thats my point and definition of development branch 13:27 RealBadAngel we may go wrong, fuck up things, but at the end, with support we will have new features 13:27 Amaz +100 13:27 RealBadAngel atm dev branch is treated as semi stable 13:27 RealBadAngel which is wrong to the bone 13:27 rubenwardy https://cdn.mediacru.sh/VKNZOUfagWpX.png 13:28 rubenwardy Is that meant to be like that? 13:28 RealBadAngel Yikes! 13:28 rubenwardy Like the looks of it. It looks bad. 13:28 RealBadAngel why? 13:28 RealBadAngel its just shaded :) 13:29 rubenwardy It just does look bad to my eyes 13:29 PenguinDad rubenwardy: looks like a bug which only happens on old opengl versions 13:29 RealBadAngel you just got used to old not shaded plain pixels ;) 13:30 RealBadAngel but i agree that doesnt look as hand 13:30 RealBadAngel propably we need a different texture 13:30 rubenwardy https://cdn.mediacru.sh/NLtpFfFfGnrm.png 13:30 rubenwardy Yes. 13:31 rubenwardy The edges are very dark 13:32 PenguinDad rubenwardy: my hand simply glows :( 13:42 RealBadAngel i will open an request for better hand texture 13:42 RealBadAngel current one is not good at all 13:43 RealBadAngel and sucks with effects enabled 13:43 RealBadAngel it looks like a mail delivery box lol 13:45 RealBadAngel while it could look way better, as other items 13:45 RealBadAngel https://www.youtube.com/watch?v=atJ_lovDYWs 13:45 RealBadAngel excuse me, but im a bit proud of the effect :) 13:45 Krock looks bumped 13:45 RealBadAngel ofc its bumped 13:46 RealBadAngel and its 16x 13:46 RealBadAngel at the single vid you can see months of my (and kahrl's) work 13:47 Krock well then, merge it! 13:47 RealBadAngel above? its a single liner 13:48 RealBadAngel i will make this as "High resolution wielded" or something setting 13:49 RealBadAngel change forces wielded textures to be at least 128x 13:49 RealBadAngel atm its 16x 13:50 RealBadAngel effect of the change is smooth models and lighting. and fuckin COOLNESS :) 13:51 Krock I hope, not using that feature does not slow down MT more 13:52 RealBadAngel dont worry 13:52 Krock *runs in a circle* 13:52 RealBadAngel 40fps here, core 2 duo, 4gb and HD4660 13:52 RealBadAngel im developin the effects on low end box 13:53 rubenwardy We know have 305 issues, c55 promised to keep it under 100 13:53 rubenwardy now 13:53 rubenwardy "lets fix all these issues b4 it exceeds 100" or smth 13:53 RealBadAngel im responsible only for a few 13:54 RealBadAngel but many of the issues are just wishes 13:54 RealBadAngel and shouldnt be there 13:54 rubenwardy ah, 71 bug issues 13:54 rubenwardy guilty https://github.com/minetest/minetest/issues/1679 13:55 Krock lol. somewhen, the 100-limit would be exceeded anyway 13:56 Krock rubenwardy, I don't see any use in this 13:56 Krock use HUD images 13:56 rubenwardy smartfs needs it for state:close() 13:56 Krock remove state:close() :3 13:57 rubenwardy Is this still an issue? https://github.com/minetest/minetest/issues/1705 13:57 Krock not on my client 13:57 Krock but I'm not using shaders, so... 13:58 rubenwardy I suggest closing and locking this: https://github.com/minetest/minetest/issues/1841 13:58 rubenwardy It should be on the forum 13:58 Krock yes it is 13:58 rubenwardy It is about low FPS, rather than an actual bug or new feature. 13:59 PenguinDad I never had a smooth day night transition with shaders enabled :/ 13:59 jin_xi wut 14:00 rubenwardy So many new features being added, I don't have time to try them all 14:00 PenguinDad tuw 14:01 Krock #75 is solved. Hear distance can be added with mods 14:01 ShadowBot https://github.com/minetest/minetest/issues/75 -- Hear distance for chat / Others nick view distance 14:02 PenguinDad #802 is solved too 14:02 ShadowBot https://github.com/minetest/minetest/issues/802 -- Items can be thrown through nodes 14:04 Krock RealBadAngel, is it possible for you to fix #104 ? 'only' the smooth lightening is missing there 14:04 ShadowBot https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas 14:05 rubenwardy Just work backwards from the oldest one, and delete all the outdated one. 14:05 rubenwardy s/delete/close 14:05 Krock ^ 14:06 rubenwardy I have tested Krock's gsmapper branch on kubuntu 14.04, it works fine. 14:06 Krock I think 0.4.11 won't come in November, more like December 14:06 rubenwardy #802 14:06 rubenwardy I am still ignored by ShadowBot. 14:07 Krock #802 is releated to the collision box - players do not collide with each other 14:07 ShadowBot https://github.com/minetest/minetest/issues/802 -- Items can be thrown through nodes 14:08 rubenwardy I was just testing 14:10 SudoAptGetPlay Hi, I'm playing around with voxelmanip and I try to generate plain dirt cubes. The only issue is that caves and trees are also generated, see http://imgur.com/a/ap9HF . How do I tell the map to not add these ? 14:11 jin_xi define your own dirt nodes with is_ground_content = false 14:12 rubenwardy Bad. 14:12 SudoAptGetPlay thank you 14:12 rubenwardy If you are making a map gen, you can stop caves being generated 14:13 rubenwardy map gen flags 14:13 SudoAptGetPlay I'm not making a mapgen rubenwardy 14:13 Krock nocaves 14:14 SudoAptGetPlay Ultimately I'd like dirt cubes with ores inside to make a minig mini-game :) 14:14 SudoAptGetPlay *mining 14:14 rubenwardy If you are making it so there is only a dirt cube, then that is a map gen 14:14 rubenwardy Do you want caves in the world? 14:15 RealBadAngel just closed 75, mumble is the answer 14:15 RealBadAngel about #104, signlike will get massive rewrite soon 14:15 ShadowBot https://github.com/minetest/minetest/issues/104 -- Signlike drawtype not being lit smoothly across large areas 14:15 exio4 mumble support? \o/ 14:16 RealBadAngel theres a code for it already, i just wait for a PR with it 14:16 Krock :D 14:16 RealBadAngel if author wont make it i will 14:29 RealBadAngel https://gist.github.com/kaeza/6adb86d42483990882d3 14:29 rubenwardy As long as it does not bloat minetest 14:29 rubenwardy (mumble) 14:29 RealBadAngel kaeza, move your ass please and make a PR with it :) 14:35 kaeza RealBadAngel, as said in iqual's PR, I'm trying to see if it really works 14:39 kaeza also, iqual is supposedly also addressing hmmmm's issues, so gotta coordinate with him who should do that 14:42 kaeza if anybody's around to test, I've set up a temporary local murmur server at 179.31.79.162 14:48 kaeza (same address, port 30001 for Minetest) 15:01 kaeza byyyy the way, wielditems are still broken 15:01 kaeza wieldmeshes* or whatever 15:02 gravgun kaeza: thanks for reminding everybody they still are ;) This bugs... really bugs me (bad pun ikr) 15:03 VanessaE what is it that they're broken for everyone but me? 15:03 gravgun VanessaE: likely GL things... 15:03 VanessaE must be 15:03 PenguinDad VanessaE: it seems like only old opengl versions are affected by this 15:03 gravgun driver-specific features or issues 15:03 gravgun PenguinDad: I'm on GL3.0, it still happens 15:04 kaeza OGL 2.1.0 here 15:04 kaeza Intel GMA 15:04 VanessaE 4.3.483647832661247243 here. 15:04 kaeza https://mediacru.sh/XWz0Nljmcv_c 15:04 PenguinDad gravgun: I didn't specify what an old opengl version is 15:05 gravgun PenguinDad: I generally consider GL<3.0 to be old 15:05 gravgun well, rather <3.1 15:05 gravgun 'cuz old fixed pipeline is gone 15:05 Krock so 2.1.8543 is old?? 15:05 gravgun Krock: yes. 15:05 PenguinDad Krock: yep 15:07 gravgun But I can't get GL4.0 :( 15:07 gravgun But when I'll be able to, I'll get GL4.4 15:07 gravgun Mesa guys are working on it 15:07 kaeza relevant part of console output, FWIW: https://gist.github.com/kaeza/02e0cb1bf8efbb9e4a22 15:29 rubenwardy "Irrlicht log: Using renderer: OpenGL 2.1" 17:40 celeron55 the wield item is broken for me too 17:42 celeron55 if i run it on my HD4000 (GL3.0) that is; it does work on K3100M (GL4.4.0) which is just wasting power and making noise in case of MT 17:44 celeron55 oh well, could as well comment to the issue 17:49 Calinou wield item is always fully bright 17:49 Calinou but looks OK otherwise 17:56 paramat the wieldhand has looked like that for me for a week https://cdn.mediacru.sh/NLtpFfFfGnrm.png note it has dark, curved, glitched-out edges, the texture is blurred and it looks metallic 18:03 paramat RBA, the solution is not a different wieldhand texture, it's to fix the bug. the current texture is the closest possible representation of the player's arm 18:07 paramat RBA> 'current one is not good at all, and sucks with effects enabled' yep it does look very wrong, and that's due to this bug and your shaders, not a problem with the texture 18:07 PenguinDad paramat: that bug is probably not solvable in minetest :/ 18:08 VanessaE RBA isn't here.. 18:08 paramat i know just venting 18:08 VanessaE ok :) 18:08 paramat ah it's due to openGL version? 18:08 VanessaE he was just saying the other day how it's always ME that finds the weird corner-case bugs. not this time I guess :D 18:09 VanessaE yeah, it's an ogl version problem now 18:09 paramat okay thanks 18:10 Calinou the texture is filtered, mesh is set as smooth 18:20 kahrl I have OpenGL 3.0 and there's no texture filtering here 18:20 kahrl although I can confirm that the wield is fullbright 18:35 paramat nore, sfan5, please could one of you merge this urgent pull request https://github.com/minetest/minetest_game/pull/339 ? i haven't been able to get any feedback from Blockmen but i can't imagine he would have a problem with this = 18:35 sfan5 paramat: did nore say yes? 18:36 paramat he did 18:36 Amaz http://irc.minetest.ru/minetest-dev/2014-11-15#i_4022438 18:38 sfan5 paramat: merged 18:38 paramat \O/ 18:39 paramat thanks so much 18:41 paramat i agree with Calinou that mgv5 biomes should be simple and 'oldschool', the current 3 plus taiga, almost as if mgv5 had never been removed and had developed in a similar way to mgv6 18:42 paramat so if you want taiga as a mgv5 biome, pine nodes are needed https://github.com/minetest/minetest_game/pull/336 18:42 Amaz +1 18:42 Calinou how do mapgens other than v6 get flowers? 18:43 sfan5 magic 18:43 Amaz minetest.register_decoration ? 18:43 paramat all mapgen other than mgv6 will use hmmmmm's biome API, so decoration code 18:43 * Krock does not like the fact: The complete GUI is redrawn _every_ step 18:45 paramat so any biome system can be used with any mapgen, the base terrain and biomes become independant and modular 18:46 Krock it gets boring when everything works the same way 20:17 ShadowNinja I get this segfault randomly when starting Minetest. I've had it for months, but it's devilishly hard to get in gdb because it's so rare: http://pastebin.ubuntu.com/9047824/ 20:17 ShadowNinja Also, I've changed the SQLite3 database to use this schema: http://pastebin.ubuntu.com/9047752/ 20:18 ShadowNinja I've also fixed a bunch of internal things. 20:18 ShadowNinja That database shema will make a lot of database manipulation tasks easier. 20:19 ShadowNinja Eg, shifting a map is just something like UPDATE `blocks` SET `x` += 1024; 20:19 ShadowNinja I've added an automatic updater, and the schema version is stored as sqlite3_schema_version in world.mt. 20:20 ShadowNinja This may or may not add a general performance increase too. 20:21 ShadowNinja It should help the mapper though, because it will only have to load Z-slices that it's interested in, instead of the whole thing. 22:15 VanessaE there appears to be a severe memory leak in rollback check. Take a look at the past few hours' worth of stats on my servers: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011162014%20-%2005%3a08%3a31%20PM.png . In the top graph, blue is "other" CPU usage, violet is Minetest, red horizontal rules are 100%-of-a-core marks. second graph is memory. Those two sudden spikes in memory are 22:15 VanessaE from a couple of rollback checks one of my admins did while I was afk (blue is programs, green is cache, yellow is buffers, red is swap). 22:16 VanessaE in the log, there was nothing printed associated with the event except a "Killed" message; dmesg reports that the OOM killer nailed it. 22:16 VanessaE and this is a system with 8 GB of physical RAM and another 512MB of swap. 22:20 VanessaE and it would appear that the admin's attempt to roll back was successful, so the code is working: 22:20 VanessaE [11-16 17:18] hy, did someone roll back my work in time or something? All the work I did on the Survival Server is comepletely gone from the past two days? 22:22 VanessaE it may not be rollback *check* that has the leak but rather the rollback/undo action itself 22:43 paramat hmmmm, mgv5 getgroundlevel is possibly ready for merge, some details https://github.com/minetest/minetest/pull/1834#issuecomment-63242361 22:51 hmmmm hrmmm 22:51 hmmmm alright one thing 22:51 hmmmm iirc Server::getSpawnPos() returns ground level + 1 already 22:52 hmmmm so there's no need to adjust it 22:52 paramat ah thanks i didn't know 22:52 hmmmm well don't trust me, check yourself 22:52 hmmmm i'm full of wrong info 22:54 paramat okay, i was looking for that code recently, only found respawnplayer, will look again 22:54 hmmmm erm actually it's findSpawnPos 22:54 paramat in server.cpp? 22:54 hmmmm yes 22:55 hmmmm and it's not a method of Server for whatever reason... 22:55 hmmmm that should be a static function