Time Nick Message 00:43 paramat plol first guess at code for player-settable heat/humidity noises https://github.com/paramat/minetest/commits/npbiome 02:39 paramat so .. yes i am serious about allowing multiple biome systems: it's okay to have multiple biome APIs alongside hardcoded systems alongside specialist mapgens with their own internal biome systems 02:39 paramat so .. yes i am serious about allowing multiple biome systems: it's okay to have multiple biome APIs alongside hardcoded systems alongside specialist mapgens with their own internal biome systems 02:40 paramat oops 02:45 paramat dev work is much healthier, fun and productive when working on multiple projects. insisting on one means working on one which leads to getting fed up with it and numb to it through over-familiarity. hmmmmm perhaps this happened to you with mgv7 and the biome API 02:45 paramat it just causes pointless headache to worry about which system to use, feeling forced to trash one system when fed up and inspired to work on a new system 02:46 paramat so there would potentially be a choice of base terrain mapgen, a choice of which biome API system to use, and a choice of which set of biomes 02:47 paramat so i feel inspired to tune and work on mgv7 and the current biome API, they are impressive and popular (and i have very high standards). hmmmmm i feel you should feel free to develop new mapgens and new biome systems without feeling you have to make an existing system unofficial, or feeling you have to trash mgv7 =) 04:52 hmmmm well 04:53 hmmmm i have an idea 04:53 hmmmm i'm going to hold a vote on how many people like the current mapgen v7's output. if it's positive enough, i'll leave it in and just skip straight to v8 06:41 sol_invictus is there any working example using http://dev.minetest.net/Lua_Table_Formspec ? 07:00 hmmmm haha..... i guess not 07:00 hmmmm I didn't know we had lua table formspecs 08:07 realbadangel sol_invictus, https://github.com/kaeza/mt-firearms/blob/master/firearmslib/chatcommands.lua#L23 08:08 sol_invictus realbadangel: oh, nice. thx. 08:13 kahrl realbadangel: I don't think that is related to the wiki page sol_invictus linked 08:16 sol_invictus huh, you are right. same strings, but wropped in fancy tables :) 08:17 sol_invictus I remember I've seen somewhere table formspec in issues or pull requests 08:18 Zeno` realbadangel, there is a bug! :-o 08:20 Zeno` karhl, feel like pouring over some massif data? :) 08:21 realbadangel Zeno`, oh no, not again ;) 08:21 Zeno` realbadangel, it's the lighting in caves! 08:21 Zeno` terrible 08:21 Zeno` blocker even 08:21 hmmmm RealBadAngel, the addMeshTaskWithEdge thing 08:22 hmmmm you need to regen the mesh on the client to correct the lighting 08:22 hmmmm the lighting doesn't get updated across blocks I guess 08:22 kahrl Zeno`: heh no, I've been up for >20 hours 08:22 Zeno` kahrl, that's a shame 08:22 Zeno` :) 08:23 realbadangel ive tried to reproduce the issue with torches and everything seems fine for me 08:23 Zeno` realbadangel, kahrl added an additional comment to (maybe) help you reproduce 08:23 kahrl A feeling that we share, it's a shame 08:23 Zeno` kahrl, why do I get the feeling you're being sarcastic? 08:24 realbadangel the way i modified the mesh updates is that max of 4 blocks are updated 08:24 kahrl nope just making references ;) 08:24 realbadangel before it was 13 08:24 Zeno` realbadangel, once you reproduce it, you can go back to the good commit and see that it doesn't happen before the change 08:25 realbadangel and 4 should be enough in any case imho, maybe theres some glitch 08:25 kahrl Zeno`: does it happen at those coordinates for you too? 08:25 Zeno` kahrl, yes 08:25 kahrl ok good to know 08:25 Zeno` I can do it on lots of maps though. Harder to reproduce are the dark areas that can be formed like in the forum post 08:26 Zeno` I can manage to reproduce the dark areas only by trial and error 08:26 realbadangel now im off to work (just 3 hrs). after that i will take a deeper look on it 08:26 Zeno` have a nice day RBA 08:26 hmmmm good day sire 08:26 realbadangel btw, ive prepared a pull to restore finalcolorblend in shaders 08:26 kahrl yeah, as I mentioned it doesn't happen everywhere but once you found a spot, it's easy to reproduce 08:27 realbadangel will push that later today if there are no objections 08:31 Zeno` Krock, do you have time to discuss #1907 08:31 ShadowBot https://github.com/minetest/minetest/issues/1907 -- Add Lua helper functions by SmallJoker 08:31 Krock Zeno`, yup. 08:31 Zeno` Because I still find that function confusing 08:32 Zeno` I'm not 100% sure it's doing what the description says it should be doing 08:33 Krock How would you describe the function? 08:33 Zeno` I don't know, that's my problem :) 08:33 kahrl perhaps 'limit' should be called 'tolerance'? 08:33 Krock yeah. maybe 08:33 kahrl that's the term used in numerical computing 08:34 Krock just negative 'tolerances' will result in a dark corner where it could be 1 and -1 08:34 kahrl just document that it must be >= 0 and defaults to 0 08:35 Zeno` hmm 08:35 kahrl and say that the function returns 0 if the number is within [-tolerance,tolerance] 08:35 Zeno` the function name is kind of misleading in that case 08:35 kahrl s/the number/x/ 08:36 Zeno` my comment is wrong btw 08:36 Zeno` let me amend it 08:36 Zeno` nvm 08:36 Zeno` it's right 08:38 kahrl well... I'm not convinced the limit/tolerance parameter is really needed for this function 08:38 Zeno` I just don't like "mixing" like that 08:38 Zeno` maybe it's a personal thing 08:38 kahrl I mean, if some caller needs it they could as well check if math.abs(x) < tolerance then ... 08:38 Zeno` a function called sign, imo, should do just that and nothing else 08:39 hmmmm not sure what the point of math.sign() is 08:39 hmmmm you can get the same results with "x - limit" if I'm understanding this correctly... 08:39 Krock hmmmm, you can get the direction of something 08:39 hmmmm oh... odd, x < -limit 08:39 hmmmm yeah I'm not understanding what the purpose is 08:40 kahrl hmmmm: it's this: http://en.wikipedia.org/wiki/Sign_function 08:40 hmmmm if limit == 0 08:40 kahrl well, yeah 08:40 kahrl limit > 0 is just to catch rounding errors mostly 08:41 Krock 'limit' or 'tolerance' is just optimal 08:41 Zeno` If limit remains then I think it should be subtracted from x at the beginning of the function and do the comparisons as if limit was not even a parameter 08:41 hmmmm ahh this makes sense then 08:41 Zeno` to "normalise" x 08:41 Zeno` then the function would be easier to read (I think) 08:42 kahrl Zeno`: are you thinking math.sign(x, limit) == math.sign(x - limit, 0)? 08:42 kahrl because that's what I thought at first too 08:42 Krock Zeno`, " it should be subtracted from x" -> how about negative values of x? 08:42 Zeno` well, abs() 08:43 kahrl and it appears hmmmm did so as well 08:44 Zeno` I dunno. It just seems strange to me. But if it makes sense to the majority then *shrug* 08:44 kahrl it's a nonrepresentative but conclusive study that shows the limit parameter violates the POLA ;) 08:44 Zeno` heh 08:45 Krock ranamed the limit to tolerance. it might be clearer now 08:46 Krock *renamed 08:48 Zeno` so limit is a tolerance and not the "origin"? 08:48 kahrl yes 08:48 Zeno` hmm ok 08:49 Zeno` well, I was reading it completely wrong then 08:50 Krock I wrote it a bit confusing, yes. I hope it's okay now 08:52 Zeno` Yeah I understand now. Not convinced about the function name though :P 08:54 Zeno` If others find it fine, then I'm fine with it as well I guess 08:54 kahrl what would you suggest? 08:54 Zeno` I don't know because I've never written a function like that heh 08:55 Zeno` which is why I'm now distancing myself from it 08:55 Zeno` well actually 08:56 Zeno` yeah, it's right, but I guess some documentation above the function might be nice 08:56 Zeno` So I don't ask the same question in a months time 08:57 Krock :/ 08:57 Zeno` nah it's fine 08:58 Zeno` It's Lua's fault and mine, not yours 08:58 Zeno` It's more understandable now 08:59 Calinou blaming programming languages :-) 08:59 Zeno` hah 08:59 Zeno` can x be rounded to tolerance instead? 08:59 Zeno` or is that dumb? 08:59 Krock Why round when 'if ()' is faster? 09:00 Krock but it would be possible 09:00 * Krock starts collecting :+1: messages and wonders if they come without begging 09:00 Zeno` If you were given that function without the function name or any documentation could you at a glance tell what it does? 09:01 Krock I could because I would simulate input possibilities 09:01 Krock and then it's almost clear what it does 09:01 Zeno` Ok, it's all cool then 09:02 Zeno` I'm not being difficult, I really just didn't understand it this morning when I first read it :) 09:02 Zeno` Maybe I didn't have enough caffeine 09:03 kahrl yeah, it's basically like a fifth grade assignment: graph the function ... 09:03 Zeno` kahrl, which is what I did in my head but when it was called limit I was assuming it was a shift to origin 09:03 Zeno` which messed up my conclusions 09:03 Zeno` my fault 09:04 Krock yeah. limit was misleading 09:05 Zeno` If kahrl is cool with it, I'm cool with it as well 09:05 kahrl I am 09:05 Zeno` The documentation is much clearer as well now also (I just noticed that) 09:06 Krock *Topic switch* 09:06 * kahrl merges 09:07 Zeno` well... I made some nice graphs that I have no idea yet how to interpret, Krock :) Not sure I want to talk about them though 09:08 Krock Your decision. 09:10 Krock Okay, the fontengine checks the file endings whether it is 'ttf' or 'TTF' 09:10 Krock That causes this strange bug 09:11 Zeno` Krock, http://i.imgur.com/lNgtmHv.jpg <--- server running for 15 minutes, 1 client (me) 09:12 Zeno` http://i.imgur.com/93kyNLB.jpg <--- server running for 30 minutes, 1 client (me). Where the cutoff is, is where I disconnected my client 09:12 Krock Zeno`, seems like there's a memory leak in addArea( 09:12 Calinou it should only check .ttf 09:13 Krock kahrl, I can not find any function to make a string lowercase, what's the function of it? 09:14 kahrl lua or c++? 09:14 Krock kahrl, C++ 09:14 Krock Zeno`, I haven't updated my server recently, so I can not reproduce that problem yet. 09:14 kahrl lowercase() 09:15 Krock kahrl, lowercase(string)? Okay thanks 09:15 kahrl Krock: yep 09:16 Zeno` The problem with addArea() is that I have no idea (yet) where it should be released 09:16 Krock found th source of that .ttf error 09:16 Krock Zeno`, maybe a function in that function does not delete unused variables 09:17 kahrl why does the font engine check file extensions at all? 09:17 kahrl freetype supports way more than .ttf 09:17 kahrl see http://www.freetype.org/freetype2/ 09:17 Zeno` Krock, I checked that and it seems ok (after a quick glance) 09:17 Calinou these font settings are not recognized by the game: http://paste.ubuntu.com/9394369/ 09:18 Calinou kahrl, I agree, font_path setting should not have an extension, it should be detected automatically 09:18 Calinou by the way; mods should probably not use .png extension either… 09:18 Calinou (it is already possible, but nearly no mods do it) 09:18 Calinou it implies the game only supports .png 09:18 Krock the fail is in fontengine.cpp where it only checks for ".ttf" 09:18 Zeno` Krock, here's a look at the client: http://i.imgur.com/3yTjjzD.jpg (the cutoff is where I stopped moving around randomly) 09:18 Calinou while .jpg, .pcx, .tga, .wal (!) work perfectly 09:19 Krock Zeno`, I see. The area seems to be too big. 09:19 Zeno` I'll work on these later I think. Kinda tired 09:19 kahrl heh, .wal 09:19 kahrl someone should make a quake themed subgame 09:20 Calinou that's Quake 2 textures 09:20 sfan5 without having read the rest of the discussion. by the way; mods should probably not use .png extension either… why? 09:20 Krock how about .gif (not animated)? 09:20 Calinou sfan5, the game should not imply only .png is supported 09:20 Calinou also, it is shorter 09:20 Calinou it'll save thousands of bytes :p 09:21 sfan5 Calinou: but why should mods not use .png? 09:21 Krock Gonna blame the creator of thos issue 09:21 hmmmm https://github.com/kwolekr/minetest/commit/bb58d8f3a5b6705af7c35ec41523d542215c2c18 09:21 hmmmm feedback? 09:21 Calinou mods should use .png, but the extension should not be present in texture definitions 09:21 Calinou they can use .jpg if needed too… 09:21 sfan5 oh 09:21 sfan5 thats what you mean 09:21 Calinou legitimate format for HD packs 09:21 Calinou like HDX already uses for 512 09:22 Krock hmmmm, as long it's backwards compatible (caves), I'm fine with it 09:22 hmmmm .... 09:23 Krock :3 09:25 Calinou you removed tabs from some lines, I thought this was bad practice and that tabs should be kept? 09:26 hmmmm nope... trailing whitespace is bad 09:26 Calinou only spaces at end of lines are bad 09:26 Calinou ah 09:26 hmmmm a blank line with some number of tabs.. that's trailing whitespace 09:26 hmmmm whitespace trailing the end of a blank line 09:27 Calinou camera.cpp, line 491: m_view_bobbing_speed = MYMIN(speed.getLength(), 40); 09:27 Calinou can you change the 40 to 100? 09:28 Calinou I'll make a PR for this 09:31 Krock And I'm searching the reason why I can't enable or disable mods anymore 09:32 Krock 10:33:33: ERROR[main]: Error writing configuration file: "E:\Programme\minetest\bin\..\worlds\testy\world.mt" 10:33:33: ERROR[main]: Failed to write world config file 09:33 Calinou do you have write permissions? 09:33 Calinou start Minetest as administrator (not recommended) or run it from somewhere else 09:33 Krock Can Windows XP disallaow on accessing a file? 09:34 Krock Btw, I can't run it as administrator. Everything starts on this rank 09:34 Krock Also my previous minetest version worked fine.. 09:35 Krock ^ Calinou 09:39 Calinou I think Windows XP can restrict file access 09:39 Krock Yeah it can, just there's no "Run as Administrator" menu entry because it runs it as Administrator by default 09:39 Krock And as already said, the previous version worked fine 09:39 Krock With the same paths 09:40 kahrl where previous=? 09:40 kahrl can you check if the problem was introduced by f0cd59034c? 09:41 Krock okay, setting HEAD to f0cd59034c 09:43 Krock build started 09:46 kahrl it could also be 175b7a28e5 that caused it 09:46 kahrl but finish checking f0cd59034c first 09:56 * Krock removes john_minetest's #"-dev" ending 10:01 Krock kahrl, the bug already existed before f0cd59034c 10:02 Krock so it might be 175b7a28 causing it 10:02 Krock should I check that one too? 10:11 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/367 10:11 PilzAdam should a setting be added? 10:12 sfan5 PilzAdam: no, PR looks ok 10:13 Zeno` +1 10:14 Krock does cacti decay? 10:14 sfan5 no 10:15 Krock nvm. there's a pine needles definition between. read it too fast 10:19 PilzAdam sfan5, I guess this doesn't count as "minor fix", so I have to get BlockMen or nore agree to it? 10:20 sfan5 PilzAdam: yes 10:21 PilzAdam VanessaE, whats the license? https://github.com/minetest/minetest_game/issues/363#issuecomment-65458085 10:22 kilbith she's sleeping 10:22 Zeno` merging changes to minetest_game has different rules? 10:23 Zeno` I so I made a mistake a week or two ago (oops!) 10:24 * Zeno` runs around in blind panic 10:30 Zeno` sfan5, PilzAdam ^^^^ 10:31 sfan5 what 10:31 Zeno` merging changes to minetest_game has different rules? 10:31 sfan5 yes 10:31 Zeno` ok, are they written down? I don't want to make mistakes 10:31 sfan5 they are ofc written down 10:32 Zeno` http://dev.minetest.net/Git_Guidelines can't see them 10:32 PilzAdam https://github.com/minetest/minetest_game/pull/368 10:32 PilzAdam Zeno`, http://dev.minetest.net/minetest_game_Development 10:33 Zeno` thanks PilzAdam 10:35 PilzAdam sfan5, what about https://github.com/minetest/minetest_game/pull/362 ? 10:35 sfan5 PilzAdam: seems ok 10:48 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/369 10:50 sfan5 PilzAdam: looks good; that qualifies as small fix 10:50 PilzAdam can I merge it? 10:50 sfan5 yes 10:52 PilzAdam done 10:52 PilzAdam thx :D 11:13 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/370 11:21 sfan5 PilzAdam: looks ok 11:22 PilzAdam is it a "small fix"? 11:22 sfan5 no 11:23 PilzAdam https://github.com/minetest/minetest_game/issues/337 and https://github.com/minetest/minetest_game/issues/192 seem to be non-issues and could be closed 11:27 kilbith sfan5: https://github.com/minetest/minetest_game/pull/341 11:27 kilbith waiting for your vote since weeks... 11:29 PilzAdam hmm... there don't seem to be any issues left in minetest_game that I can work on 11:29 PilzAdam are there any issues that are not yet added to the issue tracker? 11:29 sfan5 kilbith: do we have .svgs? i like the 1st and the 5th 11:30 kilbith nope, gimp can't create that iirc 11:30 sfan5 correct 11:30 kilbith anyway, i couldn't do that, my laptop is dead 11:30 sfan5 GIMP does not create .svg 11:30 sfan5 Inkscape does however 11:31 kilbith .svg ease the modification if i understand right ? 11:31 sfan5 yes 11:31 kilbith hmm, i see 11:31 sfan5 and it allows you to make an image for many resolutions 11:32 kilbith i guess that it doesnt make a crappy pixelation on the edges when you enlarge the images 11:32 kilbith unlike the .png or .jpg ones 11:32 PilzAdam sfan5, there could be a minetest.conf.example in minetest_game, with all available settings; what do you think? 11:33 sfan5 PilzAdam: sounds like a good idea 11:39 kilbith sfan5: i think the basic header one is most versatile actually (in case if we change the mainmenu, the letters-land and gameland couldn't be always appropriate in the future) 11:40 kilbith is the most* 11:41 kilbith even if letters-land & gameland are the most popular (respectively 9 votes each other) 11:42 PilzAdam sfan5, done: https://github.com/minetest/minetest_game/pull/371 11:59 jin_xi well, i guess i can look a bit more at particles, but i will need to ask some questions... 12:00 jin_xi so, the plan is to add a particlesystem scenenode to client when particles are enabled and use that for all digging particles and maybe also for spawning single ones 12:03 jin_xi or maybe just add/delete single particles with their own scene node 12:03 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/372 12:49 Zeno` jin_xi, if you get rid of those currently leaking particles it'd be great as well :) 12:51 Zeno` If they weren't used so much I'd be tempted to rip out the current particle spawner system entirely 12:55 jin_xi hm. 12:58 hintss xD 13:19 Zeno` #1909 13:19 ShadowBot https://github.com/minetest/minetest/issues/1909 -- Increase client performance by Zeno- 13:20 Zeno` not the way I originally wanted to do it, but it's acceptable until after 0.4.11 13:32 realbadangel Zeno`, commented out #1909 13:32 ShadowBot https://github.com/minetest/minetest/issues/1909 -- Increase client performance by Zeno- 13:33 realbadangel we have talked bout it, that what you are doing here is just a piece of glue 13:33 Zeno` realbadangel, yes it's glue 13:33 realbadangel we need global settings class, initialized at startup and accesible for all 13:33 Zeno` I did implement a whole class 13:34 Zeno` and got into trouble. So, this is an interim solution 13:34 realbadangel so what are you waitin for? xmas? 13:34 Zeno` Nah, I've made two pull requests with the "global class" and both got shot down 13:34 Zeno` so I am doing this in the meantime :) 13:34 realbadangel why? 13:35 realbadangel theres too much glue around already 13:35 realbadangel we need that fixed once and for all 13:35 realbadangel and i will veto all caching attempts starting now 13:36 realbadangel no more fuckin glue 13:37 Zeno` so, I'd like this glue approved ;) 13:38 realbadangel no way :) 13:38 PilzAdam realbadangel, hi; when are you going to fix #1705 ? 13:38 ShadowBot https://github.com/minetest/minetest/issues/1705 -- Regression in smooth day-night transition 13:38 realbadangel gimme the class :P 13:39 Zeno` realbadangel, I PMd you the previous PR 13:39 Zeno` I can't merge that at this time 13:39 realbadangel PilzAdam, i have fix rdy on my local branch, will push it today 13:39 Zeno` THIS change I CAN merge with approval 13:39 PilzAdam realbadangel, nice 13:39 PilzAdam and what about #1860 and #1887 13:39 ShadowBot https://github.com/minetest/minetest/issues/1860 -- Wield item is always fully bright 13:39 ShadowBot https://github.com/minetest/minetest/issues/1887 -- Lighting artifacts 13:40 realbadangel sory for delays i had problems with my box for a few days 13:40 Zeno` So I am compromising (until 0.4.11 is out the door). After 0.4.11 is another story ;) 13:40 realbadangel i let my distro to upgrade with no space left on hdd 13:40 realbadangel and had to reinstall everything 13:41 Zeno` I am bending with the breeze :) 13:41 realbadangel 1860 have fixed, 1887 is undecided - need to look for a reason and a solution 13:41 Zeno` 1877 is easy to fix 13:42 Zeno` but yo must test it first :P 13:42 realbadangel but not with reversing the code just 13:42 Zeno` lol, yep 13:42 realbadangel old way worked but was EXPENSIVE 13:42 realbadangel i dont want that 13:42 Zeno` maybe the shader update will fix it? 13:42 realbadangel i wanna know why it is working on my setup and fails on others 13:43 realbadangel no 13:43 Zeno` realbadangel, you can reproduce it, I know you can! :D 13:43 realbadangel this is some rounding error i guess 13:43 realbadangel and i cant reproduce it atm 13:44 Zeno` I predict that you'll be able to 13:44 * Zeno` wiggles his fingers 13:45 realbadangel i think it may be related to that i let some updates be "not urgent" for adjacent blocks 13:45 realbadangel theres a flag for it 13:46 PilzAdam realbadangel, #1887 may be a race condiition 13:46 realbadangel if server is jammed with another stuff, it may just wait for update 13:46 ShadowBot https://github.com/minetest/minetest/issues/1887 -- Lighting artifacts 13:46 realbadangel and be lost somwhere 13:46 realbadangel PilzAdam, yes, exactly 13:50 Zeno` I'm not really sure if it's a race condition 13:50 realbadangel it may be it 13:50 Zeno` But, yeah, it might be 13:50 realbadangel ive played with those flags 13:51 Zeno` but it doesn't go away 13:51 Zeno` once it's there it's there 13:51 Zeno` it's not a 1 or 20 frame thing.. it just stays there 13:51 realbadangel such things happens all the time 13:52 realbadangel and definitely are not caused by my change 13:52 realbadangel looks like some requests are just lost 13:52 Zeno` the light nodes are not so bad, but the dark ones (which are much harder to reproduce) are not good at all 13:52 Zeno` i.e. those ones I linked to in the mt forum 13:53 realbadangel it was common before that you had to place something/remove to fix the lights 13:53 Zeno` I can reproduce them but not as reliably 13:53 Zeno` realbadangel, how come the issue goes away after the commit by bisect (which I did 4 times) then? 13:54 realbadangel my guess is the flag 13:54 Zeno` hmm 13:54 realbadangel there are two flags, report to the server and importance 13:55 Zeno` either way I don't think this is something that has been around for a long time (megaf was mistaken) 13:55 realbadangel it was here before 13:55 realbadangel believe me 13:55 realbadangel im playing mt for much longer than you already ;) 13:55 Zeno` I can't reproduce before that commit though. And after the commit I can reproduce 99.9% of the time 13:56 Zeno` I know you're more experienced ;) 13:56 realbadangel i believe i just exposed the old bug 13:56 PilzAdam realbadangel, I haven't noticed this before, except with lava flowing, and I fixed that a while ago 13:56 Zeno` quite possibly 13:57 realbadangel updating 13 blocks was workaround to cover the original bug i think 13:57 realbadangel (lets update all of them, maybe it will help) 13:57 Zeno` ok, well the original bug might need to be looked at again(?) 13:58 Zeno` realbadangel, did you look at the screenshots on the mt forum? 13:58 realbadangel yes 13:58 Zeno` k 13:58 realbadangel i noticed something when tryin to reproduce that 13:58 realbadangel i saw something similiar but only for a very short period of time 13:59 realbadangel neighbouring block got updated 0,5-1s after the one with changed node 13:59 Zeno` btw, I'm not "blaming" you. When I started the bisect I fully expected one of my commits to be the issue (since I changed how ambient occlusion and smooth lighting works) 13:59 realbadangel so i got a "flash" of the same effect 14:00 realbadangel but it got updated 14:00 realbadangel now, we do have some issues with threading stuff 14:00 realbadangel im on very low end CPU 14:01 realbadangel what if threading is still fucked up? 14:02 realbadangel and some request are just deleted when timed out or something? 14:02 Zeno` that might take some time to debug 14:03 realbadangel lighting update code doesnt look at blocks, it demands request on its own 14:04 Zeno` well, merge my PR an it'll be twice as fast and you may pick it up easier :D 14:04 realbadangel you mean that with caching settings? 14:04 Zeno` yep 14:05 realbadangel no fuckin way :) 14:05 Zeno` main loop is 1.90 to 2.2 times faster 14:05 Zeno` why not? 14:05 realbadangel because there will be always another place to put some glue 14:05 Zeno` man 14:05 realbadangel we have to cut it 14:05 PilzAdam realbadangel, it will be removed directly after 0.4.11 14:06 Zeno` I showed you the other solution and it's not gonna get merged. After 0.4.11 I will add a proper callback and make a proper class 14:06 realbadangel PilzAdam, adding global settings class wont break current way 14:06 Zeno` I'm not happy but I'd rather see this than having to wait 14:06 realbadangel all usages can be replaced one by one 14:07 realbadangel and till end they can coexist 14:07 Zeno` I do agree with you RBA 14:07 Zeno` but... oh, I dunno :( 14:07 realbadangel just do it 14:07 PilzAdam realbadangel, according to the 0.4.11 milestone it should have been released 7 days ago 14:08 PilzAdam minus 7 days is not enough time to implement the global settings class properly ;-) 14:08 Zeno` RBA, I've promised to work on the "real" solution after 0.4.11 and I intend to keep that promise 14:08 realbadangel PilzAdam, for sure i only know that im alive now and here, in next 5 minutes i can fall off the carpet and kill myself 14:09 realbadangel so theres nothing like the exact date 14:09 realbadangel only wishes ;) 14:11 PilzAdam lol, I just found a nice bug 14:11 PilzAdam dragging the mouse out of the menu screen causes a segfault 14:13 Zeno` PilzAdam, that's a feature 14:13 realbadangel got also a nice one, turn on fly, fly into a corner (with a node under your feet) and continue flying 14:14 realbadangel niiiiice farting sound ;) 14:15 Zeno` RBA, so are you ok with #1909 ? After 0.4.11 is the time to work on a bigger and better solution (IMO) 14:15 ShadowBot https://github.com/minetest/minetest/issues/1909 -- Increase client performance by Zeno- 14:16 Zeno` I've been playing the game with it for an hour. I'll keep playing for a while longer (just to be sure, but even looking at the src code I can't see issues) 14:17 PilzAdam #1910 14:17 ShadowBot https://github.com/minetest/minetest/issues/1910 -- Dragging mouse out of mainmenu window causes segfault 14:17 PilzAdam Zeno`, #1909 seems fine 14:17 ShadowBot https://github.com/minetest/minetest/issues/1909 -- Increase client performance by Zeno- 14:17 Zeno` PA, I'll merge when I finish playing my game then :) 14:18 PilzAdam maybe add a comment that states that this is to be removed soon 14:18 Zeno` ok. I "kind of" suggested that with the TODO comments but I'll make it clearer 14:25 realbadangel Zeno`, let it be 14:25 realbadangel but this is the last time ;) 14:26 Zeno` :D 14:58 PilzAdam Zeno`, https://github.com/minetest/minetest/commit/0e78aa296ee8b552273fdc9d6fabec0fb01d2e4a why does this always display the name of the top texture? 15:00 sol_invictus PilzAdam: would you prefer name of a random texture? 15:00 PilzAdam I would prefer the name of the texture I am pointing at 15:00 Zeno` PilzAdam, good question. It's supposed to be the bottom texture. Personally I don't really see the point of displaying the texture name (.png whatever) at all but I kept it the same as rubenwardy's original patch which had many positive votes 15:02 sol_invictus but does pointed thing provides face you are pointed at? 15:02 Zeno` Perhaps the texture name can be removed? 15:02 PilzAdam Zeno`, it's a nice feature for texture pack developers 15:02 Zeno` PilzAdam, hmm ok 15:04 Zeno` sol_invictus, not really 15:04 Zeno` because pointed at depends on the player location 15:05 Zeno` and what texture name should be displayed when the node has multiple ones? 15:07 PilzAdam for regular cubes it should be easy to get the texture name 15:08 PilzAdam use pointed_thing.above to get it 15:09 Zeno` can you make the change and test? It's 1AM here and I want to start unwinding. If your patch does what you think it should and what you think other texture pack devs would expect I will pre-emptively approve it :D 15:10 Zeno` Mainly because I don't like the current text (for the texture filename at all) 15:33 Krock kahrl, to the issue from earlier today: Configuration file minetest.conf also fails saving with HEAD 0a5373d4 (one before f0cd5903) 15:35 Zeno` Krock, does 39162de work? 15:37 Krock Zeno`, that's after 0a5373d4 and master HEAD also has this problm, so It's very unlikely it would work there 15:39 Krock Commit 175b7a28 contains changes in "Settings::updateConfigFile()" so that might be the bad one 15:41 Krock https://github.com/minetest/minetest/commit/175b7a28#diff-448a38aded6e71732e58a00bda2435eaR264 shouldn't this be "if (!updateConfigObject(&is, &os, ""))" ? 15:41 * Krock does not know much about & and * 15:45 Zeno` after? 15:45 Krock after ^= newer than 15:46 Zeno` 0a5373d4 is 3 days ago. 39162de is 8 days ago 15:47 Zeno` so it's before, not after :/ 15:47 Krock oops. copypasted wrong hash 15:47 Krock I'll try that one 15:48 Krock I'm almost sure 39162de works 15:50 PilzAdam Zeno`, meh, this is more complicated than I thought 15:50 PilzAdam e.g. facedir 15:51 Zeno` PilzAdam, I know ;) 15:51 Krock Zeno`, well, I don't need to check. My last build from Nov. 27 6a43b3a worked fine and there was no settings change 15:51 Krock * between 39162de and 6a43b3a was no setting change 15:52 Krock 175b7a2 must be the bad commit 15:53 Zeno` Krock, which is what I was trying to determine and the same commit I suspected ;) 15:53 * Krock throws 175b7a2 at kahrl 15:54 PilzAdam realbadangel, are there any helper functions to get the tile the player is pointing at? 15:54 Krock ^ think of bandwith and how fast it changes 15:56 Zeno` is there an open issue for this, Krock? 15:57 Krock Zeno`, if none answers to this, I'll open one.. 15:57 Krock seems like a issue is required 15:57 Zeno` I think you should open one 15:57 Zeno` I haven't noticed an issue but obviously something is wrong 15:58 Zeno` and if it's MSVC only you're likely to be the only one to find it in a hurry 15:58 Zeno` find/experience 15:58 Zeno` I dunno if it *is* MSVC only, but... you're the one with the data at hand ;) 16:03 Zeno` Krock, what's the error you get? 16:03 Krock Zeno`, in the issue. 16:03 Zeno` oh ok 16:03 * Zeno` looks 16:11 Krock maybe found it 16:11 Krock Zeno`, what do you think about adding "is.close();" at https://github.com/minetest/minetest/blob/master/src/settings.cpp#L342 ? 16:13 Zeno` That function doesn't open is, so with a quick glance I'd say it would be bad 16:17 Zeno` Quite possibly the calling function should close it though 16:19 Zeno` i.e. https://github.com/minetest/minetest/blob/master/src/settings.cpp#L347 16:19 Zeno` I'll have to look closer tomorrow. I'm too tired :) You'll probably have solved it by then 16:21 Zeno` insert at line 356 a close (*maybe*) 16:25 Krock Zeno`, compiling https://github.com/SmallJoker/minetest/commit/24ba930 now 16:27 Zeno` if that doesn't work just change line 355 to just is.close() and see. But I am so tired I cannot think 16:27 Zeno` night all 16:28 Krock night. 16:42 sfan5 I got travis to build for windows: https://travis-ci.org/sfan5/minetest/jobs/43199022 16:45 Krock -> @1913 16:45 Krock * #1913 16:45 ShadowBot https://github.com/minetest/minetest/issues/1913 -- Close settings files and save them correctly by SmallJoker 16:45 Krock sfan5, cross compile :) 16:45 sfan5 correct 16:46 Krock sfan5, would you agree with the fix 1913? 16:46 Krock It could be labeled as blocker 16:47 sfan5 maybe 16:47 Zeno` Krock, did you try testing with line 355 just as is.close(); ? 16:48 Krock Zeno`, no I haven't. is.bad() is an error anyway. 16:50 Zeno` I think it should be closed even if there is not an error though. (although perhaps updateConfigObject() may always return false if there is an error... but relying on that is possibly questionable) 16:51 Zeno` Anyway, just a suggestion ;) 16:51 Zeno` I'm not really concentrating anyway heh 16:51 Krock Ah. It can not throw an error in this case because a file has been opened 16:52 Krock (Looking at http://www.cplusplus.com/reference/fstream/ifstream/close/ ) 16:52 Zeno` Yeah, so the conditional is probably not required? 16:53 Krock Yup. removing the if(!is.bad()) 17:15 Zeno` #1931 seems good 17:15 ShadowBot Zeno`: Error: Delemiter not found in "HTTP Error 404: Not Found" 17:15 Zeno` err 17:15 Zeno` #1913 :) 17:15 ShadowBot https://github.com/minetest/minetest/issues/1913 -- Close settings files and save them correctly by SmallJoker 17:17 Zeno` apart from whitespace errors :P 17:43 Krock twoelk, could you donate me a +1 for 1913? 17:53 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/373 18:06 Krock Hmm holding the right mouse button and moving it over craft slots does not work anymore :/ 18:06 Amaz Double click. 18:06 Amaz So click once, then click again and hold. 18:07 Krock After the left click, I right-click into the craft field and move it over the slots... 18:07 Krock actually, with 2x right-click it works 18:07 Krock I do not like this feature 18:45 sfan5 https://github.com/minetest/minetest/pull/1914 18:45 sfan5 comments please 18:45 Krock Can't be a bad thing, checking the compability for windows 18:49 PilzAdam sfan5, does it work? 18:50 hmmmm soo 18:50 sfan5 PilzAdam: did you even look at the travis statis 18:50 sfan5 status* 18:50 hmmmm https://github.com/kwolekr/minetest/commit/bb58d8f3a5b6705af7c35ec41523d542215c2c18 ? 18:50 hmmmm looking for approval 18:50 sfan5 PilzAdam: https://travis-ci.org/minetest/minetest/builds/43206937 18:50 sfan5 hmmmm: looks good 18:51 hmmmm lol did you actually look at it 18:51 sfan5 yes 18:52 sfan5 i actually looked at it when you first posted it 18:52 sfan5 but forgot to say something 18:52 hmmmm oh thanks 18:52 PilzAdam sfan5, seems good then 18:52 sfan5 I'll merge #1914 after hmmmm merged his commit then 18:52 ShadowBot https://github.com/minetest/minetest/issues/1914 -- Build for win32 & win64 on Travis too by sfan5 18:53 hmmmm k 18:55 hmmmm hmmm ... paramat isn't around 18:56 hmmmm remind me to tell him: I am adding a "clear all biomes" API, and selectable biome groups can be done by the mod itself or within lua 18:56 hmmmm this is the simplest solution 18:58 Krock Ah, please don't forget my settings save fix 18:59 hmmmm ?? 19:01 hmmmm oh man 19:01 hmmmm does this save failure happen for everybody? 19:02 hmmmm oh shooooot 19:02 hmmmm the file is never closed for reading ever since i split up the read and write 19:03 Krock hmmmm, it did not cause fails on linux because it can deal with it 19:03 Krock Windoze was not happy about that 19:11 casimir What is the itemgroup "float" for? It seems to be used nowhere. 19:12 kahrl if it is used nowhere, where did you stumble upon it? 19:12 Krock casimir, I see you stalking base_game :P It prevents falling nodes from replacing others 19:14 casimir Actually I was not looking at base_game. I wanted to clean up falling, and there is a check for that group. 19:15 kahrl oh default:snow 19:15 Krock https://github.com/SmallJoker/base_game/commit/6d690de it was just annoying 19:15 casimir Could it be from the weather/finite liquid system? 19:16 Krock yes, that's possible 19:33 PilzAdam nore, https://github.com/minetest/minetest_game/pull/362 sfan5 already agreed to it 19:33 nore agreed too 19:33 PilzAdam #367 too 19:33 ShadowBot https://github.com/minetest/minetest/issues/367 -- Add selectionbox_color / crosshair_color/alpha by EXio4 19:34 PilzAdam * https://github.com/minetest/minetest_game/pull/367 19:34 nore both look fine 19:34 PilzAdam can I merge them? 19:35 nore yep 19:39 PilzAdam done 19:39 PilzAdam what about https://github.com/minetest/minetest_game/pull/371 ? 19:41 kaeza Re: 1910, the regression is pretty recent, as my last build from about a week ago works fine 19:43 kaeza oh didn't notice there's already a possible fix 19:45 PilzAdam nore, do you have time to look at the whole list? https://github.com/minetest/minetest_game/pulls/PilzAdam 19:46 nore do you have a screenshot for #368? 19:46 ShadowBot https://github.com/minetest/minetest/issues/368 -- New tree generator. by RealBadAngel 19:46 nore ok for #370 19:46 ShadowBot https://github.com/minetest/minetest/issues/370 -- Fix attachment bug: the parent going faster than the camera by Zeg9 19:46 kahrl kaeza: re #1910, when I wrote that possible fix, I thought the bug was introduced by Zefram_Fysh's commit in August 19:46 ShadowBot https://github.com/minetest/minetest/issues/1910 -- Dragging mouse out of mainmenu window causes segfault 19:46 nore 371 too 19:47 kahrl d1d6a97b 19:47 nore 372 looks good 19:48 PilzAdam sfan5, your votes on 370, 371, 372 and 373? 19:48 PilzAdam nore, I'll take a screenshot, gimme a second 19:48 nore and for 373, not tested, but the code looks ok 19:48 sfan5 PilzAdam: github says 370 needs a rebase; 371 + 19:49 sfan5 372: ok; 19:49 nore sfan5, btw, about pinetrees: what do you think? 19:49 sfan5 373 ok too 19:49 sfan5 nore: link? 19:49 PilzAdam sfan5, yes, but the rebase is trivial in game_api.txt 19:49 nore https://github.com/minetest/minetest_game/pull/366 19:49 sfan5 370 is ok too 19:50 PilzAdam so I can merge 370, 371, and 372 as both of you agree to it? 19:50 nore I find them good (but perhaps it would be better without the roots) 19:50 nore PilzAdam, yep 19:51 PilzAdam as for 373 I'd like to hear what Tesseract thinks, since he usually spots some errors in Lua 19:51 sfan5 nore: the pines are good 19:53 PilzAdam nore, https://github.com/minetest/minetest_game/pull/368 screenshot added 19:53 PilzAdam as I said there, I don't like the textures 19:53 nore well, it looks fine to me 19:54 nore sfan5, your thoughts? 19:54 sfan5 nore: about 368? 19:54 nore yep 19:56 sfan5 sfan5: i agree with PilzAdam on the textures 19:56 sfan5 uh 19:56 sfan5 nore: see above 19:56 paramat hmmmmm "clear all biomes", cool thanks 19:57 paramat i can remove the pine roots no problem, just let me know 19:58 Tesseract PilzAdam: I'm not sure, but this might allow you to add more than stack_max items if you add more than once: https://github.com/minetest/minetest_game/pull/373/files#diff-508f0902c96b1b655002ce43da8db3d9R72 20:01 Tesseract PilzAdam: This and a similar loop below look ugly and create a new table on every run that's never modified. https://github.com/minetest/minetest_game/pull/373/files#diff-508f0902c96b1b655002ce43da8db3d9R190 20:02 Tesseract Seems unnecessary too, won't get_float return 0.0 for non-existing values? 20:03 Tesseract If it returns nil just add "or 0" after the three getter statements. 20:04 PilzAdam Tesseract, no, it doesn't allow more than stack_max (just tested; also that code was just copied from the old version) 20:04 Tesseract The inventory should be initialized in on_construct, but I guess that's to allow placing with vmanip. 20:05 PilzAdam these ugly loops where just copied, too 20:05 PilzAdam I remove them 20:05 PilzAdam I intentionally moved the the inventory definition into the ABM 20:08 Tesseract PilzAdam: Should this run if there's more fuel?: https://github.com/minetest/minetest_game/pull/373/files#diff-508f0902c96b1b655002ce43da8db3d9R301 20:09 Tesseract Also see commit comments. There are also missing spaces after commas. Otherwise it looks good. 20:09 PilzAdam if there is more fuel then it doesn't jump into the else 20:15 PilzAdam updated 20:15 PilzAdam where are missing space before commas? or could someone tell me a regexp to find them? 20:16 Tesseract PilzAdam: In vim ",[^ ]" should work. 20:17 Tesseract Lua has %S and Python has \S for the "[^ ]" I think. 20:17 PilzAdam thanks 20:18 PilzAdam updated 20:19 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/373 ? 20:19 sfan5 PilzAdam: looks good 20:20 PilzAdam should I wait until someone actually tests it or can I merge it? 20:28 kahrl wtf, IGUIScrollBar 20:28 kahrl Y U NO eat double click events? 20:29 sfan5 wait 20:29 kahrl (this is what causes #1806) 20:29 ShadowBot https://github.com/minetest/minetest/issues/1806 -- Double-clicking the scroll bar of the server list joins a server 20:29 paramat nore sfan5 i will remove the pine roots, because i will probably be adding optional snow biomes to mgv6 (on your request) and these trees will be used for that so should be rootless like the other mgv6 trees, for consistency 20:30 kahrl before GUITable was added, double clicks were detected in a haphazard way, which apparently was more reliable than the irrlicht event system 20:44 kahrl pushing this trivial-ish fix for 1567/1806 in an hour: https://gist.github.com/kahrl/eb3e016716c5b48fa380 21:11 hmmmm kahrl: looks good to me 21:16 PilzAdam sfan5, https://github.com/minetest/minetest_game/pull/373#issuecomment-65913976 enough testers? 21:21 realbadangel #1916, waiting for travis 21:21 ShadowBot https://github.com/minetest/minetest/issues/1916 -- Restore finalColorBlend implementation in shaders. by RealBadAngel 21:21 jin_xi hmmmm: thanks for adding deco notifications, working nicely 21:28 PilzAdam RealBadAngel, testing... 21:30 RealBadAngel PilzAdam, im testing the build too 21:30 RealBadAngel should be ok, but more testing wont hurt 21:31 PilzAdam why does git only fetch with 30 KiB/s? 21:31 PilzAdam and why is your repo so big? 21:31 PilzAdam woah, 56 branches 21:32 PilzAdam you do realize that you can delete old branches via the github web interface, right? ;-) 21:32 kahrl I believe menu_music is the big branch 21:32 RealBadAngel i wont delete them rather, thx to them i could easily revert such things like finalColorBlend for example 21:33 RealBadAngel and keep there my unfinished stuff 21:33 PilzAdam what a beautiful sunset <3 21:34 kaeza I need some help here. An user of my `imageloader` mod is getting "ERROR[ServerThread]: ERROR: An unhandled exception occurred: basic_string::_S_construct null not valid". The mod used to work a while ago, but as far as I was able to trace it, it dies in `place_schematic`. 21:34 kaeza has there been any change to Lua schematic handling lately? 21:34 PilzAdam RealBadAngel, merge it! 21:35 hmmmm kaeza, are you loading the schematic from a file or from a table directly from lua? 21:36 kaeza hmmmm, directly from Lua 21:36 kaeza The data seems to conform to the spec in lua_api.txt: `{ size = { y = 1, x = 16, z = 16 }, data = { { name = "air" }, [...], { name = "wool:yellow" }, [...] } }` 21:36 RealBadAngel PilzAdam, i just need to check why i removed one if from there before 21:36 RealBadAngel if(day != night) 21:37 RealBadAngel m_daynight_diffs[i][j] = std::make_pair(day, night); 21:37 RealBadAngel i removed that if at some point because of forgotten reason, i need to figure out why i did that 21:38 kaeza the relevant call is here, for reference: https://github.com/kaeza/minetest-imageloader/blob/master/imageloader.lua#L118 21:38 kaeza (ignore the fact that I used 0 and not "0"; changed it locally but still crashes) 21:40 hmmmm where that error happens doesn't seem to be very obvious... 21:56 kaeza it looks like the user is using mt-0.4.10 (stable, MSVC), so this is old bug that went unnoticed 21:59 kaeza in my version (0.4.10-dev, pulled just today, MinGW32), it seems to crash as soon as `std::string` is called with `null`. I don't get any traceback to help pinpoint the location :/ 22:01 kaeza wait... I do 22:03 kaeza hmmmm, does this make any sense? https://gist.github.com/kaeza/2703f9d1a4471b187594 22:29 paramat i tried lua table schematics a week ago and couldn't get them to work 22:52 hmmmm ;/ 22:52 hmmmm you should've made a bug report or tell me here 22:54 hmmmm kaeza: it hardly makes sense at all... std::string is called with null? there is no std::string involved with updateContentIds() 22:55 hmmmm what version of minetest is that? i mean which commit is that 22:55 hmmmm want to see what l_mapgen.cpp:657 is 23:09 kaeza hmmmm, `schem.placeStructure(map, p, 0, (Rotation)rot, force_placement, ndef);` 23:10 kaeza latest commit, pulled about two hours ago 23:11 kaeza "Backtrace stopped: previous frame inner to this frame (corrupt stack?)" 23:11 hmmmm that has to be a corrupt stack 23:11 kaeza WTH 23:11 hmmmm this would make no sense otherwise 23:12 hmmmm paramat: https://github.com/minetest/minetest/commit/60feb4ad25003b4ed5f93f7fda7f4b8177a0ba51 23:12 kaeza if you have some time to test for yourself on a more sane OS, `git clone https://github.com/kaeza/minetest-imageloader imageloader`, then do `/loadimage mp.bmp` in game 23:13 paramat i cant remember if i told you at the time, but yes i failed to make a bug report 23:13 * paramat looks 23:17 hmmmm hmm 23:17 hmmmm kaeza, not related, but i'm getting lots of "assignment to undeclared global" warnings 23:17 hmmmm well, errors 23:21 paramat clear biomes api: a little beyond my coding level to judge, however thanks! if it helps here is my branch where i define a set of biomes https://github.com/paramat/minetest_game/commits/mgv5biomes 23:23 kaeza already fixed locally, but thanks for reporting anyway :P 23:24 hmmmm paramat, the idea is to implement the "group of biomes" thing within lua, using register_biome and clear_registered_biomes 23:24 hmmmm also this way if more than one mod adds a biome, they can erase all previous biomes 23:24 paramat each grass length and flower type has a carefully chosen perlin noise for beautiful results: there ia an ever-changing density and mix of flower colours 23:24 paramat okay cool 23:25 twoelk paramat: That tree root growing you had suggested. Would the root replace the dirt node the sapling grew from? 23:26 paramat hmmmmm very useful features 23:27 paramat twoelk, the pine will have no roots, but my idea was to extend the trunk into the ground: 2 for appletree, 3 for pines and jungletree, so yes replacing the dirt 23:28 paramat however the new tree schems for mgv5/v7 biomes will be different and i would like to have roots on those 23:29 twoelk ah, so the automated tree factories for example would also have to add a dirt node to grow a new tree 23:30 paramat yes so mgv6 trees will stay unchanged to avoid breaking worlds and mods 23:30 twoelk dirt was not used up by plants until now, wonder how this changes some game-plays such as on the Just-test or moontest servers 23:31 paramat and since the pine will be in mgv6 snow biomes that should have no roots also, i will edit that tonight 23:32 paramat roots will only be added to new tree schem designs so wont break anything (i hope) 23:33 twoelk if dirt can get destroyed by tree growth in some mapgens we might need to add something to craft dirt to default as well to balance it out 23:36 paramat ah i see, holes will need to be filled 23:38 paramat nand dirt might run out on skyblock maps 23:38 paramat *and lol 23:39 twoelk many servers advise the players to replant trees. this might get a little difficult. Maybe the leaves could be utilized in some way 23:39 hmmmm kaeza: https://github.com/minetest/minetest/commit/390c0cd69185b3be7f6f49d7f8fe53f901edf5aa 23:40 twoelk Dirt is actually rather rare on some servers or games 23:44 * paramat keeps singing this https://www.youtube.com/watch?v=F_6IjeprfEs