Time Nick Message 00:23 fz72 PilzAdam: I think, you should enable -DCMAKE_BUILD_TYPE=Release for the packages in ppa 00:25 PilzAdam hm? is it set to debug? 00:28 PilzAdam fz72, where would I change that? 00:32 fz72 run cmake -DCMAKE_BUILD_TYPE=Release before compiling with make -j2 00:33 PilzAdam the launchpad builds are automated 00:33 PilzAdam which script do I need to change to set that? 00:34 Tesseract Builds should be release unless explicitly specified otherwise. 00:36 fz72 sorry, I never worked with launchpad 00:36 acerspyro Tesseract, Have you heard of #tesseract? 00:37 PilzAdam fz72, oh, I thought you saw that it was set to Debug somewhere in the scripts 00:37 PilzAdam if it's not specified, then it's "Release" by default 00:39 fz72 when, i clone a minetest from github it is set to debug by default 01:26 shadowzone hi Zeno` 02:34 hmmmm gonna start pushing some shit 02:34 hmmmm say something now or forever hold your peace 02:35 VanessaE branch off first? 02:35 VanessaE :) 02:36 hmmmm https://github.com/minetest/minetest/commit/b67f37f27ea7d89b2098fa9fcc2533fa1091e695 02:36 hmmmm done~ 02:46 Zeno` https://github.com/minetest/minetest/blob/b67f37f27ea7d89b2098fa9fcc2533fa1091e695/src/mg_ore.cpp#L65 <--- What's the thinking behind this? 02:47 Zeno` specifically, line 69 02:48 Zeno` Why not have just line 69? 02:49 Tesseract Zeno`: clear() doesn't delete, it just destructs. 02:49 Zeno` clear calls the destructor of the objects doesn't it? 02:49 Tesseract (and pointer destructors are no-op) 02:50 Zeno` so what's the loop doing? 02:50 Tesseract Zeno`: It's an array of pointers, not objects. 02:50 Zeno` ok 02:51 Zeno` yes I see now. Thanks 03:10 hmmmm erm 03:10 hmmmm ever test something and then you end up playing it? 03:11 VanessaE that's how it's supposed to work, hmmmm :) 03:11 hmmmm does LazyJ's schematic problem have a PR? 03:13 VanessaE um.. 03:14 VanessaE not that I can see. 03:14 paramat hi hmmmm, are you planning to edit mapgen_v7.cpp/.h anytime in the next week? i'm working on these and don't want to deal with merge conflicts 03:14 hmmmm i have no clu 03:14 hmmmm i won't, i guess 03:15 paramat okay good 03:17 paramat i'm adding overgeneration to avoid stone lines at y = 47 etc. also, the caves are horrid, can i port in v5 type caves, but non-eased for speed and perhaps a larger 'scale' to suit the terrain 03:18 hmmmm overgeneration is causing issues with LVM worlds 03:19 paramat current caves in v7: https://cdn.mediacru.sh/-/-EXA7AkfIwOK.png 03:21 hmmmm i don't know what I want to do with caves yet 03:21 paramat okay i won't touch caves then 03:21 hmmmm v5 caves have issues as well 03:22 hmmmm they aren't as serious as the current cave issues though 03:22 paramat overgen issues with LVM sounds interesting/worrying? 03:25 hmmmm it's because LVM doesn't take into account overgen 03:26 hmmmm i'll have to query the chunk size from the mapgen somehow 03:28 paramat mmm .. i can't see the problem. however i admit my v5 overgen is perhaps a little hacky (but it works) 03:29 paramat i could probably improve it 03:31 paramat okay seems best i stop work on v7 for now but keep the branch for reference 03:31 hmmmm see... 03:32 hmmmm v6 caves are absolutely necessary for v6 terrain 03:32 hmmmm not quite so much for v7 03:32 hmmmm i thought for a moment that maybe it would be a cool idea to choose the cave type 03:35 paramat okay the only thing i need to change in v7 then is integrating the improved biome api 03:37 paramat for my biome api branch i'm waiting for the right time to manually rebase it (for the 3rd time heh) because code keeps changing 03:37 paramat i need to rebase it on your latest commit 03:38 VanessaE hmmmm: there's your "code rot" issue.. 03:38 hmmmm right now would probably be a good opportunity 03:38 paramat but that takes time and by the time it's ready code may have changed again 03:38 paramat okay good 03:39 hmmmm i'm going to be modifying l_mapgen.cpp a bit with the next three or so commits but it won't be anything in proximity to the biome register function 03:39 paramat ah good 03:39 paramat i can give it top priority and have it ready within 1-2 days, fast enough? 03:40 hmmmm that's totally fine 03:40 paramat cool 03:40 paramat i will be editing mapgenv5.cpp mapgenv7.cpp mgbiome.cpp mgbiome.h and lmapgen.cpp 03:41 paramat so hands off those files everyone! RRR! 03:42 hmmmm i'm gonna have my hands all over mg_schematic.cpp for a while 03:43 hmmmm adding a register_schematic() function finally 03:48 paramat good. now i can't see the problem with LVM and overgeneration, since already there are bits of dungeon and tree protruding from a mapchunk, a bit of stone amkes no difference. LVM volume contains the mapblock shell anyway 03:48 paramat *makes 04:01 paramat since biome material is roughly 4 nodes deep i want to extend the overgeneration to 2 up 2 down. i'll work on this in v5 only for now, good thing it's still unstable 04:03 * paramat has more experience with mapgen-object-voxelmanip as anyone else here ^_^ 04:09 hmmmm https://github.com/minetest/minetest/commit/8334100fe1b1bb40bfebff9ec9780c18fe3fd0c7 04:11 hmmmm local vm = VoxelManip(p1, p2); local emin, emax = vm:get_emerged_area(); local data = vm:get_data() vm:set_data(data); vm:write_to_map(); vm:update_map() 04:12 hmmmm setting a node to CONTENT_IGNORE in a VoxelManipulator means "skip writing this node on blit back" 04:26 * paramat will study this 05:28 paramat https://github.com/paramat/minetest/commits/biomeapi3 coded but not yet tested. will test over the next few hours 07:29 Zeno` hmmmm, https://github.com/minetest/minetest/commit/8334100fe1b1bb40bfebff9ec9780c18fe3fd0c7#diff-1305560bd8befb32862f0feeefabd02eR1598 07:30 Zeno` are you planning to add an option to have a vmanip with the data not initialized at all? 07:31 Zeno` although I guess cignore is the next best thing (which you've already added) 07:32 Zeno` Any comments on #1967? 07:32 ShadowBot https://github.com/minetest/minetest/issues/1967 -- Add display_gamma option for client by Zeno- 07:34 Zeno` also, #1851 to fix #1993 07:34 ShadowBot https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno- 07:34 ShadowBot https://github.com/minetest/minetest/issues/1993 -- random-input is always looking into the same direction 07:36 Zeno` And #1977 should be merged very soon if markdown is the "new way" otherwise commit conflicts are going to get annoying pretty fast 07:36 ShadowBot https://github.com/minetest/minetest/issues/1977 -- Rewrite lua_api.txt into Markdown format by Wuzzy2 07:41 n4x what about #1952? 07:41 ShadowBot https://github.com/minetest/minetest/issues/1952 -- Use the console instead of a dedicated window when pressing chat/command keys by ShadowNinja 07:43 hmmmm Zeno`, not possible 07:44 hmmmm why would you want that anyway? 07:45 VanessaE which one? 07:49 Zeno` If I get want a vmanip with the whole area filled with, say, sand I don't think I'd want it pre-initialised to content ignore 07:49 Zeno` If I want to set up a vmanip* 07:52 hmmmm well a prerequisite to that would be to make an exact-node-size vmanip 07:53 hmmmm in order to do that you'd have to write a new blitBackAll that can deal with partial mapblocks 07:53 hmmmm and in order to do that now you need to start modifying the mapblock structure 07:53 hmmmm well, data shouldn't be private to start with 07:54 hmmmm what's wrong with just filling it in your mod? 07:56 Zeno` nothing. Quite possibly the changes already do want I want. E.g. using vmanip to clear areas of the map 07:57 hmmmm you could've done anything you wanted to before this change 07:57 Zeno` Not without getting the map data first 07:57 hmmmm all this change does is make it unnecessary to load map into the voxelmanipulator for faster performance 07:58 Zeno` ok, so if I'm understanding you it's doing what was needed already now 07:59 paramat biome api now tested, pull incoming.. 08:00 Zeno` IIRC before it was not possible without first getting the data from the map because there was no way (other than that) to specify where the data should go when you wrote it back 08:00 hmmmm from an external point of view, i guess so 08:02 hmmmm ooh snap 08:02 hmmmm i should probably createBlock() if it returns NULL 08:04 paramat https://github.com/minetest/minetest/pull/2019 08:05 hmmmm looks good 08:09 paramat i will write a post on the forum explaining the features and how players' should rewrite their biome registrations for a near seamless transition (all that changes is the lack of glitches) 08:13 paramat one thing i'd like to do with mgv7 (if ok with you) is remove the range limiting of mountain height so we can control that with noiseparams in .conf and do stuff like this http://i.imgur.com/bwge8zu.png 08:15 hmmmm the intention of range limiting mountain height was so that it creates kind of a top tier of flat-ish terrain for players to build on 08:15 hmmmm but that failed miserably 08:15 hmmmm i can do a lot of great things with mapgen v7 - it's just not a priority at all 08:16 hmmmm sure, i guess you could do that 08:18 paramat okay thanks. yeah the range limiting doesn't create plateaus at all, good intention though 08:20 paramat also i might submit a pull to add a check for 'ignore or air' when placing mountain terrain, so that dungeons don't get cut off. anyway time to watch anime.. 08:23 paramat http://i.imgur.com/zxIISlu.png the 3d noise of mgv7 is good for creating floatlands 08:28 hmmmm vein ore is really slow 09:18 cib0 Hello. 09:21 sfan5 hi 09:22 cib0 Random question: How well would the minetest engine lend itself to Dwarf Fortress-y features(worldgen, civilization simulation, settlements with AI controlled actors and so on) 09:23 Calinou it is possible to do all these 09:24 cib0 Nice. :) It's been years since I checked this project, and I'm very impressed by how it's developed. 09:25 Calinou cib0, check the mg and mg_villages mod for Lua map generation with villages 09:26 cib0 In minetest_game? 09:27 Calinou they are not included 09:27 Calinou you have to download and install them from forums 09:27 cib0 Oh, okay. 09:38 cib0 Hm, maybe I should just take a poke at a bug. 09:50 Calinou https://forum.minetest.net/viewtopic.php?f=3&t=10848&p=166107#p166107 09:50 Calinou I agree about the versioning change, but make it 1.0, that's less daunting 09:52 Zeno` Personally I think 1.0 is better as well 09:53 Zeno` 1.0.0 rather ;) 09:54 Calinou yes, 1.0.0 09:55 cib0 Huh. 09:57 cib0 What kind of bugs are we talking about? I hope not the kind where someone didn't test their stuff properly. :P 10:02 Zeno` huh 10:02 Zeno` I didn't know we were talking about bugs at all :P 10:02 Zeno` Oh, the "hacky workarounds"? 10:03 cib0 Referring to the thread, someone said minetest is in a perpetual state of bugginess. 10:03 Zeno` stable is 10:04 Calinou all software has bugs 10:04 Zeno` mainly because bug fixes are not backported/cherry-picked back into stable 10:04 Zeno` and some of the reason that doesn't happen is, strangely enough, because of the version numbering 10:05 Zeno` so major.minor.patch is what hmmmm is suggesting (I hope I haven't misunderstood) 10:05 Zeno` and I'm fine with that, just not fine with the next release being 5.0.0 10:06 Calinou http://semver.org 10:06 Calinou is pretty much common sense, but worth following 10:06 Zeno` yeah I am a proponent of semantic versioning myself 10:07 cib0 Well, yeah, there will always be bugs. Sometimes because they're really obscure, rare and hard to reproduce. Sometimes because some important aspect of the source isn't fleshed out enough. But most code should be bug-free the moment it's merged. 10:08 cib0 And eyah lots of projects use that versioning scheme. 10:10 cib0 Hm, I think I'd kinda prefer a binding generator to hardcoding all the bindings in C++ with the lua API.. would make it much more easy to plug in other scripting languages. 10:11 Zeno` Unfortunately a lot of the code is barely understandable and not structured in any way 10:12 cib0 Well that's a people problem. :) 10:12 Zeno` I don't think anyone debates that hehe 10:12 cib0 So far I'm okay with the source I've seen. Where shouldn't I look? 10:12 Zeno` but seriously... the 1000 line functions have to go. But this will take time 10:13 Zeno` cib0, look at game.cpp before I refactored it a couple months ago (it was seriously a 3000+ line function) 10:13 Zeno` there are heaps of other examples... I'm sure you can find them 10:13 cib0 Ouch. 10:14 cib0 Well, if it's just legacy code, I don't take issue. 10:14 cib0 But code like that isn't merged anymore, right? 10:15 Zeno` mostly not 10:16 Zeno` I guess 10:16 cib0 Well, it was nice knowing you. :P j/k 10:17 Zeno` main.cpp and game.cpp still need more work 10:17 Zeno` I did the bare minimum 10:17 cib0 I could work on stuff like that, too, I guess. 10:17 cib0 For now I just grabbed the first issue on the tracker that seemed doable. 10:17 cib0 I don't have much time though. :( 10:18 Zeno` client.cpp probably needs work 10:18 Zeno` what are you working on? 10:18 cib0 https://github.com/minetest/minetest/issues/2015 10:19 Zeno` void Client::ProcessData() is only 1005 lines long 10:19 Zeno` oh yeah, cool 10:21 cib0 What needs work in main.cpp? 10:21 Zeno` cib0, I don't know. I just know that when I'd refactored it there were still parts I thought were "clumsy" 10:21 Zeno` I should have made a list 10:23 cib0 Man, these files look fine to me. I've seen so much worse. 10:24 Zeno` :) 10:24 Zeno` I can't remember why I brought this up though 10:25 Zeno` weird 10:26 Zeno` anyway I vote 1.0.0 should be next release and not 5.0.0 10:27 Zeno` maybe it can be a short release cycle; squash the major bugs, release 10:27 cib0 Sounds reasonable. 10:27 Zeno` (for the 1.0.0 release I mean) 10:28 cib0 We do not need firefox version numbering. :) minetest 5564.0.1 released! 10:28 Zeno` is it? 10:28 * Zeno` checks 10:28 cib0 Not yet, but soon 10:28 Zeno` Was gonna say... I'm only on 35.0.5 10:29 Zeno` 34* 10:29 Zeno` but yes, that's a good example 10:30 cib0 Do we have code style guidelines? 10:30 sfan5 yes 10:31 sfan5 cib0: http://dev.minetest.net/Code_style_guidelines 10:31 cib0 ty 10:40 cib0 Well great. My first bugfix ends in realizing it's a design issue. :3 10:44 cib0 Uhm.. I built the project in minetest/dist/ and it put the binary in minetest/bin anyway. >_< 10:46 sfan5 thats a feature 10:47 cib0 Is performance a priority btw.? 10:52 Calinou yes, but not at the cost of features 10:53 cib0 Of which features? 10:56 cib0 It's always possible to keep adding features until the thing only runs on a dedicated gaming rig anymore. I don't own one, though. :/ Developing for a game and slowly watching it drift into unplayability on your rig is annoying. 11:03 Calinou it won't happen probably 11:03 Calinou the core game will stay relatively lightweight 11:04 cib0 Nice. 11:05 Calinou however, people often complain about it (eg. lack of mobs) 11:06 cib0 Well rendering mobs shouldn't be too much of a problem, and AI and all that stuff can be done in mods/forks. 11:07 Calinou people want mobs in the core game 11:07 Calinou they can be done in a lightweight way, but there needs to be a way to easily disable them, in case people want to use mob mods 11:09 cib0 Yes. 11:09 cib0 Like me. :P 11:09 cib0 Though I "want" to do many things I don't have time for. >_< 11:09 cib0 But wouldn't it be possible to just implement the mob entity similar to node entities, then do everything else in lua? 11:12 cib0 Hm, can't find any more bugs that seem doable for me. 11:12 cib0 Anyone want me to refactor something? :P 11:17 Calinou cib0, look at already-made mob mods 11:17 Calinou https://forum.minetest.net/viewtopic.php?f=11&t=9656 11:29 Zeno` It's always possible to keep adding features until the thing only runs on a dedicated gaming rig anymore. I don't own one, though. <-- that cannot happen at this point in time 11:29 Zeno` because the game is CPU limited ;) 11:30 cib0 Oh. 11:30 Zeno` it's CPU limited on my i7 11:31 cib0 Well the CPU is the strongest part of my system anyway. 11:31 Zeno` yeah; it's not as bad now (compared to 0.4.10) but there is still a lot of work needed :( 11:32 Zeno` and none of it particularly trivial 11:32 cib0 Performance? 11:32 Zeno` yeah 11:33 cib0 Hm.. is there some place where we can store custom info about chunks? 11:34 cib0 What needs to be done for performance? 11:58 cib0 So I installed this mob framework.. Now is there some way to debug spawn mobs? 13:54 cib0 Dear god so many mob and NPC implementations 13:55 cib0 I saw a pathfinding cpp file, can that be used for moving mobs? 13:56 fz72 whois cib0 13:57 Zeno` ^^ that person 13:58 cib0 I'm the ghost of christmas past or something. 13:58 fz72 lol 13:58 Zeno` really? 13:59 cib0 No. 13:59 Zeno` Good; I'm scared of ghosts 14:26 cib0 ... This NPC builder is just floating through the air. 14:26 cib0 Please stop wasting my time T_T 14:27 cib0 Let's see if npcf does this any better. 15:44 Megaf For fucks sake, can you pelase doing shit and fix memory leaks!? 15:44 Megaf please* 15:45 Megaf Stop implemeting new stuff and candy eye and actually fix bugs! 15:45 Megaf useless people 15:45 Megaf Being polite, asking nicely and opening issues doenst work with you peple 15:46 Megaf the bloody client still with huge memory leak 16:49 fz72 PilzAdam: http://bazaar.launchpad.net/~minetestdevs/minetest-c55/packaging/view/head:/rules 16:49 fz72 this is the file to configure the release build, I think 17:07 PilzAdam fz72, nothing there says that it's set to "debug"; and it's "release" by default 17:34 kahrl Megaf, thanks for shitting on the work Zeno did when he spent days collecting and analyzing massif data. 17:34 kahrl Acting entitled like a spoiled little brat will not help your cause. Kthxbye. 17:36 Megaf kahrl: on the other channel I talked about the impressive work he has done 17:37 Megaf kahrl: but month after month seeing the same thing... New features, more perfomance and and ever growing resources usage 19:06 rubenwardy Can another core developer have a look at this? Rewrite lua_api.txt into Markdown format https://github.com/minetest/minetest/pull/1977 19:06 rubenwardy If they agree, it can be rebased and merged. 19:29 rubenwardy http://rubenwardy.github.io/minetest_doc/lua_api.html 19:31 T4im nice :) 19:31 Krock SN already rebased it 19:31 rubenwardy To the latest? We just need another core dev to agree. 19:31 Krock I prefer a new file, lua_api.md 19:32 rubenwardy That would be better, but first things first 19:32 VanessaE rewrite it into markdown, but render a plaintext version periodically. 19:32 rubenwardy VanessaE... 19:32 VanessaE for us luddites ;) 19:32 exio4 markdown is easy to read 19:32 rubenwardy Do you understand how Markdown works? 19:32 exio4 it isn't intrusive 19:33 exio4 you can think of it as a just a bunch of conventions (# is title, and * is for lists, and what not) 19:33 rubenwardy It was almost in markdown before, it just didn't follow exact standards 19:33 VanessaE rubenwardy: of course I do, but not every program that can read a markdown-encoded textfile will actually interpret the markdown. 19:33 rubenwardy So? 19:33 VanessaE so? too much markdown makes the file hard to mentally parse 19:33 rubenwardy It is designed to be read in plaintext as well 19:33 rubenwardy It was almost in markdown before, it just didn't follow exact standards 19:33 VanessaE it's like reading raw HTML versus the rendered page 19:34 exio4 it isn't 19:34 rubenwardy it isn't 19:34 VanessaE well it's the closest analogy I can make 19:34 rubenwardy https://github.com/minetest/minetest/blob/master/doc/lua_api.txt 19:34 VanessaE I read through the markdown version. I found it harder to read. 19:34 rubenwardy That is practically markdown 19:34 kahrl I agree with VanessaE 19:34 kahrl especially all those ` everywhere 19:35 VanessaE kahrl: precisely 19:35 hmmmm i'm sure it would be easier to read if you were viewing it as a markdown file 19:35 Krock too bad. I really loved the '^' explanations like https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L1062 and those ugly `..meh. 19:35 rubenwardy With markdown you don't need to refer to line numbers. 19:35 rubenwardy Try s/`/ 19:36 rubenwardy According to stack overflow, you can convert to HTML and then to plain text 19:36 VanessaE hmmmm: which is exactly the point - it's NOT a markdown file as far as gedit, chromium, or github is concerned. ergo it's plaintext and harder to read. 19:37 hmmmm :( 19:37 rubenwardy It should be renamed to .md 19:37 rubenwardy And renamed to .txt in windows builds 19:38 VanessaE rubenwardy: perhaps so - that fixes one case (github)/ 19:38 VanessaE but not the other two 19:38 hmmmm this is tough 19:38 rubenwardy Any objections to renaming to .md? It wouldn't break pull requests 19:38 hmmmm have you guys ever used .rst? 19:38 Krock nope.avi 19:38 VanessaE nope. 19:38 rubenwardy * as formating to markdown already does 19:39 hmmmm welp 19:39 hmmmm i don't really have an opinion on this 19:39 hmmmm it's tough 19:41 rubenwardy rst looks like markdown, but without all the ` 19:41 hmmmm the plain text format is already difficult to read 19:41 Krock let's do our own documentation style rules. yay! <.< 19:42 rubenwardy Advantages: linking to a header without worrying about the position of lines changing, output to HTML, standardised. 19:53 rubenwardy You could remove all the `'s. It is the headers and lists and code snippets which are important 19:55 rubenwardy Added table of contents: http://rubenwardy.github.io/minetest_doc/lua_api.html 19:55 rubenwardy oops 20:01 hmmmm i was looking at the pull request and really the `` isn't that distracting 20:08 rubenwardy That's what my opinion i 20:08 rubenwardy s 20:08 rubenwardy Even if it isn't renamed to .md, it is still better as I can make an automated script to do this: http://rubenwardy.github.io/minetest_doc/lua_api.html 20:10 neoascetic Github already have great git-versioned wiki with web-editing abilities. Why something third? 20:16 Megaf Hi, I deeply apologize for my awful words and behavior about an hour ago. I should never have acted like that here. 20:16 Megaf I would like to help to track down all memory leak issues but we do need to find a better way of doing that. 20:18 Megaf And I know that most of, if not all active developers and working to make minetest better and I feel that, it is very very fast and on the server side it's using less resources than ever. 20:18 Megaf However, on the client side there are something that still making it use up to 2 GB of ram for nothing. 20:19 Krock 2 GB? Are you using 2048px textures? 20:22 Megaf Krock: default minetest textures 20:23 Megaf Krock: But I believe that even with 2048x texture that wouldnt explain such a high usage of ram 20:23 Krock it would. 20:23 Krock I think you already tried a build from scratch? 20:30 Megaf Krock: What do you mean? 20:32 PilzAdam hmmmm, https://forum.minetest.net/viewtopic.php?p=166179#p166179 and your opinion is that the code reviews should be removed? 20:38 hmmmm if they aren't reformed, then yes 20:38 PilzAdam replied 20:39 hmmmm Good... because we believe that devices that don't work correctly should be DESTROYED. 20:39 hmmmm wonder if anybody will get that reference 20:40 hmmmm without googling 21:12 fz72 PilzAdam: http://bazaar.launchpad.net/~minetestdevs/minetest-c55/packaging/files, these are the files for building the ppa, right? 21:42 VanessaE ok 21:42 VanessaE is it possible for a node's can_dig = function(pos, player) to return nil for the player field? 21:52 T4im VanessaE: minetest.dig_node(pos) calls it with a nil player (stumbled over for #2015) 21:52 ShadowBot https://github.com/minetest/minetest/issues/2015 -- minetest.dig_node(test_position) does not fail when expected -- always returning true 21:57 VanessaE_ T4im: that bug is causing signs_lib to crash 21:58 T4im you mean the passing of nil? 21:59 T4im all it needs then is porbably some user to dig a protected node while standing close near it 21:59 T4im protected sign* 21:59 T4im bones mod uses that function :/ 22:00 T4im and unnecessarily :P 22:01 VanessaE_ signs_lib has a locked sign, which is where that crash is happening, too 22:03 T4im makes sense :) minetest_game has a pull request fixing that though 22:03 T4im at least if its caused by bones 22:04 VanessaE_ probably isn't. 22:04 VanessaE_ this is code that was working fine in the recent past. 22:04 VanessaE_ and I don't have bones on the affected server 22:09 T4im hmm so basicly you can't even worldedit signs away atm? 22:09 VanessaE_ idk 22:10 VanessaE_ I don't know how this crash is being triggered, I only saw it via IRC and checked my server's log. 22:19 VanessaE_ fuck 22:19 VanessaE_ the whole protection system is crashing 22:20 VanessaE_ it's just signs_lib catching it is all 22:20 VanessaE_ 17:16:23: ACTION[ServerThread]: bulldog1 tried to dig technic:concrete at protected position (-276,14,826) --> crash 22:22 VanessaE_ http://pastebin.com/M6YRTR9X 22:22 VanessaE_ example crash (ignore the "digs display_blocks" line at the top) 22:27 VanessaE_ and for reference, the code that is somehow being caused to crash: https://github.com/VanessaE/homedecor_modpack/blob/master/signs_lib/init.lua#L808 22:28 VanessaE_ nothing special there, this code's been in place for a long while and that particular part hasn't been touched in months 22:34 T4im I banned that wsd guy latly.. for treating to crash the server 22:35 T4im after ignoring simply commands like "stop your technic from overflowing" 22:35 T4im maybe he knows something? ;) 22:38 T4im def.can_dig(digpos, minetest.get_player_by_name(owner)) hm 22:38 T4im constructor placed quarry maybe?