Time Nick Message 01:29 Zeno` est31, is SRP login working for you on Android? 01:29 est31 umm 01:29 est31 lemme check 01:29 est31 is it not for you? 01:30 Zeno` No, but I don't know if it's because the lib is not being installed properly or a different issue 01:30 Zeno` the lib certainly downloads and builds 01:31 est31 do you know that srp is currently not activated? 01:31 Zeno` I revert your commit and things work again 01:32 Zeno` yeah, I think it's just not finding the lib and... hmm, it's weird 01:32 est31 but why does it build then 01:32 Zeno` building properly != working :P 01:33 est31 yes but usually building == libs found 01:33 est31 or building => libs found 01:33 est31 (other implication doesnt hold :p) 01:34 Zeno` well it's not a static lib, so no... 01:34 Zeno` anyway, this is what I get: http://dpaste.com/2HTVZW1 01:35 est31 vorbis and ogg?? 01:35 Zeno` what about them? 01:36 est31 nvm just a warning 01:36 est31 not the cause of the error 01:36 Zeno` oh, yeah... I guess some libs can have some kind of init callback 01:39 est31 ok I get it too 01:40 Zeno` Where are libs supposed to be "installed"? 01:40 Zeno` ShadowNinja knows 01:41 Zeno` I can never remember heh 01:41 Zeno` although I'm not sure that's even this issue 01:43 est31 libgmp.so is inside the apk 01:44 est31 the funny thing is that it complains about minetest.so, and doesnt even mention libgmp.so 01:45 Zeno` yeah I know :/ But it's definitely your commit (try it if you don't trust me ;)) 01:45 est31 nono 01:45 est31 trust you 01:45 Zeno` Stupid android 01:45 est31 yes :p 01:46 est31 is it the srp commit or the gmp commit? 01:48 est31 the gmp one 01:51 est31 my guess is that I forgot to add the library somewhere 01:52 est31 yes I did 01:53 Zeno` well I added it and it didn't *seem* to make a difference but I may have done it wrong so I'll wait for your attempt :) 01:56 est31 yea ... 01:56 est31 perhaps I've done it wrong too :) 01:56 est31 wrongly * 02:12 Zeno` we both sound, umm, very confident! 02:12 Zeno` I dunno... I just added gmp where all the other libs are in MtNati...java 02:13 est31 yes like me 02:13 est31 my second try was to put it first 02:13 est31 because this guy writes https://github.com/Rupan/gmp 02:14 est31 "The GMP library must be loaded prior to other dependent modules. This is an apparent shortcoming / limitation of Android." 02:14 est31 didnt work either 02:15 est31 so yes, it should be there, but it shouldn't crash. 02:19 est31 ah I have something 02:19 est31 nice nice 02:20 est31 I've added System.loadLibrary("minetest"); just for the lulz 02:20 est31 then it actually produced an error message: dlopen("/data/app-lib/net.minetest.minetest-1/libminetest.so") failed: dlopen failed: could not load library "libgmp.so.10" needed by "libminetest.so"; caused by library "libgmp.so.10" not found 02:20 est31 nice nice 02:22 Zeno` confirmed at least :D 02:22 Zeno` where should libgmp.so.10 be located on the device? 02:22 est31 it isn't 02:23 Zeno` why? 02:23 est31 I guess its some "resolve the symlink and then take the filename error" 02:23 Zeno` why isn't it on the device? 02:23 est31 because libgmp.so is. 02:23 Zeno` oh, you know what I mean :P 02:24 Zeno` where is libgmp.so located :P 02:24 est31 in the apk 02:24 est31 lib/armeabi-v7a/somewhere 02:24 Zeno` but it should be on the device somewhere after the APK is unpacked... shouldn't it? 02:24 est31 yes 02:24 est31 I mean its successfully loading libgmp.so 02:25 est31 just somehow libminetest thinks it wants libgmp.so.10 02:25 Zeno` oh duh 02:25 Zeno` didn't read the whole error 02:25 est31 we have to teach libminetest to want libgmp.so 02:26 Zeno` teach it/.... lol 02:26 Zeno` :D 02:26 est31 :p 02:38 est31 btw this shows the problem very nicely: arm-linux-androideabi-readelf -d libs/armeabi-v7a/libminetest.so 02:40 Zeno` I didn't even know you could do that heh 02:51 est31 ok great found a fix 02:52 Zeno` est31, https://github.com/minetest/minetest/blob/master/src/game.cpp#L3003 02:52 est31 thanks to that dude above 02:52 est31 Zeno`, ? 02:52 Zeno` I am removing the exclude bits and the if (so only lines 3008 and 3009 will remain). 02:53 Zeno` I don't recall my reasoning behind the exclude bits in the first place. I think I mistakenly thought that without them things like digging etc would not work but this is not the case 02:53 Zeno` I do remember thinking that people would fall if cliffs if they were sneaking, but this is not the case either 02:53 Zeno` I.e. I should never have added them 02:54 est31 ok 02:54 Zeno` they do nothing except make people annoyed lol 02:54 Zeno` e.g. Wayward_One 02:54 Zeno` what was the Android problem? 02:54 est31 https://github.com/Rupan/gmp/blob/master/compile-gmp-arm.sh#L30 02:54 Zeno` whoa 02:55 est31 added that recompiled libgmp and it works 02:55 Zeno` nice :) 02:55 est31 totally straightforward 02:55 Zeno` once you know :) 02:55 est31 ok its understandable once you know 02:55 Zeno` I like how GMP use -pedantic in their build flags 02:56 Zeno` don't ever use -pedantic on minetest 02:56 est31 lol 02:56 Zeno` something like 10000 warnings :/ 03:13 est31 pushing the fix 03:13 Zeno` ok 03:14 Zeno` I will push my little change as soon as you do that 03:14 est31 pushed 03:14 est31 ok 03:27 Zeno` I dunno about this grey world issue 03:28 Zeno` I wish compiling on Windows was easier heh 03:28 Zeno` not that it's hard... just kind of demented 03:28 technomancy yeah, not much fun to debug 03:28 technomancy for my own projects the policy is always "any windows support is entirely accidental" 03:29 Zeno` :D 03:29 technomancy but that's harder to get away with if you're working on a game 03:30 Zeno` The other problem I have (on Windows) is that bugs other people seem to experience I don't 03:30 Zeno` e.g. there is an issue with main menu apparently but I cannot reproduce it 03:30 technomancy I guess the other problem is it finishes compiling the first half, then it finishes compiling half of what's left, and then it finishes compiling half of the part that remains after that; how is it ever going to actually finish compiling? 03:30 est31 lol 03:31 Zeno` maybe it's the way I run it. I.e. perhaps I have preconceptions that allow me to subconsiously do things that make things work :3 03:31 Zeno` that didn't come out how I meant it to. It made sense when I was thinking it 03:31 est31 the partial sums converge though 03:31 technomancy Zeno`: I heard of a bug in a drawing program that only ever manifested when you draw strokes upward; the developers when testing only ever drew downwards. 03:31 est31 lol 03:32 Zeno` technomancy, I wrote a paradox exactly about what you describe 03:32 * technomancy nods sagely 03:32 Zeno` I call it "Zeno's compilation paradox" 03:34 est31 the trick is the compiler needs for every step one half less time 03:35 Zeno` pfft 03:35 Zeno` as if 04:47 Adimgar hi, someone awake? 04:47 Adimgar i've some questions about a minetest_game fork i made 04:47 est31 just ask, dont ask to ask :) 04:47 Adimgar lol 04:48 Adimgar may i ask to ask then? 04:48 Adimgar kidding 04:48 est31 no you may not 04:48 est31 also, dont ask to ask to ask 04:48 Adimgar ;( 04:48 Adimgar i talked with kilbith earlier, about translating minetest_game and the engine itself 04:49 Adimgar i made some progress with minetest_game using Intllib from Kaeza 04:50 Adimgar i forked it, made the changes but i made a pull request by accident, i closed it 04:50 est31 so? 04:50 Adimgar it's pretty much complete, it has spanish translations 04:50 Adimgar so at this point i don't know what to do, it's ok with the pull request? 04:52 est31 if you have changes you want to get into minetest, open a pull request 04:52 est31 so what exactly is your question ;) 04:52 Adimgar you've already answered it, thanks 04:52 Adimgar it was if i can go on with the pull 04:53 Adimgar alrigh, it's open again, hope you find it usefull 04:54 Adimgar i'm pretty new on github, i guess everyone can collaborate on making additional language files, right? 04:54 Adimgar i can only translate to spanish 04:55 est31 through pull requests yes 04:55 Adimgar good 04:58 Zeno` We didn't already have a Spanish translation? 04:58 est31 for _game? 04:58 Zeno` oh 04:58 Zeno` cool :) 04:58 est31 of course this mostly only helps in singleplayer 04:58 est31 but a good start 04:59 est31 later on the S() function can be replaced by something that sends the string to translate to the client 04:59 est31 together with information where the string ends and so on 04:59 est31 then the client translates it locally 05:00 est31 its easier I think than recreating the whole infrastructure to send strings to clients based on their language 05:00 est31 of course the client will get a map what translates to what at joining the server 05:01 est31 so that we keep the cool feature of minetest that mods require no client changes 05:02 est31 question remains though about backwards compat 05:02 est31 that *will* require a full change of the structure 05:03 Zeno` maybe 05:03 est31 it can be made optional 05:04 est31 I guess its faster to program a lightweight converter that strips all such things in traffic 05:05 est31 so new clients connect to port A old ones to port B 05:05 est31 and there is a converter B -> A 05:05 est31 acting to A as client 05:05 est31 to B as server 05:05 kahrl est31: maybe add translation support to client and server now, and then when everyone is using new enough versions, add translation in minetest_game 05:06 est31 thats what I meant with "it can be made optional" :) 05:08 Adimgar that was the original idea of it, to try to make the whole thing i18n'd 05:09 Adimgar the S() function in _game it's a little start i believe, but it's better than nothing 05:09 est31 yes 05:09 est31 there are some issues with your patch though 05:09 est31 I'll add them as comments 05:10 Adimgar and like you pointed, it can be improved a lot about reading strings and so 05:10 Adimgar yeah, i expected it, i'm a first timer in all of it :D 05:10 Adimgar thanks for your comments 05:12 est31 quite good for a first timer :) 05:13 kahrl I would suggest _ instead of S 05:13 kahrl _ is a very common alias of gettext 05:13 est31 S is what intllib uses... Im neutral about this 05:14 kahrl hmm ok, I never used intllib 05:14 Zeno` you're not allowed to be neutral. you must have strong, wild, unsubstantiated opinions that cannot be swayed 05:16 kahrl one thing I wonder is: how secure is gettext? is it safe to let it parse potentially malicious .po or .mo files? 05:16 est31 why? 05:17 kahrl because that's how I assume the client would do the translation 05:17 est31 intllib uses simple text files based on lua 05:18 kahrl yeah, but the client has no lua environment 05:18 kahrl not yet, anyway 05:18 kahrl and if one is added there's the same question about security, but for lua 05:18 Zeno` well it kinda does 05:18 Zeno` e.g. mainmenu 05:18 est31 what I have in mind is that the client sends their language in the init, and the server then sends a package with the strings back 05:18 est31 at join 05:19 kahrl a package in what format? 05:19 est31 zipped text file 05:19 est31 https://github.com/Adimgar/minetest_game/blob/translation/mods/beds/locale/es.txt 05:19 est31 example 05:19 est31 just combined for every mod 05:19 est31 in theory we don't even need lua 05:20 kahrl lol, those formspec artifacts 05:20 kahrl but yeah that should be fine 05:20 est31 ah then we should use gettext yes 05:21 kahrl nah, I don't think gettext is needed 05:21 est31 we can also implement it on our own 05:22 est31 or we wait for clientside lua and do the feature there 05:22 est31 that would require vast API creation though 05:22 est31 it will be faster to code to make it in C 05:23 est31 s/to code// 05:24 kahrl seeing as client side modding is kind of the big vaporware here, I'd prefer not to rely on it ;) 05:24 est31 lol 05:29 hmmmm exactly one person has any real plans for implementing it and zero time 05:30 est31 I have more time the week after next week, I can look into clientside modding if you want. 05:31 hmmmm how do you have so much time 05:31 est31 uni student, and we have a week free. I won't do it all ofc :) 05:32 est31 I mean adding a commit that adds 300 API functions is the wrong approach 05:32 est31 at the start, have some basic things, and then it can be extended 05:32 hmmmm yup, any successful big thing started out as a small thing 05:32 est31 like the current server API started too. 05:32 est31 yea :) 05:35 est31 bye 05:36 hmmmm really i wanted to do the client side modding though 05:36 hmmmm what was i working on last before i left... 05:36 hmmmm ah noise memory optimizations 05:37 hmmmm yeah, that, and then i wanted to optimize a couple of other things like MapBlock::raiseModified() 05:37 hmmmm and then getPlayer() is horrible, why is this not a map 05:37 hmmmm then i wanted to fix the LuaJIT exception wrapper and OS X RUN_IN_PLACE 05:38 hmmmm implement decolsystem finally 05:38 hmmmm and then i can do client side modding 05:40 Zeno` it's C jeopardy time! 05:43 Adimgar and then you can have a cofee :D 09:18 TeTpaAka #1307 can be closed now since #2691 got merged. 09:18 ShadowBot https://github.com/minetest/minetest/issues/1307 -- Add minetest.register_on_punchplayer by Bremaweb 09:18 ShadowBot https://github.com/minetest/minetest/issues/2691 -- Add minetest.register_on_punchplayer by TeTpaAka 09:21 est31 done 09:24 TeTpaAka Thanks. 17:32 hmmmm i'd like to make a general statement about adding apis for very mundane things like this https://github.com/minetest/minetest/commit/86a963caca9604ad57904e9acd9bef7c46ca47d8 17:34 hmmmm these are such specific functions to accomplish such a specific task. the problem is that when we go back to expand upon it, these legacy apis need to stay there for reverse compatibility. this is how things get bloated. 17:34 hmmmm i made the same mistake with the schematic API 17:35 hmmmm in fact now that i look at it, that patch bumps the protocol version 17:38 rubenwardy That would be a useful feature for my CityVsCity subgame. But it could tie in with a new HUD framework. 17:38 hmmmm don't get me wrong 17:39 hmmmm i think the implementation of that feature is spot on 17:39 hmmmm it's just that the feature itself is sort of questionable 17:48 rubenwardy It's useful for teams etc 17:48 rubenwardy but better solved by better hud 17:49 rubenwardy and for admins 18:00 TheWild why there is set_eye_offset, but no get_eye_offset? 18:13 hmmmm because frankly the api sucks 18:13 hmmmm it wasn't well thought out. people just added what they needed 18:13 hmmmm it would be really fantastic if we could draw a line in the sand and break all previous mod compatibility and come up with a very good api 18:17 celeron55 well, api design is hard 18:17 celeron55 you might get it right at one time, but then it's going to degrade again 18:19 celeron55 i think a process of introducing experimental apis and then replacing them with proper ones when people actually know how and what for the api is actually used would be ideal 18:19 celeron55 but that isn't easy either 18:19 celeron55 when you have a network layer in between and whatnot 18:20 hmmmm too bad bkvl never happened 18:21 celeron55 it's very doable if someone actually dedicates to it in the long term, but that always kind of takes away from other progress 18:22 celeron55 there's not enough apparent experience and fame to be gained from being someone that maintains it 18:24 hmmmm heh. i understand the 'lack of fame' part of it. most users don't really think i work on anything at all 18:24 celeron55 i think everyone will agree that experience and fame is what people are compensated for their work with in this community 18:27 celeron55 hmm 18:28 hmmmm dunno. i first started working on things to scratch my own itch, and then i continued on because it was interesting and now i feel obligated to the rest of the users to deliver good, finished product 18:28 hmmmm s 18:28 celeron55 i wonder if it would make a significant difference if i would start blogging or otherwise writing about things going on in minetest 18:28 hmmmm probably not 18:29 celeron55 with the intention of making the active people known that don't really do it by themselves 18:29 hmmmm instead of writing about it, make it happen :) why don't you work on minetest anymore? you're very much needed in the audiovisual department 18:30 celeron55 i have said this plenty of times already but i can repeat it for this discussion: i don't develop minetest because i don't use it anymore 18:30 celeron55 it's much more natural to work on things that i personally have use for 18:31 hmmmm okay then 18:31 hmmmm i haven't played minetest for years 18:31 celeron55 this includes the fact that back in the day there was a community of finnish minetest users that i played it with 18:32 celeron55 but that community hasn't existed in a long time 18:33 celeron55 i don't really know why and maybe i should figure it out for the benefit of minetest itself, but that's how it is anyway 18:34 hmmmm minecraft isn't popular anymore. it was a fad and it's over now 18:36 TeTpaAka I'm sorry if my api function isn't good. What should I do better next time? 18:37 hmmmm you personally couldn't 18:38 TeTpaAka What would be needed to make the overall API better? 18:38 hmmmm what you wanted is for the color to be different 18:38 hmmmm you coded it, rather well, you didn't make any mistakes, it's 100% compliant with the code style 18:38 hmmmm it seems pretty solid 18:40 hmmmm this is the fundamental problem with the open source "scratch your own itch" model and designing a coherent standard that works for everybody's use case great 18:40 Calinou use a consortium 18:40 hmmmm i don't like using this word, but i wonder if it would help to make a committee 18:40 Calinou bloat and bureaucracy everywhere :) 18:41 hmmmm yeah, consortium... committee 18:41 Calinou celeron55 is strongly opposed to this 18:41 hmmmm of course 18:41 Calinou he always says people should not design stuff in a commitee 18:41 hmmmm as would anybody 18:42 hmmmm i'm opposed to the idea, but i think it would be necessary in order to keep standardized things coherent 18:42 hmmmm i like the idea of experimental APIs though 18:42 hmmmm we can expand upon the interface or improve it in various ways before it becomes something we need reverse compatibility for 18:43 TeTpaAka Maybe we should revert my pull so I can create an API that would be better forward compatible? 18:43 hmmmm ehh 18:43 TeTpaAka I mean, adding a table that can take more stuff than just the color. 18:44 hmmmm that would be an improvement, make it like core.set_nametag_attributes() or something 18:44 hmmmm but it's not the ideal solution 18:44 TeTpaAka In the future, there might be options to change the size, font, text... 18:44 hmmmm right 18:44 hmmmm if you think about it, this is something client-side 18:45 hmmmm i can't hold it off any longer. client side modding needs to come right away 18:45 hmmmm every time we add one of these "modify some visual detail on the client side" APIs, that forces me to add a backwards compatibility RPC implementation 18:48 hmmmm maybe i can make all ObjectRef APIs use a generic RPC translation mechanism when player != localplayer 18:49 hmmmm yeah that'll work. 18:49 hmmmm TeTpaAka, sounds good: change get/set_nametag_color to get/set_nametag_attribute(), have it take a table, and "color" is just one of the attributes 18:50 hmmmm we should be able to seamlessly integrate this with client side modding when the time comes, if done correctly 18:50 TeTpaAka How would I do the network code? Do I have to add a field version, so I can tell how many arguments are transmittet? 18:51 hmmmm actually, I'm not sure 18:52 hmmmm i think the way activeobject messages are implemented right now make things unnecessarily difficult 18:52 hmmmm they shouldn't be positionally based 18:53 hmmmm we need to do some serious thinking about forward/backward compatibility on the network. i had an idea to transform the protocol into something similar to protobufs but more efficient and completely reverse compatible with the current protocol 18:54 hmmmm maybe it's time to implement it 19:53 TeTpaAka #2705 <- is this better? 19:53 ShadowBot https://github.com/minetest/minetest/issues/2705 -- Replace get/set_nametag_color by get/set_nametag_attributes by TeTpaAka 20:01 hmmmm yea 20:58 est31 minetest is far too small for a comitee 20:58 est31 such things are to make things slow such that communities don't break apart 20:58 est31 as a comparison, coreboot just got a comitee 20:59 est31 and they are much larger :) 21:00 est31 and they have to deal with multiple entities who invest money like hw manufacturers 21:00 est31 those need securities 21:00 est31 either way, about network. 21:00 est31 protobufs sound nice 21:01 est31 now to client modding (I'm switching fast :p), what is your imagined design hmmmm ? 21:01 hmmmm i wanted to do that 21:01 hmmmm :/ 21:01 est31 yes you can 21:01 est31 please do it I dont want to take it away 21:02 est31 just want to talk bout design :) 21:02 hmmmm oh 21:02 hmmmm didn't i write on the dev mailing list 21:02 est31 ah 21:02 est31 lemme see 21:02 hmmmm i wanted to have 7 main categories 21:03 hmmmm HUD, the new UI toolkit, a formspec translation layer, sounds, client visual effects, shaders 21:03 hmmmm and something else 21:04 est31 the only message on the list I can see is about envlock 21:04 est31 and your test mail ofc 21:05 hmmmm ahhh 21:05 hmmmm maybe i didn't put it up on there then 21:11 ShadowNinja ...handleCommand_NodeDef *only* involves about 13 string copies... 21:12 est31 prime :D 21:12 ShadowNinja 7 or so actually, std::strings, std::stringstreams, and a Buffer. 21:13 ShadowNinja When you could just use pkt->readLongString() and have 2 or 3 copies. 21:13 ShadowNinja (std::stringstream is overrated, it makes too many copies) 21:13 est31 my guess is that code existed before networkpacket 21:17 ShadowNinja Yes, I've found at least two instances where the entire packet's loaded into an istringstream though, and I'm only halfway through the client packet handlers. 21:17 RealBadAngel hi 21:17 RealBadAngel ShadowNinja, here? 21:17 ShadowNinja RealBadAngel: Yep. 21:18 RealBadAngel im stuck and need some help, do you have some spare time? :) 21:19 ShadowNinja RealBadAngel: A bit, yes. 21:30 RealBadAngel ShadowNinja, got my messages on priv? 21:31 ShadowNinja RealBadAngel: Now I did. :-) 21:45 hmmmm ShadowNinja, are you sure it's a smart idea to have CHECK_POS_* on read_ functions? 21:45 hmmmm this is not consistent with read_aabb3f 21:46 ShadowNinja hmmmm: Maybe not, but the check was there before so I didn't change it. 21:47 hmmmm fixing all this stuff is something that should be done when we start to unify and clean up the api 21:47 hmmmm consistency is key for a good interface, and none of this is consistent at all 21:49 hmmmm speaking of which, can you take a look at read_object_properties(), the part where it reads colors? 21:49 hmmmm is that correct at all? readARGB8() expects a table, not a string... why is it checking lua_isstring()... 22:13 ShadowNinja hmmmm: No, it isn't correct. It was probably supposed to be parseColorString or similar. 22:14 hmmmm nobody complained about it not working 22:15 ShadowNinja Does anything actually use colors? 22:15 hmmmm no idea. 22:15 ShadowNinja Docs say it depends on the visual, but all visuals use textures, not colors AFAIK. 22:15 hmmmm i'm gonna make a generalized read_color() though 22:18 est31 hmmmm got sign comparison warnings again 22:18 hmmmm est31, instead of fixing individual sign comparisons, why don't you let me find the appropriate compiler switch for clang, enable that, and then i'll fix them all in one go. 22:19 est31 you mean I enable it in the cmake script, or just tell it to you? 22:20 est31 hmmmm, ^ 22:24 hmmmm i'm working on it 22:29 est31 nice 22:35 hmmmm erm 22:35 hmmmm just curious 22:35 hmmmm how the hell does minetest compile without irrlicht?? 22:36 hmmmm video::SColor is an irrlicht dependency and it's used throughout the SAPI 22:39 ShadowNinja hmmmm: SColor is defined inline in the header. 22:40 ShadowNinja The headers are required but not the lib. 22:40 hmmmm right, so it is required 22:40 hmmmm do we really want this? :/ 22:40 ShadowNinja That's very fragile though, Irrlicht could move some functions and create a dependency on the lib for the server. 22:41 hmmmm exactly 22:42 ShadowNinja We'd need to replace {u,s}{8,16,32,64} (which I've done in one of my brances) core::vector{2,3}d, SColor, probably more. 22:42 hmmmm that's not really too problematic though 22:43 ShadowNinja It would make it slightly easier to switch to something like Ogre3d, if we ever tried that, though. 22:43 hmmmm it'd just consist of copying over those structures into our own file, renaming it slightly, and then running a global find/replace 22:43 ShadowNinja The u8, etc typedefs should use the standard uint8_t, etc typedefs though. 22:44 ShadowNinja https://github.com/ShadowNinja/minetest/commits/standard-int-types 22:45 ShadowNinja ^ That uses some using directives to make irr::* namespaces imported by int_types.h, to prevent a bunch of fixing everywhere. 22:46 ShadowNinja Eh, or not. I guess I fixed that. 22:47 ShadowNinja That might not compile actually. 22:47 ShadowNinja I might not have pushed my latest version. 22:48 est31 u8 is easier to write 22:50 ShadowNinja est31: Yes, the typedef is fine, it just should be changed to a typedef for the standard version. 22:51 est31 yes thats ok 23:00 Megaf Hi, anyone working on #2700 ? 23:00 ShadowBot https://github.com/minetest/minetest/issues/2700 -- [Feature Request] Add command to display the current time. 23:01 est31 I'm right now finalizing packets for protocol v25 23:22 est31 what do you say about this: https://github.com/est31/minetest/commit/4b6c559a5159c597fbb249374392163f055063f4 23:23 est31 that comit actually enables srp 23:25 est31 hmmmm? ^ 23:26 hmmmm what does the value (u16)0 do? 23:26 est31 its a byteflag for compression modes 23:26 hmmmm how would i know that from looking at that function 23:26 est31 right now it isn't used 23:27 hmmmm est, no offense, but you need to work on making your code less cryptic 23:27 est31 it is documented in networkprotocol.h 23:27 est31 ill add a comment 23:27 hmmmm instead of a comment why not something like 23:27 hmmmm static const current_compression_modes = 0; 23:28 hmmmm static const u16 rather 23:28 est31 yes 23:28 hmmmm compression_modes rather 23:28 hmmmm / Currently, no compression modes have been enabled 23:28 hmmmm or how about... 23:28 hmmmm #define SUPPORTED_COMPRESSION_MODES ((u16)0) 23:29 RealBadAngel ShadowNinja, still here? 23:29 hmmmm I need to still look at the packet structures 23:29 hmmmm BBL 23:29 est31 of srp itself? 23:29 ShadowNinja RealBadAngel: Yes, but working on NetworkPacket. 23:29 RealBadAngel i think i found the reason 23:30 RealBadAngel somehow direct writing to objects in threads is not allowed 23:31 Taoki RealBadAngel: Any news on the water shader and hardware lighting? And hi, since it's been a while ^^ 23:31 RealBadAngel v2s16 table[1024]; table[10].X = 255; 23:32 RealBadAngel ^^ this code crashes the thread 23:32 ShadowNinja RealBadAngel: Er, no, you're definitely allowed to write to memory from threads. 23:32 est31 updated 23:32 est31 https://github.com/est31/minetest/commits/master 23:32 RealBadAngel hi Taoki, i will back to shaders coding, now im fighting with minimapper 23:32 Taoki ok 23:33 RealBadAngel ShadowNinja, definitely youre not allowed to, see what code crashes mapblock mesh 23:33 ShadowNinja RealBadAngel: That's really bizzare are you sure that's the exact code that you're using and that's the part that's crashing? Also, you mean SIGSEGV, right? 23:34 RealBadAngel lemme gdb it 23:34 ShadowNinja RealBadAngel: Everything is a thread, even the main thread is a thread. Mutexes wouldn't be needed if only one thread could access main memory. 23:35 ShadowNinja ... handleCommand_HudAdd creates an istring stream from the packet (two copies), and doesn't use it. 23:36 RealBadAngel got same backtrace as before 23:52 paramat hi hmmmm, i'm getting a segfault (with nothing in verbose debug.txt) when trying to serialize a lua table schematic to mts using file format v4. my code https://gist.github.com/paramat/ec390a34af516d418faf 23:58 Taoki Anyone know if there's a reason why mgv6 biomes aren't enabled by default? I'm trying them out myself, and they look really awesome! Also not experiencing any bugs. Don't see any reason for them not to. 23:59 paramat you mean snowbiomes? 23:59 Taoki snow, yes... sorry about that >_>