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 >_>