Time |
Nick |
Message |
00:13 |
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RealBadAngel joined #minetest-dev |
00:26 |
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00:31 |
celeron55 |
where can one get the cheapest HTTPS certificate that allows multiple subdomains? |
00:33 |
celeron55 |
bleh, wildcard certificates are way too expensive at least |
00:35 |
celeron55 |
i can't get a certificate for www.minetest.net because forum.minetest.net uses strict transport security which means i couldn't redirect from forum.minetest.net to www.minetest.net/forum without getting a certificate for both |
00:35 |
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00:35 |
celeron55 |
and it seems like it's basically $10/year/subdomain |
00:35 |
celeron55 |
this is just stupid |
00:37 |
celeron55 |
actually more like beyond stupid |
00:39 |
Hijiri |
https://letsencrypt.org/ ? but not yet |
00:40 |
Hijiri |
at least firefox will have it as a CA, since mozilla is sponsoring it |
00:42 |
celeron55 |
this whole system is obviously sponsored by NSA by billions of bucks |
00:43 |
celeron55 |
Hijiri: i know of that; it doesn't help at all as those lazybutts haven't gotten it working |
00:44 |
celeron55 |
i bet it costs like $0.01 to issue a certificate |
00:44 |
celeron55 |
nice profits |
02:08 |
hmmmmm |
damn |
02:08 |
hmmmmm |
RealBadAngel is gone |
02:08 |
hmmmmm |
no, three atomic ints won't fix the problem, it needs to be a lock |
02:09 |
hmmmmm |
there are examples on how to lock things literally everywhere |
02:09 |
hmmmmm |
JMutex m_foobar; in the class definition, JMutexAutoLock lock(m_foobar); in the function. it's REALLY easy |
02:10 |
hmmmmm |
Krock: that code uses none of the memory usage improvements, all you do is *not* create a brand new Noise object every single on_generate call |
02:11 |
hmmmmm |
which in itself is a huge improvement |
02:11 |
hmmmmm |
you can still do better though... |
02:12 |
hmmmmm |
in fact, I might be missing something, but you don't even assign yappy.pm_sidelen anywhere... |
02:42 |
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03:05 |
sofar |
celeron55: I got the free certificate from startssl... you can get many of them... why not give that a try? |
03:39 |
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03:47 |
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03:56 |
hmmmmm |
aghgh |
03:57 |
hmmmmm |
so I dusted off the mapgen simulator and got it working again |
03:57 |
hmmmmm |
i totally forgot about the downside to these gaussian/variance/etc. filters - it absolutely requires overgeneration in order to function |
04:46 |
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04:56 |
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05:46 |
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05:49 |
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06:52 |
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07:36 |
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07:53 |
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08:05 |
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08:17 |
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08:25 |
celeron55 |
sofar: you can't get many for the same domain, and one free one can only have one subdomain |
08:25 |
celeron55 |
sofar: how did you expect they would earn any money if it wasn't extremely limited like that? |
08:41 |
celeron55 |
(also startssl sucks anyway) |
08:41 |
celeron55 |
i think the amount of certificates bought would go up by like 100x if their prices were 10x lower |
08:42 |
celeron55 |
bad business by everybody involved |
08:50 |
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08:51 |
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09:00 |
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09:01 |
rubenwardy |
Why isn't Lua sandboxing enabled by default? |
09:01 |
est31 |
because ShadowNinja wants to make mods ready for it |
09:01 |
est31 |
but he will enable it dont worry :) |
09:01 |
rubenwardy |
Okay. |
09:02 |
rubenwardy |
I was trying to debug why my mod in worldmods/ wasn't throwing an "Insecure environment required error", it's good that it's not a bug. |
09:21 |
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09:31 |
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09:31 |
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09:37 |
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09:38 |
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09:46 |
est31 |
5 minutes till push: https://github.com/est31/minetest/commit/21878c9d5c364faa1f43c84c51804d9b7dbe376f |
09:56 |
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09:56 |
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10:06 |
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10:07 |
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10:25 |
rubenwardy |
How's SRP going? |
10:25 |
est31 |
its merged already |
10:26 |
rubenwardy |
Last time I heard it was disabled by default, though? |
10:26 |
est31 |
enabled too |
10:26 |
rubenwardy |
Awesome |
10:26 |
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10:36 |
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TeTpaAka joined #minetest-dev |
10:38 |
TeTpaAka |
est31? Your proposed change doesn't work for me. |
10:40 |
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10:48 |
est31 |
how do you mean TeTpaAka |
10:49 |
TeTpaAka |
Your commit breaks playeranim. |
10:49 |
TeTpaAka |
See comment on github for my pull request. |
10:49 |
est31 |
my commit? |
10:49 |
est31 |
rly? |
10:49 |
est31 |
thats not good |
10:50 |
TeTpaAka |
The movements don't work anymore. |
10:50 |
TeTpaAka |
It falls back to the default player animation without bones. |
10:51 |
est31 |
so, are we speaking about my commit on the master branch, or about my proposed changes to your patch? |
10:51 |
TeTpaAka |
Both don't work |
10:51 |
TeTpaAka |
They are essentially the same and seem to show the same behaviour. |
11:09 |
est31 |
very weird |
11:11 |
est31 |
can you show me how you would do const string &? |
11:11 |
est31 |
# |
11:11 |
est31 |
(in a separate branch somewhere) |
11:11 |
TeTpaAka |
I did it the same way you did it in your commit. |
11:13 |
est31 |
so what doesnt work with my commit to start with |
11:14 |
est31 |
what broke |
11:14 |
TeTpaAka |
Try https://github.com/Rui914/playeranim with and without your commit. Without, you get the bone movement, with you get the default movements. |
11:15 |
Calinou |
playeranim is worthless on servers, it's only usable in singleplayer |
11:16 |
est31 |
why that Calinou? |
11:16 |
Calinou |
it sets bone positions individually, each tick (10 times per second by default) |
11:16 |
Calinou |
it makes the animation feel laggy (1996 powa) and uses CPU for nothing (1996 powa) |
11:16 |
est31 |
ouch |
11:18 |
est31 |
ok, what happens TeTpaAka when you do the const things to the setBonePosition and setAttachment methods inside serverobject.h too? |
11:21 |
TeTpaAka |
Then it works. |
11:21 |
est31 |
fine very great |
11:21 |
est31 |
pushing the fix then |
11:28 |
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11:30 |
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11:35 |
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11:41 |
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11:43 |
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est31 joined #minetest-dev |
11:59 |
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12:05 |
rubenwardy |
Does v6 have biomes now? |
12:05 |
rubenwardy |
ie lua custom ones |
12:21 |
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12:23 |
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12:38 |
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12:43 |
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12:51 |
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12:57 |
rubenwardy |
lol, all those references of #1 |
12:57 |
rubenwardy |
https://github.com/minetest/minetest/pull/1 |
12:59 |
celeron55 |
lol |
13:05 |
rubenwardy |
Same for 2, 3, 4 and 5 |
13:08 |
Megaf_ |
Folks, what would be a nice and polite way of selling a fork of Minetest? |
13:08 |
Megaf_ |
Giving all the credits to Minetest folks and some % of the income? :D |
13:09 |
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13:09 |
rubenwardy |
Making sure it has plenty of new content, and that the end user is aware of what they are buying |
13:09 |
rubenwardy |
As for % of income, that's optional |
13:10 |
rubenwardy |
We could create a development fund for, say, hiring professional programmers full time. But would be expensive |
13:10 |
celeron55 |
give proper attribution and contribute good quality code to upstream |
13:10 |
celeron55 |
money is always difficult |
13:11 |
Megaf_ |
It would be cool to be able to hire full time programmers |
13:13 |
rubenwardy |
Does open source refer explicitly to http://opensource.org/ ? |
13:13 |
rubenwardy |
oops |
13:22 |
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13:26 |
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13:27 |
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13:38 |
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13:51 |
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13:56 |
Calinou |
Megaf_, it'll probably never be possible to hire full-time programmers for non-profit projects |
13:56 |
Calinou |
except if you're a huge organization like FSF |
14:12 |
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14:14 |
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14:19 |
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14:37 |
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14:38 |
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14:53 |
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14:57 |
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15:07 |
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15:15 |
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15:18 |
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15:32 |
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15:54 |
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15:57 |
RealBadAngel |
http://i.imgur.com/FxZEXDM.jpg |
15:57 |
RealBadAngel |
how do you guys like it? |
16:03 |
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16:03 |
sfan5 |
looks nice |
16:10 |
kahrl |
I like it |
16:14 |
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16:19 |
Megaf_ |
I would be fantastic to have that. If it could be enabled/disabled by pressing "m" |
16:19 |
Megaf_ |
RealBadAngel: can you make it appear and disappear by pressing m? |
16:20 |
RealBadAngel |
its F9 atm |
16:20 |
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16:20 |
Megaf_ |
yep, F9 is the first key that came to my mind, but than I thought, m makes more sense, in other games m is map too |
16:21 |
celeron55 |
'sorry , I thought you and can menyat admin password. My admin server " lag " said obratytsya to form one asks me My recovery password?' |
16:21 |
celeron55 |
what the hell is this guy doing, i don't think even google translate can make this bad output |
16:22 |
celeron55 |
hashtag #onlyminetestsupportquestions |
16:26 |
sfan5 |
celeron55: maybe he's using bing translate |
16:27 |
celeron55 |
hmm... maybe |
16:27 |
Krock |
hmmmm, thanks for your answer. About the sidelen parameter: I sent you the outdated commit id, the newest contains that line. https://github.com/SmallJoker/yappy/commit/3ce9#diff-d7d74284e2e39f6c06d199c8e2bedbd0R152 perlin map is cached until there's another chunk size |
16:29 |
hmmmm |
RBA, yes? |
16:29 |
hmmmm |
Krock: did you read the forum post on how to use the new memory enhanced functions? |
16:30 |
Krock |
hmmmm, https://forum.minetest.net/viewtopic.php?f=47&t=12178 ? I haven't read everything, just looked at the example code. I'll read the complete things now |
16:31 |
Krock |
alright, noise_buffer |
16:31 |
hmmmm |
for 2d perlin noise, it isn't quite beneficial to use slicing |
16:31 |
hmmmm |
add the noise buffer though, that is a marked improvement |
16:35 |
RealBadAngel |
hmmmm, ive done some changes to minimap, added locks and cleaned the code |
16:35 |
RealBadAngel |
one thing left to do is move vmanip fill to main thread |
16:36 |
Krock |
hmmmm, each noise needs its own buffer, right? |
16:36 |
hmmmm |
if you plan on using multiple noises at once, yes |
16:36 |
Krock |
okay, thanks. |
16:37 |
RealBadAngel |
hmmmm, https://github.com/RealBadAngel/minetest/commit/7e8fb3ad3c8bab7b25bf7ef73daba881e6fce608 |
16:47 |
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16:54 |
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16:58 |
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17:00 |
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17:11 |
sofar |
RealBadAngel: looks awesome, really |
17:11 |
sofar |
RealBadAngel: does it scale well up/down? |
17:12 |
RealBadAngel |
just try it |
17:13 |
sofar |
in the office atm, will have to wait ;^) |
17:13 |
sofar |
maybe add a player location indicator? |
17:14 |
RealBadAngel |
theres a marker already when using square map |
17:14 |
RealBadAngel |
round map is rotating, no need for marker |
17:14 |
sofar |
so the 'm' key toggles between off/round/square ? |
17:15 |
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17:15 |
sofar |
or f9, whatever it is |
17:15 |
Amaz |
sofar, no. |
17:16 |
Amaz |
It toggles between the levels of zoom on the normal map and the radar map. |
17:16 |
RealBadAngel |
round/square is config option |
17:16 |
sofar |
I should just wait and try it tonight, lol |
17:29 |
RealBadAngel |
sofar, http://i.imgur.com/4v3hj9i.jpg |
17:31 |
sofar |
neat, neat! |
17:33 |
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17:38 |
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17:39 |
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17:52 |
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17:53 |
TenPlus1 |
Hi folks... just posted an issue, latest 3831 daily doesnt work so well with boats/carts |
17:54 |
TenPlus1 |
player will not attach to vehicle, but still has control of it |
17:55 |
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17:55 |
rubenwardy |
est31 |
17:55 |
rubenwardy |
It's his fault :P |
17:55 |
TenPlus1 |
lol, did he mess with the attachment code ? |
17:55 |
rubenwardy |
https://github.com/minetest/minetest/commit/21878c9d5c364faa1f43c84c51804d9b7dbe376f |
17:55 |
rubenwardy |
Yeah |
17:55 |
rubenwardy |
Just revert to yesterday for now |
17:56 |
TenPlus1 |
thankfully it's only a local build I use for testing... |
17:56 |
TenPlus1 |
but... std::bad_alloc error is still happening and Xanadu spawn was hit by a nasty map glitch... had to use WE to replace nodes to fix it from a distance |
17:58 |
TenPlus1 |
local logs are reporting nothing before but normal activity, then BAM!!! std::bad_alloc error |
17:58 |
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18:00 |
VanessaE |
can someone shed some light on this? |
18:00 |
VanessaE |
https://github.com/VanessaE/plantlife_modpack/issues/46 |
18:01 |
VanessaE |
(my first thought was hardware failure, or an engine glitch) |
18:02 |
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18:05 |
TenPlus1 |
woah, nice work vanessa... plantlife makes default game look amazing |
18:07 |
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18:08 |
TenPlus1 |
will you be adding plants for the new v6 snow biomes ? |
18:17 |
VanessaE |
TenPlus1: that's up to the game devs. I'm just curious about the source of that guy's crash |
18:18 |
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18:20 |
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18:20 |
TenPlus1 |
is working a-ok here, latest 0.4.12 daily calling globalstep without a problem... |
18:22 |
VanessaE |
as I expected. |
18:22 |
VanessaE |
must be an engine fault or hardware failure on his box then |
18:24 |
TenPlus1 |
could always add a failure check just to be sure: if nature.blossomqueue and #nature.blossomqueue > 0 and dtime < 0.2 then |
18:27 |
rubenwardy |
Do they live in a particularly neutrino rich area? |
18:27 |
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18:27 |
TenPlus1 |
lol |
18:27 |
VanessaE |
haha |
18:35 |
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18:37 |
TenPlus1 |
cya folks |
18:40 |
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18:47 |
hmmmmm |
oh boy... calculating biomes is process-intensive than i thought |
18:48 |
hmmmmm |
this is gonna suck |
18:53 |
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