Time Nick Message 00:00 zat mapgen_sand* I mean 00:05 zat paramat: http://uppix.com/f-screenshot_263355567acfb0019089e.png 00:05 zat without an alias for mapgen_sand there is nothing below y +3 00:05 * paramat looks 00:06 paramat seems to be placing air instead 00:06 paramat oh you removed the alias 00:06 zat there are tons of 20:59:59: ERROR[main]: Resolver: Failed to resolve node name 'mapgen_sand'. 00:07 zat its lke no biomes allowed below y+3 00:07 paramat no idea, but make sure to use latest MTGame also 00:08 zat remember that mod earth is actually a game 00:09 zat I am running it without most of the stuff, its minimal 00:09 zat so I confirm that no biomes are placed below y+3 00:09 paramat ah i see 00:10 paramat so your beach and underwater biomes are failing 00:11 zat right 00:12 zat if I make my beach biome have ymin -31000 and ymax 10, it is like ymin 3 and ymax 10 00:12 zat ymin 4 I meant 00:17 paramat this is probably due to your code not the engine, good luck 01:02 zat not a very motivating attitude for a dev 01:15 VanessaE is someone going to address https://github.com/minetest/minetest/issues/2612 soon? 03:45 paramat zat talk to me in channel 03:46 paramat hmmmm 4D fractal mapgen http://i.imgur.com/eIIbvcQ.png 03:46 zat paramat: I could not configure a buddy pounce in channel :P 03:48 paramat i saw your comment earlier, i was not being rude i was helping you by stating my best guess at what the bug was 03:48 paramat i had to go do stuff, i#m busy 03:48 paramat (i'm) 03:49 paramat you're lucky i helped you at all, i work voluntarily and have no commitments to help people 03:51 paramat everyone else's biome systems work, so it's likely your code or incompatibility due to my changes 03:53 zat paramat: I should use more emoticons or people take me wrong 03:53 zat I was not calling you rude lol 03:53 zat whatever, it is that change that introduces shores 03:54 paramat you just bitched at me in private message :) 03:54 zat paramat: no, really 03:54 zat IMO the idea of noisy average altitude for biomes would make better shores 03:55 paramat yes 03:55 zat in real life beaches are not everywhere and are not the same height 03:55 paramat some vertical borders need to be level though, so a 'variation' parameter would be good 03:56 paramat if this is possibe.. 03:57 zat strength maybe 03:57 zat or a factor 03:58 zat so a big variation would make better snowed mountains and little variation for beaches so they are not grossly different. 04:00 zat this makes me remember a good idea that I had and that I somehow worked around to implement it 04:01 zat increase the density of ores by a certain factor, depending on the depth 04:06 paramat a smooth increase? 04:07 zat right, and lineal 04:07 paramat problem is any noticeable increase over 500 nodes would become ridiculous at the world base 04:08 paramat we can already increase it in steps with current code, as is already done 04:08 zat depends on the numbers I guess 04:09 zat in my world, I registered lava as an ore, with a 3d noise that gets bigger and bigger with the depth 04:09 zat sure the minerals are a lot under -15000, but go try mine down there without finding huge lava pits. 04:15 paramat requests for features for one person's use often get nowhere, it's best to join github and/or the forum document your ideas and gain support, github is the most effective way to do this 04:17 zat I will soon I expect, meanwhile dropping ideas still help :P 04:45 paramat yes, ideas are still welcome here of course 05:46 hmmmm i wonder if it'd be useful at all to make a worldedit command to heal map irregularities using a heightmap blur 05:46 hmmmm for example if there's a hard cut in the map due to a mapgen problem 06:01 VanessaE good idea, hmmmm 08:28 twoelk hmmmm: that could be a way to achieve what I described here: https://forum.minetest.net/viewtopic.php?p=176870#p176870 08:45 twoelk a tool for border blur would make it easier to combine map content of different origin. A user could blend terrain made by different mapgens or even insert prebuild areas with a more pleasing result. Such maps could become unique in a way that cannot be recreated from a seed as the player decission how to create which terrain cannot be predicted by any code. 11:58 Megaf_ Hi all 11:58 Megaf_ can we use this instead of LuaJIT? https://code.google.com/p/llvm-lua/ 11:59 Megaf_ AOT instead of JIT 12:00 Calinou “JIT compile” 12:00 celeron55 why would you 12:01 Megaf_ Smaller memory footprint, faster initialization time and lower CPU overhead. 12:01 Calinou people should not have to compile their mods 12:01 Megaf_ The engine could compile mods on startup 12:01 celeron55 Megaf_: they haven't even published any benchmarks; it's likely not any faster 12:02 celeron55 and llvm is huge; nobody wants to add tens of megabytes to their downloads and builds for that 12:02 Megaf_ celeron55: so just as big as the bitmap fonts... 12:03 Calinou you could make Minetest use Clang by default :3 12:03 Megaf_ I rather have faster performance than use bitmap fonts, what about you? 12:03 Calinou AssaultCube switched to Clang as default compiler 12:03 celeron55 and that's not properly documented either; i have no idea how you interface with that from code that normally calls actual lua or luajit 12:03 Megaf_ Calinou: I see no runtime gain in using cland, it might compile faster, but that's about it 12:04 Megaf_ celeron55: I agree with you on the lack of documentation. 12:05 celeron55 also it's not maintained either 12:05 celeron55 latest stuff is from 2012 12:05 Megaf_ I have just noticed that. 12:05 celeron55 probably doesn't even compile with latest llvm 12:06 Calinou LuaJIT is barely maintained too :/ 12:06 Calinou IIRC there's no 5.3 support 12:06 Megaf_ Calinou: I get updated on my fork of LuaJIT at least once a month 12:07 Megaf_ I'm on LuaJIT v2.1 - commit 5de95edf4c03296f65ff435c587719a7dff5e6f5 12:07 celeron55 Calinou: but luajit works basically perfectly and 5.3 isn't that useful anyway 12:08 Megaf_ That's the latest one AFAIK 12:08 Calinou we don't even use 5.2, I think :P 12:28 Zeno` E/AndroidRuntime(32447): java.lang.UnsatisfiedLinkError: dlopen failed: could not load library "libgmp.so.10" needed by "libminetest.so"; caused by library "libgmp.so.10" not found 12:28 Zeno` ^--- I thought this was fixed 12:33 Zeno` stupid internet 12:33 Zeno` I still can't push/pull/reach github 75% of the time :( 12:35 Zeno` Review please? (Trivial change) https://github.com/Zeno-/minetest/commit/e01787d36f0a32d06200c83bf6e9df60a4bf0030 12:36 Zeno` In response to #2734 12:37 Megaf_ How is the CMakeLists.txt file generated/updated? 12:37 Zeno` Megaf_, by hand 12:37 Megaf_ Ok, that's what I thought 12:38 Zeno` (cmake may make a cached copy though) 12:41 Zeno` hi RBA 12:42 Megaf_ Will this work? ... 12:42 Megaf_ test.txt < EOF 12:42 Megaf_ This is a test 12:42 Megaf_ EOF 12:42 Zeno` huh 12:42 Megaf_ hm, its << 12:43 Megaf_ cat test.txt << EOF \ This is a test \ EOF 12:43 Megaf_ Ah, you know what I mean 12:44 Zeno` err shouldn't it be >> ? If you're talking about bash/shell? 12:44 Zeno` anyway take that to #minetest :) 12:44 Zeno` << redirects input 12:44 Zeno` but I have NFI what you're doing :) 12:45 Megaf_ EOF Topic > #Minetest 12:47 Zeno` Zeno`> Review please? (Trivial change) https://github.com/Zeno-/minetest/commit/e01787d36f0a32d06200c83bf6e9df60a4bf0030 12:47 Zeno` In response to #2734 12:48 est31 m_cache_hold_aux1 ? 12:48 Zeno` yeah... clumsy name :/ 12:48 Zeno` better than m_cache_hold_aux1_key though lol 12:49 est31 yea 12:53 Zeno` yay or nay (to push)? 12:53 est31 yay 12:54 Zeno` before I do... what's the difference between __ANROID__ and ANDROID 12:54 Zeno` they both seem to be used :/ 12:54 est31 ah 12:54 Megaf_ (insert joke here) 12:54 Zeno` I'll fix that in another commit though 12:54 est31 I think I had problems with one of them when I compiled in strict mode 12:54 Zeno` pushing that simple one now 12:54 est31 so with C++99 mode 12:55 est31 (not with ANDROID but with LINUX) 12:55 Zeno` because I know it won't cause extra problems related to __ANDROID__ vs ANDROID that we don't already have 12:55 Zeno` hmm 12:56 Zeno` does c99 even apply? 12:56 Zeno` err c++99? 12:56 Zeno` I guess __ are for reserved things (I'd have to check though) 12:56 est31 Zeno`, this is the commit https://github.com/minetest/minetest/commit/4abb96fb546b5975c74ff2cc295255fe17126287 12:57 Zeno` well nothing is currently broken so I guess the inconsistency can stay until we decide what to do 12:57 est31 yea 13:09 RealBadAngel hi Zeno` 13:09 Zeno` ;-) 13:09 Zeno` est31, can you see the logs? 13:09 Zeno` E/AndroidRuntime(32447): java.lang.UnsatisfiedLinkError: dlopen failed: could not load library "libgmp.so.10" needed by "libminetest.so"; caused by library "libgmp.so.10" not found 13:09 Zeno` ^--- I thought this was fixed 13:10 Zeno` Or maybe I'm "installing" via adb incorrectly... no idea 13:10 est31 this should have been fixed yes 13:11 Zeno` will it be installed by a debug build or do I have to go through the insane process of making a release apk? 13:11 est31 ah was after the lua discussion and before you complaining bout internet 13:12 est31 it should be installed. 13:12 est31 I'll try to reproduce 13:12 Zeno` ok 13:13 est31 do you have more logcat available? 13:13 Zeno` yeah 13:13 Zeno` hold on, I'll run it again and get a fresh copy 13:15 Zeno` pm'd 13:15 Zeno` brb 13:18 Megaf_ look at the size difference after removing a couple of files and directories from Minetest (git clone minetest.git) 13:18 Megaf_ 58M MinetestOriginal 13:18 Megaf_ 12M MinetestStripped 13:23 Zeno` est31, do you think I am installing it incorrectly? 13:23 Zeno` grr 13:23 Zeno` peer is annoying 13:23 Wayward_One Zeno`, you install it through adb? 13:23 Zeno` Wayward_One, yes 13:23 Zeno` adb install -r bin/Minetest-debug.apk 13:24 Wayward_One oh. i just copy the apk to my device and install it there 13:24 Zeno` hmm 13:24 Zeno` I dunno how to do that :) 13:25 Zeno` I just have a nagging feeling that it's something *I* am doing incorrectly 13:25 Zeno` But I have no idea what 13:26 est31 no the adb method should work too 13:26 Zeno` hmm 13:26 Wayward_One the apk is in /minetest/build/android/bin. just copy it to your device, and open it in a file manager (if you're still having problems with adb) 13:27 Zeno` est31, did you get my PM? 13:27 est31 yes 13:27 Zeno` ok, cool 13:27 est31 its weird 13:27 Zeno` Wayward_One, the adb command says it succeeds 13:27 Wayward_One Ah, ok 13:27 est31 the manual call works the non manual one sais it doesnt work 13:28 TenPlus1 Hi folks... 13:29 Zeno` let me uninstall everything and see if it persists 13:29 TenPlus1 Q. what kind of error correction does minetest have when loading maps ? does it check if it's valid or corrupt ? 13:30 TenPlus1 *error handling 13:31 Zeno` I'll clean all as well 13:33 est31 I think there is no error correction 13:33 est31 more like error detection 13:33 TenPlus1 so if minetest loads part of a map and an area/node is corrupt, it can handle that without crashing server ? 13:34 Zeno` yes it should 13:34 est31 mapgen_v5.cpp:524: error: undefined reference to 'CaveV5::CaveV5(MapgenV5*, PseudoRandom*)' 13:34 est31 I can't compile for android 13:34 Zeno` you may have to add a line to minetest.conf though 13:34 TenPlus1 am trying to figure this std::bad_alloc error that server keeps on getting 13:34 Zeno` est31, I am doing a clean make now... will see if it happens for me as well 13:36 est31 Its easiest to help you TenPlus1 with a stacktrace 13:37 TenPlus1 how do I go about doing that ? 13:38 est31 various ways, I always open the server in a gdb instance 13:38 est31 and then do bt 13:39 TenPlus1 so: gdb minetest --server and see if it crashes with that ? 13:39 est31 better is to use gdb minetestserver 13:39 est31 because gdb doesnt pass on arguments 13:39 Zeno` minetestserver is no longer build by default :/ 13:40 est31 so --server is an argument for gdb 13:40 TenPlus1 minetestserver doesnt run on 0.4.12 now... had to use --server 13:40 Zeno` s/build/built 13:40 est31 also use a debug buld 13:40 est31 that will give you actual lines 13:40 est31 its possible to give params to the called program too 13:40 est31 lemme see how 13:40 Zeno` I really wish ShadowNinja hadn't removed minetestserver from the default build 13:41 Zeno` it doesn't add to compile time... (except maybe on travis) 13:41 Zeno` because the files (for the most part) are already compiled! All it does is link 13:42 est31 ok here: gdb --args minetest --server 13:44 TenPlus1 thanks... when owner turns up we'll try and do that for a single error instance 13:45 Megaf_ Zeno`: I had a discussion with him already and I believe that he said that it adds a lot of time to compiling time 13:46 Megaf_ Hi TenPlus1, finally I meet you, Still having that problem? 13:46 Zeno` est31, it builds for me 13:46 Zeno` installing now 13:46 TenPlus1 hi megaf, yep... std::bad_alloc errors constant now... 12 crashes in last 30 mins 13:46 RealBadAngel i wonder what is the average number of blocks loaded into memory? 13:47 Megaf_ Zeno`: TenPlus1: couldn't that be fixed with world edit/deleteblock commands? deleteblock would regenerate the corruped block 13:47 Zeno` est31, ok false alarm. After uninstalling minetest from my android, rebuilding and installing again it now works 13:47 est31 good 13:47 Zeno` sorry about that :) 13:47 est31 np 13:47 RealBadAngel anybody have an idea? 13:47 est31 my build failure is most likely false alarm too 13:48 Megaf_ TenPlus1: can you paste your minetest.conf please? (on some pastebin like http://paste.debian.net/ 13:48 est31 no RealBadAngel 13:48 TenPlus1 megaf: I try to do that just now for areas we KNOW have errors, but there's too many and some are hard to pinpoint... especially if in the middle of a large build 13:48 Megaf_ TenPlus1: It looks like your map keep getting more and more corrupted every time 13:48 Megaf_ keeps* 13:49 Megaf_ over time* 13:49 RealBadAngel im thinkin about holding data for minimap (created on mapblock mesh updates - 16*16 grid of 4 bytes per mapblock) for each block actually loaded into memory 13:50 RealBadAngel and update it (or delete) when block changes 13:50 TenPlus1 http://pastebin.com/NQfs0CzF 13:50 rubenwardy Just wondering, what is the Minetest code style way of doing this: https://gist.github.com/rubenwardy/43ba16e0d46aba1c38da 13:51 Megaf_ RealBadAngel: I believe it depends on the number of players online no? For example, the max_block_send_distance, if set to 3, will load a radious of 3 blocks per client. Or not? 13:51 TenPlus1 server memory handling is really good, never goes above 600mb even after hours... 13:51 Megaf_ I know if I set that number too high it will crash my server because of out of memory 13:51 Zeno` TenPlus1, who hosts your server again? At this stage I think we *really* need a full copy of it to nail this nasty thing. 13:52 Megaf_ the irony is strong with this one > TenPlus1 13:52 TenPlus1 Titanius has the server in Wisconsin... it's well over 60gb in size and he's not that tech savvy 13:52 Megaf_ TenPlus1: on my server it avarages 260 MB of ram 13:52 Zeno` 60gb... *sigh* 13:53 TenPlus1 we tried local map saving but that doesnt nab the errors, just crashes server when it comes across them... 13:53 TenPlus1 and I cant get a map large enough on standalone server to crash it anymore 13:53 Zeno` I had database errors on my server and I set something to ignore them 13:53 TenPlus1 but I can try and have Tianius do a gdb session 13:53 Zeno` wish I could remember what 13:53 TenPlus1 that's enabled... ignore_world_loads_errors = true 13:54 TenPlus1 doesnt work for these one's 13:54 Megaf_ TenPlus1: have you tried to start your server with it false? 13:54 Zeno` a gdb session would be brilliant. a gdb session on a debug build would be perfect 13:54 TenPlus1 so: gdb --args minetest --server --debug ? 13:55 TenPlus1 oops... --verbose even 13:55 Megaf_ theres the --trace 13:55 Zeno` valgrind would be the next step and if that doesn't narrow it down massif (but both of those will probably slow the server down so much as to make it unusable while they're running :() 13:56 Zeno` TenPlus1, does Titanius ever come online? 13:56 Zeno` on IRC I mean 13:57 est31 rubenwardy, I think thats the right way 13:57 Wuzzy I wonder if this is a bug or intentional: set_properties does not seem to change anything for players, yet the lua_api.txt claims it works for *all* objects 13:57 rubenwardy Okay. 13:57 rubenwardy I guess it's best to avoid m_name, etc 13:57 Zeno` 60gb is not much for my server to handle. If you can get him to agree to transfer the whole server to my server I will give him an ssh login to perform that 13:57 est31 see here for an example https://github.com/minetest/minetest/blob/master/src/server.h#L144 13:58 rubenwardy no... 13:58 Wuzzy i.e. if me is the player object, and I call me:set_properties({makes_footstep_sound=false}), me does still do make a footstep sound 13:58 Zeno` but I suppose he can't use scp if he's not tech savvy :( 13:58 rubenwardy I meant when a parameter has the same name as a member 13:58 rubenwardy Ie: I want initialise this->x with some x parameter 13:58 est31 ah 13:58 est31 think of sth nice 13:58 rubenwardy Lol 13:58 rubenwardy Then keep to it 13:59 est31 starting with _ isn't nice 13:59 Zeno` or just do this::x(x) 13:59 Wuzzy It seems that set_properties is a no-op for player objects. Is this intentional? 13:59 rubenwardy Didn't know that'd work 13:59 TenPlus1 he works during day and time difference means I see him early morning and evening 13:59 Zeno` neither do I 13:59 Zeno` lol 13:59 Zeno` give it a try though hehe 13:59 TenPlus1 but he isnt on long... just enough for server update / fixes 14:00 Zeno` I know it would work in the function body 14:00 Zeno` just don't know if it's ok for init lists 14:00 rubenwardy error: expected identifier before ‘this’ 14:00 rubenwardy this::id(id), 14:02 Zeno` :) 14:03 rubenwardy C++11 allows x(x), and I have it enabled 14:03 rubenwardy Because it's my own project 14:04 TenPlus1 does mt run any better on c++11 14:04 est31 no 14:04 est31 not yet 14:04 est31 I'm for typedefing custom maps that can be converted to unordered map on occasions 14:05 est31 s/on occasions/when compiling with c++11/ 14:05 rubenwardy I'm using it because for (auto &i : vec) is so much less to type than for (std::vector::const_iterator i = vec.begin(); i != vec.end(); v++) 14:05 Zeno` rubenwardy, if it was me I'd just change _x to x_ 14:06 rubenwardy That wouldn't be bad. But the standard allows x(x) etc 14:07 est31 I like the auto stuff too 14:07 est31 but people want minetest to not use c++11 till 2017 14:07 est31 or so 14:08 TenPlus1 c++11 will mature by then and hopefully have many optimizations 14:08 est31 c++11 isn't developed further 14:08 est31 next is c++17 14:08 rubenwardy ~g c++17 14:08 est31 and c++1 14:08 est31 4 14:09 TenPlus1 erk, version by version... 14:09 rubenwardy No ShadowBot, Nooo.... 14:09 rubenwardy She's gone... 14:09 TenPlus1 no true standards anymore... it better not be cobbled together 14:09 Zeno` wait a sec... 14:09 Zeno` it's not c11 is it? 14:10 est31 ? 14:10 Zeno` x(x) is c98? 14:11 Zeno` c++98 grr 14:11 rubenwardy On the SO I read it says it works in C++11 14:11 rubenwardy and that's all I needed to know :) 14:18 TenPlus1 if a server crashes during a map write, what happens ? will it finish or just stop altoghether / 14:19 Zeno` I think it's 03 14:21 Zeno` it is 14:21 Zeno` c++98/03 14:21 Zeno` section 12.6.2.7 14:22 Zeno` TenPlus1, if it crashes it crashes. If the write finishes could depend on where it is in the write, or even on the OS 14:23 Zeno` any modern OS will finish the write though *if* it's all been written (i.e. the write function is minetest is finished at the time of the crash) 14:23 TenPlus1 just curious, somehow I thought you had a separate process handling map functions, passing blocks to and from server/client to keep it safe 14:24 init if you use sqlite, without "performance tweaks", nothing will (probably?) happen 14:24 Zeno` well there is. If the client does something before the server recognises the crash and writes it then it will just be as if it never happened 14:25 Zeno` I am not convinced these bad allocs are due to database corruption 14:25 TenPlus1 is sqlite_synchronous = 0 a tweak ? 14:25 Zeno` although it is weird that you're experiencing them so often and nobody else is 14:26 TenPlus1 I dont get it myself Zeno... typically in certain areas of the map... could too many active objects in an area cause it ?? 14:29 Zeno` I don't know :( 14:29 Zeno` The stacktrace will help :) 14:29 TenPlus1 will try to do the gdb later tonight when owner is home... 14:29 TenPlus1 thanks again folks 14:29 Zeno` fingers crossed 14:29 TenPlus1 :) back later 14:30 Zeno` I think I may sleep now. Night all 15:09 celeron55 looks like the screenshot-on-cover-of-publication guys ended up wanting a signature of mine 15:09 celeron55 top lel 15:10 celeron55 no way, i don't have the rights anyway and even if i had, i wouldn't do it 15:10 celeron55 it's like the year 1800 or something 15:11 est31 there is a publication featuring minetest? 15:11 est31 at the cover? 15:11 celeron55 not really 17:18 rubenwardy What do you think about my macro? https://gist.github.com/rubenwardy/56a8bacc26c09207172a 17:56 Calinou “you should work at X.org!” —hmmmm 17:56 Calinou why are failed unit tests yellow, and not red? 17:56 Calinou oh I read it wrong 17:59 Krock we need colors in Minetest's console 18:28 Calinou Xonotic and Unvanquished both support colored terminal output 18:28 Calinou but first, we need colored text in the game 19:13 Wuzzy How efficient are particle effects? Is it safe to add short-lived particlespawners (ca. 0.1s) every globalstep? 19:14 Calinou they are not very efficient, which is why we wanted to implement Irrlicht particles for a while 19:14 Wuzzy so I should not add particlespawners eeach tick, right? 19:15 VanessaE so long as you delete the previous ones, it shouldn't be much different than leaving a single, equivalent spawner going all the time 19:16 est31 Generally its bad to do things every ticks 19:17 VanessaE est31: generally yeah 19:17 VanessaE but if the code is fast enough, it won't be a problem 19:17 VanessaE the real question is why do that at all? 19:17 VanessaE aside from their performance, they have another odd issue - ID numbers get reset after a server restart, so if you start a spawner, store the ID in e.g. the node's meta, restart the server, then go to where the spawner was, it won't be running and you still have to turn it "off" before you can restart it 19:17 est31 thats very bad 19:18 Wuzzy my particlespawner basically needs to move ... 19:18 VanessaE est31: try it with homedecor's faucets 19:18 hmmmm i was going to add colored console output, but I wanted to get shadowninja's logging pull request in first 19:18 VanessaE if you have say three of them running, and restart the client/server, you can't restart all three of those spawners until you turn them all off 19:18 VanessaE (if you start one, one of the others will turn off at the same time) 19:19 est31 hmmmm, whats missing on the logging PR for you? 19:19 VanessaE (I know how to work around this for homedecor, just haven't done it yet) 19:19 hmmmm not so much missing as having stuff i totally don't approve of 19:20 Wuzzy particlespawners get deleted automatically when their timer runs out, right? 19:20 hmmmm i like the fact that lua's print() got fixed, i like the warningstream, i like the string enumeration for log levels, but not so much other stuff 19:30 est31 so what is exactly your usecase for dstream? 19:33 hmmmm just print things out to stdout, stderr, or a logfile without timestamp crud 19:33 hmmmm and it has to be separate from the logging facilities 19:34 hmmmm my own use case is... debugging 19:34 est31 so you need it for the unittests? 19:35 est31 or is your usecase only the "I make a printf here to test it runs through this line" 19:36 hmmmm both unit tests and the latter 19:36 hmmmm preferably, I'd like dstream to be no-overhead if debug logging is disabled 19:37 est31 no-overhead? 19:37 hmmmm maybe read the configuration entry into a global variable and replace dstream with a macro with if (g_use_debugging) { dstream << "stuff here"; } which would completely avoid writing dstream stuff 19:37 hmmmm but it shouldn't be dependent upon the config 19:37 hmmmm hmm 19:38 hmmmm the whole point of dstream is to provide a very low-level logging facility for minimal interaction with other components 19:38 hmmmm because the whole point of it is to be reliable for debugging 19:38 est31 I can understand it for unit tests 19:39 est31 but if you debug, why not use cout then? 19:39 hmmmm because cout can't write to a file without taking all the input 19:40 hmmmm though I wonder how necessary this is 19:41 hmmmm because in theory, dstream is much more verbose than other logging levels 19:41 est31 so dstream is an extra logging level for you? 19:41 hmmmm you know what 19:42 hmmmm i think we can remove dstream 19:42 hmmmm it's not absolutely necessary to separate dstream output from other outputs 19:42 hmmmm but we can also do that by using std::cerr 19:43 hmmmm std::cerr should be used in place of dstream then 19:43 est31 so why do we log at all outside of our loglevels? 19:44 est31 I mean the only reason why to log outside is 1. because its nicer to look at and 2. its more reliable 19:44 hmmmm well there are two reasons 19:45 est31 but 1. is only the case for unittests 19:45 hmmmm anywhere, really... none of the current dstream uses want a timestamp 19:46 est31 and 2. is a reason yes, but I think no reason for code thats inside git 19:46 est31 but only when you want to debug logging itself 19:46 est31 there you can use cout too 19:46 est31 or cerr 19:46 est31 with a nice prefix 19:48 est31 and SN has added g_log_outputs_stream, so that can be used 19:49 est31 also what are your thoughts bout #2559 hmmmm? 19:49 est31 settings aren't available yet when we start logging, are they? 19:50 est31 gtg 19:50 est31 by 19:50 est31 e 19:56 kahrl I like using dstream for number crunching purposes 19:57 kahrl say, when there's a slow function that is called often, I may do dstream << "whatever_function took " << timetaker.getTimerTime() << std::endl; 19:57 kahrl and then run grep + some other commands on debug.txt to get meaningful statistics from that 19:58 kahrl so this is nice because it's written to a file, and the lack of timestamps makes extracting the data easier 20:08 Wuzzy does Minetest have some profiling utilities for mods? 20:10 VanessaE yes actually 20:10 VanessaE there's a build-in profiler, not sure how to use it though 20:11 VanessaE use this: https://github.com/t4im/profiler 20:11 VanessaE (it works a bit better than the in-built one) 20:19 VanessaE hmmmm: you given any further thought about colored light sources? 20:46 zat Is there a profiler for Lua like freeminer's? 21:04 hmmmm zat: yes 21:04 hmmmm vanessae: not recently, no 21:06 VanessaE ok. 21:07 hmmmm hmm 21:08 hmmmm I wonder if there's an open source version of jira 21:08 hmmmm that would be useful for organizing these things 21:13 rom1504 gitlab 21:16 hmmmm est31: yeah, I like 2559 21:25 hmmmm ever since i upgraded to freebsd 10 i've been having problems combining certain libraries with certain others 21:25 hmmmm can't link -lIrrlicht together with anything GTK-related or else i get an instant segfault in libGL 21:25 hmmmm dammit 21:37 zat hmmmm: how do I get it and use it? 21:40 kahrl what happened to lists.minetest.net? 21:41 kahrl I get a domain squatter like page when I go there 21:41 sfan5 parked domain 21:41 sfan5 wat 21:41 hmmmm zat, builtin/profiler.lua iirc 21:42 sfan5 looks like someone forgot to renew something 21:42 hmmmm no idea how to use it. i never used it myself 21:42 hmmmm how on earth could a subdomain get squatted 21:43 sfan5 hmmmm: maybe it used different dns servers for some reason 21:43 sfan5 lists.minetest.net. 600 IN CNAME smtp.inchra.net. 21:43 sfan5 or that 21:44 sfan5 ShadowNinja let inchra.net expire 21:49 sofar he should not make it a CNAME then 21:49 sofar just an A record to the host 21:50 sfan5 but in that case ShadowNinja would have to bug c55 when the IP changes 21:50 sfan5 also mails require domain names 21:50 sfan5 you need an MX record 21:51 sfan5 and you probably want a TXT record with SPF 21:51 sofar where's mailman hosted then? 21:51 sofar or, whatever list daemon it used 21:51 sfan5 looking at where the CNAME points i'd guess it's hosted on ShadowNinja's server 21:52 sofar my bet is that the smtp still works as it redirects to p.nsm.ctmail.com 21:56 sofar unless he also unplugged the smtp :^) 21:57 sofar this is how I ended up hosting 25 mailinglists for various projects at one point in time... lol 22:17 VanessaE sfan5: indeed, inchra.net domain expired a few days ago