Time Nick Message 00:00 est31 ah this is weird stuff 00:00 est31 (again) 00:00 est31 I am counting six attachement events in total 00:01 est31 first two to *somewhere* 00:01 est31 then two events for the wielditem I guess 00:01 est31 then two again to somewhere 00:02 est31 those two for the wielditem stick out because their position isn't "0,0,0" 00:02 est31 but 0.2,5.5,3 00:02 est31 and because the m_is_local_player field is set for the parent object 00:03 est31 so the weird thing is that when I count the m_children map for the local player, 00:03 est31 (when the f7 key is pressed) 00:03 est31 I dont find any wielditem sao 00:03 est31 cao* 00:03 est31 only two caos with 0,0,0 00:04 est31 true chaos 00:07 est31 whats even weirder is that m_is_player is true both for the playercao object and the object we attach the wielditem to 00:09 est31 and m_is_local_player too 00:10 kahrl are they different objects? 00:11 est31 one has id 1 the other has id 2 00:11 kahrl huh. 00:16 est31 my theory is that it has two caos one that gets set by the server and one local one 00:16 est31 but its only a theory without any proof 00:31 kahrl another weird thing... why the hell is there an m_id in GenericCAO? that shadows the m_id that already exists in the base class ActiveObject? 00:32 est31 this seriously needs some cleanup 00:48 est31 ok sorry there is only one cao 00:48 est31 (for the player) 01:00 est31 finally 01:00 est31 https://github.com/est31/minetest/commit/40226e52747156cbdc5128a416480b226e498fff 01:23 VanessaE est31: works. 01:24 est31 https://github.com/est31/minetest/commit/ccdf4805664c650c81e420fdbccca80e5ba1f498 01:24 est31 pushing in 5 minutes 01:24 est31 VanessaE, still I wonder how xanadu server did it 01:25 est31 because there is a small bug with this mod: when a player walks, the wielded item isn't shown at the hand 01:25 est31 but when the player walks + mouse is pressed, then it works again 01:27 VanessaE it used to be that if you moved fast, the entity would "lag behind" the player 01:27 est31 perhaps I add the m_id removal to 01:27 VanessaE but it would catch up at least. 01:27 est31 that shouldnt be 01:27 * VanessaE checks it 01:28 VanessaE oh weird 01:28 VanessaE this might be a bug in wield3d, but the wielded item switches hands when you walk backward 01:29 VanessaE or forward. 01:29 est31 yes this is what I thought too 01:29 est31 xanadu doesnt have that bug though 01:29 VanessaE no apparent movement lag though 01:29 est31 ask tenplus1 how he did it :) 01:29 VanessaE so that particular bug is fixed 01:29 est31 no it isnt 01:29 VanessaE ? 01:29 est31 I've checked and yes there was lag 01:29 VanessaE odd, I don't see it here 01:29 est31 its larger when you enable fast 01:30 VanessaE oh now I see it 01:31 est31 which part of "attached to" doesnt it understand 01:31 VanessaE doesn't happen with a pick, but it does when wielding a block 01:31 est31 does the server really send all "move object X which is atttached to Y to position Z, where Y is" 01:32 VanessaE I believe so. 01:32 est31 thats horribly stupid 01:35 VanessaE well the packet stream increases greatly when moving, anyways 01:35 VanessaE way more than I'd expect for just simple player movement in a singleplayer world 01:37 VanessaE you should see the packet stream if I roll my mouse wheel back and forth across a full hotbar. 01:41 est31 and pushing too: https://github.com/minetest/minetest/pull/2806 01:41 VanessaE the wielded entity flipping to the other side while moving must be client-side. it reacts too fast to be server-side. 01:42 est31 yup 01:42 VanessaE wait, 01:42 est31 flipping and moving 01:42 VanessaE isn't there a flag that causes an entity to automatically flip directions when it moved? 01:42 VanessaE moves* 01:43 est31 ? 01:43 VanessaE automatic_face_movement_dir = 0.0, 01:43 VanessaE in the entity def. 01:44 VanessaE ("offset in degrees; false to disable") 01:45 VanessaE that flag is not set in this mod 01:45 est31 yes with reasons 01:45 est31 or not 01:45 est31 ? 01:45 VanessaE I'm not sure; the API doesn't actually say what the default state is. 01:45 est31 because its flipping not just in its "real" movement direction 01:45 VanessaE (I assume it is "0.0" as implied) 01:46 est31 but rather in its "around the shoulder" movement direction 01:46 VanessaE right 01:46 est31 e.g. if you walked sideways it would flip sideways too 01:46 est31 which is bad 01:47 VanessaE it doesn't do that in this case though 01:47 VanessaE it just does a 180 rotate around to the "back" side of the model on any kind of movement, even sideways 01:48 est31 but xanadu has somehow managed to avoid this 01:51 * VanessaE shrugs 01:54 VanessaE it's also notable that the entity is displayed upside down if it doesn't have a custom property in location.lua (probably a mod bug) 01:55 VanessaE this mod actually DOES set the location of the entity as the player moves 01:55 VanessaE that would explain the lag. 01:59 VanessaE hm, nope. doesn't explain me 01:59 VanessaE s/me/it/ 01:59 * VanessaE shrugs 01:59 hmmmm https://github.com/est31/minetest/commit/40226e52747156cbdc5128a416480b226e498fff#diff-722710b5ecd9db42e7dd785dd517e186R733 01:59 hmmmm why do you do this 02:00 hmmmm isn't it a rule 02:00 hmmmm iterators need to be pre-incremented unless it's actually necessary (i.e. delete-element-while-iterating idiom) 02:00 hmmmm also why use an iterator for std::vector 02:00 hmmmm array bracket[i] notation is preferred there 02:00 hmmmm much more natural 02:02 est31 you mean ++c?? 02:03 est31 how is that more natural 02:03 hmmmm no, std::array foobar; foobar[i] = 5; 02:04 hmmmm ++c is faster 02:04 est31 why that 02:05 est31 but noted next time I use size_t 02:05 est31 or whatever type a vector size has 02:07 kahrl also shouldn't getId() be removed from m_children of the previous parent? 02:09 kahrl wait not there 02:09 est31 but near here you mean: 02:09 kahrl I mean in the GENERIC_CMD_SET_ATTACHMENT handler, of course 02:09 est31 https://github.com/minetest/minetest/commit/dd91b3d6fbc3a0b4b18b36b14864d703213dd622#diff-722710b5ecd9db42e7dd785dd517e186R1671 02:10 est31 yea perhaps 02:10 est31 also not removed when the entity is deleted or how thats called 02:10 kahrl yeah 02:11 hmmmm est31: postincrementing an iterator makes a copy of the iterator 02:11 kahrl I guess that wasn't necessary before since every loop over m_children checked if the child's actual parent id == getId() 02:12 kahrl but setChildrenVisible doesn't 02:12 hmmmm pre or post incrementing an iterator on the other hand is just as fast in nearly all circumstances 02:12 hmmmm an integr* 02:12 hmmmm integer** 02:12 est31 hmmmm, does it do the copy also when the copied iterator isnt used then? 02:12 hmmmm yes 02:12 est31 also if the compiler isnt stupid? 02:13 est31 (== optimizeds) 02:13 est31 -d 02:13 hmmmm the compiler can't be un-stupid because it's a function call 02:13 hmmmm operator overloading and all that goood stuff 02:13 est31 ah 02:13 est31 yea 02:31 paramat https://github.com/minetest/minetest/pull/2805 'Mapgen objects: Enable heatmap, humidmap for all biome api mapgens' is fixed and will push soon 03:13 paramat now pushing 03:21 paramat complete 04:48 paramat https://github.com/minetest/minetest/pull/2789 'Mgv7: Edit noise parameters' my suggestion for further improvement, might push later if acceptable, back later 05:55 est31 gonna push #2807 if building succeeds 05:55 ShadowBot https://github.com/minetest/minetest/issues/2807 -- Android: use loop inside makefile to spare repetition by est31 05:55 est31 already built locally 06:34 VanessaE will someone PLEASE fix copy&paste on linux?? 06:34 VanessaE (particularly, pasting into minetest from the outside) 06:37 est31 you mean this http://sourceforge.net/p/irrlicht/bugs/247/ 06:38 VanessaE "closed-fixed"... 06:39 VanessaE and noting this was allegedly fixed a year ago, why isn't MT using whatever function it is that's needed? 06:39 est31 the last stable release of irrlicht was 2013 06:40 VanessaE yeah but check the dates: 2009-06-24, marked as fixed 06:40 est31 i guess this is one of the "wait for 1.9 whenever that will be" bugs 06:43 VanessaE what I'm saying is those dates imply that this was fixed long before the most recent stable release of irrlicht 06:51 VanessaE (I got "a year ago" from the header of the bug report) 06:57 est31 VanessaE, do you have kde? 06:58 VanessaE nope. 06:58 VanessaE xfce here 06:58 est31 it works when you paste from konsole ctrl+shift+c 06:58 est31 but only on the second time 07:03 VanessaE there was one really obscure way I was able to paste into minetest, once, ages ago. 07:03 VanessaE forgot what it was though 07:03 est31 I just dont know how it can be our fault 07:04 est31 VanessaE, try adding printf( "char: %s \r\n", p); to intlGuieditbox.cpp line 388 07:04 est31 you will see it will be empty when pasting from outside 07:05 VanessaE I believe you - but that doesn't answer the question of *why* it's empty.. 07:05 est31 VanessaE, thats an irrlicht-internal function call 07:05 est31 I've traced it down to some x11 voodoo 07:30 VanessaE oh and fwiw I do recall last time I *really* needed it, I also tried using a clipboard manager. 07:30 VanessaE didn't work 07:30 VanessaE and now that I think about it, what I thought DID work was probably not an xfce feature (might have been gnome or something) 07:31 VanessaE and I've read that for those people that are able to use it, it sometimes causes the program that supplied the text (e.g. an editor or terminal) to crash when you paste. 07:33 est31 the real problem is the people using programs along minetest 07:33 est31 "thou shalt not have a program beside be" 07:33 VanessaE well not really 07:33 est31 me* 07:34 VanessaE think of it more like using gedit to manage a large code snippet to be used in mesecons Lua Controller 07:34 VanessaE or copying/pasting from a web page into a LuaC. 07:34 est31 just stopping copyright infringement! 07:34 VanessaE heh 07:46 nore I was wondering... since it's only on Linux that it doesn't work, what about adding some X11 magic if it is compiled to Linux instead of using Irrlicht? 07:46 VanessaE that's what I was wondering 07:51 est31 irrlichts (failing) x11 magic is done here http://code.metager.de/source/xref/irrlicht/source/Irrlicht/CIrrDeviceLinux.cpp 07:51 est31 CIrrDeviceLinux::getTextFromClipboard() 07:52 est31 and can be "patched" from inside minetest from the code I've spoken before 07:52 est31 intlGuieditbox.cpp line 387 07:52 est31 good luck 08:01 est31 arrgh 08:01 est31 I'm planing on to add a new inventory action to make shift-click moving fast 08:01 est31 but now I see I have to do rollback handling for this too 08:01 est31 grr 08:01 est31 r 08:01 est31 r 08:02 est31 rrr 09:26 est31 ok again one of those "make life easy for modders vs give modders flexibility question" 09:26 est31 there is the allow_metadata_inventory_move callback 09:26 est31 it has a to_index parameter 09:26 est31 dunny why but it has one 09:26 est31 now I want to add a "add to somewhere" action 09:26 est31 I'm stuck in middle 09:27 est31 question: 09:27 est31 should I leave the to_index param 09:27 est31 and make calls for every single of the possible indexes 09:27 est31 (where it makes sense) 09:27 est31 so simulating current behaviour 09:28 est31 (just without network lag) 09:28 est31 or should I make "one big" interaction 09:28 est31 setting to_index simply to nil, or something 09:31 nore I'd say that while we have no client-side code, just one per list would be enough 09:33 est31 how would that change with client side code? 09:36 est31 I guess ill put it in a loop 09:37 nore wait, you don't mean client prediction? 09:37 est31 no 09:37 nore I thought it was client prediction for actions like shift+click that would need it... 09:38 nore hm... 09:39 est31 yea putting it in a loop is the best thing 09:39 est31 because after the move we have all these "report" methods 09:39 est31 and rollback 09:39 est31 and so on 09:40 est31 so the report methods will definitely want to have the to_index 09:40 est31 otherwise they start guessing 09:40 est31 and thats bad 09:40 est31 because I want to be abled to change behaviour in future 09:40 est31 and not break mods :) 09:40 nore guessing is always bad :) 10:00 est31 ahhh kde 5 i like you when you freeze kate when you reload a window for a file that is also opened in another tab and has changed from that tab 10:00 est31 weirdly that freezing stops after some time 10:57 est31 nore, can you have a look at https://github.com/est31/minetest/commit/0facaf106589f0e4526d45e3fd83f9f6bd607741 11:00 est31 ahhh no 11:00 est31 its bad 11:00 est31 because what if we have creative inventory 11:00 est31 man this is more complicated than i thought 11:00 Hunterz it is like shift click in the minecraft? 11:01 est31 yes basically 11:01 Hunterz it is very useful 11:03 est31 its already there 11:04 est31 but mods have to support it 11:04 est31 nore, better look at https://github.com/minetest/minetest_game/pull/542 11:05 est31 the other commit is not reay yet 11:05 est31 but I wont finish it today 11:05 est31 will make a PR with a todo list 16:13 VanessaE [06-18 20:40] https://github.com/minetest/minetest/blob/master/client/shaders/nodes_shader/opengl_vertex.glsl#L38 16:13 VanessaE [06-18 20:40] delete this line and test 16:13 VanessaE (refers to textures being vertically misaligned) 16:13 VanessaE this worked for me. can someone please push that to upstream? 19:00 Krock btw, updated #1731 19:00 ShadowBot https://github.com/minetest/minetest/issues/1731 -- Extend the allowed protocol versions of strict servers by SmallJoker 19:36 RealBadAngel VanessaE, i can ;) 19:37 RealBadAngel also i think i found the reason for Taoki issues 19:37 Taoki RealBadAngel: Normal maps not generating randomly? 19:37 est31 Krock, what are the usecases? 19:38 est31 also, btw what are the usecases for strict checking thefirst place 19:38 RealBadAngel Taoki, thats pretty weird. worldPosition seems to be working randomly 19:38 Taoki Ah 19:38 Taoki That might be it, yeah 19:38 RealBadAngel atm it works for me in minimal game but stopped to work in mt game 19:38 VanessaE rewok 19:38 Krock est31, it extends the allowed server version range 19:38 VanessaE RealBadAngel: ok ** 19:39 RealBadAngel i suspect its something related to camera offset 19:39 Krock est31, something between strict and backwards compatibility 19:40 RealBadAngel fix for that within shaders is easy, but doesnt solve the issue on engine side 19:41 RealBadAngel in shaders camera position is always 0,0,0 - i dont need to know where in the world its located 19:42 est31 Krock, it extends the server version range if you limit it first 19:42 est31 but why limit the first place 19:43 Krock Are you talking about the current strict_protocol_version_checking behavior? 19:44 est31 Krock, it defaults to false 19:44 est31 https://github.com/minetest/minetest/blob/43fcfbfe05578d7471d40c8c087fd04e24b264b5/src/defaultsettings.cpp#L232 19:44 Krock I see, false would be 0, right? 19:45 est31 "false" would be "dont check at all, check if it works" 19:47 est31 also I dont see how it would work if its set to a negative value 19:47 RealBadAngel usually, a kind of magic ;) 19:49 est31 so when it has been "true" before, its now "-1" 19:49 est31 and false is now 0 19:50 RealBadAngel btw, ice texture sucks big time imho 19:51 RealBadAngel it could be used for some kind of glass but not for the ice 19:53 RealBadAngel https://imgrush.com/ezvxyP09xAIp.png 19:53 RealBadAngel i can see just squares everywhere 19:53 Krock est31, fixed 19:57 est31 Krock, that issue is fixed now but another popped up 19:57 est31 now you have a bias of 1 19:57 est31 with this >= thing 19:57 est31 also do >= 0 19:58 Krock >= 0 isn't required if >= is changed to > 19:58 Krock but 0 means disable 19:58 est31 "maximal protocol version difference" 19:59 est31 so whats when you say that you dont allow any other version from connecting? 20:00 Krock there's a offset of -1: "maximal protocol version difference" are not the correct words 20:01 est31 yea depending on how you put it 20:01 Krock I mean, setting it to 1 will block any other version 20:01 Krock but 1 is not the maximum difference, 0 is it. 20:02 est31 so you should update the docs 20:02 est31 and perhaps do a ->getBool too 20:02 est31 if that returns true, set it to 1 or 0 or whatever 20:03 est31 if that returns false, do the number check 20:03 RealBadAngel fuzzy logic? ;) 20:03 Krock ^ 20:03 RealBadAngel 1 , 0 or whatever? :) 20:03 est31 heh 20:03 est31 no I've thought he gets what I mean 20:03 Krock gawd, I btter close that pull again, it ain't gonna be better 20:05 est31 if it returns true it should act like the maximum difference were 0 20:05 est31 so that we have backwards compatiblity 20:05 est31 blity lol 20:05 est31 bility* 20:06 est31 and a doc change 20:06 RealBadAngel ah i got it, "whatever" is backwards compability ;) 20:06 est31 those are my points 20:06 Krock "doc change", as in editing minetest.conf.example or what? 20:07 est31 the setting was a boolean before, so people who set it to true shouldnt have a bad suprise 20:07 est31 for whichever reason they activated 20:07 RealBadAngel hi hmmmm 20:07 est31 Krock, if you say its not the maximum version, then doc shouldnt state that 20:07 Krock if true is counted as 1, it won't be a problem 20:07 Krock est31, please suggest a correct description. my head's empty 20:07 est31 Krock, true is counted as 0 as well as false 20:08 est31 or "strawberry" 20:08 Krock oh great <.< 20:08 est31 http://www.cplusplus.com/reference/cstdlib/atoi/ 20:08 est31 ^ thats the function that gets called at the end of the day 20:09 Krock if (end of the day () != false) call(atoi); 20:09 Krock you were right, true is 0 20:10 est31 heh 20:14 est31 bye 20:15 RealBadAngel ouch :) 20:15 RealBadAngel est31 ended the party ;) 20:25 RealBadAngel https://imgrush.com/EZx9X29mdqAp vs https://imgrush.com/FoYpSUN9P7sV 20:25 RealBadAngel what do you think? 20:27 RealBadAngel VanessaE, ? 20:27 VanessaE nice 20:28 RealBadAngel shall we make PR with it? 20:30 VanessaE I guess so 20:39 RealBadAngel VanessaE, Taoki https://github.com/minetest/minetest/pull/2810 20:39 RealBadAngel can you test it? 20:40 Taoki I might, not sure 20:41 RealBadAngel celeron55, hi 20:42 RealBadAngel Taoki, that should fix your issue 20:42 Taoki Ah, it's only a few lines. I'll add them manually then 20:42 RealBadAngel Taoki, you dont even need to recompile :) 20:43 Taoki yep 20:45 Taoki RealBadAngel: Confirming that it seems to be working perfectly now. The fix is good 20:46 RealBadAngel good 20:47 RealBadAngel kahrl, nore ? i need some votes in order to merge it 21:25 realbadangel__ nore, here? 21:25 realbadangel__ Vanessa, here? 21:29 realbadangel__ gosh, everybody is sleeping or what? :) 21:33 Taoki I'm here 21:36 TheWild hello there 21:36 realbadangel__ czesc 21:36 TheWild o czesc 21:37 realbadangel__ it has crashed without any additional info? 21:37 TheWild yes 21:37 realbadangel__ what was the code you have used? 21:37 TheWild no dumps, no stack trace... nothing 21:38 TheWild minetest.get_player_by_name('singleplayer'):get_inventory():set_lists() 21:39 realbadangel__ ok, will remind est31 that 22:15 RealBadAngel Taoki, you can update your sources 22:15 Taoki ok 22:16 RealBadAngel btw, http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256343-a-texture-artists-guide-to-mcpatchers-features 22:16 RealBadAngel these are real connected textures 22:17 RealBadAngel please take a look on screenshots with grass made with that 22:17 RealBadAngel simply awesome 22:17 RealBadAngel http://i.imgur.com/HQVRgl.jpg 22:23 Taoki On another note: I just finished fixing conflicts and rebasing this. Can it be merged please? https://github.com/minetest/minetest/pull/2372 22:24 Taoki It contains a fix for the animation system, plus support for non-looped animations. I tested it again and it works fine 22:31 Taoki RealBadAngel: Can you take a look at that and merge it perhaps? 22:33 RealBadAngel some of the lines are way too long, please break them 22:35 Taoki Which exactly, and how should I format them? 22:35 RealBadAngel hold on 22:35 RealBadAngel http://pastebin.com/0SGrMcJN 22:35 RealBadAngel like that for example 22:36 RealBadAngel function call in one line, break and params with a tab 22:36 RealBadAngel if params are still too long you can break them again 22:37 Taoki RealBadAngel: All others are the same way though. It will look disproportional to do it only for this function 22:37 Taoki I think it was suggested before, I didn't because the others were as long too 22:37 RealBadAngel if youre around break them too 22:38 RealBadAngel im known of making long liners but yours are even longer than mine :) 22:38 Taoki I'd rather not format random code, probably not for me to do. I'll only do the break you mentioned 22:38 Taoki It looks good actually. 22:39 Taoki Done, pushed 22:39 RealBadAngel just take a look at github web interface 22:40 RealBadAngel some of the lines doesnt even fit in there, you have to scroll the code to read them 22:40 Taoki Some lines are longer than mine. So someone else probably needs to fix code formatting in general, separately though. 22:41 Taoki I only fixed the break you mentioned for this commit. Is it ok now? 22:41 Taoki (in both places) 22:41 RealBadAngel https://imgrush.com/651etFK62mc5 22:42 * Taoki sighs 22:42 Taoki There are longer lines everywhere though. I don't really understand 22:43 RealBadAngel if somethings is badly formatted around doesnt mean you have to follow it 22:43 RealBadAngel otherwise SN or hmmmmm will eat you ;) 22:44 Taoki Ok... I will fix that one too... 22:46 Taoki RealBadAngel: Done, updated the commit. Is it ok now? 22:46 Taoki If there are more, I will go take a cold shower with my clothes on :P 22:47 RealBadAngel hehe, will take a look at it in 10 minutes, going out for a moment 22:47 Taoki ok. Still around for over 2 hours, so let me know 23:02 RealBadAngel back 23:05 RealBadAngel it looks better now 23:06 RealBadAngel whats the possible range of m_animation_loop ? 23:08 RealBadAngel is it boolean only? 23:08 RealBadAngel +* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0, frame_loop=true)` 23:09 RealBadAngel here formatting should apply too 23:10 RealBadAngel set_animation({x = 1, y = 1}, frame_speed = 15, frame_blend = 0, frame_loop = true)` 23:10 RealBadAngel reads way better 23:11 Taoki It can be any two frames 23:12 RealBadAngel i see 23:13 RealBadAngel change that api.txt line and youre done with me 23:13 Taoki I switched away from the branch now and recompiled. But formatting matches the exact same surrounding functions really 23:13 Taoki ok 23:13 RealBadAngel note that i only checked formatting, not the funcionality 23:14 RealBadAngel im not familiar with that 23:14 Taoki Um... what should I change? 23:14 Taoki It's exactly the same as all others 23:14 RealBadAngel see above 23:14 Taoki If I remove the * that will look ugly. All functions should do it at once 23:14 RealBadAngel i know, we have shit all around 23:15 Taoki I'd really like to keep that one as is please. If someone wants to remove them, it needs to be done for all functions IMO 23:15 Taoki That would look very very ugly 23:15 Taoki That branch only aims to implement a bugfix and a needed feature, not to clean the formatting of the entire code 23:16 RealBadAngel so your next PR should be clean the surroundings 23:16 RealBadAngel since you were the one who stepped into this particular shit ;) 23:17 Taoki I only wanted to fix the animation function, not a whole craze about formatting :P 23:17 RealBadAngel i know that feeling 23:17 RealBadAngel i can feel that many times 23:18 RealBadAngel just wear that flashy uniform, grab the shovel and clean it ;) 23:18 RealBadAngel next time you visit this function it will be nice and clean 23:18 Taoki I think things should be kept separate still. Perhaps someone should look into that 23:19 Taoki Anyway, can it be merged as is? 23:19 RealBadAngel havent tested it, just bugged you bout formatting 23:20 RealBadAngel so you should get another dev vote too 23:21 RealBadAngel btw, i feel good that I bugged some1 bout codestyle instead of me being bugged ;) sorry Taoki :) 23:21 Taoki Eh... it's ok I guess :P 23:22 Taoki Though when I deal with a code, I want to deal with that code... not fix formatting. I did what the lines above and below mine did. If formatting is bad, someone should fix it for everything at once. 23:22 RealBadAngel me too 23:22 RealBadAngel functionality is more important 23:23 RealBadAngel but keeping your working place clean is indeed good habit 23:23 RealBadAngel even if mess is not made by you 23:23 Taoki True too. 23:24 Taoki But a separate task 23:24 RealBadAngel thats questionable 23:24 RealBadAngel if youre here, who and when will "visit" this particular code next time?