Time Nick Message 03:15 hmmmm blah 03:15 VanessaE ? 03:15 hmmmm i just realized how much i hate writing 03:16 VanessaE heh 03:16 hmmmm vanessae, take a look at this and tell me if it's alright so far 03:16 VanessaE shoot 03:16 hmmmm http://fpaste.org/287485/79750144/ 03:16 * VanessaE reads... 03:19 VanessaE "which retrieves an individual node in a MapNode formatted table" refers to the same data you'd get with minetest.get_node() ? 03:19 hmmmm yeah 03:19 VanessaE ok. 03:19 hmmmm this is only like half finished too 03:19 hmmmm ugh 03:19 hmmmm i have to do a lot more writing 03:21 fling Which mod is for pregenerating world? 03:21 hmmmm fling: that's a #minetest question, but I don't think you need a mod, you could just use the /emergeblocks command 03:22 fling hmmmm: thanks. 03:22 VanessaE hmmmm: what you have here is pretty easy to understand, actually. 03:22 VanessaE I had to think a little bit about the table described by lines 49-58, but that's all. 03:23 VanessaE (once you format the table, it'll be easier to read) 03:23 VanessaE as for hating writing, well, really no one likes to write documentation 03:25 hmmmm VanessaE: how can I make the format of the array clearer? 03:25 VanessaE hmmmm: oh, just the usual - whitespace to line things up. 03:26 VanessaE also, since it's a Lua table you're returning, you might want to use { } in your example, instead of {}/(). 03:26 VanessaE instead of []/() 03:27 VanessaE actually no 03:27 VanessaE that might confuse. 03:28 hmmmm oopos 03:29 hmmmm oops* 03:29 hmmmm thanks for pointing this out, this is a 2d array that I wrote 03:30 fling hmmmm: is not there any documentation on "/emergeblocks"? 03:30 hmmmm why would it need documentation beyond its help string? 03:31 fling does this line in ldd output 'libluajit-5.1.so.2 => /usr/lib64/libluajit-5.1.so.2 (0x00007f3062885000)' mean the luajit is enabled and working fine? :P 03:31 VanessaE yep 03:32 VanessaE hmmmm, ^^^ to that end, it might be a good idea to add something to the cmake setup so that it shows that it found LuaJIT. 03:32 fling Is not there a server console binary? 03:32 hmmmm it does already 03:33 VanessaE hmmmm: nope. 03:33 VanessaE (if you have to point cmake to your copy, I think it does, but not normally) 03:34 hmmmm wtf you're right 03:34 VanessaE fling: the very latest dev code has a server console. 03:34 hmmmm okay it didn't use to be like this 03:34 fling I'm using the master from today. 03:35 hmmmm hmm 03:35 hmmmm this changed with shadowninja's cmake 'refactoring' 03:35 hmmmm err, sorry, "cleanup" 03:35 hmmmm :p 03:35 VanessaE heh 03:36 hmmmm well, it will give you a "LuaJIT not found, using bundled Lua" message if you're *not* using lua 03:36 hmmmm luajit 03:36 VanessaE btw, is it normal for `minetest --help` to return output that looks like it was snipped from a log file? :P 03:36 fling Is not it using any bundled libs? -> http://dpaste.com/3G80JP4 03:36 VanessaE (as in timestamped lines) 03:36 hmmmm no, that's another feature of shadowninja's "cleanup" 03:36 hmmmm god dammit 03:36 VanessaE heh 03:36 hmmmm celeron just lashed out about this a few days ago and i think he fixed most instances of this happening 03:37 hmmmm VanessaE est still didn't merge the ncurses console PR 03:37 hmmmm what is up with that PR 03:37 VanessaE damn 03:37 VanessaE I could swear he had done so 03:38 VanessaE maybe just waiting for more +1's or something. 03:38 hmmmm I did a complete total review on it and gave it a +1 over a week ago, kahrl also did a thorough review on it too 03:38 VanessaE well that's two +1's. 03:38 VanessaE merge the fucker :) 03:38 hmmmm actually nevermind I see why 03:38 hmmmm "There are some bugs right now which would be pretty heavy regressions if this got in master, so I guess I'll have to fix them before it gets merged. Note for myself, fix these:" 03:38 VanessaE (actually, I don't have a use for it myself) 03:39 VanessaE hm 03:39 VanessaE well anyways 03:39 VanessaE fling: well there's your console if you wanna fiddle with it, #3292 03:39 * VanessaE pokes ShadowBot again... 03:39 VanessaE https://github.com/minetest/minetest/pull/3292 03:41 hmmmm fling: doesn't look like it 03:41 fling VanessaE: thanks 03:41 VanessaE (wtf is with ShadowBot not returning issue links lately?) 03:42 fling hmmmm: but how do you see? 03:42 hmmmm go into minetest/src, look for all the third party libraries there 03:42 hmmmm if a .so entry shows up in your command output then it must have been dynamically linked 03:44 hmmmm how do you view a file as an .md on github or something? 03:44 fling hmmmm: I don't see any .so files installed by minetest ebuild so it is good. 03:45 VanessaE hmmmm: I think it's purely automatic 03:45 VanessaE extension-based. 03:46 hmmmm right so there's no good way to see how my documentation looks with formatting 03:46 hmmmm i think we should finally rename lua_api.txt to lua_api.md... and break it up into smaller pieces 03:46 VanessaE http://tmpvar.com/markdown.html 03:46 VanessaE paste your text there and it'll render it 03:48 VanessaE (it doesn't properly render the ``` table though) 03:48 hmmmm nope, it also removes my newlines 03:50 VanessaE try this one: http://dillinger.io/ 03:50 VanessaE hm, no. that's even worse 03:52 VanessaE https://jbt.github.io/markdown-editor/#jVfbjts2EH3XVxC7KGJvtUbsoC8B+rBo0mKBxgmKtGgSBDYtURYTSlRJypf9+p4Z6raXpE2CVhY59zNnRpeXl2L7lz0p80bWutkmySX+iJudbYMY3yfjo9BeSOEzp5ug673QdVCukJkSwYpQqviilkY8eyObqEOwZGtksO6ZwGVtdDgvhHiP+03rGuuVsEUSSii3uy8qC2SmsA6XfUiFscdrow7KpGLXmq9CZpnyniw6JXNyQ9a5ODrNLpHdzMKNOsDGjRe+zcpUeBXoOKlwXNtcQb50tt2Xk0DFURsjjMy+ikrWZzjFMZV6Xyon2AVRKBlaB3GyCTuZaoIXZ9tC5Cx2SrRe5Ql8O+pQChtIslKhtLknfZ0b0QX49yuiVCdZNUa 03:52 VanessaE lnV/sRG2DKOVBkQPakSEfXJsFbWuynODi8DuTxuzgtBeurVN2rEZubHyLkiCVleSryKux+73KF0lyy2nWVWNdkHWgfMIqWZTT6tMlWNP7WuVcFN8olUczVxC4EkpyASlyQUUz6qR3scjJbUG5QQpsjmr902pOnaAqVD0syLEeFtE6p6CEBaPE8vnzH0g7ghQq3yuE65VPyRIVB0YTnFKNugpRFkWDKqoKGBgKlopGuVI2XlS6VgH5W6AYG7o9m1OQO5QGxfKtDl2kpP+L3Q25ksbb/5GwCr4EriDgQBBWjt2FdyiWbU1OBx6wpgMyRClKkNdMFzrjPFKQgMf9MlTWB6GKAh2iAY1jCX09oA7KnQFdhwRJtAWDjbIM1wik4poMJQPUdIHX5jyIS/HTCX9j8khBSlV6IlHG2qaHemUdK 03:52 VanessaE g4mqKRZdOTxpyd1E/K4mQbRtXcma5LPYIdyTb0GJVRMElaauuZlMqGm2admiQKuPs+3nMrt4Noerh3o3qZ6cJHKFhuYXLRESqAazXBrpJPoSuU8BSsa4IOxQlVi613voxIgCWSI8EOquiIpQvMemhKG6o5VXBsrc5yAAyMZPg6cupWChiSq+5YsHbVXUTelvS8bEQpOSoAsGRoFGW+BgEI7z9j6b3sxoZNEviTK3BTOVshXM+MsrQcQf+8iAkYf1eDNox0TeYAV63zH5jEnlMYKfu3OMYVJfxtsU+c6k2xOEbx01VbMJJU88fMMlWgivs15LkbJjos5RzILLejgPCYguR9+it7QWdnjlNuC2hmwG5QQGwFAoMLIwqBY9KdWaJZYjk45XU4yax0mDTz3DF5mAmiGCqenCJYFcQiJUuK 03:52 VanessaE pkrkMMg6DaXYJtuAn+JVvyEJfiWMsxNPVBAU0NiIhjyp7A+nIsuReoQKil4ip6aYYkTjuJREQ5G7dVruI8248IQ8PPaSe38gwo66LGQUIEPCB5x9X86Bz1CLyhkZiEszfNf2IQ4c8DXIHHu+iGpAz5J/C4tbSRE1AdvSH6LWl1thhGeF88yViTbQ95YqGJZl8IlN8v2MZAjLd490BSiUmFJyRzgEd0TfOyj3C4fApY4R8ogUOsNsrxEzXw/PtKw51nj4SNzQHHivh13FWeR6jjwSZnVb3JCl2lg7nRl3nqlF1TtYv4t0LcZAG6UReflchEfizXZ/Ez2DCxd/g/maJ//0oltu0OzvHsw/x7EM8Y2fi+V08/xjPP/I5lKPJ6ziyZN8fXc8DR7i4aFZpRFtMr5P1HlUiGhHb5Va0DVegp 03:52 VanessaE oJkpuUmodDY+7gEKuxDxMeetFIQVwLe4j935MC7CSEUGEtRdbO8R+O6b3OucNljESKo8XabfOIgZ89TQf/mqZgtx8fV8LhYLMRsfep/D0LLUWg5Ci0fCC1HIbwbhNfnUXp4Xo3Pg3z3YurqcnR1Obq6fODq8htWVxOrq4nV1UOrq28oWN9NNMQfq8mPezrwJvnMyU6o2mM5wBnq1CFoHMfcTVLTiplZooEA+qc6RkyBIl4myXbWDICcD7A4AZs46JE8n7zrkT9n+E4HHUO05x1sAuKCOeHFq+jlRY8Y7FHbd8oZXa8t5jS4jRr0RY6HDUkwbXP33vDwZvbxYuYV9Kq4nhu5UwaBbYd723nPTfSxQB3B3KeLM+3yWb8TdyOPM5bEjBFPGSJRHWHecdmEANn/fhmjgH1yJW7Aw1X8Yuu 03:52 VanessaE +muJY4uZ5ij93qqDdjsYLssQCvOigwVrTWb5TzuK7rN6HEjCZ0in5+g0ujd8NUlxk+KCAiYtu4ww8kwZA0K76vXG0QFBY7rpdTU5IiFwuUTZav8+KIsGSvFe1cjw14Rl9Zbbh2hbX+M6t82G1gGQa0dFp0x4+FAi7n7YZHF788nb9/vX6/eb2t/XbP153jjyVw34z5Bpb7AVgTvqO0zlcbqR/tJpNRw5KHYCCDFML+z4lY1hZmUEPVueirWtFn8ISq3+lsI2f6SvJZjIyZEezjr/P+Ktt8S8= 03:52 VanessaE FUCK ME 03:52 VanessaE G*d damn talk about a long URL 03:52 hmmmm oh okay I'll just click that link 03:53 VanessaE well go to the https://jbt.github.io/markdown-editor/ part and paste your code there. aside from missing newlines around your leading and trailing [] in the table, the result looks fine. 03:53 hmmmm I fixed that 03:55 fling VanessaE: I only have a single binary -> /usr/games/bin/minetestserver 03:56 VanessaE fling: oh, thought maybe you were working with a copy you compiled yourself. 03:56 VanessaE btw, does minetestserver *really* belong in /usr/games? 04:01 fling VanessaE: I used an ebuild from hasufell 04:01 paramat vm doc looks good, useful 04:06 paramat the docs in your recent commit are fine, i was just suggesting something like: use after 'set data' and before lighting calculations or 'write to map' 04:07 paramat http://i.imgur.com/eqtXJhe.png 04:12 hmmmm paramat: but that's ultimately meaningless because it encourages cargo cult programming 04:13 hmmmm documentation cannot imply that there is one and only one way to use this set of functionality, while assuming that everybody has a single buffer they work with 04:13 paramat okay, over-simplification 04:13 hmmmm in this new document I'm writing, it explicitly states that the data retrieved from get_data() is a copy of the internal VoxelManip state at the time of that call 04:14 hmmmm and I'll also explicitly write that "you cannot expect a copy of the internal state will magically update itself when another function changes the internal voxelmanip state" 04:14 hmmmm or something to that effect 04:15 paramat ah i see mow 07:38 paramat https://www.youtube.com/watch?v=YJyDuDIztUc minetest video exploring the 'valleys mapgen' river mapgen by Gael de Sailly https://forum.minetest.net/viewtopic.php?f=9&t=11430 07:44 hmmmm lol 07:44 hmmmm I'm convinced a whole 50 people use minetest 07:44 hmmmm why is it we put so much effort into it 07:48 hmmmm the kid in that video is using so much imagination 07:49 hmmmm it's kind of sad really 07:49 celeron55 kids usually use a lot of imagination 07:49 hmmmm looking forward to what celeron's client side modding will be able to do 07:49 hmmmm my point is that he shouldn't need to imagine that there's cold wind and going into a cave will shield him from it 07:50 celeron55 i mean, before these computer things and plastic crap kids played with basically stones 07:50 hmmmm he shouldn't need to imagine that he has to "bunker up" for the night or "make a fire to stay warm" 07:50 hmmmm these are all things that client side modding would open the door for 07:53 celeron55 roleplaying and gaming can be two completely different things though 07:54 paramat hmmmm you said the destructors for mapgenfractalparams and mapgenfractal should be 'virtual', same for the other mapgens, is it ok for me to do this? 07:55 celeron55 to some people it's more enjoyable to make up their own rules while playing 07:55 celeron55 that's the roleplayers 07:55 hmmmm paramat: the rule is that the base class needs to have a virtual destructor 07:55 celeron55 gamers want strict rules beforehand and then want to compete 07:55 hmmmm derived classes that override or implement a method that was declared as virtual in the base class still retain the virtual property 07:56 hmmmm specifying methods as virtual in derived classes mostly serves as a reminder that they are virtual 07:56 hmmmm it's not strictly necessary but I would argue in good taste 07:57 paramat ah ok 07:57 hmmmm celeron55: in that video he said "this is my subgame ... " 07:57 celeron55 (disclaimer: i didn't even open the video; i'm in the middle of debugging stuff...) 07:57 paramat https://forum.minetest.net/viewtopic.php?f=50&t=13223 the subgame 07:58 hmmmm lol what 07:58 hmmmm that profile pic is him? 07:58 hmmmm okay older than the voice made him sound 07:58 celeron55 it's gotta be said that i don't like the way minetest or irrlicht does memory management after having used C++11 and Urho3D 07:58 celeron55 this is way, way worse 07:59 hmmmm irrlicht memory management is the pits, sure, but minetest itself isn't "bad" by any means 07:59 celeron55 well minetest is just standard C++03 07:59 hmmmm minetest uses mostly standard constructs 07:59 hmmmm don't see what there is to improve on tbh 07:59 hmmmm if you're referring to smart pointers, oh god 07:59 hmmmm please spare me 07:59 celeron55 obviously that 08:00 hmmmm smart pointers are not necessarily good 08:00 celeron55 they make developing much easier 08:00 hmmmm I guess they could, maybe... 08:00 hmmmm I don't personally ever say to myself, "gee, this is so hard because I need to manage memory" 08:00 celeron55 i have spent hours trying to get rid of all the segfaults and other problems caused by these lesser ways of doing things now 08:01 celeron55 especially the combination of irrlicht's manual reference counting and no smart pointers is ridiculously bad 08:01 hmmmm the challenge in coding is mostly in developing a sane and efficient interface to a problem in a generalized manner 08:01 hmmmm for me, anyway 08:01 hmmmm if you're having segfault problems it sounds like you might suck at coding :-) 08:01 celeron55 urho3d uses it's own unusually clever smart pointers for storing its reference counted things which automatically use the reference counting; it's just as efficient as irrlicht but automatic 08:02 celeron55 i ported a texture atlas from buildat and it's causing a lot of issues 08:02 celeron55 it does a few fancy things that i don't want to bother to re-implement 08:02 celeron55 fancy and required 08:03 hmmmm well whatever floats your boat, I guess... 08:04 hmmmm Buffer and SharedBuffer from what I've seen myself caused more problems than they helped prevent 08:05 celeron55 Buffer is just a stupid clone of std::vector though 08:05 celeron55 it's not designed to prevent any problem; it's there because minetest didn't use STL originally 08:05 hmmmm I'm of the philosophy that if you feel you need to use a smart pointer somewhere, chances are your object lifetimes are ill defined and thus the program's design is deficient 08:07 celeron55 i don't use them for that; i use them for not having to carefully write a lot of destructors and deletions and droppings and causing memory leaks due to that being an incredible waste of time and unmotivating 08:08 celeron55 like, "handle this like it was on the stack but put it in the heap because we don't know its internal structure" 08:08 hmmmm in some of my non-minetest coding adventures, I've had the (dis)pleasure of using the Chromium Base Library where I was forced to use all these faggy WeakPtrs and ScopedPtrs and SharedRefPtrs and of course, they cause more problems than they solve because of subtleities they were supposed to "protect" the programmer against 08:08 celeron55 i am sure you can code completely wrong using those 08:08 celeron55 incompetence is always incompetence 08:09 hmmmm the thing is 08:09 hmmmm if I were competent enough to use them properly, chances are I wouldn't actually be helping myself by using those 08:09 celeron55 you are saving a lot of time by using them; that's my point 08:09 celeron55 also, when are we moving to C++11, i'm tired of writing useless constructors that only set default values for member variables 08:09 hmmmm well whatever 08:10 hmmmm I don't find myself wasting a lot of time by writing destructors 08:10 hmmmm that might be like 0.00001% of my time spent in fact 08:10 hmmmm the vast majority of my time is wasted on chatting with people on IRC instead of coding 08:11 hmmmm like right now I could be coding but I'm not because I'm a sucker 08:11 celeron55 also why isn't GameRunData initialized at all 08:12 hmmmm ?? 08:12 celeron55 i get a lot of valgrind errors when trying to find my own errors 08:12 hmmmm because Zeno` didn't code it that way =D 08:12 celeron55 i don't think it's intentional that various camera positions and stuff are used before they set to any value at all 08:12 celeron55 are set* 08:12 hmmmm zeno did lots of valgrinding so I'm sort of surprised that wasn't fixed long ago. perhaps your valgrind is configured differently 08:16 celeron55 if somebody was in the habit of writing C++11 initializations for all struct variables always unless specifically needed for performance reasons, this could not happen 08:18 celeron55 altough actually i don't know where that uninitialized value is coming from; maybe it's coming from somewhere else 08:19 celeron55 anyway this isn't what i will fix now; it's just something that makes fixing something else unnecessarily hard 08:19 celeron55 i'm sure it's reproducible though 08:21 est31 also, when are we moving to C++11, i'm tired of writing useless constructors that only set default values for member variables 08:21 est31 which constructors? 08:22 est31 does c++11 magically guess the default value for one? 08:23 celeron55 struct Foo { int bar = 0; } <- you can do that 08:23 celeron55 no need for struct Foo { int bar; Foo(): bar(0) {} } 08:23 est31 ah that notation has been added? 08:23 est31 nice sugar 08:23 hmmmm it's sugar 08:24 celeron55 best sugar 08:24 hmmmm that's not making me code any better 08:24 hmmmm that's not the thing that's convincing me to move to C++11 08:24 est31 well the problem is, what is if you have struct Foo { int bar = 42; Foo(): bar(0) {} } 08:24 celeron55 you know, at this rate i'll just fork minetest, or essentially make hmm make his own fork of minetest 08:25 est31 both at different ends og the file 08:25 celeron55 hmmmm* 08:25 est31 of* 08:25 celeron55 this is still my project and there are things i want from it 08:25 hmmmm FYI: freeminer switched to C++11 and look at how amazing that's doing 08:25 est31 bug trap pit 08:25 hmmmm updating the version of the language used is not a panacea 08:26 hmmmm I feel like you're trivializing the problems in minetest 08:26 celeron55 what the fuck; i am not saying not using C++11 is a problem 08:26 celeron55 i am saying it would be much nicer to solve the real problems if all the small issues of C++03 weren't there 08:26 celeron55 and of irrlicht 08:27 celeron55 i know because i have been solving real problems without C++03 and without irrlicht when i haven't been fighting with minetest's code 08:28 hmmmm meh 08:28 est31 hmmmm isnt against abandoning irrlicht is he? 08:28 hmmmm of course not, it's just that as far as I understand it this is already in progress 08:28 hmmmm I'd rather not step on other peoples' toes 08:29 hmmmm besides, I'm looking for ways to get out of minetest rather than get in deeper 08:29 celeron55 what does that even mean 08:30 celeron55 you could just leave any day as a matter of fact; not that i or others would necessarily like it but anyway 08:31 hmmmm I think somebody implied that I should be the one to switch graphics engines 08:32 hmmmm that's a huge no 08:32 est31 did I? 08:32 hmmmm almost 08:32 est31 if I did, I didnt intend 08:32 est31 I just wondered why celeron55 brought irrlicht into the discussion between you two 08:33 hmmmm earlier in the convo he mentioned how much irrlicht's memory management stinks 08:33 celeron55 removing minetest's dependency on irrlicht is basically practically a joke though because it's so much work; i don't really suggest anyone to say minetest is abandoning irrlicht because it's almost impossible 08:33 hmmmm I don't disagree with that, I mean memory management deficiencies are a reason why the VBO patch is still a patch 08:34 hmmmm celeron, Zeno was working on that, last I heard he has minetest running roughly on Ogre3d 08:34 hmmmm I feel like maybe I'm pumping up too many expectations right now 08:34 hmmmm forget i said anything 08:35 celeron55 i don't believe until i see 08:35 est31 ^ 08:35 hmmmm if it really does happen, it's a really nice unexpected treat 08:36 nrzkt hmmmm, freeminer is not an example of a best c++11 move :) 08:50 paramat Conf.example, settingtypes: Improve mgfractal documentation #3344 https://github.com/minetest/minetest/pull/3344 will merge later 08:52 celeron55 this is the valgrind output i mentioned http://fpaste.org/287526/67998601/ 08:52 celeron55 might as well paste it here 11:10 paramat now merging #3344 11:15 paramat done 12:01 kilbith just from point of interest, does the core team's still considering the HTTP fetching feature ? (https://github.com/minetest/minetest/pull/1869) 14:44 celeron55 i have a few interesting pictures, but imgur's album functionality has gone to full shit 14:45 celeron55 i'll upload them once someone tells me a service that is like imgur's old album functionality where each image shows at the same position so that you can compare them 14:45 celeron55 i tried a few ones but none were any good 14:46 VanessaE it doesn't have the album functionality, but picpaste is pretty simple at least. 14:49 kilbith have the album feature : https://imgrush.com/ 14:53 celeron55 imgrush seems to attempt to do it but this is too broken to be usable 14:54 celeron55 why is it so hard; albums are better monetizable too by ads unlike direct links that every service seems to be hyping about 14:55 celeron55 i think i'll have to do one at some point but maybe not right now 14:56 celeron55 also yes, this is not #-dev talk; i'll shut myself up 19:21 RealBadAngel hi guys. whats up? 19:39 Blackninja543 I have a couple of questions I was hoping someone could answer in regards to multiplayer gameplay I have noticed on the more recent builds. 19:40 Blackninja543 specifically what bug is keeping the engine from producing 3D player modules, I cannot find any bugs that reference this issue 19:40 Blackninja543 secondly what bug or configuration option needs to be set to allow players to once again damage one another 19:47 Megaf enabled_damage and enable_pvp Blackninja543 19:49 Blackninja543 Thanks 19:54 Calinou Blackninja543, screenshot of 3D issue? 19:54 Blackninja543 that will take a minute however what I am seeing is the flat green character model 19:55 Calinou in minetest_game? 19:55 Blackninja543 yeah 19:59 Blackninja543 http://i.imgur.com/6KyhJN3.png 20:00 Blackninja543 there is a link to the issue I am seeing 20:01 Calinou looks like minimal subgame to me, Blackninja543. 20:01 Calinou use Minetest Game 20:01 PilzAdam Blackninja543, that isn't Minetest game 20:07 Blackninja543 ok that was it 20:07 Blackninja543 just never moved the map over to minetest_game 20:57 kahrl_ pushing in 30 minutes: https://gist.github.com/kahrl/c70f2b238cb49c687137 21:01 JohnnyComeL8ly https://forum.minetest.net/viewtopic.php?p=197318#p197318 21:01 JohnnyComeL8ly http://pastie.org/10534834 21:01 JohnnyComeL8ly I fixed that issue that Hybrid Dog had.