Time Nick Message 03:47 paramat will merge https://github.com/minetest/minetest/pull/3456 'Mgfractal: Add 3D and 4D fractals' in 20+ mins 04:15 paramat now merging 04:23 paramat merged 05:08 sofar can someone explain to me why the following patch works for X++ but not for Z++: 05:08 sofar https://gist.github.com/sofar/c04e2932967cb9edb768 05:08 sofar connects fencelike drawtype to normal drawtype 05:09 sofar it never paints the bars to the Z++ direction normal node 05:09 sofar but works fine for the X++ direction 05:11 sofar so weird 05:12 sofar wheps, that totally works fine 05:13 sofar must have forgotten to build? 05:19 sofar ahhh what am I getting myself into 05:20 VanessaE you dived into the engine source. you're screwed now ;) 05:21 sofar if I could compose a xrailuv array by head this patch would be done 05:21 sofar it's slightly more complex, don't want to have the bars extend into the normal node... 05:21 sofar sigh 05:21 VanessaE it might be a good idea to introduce a node property that allows a fence to connect to it when it otherwise isn't a "normal" node. 05:21 sofar I just don't know where to start with this game 05:21 VanessaE (e.g. something made of nodeboxes or a mesh that's still mostly cubical) 05:23 sofar which incedentally are also needed for e.g. itemframes and torches 05:23 sofar can_be_mounted_to 05:23 VanessaE mmhmm 05:24 sofar ugh this sea mod is terrible, hello kitty island adventure meets nyan cat colors in my unified_inventory 05:24 sofar can't find a damn node 05:25 VanessaE haha 05:26 sofar so I started out looking what the problem with underwater plants is 05:26 VanessaE could be worse: imagine coloredwood mod with moreblocks installed at the same time. together they generate something like 3500 nodes (!). 05:26 sofar not sure how I got derailed into looking at connecting fences to normal nodes 05:26 VanessaE (thankfully coloredwood isn't in the creative inv :) ) 05:26 VanessaE wellm 05:26 VanessaE well, 05:27 VanessaE it's like a youtube or wikipedia clickfest 05:27 VanessaE one moment you're looking at the article on screwdrivers, and 30 mins later you've somehow ended up on an article about cuttlefish. 05:27 sofar my stash of modifications to default is growing as well :/ 05:27 sofar lockable trapdoors 05:27 VanessaE submit them as PRs. maybe they'll be useful to others. 05:27 sofar better looking grass 05:28 sofar keys to lockable objects 05:28 sofar (can really only put that in minetest_game, as a mod won't work) 05:28 sofar a recipe to copy books 05:29 sofar colored carpet 05:29 sofar tossing out spores for mushrooms 05:29 sofar (seriously?) 05:29 DFeniks you know what i always wanted? horizontal fence , so i can build something like axis for wheels 05:30 sofar of course I've patched in 3d torches with nice particles 05:30 DFeniks maybe it even exists? already 05:30 VanessaE spores for mushrooms make at least some sense, since they were also in some other mushroom mods. 05:30 VanessaE DFeniks: a nodebox the size of a fence, turned sideways, would accomplish that 05:30 sofar not a single mushroom grower uses spores 05:30 VanessaE easily done with amod. 05:31 DFeniks yeah 05:31 sofar they spread, you pick all but a few, they spread, you pick all but a few, they spread 05:31 sofar fences for the 3 other wood types 05:31 sofar (that's like 3 lines) 05:31 VanessaE one thing I'd like to see are *diagonal* fences (between any two X/Z-adjacent coords that is) 05:32 VanessaE (darkrose's fork has such) 05:32 sofar that's possible both in core and in a mod 05:32 DFeniks but im thinking on servers where i play , i would need to make mod and make them install it 05:32 sofar I'd rather see walls (Oh hey I made my own wall mod) 05:32 sofar NDT_WALLLIKE 05:33 VanessaE DFeniks: alternately, if a server has streets mod, then there are probably the standard utility poles that it comes with, which can be turned sideways also. 05:34 VanessaE yeah, diagonal fences can be done with a mod, but that means adding several nodes. 05:34 sofar needs to be a meshnode, yes 05:34 sofar very awkward 05:35 sofar I also made a library mod so I can store my books in a lua file 05:35 sofar e.g. /library add 05:35 VanessaE nice. 05:35 sofar adds book in hands 05:35 sofar you can /library give #number 05:35 sofar or /library remove #number 05:35 sofar list 05:35 DFeniks actually , did i ever seen mesh node thats can be rotated? althought probably slopes 05:36 sofar mesh nodes can be rotated 05:36 sofar easily 05:36 VanessaE yeah, they work like any other facedir node 05:36 * DFeniks mostly builds with slabs stairs and fences 05:37 sofar k, maybe I'll try and push some stuff from my queue to minetest_game 05:49 sofar VanessaE: https://github.com/minetest/minetest_game/pull/742 05:49 sofar there be first one of tonight 05:50 VanessaE nice idea 05:51 sofar plus, and this took me a while, that shows how you can craft multiple items at the same time 05:52 VanessaE I see it. 05:52 VanessaE (I think) 05:52 sofar frankly others have done that before, but I could never find an example in minetest_game 05:52 sofar this copy method works really well to copy one book a lot of times 05:53 sofar you can put 99 empty books and 1 written one in the crafting table and just click, click, click 06:31 RealBadAngel sofar, but that patch wont be enough, NDT_NORMAL wont connect to fences, you need to add X- and Z- too 06:32 sofar RealBadAngel: yes, but also we don't want to make bars that poke a hole into the normal node 06:32 RealBadAngel you need to add half of the bar 06:32 sofar so it needs 4 new if (side is normal) { draw bar } sections 06:32 sofar exactly 06:32 sofar other than that it should be a nice visual fix for fences 06:36 VanessaE sofar: see also game #665 06:37 VanessaE (my comment at the end) 06:38 sofar note I replied on that one myself too 06:38 VanessaE I saw. 06:39 sofar I don't like his craft recipes 06:39 sofar mine just adds acacia sticks and whatnot :^) 06:39 sofar (who cares what sticks they were 06:39 sofar plus I like the clutter it creates) 06:39 * VanessaE looks 06:39 sofar I don't have it in git yet 06:40 VanessaE hm 06:40 VanessaE actually, 06:40 VanessaE that's not a bad recipe idea 06:40 sofar I made my API a bit cleaner, I think 06:40 sofar register_fence(name, {def}) 06:40 sofar plus I add the sticks needed (and textures for those) 07:45 sofar https://github.com/minetest/minetest_game/pull/744 may be the least contentious addition for now... 07:48 sofar VanessaE: one particularly core issue I'd like to see solved is underwater plantlike nodes. now that I wish I had an idea on how to fix (only have seen every underwater mod struggle with hacks to solve drawing issues) 07:49 everamzah mm, water torches 07:49 VanessaE *nod* something like that in-engine could be useful but it would be tricky 07:49 VanessaE (particularly where water surface shaders are concerned) 07:50 sofar I'm wondering if builtin can handle the on_place in water 07:50 sofar but likely it should not 07:50 sofar also, underwater plants gonna dry out if the water disappears? 07:50 sofar not easy to solve 07:52 VanessaE that's easy. turn it into dry shrub :) 07:52 sofar yes but it'll be in a bubble of fluid 07:54 VanessaE not if you replace it with an ordinary dry shrub node 07:55 sofar true, if the node being "under water" is being handled in content_mapblock.cpp properly 07:55 sofar then an ABM could do just that 07:56 VanessaE well that's something you'd want the engine to switch out the instant the water "runs out" e.g. during the water spread code 08:01 sofar yeah, if there's a flag somewhere that tells the engine to draw this like a normal underwater node, but it's not actually "in a fluid" thent that solves that. 08:05 sofar i think I've ran out of easily mergable minetest_game patches 08:05 sofar the rest gets more complicated, like keys 08:38 sofar http://i.imgur.com/7DYxc4a.png 08:38 sofar almost done 08:38 sofar just need to fix the UV's 08:38 sofar but, it's late 13:51 est31 ~tell dfelinto there is an 3d_mode setting for the client, perhaps you'll want that. 13:51 ShadowBot est31: O.K. 15:53 est31 there seems really no other way to fix the keybindings problem on russian keyboards than to patch irrlicht 15:53 est31 this would mean that we ship our own copy of the engine 15:53 est31 hehe 15:53 est31 or to propose it for 1.9, and then download irrlicht automatically at the build step 15:54 est31 (as the distros wont package a version of irrlicht that isnt officially "released") 15:55 nrzkt irrlicht 1.9 has some crash on some memset 15:55 nrzkt i'm talking with devs about this 15:55 est31 in forums? 15:55 est31 or irc 15:55 nrzkt but yes, it really fix the keyboard issues, i can confirm that my special minetest declinaison fix problems 15:56 nrzkt i'm talking on IRC, but i need to fix some problems to have exactly the piece of code working instead of the whole project 15:57 est31 1.9 fixes them you say? 15:57 est31 in what way 15:58 nrzkt i don't know in what way but it fixes all problems i have with my french keyboard 15:58 est31 there is this obvious mistake with the event keycode not sending an wchar but some utf8 encoded thingy 15:58 nrzkt numpad, + 7 not working + accents etc 15:58 nrzkt and i can connect to my server 15:58 nrzkt but client crash when loading water block texture 15:59 est31 and the other mistake is that the other keycode doesnt work for international keyboads 16:00 est31 they have to apply the keyboard mapping backwards or so 16:00 est31 right now they take the least significant byte I think of the wchar 16:00 est31 totally wrong ofc :) 16:00 est31 so nrzkt you say you can bind 7 for movement? 16:00 est31 e.g. set 7 to move forward 16:04 nrzkt 7 has no effect with current irrlicht/MT 16:04 nrzkt with irrlicht 1.9 7 works like it does 16:04 nrzkt and all numpad too 16:19 Calinou we should bundle Irrlicht perhaps 16:19 Calinou to fix iti ASAP 16:19 Calinou -i 16:19 Calinou after the bugs are fixed 16:33 Darcidride (someoen told me one time, (i did'nt remember who) he compilates minetest with irrlicht 1.9, it works well for him and he doesn't have anymore the binding problem) 16:33 est31 ha I killed Calinou 16:35 est31 oh offtopic 18:08 Fixer Calinou, or unbundle ._. 18:19 sofar VanessaE: did you see http://i.imgur.com/7DYxc4a.png ? 18:20 Krock Bugged visual _< 18:20 Krock *:< 18:20 sofar Krock: as said, I need to fix the uvmaps, then it should be fine 18:21 Krock oh good to hear ^^ 18:21 sofar I've never done uvmaps other than in blender, so I didn't have the time before bedtime :^) 18:21 gravgun Meanwhile, in a world with borked Z-ordering... 18:21 Krock > broked 18:21 Krock Lol I even wrote the comment wrong 18:21 gravgun Real english is "broken" 18:21 Krock yeah. 18:22 sofar Krock: should be trivial to fix, but I didn't want to do a half-ass job at bad uvmaps, so I might take some time to fix that 18:22 gravgun http://www.urbandictionary.com/define.php?term=borked 18:22 Fixer i wonder if "buggen" is possible 18:22 sofar plus I'm going to be travelling for a week or so 18:22 Fixer sofar, but will they accept that PR? 18:22 gravgun We don't know so far 18:22 gravgun *ba dum tsss* 18:23 sofar the alternative is that everyone has to make nodeboxes in mods 18:23 * gravgun shows himself the door 18:23 sofar which is slow, and proliferates bad implementations 18:23 sofar we have NDT_FENCELIKE 18:23 Fixer last what i've seen is dev defence against that feature 18:23 sofar if it's broken now, we should fix it 18:23 Krock gravgun, I wonder where all those slangs come from o.o 18:23 sofar or just remove it 18:24 gravgun Krock: the interwebs are very, very vast. Much like slang emerges in towns, so does it on the net. 18:25 BlockMen sofar, better provide a common way to define fences 18:26 BlockMen else we need a second type for stonewalls 18:26 BlockMen and a third for xyz 18:26 sofar BlockMen: agreed, very much so 18:26 sofar BlockMen: of course that will have everyone up in arms even more so 18:27 sofar stonewalls are nice, I made some myself. all wood materials -> fence, all stone materials -> stone 18:27 sofar s/wall 18:27 sofar makes for nice villages in theme of local resources 18:29 BlockMen sofar, i did that with a new nodebox type, but dont have the code anymore: https://www.youtube.com/watch?v=ouTtZ1UFDCA :\ 18:29 BlockMen so if you want to reimplement, feel invited ;) 18:29 VanessaE sofar: I did now. :) that's very much like what I was thinking of. 18:30 VanessaE (the screenshot) 18:30 sofar BlockMen: lulz, fence gate 18:31 BlockMen sofar : huh? 18:32 sofar BlockMen: yeah, absolutely, a better NDT_FENCELIKE would be a major improvement 18:33 VanessaE sofar: acacia, jungle, pine, default wood, .... what material is that fence on the far right? 18:33 BlockMen no, not NDT_FENCELIKE. we already have a drawtype for costum shapes. just add a new type (beside leveled and fixed) 18:34 sofar VanessaE: modified nether mod - added nether fence/brick/stairs 18:34 VanessaE ah. 18:34 sofar BlockMen: would solve compatibility going back/forward, sure 18:35 sofar how about NDT_CONNECTING - something that could be used for e.g. mese circuits, xpanes, etc? 18:35 sofar VanessaE: https://github.com/PilzAdam/nether/pulls 18:35 BlockMen sounds fine for me^ 18:36 BlockMen * not the link, your suggestion 18:36 sofar sure 18:36 sofar is pilzadam on a sabbatical or something, btw? 18:36 VanessaE he's here randomly 18:39 sofar 28 days open pull request on his github :/ 18:40 sofar one PR open for 6+ months now 18:40 sofar !seen pilzadam 18:40 ShadowBot sofar: I saw pilzadam in #minetest-dev 5 weeks, 1 day, 22 hours, 14 minutes, and 4 seconds ago saying "my commit count doesn't complain either ;-)" 19:02 est31 sofar, technic cables would profit from such a mod/change too 19:02 est31 just wondering why it shouldn't be nodeboxes 19:03 sofar could be just planes as well 19:03 sofar client engine can make them far easier without node proliferation 19:03 sofar mods have to rotate them and make all sorts of variants 19:03 est31 you mean these ugly things that can be observed only if looked at from the right angle? 19:04 est31 like plants or torches 19:06 sofar no 19:06 sofar I mean having to define all wall variants as nodes 19:06 sofar whereas the core engine can do it with 1 node 19:06 est31 yeah 19:07 est31 technic cables are about 40 nodes i think 19:08 sofar exactly that 19:08 sofar would all go away 19:08 est31 yeah 21:08 RealBadAngel is plural from dependecy "dependiences" or "dependencys" > 21:08 RealBadAngel ? 21:09 VanessaE dependencies 21:09 RealBadAngel https://github.com/minetest/minetest/pull/3454 21:10 sapier why do I always change titles on request of someone just to realize it's been ok before? 21:10 est31 its dependencies yes 21:10 RealBadAngel hehe 21:11 BlockMen sapier use blank titles :P 21:11 RealBadAngel its highlight of the most common way here, comment typos, whities not the code :P 21:12 RealBadAngel btw, sapier, howdy pal 21:12 RealBadAngel where have u been, what have u been doing all this time? 21:12 sapier needed a break 21:12 RealBadAngel i took one too 21:13 sapier and my other hobbies needed some attention too ... doing 3d-printing takes a lot of time 21:14 BlockMen hmmm...probier mal beide zu kombinieren 21:15 est31 3d printing minetest scene 21:15 est31 minetest 3d printer mod 21:16 est31 build it in minetest, it gets then printed by the printer 21:17 BlockMen sound like the question of what was first: chicken or egg 21:19 est31 egg came first, en had sex with chick, chick laid egg out came chicken 21:19 sofar I've been thinking of making a minetest mod that allows me to virtually manipulate openstack nodes 21:19 est31 bad joke 21:19 RealBadAngel im makin now 3d texture nodes 21:19 RealBadAngel kinda related ;) 21:19 sofar what is "3d texture" ? 21:20 RealBadAngel i tried before but i died with plants waving 21:20 sofar oh you explained to me earlier 21:20 BlockMen i guess he means extruding, no? 21:20 RealBadAngel now i do have each pixel to be 1/16th of the full node size 21:20 sofar no, 16x16x16 pixels in a node 21:21 RealBadAngel i mean 16 layers of texture 21:21 BlockMen ah, ok 21:21 RealBadAngel each layer describing 16x16 layer 21:21 RealBadAngel this way inside one node we do have 256 mininodes 21:22 RealBadAngel most simple form is "extruded" plantlike 21:22 RealBadAngel most advanced is l-system plant using it 21:25 RealBadAngel and such node is going to be freely used by mods 21:26 RealBadAngel i mean ability to change a 3d pixel runtime 21:27 RealBadAngel for sake of simplicty i decided to make such pixel be single coloured, not another node in node 21:28 RealBadAngel this way we can make everything we already have (but flat) and make it all 3d 21:38 RealBadAngel anyway, this is kinda long time, i need about 2-3 weeks more to fininish it 21:39 RealBadAngel i do have basics working, but fine tuning is damn hard 21:39 sapier hmm using latest android sdk requires to build for at least android-15 (4.0) atm our minimum requirement is android-10 (2.3) 21:40 RealBadAngel sapier, dont you think we shall include (and fork) irr once and for all? 21:40 sapier no for sure not 21:40 RealBadAngel im listening for cons 21:40 RealBadAngel (tux did it) 21:41 sapier I don't know if it's just for the last days but at least those days it doesn't look like we have tripled our developer count 21:41 sapier we just don't have manpower to create and more important maintain patches 21:41 nrzkt sapier, 3.5% of current minetest app users are using android 2, but for every install not only current installation 11% are android 2.3 21:41 RealBadAngel fightinin with incompatible (or broken) irr releases doesnt help 21:42 sapier I just ported the texture hack for irrlicht and althou this was a 20 line patch it took hours to find out how to match it to recent irrlicht changes 21:42 est31 nrzkt, can you upload screenshot of stats somewhere? 21:42 RealBadAngel 1.8.1 is common and broken 21:42 RealBadAngel at this point we can grab workin one and get it 21:42 RealBadAngel and forget bout irr related problems... 21:43 nrzkt est31: https://lut.im/UiP5O8s59L/Fa9WEFxWsA8Hqxlh.png & https://lut.im/fuzTsQbeN4/RS0jL6K7QoM7OPyO.png 21:43 sapier as I don't see a benefit from switching to recent sdk I suggest staying where we are for the moment 21:43 nrzkt irrlicht 1.8.3 should be used, not 1.8.1 21:43 RealBadAngel sapier, benefit is to stick to working one 21:43 RealBadAngel for starters 21:43 sapier irrlicht is used in the version provided by distribution 21:44 RealBadAngel and that way is fairly wrong 21:44 sapier RealBadAngel: sdk version doesn't have much influence on minetest 21:44 sapier you can even use recent ndk (which does have influence) and combine it with old sdk 21:44 RealBadAngel we shall pick WORKIN version 21:44 est31 yeah 21:44 sapier most of minetest is native code that's why I mention it 21:45 est31 I'm with sapier switching sdk needs a reason 21:45 RealBadAngel not the distromaintainers thought and assumed to be workin 21:45 est31 and right now there is none 21:45 sapier I never saw any compatibility issues with any version 21:45 RealBadAngel because we do now that some of them are NOT workin 21:45 RealBadAngel 1.8.1 21:45 sapier est31, primary reason would be availability AND gcc version 21:45 nrzkt est31, does those images fits to you ? 21:45 RealBadAngel next plz 21:45 sapier recent gcc usually has less bugs 21:45 sapier and does build more optimized code 21:46 est31 nrzkt, yeah, they are good. thanks! 21:47 sapier RealBadAngel: for distributions irrlicht version ain't our decision and on android it's just a matter of deciding between bad options as all ogles irrlicht versions are work in progress 21:47 nrzkt sapier, with clang 3.6 and 3.7 the gap between gcc and clang is a little bit less hig 21:47 est31 sapier, didn't know that the gcc version is fixed for target sdk, interesting 21:47 est31 RealBadAngel, the non working irrlicht version is 1.8.2 btw 21:47 RealBadAngel sapier, when you choose workin one as a platform, you can merge fixes you need 21:47 sapier nope est31 gcc version is part of ndk which I mentioned to be changeable without issues 21:48 est31 ah I see 21:48 RealBadAngel but im not the one to decide 21:48 RealBadAngel im just talkin about the way to avoid some problems, common ones 21:48 sapier nrzkt: did you manage to compile it using clang? I never tried but there's at least beginning of support in it 21:48 nrzkt 1.8.3 or 1.8.1 are good versions, 1.9 is not released and has some anoying crashes. 1.8.2 is buggy 21:48 RealBadAngel we have tried including irr and it works nicely 21:48 nrzkt sapier, i only build with clang on FreeBSD adding more warnings 21:49 nrzkt we have a FreeBSD builder on my jenkins using clang 3.6 21:49 nrzkt or 3.4 21:49 nrzkt if you look at your PR there is a FreeBSD/clang builder :) 21:49 sapier well I meant android, there's a clang option too 21:49 RealBadAngel and theres a reason why tux kart team did it 21:49 nrzkt oh 21:49 sapier but I don't know if our dependencies build with clang 21:49 nrzkt i built only with gcc for the play store 21:50 nrzkt with the last sdk/ndk i think because i'm on archlinux 21:50 nrzkt i have all sdk from 2.3 to 6.0 because i'm developping some android apps 21:51 sapier Still my suggestion is stay at current sdk version and update ndk as far as possible 21:51 est31 as long as it works, fine with me 21:51 nrzkt i do'nt see a reason to upgrade SDK/NDK for android. We don't use specific things in our code linked with android 21:52 nrzkt SDK version is only important for API in the android interface, that we don't care 21:53 sapier exactly but ndk does provide better compiler and as competition between gcc and clang recently resulted in improvements in both of them I'd hope it might help a little bit 21:54 nrzkt yes 21:54 est31 it did? 21:54 est31 didnt know 21:54 est31 market rules even working in open source world 21:54 est31 horray 21:54 nrzkt didn't know and the compiler optimisations will not fix our design which is not adapted for android :) 21:56 sapier I'm trying gcc-4.9 instead of 4.8 now 21:56 est31 sapier, what precisely is that texture hack about? 21:56 sapier there are gpu's out claiming to support GL_BGRA textures but don't really do it 21:57 sapier e.g. my sony xperia M device does 21:57 sapier irrlicht guys download texture to gpu but never ever check for ogl errors 21:57 RealBadAngel with irr fork we can force using it 21:57 sapier I added a check and in case of error try to redownload the texture in GL_RGBA format 21:57 nrzkt look at STK fork before wanting to forking irrlicht please 21:57 est31 RealBadAngel, there is no point in doing a whole FORK when you can just have a patch like now 21:58 sapier if this fails to ... well it'd not be worse then before ;-) 21:58 nrzkt and look at irrlicht 1.9 preview changelog which is so huge 21:58 RealBadAngel est31, lookin at instant crashes report is not any good too 21:59 RealBadAngel better to have the reason in own hands, and dismiss it 21:59 sapier imho a irrlicht fork would be a bad decision maintaining a 3d engine is at least as much work as minetest itself 21:59 est31 RealBadAngel, that's the burden we have to bear as sole users of irrlicht 21:59 est31 or well, perhaps there are other users too 21:59 nrzkt sapier, i agree with you 21:59 RealBadAngel est31, i suggest to see tux project 22:00 sapier RealBadAngel: "in own hands" sounds like different taste of "not invented here"-syndrom ;-) 22:00 est31 but on all distros I've checked, the only package using the irrlicht package is minetest 22:00 RealBadAngel they have learned 22:00 RealBadAngel we dont have to reinvent the wheel 22:00 RealBadAngel we can choose to follow the right path 22:00 sapier I'm gonna leave this discussion now as it's basically at same point it has been last year and the year before ;-) 22:01 nrzkt RealBadAngel, i tested STK embedded into MT this weekend and this was not working out of the box :) 22:01 VanessaE est31: "sole users of" is a bit of a scretch: http://irrlicht.sourceforge.net/project-platform/linux/ 22:01 VanessaE (and MT isn't even listed there) 22:01 est31 Error 503 Service Unavailable 22:01 sapier unless there are at least two ppl having prooven to be capable of pushing a project in size of irrlicht and who say "yes I'm gonna fork irrlicht and fix all it's bugs" I won't change my opinion ;-) 22:01 VanessaE O_o 22:01 VanessaE reload. 22:02 RealBadAngel nrzkt, yeah, together with me, you forgot to mention ;) 22:02 est31 seems it got slashdotted VanessaE 22:02 VanessaE well, there are ten projects listed on that page ()including SuperTuxKart) 22:02 sapier and if those guys fork it I suggest calling it irrdark and we're just switching from irrlicht to that other project providing binary compatibility without it's bugs ;) 22:03 VanessaE some tank battle game, some sort of puzzle game, couple other things, and a number of library/bindings packages. 22:03 est31 but all not packaged in distros 22:03 RealBadAngel and as one last nail, look at BAW 22:03 VanessaE fair enough 22:04 sapier I guess irrlicht is somehow outdated nowadays but at least I wont spend any time replacing it ... but if someone wants to replace it I'll encourage everyone to do it ... but don't expect others to help ;-) 22:05 VanessaE sapier: zeno was working on that, but he left MT before finishing (or releasing) that code. :( 22:05 RealBadAngel sapier, my point was tux and BAW are using irr too 22:05 sapier I'd suggest talking to pilzadam he did at least a prototype replacement for irrlicht 22:05 nrzkt sapier, irrlicht developpers are working a little bit these days, the project restarted 22:05 sapier but I don't know how far his development ever progress 22:05 nrzkt https://github.com/zaki/irrlicht/blob/master/changes.txt 22:05 RealBadAngel we are not at the step we are starting to use an engine 22:06 RealBadAngel we do know what we do want from the engine 22:06 sapier long list of changes 22:06 nrzkt this build works nearly with MT 22:06 nrzkt i have crashes on some memcpy with specific textures, like the water texture, i'm trying to reproduce the MT code outside for the dev 22:06 RealBadAngel we could at least make combined lightin system on top of bundled irr 22:07 RealBadAngel if you all dont see most wanted reason 22:07 sapier the interesting thing is android ogles branch is based on irrlicht 1.9 and doesn't seem to be any less stable then the previous version 22:08 nrzkt sapier, you can try it, connect to my server (AppleTree) and tell me if your client crash due to irrlicht on water texture :) 22:08 nrzkt i only tested master branch 22:08 sapier nrzkt server name? 22:09 nrzkt AppleTree in the serverlsit 22:09 sapier server list on android ;-) 22:09 nrzkt oh yes :D 22:09 nrzkt pts.epixel-game.net 30000 22:10 sapier btw did anyone ever try to use the tree settings on android? 22:10 nrzkt i think we should remove this android special menu to unify menus 22:11 sapier nrzkt there's been a reason for the special menu, original menu wasn't to be changed even a single pixel and it just didn't fit on any screen of any android device I had 22:11 sapier if those constraints have changed feel free to write a new menu ;-) 22:12 sapier but be warned writing a full featured menu (spare time) takes about 3-6 months 22:15 sapier strange I don't get any network connectivity with my current android client 22:16 BlockMen can #3417 get merged? 22:17 est31 if sb +1es it 22:17 RealBadAngel water texture has separate shader 22:17 RealBadAngel hardcoded 22:17 RealBadAngel and not updated for a long time... 22:17 BlockMen est31 : well, i do then 22:17 nrzkt RealBadAngel, the bug wasn't on the shader, the crash was on the water block 22:17 nrzkt when i open the inventory :) 22:17 BlockMen will merge it then :P 22:17 est31 ok 22:18 est31 the thing PilzAdam commented about (including me) has been fixed 22:18 est31 unless he commented about sth different than me 22:18 est31 but I doubt that 22:18 est31 if its proper for you, it can be merged 22:19 est31 he had 13 days to point out the problem if he still has one with it :) 22:21 sapier maybe we can use latest sdk ... could've tested wrong thing before 22:22 nrzkt sapier, last release was done with the android sdk for android 5.0 if i remember 22:23 BlockMen merged 22:23 sapier I'm trying current version, I thought I'd need a system image for arm but that's completely wrong I do only need the sdk platform for android-10 ... which is still available 22:24 BlockMen what about #3393? 22:24 BlockMen hmmm doesnt seem to be interested 22:26 sapier 3393 seems to be right direction 22:27 sapier I would've been glad if I did use a substruct when the automatic face movement property was added 22:27 nrzkt BlockMen, you trigger a protocol break 22:27 sapier ok recent sdk does work 22:28 nrzkt the function is interesting BlockMen except the protocol break 22:28 sapier where's a protocol break? 22:28 BlockMen nrzkt : you mean https://github.com/minetest/minetest/pull/3393/files#diff-da1e28445fc732755d2b64683bd94ee4R858 ? 22:28 BlockMen yes, needs to be changed back to longstring 22:29 nrzkt yes :) 22:29 sapier ohhh there you're removing things 22:30 sapier thanks nrzkt I didn't see it 22:34 BlockMen fixed 22:36 nrzkt ty 22:37 sapier https://github.com/minetest/minetest/pull/3454 anyone here to check android build? I didn't test oldarm mips and x86 by now as due to lack of build parallelity a single full build takes about an hour for me ... and I don't even have devices for thos archs 22:38 nrzkt maybe i could test tomorrow but apk is not working on my phone 22:38 BlockMen sapier: not doing android builds nor owning possible test device, sorry 22:38 nrzkt also i have a gcc 5.3 on archlinux i don't know if it will be used 22:38 est31 no, custom toolchain will be assembled for most things 22:38 BlockMen can someone give here a second approve? #3358 22:39 sapier ci doesn't provide android build support does it? 22:39 BlockMen last time im asking for such a simple thing 22:39 nrzkt i had one 22:39 nrzkt but i had a problem on it and no time to fix it then it's disable atm 22:39 est31 sapier, travis CI has problems because of limited RAM. it crashes while building :) 22:40 est31 sapier, so nrz provided a CI for us :) 22:40 nrzkt only the rolling release is currently running 22:40 nrzkt https://jenkins.unix-experience.fr/job/minetest-android-OfficialRepository-RollingRelease/ 22:40 nrzkt https://jenkins.unix-experience.fr/job/minetest-Android-OfficialRepository/ 22:40 nrzkt a problem on my java home i should fix :p 22:41 sapier hmm maybe I should fix android makefile to not require manual changing it for switching between platforms 22:42 sapier on the other hand if you mix up dependencies using different architectures I don't even wanna see the result 22:43 nrzkt sapier, if you have time to give a cmake build :p 22:45 sapier for sure not 22:45 nrzkt :p 22:45 nrzkt i added a symlink for JAVA_HOME, we will see if the rolling release android iwll work 22:45 sapier wrapping that huge load of duct tape in makefile format around of android build was more then enough pain 22:46 BlockMen #3393 : protocol break fixed, travis passed, ready to merge 22:49 RealBadAngel https://github.com/minetest/minetest/pull/3391 22:49 est31 one thing we should change IMO: the list of files should be autogenerated 22:49 est31 perhaps it can be generated by CMAKE 22:50 est31 then make calls cmake to generate the list or so 22:50 sapier come on those android guys are joking ... if you tell them "use clang" but there ain't clang they just fallback to some compiler they find without even complaining 22:54 nrzkt sapier, => https://jenkins.unix-experience.fr/job/minetest-android-OfficialRepository-RollingRelease/263/console 22:54 nrzkt rolling release repaired 22:54 nrzkt i re-enable the commit/PR builder 22:54 sapier great :-) 22:55 sapier can you add different build targets there? 22:55 nrzkt i don't have hundreds of CPU :p 22:55 nrzkt but if you need to build multiples target in one job i can 22:55 sapier come one we do only have 4 build flavours atm ;-) 22:56 nrzkt which target do you want exactly ? 22:56 sapier mips and x86 ... I don't think we do need to test arm (non v7) 22:56 nrzkt i cannot build for mips 22:57 nrzkt x86 is a non sense because we have linux/gcc builder and it's same :) 22:57 sapier but ndk does provide everything you need? 22:57 est31 sapier, nrzkt one of you want to review https://github.com/minetest/minetest/pull/3393 22:57 sapier if you do have official ndk+sdk it'd be just a minor change to makefile ;-) 22:57 nrzkt if i correctly understand we can have the nametag of every mob with this ? :p 22:58 est31 yes 22:58 nrzkt it's the official SDK/NDK, non updated on the jenkins since some time 22:58 nrzkt but for the release build done on my pc it's up to date 22:58 sapier sadly I couldn't use it for sure because it most likely conflicts the health bars I use 22:58 sapier but that's not a reason not to merge it 23:00 est31 the advantage of auto-generated lists would be that the android build bug reason #1 gets fixed 23:00 est31 very often stuff works super fine on android 23:00 nrzkt <3 http://pastie.org/10635006 thanks irrlicht 1.9 :D 23:00 sapier what exactly do you mean with "auto-generated lists"= 23:00 sapier ? 23:01 sapier est31 isn't there the actual error missing? 23:02 est31 sapier, the error is that you forget to change the android list 23:02 est31 you add file, you remove file you move file 23:02 sapier ohh the file list :-) 23:03 sapier not sure if there's enough benefit to really justify writing a source tree parser ... especially as those bugs are quite easy to fix 23:04 nrzkt find src -name *.cpp 23:04 nrzkt :p 23:04 sapier nope 23:04 est31 cmake has a whitelist as well 23:04 est31 why not unify both :) 23:05 sapier feel free to implement all the scripts within the current makefile as cmake extensions est31 ;-) 23:06 sapier considering it still works after the original autor (me) didn't touch it for about a year I guess I have done something not tooo bad ;-) ... I'd have expected it to be completely broken 23:06 sofar sadly, cmake makes portability harder, not easier 23:06 sapier well android build is linux only 23:07 est31 yeah, nrzkt tried to do it on freebsd 23:07 est31 and failed :) 23:07 nrzkt :p 23:07 sapier but you're right cmake is almost a all or nothing build mechanizm either everything is cmake or it doesn't work 23:08 nrzkt i didn't retry recently, linux emulation on FreeBSD works great :p 23:08 sapier is there an android sdk for freebsd? 23:08 BlockMen since no one claimed anything anymore im mergin #3393 in 10 minutes 23:09 est31 BlockMen, find a better rule to justify 23:09 est31 like to say "I am a core dev and I approve" est is one too, so we have two core devs who +1 it 23:09 est31 :) 23:11 BlockMen well, now you made it clear that you +1 it, before its was not clear for me 23:11 sapier I wonder if I'll ever encounter a pull where ppl either not comment on any coding style issue or at least tell precise what they believe to be wrong 23:11 BlockMen also, 2 more core devs around here not approving 23:12 sapier BlockMen: could you rebase https://github.com/minetest/minetest/pull/3457 right after your merge? ;-) it's gonna be broken by it 23:12 sapier but I'd expcet automatic rebase to be able to handle it ;-) 23:13 RealBadAngel about my shaders PR, who have tried water surface shaders? 23:13 BlockMen and im sick of this, really. then say: "not now", "i will look next time" or "i dont want to give it +1 for reason 23:13 est31 yeah I knew https://apkpure.com/pizzeria-craft-survival/com.touchapp.freddycraft 23:13 BlockMen RealBadAngel, i will test your PR tomorrow. from look at it it seems fine to me 23:13 est31 yet another rip off 23:13 est31 but doesnt even point it out lol 23:14 RealBadAngel BlockMen, this PR is just a gateway 23:14 RealBadAngel alone it does nothing, absolutely nothing 23:15 BlockMen its obvious how to test its functionality ;) 23:15 bleak_fire_ hi 23:15 RealBadAngel so please do that 23:15 RealBadAngel i do have 2 shaders rdy, water and lava 23:15 BlockMen [00:13] BlockMen: RealBadAngel, i will test your PR tomorrow. 23:15 sapier well I'd expect you to test the functionallity yourself BlockMen ;-) you wouldn't wanna merge it if it didn't do what you want ;-) 23:16 RealBadAngel BlockMen, oke doke, waitin then :) 23:16 sapier btw blockmen did you think about adding an "offset" parameter too? 23:16 bleak_fire_ i dont know if anyone's been following me on #minetest 23:16 bleak_fire_ but 23:16 sapier e.g. if bounding box is way different then model size 23:16 VanessaE wait, bleak_fire_ 23:17 VanessaE until the current conversation is over. 23:17 bleak_fire_ ok 23:17 RealBadAngel btw, im damn proud of water flowing made with shaders, that piece took me a few weeks to polish 23:17 BlockMen sapier, rule is 2 approves. and tested it with different models, was attached correct for me 23:18 sapier I don't think it can be attached correct for all kinds of models but that's not topic of this pull so go ahead 23:18 RealBadAngel i can say thats one of the best lookin effects ive ever made 23:18 sofar RealBadAngel: shots? 23:19 RealBadAngel no shots, you have to see it flowing 23:19 sapier I've had that problem for my health bars in mobf which have different y offset dependent on mob model 23:19 RealBadAngel its damn animation 23:19 BlockMen RealBadAngel: btw shaders. could you get us better waving leaves shaders? they look awkward since paramats change 23:19 sofar RealBadAngel: youtube? 23:19 RealBadAngel BlockMen, im working on completely new waving models 23:20 BlockMen RealBadAngel : +1 :) 23:20 RealBadAngel please hold on with that 23:20 sofar RealBadAngel: animaged gifv? :) 23:20 RealBadAngel sofar, just grab the sources and try 23:20 RealBadAngel im not CNN :P 23:20 sofar I'm at work, lol 23:20 sapier btw as you guys keep adding fancy stuff why didn't anyone ever add a non hacky sign ? 23:21 sofar you mean signs_lib ? 23:21 RealBadAngel sapier i did proper signs already 23:21 sapier not an option 23:21 RealBadAngel but im stopped with 3166 23:21 sapier signs_lib causes way to much texture load 23:21 sofar I'm all for non-hacky signs 23:21 sofar sign lag can be crazy, indeed 23:21 RealBadAngel meta is holding textures generated on field change 23:21 BlockMen still 103 open Prs :\ 23:21 sapier we've seen this kill android clients years ago ;-) 23:22 RealBadAngel but the engine is sending each meta change twice for some reason 23:22 sofar client side rendering of sign text? 23:22 sofar I know how to do that 23:22 RealBadAngel its easy 23:22 sofar just like custom tooltip text 23:22 RealBadAngel but i need to get rid of those double updates 23:22 sapier sofar: that's what I meant with "non hacky" 23:22 RealBadAngel no, thats not such easy 23:23 sapier and I could reuse that code for adding a laserpointer to 3d mode too ;-) 23:23 RealBadAngel you have to generate texture on demand, and then flush it 23:23 RealBadAngel runtime 23:23 BlockMen RealBadAngel: what is with nrzkt 's comments, like https://github.com/minetest/minetest/pull/3166#discussion_r39203778 23:23 sofar a proper fishing rod would be nice 23:23 RealBadAngel we doesnt do that yet at all 23:23 sapier if I had to decide about fishing rod or signs ... welll ... that's hard .... I guess I'd take the signs ;-P 23:24 nrzkt BlockMen, i added fixed on my forked minetest version but this PR still need the fixes if i remember 23:24 RealBadAngel BlockMen, this is outdated, epixel is using the code for like 2 months already? 23:24 nrzkt but this command is really great , for servers and for clients :) 23:24 nrzkt i use a client compatible with it since 2 months and it's better for me 23:24 BlockMen RealBadAngel : if you want it get merged you should update it? ;) 23:25 RealBadAngel no, im asking for help with it 23:25 RealBadAngel there should be a queue to get all the meta changes done in one tick 23:25 RealBadAngel compress it (get rid of doubles in the process) and send them as one packet 23:26 sapier sounds like something to be done out of main server loop 23:26 RealBadAngel not really 23:26 RealBadAngel theres already a loop to process all map edit events 23:27 RealBadAngel but it was built to send or not send blocks 23:27 RealBadAngel idk how to solve the situation 23:27 sapier exactly it's not meant to do other things ;-) 23:27 RealBadAngel but meta is completely other thing 23:27 sapier it might work but you should look quite exactly at it 23:28 RealBadAngel i think that this event should not be done there, completely 23:28 RealBadAngel it shall sent block not sent to clients far away as before 23:28 RealBadAngel or the older ones 23:29 RealBadAngel but for new ones as described before 23:30 sapier sorry don't know about the recent changes in there my knowledge about it might be updated or even missleading 23:30 RealBadAngel the speedup is great, even without grouping meta changes 23:30 RealBadAngel this is really a thing worth polishing 23:30 sapier -updated + outdated 23:30 est31 this is really a thing worth polishing <----- full agree 23:31 VanessaE agreed. 23:31 sapier bleak_fire_: you did want to tell something? still there? 23:31 RealBadAngel sapier, are you aware that moving shit in a chest is causing mesh upade for a block and all its neighbours? 23:31 bleak_fire_ yes 23:31 RealBadAngel this PR eliminates that 23:31 sapier RealBadAngel: nope but that might explain the extreme delays 23:31 RealBadAngel yes 23:31 RealBadAngel with complex worlds 23:31 bleak_fire_ i'm having pipeworks crashes 23:32 BlockMen nrzkt : would you like to backport your fixed version from epixel to MT? 23:32 bleak_fire_ usually when people are looking at/placing technic items 23:32 bleak_fire_ "2015-12-15 23:09:46: ERROR[main]: Runtime error from mod 'pipeworks' in callback environment_Step(): /usr/share/minetest/builtin/game/item.lua:338: attempt to index local 'dropper' (a nil value)" 23:32 VanessaE bleak_fire_: you mean you're having nil dropper reference crashes in buildin/item.lua 23:32 sapier bleak_fire_: core related crashes? 23:32 RealBadAngel for example, 8 solar arrays, one batbox, one swithichin box, and some cables below 23:32 RealBadAngel all those nodes are causing circa 80 map edit events per tick 23:32 nrzkt BlockMen, if i remember the fix :p 23:32 RealBadAngel half of them doubled for no reason 23:32 bleak_fire_ VanessaE suggested it might be another mod "dropping" something 23:33 VanessaE sapier: my guess on bleak_fire_'s error is that the above referenced code just doesn't know how to deal with a nil 'dropper' as passed to it maybe by pipeworks or something. 23:33 RealBadAngel now imagine whole damn VE's spawning area 23:33 bleak_fire_ i dont understand what that means, and i've never used technic other than the protected chests. other people like it though 23:33 RealBadAngel filled with machines 23:33 sapier why is nil passed to it? 23:33 VanessaE (and 'nil' player objects are undocumented in lua_api afaik) 23:33 VanessaE beats me, I didn't write that code :P 23:33 RealBadAngel each meta change causing mesh regen 23:33 RealBadAngel clients are sitting duck, constantly regenerating meshes 23:34 RealBadAngel because somebody called sending whole mapblock because of one meta change "A FIX" 23:34 VanessaE RealBadAngel: ok ok we GET it. 23:34 VanessaE merge your damn code already 23:34 sapier bleak_fire_: which version are you using? 23:34 nrzkt BlockMen, here are the commits related to this 23:34 bleak_fire_ the latest 23:35 VanessaE or someone else merge it for him, whatever 23:35 bleak_fire_ at github 23:35 bleak_fire_ usually every month or two i try and stay up to date 23:35 RealBadAngel VanessaE, not until somebody will help or code with damn queue 23:35 bleak_fire_ and report bugs as they happen 23:35 sapier line 338 in item.lua doesn't contain "dropper"? 23:35 nrzkt BlockMen, => http://pastie.org/private/do4yrvn3o3e3tthqiasjg 23:35 RealBadAngel atm its half-done 23:35 VanessaE well then will someone PLEASE HELP RealBadAngel finally? 23:35 nrzkt the 4 commits related to this 23:36 nrzkt first is the PR in its original case if i remember 23:36 BlockMen sapier, not upstream version. after that secondary_on_use was added 23:36 bleak_fire_ whoa is everyone pissed off at me? 23:36 nrzkt others are fixed 23:36 VanessaE good call, sapier 23:36 VanessaE bleak_fire_: your minetest is outdated. 23:36 sapier and for any usage of dropper in that file it's checked for nil before usage 23:36 bleak_fire_ 0.4.13? 23:36 BlockMen nrzkt : thx 23:36 VanessaE item.lua has that drop function at line 354, and there it IS protected. 23:37 sapier I see you're using the official build bleak_fire_? 23:37 VanessaE BlockMen: update to a dev build then 23:37 BlockMen nrzkt : why is it necessary to register? 23:37 VanessaE er, bleak_fire_ 23:37 nrzkt because epixel is not ready for public usage 23:37 bleak_fire_ http://slackbuilds.org/repository/14.1/games/minetest/ 23:37 bleak_fire_ http://slackbuilds.org/repository/14.1/games/minetest_game/ 23:37 VanessaE bleak_fire_: get it from the minetest repo and build it. 23:37 nrzkt servers works very well, but there are missing features: p 23:37 RealBadAngel bleak_fire_, if you are about to use rolling repo, please do update it on each commit 23:38 nrzkt i will not sell your mail to others :) 23:38 RealBadAngel not once a month or two :P 23:38 VanessaE nrzkt: yeah, like not being able to use leveldb for the map :) 23:38 nrzkt i use postgresql 23:38 nrzkt it's better :p 23:38 BlockMen nrzkt : do it, and give me 50% :P 23:38 bleak_fire_ wait 23:38 nrzkt BlockMen, lol 23:39 bleak_fire_ so i should use the repo version of minetest, rather than the stable? 23:39 BlockMen nrzkt : i dont get it, since ppl that want to look can do it, but meh, your code your rules 23:39 bleak_fire_ do you mean github? 23:39 nrzkt redis is a pain for huge map, we tested on appletree and minetest-france redis is not good for > 5 players connected on non huge memory servers 23:39 sapier bleak_fire_: in your case yes 23:39 VanessaE bleak_fire_: yes, github. 23:39 bleak_fire_ ok 23:39 RealBadAngel bleak_fire_, just compile it whenever you something has changed 23:39 bleak_fire_ got it 23:39 RealBadAngel +see 23:39 nrzkt BlockMen, thanks :) 23:40 bleak_fire_ will it work properly for users with stable versions? 23:40 VanessaE RealBadAngel: well not on EVERY change... my client and server are both rather out of date now 23:40 VanessaE bleak_fire_: should. 23:40 RealBadAngel usually 23:40 RealBadAngel but sometimes wont ;) 23:40 BlockMen but i have to get some sleep... 23:40 RealBadAngel its dev tree for christ sake ;) 23:40 BlockMen gd night 23:40 VanessaE (I don't actively track HEAD anymore. more like, just whenever it looks like I need to update) 23:40 VanessaE night, BlockMen 23:41 nrzkt idem good night all 23:41 nrzkt i devel an interserver chatserver for those who are interested :p 23:41 nrzkt i haven't the lua implementation by python implementation and C++ implementation is correct :p 23:41 RealBadAngel im goin to take a nap too 23:41 RealBadAngel tommorow i will polish 3d textures 23:41 nrzkt it's very lightweight and portable :p 23:41 RealBadAngel still lotsa work :) 23:42 RealBadAngel but plants waving are GREAT 23:43 RealBadAngel and im gonna kill paramat if he even starts to think loudly its not enough voxelish ;) 23:44 VanessaE nonono it's PilzAdam who says that ;) 23:45 RealBadAngel both dont like shaders 23:45 RealBadAngel this is gonna be the first time i will restrict an effect to 16px only 23:45 VanessaE well so much for HDX :P 23:45 sapier gd night 23:46 VanessaE night 23:46 RealBadAngel not really, there will be a way to texture it with higher resolution ones 23:46 RealBadAngel but i mean there will be absolutely no reason to do so 23:47 RealBadAngel default lookin pixel will be lookin good enough 23:47 RealBadAngel its gonna be damn shaded cube on its own 23:48 RealBadAngel atm wielded has one flaw, its flat 23:49 RealBadAngel ive made it out of separate cubes 23:49 RealBadAngel and those cubes are waving 23:50 RealBadAngel so, there are 16 layers of waving micro nodes 23:51 RealBadAngel damn plant is made out of single waving cubes, shaded and bumped 23:52 VanessaE imho something like that is better as a proper surface mesh or something 23:53 RealBadAngel i thought about using meshes for that 23:53 RealBadAngel but better to generate them 23:53 VanessaE it would be WAY fewer polys and it would work with any resolution of textures 23:54 VanessaE keep plants flat, just split their faces up into 16x16 squares, and warp THOSE instead. 23:54 RealBadAngel please wait until you see it live 23:54 RealBadAngel i can just try to describe it, but words here are worth shit 23:54 RealBadAngel same as with water shaders 23:54 RealBadAngel you just have to see it 23:55 VanessaE a youtube link will be sufficient for me :) 23:55 RealBadAngel propably i will make a PR at the end of tommorow's session 23:56 RealBadAngel or at least i will make a branch to test what ive done so far 23:57 RealBadAngel hmmmm, btw, all those candies are possible only thx to tangent space commit