Time Nick Message 00:57 paramat will merge game 778 810 soon 01:49 redblade hi 01:50 redblade i removed irrlicht from my vps because now that i compile minetest myself, i (don't think i) need it 01:50 redblade but is irrlicht supposed to be required anyway? 01:50 redblade because i got an error message over lack of a header 01:50 redblade when i removed irrlicht and compiled without sound (as i normally do) 01:51 redblade i compile only minetestserver 01:51 redblade i just did a pull on the latest 01:53 redblade so i dont know if there's a #define missing somewhere or if minetest should be requiring irrlicht 01:54 sofar did you read the wiki page on compiling? 01:54 redblade yes 01:54 sofar http://dev.minetest.net/Compiling_Minetest 01:54 sofar it explains 01:54 redblade and have done it several times 01:54 sofar You still need the Irrlicht headers for this 01:54 redblade irrlicht libraries arent in ldd 01:54 redblade it does? 01:54 sofar it's in the wiki page 01:54 redblade - If you build a bare server, you don't need to have Irrlicht installed. 01:54 redblade In that case use -DIRRLICHT_SOURCE_DIR=/the/irrlicht/source 01:55 sofar installed != present 01:55 redblade ok 01:55 sofar read the sectin "Building without Irrlicht / X dependency" 01:57 redblade i dont see it here https://github.com/minetest/minetest 01:57 sofar http://dev.minetest.net/Compiling_Minetest 01:57 redblade oh ok 01:57 redblade i thought that was dated information and you're supposed to go by the github instructions 01:58 sofar - If you build a bare server, you don't need to have Irrlicht installed. 01:58 sofar In that case use -DIRRLICHT_SOURCE_DIR=/the/irrlicht/source 01:58 sofar it literally says the same, you still need the irrlicht source (for headers) 02:03 redblade ok 02:03 redblade i dont really know how irrlicht works, i just thought that if ldd doesn't show it you don't need it 02:04 sofar internally the server uses a lot of the 3d data types 02:07 redblade i've been having issues with lighting (more specifically, sign text being blank or half-visible in certain areas) and i recompiled to see if there was a fix 02:08 redblade it only recently started so that's my guess 02:08 redblade i dont think it was a change in any of the mods 02:08 redblade though i do update them a lot 02:08 redblade and it isn't signs_lib because it affects the normal wooden signs too 02:26 STHGOM hmm, I think text on the signs get messed up with mipmapping (the ones that dont put text on your hud) 02:26 STHGOM is it on? 02:33 redblade the server? 02:33 redblade hold on 02:33 redblade i just ran it 02:33 redblade other people were having that problem 02:33 redblade the terrarium 02:33 redblade i'll log on in a minute 02:33 redblade it wasn't just me 02:34 redblade ok just logged on 02:36 redblade wtf i logged on and it's 70 lag? 02:36 redblade i did a clearobjects but it's over 02:37 redblade wtf did i do it's 50 lag? 02:38 redblade STHGOM try logging on and see 02:38 redblade it's dropping 43 now 02:38 STHGOM where? 02:39 redblade hmm no slowness in playing 02:39 redblade the max lag value 02:39 redblade i did a clearobjects but it ended 02:39 redblade and when i logged on again it was 70 lag 02:40 redblade i had just recompiled 02:40 redblade but the blank signs are still black 02:40 redblade nk 02:40 redblade log on and type /teleport redblade7 02:42 redblade all signs on ground and some signs on blocks 02:45 STHGOM log on where? 02:46 kaadmy !server redblade 02:46 ShadowBot kaadmy: server [--{name,address,ip,players,ping,port} ] 02:47 kaadmy sry about the ping 02:47 redblade how do i set that 02:49 STHGOM set what? also pehaps it would be better to move to just #minetest 02:54 redblade no i mean set the !server redblade 02:55 redblade is that like a search? i'm redblade7 02:56 STHGOM yea, that was a search 02:56 STHGOM i think 02:56 STHGOM !server just test 02:56 ShadowBot STHGOM: server [--{name,address,ip,players,ping,port} ] 02:56 STHGOM hmm 02:57 STHGOM !server 87.110.8.195 02:57 ShadowBot STHGOM: server [--{name,address,ip,players,ping,port} ] 02:57 STHGOM idk, tbh :P 02:57 redblade !server 45.33.65.68 02:58 ShadowBot redblade: server [--{name,address,ip,players,ping,port} ] 02:58 redblade !server redblade7 02:58 ShadowBot redblade: server [--{name,address,ip,players,ping,port} ] 02:58 fireglow --address 02:58 redblade just join "THE TERRARIUM" 02:59 STHGOM k 03:04 kaadmy maybe !server only works in #minetest? 03:05 kaadmy yup 03:27 fireglow !server --address 4.firc.de 03:27 ShadowBot fireglow: No results. 03:27 fireglow !server --address 4.firc.de --port 30000 03:27 ShadowBot fireglow: No results. 03:27 fireglow oke 03:46 paramat now merging game 778 810 03:54 paramat merged 05:57 ShadowNinja Merging #3593. 05:57 ShadowBot https://github.com/minetest/minetest/issues/3593 -- New timer design. by sofar 06:02 sofar ShadowNinja: make sure to close #3443 #3592 06:02 ShadowBot https://github.com/minetest/minetest/issues/3443 -- Fix minetest.after sometimes calling timers too slowly by GunshipPenguin 06:02 ShadowBot https://github.com/minetest/minetest/issues/3592 -- minetest.after is unreliable 06:02 sofar well, I can close 3592 myself 07:49 sofar ShadowNinja: just in time, needed to record something every 1.0sec interval, tried without my timer patch... 3 second interval steps occurred XO 08:01 red-001 game#794 08:01 ShadowBot https://github.com/minetest/minetest_game/issues/794 -- Add an on_burn callback. by red-001 15:19 neoascetic #3628 please 15:19 ShadowBot https://github.com/minetest/minetest/issues/3628 -- Fix OSX building issue caused by ad884f2 by neoascetic 15:25 est31 wow somebody really likes minetest https://github.com/gravgun/Diggler/blob/master/doc/spec.md#goals-and-mindset 15:26 neoascetic Phhh 15:28 sofar it's not a bad point to make, but tbh the amount of code needed to keep support for older versions isn't that large 15:28 est31 ^ 15:30 fireglow lol nice 15:30 kaadmy wow 15:30 fireglow I like him already 15:34 sfan5 >Specific file headers (and corresponding footers) for easy recovery and verification in the case the Universe data gets lost/"deleted" 15:34 sfan5 hm 15:35 sfan5 i'm not sure how that's supposed to work 15:35 hmmmm looks like that guy coded up quite a bit in a very short amount of time 15:35 kaadmy i'm also pretty sure he doesn't know how to write code 15:35 hmmmm why? it looks sane 15:36 kaadmy "i want a perfect game that works withoutbany bugs!" 15:36 sfan5 >Compression algorithm 15:36 sfan5 >proceeds to list a lot of compression algorithms 15:37 sfan5 why not decide on one that works fine 15:37 hmmmm because i'm guessing it autoselects the best compressor for a given chunk of data and uses that 15:37 sofar that's a common tactic 15:38 sofar albeit throws a ton of CPU against a few bits of gain 15:38 sfan5 i'm not sure whether compressing each chunk 8 times saves time 15:38 sofar it won't 15:38 sofar it will be slower 15:38 hmmmm slower on save 15:38 sofar you'll always have to wait for all the compressions to save 15:38 sofar and finish 15:38 est31 it can be easily parallelized though 15:38 hmmmm in any case, i've tried that before in a different non-related application 15:39 est31 still compression is as slow as the slowest compression alg 15:39 hmmmm it doesn't work that well. lzma almost always comes out to be the optimal algorithm or your money back. 15:39 hmmmm but deflate is the best in terms of speed/compression ratio 15:39 sofar I would just pickle through his commits and take the good stuff 15:39 hmmmm that code is not a fork of minetest 15:39 est31 yeah 15:39 hmmmm that's the impressive part 15:40 hmmmm so far all of the "i hate minetest" forks have just been that - forks 15:40 est31 yup 15:40 hmmmm this guy can code though because he did. the work there is clearly a WIP but it's still an impressive amount to get done in a month 15:40 sofar initial commit is now a year old 15:40 hmmmm but yea, the "legacy" stuff in minetest is not as bad as people are saying 15:40 hmmmm oh it is? 15:41 hmmmm didn't realize that lol 15:41 sofar 20150219 15:41 hmmmm I think most players expect that new stuff can only be achieved through breaking compatibility 15:42 hmmmm it makes them feel like the experience is more exclusive or something 15:42 hmmmm total psychological bs 15:43 neoascetic #3628 please 15:43 ShadowBot https://github.com/minetest/minetest/issues/3628 -- Fix OSX building issue caused by ad884f2 by neoascetic 15:44 hmmmm "new timer design"?? 15:44 sofar that just reimplements minetest.after 15:44 sofar it's the commit before that 15:45 hmmmm hmm 15:45 sofar sorry, spaced out on the lack of OSX machines in my house (0) 15:45 hmmmm I usually don't like refactors but the new timer design one seems nice, look at all the code savings 15:45 sofar I couldn't even make sense of the old code in there, honestly 15:45 hmmmm i was trying to get an osx vm that is able to build minetest a while back and it's actually really hard 15:45 sofar all that mintime stuff was ... weird 15:46 sfan5 est31: #3628 is a "trivial fix", you can merge it without waiting for other coredevs to approve it 15:46 ShadowBot https://github.com/minetest/minetest/issues/3628 -- Fix OSX building issue caused by ad884f2 by neoascetic 15:46 hmmmm yeah i agree, that is trivial 15:47 hmmmm but i also approve 15:47 nrzkt lz4 is faster than our gzip method, tested and approved, and used less CPU :) 15:47 sfan5 but lz4 is usually worse than zlib 15:47 sfan5 concerning the compression ratio 15:48 nrzkt for mapblocks i didn't notice a huge difference, maybe ~10% 15:48 hmmmm sofar, you're not supposed to prefix a function name with _ 15:49 sofar I took that out, didn't I? 15:49 hmmmm _os_get_clock()? 15:50 hmmmm in any case, could you put _os_get_clock inside of porting.cpp?? 15:50 hmmmm the rule is that if a function is over 3 lines of code it should go into the .cpp file 15:50 sofar oh, hm, even there? It's not something that should be called by anyone directly, and inline too 15:50 neoascetic So, can anyone merge #3628 please? I wan't to make new PR for OSX but I need a fixed master 15:50 ShadowBot https://github.com/minetest/minetest/issues/3628 -- Fix OSX building issue caused by ad884f2 by neoascetic 15:50 hmmmm the intent of the "_os" prefix could be better signified by porting:: 15:51 sofar I'll gladly fix this up, but right now I have to drive the kids to school ;^) 15:55 hmmmm lol neoasthetic is your name really "phuckin"? 15:55 hmmmm oh nvm i misread 16:01 neoascetic :( 16:32 neoascetic #3629 16:32 ShadowBot https://github.com/minetest/minetest/issues/3629 -- Implement OSX Travis builds by neoascetic 16:32 neoascetic please 16:34 sofar neoascetic: it's nice that it's already testing the osx addition on .... OSX ;) 16:35 neoascetic Yeah, Travis-CI added support recently 16:37 est31 thats the cool thing about PRs that modify travis.yml 16:37 est31 they are instantly tested on the new version 16:56 est31 so, neoascetic you want to adjust the PR? 16:56 est31 then it only requires a second +1 16:57 sofar is there an :getparent() method to get a reference to the attached-to object? 16:57 neoascetic But why? 16:57 neoascetic est31 16:58 est31 why waste resources neoascetic 16:58 sofar clang on OSX isn't going to expose much more than on Linux 16:58 est31 I dont think that there will ever be a bug thats neither catched by osx + gcc nor catched by clang + linux 16:59 neoascetic Ok, no problem, gimme a sec 17:02 neoascetic There are such many excludes now in travis file, shouldn't we build clang && gcc within single build? 17:03 est31 having excludes is imo due to a shortcoming of travis' build matrix system 17:04 est31 its probably more useful for ruby or whatever travis has been designed for but for minetest it isnt really useful 17:06 est31 sfan5, can you look at #3629 ? 17:06 ShadowBot https://github.com/minetest/minetest/issues/3629 -- Implement OSX Travis builds by neoascetic 17:06 sfan5 soon 17:06 est31 (or anybody else) 17:41 sfan5 est31: +1 from me except that some unittests are failing right now 17:50 neoascetic est31 sfan5 this is strange issue that appears (only?) on osx/gcc. In that test timings are checked. I guess because build run under VM it is pretty slow and because of this that specific test failing 17:50 neoascetic It is failing from time to time, not every build 17:50 est31 yeah 17:52 neoascetic So, merge? 17:54 neoascetic I have a weird idea to implement minetest server protocol in Erlang, just for fun. It is that weird as I think? 17:57 Calinou I would rather work on documenting the protocol or such 17:57 Calinou alternative implementations will never be 100% complete, and nobody will really use them 17:57 neoascetic I said just for fun. Docs are not fun 17:57 est31 lol 17:58 neoascetic But I want to see protocol docs definitely 17:58 Calinou there is a point to reimplementing proprietary software, like TrueCraft does for Minecraft 17:58 Calinou but not much for reimplementing existing libre software 17:58 est31 well idk it did happen 17:59 est31 look at gcc and clang 17:59 neoascetic https://github.com/rvirding/luerl :) 17:59 est31 or at firefox and webkit 17:59 Calinou Clang isn't really a reimplementation… it has tons of new ideas 17:59 est31 (or KHTML) 17:59 est31 clang tries to be compatible to gcc in many regards 17:59 est31 even implements unofficial behaviour 18:01 neoascetic was clang made just for fun? I don't think so :) 18:02 neoascetic What is wrong with #3143, btw? 18:02 ShadowBot https://github.com/minetest/minetest/issues/3143 -- Add CONTRIBUTING.md by davisonio 18:06 Calinou people just never agree in Minetest 18:06 Calinou might as well rename it to Arguetest 18:08 neoascetic What does @ in some labels on github means? 18:08 neoascetic there is @Build, but OSX, enhancement... 18:09 Amaz Calinou, +100 20:26 Hijiri I'm having some issues when a magic missile (an entity) tries to punch an item entity. Does get_inventory (as an ObjectRef method) return nil when the entity has no inventory? 20:27 Hijiri actually I don't see any way to give non-player entities inventories, is there a way? 20:28 Hijiri or maybe they have them by default 20:41 sofar I think you can just add a "main" inventory to the entity 20:44 sofar actually looking at some forum posts people are saying there isn't a way 20:44 sofar you'd have to make a detached inventory for each entity :/ 21:18 Wayward1 not sure if it's just my build environment, but the android build keeps failing for me with this error: http://pastebin.com/dhi9fiRr 21:19 est31 there is a simple test for build environment 21:19 est31 just check an old revision 21:20 Wayward1 oh yeah, of course... 21:20 * Wayward1 is tired :P 21:45 Wayward1 that one failed too... and there is no "libiconv.so" on my computer. although, i *did* upgrade to mint 17.3 and kernel 4.2 recently... i'll try a vm of 17.2 22:14 est31 in theory, it should build iconv while you run the build process 22:14 est31 can you put the full stdout of the build process somewhere? 22:14 est31 or /msg me a link 22:16 Hijiri sofar: the issue I'm having, I think, is that the on_punch callback of the builtin item entity gets the inventory of the puncher and uses it without checking if its nil 22:17 Hijiri so making a detached inventory wouldn't work I think, because :get_inventory() would still be nil 22:17 Hijiri wouldn't work to fix the crash, I mean 22:19 sofar you're making an entity hit a player, I assume? 22:20 Hijiri It's a homing projectile, it hits whatever it's aimed at 22:21 Hijiri there's a crash when people fire it at item entities, because it punches its target 22:21 Hijiri at least I think so 22:21 Hijiri I don't get a stack trace because it's in an entity on_step 22:21 Hijiri but I'm pretty sure that's the issue, since it only happens with item entities 22:22 Hijiri as far as I've seen at least 22:22 Hijiri I could just exclude immortal things from being punched 22:22 sofar why would the on_step() crash? 22:22 Hijiri the punching happens in the on_step 22:22 sofar the crash happens in the on_step of the puncher? 22:23 Hijiri the missile punches the item, the item entity tries to index the inventory of the missile, which is nil 22:23 Hijiri sofar: yes 22:23 sofar can I see the code? 22:23 Hijiri oh, I guess I could put it in an after for debugging 22:23 Hijiri ok 22:23 sofar I would narrow it down to the exact problem line first 22:24 Hijiri https://github.com/raymoo/magical_realm/blob/master/combat_spells/magic_missile.lua#L269 22:24 Hijiri I could put the punch in an after for debugging I guess 22:24 Hijiri I want to wait to open minetest until I get home though 22:24 Hijiri since I'm in the library 22:24 sofar lol 22:42 paramat hmmmm or anyone, this just needs a +1, the code is already thoroughly reviewed #3590 22:42 ShadowBot https://github.com/minetest/minetest/issues/3590 -- Add V5 caves to Valleys mapgen. by duane-r 23:08 paramat est31 kahrl nore nrzkt sfan5 can anyone +1 3590 ? code is reviewed 23:23 est31 I dont even know what the difference between valleys mapgen caves and mgv5 caves are 23:24 est31 its fixing the MSVC errors thats good 23:26 paramat yeah it's a bit complex. it replaces duane's 'simple caves' which are 3D noise tunnels with mgv7-type 3D noise tunnels plus our standard large pseudorandom caves, it also adds the giant 3D noise caverns from my subterrain mod 23:27 paramat calling them 'mgv5 caves' is a bit confusing, that's referring to the large pseudorandom caves 23:28 est31 I guess the PR is doing alot of other things except what the title says. 23:29 paramat yes, some simplification of parameters, using mymin/mymax/myround 23:30 paramat we've been working hard on it for 11 days, many updates 23:31 est31 and kwolekr doesnt want to review it? 23:31 paramat so mgvalleys will have the most kick-ass underground of any core mapgen 23:31 paramat seems busy 23:32 paramat on holiday :) 23:33 est31 Well, I'd say lets wait a day so that the core team can respond and look at the PR, and if nobody does -1 then you merge it 23:34 paramat ok cool 23:34 est31 its not really touching sensitive areas, the mapgen isnt stable no network compat issues or so 23:35 est31 I dont really think that it helps minetest if we dont merge PRs anymore bc we are understaffed 23:38 paramat luckily within the mapgen files themselves i roughly know what i'm doing 23:38 Hijiri Is it possible to specify with a texture string just a single color fill? 23:39 Hijiri right now I'm using a 1px png texture with the color I want 23:40 paramat 'colourise' with a white base texture? 23:40 paramat just guessing 23:40 Hijiri the base texture has transparency, so it doesn't work out that well 23:40 Hijiri that was what I tried originally 23:44 paramat ah 23:58 sofar https://mesamatrix.net/