Time Nick Message 04:14 paramat i'll merge #3885 #3886 later 04:14 ShadowBot https://github.com/minetest/minetest/issues/3885 -- Mapgen: Stop tunnel-floor biome nodes being placed everywhere by paramat 04:14 ShadowBot https://github.com/minetest/minetest/issues/3886 -- Fix connected nodes' selection boxes. by sofar 04:45 paramat will also merge another batch of PRs to game 06:14 paramat now merging games 916 928 933 944 955 956 06:17 sofar how can GenericCAO not have m_pitch? *tears hair out* 06:23 paramat no idea 06:24 sofar apparently the server only ever sends yaw, but never pitch 06:24 sofar anyway, I was attempting to look at head rotation for players 06:25 paramat nice. merged 06:25 sofar good job 06:25 sofar I think I lost an hour figuring out what each of the [CS]AO 06:25 sofar 's are 06:25 sofar and which one I'd actually need to look at 06:25 paramat btw is it possible to place new doors using lvm? 06:26 sofar lbm? 06:26 paramat door + hidden i guess 06:26 paramat lua voxelmanip 06:26 sofar can lvm write node metadata? 06:27 paramat nope 06:27 sofar you can get pretty far. I suppose we could make the door code recognize a "metadata-less" door and assume it was placed as a closed door 06:28 sofar should be easy to test, sec 06:28 paramat it would be good to allow schematics with doors 06:28 paramat closed by default would be fine 06:29 paramat for example sokomine's villages mod has schems with doors 06:29 sofar actually 06:30 sofar I think it's already working 06:30 sofar you have to make sure you place doors tops and bottoms with the same facedir, tho 06:30 sofar I just placed one with //lua minetest.setnode() and checked if the doors API code sets the metadata 06:31 sofar and it does, properly 06:31 sofar lemme try right-sided door, though 06:31 sofar right-hinged 06:34 paramat set node is different to lvm though 06:35 sofar yes, but set_node only sets content and param1/2 06:35 paramat ok. lvm doesn't call callbacks 06:36 sofar hummm, how can I detect in lua whether a nodemeta value is entirely missing? get_string() it? 06:36 paramat uhm i don't know =/ 06:36 sofar ah, yes, that works 06:37 paramat placing doors using set node is essential, by lvm would be good too 06:39 paramat phew down to 26 PRs, now i'd like to keep it down to 1 page (25) 06:47 sofar ok, I have a patch for that 06:47 paramat good 06:47 paramat lvm and schematics can set node id and rotation, both need to be able to place doors, i would say it's essential 06:48 sofar the hidden top should be included in the schematic for best results 06:48 paramat sokomine is currently updating villages mod to new doors, you could perhaps discuss with her 06:48 sofar but it can be missing 06:48 paramat yes 06:51 sofar of course, mods using lvms could set nodemeta, and then lvm in the blocks. 06:52 sofar but, this will work for wooden doors 06:52 sofar (not for locked doors, obviously) 06:52 paramat ok 06:53 sofar actually, it works fine 06:53 sofar can place a steel door this way 06:53 sofar it's just openable by everybody 06:53 paramat lol 06:53 sofar game#957 06:53 ShadowBot https://github.com/minetest/minetest_game/issues/957 -- Doors: Allow schematic placement of wooden doors. by sofar 06:54 paramat thanks 06:58 sofar why did you reopen #953? 06:58 ShadowBot https://github.com/minetest/minetest/issues/953 -- When re-loading map, map is totally black 06:58 sofar game 953, of course 06:59 paramat oh error 07:00 paramat thinking it was open i just hit the 're open' button thinking it was the 'close' button 07:00 paramat oh it auto-closed the issue, creepy 07:01 paramat it does that when some PRs are merged 07:01 sofar must be a new thing 07:01 est31 no 07:02 est31 you can add "fixes #blabla" to your commit msg then issue #blabla gets closed when you push and you also have commiter rights for a repo 07:02 est31 its an old thing 07:03 paramat ah 07:03 est31 also works for "merge" i think, there are a couple of magic words. 07:03 sofar est31: I started looking at head animation client-side. turns out GenericCAO only stores (gets from server?) yaw, never pitch :^(( 07:04 est31 of course real fun when you write "doesn't fix #blabla" and it closes the issue 07:05 est31 lemme see 07:05 sofar 623 in content_cao.cpp 07:05 sofar I can extend, obviously, new version, woohoo 07:06 sofar not that I figured out the rest yet. I can mess up rotation of players, though, that's hopeful, lol 07:07 est31 i remember a bug where the yaw is sent wrongly, turned by 90 degrees or something 07:07 sofar that's to lua 07:07 est31 bug in the protocol 07:07 est31 ah 07:07 sofar this one is to the client, and it's correct 07:07 est31 cool 07:08 est31 so, its not that big of an issue to bump the protocol version, is it? 07:08 sofar anyway, I'm out of gas, it's late, and I gotta work tomorrow. I now know where I can mess up bone rotation 07:08 est31 now that you know how it works :) 07:08 sofar well it's still weird 07:08 sofar updateBonePos is only called once 07:08 sofar UpdateNodePos is called every step 07:09 sofar not sure why. oh well? 07:09 sofar the version bump should indeed be fine 07:10 est31 idk either 07:11 sofar it's gonna be a hack for starters to begin with. if it works as a concept I'll be happy. No rush 07:11 * sofar gives up for the day 07:11 sofar later 07:11 est31 bye 08:02 Obani paramat, should #3890 be merged ? 08:02 ShadowBot https://github.com/minetest/minetest/issues/3890 -- Update menu header image by kilbith 08:05 paramat i'd rather the spaces were removed, see my comment 08:06 Obani I personnaly prefer with spaces 08:06 Obani It's more readable and airier 08:07 Obani But I agree it would do some strange things switching to singleplayer tab :) 08:11 paramat i'd also prefer a new surface texture instead of stone, perhaps something metallic. 08:12 Obani mmh 08:12 Obani I would have seen personally something more organic with dirt, grass, trees, flowers, lianas,... :p 08:12 Obani But kinda hard to make 08:12 paramat #958 08:12 ShadowBot https://github.com/minetest/minetest/issues/958 -- Add player list, viewable by holding Tab by sfan5 08:13 Obani :o 08:13 paramat well the header is for the engine, so perhaps needs to be more universal 08:13 paramat oops 08:13 paramat game#958 08:13 ShadowBot https://github.com/minetest/minetest_game/issues/958 -- Default: Fix rotation errors for mapgen aspen and sapling jungletree by paramat 09:39 red-001 #3657 09:39 ShadowBot https://github.com/minetest/minetest/issues/3657 -- Allow players to drop unknown items and add a setting to remove them on drop. by red-001 09:54 paramat game#959 09:54 ShadowBot https://github.com/minetest/minetest_game/issues/959 -- Default: Make some plant nodes non-flammable by paramat 10:00 red-001 paramat are you working on adding an on_flood callback? 10:02 paramat not yet but maybe after release 10:11 paramat but i don't like the idea of allowing water to drop nodes and would rather not bloat the liquid code with something non-essential 10:51 paramat hm so actually no i won't work on it and will vote against it :) 11:25 est31 okay noclip enforcement works so fa 11:25 est31 r 11:25 est31 but it has some problems though 11:25 est31 mostly because of failing path search 11:26 est31 and because path search is so slow 11:26 est31 it really is, searching 16 nodes takes like 100 ms 11:26 est31 thats not nice 11:27 paramat 100ms == forever 11:28 est31 yeah 11:30 est31 that path search code needs a big cleanup anyway 11:30 red-001 what is quicktune? 11:40 est31 I guess half of the time is wasted to print stuff to verbosestream or something 11:41 est31 idk, i have to do non minetest things, now, as much fun as fixing the noclip enforcement would be 11:41 est31 first I would have to understand what all the path search code does 11:43 est31 its not that hard, its just a bit uncommon 11:49 nore #3895 11:49 ShadowBot https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs 11:49 paramat nice 11:49 nore Needs review, and some more testing than just mine 11:50 Megaf Merge that please 11:50 paramat yeah i'm a little concerned about adding nodetimer crops for release, hopefully 2 weeks is enough to debug 11:51 nore Also, I did not profile it, so I don't know if is really is faster, but it should be, the speedup should be enough to balance the slightly higher constant factor 11:51 nore (2 maps instead of one) 11:51 nore So, adding a node timer is 2 timers slower as before 11:51 nore But each nodetimer step should only have complexity O(number of timers that were triggered) 11:52 est31 it should be profiled 11:52 nore (maybe * log (number of nodetimers in block)) 11:52 est31 i had suggested a speedup to RBA 11:52 nore meaning that nodetimer can be decreased 11:52 est31 didnt profile it and he applied it 11:52 est31 what we ended with was master having a big speed regression in meshgen 11:52 nore est31: how do you profile it? (I've never done profiling before :/) 11:53 est31 usually you measure some code 11:53 Megaf when will this be merged? https://github.com/minetest/minetest/pull/3848 11:53 est31 how long it takes to execute 11:53 Megaf #3848 11:53 ShadowBot https://github.com/minetest/minetest/issues/3848 -- Send only changed node metadata to clients instead of whole mapblock by est31 11:53 est31 take the time before, and the time after it 11:54 nore ok 11:54 est31 afk 11:54 nore hm, it looks like I added a bug :/ 12:07 kilbith paramat, give me a reason why you removed the milestone on my Creative cleaning ? 12:07 kilbith it's important, i don't want to ship a least optimized code for 0.4.14 12:09 paramat ok i'll re-add 12:10 kilbith reviewing appreciated as well please 12:13 paramat no reason for removing the milestone apart from undecidedness on what is essential for release, happy to re-add it 12:15 paramat i would like to see it included for release, so that was a mistake sorry 12:16 kilbith sorry to be sensitive on that because it's my area of expertise 12:17 rubenwardy Just because something's not on a milestone doesn't mean that it won't be added before release 12:17 kilbith yes but at least i have a clear warrant that it will be shipped 12:19 rubenwardy very true 12:24 rubenwardy why is Minetest so terrible at transfering files w/o remote media server? 12:35 nore est31: so the real bottleneck is actually iterating the mapblocks: I get a little speedup, but the code is actually already very fast 12:36 nore averaging over many steps, it looks like nodetimers currently take 1/4 to 1/3 ms per step (with ~200 active nodetimers) 12:37 nore with my pull, it more like 1/5 to 1/4 I would say 12:40 est31 ok 12:40 est31 well its a speedup 12:40 est31 thats goo 12:40 est31 d 13:39 red-001 #3896 13:39 ShadowBot https://github.com/minetest/minetest/issues/3896 -- Made more keys configurable in-game and remove a few keybinds used for debugging. by red-001 13:52 rubenwardy / Sorry, I was too lazy to implement this. --kahrl 13:52 rubenwardy 10/10 14:09 celeron55 it's a well optimized function 15:18 Fixer compiled minetest-0.4.13-9388704-win64-PR3810-3848-3856-3886-3894 and getting strange server crash if player takes out item from chest 15:19 Fixer no errors in logs, i will build debug build and try gdb on it 15:48 Sokomine sofar, paramat: handle_schematics and mg_villages are both updated now so that they can place new doors (they use voxelmanip) if the schematic contained an old door. i'm not sure if i caught all possible setups of doors, but those i tested worked fine. the _a version of the door seems to work right out of the box; the _b version needed extra treatment 15:55 Sokomine sofar, paramat: and yes, the actual setup of the doors is done after the placement and lvm is finished; just like chests and other things with metadata. the existing door-abm can't be used due to the old nodes no longer existing 16:16 Fixer https://github.com/minetest/minetest/issues/3897 i have crash minetest with some pull requests applied, can someone look at it? can it be related to PR 3848? i will do more tests 16:27 sofar Sokomine: did you use that patch that I posted yesterday? 16:39 red-001 sofar doesn't the minetest.after(0.1) you added to TNT just increase the delay to 1.1 seconds? 16:39 sofar no 16:39 sofar go watch the video linked 16:39 sofar https://www.youtube.com/watch?v=c3G-52FV4SI 16:44 red-001 I see 16:48 sofar 1.1sec right? ;) 16:50 red-001 wouldn't it be better to use a nodetimer for that? 16:56 sofar nodetimers run 1.0 seconds apart 16:57 red-001 I see 17:12 Sokomine sofar: havn't seen that yet 17:13 sofar Sokomine: it fixes up the _b doors automatically once the first player opens them 17:14 Sokomine sofar: ah. that is good to hear. so no more extra handling of _b doors necessary? 17:15 sofar right, if you place the two nodes with param2 to rotate them properly with the schematic, then it should autocorrect them without a hitch 17:15 Sokomine that sounds good. param2 rotatiion is handled by the mods 17:16 sofar yes, that would be in your schematic 17:16 sofar mts schematic, right? 17:36 paramat will merge #3885 #3886 in a moment 17:36 ShadowBot https://github.com/minetest/minetest/issues/3885 -- Mapgen: Stop tunnel-floor biome nodes being placed everywhere by paramat 17:36 ShadowBot https://github.com/minetest/minetest/issues/3886 -- Fix connected nodes' selection boxes. by sofar 17:38 paramat now merging 17:48 paramat merged 17:49 Obani paramat, #3143 can be merged :) 17:49 ShadowBot https://github.com/minetest/minetest/issues/3143 -- Add CONTRIBUTING.md by davisonio 17:50 paramat i almost did but thought est might want to give it a final check 17:53 Arron hello there 17:53 Arron i m stick 17:54 Arron can anyone can helpo me 17:54 Arron i m trying to create a Bot for minetest 17:54 Arron but no way to connect on my server 17:54 Arron i m trying this --> https://github.com/boppreh/minetesting/blob/master/client.py 17:54 Arron i do'nt understand how that's works can someone can hep me to found the way ? 17:57 Arron i haev this error --> raise ValueError('Access denied. Reason: ' + self.access_denied) 17:57 Arron ValueError: Access denied. Reason: Your client sent something server didn't expect.Try reconnecting or updating your client 17:57 sofar ask in #minetest 18:03 ssieb Looking in the C++ source files, it's not clear if the code style is opening braces on the same line or new line. Which is it or does it not matter? 18:04 sofar following line for function braces, same line otherwise 18:05 sofar ssieb: don't look at C++ for code style rules, lol 18:08 ssieb ok 18:09 ssieb I want to change the colorize command to respect the destination alpha. A brief look at mods indicates that changing the current way it works would change how current nodes are displayed. 18:11 ssieb Would it be ok to add an option where if the second parameter is "alpha" instead of a number, it will do what I want? This will not affect any current mods or clients. It will only add new functionality for new clients. 18:13 sofar is that a lua function? 18:14 red-001 colorize? 18:14 ssieb Oh, sorry, it's the ^[colorize option for textures. 18:18 Arron waou works with minetest 0.4.9 18:18 Arron i have my bot 18:19 Arron ok now i have to create an IA 18:20 Arron well i don't how to start 18:26 sofar 1) program it to have goals 18:27 sofar 2) let it do random stuff 18:27 sofar 3) if that progresses towards goals, repeat 18:27 sofar 4) if not, stop doing it 18:28 Arron for now no way to move it 18:29 Arron i try command like that : 18:30 Arron bot/walk 18:30 Arron or bot/turn 18:30 Arron nothink appening 18:32 Arron well all command i send is just asking in the chat 18:32 red-001 well then your doing something wrong 18:33 Arron yes i think to 18:36 Arron evrythink is incvalid command 18:38 kilbith Arron, wrong channel, thanks this to #minetest please 18:38 Arron ok 18:38 kilbith s/thanks/take 18:44 ssieb Any comments on my [colorize change? I guess I'll just file a PR and see what happens. :-) 21:46 sofar can someone move "https://forum.minetest.net/viewtopic.php?f=3&t=14257" to "News" perhaps? 22:07 celeron55 sofar: doing 22:07 sofar awesome 22:08 sofar FYi if you haven't seen this one: https://forum.minetest.net/viewtopic.php?f=7&t=14229. possible long read, but may be interesting 22:08 celeron55 ...assuming i can actually figure out how to move a topic 22:09 sofar "In each topic, there is an option to "Move topic" (click the dropdown next to Quick-mod tools)." 22:09 celeron55 moved 22:13 celeron55 sofar: it's called Lua, not LUA 22:13 sofar sure, lol 22:14 celeron55 this is important! 22:14 sofar fixed it :) 22:15 sofar don't have to discuss in the forums, but I'd be interested to know which items people would like to see prioritized 22:15 sofar or, toileted ;) 22:17 celeron55 well, none of them need to be toileted 22:17 celeron55 just be very wary of performance in some 22:18 celeron55 11 is something i have been wanting a long time already 22:18 celeron55 and contains a typing error 22:18 sofar 11 doesn't sound like a technically complex thing 22:19 celeron55 it clearly wants to say "server to client", not "client to server" 22:19 sofar ahh lol, yes 22:19 celeron55 yeah it's not complicated at all 22:19 sofar I've pretty much written down the whole implementation there as well 22:20 sofar just in words, not code 22:21 sofar 4 may be an issue, but I think it could be *faster* if implemented correctly 22:21 sofar 5 is really something that should be simple - just allow optional tiledef instead of "texture = " 22:23 sofar I however keep coming back to 2 being the one thing that blocks so much progress 22:25 ssieb Is it possible to use mesh objects for tool inventory images? 22:26 sofar right now, or with patches? 22:30 celeron55 sofar: what you elaborate in 2 could be a reasonable way to do the thing; people often get into all kinds of database complexness when they talk about that 22:30 ssieb sofar: right now 22:30 ssieb but I'm assuming from your response that the answer is no :-) 22:31 sofar celeron55: it could easily be done in steps, too 22:31 celeron55 and probably not even difficult; the most difficult part can be designing all the compatibility things to work perfectly 22:31 sofar ssieb: only way now is to make an entity and bone_attach 22:31 sofar ssieb: I think 22:32 ssieb I meant just in the inventory, but yes, for the wielding as well 22:32 sofar oh 22:32 sofar if you have a mesh node block 22:32 sofar like e.g. fencegate 22:32 sofar that just *works* 22:33 sofar just open the game with current git for minetest, and minetest_game, and look at the fencegate item 22:48 ssieb sofar: is that a tool? 22:48 sofar ah, no. mesh tools? never heard of it 22:50 ssieb would look nicer in the inventory 22:51 ssieb and for wielding 22:51 sofar honestly, if you've seen my list I think you'd realize how little I could care about something like that, sorry 22:52 ssieb sure, it was just a general question 22:52 nore sofar: btw, about #3895, I tested it with ~150 active nodetimers; the speedup was not very high since nodetimer managing is already quite fast, but there still is one 22:52 ShadowBot https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs 22:52 sofar ah, ok, I thought you were suggesting something for my list 22:53 nore I guess with ~1000 nodetimers the speedup would be more noticeable 22:53 sofar nore: the optimization is nice, it'll make the farming conversion even better 22:53 sofar with increased range for timers activating, one could grow huge fields of crops ;) 22:54 nore I could optimize it even more, to avoid iterating blocks that don't need to 22:54 nore but I'm not sure it would be very useful, nodetimers are already *very fast* 22:54 sofar tbh I don't see the current implementation as bad at all 22:54 sofar nod 22:54 nore i.e. < 1ms each step 22:54 nore whereas ABMs take ~30ms... 22:56 nore (well, I was even wondering if it would be possible to handle ABMs the way nodetimers are handled instead, that would remove quite a lot of server load) 22:56 nore anyway, it's getting late here, so good night! :) 22:57 sofar nore: if you want something that abuses abm's try minetest-mods/mymonths 22:57 sofar it'll make abm's overflow it's timeslice :) 22:58 nore isn't it the thing that add seasons? 22:58 nore for a mod like that, I'd rather use voxelmanip; but there would need to be a way to know which blocks are active 22:58 nore and that's something I've been waiting for for a loooong time 22:59 nore maybe I should try again to code it someday (IIRC I tried once, but failed as I was not experimented with the engine enough back then)