Time Nick Message 00:03 kinokoio I am checking how to add light to the player and I found the code 01:22 est31 man our cpp pathfinder is a total mess 01:22 est31 it has O(n^3) complexity 01:23 est31 its really funny 01:23 est31 it gives the choice between dijkstra and A*, and has n^3 complexity 01:23 est31 what a joke 01:23 est31 no wonder it adds so much lag 01:24 est31 When I'm done with it, it will be something completely else 01:24 Void7 n^4 complexity? :jokeface: 01:25 est31 paramat, why are torches disabled for dungeons? 01:25 est31 I think its desireable to have the dungeons filled with *stuff* 01:26 est31 perhaps it might be fun to light dungeons up 01:26 est31 but there should be something else that fills the dungeons 01:26 est31 dunno chests or something 01:28 Void7 hmm... perhaps flood them sometimes? 01:31 paramat the torches are just roughly placed for dev work 01:48 hmmmm est31, there are mods for that 01:49 hmmmm the engine should not be in the business of deciding what goes into the dungeons 01:58 sofar well, if mods could use mapgen decorations, that would be nice and optimized 02:17 paramat they can, but the decoration API cannot yet place inside dungeons 02:29 paramat anyway i agree mapgen should only do very basic universal stuff in dungeons, most decorations (torches, bookshelves, chests) would be a mod thing 02:48 paramat such a mod could be part of mtgame 02:52 est31 hmmmm, of course, the engine should not hardcode it 02:53 est31 mtgame should take care of the content :) 02:53 hmmmm well if you want to include a dungeon decoration mod in the default mod, so be it.. 02:53 hmmmm s/default mod/default game/ 03:02 hmmmm paramat, you can construct the simple decorations yourself, if you want to place a schematic there's place_schematic_in_vmanip, if you want to grow an lsystem structure there's that set of api 03:03 hmmmm you can already do all the placement you want in the dungeons 03:03 paramat ok 03:05 paramat ShadowNinja are you able to help out with https://github.com/minetest/minetest/issues/3266#issuecomment-199766449 ? 03:38 ShadowNinja #3946 03:38 ShadowBot https://github.com/minetest/minetest/issues/3946 -- Improved block serialization format 03:39 ShadowNinja paramat: I fixed that, or at least made a PR... 03:40 ShadowNinja https://github.com/minetest/minetest/commit/7bcbc0105b3e67b7e066be6fd77775769cffdd16 03:41 paramat ok good 04:02 paramat that was merged great 04:05 paramat removed milestone from #3266 04:05 ShadowBot https://github.com/minetest/minetest/issues/3266 -- Settings tab improvements 04:07 paramat tesla model 3 is beautiful =) 04:16 paramat updated #3927 any comments hmmmm ? 04:16 ShadowBot https://github.com/minetest/minetest/issues/3927 -- Decoration API: Allow rotation of simple decorations by paramat 04:18 hmmmm oh boy what's going on here 04:18 hmmmm so a simple decoration is a vertical column 04:18 hmmmm i'm assuming what this patch does is randomly select one of the 24 facedirs for each node in the vertical column?? 04:18 hmmmm or does it place these nodes on their sides... or.. 04:19 hmmmm make it into a horizontal column? 04:19 hmmmm both? 04:19 sofar that's why I thought randomizing over 24 is so weird 04:19 sofar I can understand (0-3) 04:19 hmmmm what's the point of this feature exactly 04:19 paramat if a deco is a vertical column all nodes in the column have the same rotation, it stays vertical 04:20 hmmmm hmm 04:20 paramat a modder requested rotation for simple decorations 04:20 hmmmm looking at the code it looks like it really is just facedir rotation 04:20 hmmmm not actual decoration shape rotation 04:20 sofar yes 04:21 paramat first it was just rotations 0-3, then i made it 0-23 04:21 paramat correct 04:21 hmmmm "a value of 24 enables 24-orientation random rotation." 04:21 hmmmm honestly things like this i feel can be considered bad api design 04:21 hmmmm especially when we can take advantage of lua's typing system here 04:22 hmmmm what if it were... "random" for a random rotation? 04:22 hmmmm what if you want to expand this in the future to use degrotate? 04:22 paramat i thought that might be controversial, but it's simple and intuitive 04:23 paramat i oppose degrotate 04:23 hmmmm why 04:23 paramat a new enum for 23 rotations plus random perhaps 04:23 hmmmm i feel like it could have a real use case with simple decorations 04:24 hmmmm in any case like sofar mentioned earlier, the choice to randomize between 0 and 23 is kind of weird 04:24 hmmmm do you mind if i make a recommendation to your api design? 04:24 paramat i don't mind of course 04:25 hmmmm make the random option the string "random" or something like that 04:25 hmmmm and then add a flag to the simple decoration that's like 04:25 hmmmm "lock rotations to Y axis" 04:25 hmmmm and if that's set it'd choose the rotation mod 4 04:26 hmmmm so that way you can have 04:26 hmmmm rotation = "random", 04:26 hmmmm lock_rotation_to_y_axis = true, 04:26 hmmmm that would choose a random facedir from 0 to 3 04:26 hmmmm whereas if the latter were false or absent it'd be 0 to 23 04:26 sofar "facedir" "facedirsimple" 04:26 hmmmm ???? 04:27 paramat my arguments are in game#290 degrotate is fone for specialised mod use but unsuitable for mapgen 04:27 ShadowBot https://github.com/minetest/minetest_game/issues/290 -- Add rotation to plants. by RealBadAngel 04:27 sofar rotation = "facedir" | "facedirsimple" .. 04:27 hmmmm sofar: i still don't quite understand what you mean by that 04:27 paramat hm good idea 04:27 sofar sorry, it would be a suggested string value to determine operation 04:27 paramat (fine) 04:28 hmmmm sofar: so rotation = "facedir" would mean "a random facedir from 0-23"? 04:28 sofar yes 04:28 hmmmm well actually i think that's a better idea 04:28 hmmmm except maybe it should have the word "random" as part of it 04:28 paramat i did thnk an option for 0-3 would be good 04:28 sofar and facedirsimple = 0-3 04:29 sofar right, it lacks the "random" word :/ 04:29 hmmmm we can be more descriptive than "simple" though 04:29 hmmmm random_facedir_y_axis 04:29 sofar random-facedir 04:29 hmmmm random_facedir 04:29 sofar random-facedir-simple 04:29 hmmmm ??? yes? 04:29 sofar underbar, sure, yes 04:29 hmmmm what about changing simple 04:30 hmmmm paramat: do you agree with this or would you rather all of the rotation values be numbers?? 04:30 sofar well so, the screwdriver mod has the concept of "simple facedir rotation" being 0-3 04:30 sofar https://github.com/minetest/minetest_game/blob/master/mods/screwdriver/init.lua#L16 04:30 sofar that's where I got that from 04:32 paramat yes this is good 04:32 hmmmm and what do you think about the nomenclature? 04:32 paramat no rush it's not milestone 04:33 hmmmm should it be random_facedir_y_axis or random_facedir_simple? 04:33 paramat i prefer y axis 04:34 hmmmm alright then since it's your pr that'll be it 04:34 sofar I'm entirely neutral on that 04:34 paramat ok i'll work on it 04:34 sofar so, do it 04:34 hmmmm yea 04:35 hmmmm when you translate the random rotation string from lua to engine, you're going to have to either add a new field or two, or define constants for each 04:35 hmmmm i notice you made rotation an s16 for no real reason - fine by me 04:36 paramat just because the others were 04:36 hmmmm #define DECO_SIMPLE_ROTATION_FULL (-1) 04:36 hmmmm #define DECO_SIMPLE_ROTATION_YAXIS (-2) 04:36 hmmmm RAND_ROTATION 04:37 paramat ok thanks 04:40 sofar can I put a number in there, too? 04:40 sofar and have it end up in param2? 04:41 hmmmm yeah you're right 04:41 hmmmm if you put in a number larger than 8 bits, it'll truncate 04:41 hmmmm also the param2 isn't validated 04:41 sofar if you make it s16, and your constants are -3, -2 and -1, then 0 - 255 are free to be used 04:44 hmmmm pretty sure that's going to cause a new compiler warning 04:45 sofar well, I'd treat the negative values as flags to enable the random behavior 04:45 paramat yeah i intended it so that any param2 could be set, for special uses where param2 controls other stuff 04:45 sofar and positive values as plain param2 values 04:45 hmmmm paramat: that shouldn't be an easter egg 04:46 hmmmm add to the documentation that values not within the range of 0 to 23 are undefined 04:46 hmmmm and this value for non-facedir node types will also result in undefined behavior 04:46 paramat should be documented yes 04:46 sofar may as well call it `param2 = "random_facedir_rotation_y_axis"` 04:47 hmmmm so instead of validating the data, you could just put the onus on the modder to get it right 04:47 paramat yes i prefer that :) 04:47 hmmmm you know what I changed my mind about the strings 04:47 hmmmm that's so ugly 04:48 hmmmm define constants for -1 and -2 in Lua as well in builtin/constants.lua 04:48 hmmmm so instead of rotation = "random_facedir" you can do 04:48 hmmmm rotation = minetest.DECO_ROTATION_RANDOM_FACEDIR 04:49 hmmmm deja vu... i feel like we've had this exact same conversation before 04:51 paramat ok cool 04:54 sofar lol, caught IRC-ing 05:35 ShadowNinja hmmmm: What do you think about #3946 ? 05:35 ShadowBot https://github.com/minetest/minetest/issues/3946 -- Improved block serialization format 08:29 * kaeza looks at the date... 08:29 kaeza time for 0.5? 08:34 celeron55 i think that wouldn't be very tasteful 08:36 celeron55 unless there's a very good "explanation" to go with it :P 14:52 Zeno` how do I apply to be a dev? 14:53 Fixer o_0 14:54 Fixer Zeno`, is not you quit? 14:54 kilbith wanna come back ? 14:54 kilbith ^ celeron55 14:54 Zeno` yeah, I want back 14:54 Fixer Zeno`, welcome back! 14:54 Fixer \o/ 14:55 Zeno` I removed myself as a dev because I needed a break. I've had that break 14:56 Zeno` and now is a good time to come back 15:05 Obani hey Zeno` ;) 15:05 Obani back again ! 15:05 Obani (double meaning sentence) 15:08 est31 lol Zeno` 15:08 est31 we just wanted to move you to the previous core devs section on the credits tab: #3907 15:08 ShadowBot https://github.com/minetest/minetest/issues/3907 -- Update credits tab by est31 15:09 Zeno` better update that :p 15:09 nore hey Zeno` :) 15:09 Zeno` yo nore 15:09 nore est31: btw, I was wondering 15:10 nore remember that commit I made a few weeks ago that removed escape sequences from chat? 15:10 est31 yes 15:10 nore I think it could be useful to remove escape sequences from formspec labels, item descriptions, etc 15:11 nore so we can add colored text/bold/italics/links/etc there in the future too 15:11 nore what do you think? 15:11 est31 or translated text :) 15:11 nore oh, good idea 15:11 est31 yes, good idea 15:12 Zeno` do the escape sequences in those labels currently serve a useful purpose? 15:12 nore Zeno`: not yet 15:12 Zeno` good idea then 15:12 nore compatibility without version bump in the future for things like colored chat mainly 15:12 Obani question : mind changing minetest core license ? 15:13 est31 Obani, thats a biggie, and very likely to be not possible. 15:13 Zeno` nore, that's probably not a huge thing if it became incompatible 15:13 Obani est31, you might know why I ask that 15:13 est31 no 15:13 Obani freeminer 15:14 est31 nah, i dont want GPL only because of freeminer 15:14 Zeno` we care about freeminer? In what way? 15:14 Obani freeminer uses MInetest commits 15:14 Zeno` to incorporate code back into MT? 15:14 Obani Whereas minetest can't use freeminer's commits 15:14 est31 so what 15:14 Obani And freeminer is way better than Minetest actually 15:14 nore Zeno`: well, if we decide to add translations or things like that, that may create huge strings for users that don't have that code 15:14 Obani But it's community is minimalistic 15:15 nore anyway, I'm going to code that then 15:15 kilbith that's just FM "cool" features that newbies are excited from 15:15 Zeno` In the past we've added many of freeminer's "features" in a different way 15:15 Obani kilbith, those features you are talking about is just why it is better 15:15 Zeno` nore, true 15:15 Obani And why it looks better 15:15 est31 Obani, well perhaps it is. I cant make a judgement except "The steaming pile of shit I sit on is the best one around, no other pile can compare". 15:16 kilbith and proller's code is rather sucky 15:16 Obani kilbith, well at least it works and it's fast 15:17 Zeno` Obani, originally FM was better because it was better optimised. But we fixed that. It also has extra features of course, but there is no reason that cannot be fixed either 15:17 nore I'll try to do that quickly enough so it can get into 0.4.14 15:17 nore (as it is compatibility code) 15:17 Fixer est31, lol 15:17 Zeno` maybe there is more optimisation to be done -- I dunno -- I need to look at profiling (which I am starting now) 15:18 Zeno` when is 0.4.14's expected release date? 15:19 Obani it was excepted to be some days/weeks ago 15:19 Obani But....the freeeeeze 15:19 Zeno` ok, so it's "As soon as it's ready" 15:19 Zeno` cool 15:19 Fixer Zeno`, in terms of performance you might be interested in #3770, also gregorycu made a PR that tries to fix jittering/stuttering but it can't be compiled right now 15:19 ShadowBot https://github.com/minetest/minetest/issues/3770 -- Fix superflous shader setting updates by ShadowNinja 15:20 Zeno` hi hmmmm 15:20 Zeno` Fixer, ok I'll look at it 15:20 Fixer Zeno`, and est31 is working on node metadata PR that will help on servers with tecnic and stuff 15:21 est31 but if somebody else wants to work on it, please take it :) 15:21 Fixer Zeno`, VBO was merged recently and works pretty good for me, have not heared any complaints 15:21 est31 i am busy with other stuff atm 15:21 hmmmm hello 15:21 Zeno` I don't want to look at VBO atm for personal reasons 15:22 Zeno` from what I saw it seems fine and doesn't need touching at least for the next release 15:22 Fixer Zeno`, yes, you don't need to touch it, it seems to work fine :) 15:22 est31 yeah its fine 15:26 Zeno` :) 15:27 Zeno` est31, well done on the mapblock RAM thing 15:28 est31 thanks 15:28 est31 yeey a supporter for it 15:28 Zeno` Oh, I support it of course because I gathered data related to that for weeks and weeks lol 15:29 est31 celeron55 doesn't like it 15:29 * Zeno` is impressed tbh 15:29 Zeno` oh well :) 15:29 est31 because of a bug, i agree with him that it should be fixed somehow 15:30 Zeno` what are the side-effects of the bug? 15:31 Zeno` (or direct effects I guess) 15:31 est31 The server sends you all the blocks inside the viewing range, now if the number of the blocks the server thinks you should have is larger than the RAM limit, the server constantly sends you stuff, and the client constantly deletes it again 15:31 Zeno` oh 15:31 Zeno` that's kinda nasty 15:32 Zeno` nevertheless it's progress 15:34 est31 okay I am leaving now again, just joined to welcome back Zeno` 15:35 Zeno` awwww 15:35 est31 just for the protocol I support him being a core dev again 15:35 Zeno` :) 15:37 Obani #3620 is ok for test 15:37 ShadowBot https://github.com/minetest/minetest/issues/3620 -- Stereo: replace toe-in by off-axis method by dfelinto 15:37 Obani It just needs some spaces replaced by tabs 15:38 kinokoio Anout https://github.com/minetest/minetest_game/issues/1004, has anyone started working on it? 15:40 kinokoio I have thought a solution to add support for NDT_NORMAL and change a bit the way fences' bars are drawed 15:47 sofar Zeno`: I was there when you left. Good to see you had an enjoyable break! 15:49 Obani #3208 15:49 ShadowBot https://github.com/minetest/minetest/issues/3208 -- allow changing the velocity of objects relatively to their current velocity by HybridDog 16:52 paramat !tell Zeno` good to see you. freeze is delayed but sometime fairly soon, we're concentrating on stuff essential for release 16:52 ShadowBot paramat: O.K. 16:53 VanessaE so are we still on the inside of the fridge door next to the juice? :) 16:54 paramat yeah but i drank the juice 16:54 VanessaE you bastard! :) 16:55 paramat btw freeminer is not better than minetest 16:55 VanessaE I haven't looked at it in months, maybe a year now 16:57 paramat i guess it may seem so superficially 17:02 paramat the client mapblock limit bug should be fixed for release i think, 5000 mapblocks is easily exceeded 17:03 VanessaE just so long as "fixing" it doesn't result in OOM crashes 17:04 paramat there's a commit in the farmap branch for this 17:04 VanessaE but that branch is not a 0.4.14 candidate 17:09 kilbith paramat uses 320 nodes of viewing range btw 17:10 kilbith so yeah, easily exceeded 17:10 VanessaE my view range doesn't generally exceed 150, and on my creative server I drop it to 60 in some places to keep the fps up. 17:18 paramat i mean, we can base a new commit on the farmap commit 17:21 paramat 5000 is exceeded at view range 170 17:36 Obani Zeno is already gone ? :'( 17:38 VanessaE paramat: imho if you're gonna fiddle with code from farmap, you and/or celeron55 need to finish it completely and commit it for 0.4.14 17:38 VanessaE it's waited long enough. 17:39 VanessaE Obani: he never stays long. 17:39 paramat nooo it's not for 0.4.14 17:39 paramat still needs lots of work 17:40 VanessaE then just bump the block count limit up to say 10k and call it a day. 17:40 VanessaE don't go mucking about with the code. 17:40 Obani I used to be here nearly 24/7 17:40 VanessaE you're already practically in "feature" territory as it is 17:40 VanessaE Obani: that was a very long time ago 17:42 VanessaE lately if he shows up at all, it's only for a few minutes to an hour 17:52 Obani sofar, are fence gates in-game ? 17:52 Obani in minetest-game* 17:54 paramat they are 18:10 paramat nore PilzAdam sfan5 ShadowNinja easy review game#994 18:10 ShadowBot https://github.com/minetest/minetest_game/issues/994 -- Beds: Check for buildable_to for bottom half by sofar 18:10 sfan5 +1 from me 18:10 paramat ok 18:10 PilzAdam paramat, if it really fixes the issue it is trying to fix, then +1 18:16 sofar it does 18:16 paramat good enough for me 18:22 paramat game#999 18:22 ShadowBot https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar 18:25 sofar that's not for 0.4.14 18:25 sofar same with the fire changes 18:26 paramat ok but 999 is so simple it can be in release 18:28 sofar sure, that one is fairly simple 18:41 paramat i'll merge game#1003 as seems trivial 18:41 ShadowBot https://github.com/minetest/minetest_game/issues/1003 -- Fix disappearing doors while underwater by tenplus1 18:42 paramat or do they need 'use texture alpha'? 18:44 VanessaE that won't help. 18:44 VanessaE it's an alpha/z-sorting issue in the rendering code 18:44 VanessaE (tenplus1's idea is the only workaround) 18:46 paramat yes but doors won't be using translucency .. ? 18:47 paramat oh i see 18:48 paramat well for tidyness it can be removed 18:57 sofar paramat: texture alpha for nodeboxes is broken 18:58 sofar horribly 18:58 paramat ah i see 18:58 sofar I'm fine with 1003 for now 19:01 paramat sfan5 PilzAdam game#999 ? 19:01 ShadowBot https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar 19:02 sfan5 dry grass? 19:02 sfan5 why 19:02 sofar in the middle of savannahs, if you build something and then remove it, it leaves a dirt spot 19:02 sofar after a while you get normal grass in between dry grass 19:03 sofar like, when you dig up an acacia log 19:03 paramat it doesn't help with the centres of large patches of dirt, but it helps and is fairly lightweight 19:04 sofar could extend the range, but for large patches it's not so bad 19:04 paramat it's something i almost fixed a while back 19:04 paramat yeah possibly 19:04 VanessaE isn't there a noise source (or three) you could check to determine the biome? 19:05 sofar if only we had biome information after mapgen...... 19:05 sofar *COUGH* 19:05 paramat hm 19:05 sofar ;) 19:05 paramat get heat/humidity/biome at point API may happen 19:07 paramat anyway for now this with range 1 is good 19:10 paramat perhaps it could search for nearby dirt with snow also .. 19:10 VanessaE why not just change the node to whatever its neighbors are? leave it as dirt if there's nothing useful next to it 19:10 VanessaE that way even large patches eventually grow over, if there's at least one "seed" node somewhere in the patch 19:11 VanessaE else it stays a patch of dirt and you should add something else, say a water source, to get it to grow (into green grass) 19:11 sofar that's not a bad idea. 19:11 VanessaE seems to me that this would add a small gameplay feature as well as simplifying the growing logic 19:13 paramat worth considering .. 19:15 paramat yeah removing the bias towards green grass makes sense 19:15 sofar want me to update? 19:16 paramat and we could remove the check for snow above too 19:16 paramat yeah let's work on this 19:17 paramat so 'find node near' searches radius 1 for green grass, dry grass and dirt-with-snow 19:17 sofar right 19:17 sofar I wonder if we can just do one find_node_near 19:17 paramat and changes dirt to one of those 19:18 paramat yeah just one with multiple entries 19:18 sofar yes, and then take first found as hint 19:18 sofar change it to the one found XD 19:18 Fixer biome blend 19:18 Fixer problem? 19:19 paramat well yeah at biome borders a biome could start to grow over another, but meh .. 19:19 Fixer grow forever 19:19 Fixer fighting each other ._. 19:19 sofar no, since it terminates 19:19 sofar once the dirt is covered, end of problem 19:19 paramat it would be a rare occurence and quite fun if it happens 19:21 VanessaE yeah unless you start creating bare dirt biomes, it wouldn't be an issue 19:21 VanessaE this is the part where kilbith is supposed to chime in saying that we shouldn't use reality as the basis for such things ;) 19:23 VanessaE (psst... kilbith, that's your cue!) 19:24 sofar he's like betelgeuse 19:24 VanessaE heh 19:25 sofar any objections against minetest.set_node(pos, node) type syntax? instead of { name = node.name } ? 19:26 VanessaE where "node" is...? 19:26 sofar I could care less about param2 values 19:26 VanessaE (a node def table, a string?) 19:26 sofar VanessaE: minetest.get_node(pos_from_find_node_near) 19:27 sofar e.g. I'm doing: 19:27 sofar local blend = minetest.find_node_near(pos, 1, { 19:27 sofar }) 19:27 kilbith hmm ? 19:27 sofar then 19:27 sofar if blend then 19:27 VanessaE kilbith: you're late. 19:27 sofar minetest.set_node(pos, blend) 19:27 sofar err 19:27 kilbith idk what you're talking about 19:27 sofar minetest.get_node(blend) 19:27 VanessaE sofar: hm.. I don't see any reason not to support that. As long as you're doing so, add support for a node name string as well. 19:27 Obani Fixer, could you check something for me ? 19:28 VanessaE kilbith: it was a joke. 19:28 Fixer Obani, ? 19:28 sofar VanessaE: I'm not changing the API 19:28 VanessaE ok 19:28 Obani Fixer, do you have the noclip pathfinding ? 19:28 Obani antcheat I mean 19:28 Obani the PR by est31 19:28 Fixer Obani, only old version 19:29 Obani Fixer, would it be possible to test something with it ? 19:29 Fixer yes, but i will need to compile it again 19:29 Obani I suspect some recent commit to spam server logs 19:30 Obani "pathfinder: failed to update cost map" 19:30 Obani I thought it could be it 19:30 Obani (When nobody is online) 19:30 Fixer Obani, what exactly you want to test? 19:31 Obani Well, open a server in normal dev 19:31 Obani And connect and disconnect it 19:31 Fixer and? 19:31 Obani then look at the logs and tell me if this message appears 19:31 Fixer Obani, with est31 PR? 19:32 Obani Both, the PR and the main repo 19:32 Obani Test with the repo mainly 19:32 Obani I don't think it's because of est31's PR 19:32 Fixer Obani, connect and disconnect it, what this means? connect with client to it? 19:32 Obani Yes, open a server and look at its logs 19:33 Obani Connect to it with an other client and disconnect from it 19:33 Obani Then look at the logs if something strange happens 19:33 Fixer i'm at 0115da1 right now 19:34 Obani mmh I suggest you update it 19:34 Obani It's only 3 commits behind, but still 19:36 Fixer i don't have this error in 0115da1 19:37 Fixer let me compile newer one, but that will take 20 min 19:37 Obani ?? 19:37 Obani not so sure 19:37 Obani Why should it ? 19:37 Obani Fixer, wait 19:37 Obani Did you activate anticheat ? 19:38 Fixer Obani, that one was without est noclip 19:38 Obani Fixer, yes, but try with it 19:38 Fixer Obani, it is old version, and it is still WIP, wait a sec than 19:38 Obani Fixer, without the est31 PR I mean 19:39 Fixer damned 19:39 Fixer i just tested it without, and it has no such error 19:39 Obani damn 19:39 Fixer and i don't remember such error when i was testing it with est31 noclip pr week ago 19:39 Obani It's in server logs, right ? 19:40 Fixer debug.txt 19:41 Fixer afk 19:41 Obani ok 19:51 nore #3948 19:52 ShadowBot https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs 19:53 nore paramat: sofar: ^ 19:54 paramat ok. nore is #3895 ready for merge? 19:54 ShadowBot https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs 19:54 nore Fixer: also, if you could test it to check I've not forgotten anything, it would be useful :) (this pull would be good to have in 0.4.14, so it needs testing) 19:55 nore paramat: there should not be any problems with it, at least I and sofar tested it 19:55 nore so I'd say yes 19:55 paramat ok 19:57 Fixer nore, 3948? 19:57 nore Fixer: yep 19:57 Fixer nore, not sure how to test it 19:58 nore I'd say try to add escape sequences everywhere, the main question is actually whether I've missed somewhere :/ 19:59 nore item descriptions, infotexts, labels and tooltips should at least work fine 19:59 nore tab headers too 20:03 Fixer chat messages? 20:03 nore chat messages was the previous pr ;) 20:03 nore I just had the idea to extend it to more strings 20:04 nore and est31 noticed it would allow client-side translations for example 20:04 nore (as well as: colored text, clickable links, ...) 20:09 Fixer nore, dropboxes too? 20:09 Fixer like in settings tab 20:10 nore hm, I don't remember actually if I added it there 20:12 Fixer nore, labels on buttons too? 20:12 nore labels on buttons should be ok 20:12 nore for dropdowns, escapes are removed 20:12 nore BUT 20:13 nore with the way dropdowns currently work 20:13 nore the field that will be sent to the server will be the escaped text 20:13 Fixer nore, what about lists? like in world config window or in advanced settings 20:14 nore hm, didn't try them but they should be ok 20:14 nore I remember adding escapes there 20:17 nore I don't know how I should handle dropdowns though 20:17 Fixer nore, text that is shown when looking on items in game with F5? 20:18 nore don't think so 20:18 nore but this is only node name, isn't it? 20:19 ShadowNinja Isn't this thread-unsafe? https://github.com/minetest/minetest/blob/master/src/mapblock.cpp#L469 20:20 Fixer nore, like Mese Sword / GenericCAO hp=1 armor={immortal=1, } 20:20 nore hm, this 20:20 nore I don't think I escaped them indeed 20:21 Fixer nore, also, hud text? 20:21 nore hm, nope 20:21 Fixer like in custom mods, like areas 20:25 nore ok, it should work now 20:25 nore just added both 20:26 ShadowNinja Hmmm, seems the map's saved directly from the server thread. 20:26 ShadowNinja So it's safe, but saving can block the server. 20:46 PilzAdam celeron55, github now allows to disable merge commits: https://github.com/blog/2141-squash-your-commits 20:47 PilzAdam maybe change that setting for our repos, so that nothing bad happens if somebody accidentally presses the green merge button? 20:47 PilzAdam s/change that setting/use this setting/ 20:50 Obani PilzAdam, the problem with Github's commands is that it adds a commit to the logs 20:50 sofar ohhh nice 20:50 sofar damn that's nice 20:51 nrzkt nice squashing :) 20:51 sofar um, but I want rebasing, not squashing :( 20:52 sofar oh wait, so disabling both check boxes should do that, I think 20:54 nrzkt sofar, rebasing is available on gitlab :p i hope they will follow with squashing 22:46 celeron55 sofar: you can't disable both 22:46 celeron55 it says "nope" 22:46 celeron55 which frankly is dumb 22:48 kaeza !tell est31 if you are fixing credits tab names, please could you 'i' -> 'í' in "Diego Martinez"? 22:48 ShadowBot kaeza: Error: Spurious ">". You may want to quote your arguments with double quotes in order to prevent extra brackets from being evaluated as nested commands. 22:49 kaeza fek 22:49 kaeza well, read the logs 22:49 Fixer he reads the logs anyway 22:50 kaeza est31, just in case, "Martínez", not "Díego" :P 22:51 Fixer you want fancy i? 22:53 kaeza it sounds slightly different, but is more correct 22:53 kaeza just as 'o' is not the same as 'ö' in some languages 22:53 Dragonop Spelling is important, that's why I'm so bad speaking my own language 23:53 est31 will push this in 20 mins : https://github.com/est31/minetest/commit/25dedbc7b88b2dcdc1593ac986d009dd2fea28e9