Time |
Nick |
Message |
00:20 |
paramat |
closed #2896 |
00:20 |
ShadowBot |
https://github.com/minetest/minetest/issues/2896 -- Useless arithmetic operations on player position in a save file |
00:40 |
paramat |
closed #3012 we now have this ability |
00:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3012 -- Client side way to turn off player names |
00:54 |
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00:57 |
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01:05 |
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01:22 |
paramat |
closed #3097 |
01:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/3097 -- Animated textures should be separately synced depending on a flag. |
01:22 |
hmmmm |
why did you close it? |
01:23 |
hmmmm |
there's no reasoning given whatsoever |
01:31 |
paramat |
ok will add, as discussed the random flag is impossible |
01:40 |
paramat |
closed #3164 as now in advanced settings menu |
01:40 |
ShadowBot |
https://github.com/minetest/minetest/issues/3164 -- FOV - change via GUI |
01:43 |
paramat |
any comment on #3176 ? |
01:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/3176 -- Don't have Schematic sources assign schematics to globals |
01:56 |
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02:21 |
hmmmm |
i don't quite understand it |
02:31 |
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02:36 |
paramat |
i certainly don't |
02:37 |
hmmmm |
perhaps you should ask him to clarify what he's asking for |
02:49 |
paramat |
sure |
02:51 |
hmmmm |
enjoying your job as a business analyst? |
02:51 |
hmmmm |
;| |
02:51 |
hmmmm |
"i have people skills, dammit! what the hell is wrong with you people!!" |
02:58 |
paramat |
heh |
03:36 |
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03:46 |
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04:14 |
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04:16 |
hmmmm |
wow! 594 issues |
04:16 |
hmmmm |
that's like 30 closed in a day |
04:16 |
hmmmm |
I can't tell if this is a good thing or not lol |
04:17 |
hmmmm |
then again if you start with the oldest first i guess it can be pretty easy to groom |
04:18 |
hmmmm |
focus on metrics too much and you'll be a pointy haired corporate executive though |
04:19 |
VanessaE |
yeah but if he becomes a PHB we can make fun of him ;) |
04:21 |
hmmmm |
dunno, typically in my own experience your manager is a lot more in the know than they're portrayed |
04:21 |
hmmmm |
it's the next level up where that stereotype really begins to apply |
04:22 |
VanessaE |
heh |
04:22 |
hmmmm |
they always have some kind of "Director" title |
04:22 |
hmmmm |
which is basically the bottom level position on the executive job track |
04:23 |
hmmmm |
i find that they often engage in something i like to call 'keyword matching', where they see one keyword pop up in one group, and a similar sounding keyword pops up in another group, and then they try to 'synergize' without any deep understanding |
04:24 |
hmmmm |
they also don't get it when you tell them they're two different incompatible things, and they keep sending you people from another team - "uhh <big boss> told me you're the guy to talk to about X" |
04:26 |
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04:26 |
paramat |
i've gone through 23 out of 26 pages but it's taken a week and many hours. there were quite a few obvious closes, but i've documented closes in this channel so they can be checked |
04:29 |
sofar |
anyone know where the texture are for the hotbar? can't seem to find them somehow. |
04:30 |
sofar |
oh, didn't expect them in minetest_game |
04:30 |
* paramat |
websearches PHB |
04:35 |
hmmmm |
paramat: about #3945, you can modify somebody's PR by simply 'git commit --amend' |
04:35 |
ShadowBot |
https://github.com/minetest/minetest/issues/3945 -- Add syntax fix for torch generation in dungeons (developer feature) by Kinokoio |
04:36 |
hmmmm |
that's what I do on my own to avoid having to ask people to fix their atrocious (much worse than that) commit titles |
04:36 |
paramat |
ok |
04:36 |
hmmmm |
or other misc. whitespace errors |
04:36 |
hmmmm |
cooperation with other people == slowness |
04:36 |
sofar |
yup |
04:36 |
hmmmm |
if you can do it on your own it's better |
04:36 |
paramat |
will do |
04:36 |
sofar |
or use git rebase -i HEAD~<number> and do fixup commits in case it's a series |
04:37 |
sofar |
that way you can sometimes trivially fix commit 3 out of 5 |
04:47 |
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05:36 |
hmmmm |
what do people think about adding a label to PRs "Awaiting contributor feedback" |
05:36 |
hmmmm |
we have one like it but it says user instead which is intended for issues |
05:37 |
sofar |
isn't there a generic "need info" tag? |
05:38 |
hmmmm |
no |
05:40 |
sofar |
hmmm I'd love it if we could make the default skybox settable by texture pack.... |
05:40 |
hmmmm |
keep adding more issues why don't you |
05:40 |
hmmmm |
just got below 600 |
05:41 |
sofar |
I'm not a prolific bug filer :) |
05:41 |
sofar |
I tend to file bugs when I know that I can fix them myself, maybe not immediately, but soon enough |
05:43 |
ssieb |
hmmmm: odd, I almost always put spaces between operators... And I never take chances with operator precedence ;-) |
05:44 |
ssieb |
I have never really coded in C++. Are the boolean operators lower precedence than comparisons? |
05:44 |
hmmmm |
foo != bar && blah isn't ambiguous to me... it's when you start mucking around with & and so on |
05:44 |
hmmmm |
logical operators have lower precedence than comparison operators. |
05:44 |
ssieb |
ok |
05:44 |
VanessaE |
sofar: I argued for that (default skybox) when they were first re-introduced. my arguments, whatever they actually were I don't remember, were not heeded. |
05:44 |
hmmmm |
I agree it's good to be explicit, but c'mon, we're not coding lisp here... |
05:45 |
hmmmm |
((((((()(()())()(()()())()( |
05:45 |
sofar |
I don't want to change the default, I just want texture packs to provide alternative skyboxes |
05:45 |
VanessaE |
https://xkcd.com/859/ |
05:45 |
sofar |
if the server sets a skybox, end of game, the server wins |
05:45 |
sofar |
but I'd like to see my texture pack skybox first |
05:46 |
VanessaE |
sofar: at the time, it was decided that basically, some mod should handle even the setup of a skybox |
05:46 |
sofar |
it's too bad, because I can get a ton of nice skyboxes from MC resourcepacks (legally) |
05:46 |
VanessaE |
so unless something has changed, there literally isn't a default skybox for you to apply a texture to at all. |
05:46 |
sofar |
but I can't ever put them in a mod and distribute |
05:47 |
sofar |
ah well |
05:49 |
ssieb |
hmmmm: The code I was replacing had the foobar/255.0f, I was just copying it. :-P |
05:53 |
ssieb |
sofar: do you know if there's a way to update the commit time when using --amend? I see there's a --date option, but it would be nice to just have it use the current time like usual |
05:53 |
ssieb |
oh! haha, just use "now" |
05:55 |
hmmmm |
phew |
05:55 |
hmmmm |
i got the number of pull requests down to 130 |
05:55 |
hmmmm |
i thought we said we'll never let it go above 100 again |
05:55 |
ssieb |
hmmmm: I didn't get an email for each comment... Reading the others now. |
05:55 |
hmmmm |
oh you get emails for every comment i make? *shudders* |
05:56 |
hmmmm |
what i say is not that important |
05:56 |
hmmmm |
sorry for bugging you |
05:57 |
ssieb |
No, those were good points. The special case for 0 alpha is because there is nothing to do in that case. Although I will double-check that to make sure now. |
05:58 |
hmmmm |
i had to like triple check that function because the conditions were confusing |
05:59 |
ssieb |
I'll comment the conditions to explain which cases they are covering |
06:01 |
hmmmm |
from how i understand it it's like: if we had a valid color string number then use it as the ratio between the src image and the color |
06:01 |
ssieb |
The only use for 0 alpha would be to create a fully transparent texture. But would that actually be any use? |
06:01 |
hmmmm |
otherwise, we either had an invalid number string, or our ratio is 255, which means the color is solid |
06:02 |
hmmmm |
so therefore if we want to keep the alpha of the color specified, use that |
06:02 |
hmmmm |
otherwise, blit the full pixel as long as the destination's alpha isn't 0 |
06:03 |
hmmmm |
(like a mask) |
06:03 |
hmmmm |
that's not confusing at all |
06:03 |
hmmmm |
pshh |
06:03 |
ssieb |
The second parameter is actually supposed to be a number. That's the ratio to use. If the second parameter is not a number or missing, then the alpha from the color is used as the ratio. |
06:09 |
ssieb |
Actually it's worse than that... |
06:10 |
ssieb |
If the colorize color alpha is not 255, the alpha is used as the ratio and it also interpolates between the destination alpha and the color alpha :-/ |
06:11 |
hmmmm |
pretend I'm somebody who has never read apply_colorize |
06:11 |
ssieb |
But whatever, the new code works the same way as the old, so it is what it is... |
06:11 |
hmmmm |
but I want to use this function |
06:11 |
ssieb |
as a modder or coder? |
06:11 |
hmmmm |
how would you explain it to me given the clusterfuck of logic branches with color, ratio, and keep_alpha |
06:12 |
ssieb |
Did you read the doc change I made as well? |
06:12 |
hmmmm |
yes |
06:12 |
ssieb |
If that doesn't explain it , then please tell me what's not clear so I can update it. |
06:15 |
hmmmm |
personally, what I'd do in this situation for clarity above anything is make a separate function that determines the blit strategy based on the intermingling of all these logical conditions |
06:15 |
hmmmm |
that also makes it easier to add a unit test for |
06:16 |
ssieb |
You mean separate functions for the different cases? |
06:16 |
hmmmm |
well you wouldn't *need* to make separate functions for each |
06:17 |
hmmmm |
again that's only what i would do if i were in the same situation |
06:17 |
hmmmm |
i'm not telling you, that you need to do it this way |
06:17 |
* ssieb |
did consider that at first |
06:18 |
ssieb |
and one of those branches is only an optimization |
06:19 |
hmmmm |
the keep_alpha branch? |
06:19 |
ssieb |
no, that's the whole point of me doing this :-) |
06:19 |
ssieb |
the else part of the if(keep_alpha) branch |
06:20 |
hmmmm |
the keep alpha branch being separate from the else of the complicated condition if are the two that are functionally the same |
06:20 |
ssieb |
not sure what you mean there |
06:20 |
hmmmm |
me neither |
06:21 |
hmmmm |
right |
06:21 |
hmmmm |
lines 1805 through 1808 has the same effect as 1812 through 1818 when alpha == 255 |
06:21 |
ssieb |
right |
06:22 |
ssieb |
just avoiding all the calculations |
06:22 |
hmmmm |
oh dear, a subtraction, addition, and a multiplication |
06:22 |
hmmmm |
:/ |
06:23 |
ssieb |
no, the repeated color.getInterpolated |
06:23 |
hmmmm |
that's what i'm referring to |
06:23 |
ssieb |
for every pixel in the texture |
06:23 |
hmmmm |
interpolation isn't really that bad as it's linear |
06:23 |
ssieb |
I suspect this is not a performance sensitive bit of code, so if it's a problem, I could just remove that part |
06:23 |
hmmmm |
it's not, but as long as it's already been done, it's welcome |
06:24 |
hmmmm |
aren't these functions only called once per textuer on game startup? |
06:24 |
hmmmm |
once per texture with a colorize modifier |
06:25 |
ssieb |
yes |
06:25 |
hmmmm |
yeah then again the cases we should optimize for are vanessae's things |
06:25 |
* VanessaE |
hides |
06:25 |
hmmmm |
she has like several thousands of colorized textures from all those "same exact thing now in 101 colors" mods that are each 512x512 |
06:25 |
ssieb |
This new code also avoids an image malloc for every colorize as well |
06:25 |
hmmmm |
"why is it taking 30 seconds to load!!!" |
06:26 |
VanessaE |
now now, my mods use 16px textures |
06:26 |
hmmmm |
worst case scenario |
06:26 |
VanessaE |
(usually) |
06:26 |
hmmmm |
oh yeah I see it |
06:26 |
hmmmm |
the IImage initialization |
06:27 |
hmmmm |
no reason to create a brand new image object for something like this. |
06:29 |
ssieb |
I've pushed an update to the pull request addressing your comments. Do the extra comments help? |
06:29 |
ssieb |
oh, how do I update the pull request with the updated commit? |
06:30 |
sofar |
force push to the branch |
06:30 |
sofar |
assuming you amended |
06:30 |
ssieb |
I did that already |
06:30 |
ssieb |
but I don't see the changes in the pull request... |
06:30 |
hmmmm |
you just did the comment? |
06:31 |
sofar |
did you push to the right remote and right branch? |
06:31 |
ssieb |
yes |
06:31 |
sofar |
which PR? |
06:31 |
ssieb |
one sec, double checking |
06:32 |
ssieb |
oh, that's weird. It says I committed it 4 minutes ago, but doesn't have the changes |
06:33 |
ssieb |
oops |
06:33 |
ssieb |
I didn't put -a in the commit, so it just amended the comment :-( |
06:33 |
ssieb |
ok, updated now |
06:34 |
ssieb |
actually, you were right about the alpha 0. I'll remove that check |
06:36 |
ssieb |
It's a pointless optimization anyway. Just don't do that. :-) |
06:38 |
ssieb |
hmmmm: that's better? |
06:38 |
hmmmm |
sure |
06:46 |
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08:15 |
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08:41 |
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09:15 |
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09:30 |
nore |
#3895 #3948 |
09:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs |
09:30 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
09:30 |
nore |
do we merge 3895 for 0.4.14, or do we wait for it? |
09:31 |
nore |
also, 3948 is compatibility code for the future, so I'd like to get it merged for 0.4.14 |
09:31 |
nore |
so we can get client-side translations and colored chat in 0.4.15 |
09:36 |
nrzkt |
nore i think we should wait release for 3895. 3948 is trivial i don't see a problem |
09:37 |
nore |
nrzkt: fine for me |
09:43 |
nore |
nrzkt: do you intend to rebase #2411, or do you want me to try that? |
09:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/2411 -- Colored chat for FreeType builds by nerzhul |
09:44 |
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09:45 |
nrzkt |
nore you can try it if you want, but take your time :) |
09:46 |
nore |
I'll try that maybe then :) |
09:48 |
asl97 |
seem like hmmmm isn't around atm, can anyone else could suggest a title change for #1218 so that it suit the reason that it was keep open since the original issue was fix? |
09:48 |
ShadowBot |
https://github.com/minetest/minetest/issues/1218 -- huge error shouldn't be printed in game |
09:59 |
nore |
nrzkt: there seems to be some interesting PRs that have been closed when dev-0.5 was deleted |
10:00 |
nore |
like sapier's statbars |
10:00 |
nore |
maybe we should try to relive them |
10:23 |
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10:33 |
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10:40 |
est31 |
"Action needed" label, what's that for? |
10:40 |
est31 |
who'se action is needed? |
10:40 |
est31 |
if you dont specify who's action is needed, nobody feels responsible |
10:41 |
nrzkt |
this is a useless label... |
11:05 |
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11:51 |
nore |
nrzkt: I've got working colored chat! :) |
11:51 |
nore |
this still needs a lot of cleanup though |
11:53 |
nore |
first change I want to do is ColoredString -> EnrichedString, which can be extended later, for example for bold text, italics, or this kind of things |
11:54 |
nore |
also, make that class make the drawing instead of what is currently done |
11:54 |
nore |
and finally, see if I can manage to get it to work in items descriptions or formspecs too |
11:54 |
nore |
(that's a lot of things to do...) |
11:55 |
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11:57 |
nrzkt |
yes gl :) |
11:59 |
nore |
last one should not be too difficult once I've got the first one working |
12:00 |
nore |
anyway, this is heavily WIP |
12:01 |
nore |
gtg now, maybe I'll open a pull tonight so that you can test it/report what you think is not good/whatever |
12:05 |
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12:45 |
nrzkt |
take your time, it's not time for this |
13:25 |
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13:25 |
kilbith |
i get some compile warnings because of latest commit : http://paste.ubuntu.com/15598570/ |
13:26 |
kilbith |
translation : "comparison between signed and unsigned integer expressions" |
13:29 |
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13:34 |
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13:41 |
Zeno` |
s32 should probably be u32... don't have the source handy |
13:46 |
kilbith |
Zeno`, it fixes the warnings, wanna make a PR ? |
13:47 |
Zeno` |
for that? Nah, someone should just commit it :) |
13:47 |
kilbith |
but there's also an unused function in that file now |
13:47 |
kilbith |
causing a warning |
13:54 |
Fixer |
!seen gregorycu |
13:54 |
ShadowBot |
Fixer: I saw gregorycu in #minetest-dev 3 days, 0 hours, 34 minutes, and 27 seconds ago saying "Off to bed for me" |
13:57 |
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14:07 |
Zeno` |
which commit caused that? |
14:08 |
kilbith |
latest one |
14:08 |
Zeno` |
#01ae43 ? |
14:08 |
kilbith |
yup |
14:08 |
Zeno` |
oh yeah, I see |
14:12 |
Zeno` |
hmm, it shouldn't really be u32 |
14:13 |
Zeno` |
but I'm not sure what the best approach is there. hmm |
14:14 |
kilbith |
dst_pos is s32 btw |
14:14 |
Zeno` |
yeah |
14:14 |
Zeno` |
so I'm wondering in what cases one of the coords might be < 0 (if any) |
14:15 |
Zeno` |
if they can never be < 0 then two asserts should be added and u32 used |
14:16 |
Zeno` |
well, one assert: e.g. assert(dst_pos.X >= 0 && dst_pos.Y >= 0); |
14:16 |
Zeno` |
if either CAN be -ve then things will break anyway |
14:19 |
Zeno` |
if they can be negative then they must be promoted (well, demoted) to s32 properly with some kind of out-of-range check |
14:19 |
Zeno` |
because there is a narrowing of range |
14:23 |
Zeno` |
s/narrowing/change |
14:24 |
Zeno` |
kilbith, maybe open an issue. It's a trivial fix but *shrug* |
14:24 |
kilbith |
will do |
14:27 |
kilbith |
wtf, i can't click on the "submit new issue" button |
14:27 |
Krock |
fix your mouse button |
14:29 |
kilbith |
https://lut.im/akeZm3J9Zb/7aRWH9rYhDpoVXRZ.png |
14:31 |
kilbith |
oh yeah, did not set a title |
14:55 |
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15:34 |
Krock |
lol |
15:43 |
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15:45 |
Niebieski |
Hey guys, in the 'change keys' menu "Toggle: F8", should it state what it actually toggles ? |
15:45 |
Niebieski |
for me it toggles the cinematic camera. |
15:47 |
sfan5 |
it most likely should |
15:48 |
Niebieski |
Let me try fix that. xD |
15:48 |
Niebieski |
It should be in guiKeyChangeMenu |
15:51 |
Niebieski |
It is actually written on the source code. |
15:51 |
Niebieski |
in* |
16:10 |
Krock |
F8 turns cinematic on/off my default |
16:10 |
Krock |
seems like it's poorly described |
16:12 |
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16:38 |
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16:55 |
hmmmm |
you know, FarMap isn't some kind of fascinating, brilliant new idea. all games have them and they're called LOD systems |
16:56 |
hmmmm |
that being said I wonder if it makes sense to make it work more like a typical LOD system, where the level of detail decreases with distance, instead of staying a constant 8x8x8 in size |
16:58 |
hmmmm |
also from what i've seen in screenshots, farmap blocks cast shadows?? is that really necessary?? |
16:59 |
Zeno` |
normally distant objects don't cast shadows |
16:59 |
Zeno` |
there is no point |
16:59 |
hmmmm |
what makes this LOD system unique is that it has to transfer the information over the network to the client |
16:59 |
Zeno` |
I mean they do in real life, but in a game it serves no purpose |
16:59 |
celeron55 |
cast shadows? what the hell are you talking about :P |
17:00 |
hmmmm |
watching this https://www.youtube.com/watch?v=gQ8fo5VBKEM |
17:01 |
celeron55 |
are you talking about the fact that they include some lighting values? |
17:02 |
hmmmm |
yes |
17:02 |
celeron55 |
if you don't do that, then they look utterly stupid at the transition from regular to farmap rendering when there are shadows |
17:02 |
celeron55 |
eg. a large cliff or cave |
17:02 |
hmmmm |
do you realize how much cpu power that takes up |
17:02 |
celeron55 |
what exactly takes cpu power? |
17:02 |
hmmmm |
lighting calculations |
17:03 |
celeron55 |
it's not anything extra at this point when farmap has no shortcut for getting its data |
17:03 |
celeron55 |
i mean, the only way for it to get data is to actually generate the part of the world |
17:03 |
celeron55 |
only networking and rendering is affected in this version |
17:04 |
celeron55 |
of course when there's some shortcut for getting the LODed data, then the shortcut probably doesn't result in accurate lighting |
17:05 |
hmmmm |
looking right now to see you do it |
17:05 |
celeron55 |
there's some calculation necessary for figuring out the appropriate light level in each "farnode" of course |
17:06 |
celeron55 |
but it's not that much more than is necessary anyway for squeezing up the nodes otherwise |
17:08 |
celeron55 |
the farmap protocol supports the server sending any splits of nodes instead of 8x8x8, but i decided that for the server and client to perform best, it's better for it to just handle one LOD level; otherwise there's quite some overhead in handling all the levels especially on the server which has to handle players at arbitrary positions in the world |
17:08 |
celeron55 |
i mean, 4x4x4 |
17:10 |
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17:10 |
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17:10 |
celeron55 |
the current client implementation doesn't quite render a selection of different LODs sent by the server correctly but it can be done if that's what's actually wanted |
17:10 |
hmmmm |
this is way too big |
17:10 |
celeron55 |
the textures just get quite weird |
17:10 |
hmmmm |
i need to set aside a week or so to review it |
17:11 |
celeron55 |
also, the farmap branch still has nasty bugs, even design bugs; it's not wise to merge it in its current state |
17:11 |
est31 |
farmap does good on stuff like landscape |
17:11 |
celeron55 |
but looking through it would be a good idea; i don't think anyone has taken a proper look at it yet |
17:12 |
est31 |
but its bad for houses |
17:12 |
hmmmm |
how do you pump out code so fast?! |
17:13 |
celeron55 |
do i? |
17:13 |
est31 |
yes |
17:13 |
est31 |
at least I get the impression, and hmmmm too |
17:14 |
celeron55 |
well... maybe it's one reason i managed to start a minecraft clone and not someone else... |
17:14 |
est31 |
true |
17:15 |
VanessaE |
when you sit down to code something, celeron55, you DO pump the code out pretty damned fast. |
17:15 |
celeron55 |
usually i'm incredibly unproductive though |
17:15 |
hmmmm |
lol you haven't seen me at my worst |
17:15 |
VanessaE |
it's just a matter of getting you started ;) |
17:15 |
hmmmm |
the past couple of weeks i've been screwing around playing grand theft auto all day |
17:16 |
hmmmm |
i should be more like celeron |
17:16 |
VanessaE |
I shouldn't talk though, I haven't exactly been burning up the text editor lately myself. |
17:19 |
hmmmm |
past couple of times i wanted to code something i opened up the IDE, looked at it for about 5 minutes and went 'nope' |
17:19 |
celeron55 |
you have a day job that includes programming though, right? |
17:19 |
hmmmm |
but yeah before starting on any new huge features i'd rather get farmap in because it touches almost everything |
17:20 |
hmmmm |
celeron, yes, but i don't do shit there either lmao |
17:20 |
hmmmm |
or maybe i do, it's a matter of perception |
17:20 |
celeron55 |
at the moment i don't have, so i can do such a ridiculous burst of programming, like 14h per day for a week, without really a problem at all |
17:21 |
hmmmm |
i'd get bored after 1 hour |
17:21 |
celeron55 |
but i need a proper goal before that can happen |
17:21 |
hmmmm |
what about household chores and what not |
17:22 |
hmmmm |
what about food? then again, i take an abnormally long amount of time to cook food because everything turns out to be elaborate |
17:22 |
celeron55 |
well, maybe more like 12h/day |
17:22 |
celeron55 |
but i mean, cooking and stuff is basically coding |
17:23 |
celeron55 |
you don't necessarily need to think about anything else |
17:23 |
est31 |
stove is the compiler :) |
17:23 |
est31 |
or heatplate or whatever its english name is |
17:23 |
celeron55 |
you just move your hands around while you think about the next thing you're going to write |
17:25 |
hmmmm |
you've inspired me to do things |
17:25 |
hmmmm |
thank you |
17:25 |
VanessaE |
est31: stove (or oven if baking something) |
17:26 |
VanessaE |
interesting analogy though, c55. |
17:26 |
VanessaE |
never thought of cooking in that way. |
17:26 |
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17:27 |
celeron55 |
lol, i didn't quite mean that but i guess it is |
17:29 |
est31 |
VanessaE, thanks |
17:33 |
celeron55 |
i think i could summarise the way i write a large amount of code as "move on before you get bored" |
17:42 |
celeron55 |
then you just... have to be good enough to make working code before you get bored |
17:55 |
PilzAdam |
<est31> farmap does good on stuff like landscape <est31> but its bad for houses <- what about only showing is_ground_content=true nodes in the far blocks? |
17:56 |
est31 |
and then manually sending over the non ground content ones? perhaps worth a look |
17:59 |
est31 |
awwww |
17:59 |
est31 |
found another uglyness in the pathfinder |
17:59 |
est31 |
why is it so ugly |
18:00 |
est31 |
it first loads the entire (!) area it considers the path to be inside into RAM |
18:00 |
est31 |
thats already ugly enough |
18:00 |
est31 |
and i fixed it already |
18:00 |
est31 |
and then it loads it again when doing the actual path search |
18:01 |
est31 |
man this really isnt something sapier can be proud of |
18:04 |
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18:05 |
est31 |
you know this code is doing such a bad job at such a solved problem |
18:05 |
est31 |
i really am considering to rewrite the whole thing |
18:05 |
est31 |
its just not worth it |
18:08 |
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18:10 |
est31 |
to keep the code |
18:19 |
Fixer |
i'm still trying to finish reading python manual... for years %) |
18:19 |
Fixer |
not manual, tutorial |
18:20 |
Fixer |
usually at the middle something happens and I'm starting to do something else and forgot |
18:41 |
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18:55 |
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18:57 |
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18:59 |
paramat |
celeron55 Zeno` is back and wants to be a core dev again, could you invite him? |
19:01 |
paramat |
nore is there any reason to delay #3895 ? could it introduce subtle bugs? we have perhaps 3 weeks before release |
19:01 |
ShadowBot |
https://github.com/minetest/minetest/issues/3895 -- Make node timers more efficient by Ekdohibs |
19:02 |
paramat |
some of the best coding i do is doing-the-washing-up coding |
19:03 |
nore |
paramat: I don't think there will be problems with it |
19:03 |
nore |
could you check #3948 too please? |
19:03 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
19:04 |
paramat |
yeah i'l review as best i can |
19:04 |
paramat |
(i'll) (review both) |
19:05 |
paramat |
nore PilzAdam ShadowNinja game#999 ? |
19:05 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/999 -- Dirt should turn to dry grass in some occasions. by sofar |
19:06 |
paramat |
description needs updating |
19:06 |
celeron55 |
paramat: well i suppose Zeno` can ask me directly |
19:06 |
paramat |
the 3 surface types spread from node to node |
19:06 |
paramat |
ok |
19:07 |
celeron55 |
i know that he resigned by himself and removed himself from the team by himself but still |
19:07 |
celeron55 |
it's weird to be adding people without even talking to them |
19:09 |
VanessaE |
he mentioned it to me also, the other day. |
19:09 |
VanessaE |
maybe it's just a time zone issue, *shrug* |
19:14 |
Fixer |
http://irc.minetest.ru/minetest-dev/2016-04-01#i_4571466 "zeno wants back part" |
19:14 |
paramat |
game 999 needs a small update, see comment |
19:15 |
VanessaE |
celeron55: ^^^ I would consider that a pretty-much direct request. |
19:17 |
VanessaE |
paramat: a side note about _game that you may be interested in: dreambuilder is no longer a subgame, it's back to being a (huge) modpack, to be used on top of vanilla mt_game (like any other mod/pack). So shit better work ;) |
19:18 |
VanessaE |
so I may propose an occasional option or feature for mt_game here and there that would make some part of the modpack work better, maybe. |
19:18 |
VanessaE |
(for now, I have nothing in mind) |
19:18 |
paramat |
ok |
19:18 |
* kilbith |
starts to be scarred |
19:20 |
VanessaE |
kilbith: I mean e.g. adding a way to disable some function or change its behavior without hacky workarounds, that sorta thing. |
19:21 |
kilbith |
ok |
19:21 |
kilbith |
i was thinking to a flow of mesh models :) |
19:21 |
VanessaE |
hah |
19:21 |
VanessaE |
no |
19:21 |
paramat |
nore sfan5 PilzAdam ShadowNinja game#1008 |
19:21 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1008 -- Flood snow with either lava or water. by sofar |
19:22 |
PilzAdam |
paramat, please stop highlighting me today |
19:24 |
VanessaE |
kilbith: that said, I'm certainly not opposed to more meshnodes in mt_game, where they make sense. can't think of anything that isn't currently controversial though. |
19:27 |
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19:27 |
VanessaE |
(I'm sure Mushroom Man here doesn't like that idea though ;) ) |
19:31 |
celeron55 |
VanessaE: oh i didn't notice that; i guess i'll just invite him on github then |
19:31 |
VanessaE |
ok. |
19:38 |
paramat |
PA ok |
20:00 |
kilbith |
ShadowNinja, once you have time, can you review a PR on one of your mod please ? |
20:00 |
kilbith |
sorry for the offtopic, seems impossible to reach you in PM |
20:04 |
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20:35 |
paramat |
i'll merge game#1009 game#1008 game#1003 game#994 in an hour |
20:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1009 -- Creative: Add myself in credits by kilbith |
20:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1008 -- Flood snow with either lava or water. by sofar |
20:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/1003 -- Fix disappearing doors while underwater by tenplus1 |
20:35 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/994 -- Beds: Check for buildable_to for bottom half by sofar |
20:37 |
Fixer |
i'm very worried about one bug |
20:38 |
Fixer |
i'm not sure what the cause, but I've experienced death on login on two heavily modded server that uses recent minetest |
20:38 |
Fixer |
you login, death, you loose your bone |
20:45 |
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20:52 |
Obani |
paramat, did you take a look at Gael-de-Sailly's new wip mapgen ? :) |
20:53 |
paramat |
not yet but i saw the biome diagram, nice |
20:57 |
Gael-de-Sailly |
i just discovered that someone else has a very similar project |
20:57 |
Gael-de-Sailly |
https://forum.minetest.net/viewtopic.php?f=49&t=13492 |
20:58 |
Gael-de-Sailly |
so I've proposed to work with him, together |
20:59 |
paramat |
ooh lovely voronoi diagram |
21:22 |
nore |
Yay! I've got working colored text in chat, item descriptions, etc :) |
21:26 |
Dragonop |
nore: Cool! Is there a way to change the text size in item descriptions? |
21:26 |
nore |
Dragonop: not yet, but this could be added, it wouldn't be very easy though (like bold or italics, I think this means the font has to be changed) |
21:27 |
nore |
other planned features are clickable links, if I can figure how to do that |
21:27 |
Dragonop |
Oh I see |
21:28 |
Amaz |
That sounds awesome nore! |
21:29 |
nore |
it requires #3948 to be merged in a stable release before it is added though |
21:29 |
ShadowBot |
https://github.com/minetest/minetest/issues/3948 -- Escape more strings: formspecs, item descriptions, infotexts... by Ekdohibs |
21:30 |
nore |
clients that don't have this pull will see strange effects |
21:30 |
nore |
paramat: thoughts about it btw? can it be merged before 0.4.14? |
21:32 |
paramat |
i can review it later, although i won't understand it much, but at least i can so a code style review |
21:33 |
Fixer |
looks like we have critical gameplay bug, looks like Dragonop reproduced it, interesting |
21:34 |
nore |
Fixer: marked as blocker |
21:34 |
nore |
this is for too critical to allow releasing 0.4.14 with this bug |
21:34 |
Fixer |
this bug is very annoying and at least few weeks old, let me see |
21:35 |
nore |
Fixer: do you know if the problem is with the server or the client? |
21:35 |
Fixer |
not sure, player connects -> he dies instantly, no idea |
21:35 |
nore |
also, are you able to reproduce it? |
21:35 |
Fixer |
Dragonop is able |
21:35 |
Fixer |
he is here |
21:35 |
Fixer |
interesting |
21:36 |
Dragonop |
I will double check, just in case |
21:36 |
Fixer |
Dragonop, we need to bisect it, can you try earlier builds were you don't die? |
21:36 |
Dragonop |
Okay |
21:37 |
Fixer |
Dragonop, on what build you died? |
21:37 |
Fixer |
you can grab earlier build from sfans page |
21:37 |
Fixer |
probably |
21:37 |
Fixer |
or krocks |
21:37 |
Fixer |
i will try to reproduce too |
21:37 |
nore |
Fixer: I'm at c8ff11b and I don't get this problem |
21:38 |
Fixer |
Dragonop, so you started server, enabled damage and seperately started minetest client and connected to server? |
21:38 |
paramat |
possibly related #3483 |
21:38 |
ShadowBot |
https://github.com/minetest/minetest/issues/3483 -- Very slow spawn on mapgen v7(Android) |
21:39 |
Dragonop |
Fixer, no, singleplayer, just make a new world and get inside it |
21:39 |
Fixer |
didn't die, so we will rely on you |
21:40 |
Niebieski |
Fixer, I experienced the same issue on Xanadu. |
21:40 |
Dragonop |
I'm double checking |
21:40 |
paramat |
Dragonop are you experiencing this in Android? what OS? |
21:40 |
Dragonop |
Windows |
21:40 |
Fixer |
Dragonop, can you give seed and starting position? |
21:41 |
nore |
Dragonop: and mapgen too |
21:41 |
Dragonop |
first attempt, can't reproduce with latest minetest_game |
21:41 |
Dragonop |
let me test |
21:42 |
Fixer |
0115da1 won't die in sp |
21:42 |
Dragonop |
first two attempts in mgv6, and I didn't died, first attempt in mgv7, and I died |
21:43 |
Fixer |
Xanadu and ESM also use v7 |
21:43 |
Fixer |
interesting |
21:43 |
paramat |
=/ |
21:43 |
Dragonop |
seed 1863198836516757775 mapgen v7 |
21:43 |
Fixer |
Dragonop, what is game build? |
21:43 |
Fixer |
from sfan? which one? |
21:44 |
Dragonop |
Krock's latest |
21:44 |
Dragonop |
I can test on sfan5's latest too |
21:45 |
Fixer |
ok, will grab krocks latest |
21:46 |
nore |
with same seed, I don't die |
21:46 |
Dragonop |
Maybe it is related to how long it takes to generate terrain |
21:46 |
nore |
Dragonop: possible |
21:47 |
Fixer |
Dragonop, hmm, what version of mintest_game you use? |
21:47 |
Dragonop |
latest |
21:47 |
Fixer |
really latest? |
21:47 |
Dragonop |
1977ae1 |
21:49 |
Fixer |
paramat, i think tenplus1 actually updated to pretty recent MTG, after server restart, probably week ago |
21:50 |
Niebieski |
It happened when my login took so long. |
21:50 |
nore |
could reproduce by adding the following code: "minetest.register_on_generated(function() os.execute("sleep 5") end) |
21:50 |
nore |
" |
21:50 |
nore |
i.e. simulate a very slow mapgen |
21:51 |
Dragonop |
tested again, seed 14752785969290718230 and I died every time I respawed too |
21:52 |
Dragonop |
So it is related to how quickly the mapgen generates, this time it took from 2 to 5 seconds to generate the map where I was spawning |
21:52 |
nore |
Fixer: ^ |
21:52 |
Fixer |
didn't reproduce it yet with those seeds on krocks build |
21:52 |
Dragonop |
Even if I move it still kills me, lol |
21:52 |
paramat |
seems very similar to issue 3483 |
21:53 |
nore |
it is probably related to how fast your machine is thus |
21:53 |
nore |
that would explain why you can't reproduce it |
21:53 |
paramat |
ah |
21:53 |
Fixer |
interesting |
21:53 |
paramat |
yes spawn is fast for me |
21:53 |
Fixer |
so if server is slow |
21:53 |
Dragonop |
btw 1.6GHz singlecore, 2Gb ram |
21:53 |
Fixer |
everyone is fucked up (well randomly) %) |
21:53 |
nore |
a 2s sleep is enough actually |
21:54 |
Fixer |
hmm |
21:54 |
paramat |
might also be related to recent damage bugs, why should damage be given on slow spawn? |
21:54 |
nore |
with that, I die every time I create a new world |
21:55 |
Dragonop |
mgv6 takes 1 second to generate when I first spawn so that's why won't die |
21:55 |
Fixer |
let me search for prime95 that will load my CPU a lot |
21:55 |
Dragonop |
on mgv7 I died mostly when spawning on snowy biomes |
21:56 |
Fixer |
hmm |
21:56 |
Fixer |
so we have sept 2015 - no bud, dec 2015 - bug reported |
21:56 |
Fixer |
bug* |
21:57 |
nore |
Fixer: well, now we know how to reproduce, we can bisect :) |
21:57 |
Dragonop |
Should I test with sfan5's latest win32 build too, or do you think there is no need to? |
21:58 |
Fixer |
try it just for luck %) |
21:58 |
Fixer |
i will run prime95 and try again |
21:59 |
Fixer |
it is server side bug i think |
21:59 |
paramat |
mgvalleys is a slow mapgen too, perhaps try that |
22:00 |
paramat |
might be worth trying all mapgens to see which are affected |
22:01 |
Dragonop |
Okay, mgv7 seed 1423490487402405678 latest sfan5's win32 build, and I died |
22:01 |
Dragonop |
will test with mgv7 too then, I saw this on mgv6 but it's uncommon for me. I stick with "it's related to how much it takes to generate terrain" |
22:01 |
Dragonop |
mgv5* |
22:02 |
Dragonop |
died on mgv5 |
22:02 |
Fixer |
ok, so i set lowest priority to minetest, fired prime95 to take as much of CPU as possible, didn't die in mgv7 |
22:03 |
Dragonop |
Oh! when I was _respawning_ after that, I took damage! about 8 damage points! |
22:03 |
Dragonop |
maybe it thinks I'm falling? |
22:03 |
Fixer |
well, i got 240 damage on one server when that bug striked me |
22:04 |
Fixer |
some people already rage quit :S |
22:04 |
paramat |
is your noclip set correctly? |
22:04 |
Fixer |
noclip was off |
22:04 |
Fixer |
it was singleplayer |
22:05 |
Dragonop |
noclip, fly, and fast, all off, I still die |
22:06 |
Fixer |
god of death |
22:06 |
Dragonop |
testing with valleys |
22:06 |
paramat |
i guess you're all correctly spawning at ground level |
22:06 |
Fixer |
fun thing is I die on server but not at localhost :/ |
22:06 |
Dragonop |
spawned in jungle, noclip fly and fast off, dead. This time I spawned on a tree top |
22:06 |
Fixer |
i mean on other people servers |
22:07 |
Fixer |
o.O |
22:07 |
Fixer |
so died in valleys? |
22:07 |
Dragonop |
yes |
22:07 |
Fixer |
ok, so it remains to bisect it and look on what builds you don't die |
22:08 |
Fixer |
so we have sep 2015 - mar 2016, choose middle date and download krocks build |
22:08 |
Dragonop |
new year? |
22:09 |
Fixer |
stop-stop-st |
22:10 |
Fixer |
this problem was also probably reported at 23 Dec 15 |
22:10 |
Fixer |
hmm |
22:10 |
Fixer |
sep 15 to dec 15 |
22:13 |
Fixer |
Dragonop, try this? https://www.dropbox.com/s/1ex2irm91bq2kwn/minetest_151102_5c3546e.7z |
22:13 |
Dragonop |
Okay |
22:14 |
Fixer |
Dragonop, and minetest-game from that time if possible :) |
22:15 |
Fixer |
or maybe it is engine bug anyway |
22:15 |
Fixer |
it should be |
22:15 |
Dragonop |
I think it's an engine bug |
22:15 |
Fixer |
so minetest-game can be new if old is not available |
22:15 |
Fixer |
just try that build |
22:15 |
Dragonop |
Yep |
22:16 |
Dragonop |
Or test with minamal dev test and die anyways :-) |
22:17 |
Dragonop |
minimal* |
22:17 |
Fixer |
you die with that too? niiice |
22:17 |
Fixer |
even better |
22:17 |
Dragonop |
mgv7 again |
22:17 |
Fixer |
died? |
22:18 |
Dragonop |
yup |
22:18 |
Fixer |
ok |
22:18 |
Fixer |
let me pick older build in between |
22:20 |
Fixer |
Dragonop, try this https://www.dropbox.com/s/3hcsn6dvex1zll3/minetest_151001.7z |
22:21 |
Dragonop |
kk |
22:22 |
Dragonop |
Died again, mgv7 |
22:23 |
Fixer |
ok, picking another one |
22:23 |
Fixer |
Dragonop, try this, we should be close: https://www.dropbox.com/s/wo3ovdy59osv1n0/minetest_150920_overwrite.7z |
22:24 |
Dragonop |
give me the version prior to it, it's an overwrite one |
22:25 |
Fixer |
Dragonop, what do you mean by overwrite? |
22:25 |
VanessaE |
is there a particular reason the F10 console now fills the entire screen? |
22:25 |
Fixer |
Dragonop, this is very important version to test |
22:25 |
VanessaE |
(versus the 't' version which only holds around 19 lines) |
22:25 |
Fixer |
Dragonop, next one available should have no bug :/ |
22:26 |
VanessaE |
10* |
22:26 |
Dragonop |
Fixer, you need to replace the files in the version prior to it with this ones |
22:26 |
Dragonop |
that's what I mean |
22:26 |
Dragonop |
it's not the "full" package |
22:26 |
Fixer |
Dragonop, ah, nice, so here the link: https://www.dropbox.com/s/5g5xbtkd7ohxh0n/minetest_150913.7z |
22:26 |
Fixer |
Dragonop, download it and TEST for die, and after that we will decide if to overwrite |
22:27 |
Dragonop |
Okay |
22:30 |
Dragonop |
3 tests, didn't died |
22:30 |
Dragonop |
Fixer, do I overwrite and test? |
22:30 |
Fixer |
nice, now overwrite it and test :) |
22:32 |
paramat |
random thought: if this is somehow falling damage, perhaps try 'movement_gravity = 0.0' |
22:33 |
Dragonop |
okay will do when I'm done with this version |
22:34 |
Dragonop |
Fixer, nope, didn't died |
22:34 |
Fixer |
ok, looks like we narrowed it down |
22:35 |
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22:35 |
Dragonop |
wb nore |
22:35 |
Fixer |
so last good version is between 20.09.2015 and 15.10.2015 |
22:35 |
Fixer |
i mean bug is between them |
22:36 |
Fixer |
Dragonop, i can compile 64 bit builds, can you run 64bit? |
22:36 |
Dragonop |
nope |
22:36 |
Dragonop |
I will try what paramat said in latest version |
22:38 |
Dragonop |
paramat: first attempt and it didn't happened, fall damage might be the problem |
22:40 |
Fixer |
i remember some PR for damage, let me see |
22:41 |
Fixer |
https://github.com/minetest/minetest/commit/596484da4fcd301e597a851a9a54b6dc276a286a ? possible |
22:41 |
Fixer |
https://github.com/minetest/minetest/commit/8787d2e7e9671f3b5930ca9c41c6e0867b8a5a54 thiiis <<< |
22:42 |
Fixer |
@JohnWayne1986 @est31 |
22:42 |
Fixer |
Fix falling through nodes on world load (fixes #2784) |
22:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/2784 -- Player doesn't clip on half blocks on world load |
22:42 |
Fixer |
some map border fixes was also present |
22:42 |
Dragonop |
paramat, I'm not getting this bug with that setting, :-) |
22:44 |
Dragonop |
Fixer, yes, I think the second one is causing it |
22:48 |
Fixer |
i can try to build 32 bit builds on debian, hold on |
22:50 |
Dragonop |
Okay, thanks |
22:50 |
Fixer |
let me prepare it |
22:56 |
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22:58 |
Fixer |
Dragonop, if everything goes well i will prepare two builds, one just commit before suspect one, and with suspect one |
22:59 |
Fixer |
need to install 7z :/ |
22:59 |
Dragonop |
lol |
22:59 |
Fixer |
hold on |
23:00 |
paramat |
cool |
23:02 |
Fixer |
hope all 32 bit depends are satisfied |
23:03 |
Dragonop |
worried about missing .dlls? |
23:05 |
Fixer |
no |
23:05 |
Fixer |
i'm running the bash script |
23:05 |
Fixer |
worried about mingw |
23:06 |
Dragonop |
Ah I see, well lets hope there are no issues |
23:06 |
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23:07 |
Fixer |
hmhmh, cmake error |
23:08 |
Fixer |
wonder if Krock is sleeping |
23:08 |
Fixer |
he s |
23:09 |
Fixer |
need to install mingw32 probably |
23:09 |
Dragonop |
yep |
23:11 |
Fixer |
installed, trying again |
23:12 |
Fixer |
Dragonop, damned, errors |
23:13 |
Dragonop |
Argh, well maybe we could ask Krock when he connects :/ |
23:14 |
Fixer |
Dragonop, yes, but I think developers will figure out even without us, i will ask Krock to compile it for us |
23:14 |
Fixer |
Dragonop, tommorrow :) |
23:15 |
Dragonop |
Okay, thanks for testing with me :-) |
23:15 |
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23:15 |
Fixer |
thank you, without you to confirm that will be much longer and worse |
23:15 |
Dragonop |
Haha, glad I'm able to help |
23:30 |
Fixer |
paramat, yes, admin also reported smth like this, damage because of smth unknown :/ |
23:30 |
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23:31 |
Fixer |
nore, are you 64bit windows user? |
23:37 |
Fixer |
will try to check it myself with your function |
23:44 |
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23:47 |
nore |
Fixer: no, 64bit Linux |
23:48 |
Fixer |
ok, will test myself anyway |
23:51 |
Fixer |
nore, how exactly that mod should look? i didn't die |
23:52 |
Fixer |
nore, http://pastebin.com/raw/0JLTNgXG like this? |
23:54 |
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