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 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 02:21 hmmmm i don't quite understand it 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 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 told me you're the guy to talk to about X" 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~ 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 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 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 09:45 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 10:40 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... 11:51 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...) 11:57 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 12:45 nrzkt take your time, it's not time for this 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" 13:41 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" 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 15:34 Krock lol 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 16:55 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 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. 17:27 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 farmap does good on stuff like landscape 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 18:05 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 18:10 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 18:59 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 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 20:35 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 20:52 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 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 22:58 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 23:07 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 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 :/ 23:31 Fixer nore, are you 64bit windows user? 23:37 Fixer will try to check it myself with your function 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?