Time Nick Message 00:45 octacian sofar: kids 12-14 CAN'T write a for loop? :P 00:46 sofar for some it's clearly a struggle 00:46 octacian huh, well, Lua for loops are simple. 00:46 octacian ..And I'm 13 : 00:47 sofar wow, I didn't expect that 00:47 \o` nothing in Lua is simple because Lua has no formal specification :P 00:47 * sofar pleasantly surprised 00:47 octacian lol OldCoder was quite surprised as well 00:47 sofar octacian: you're 13 and you're on IRC and coding minetest with adults. 00:47 octacian yeah..? 00:47 sofar octacian: congratulations, I have a job for you in ... 5 years! 00:48 * OldCoder was not all that surprised 00:48 \o` nore was on at the same age 00:48 octacian :rotfl: 00:48 sofar I was coding at 13 too 00:48 octacian OldCoder: well, you acted surprised :P 00:48 OldCoder octacian, you told me you were a developer 00:49 sofar but I didn't know about IRC until it was invented :P 00:49 OldCoder It was natural to assume 20s 00:49 kaeza \o`, I'd argue that Lua is one of the simplest languages around 00:49 \o` kaeza, not for those of us who don't read 00:49 OldCoder Startled briefly when it turned out to be off by a decade 00:49 octacian OldCoder: https://endev.xyz (I think I can claim that validly..) 00:49 kaeza there's not much that can bite you in the back :P 00:49 octacian Yeah. 00:49 OldCoder octacian, link noted for later 00:49 \o` kaeza, what about that boolean 0 thing being true that you showed me 00:49 OldCoder octacian, nothing stops you from contributing patches to the core 00:50 \o` that wasn't very obvious 00:50 \o` it still isn't :D 00:50 octacian OldCoder: Haven't learned C++ yet. However, I've contributed one thing in builtin, and still have another PR open. 00:50 * OldCoder started going to early public computers between 1972 and 1973 00:50 OldCoder octacian, very well 00:50 kaeza \o`, true, but that... 00:50 kaeza can you pls stick with one nick? >:( 00:51 Zeno` I have now 00:51 Zeno` sorry 00:51 octacian :rotfl: was about to say that 00:51 Zeno` OldCoder made me do it 00:51 Zeno` but I am back onto one nick now 00:51 Zeno` I dunno. I think maybe I just think differently to Lua 00:52 Zeno` everything in Lua is a struggle for me. I am always fighting syntax :( 00:52 octacian huh, well, I'd personally say Lua is even simpler than JS, which I think is pretty easy. 00:52 kaeza ^ 00:52 octacian I know Lua is like an extension of English to me. 00:52 Zeno` yes, but I think I must think "lower level". I dunno 00:53 Zeno` I know what to write, but syntax tricks me 00:53 sofar my uncle told me at age 13 that C64 BASIC was one of the easiest languages to learn 00:53 Zeno` sofar it is 00:53 * Zeno` went from c64 basic, to 6510 asm, to M68K asm, to C, to x86 asm 00:54 octacian you know, on that note, are there any good resources for learning c++? 00:54 kaeza Zeno`, syntax-related, the only thing that may bite you is the weird call function with a table or string thing 00:54 Zeno` (with fortran and cobol and stuff scattered in there after C) 00:54 sofar octacian: hack minetest core code :) 00:54 octacian sofar: thought so lol 00:55 sofar c64 basic, c64 asm, pascal, modula-2, C, C++(Visual C++), then back to bash, perl, and after that it gets fuzzy 00:55 octacian Soon as I finish rewriting a commit on which I spent about 10h then had my HDD fail seconds before pushing, I'll start messing around. 00:55 Zeno` kaeza, perhaps. I just don't use it enough is probably the larger problem 00:55 Zeno` I love modula-2 (still) 00:56 octacian Formspecs really need to be rewritten.. (it's what I'm fighting with now, textarea units are acting differently than those on other elements) 00:58 kaeza octacian, https://github.com/minetest/minetest/issues/3872 01:00 octacian kaeza: so, do you know what causes that? Guess that's my problem. Now my dad can quit telling me I'm doing something wrong lol 01:00 kaeza no idea, but it's a known problem everyone (and their dad, apparently) hates :P 01:01 octacian :rotfl: 01:01 octacian Again, formspecs should really just be rewritten. IDK as to how it should really be done though, tables wouldn't really be an improvement. 01:10 Zeno` we have been saying "formspecs should be rewritten" for the last 4 years 01:10 Zeno` wanna volunteer? 01:10 Zeno` SN suggested an XML type format IIRC 01:11 Zeno` Qt uses an XML-like format for their "forms" so it does seem reasonable 01:12 octacian Zeno`: I'll consider it :P 01:12 octacian XML wouldn't be bad.. 01:12 Zeno` octacian, find ShadowNinja's PR/Suggestion first 01:12 octacian Saw that. 01:12 Zeno` it's there... somewhere 01:12 Zeno` ok 01:12 octacian Using tables, right? 01:13 kaeza the FS protocol and API are fine IMHO 01:13 Zeno` yes 01:13 octacian FS? 01:13 Zeno` so lots of fine suggestions 01:13 kaeza I don't mind using raw strings or tables or whatever, but that's not the problem 01:20 octacian It'd be nice if the not allowing to place CONTENT_IGNORE thing would just tell you that it was an invalid node. 02:08 octacian Any further opinions on #4994? ( sofar? ) 02:09 ShadowBot https://github.com/minetest/minetest/issues/4994 -- Clear Inventory Chatcommand (/clearinv) by octacian 02:16 Zeno` hmm 02:17 Zeno` I'm ok with it in principle 02:17 Zeno` bit easier than pulverize 02:21 Zeno` why is it needed though? 02:22 Zeno` I mean the "other player" bit 02:24 octacian Zeno`: what do you mean the "other player" bit? (sorry, was AFK) 02:24 Zeno` I can understand people wanting to clear their own inventory 02:24 octacian I see.. 02:24 Zeno` but what is the use case for "description = "Can clear another player's inventory"," 02:25 octacian I guess it's not really required, I imagine that a server owner might need to clear another players inv in some circumstances. 02:25 octacian Or just in general. 02:25 Zeno` I used to all the time when I had a server, but I'd just do it while the server was shutdown for backup 02:25 Zeno` hmm 02:26 Zeno` I'm not saying there is no use-case at all. Just that I can't think of one that's really 100% necessary 02:26 octacian Your saying in general or the ability to clear another's inv? 02:26 Zeno` another server op I know has their own mod already to clear a player's inventory 02:27 Zeno` I'm just not sure when it's useful that's all 02:27 octacian Yeah. Many do already, but it's not necessarily nice that they have to do it themselves. 02:27 Zeno` I'm not against it 02:27 octacian hmm 02:28 octacian I guess. The only use case I can really see would be for a player to clear their own inv, but again, a server op could need it. 02:28 Zeno` I'll think about it. It can probably stay 02:28 Zeno` yeah so maybe just require server privs 02:28 Zeno` instead of adding a new one? 02:28 Zeno` I dunno 02:28 octacian Personally, I think the killme thing should have had the ability to kill another player too. 02:29 octacian I had thought about just using the server priv.. reality is it'd probably be best. 02:29 Zeno` that's what I'd do. But *shrug* 02:29 octacian 'cause, I doubt anybody without the server priv will want to clear another's inventory 02:30 Zeno` it's not a big deal I guess 02:30 Zeno` yeah, I can't think why either 02:30 octacian hmmm, I think I'll change it to just require the server priv. 02:30 Zeno` ok 02:45 Zeno` octacian, should craft really be deleted as well? 02:46 octacian IDK, I think so. 02:46 octacian it's part of the inv 02:46 Zeno` e.g. in unified inventory I use the craft grid to store things I specifically don't want to be deleted 02:46 Zeno` this is tricky 02:46 octacian CHEATER! lol :P 02:46 Zeno` :D 02:46 octacian Yeah, I do the same. 02:47 octacian IRDK.. I would assume that if your clearing your inv, chances are you are in creative and are starting a new project or something, and you'd want the grid cleared. In survival, IRDK 02:47 Shara I would never want the grid cleared, even though I'd love a command to clear main inventory. 02:48 Zeno` I tend to agree with Shara I think 02:48 Shara I'll dump tools like screwdriver and so on I'm using for testing mods in the grid when using UI, before I clear inventory. Saves me searching for those things again. 02:48 Zeno` that's a good point 02:48 Zeno` hmm 02:48 octacian hmmm 02:49 Zeno` hmm 02:49 Zeno` lol 02:49 Shara So if this doesn't clear the crafting inv, I'd be able to use it when not using UI... which would be lovely. But if it clears all inventories, it's worth is gone for me. 02:49 octacian I mean, the crafting grid is only 9x9, it shouldn't be a problem to move stuff you don't want out of there assuming your aren't purposefully putting stuff there. 02:50 Shara Move to where? 02:50 octacian ^ made no sense. 02:50 octacian lol 02:50 Shara :D 02:50 octacian crafting is only 9x9, so if you actually wanted the stuff there cleared, I don't see that it'd be a problem to move to main. 02:50 Shara Yea. 02:51 Shara Not really worth typing a command to clear that, though a command to clear the main inv would be nice. 02:51 octacian Yeah. 02:51 octacian Well, what do you guys think? remove the line to clear crafting grid? 02:52 Shara I can't speak for anyone else, but I'd favour that. 02:52 Zeno` I think I prefer that. But I really don't know what other devs think 02:52 octacian Zeno`? 02:53 Zeno` this is why these kinds of PRs are hard to merge even though they're simple 02:53 Zeno` PITA I know 02:53 octacian OK, well, I'd like another dev opinion cause I myself am undecided. 02:53 Zeno` well my opinion as a dev is that I'd prefer the grid to stay. So I would like a 3rd dev to look at it hehhe 02:54 octacian ..you mean 2nd? 02:54 Zeno` but in principle I +1 in after it's discussed 02:54 Zeno` well there is already one approval 02:54 octacian 'k 02:54 Zeno` I could add the second and merge 02:54 Zeno` but I will wait I think 02:54 octacian I'll update to PR by tomorrow. 02:55 Zeno` (no offense I hope, it's just that it's tricky) 02:55 Zeno` gameplay and mechanics stuff are always tricky 02:55 octacian will change to server priv and remove crafting grid 02:55 octacian Yep, it's all fine. 02:55 Zeno` ok thank you 02:56 Zeno` I'll put WIP label for now and remove it after updates (or get someone else to) 02:56 octacian Great. 02:56 octacian Why can't I get a branch to fetch.. ugh 02:57 Zeno` get a dog 02:57 octacian already have one 02:57 octacian lol 02:57 Zeno` and it doesn't fetch? 02:57 Zeno` silly pup 02:58 octacian Nope. 03:04 Zeno` is #5114 windows only? 03:04 ShadowBot https://github.com/minetest/minetest/issues/5114 -- Fix after hardware node coloring by juhdanad 06:05 nore Zeno`: wrong about me coding for mt at 13, I wasn't until I was 16 :p 07:46 red-001 could someone review #5113? 07:46 ShadowBot https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 10:51 paramat realised i can add nodebox stairs to desert dungeons too. also, dungeongen needs a minor fix 12:57 juhdanad Do you know of mods that use voxel manipulators to modify the map but do not update light? 13:09 nore juhdanad: well, you could take one that does update light and remove the corresponding code 13:10 nore (technic and tnt are two mods that use voxel manipulators outside of mapgen I think) 13:11 juhdanad I mean that #4967 always updates lighting, when something is written to the map. 13:11 ShadowBot https://github.com/minetest/minetest/issues/4967 -- New bulk node light update by juhdanad 13:11 juhdanad And such mods might become slower. 13:11 juhdanad How should I correct this? 13:13 juhdanad The only mod I know of is tnt in minetest_game. It creates two voxel manipulators, but only one (the larger) is updated. 13:20 sfan5 juhdanad: https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L3346 13:20 sfan5 lighting calculation not being done can only happen at mapgen time 13:21 Fixer nrzkt: will client-side modding reduce available luajit ram or it will use another luajit instance for running client-side mods? 13:21 sfan5 Fixer: that doesn't matter, that address space is shared by all luajit instances 13:22 Fixer so i will get even more OOMs in singleplayer? :S 13:22 sfan5 yes 13:22 sfan5 an interesting thing to consider would be to make client-side scripting optional 13:23 sfan5 that would suck a lot for mod authors though 13:23 juhdanad sfan5: and what about the tnt mod? https://github.com/minetest/minetest_game/blob/master/mods/tnt/init.lua#L293 13:24 sfan5 juhdanad: afaik the lighting is always updated for such voxelmanips 13:24 juhdanad No, it was not. The TNT mod works because an even bigger voxelmanip is written, ant the lighting is updated for that one. 13:26 sfan5 https://github.com/Uberi/Minetest-WorldEdit/blob/master/worldedit/manipulations.lua#L575 13:26 sfan5 this code updates the lighting though 13:26 sfan5 i tested that 13:26 sfan5 the TNT mod doesn't call update_map huh 13:27 juhdanad Yes, this is what I wanted to ask. 13:30 nrzkt Fixer: you mean against mainmenu ? 13:31 nrzkt CSM is a pure standalone Lua instance, like server or mainmenu, it's normal 13:32 nrzkt CSM is purely optional, we will only port some CPP features to CSM builtin and offer an API, mods does what they want with API and are purely optionnal depending on each player, 13:32 paramat hm, so you're wondering about write-to-map being done without a need for lighting update, and your implementation moves lighting update from update map into write-to-map 13:32 paramat good point 13:33 paramat i've seen ore generation mods that use vm but don't do lighting updates because everything is underground 13:34 juhdanad I think that there are very few cases when you don't want to update lighting (not at mapgen time). 13:34 paramat true 13:34 paramat but the option is nice to have 13:35 paramat but hmm .. 13:36 paramat vms are often used to read the map, without writing 13:36 paramat but that wouldn't be a problem with your PR 13:36 juhdanad paramat: if you call write_to_map and update_map at the same time (what I did), lighting update can be faster. 13:37 paramat yes, which makes the change worth it 13:37 juhdanad (because Minetest can assume that the lighting is correct just before re-calculating it). 13:38 juhdanad And lighting is still faster after all... (see https://github.com/minetest/minetest/pull/4967#issuecomment-269678518) 13:38 paramat yes i think i agree that it's rare to write to map without a lighting update 13:39 paramat wow 13:39 paramat i think i like your method then, the gains will outweigh any losses 13:39 paramat far outweigh 13:40 juhdanad I just swithced from recursion to iteration (which consumes more memory, but faster). 13:42 paramat i'm not sure the TNT mod needs to write to map the first time as it's only counting TNT nodes 13:43 Zeno` juhdanad, what's wrong with adding the asserts? 13:43 juhdanad Nothing! Just give me some minutes... 13:43 Zeno` I don't want to read code to see pre-conditions 13:43 Zeno` nobody does :) 13:44 Zeno` k 13:44 paramat if param1 (light) can cope with 255 is assert needed when light is always 0-15? 13:45 juhdanad param 1 contains night light (4 bits) and day light (4 bits). 13:45 paramat oops 13:47 paramat *:] 13:47 juhdanad Is that an "I have an idea" smiley? 13:50 Zeno` it's needed 13:50 Zeno` so we don't have to look at hundreds of lines of code 13:50 Zeno` it costs nothing for a release build 13:51 Zeno` and is good practice 13:51 nrzkt Zeno`: it costs a beer, it's the minimum 13:51 juhdanad Okay, I see (I'm just inverting *_light_incomplete). 13:52 Zeno` juhdanad, you don't have to do that if you don't agree with me. I just think that it's kind of strange (as I said... almost a double negative) 13:53 juhdanad I chose incomplete because this is when I actually have to do something. But complete makes more sense. 13:54 Zeno` I think so... 13:58 paramat it's an embarrassment or explody-head smiley 13:59 paramat but could also be an idea smiley 14:01 juhdanad Successfully inverted, now re-debuggign... 14:07 Fixer nrzkt: client-side mobs will be possible with CSM? 14:12 juhdanad I just got this: WARNING[Main]: createPlayingSoundAt: out of memory 14:13 paramat any fire nearby? 14:13 sfan5 Fixer: why would you want client-side mobs 14:13 juhdanad Yes, a huge lawa cast. 14:14 juhdanad *lava 14:14 Fixer sfan5: less laggy :) 14:14 paramat lava cooling in huge amounts might do that 14:25 juhdanad Zeno`: pushed! 14:37 paramat i support a height setting for #3956 any more opinions? 14:37 ShadowBot https://github.com/minetest/minetest/issues/3956 -- F10 console covers the entire viewport/screen 14:40 juhdanad paramat: you can use the mouse wheel to roll the chat. If you rolled to the last entry, the char window should begin to roll upwards. 14:40 juhdanad *chat 14:46 Shara I don't think the mouse wheel has anything to do with this. 14:46 Shara But unless anyone voices strong objections, will look at something for it. 14:47 onez` the point is that f10 opening a chat "screen" at full height of the monitor is stupid 14:47 onez` I have said this for a long time 14:47 onez` so has VanessaE 14:47 Shara It's one I have been wanting to work on. 14:47 onez` it's ridiculous 14:48 * VanessaE mumbles 14:48 onez` Shara, please work on it 14:48 onez` nobody sane liked the change in the first place 14:49 VanessaE imho both f10 and t / should just open a 1/4 to 1/3 height console and be done with it. 14:49 VanessaE i.e. make them all do the same thing 14:49 Shara I simply want an option for the old height. 14:49 * paramat just realises who onez is 14:50 Shara Which was 60% 14:50 Shara t also seems ridiculously tiny to me, but then I never use it. 14:51 onez` 60% is what is was before? 14:51 Shara Yes 14:51 onez` ok, put it back 14:51 Shara Put it back or make it an option? 14:51 onez` either 14:51 onez` I don't care if it's an option but I don't care if it's just 60% hard coded either 14:52 onez` I've always hated this change 14:52 Shara I expect people would groan/moan/shake fists if it was simply reverted now, because people get used to things. 14:52 Shara And people with small screens might love it... 14:52 Shara So I think option is better. 14:52 onez` yeah well, option is easy enough to add 14:53 Shara Will look at it then. 14:53 onez` thanks 14:54 paramat yeah a setting has support 14:55 juhdanad Could someone review #5114 to prevent compiler warnings? (6 lines) 14:55 ShadowBot https://github.com/minetest/minetest/issues/5114 -- Fix after hardware node coloring by juhdanad 14:56 onez` juhdanad, how about I just merge it? 14:56 onez` if there are no objections I will in 10 minutes 14:57 juhdanad That would cause conflicts amongst devs... 14:57 onez` would it? We don't have conflicts! 14:58 onez` none of us compile using MSVC 14:58 onez` on Linux it makes no apparent difference 14:58 onez` so it's trivial imo 15:00 onez` paramat, any objections? 15:00 paramat looking 15:01 juhdanad (I meant that you will argue again that someone merged something without asking others) 15:01 paramat seems ok to me 15:01 onez` I did ask though :) 15:01 onez` ok paramat I'll merge in 10 mins 15:01 paramat +1 15:06 paramat onez` please could you add your approval to the PR so it looks approved? 15:10 onez` merging now 15:13 paramat thanks 15:14 juhdanad Me thanks! I should have been more cautious. 15:45 paramat #5122 is fairly trivial might merge later 15:45 ShadowBot https://github.com/minetest/minetest/issues/5122 -- Dungeongen: Fix selection of diagonal corridors by paramat 15:48 paramat now to add stairs to desert dungeons i need to add a mapgen alias to mtgame 15:59 paramat game#1529 15:59 ShadowBot https://github.com/minetest/minetest_game/issues/1529 -- Dungeons: Add mapgen alias for desert stone stairs by paramat 16:20 paramat sfan5 and all. ok with stairs in desert stone dungeons too? #5102 updated 16:20 ShadowBot https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to desert and sandstone dungeons by paramat 16:21 juhdanad Yes, it would be good. 16:47 paramat game#1528 can anyone approve? then i'll merge it later 16:47 ShadowBot https://github.com/minetest/minetest_game/issues/1528 -- Fix smooth lighting by numberZero 16:49 paramat later i'd like to merge games 1479 1528 1529 17:05 sofar it does add one more face to the model 17:06 juhdanad Yes, to make interpolatio correct. 17:06 juhdanad *interpolation 17:07 sofar was there a problem with the geometry? 17:07 juhdanad I don't think so. 17:07 sofar paramat: :+1: for game1528 from me 17:25 juhdanad VanessaE: the paint API is done, any suggestions are welcome. game#1530 17:25 ShadowBot https://github.com/minetest/minetest_game/issues/1530 -- Add paint API by juhdanad 17:26 VanessaE juhdanad: I'm already working on something like that 17:26 VanessaE see unified dyes 17:27 VanessaE (or rather, I have a working implementation; I'm working on making coloredwoods mod work right) 17:27 paramat ok 17:39 red-001 could someone review #5071? 17:39 ShadowBot https://github.com/minetest/minetest/issues/5071 -- Rename functions in the minetest namespace to be more consistent. by red-001 17:51 paramat will merge games 1479 1528 1529 in a moment 17:58 paramat merging to game 17:58 red-001 hi nrzkt 18:01 nrzkt hi red-001 18:03 nrzkt red-001, does chat colorization works in #5113 ? 18:03 ShadowBot https://github.com/minetest/minetest/issues/5113 -- [CSM] Add function to get the name of the player and functions to colour chat. by red-001 18:04 paramat merged 18:06 red-001 it should but I don't have the correct dependences to test it 18:06 nrzkt red-001, what is missing ? 18:07 red-001 not sure, I think it's freetype 18:07 nrzkt you don't have freetype ? 18:09 red-001 it's that or gettext 18:10 red-001 huh I could add freetype, I have a copy of it but I don't have it set in cmake 18:20 * red-001 gives up and decides run an x-server on windows 10 is easier 18:21 * red-001 meant to say "running" instead of "run" 18:27 red-001 well that worked 18:30 nrzkt red-001, can you provide an example and a screenshot on PR ? 18:30 red-001 sure as soon as it finishes building 18:34 nrzkt oh ! i found a duplicate code on server side mod loading 18:35 nrzkt seems we check world.mt mods before loading and do exactly same thing when loading 18:43 paramat any objections to updated #5102 ? will merge with #5122 in 2 hours 18:43 ShadowBot https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to desert and sandstone dungeons by paramat 18:43 ShadowBot https://github.com/minetest/minetest/issues/5122 -- Dungeongen: Fix selection of diagonal corridors by paramat 19:36 sofar https://github.com/minetest/minetest/issues/1367#issuecomment-275489654 19:36 sofar #1367 idea to implement 19:36 ShadowBot https://github.com/minetest/minetest/issues/1367 -- Proper display of text on the surface of a node(box) 19:36 sofar any takers? bounty! 19:37 sofar VanessaE: your comments welcome since you opened that one originally 19:39 VanessaE seems like a good start 19:43 VanessaE I think as long as the node type doesn't matter (e.g. a mesh should work the same as a block), then I think you've covered everything 19:44 VanessaE except, "Note: we should only ever use monospaced fonts" signs_lib uses proportional fonts. 19:45 sofar I don't want to go there 19:45 VanessaE (though the size scalar can make up for the extra space needed for a mono font) 19:45 sofar everyone can understand how simple placing monospaced characters in a grid is 19:46 VanessaE yup 19:46 sofar with non-monospaced, you won't ever know if stuff people wrote will fit beforehand 19:46 VanessaE agreed 19:46 sofar could be 25 characters or 88 with proportional 19:46 VanessaE it was only a minor point 19:46 sofar iiiiiiiiii :) 19:46 VanessaE WWWWW :) 19:47 sofar I do want a few fonts, though, in the end, to be included 19:47 sofar and they can be large for all I care 19:47 sofar not sure how to handle that 19:47 sofar http://txt.static.1001fonts.net/charmap/ttf/0/pc-senior.regular.character-map-1.png 19:47 sofar http://txt.static.1001fonts.net/charmap/ttf/0/november.regular.character-map-1.png 19:47 sofar those are great 19:48 VanessaE the first one reminds me of the old VGA ANSI font 20:12 paramat will merge 5102 5122 in a moment 20:23 paramat merging to engine 20:24 nrzkt #5102 #5122 20:25 ShadowBot https://github.com/minetest/minetest/issues/5102 -- Dungeons: Add nodebox stairs to desert and sandstone dungeons by paramat 20:25 ShadowBot https://github.com/minetest/minetest/issues/5122 -- Dungeongen: Fix selection of diagonal corridors by paramat 20:28 paramat merged 20:31 paramat the smooth-lit nodeboxes are stunning, i've been standing in dungeons in a state of shock from seeing stairs that actually look part of the world 20:37 sofar same experience for me, I swear I don't recognize scenes anymore 20:38 paramat 0.4.15 was a great release but already we have made huge improvements, light curve, smooth lighting and hopefully soon most lighting bugs fixed 20:57 nrzkt is this me or github bugs ? 20:57 nrzkt https://github.com/minetest/minetest/pull/5123 20:57 nrzkt i opened this PR 2 Mins ago 20:57 sofar haha 20:58 rubenwardy lol 20:58 rubenwardy not a bug - he commented on the commits which are days old 20:58 sfan5 nrzkt: nope not a bug 20:59 nrzkt sfan5, it's very strange, why sfan5 comment is on this PR as it's not this PR ? 20:59 sfan5 the minetest:client_side_modding branch does not have those commits so it shows them when you try to merge into it 20:59 sfan5 the comment is on a commit in your pr 20:59 nrzkt yes i will rebase master -> csm now and csm -> mypr 20:59 sfan5 not on the pr itself 20:59 nrzkt very strange behaviour 20:59 rubenwardy could use a git pull --rebase 20:59 nrzkt not very natural 20:59 rubenwardy oh, ^^^^ 21:00 nrzkt rubenwardy, pull rebase is useless as CSM branch upstream need rebase 21:00 sfan5 you will need to rebase your pr onto minetest:client_side_modding as it seems to have history differences 21:00 rubenwardy pull rebase on the branch, not the pr 21:00 nrzkt no need to pull rebase, seems you don't understand rebase != pull rebase :p 21:00 rubenwardy meh 21:00 sfan5 and you definitely need to keep the fixes from master out of the csm branch 21:01 nrzkt yeah better, that's good now with everything up to date 21:02 nrzkt this PR add clientmods loading 21:02 nrzkt i moved prview.lua from builtin to a preview mod to show all works properly as intended 21:03 nrzkt i reused our ModConfiguration class to make it an interface for both server and client, sharing massively code 21:04 nrzkt + little code cleanups, sfan5 if you get time to review to fix that point in #5088 21:04 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 21:09 nrzkt sfan5, nore onez` rubenwardy sofar #5123 is ready to review for a merge in CSM branch 21:09 ShadowBot https://github.com/minetest/minetest/issues/5123 -- [CSM] Implement client side mods loading by nerzhul 21:10 nrzkt one thing i want with CSM branch is stop working in the branch when security is sufficient, and retrieve the old minetest master workflow, permitting to have better user base and maybe more PR :) 21:16 sofar nrzkt: so that loads client side mods from ~/.minetest/clientmods/ right? 21:17 sofar I don't see it send mods from the server to the client? 21:17 nrzkt sofar, shared_dir atm, but it's easily modifiable in ClientModConfiguration to add paths, and this is a good idea 21:17 sofar why does it need to parse world.mt? 21:17 nrzkt sofar, it's not the goal of this PR, the goal is to have pure client side mod in this pr 21:17 nrzkt it doesn't 21:18 nrzkt where did you see it ? warning, i added child class for server and client in ModConfiguration to split the loading locations 21:18 rubenwardy true client side modding requires subgames/server mods to be able to send code - but it's okay to leave that for later 21:18 rubenwardy which is the plan it seems 21:18 sofar ok, just making sure i understand how far along this code is getting 21:19 nrzkt rubenwardy, making things work properly and after adding features, 5088 is a huge PR atm, adding more things could be done before release after 5088 merge 21:19 nrzkt but things should be well discussion and think as it's a very waited feature, and we will need a CSM modstore, it's mandatory 21:20 nrzkt a model like ansible galaxy could be interesting, using github repository to fetch mods 21:20 rubenwardy I'm working on a mod store again, and it supports client mods 21:20 nrzkt okay, whihc language 21:21 rubenwardy NodeJS/ES6 due to good support 21:21 nrzkt arf 21:21 nrzkt nodejs :( 21:22 rubenwardy I quite like Flask, but I don't like Python as much as es6 21:22 nrzkt hopefully modstore will not need high traffic 21:22 nrzkt flask is very lightweight and easy to use :) 21:22 rubenwardy python though 21:22 nrzkt and nodejs required thousands of library to do a real thing... 21:23 nrzkt like this: https://www.npmjs.com/package/is-nan 21:23 rubenwardy you don't need to use that 21:23 nrzkt or this: https://www.npmjs.com/package/is-positive 21:23 nrzkt xD 21:23 rubenwardy every language is used wrong in some way 21:23 Fixer IE6 support? nice 21:23 nrzkt Fixer, no, netscape navigator 6 21:24 nrzkt rubenwardy, i don't talk about you, but about maintainer of libs you need :( 21:24 nrzkt rubenwardy, with new modstore can we register mods ourselves ? and is there any rating ? some moderation ? 21:24 nrzkt ourselves = users 21:24 nrzkt where are modstore specs ? it's a very very very critical feature with CSM 21:26 nrzkt sofar, i added misssing path_user/clientmods 21:26 nrzkt it's now supported 21:26 nrzkt path_share + path_user :) 21:32 nrzkt this is a good one: https://www.npmjs.com/package/mkdirp 21:32 rubenwardy ...fs 21:32 nrzkt 1M download per day for a recursive mkdir :p 21:32 rubenwardy there is the fs library for that 21:32 nrzkt 8671 libs depends on it :p 21:33 sfan5 rubenwardy: make sure to use left-pad 21:33 nrzkt sfan5, exact :p 21:34 rubenwardy this project uses C++, yet you don't like Nodejs 21:36 nrzkt use libmicrohttpd + jsoncpp and apache :p 21:37 nrzkt my IRC bot uses that to read github/gitlab hooks :p 21:45 nrzkt i will squash some common author commits in CSM branch to reduce the branch footprint on rebases, squashing 2 red-001 commits and 3 of mine 21:49 red-001 ok 21:52 nrzkt sfan5, sofar and red-001 (why not you help us :) ) please review at #5123 or add comments to permit merging :) 21:52 ShadowBot https://github.com/minetest/minetest/issues/5123 -- [CSM] Implement client side mods loading by nerzhul 21:56 red-001 I would prefer for the client sided mods to be in /client/mods 21:57 sofar nrzkt: attempting to focus on actual paid work atm ;) 21:57 red-001 not that I mind too much 21:57 nrzkt it's possible, but what do you want to add in client folder except mods ? 21:58 nrzkt sofar, i hope you will share pair work with us as we do many things to make this possible 21:58 sofar I wish :) 21:58 nrzkt sofar, and i need your review & approval on 5123 instead of adding more and more PR to this pr 21:59 sofar well I've been going over it a few times, just not enough to feel confident 21:59 sofar i mean, it looks squeekie clean already to me 21:59 sofar but that means I got to actually read it 21:59 sofar :) 21:59 red-001 well the client folder already exists and if some sort of data storage api is added to the client it could be in another folder in /client 21:59 nrzkt squeekie ? what is that 22:00 nrzkt google translate it in french with squeeze... and that doesn't mean anything in french xD 22:01 red-001 squeekie clean means very clean 22:01 nrzkt thanks for the translation :p 22:01 nrzkt strange word 22:01 red-001 it's a figure of speech 22:01 sofar it's like when you clean something so well, it squeeks when you rub it afterwards 22:02 red-001 ^ 22:02 nrzkt okay :p 22:09 rom1504 http://www.urbandictionary.com/define.php?term=squeekie 22:14 nore nrzkt: #5123 looks good to me, but I haven't tested it 22:14 ShadowBot https://github.com/minetest/minetest/issues/5123 -- [CSM] Implement client side mods loading by nerzhul 22:35 paramat in the UK we say squeaky clean, spelt 'squeak' 22:38 sofar nrzkt: for( if( ... lines 308, 328, 332 22:38 sofar yawn, I can't see anything wrong with the code but really, I don't know this part of the core that well 22:38 sofar nrzkt: +1 otherwise 22:39 nrzkt sofar, you mean here ? https://github.com/minetest/minetest/pull/5123/files#diff-516797c75a56873a5d67ac35f5bbef2dR308 22:39 sofar yeah that section 22:40 nrzkt it's a pure move from ModConfiguration to ServerModConfiguration, algo is strictly same 22:40 sofar yes, but you should fix it up anyway :) 22:43 nrzkt code style or something else ? 22:46 rubenwardy code style 22:46 rubenwardy nrzkt: for( if( ... lines 308, 328, 332 22:46 sofar yes, just code style 22:47 nrzkt okay i'm fixing it 22:51 nrzkt sofar, fixed 23:02 nrzkt i have a politics question, if CSM is merged and fully operational for next release, can we bump to 0.5 ? it's a real improvement :) 23:03 nrzkt or maybe remove the first 0 and call it 5.0 :) 23:03 sofar only if you change the coordinate system to be 64bit per axis 23:03 rubenwardy we're basically using semvar with a 0. in front 23:03 sofar I want to build worlds as large as the universe 23:03 nrzkt 32b mapblocks coords too ? :p 23:04 nrzkt 64b is very huge yes :p 23:04 sofar that doesn't work? 23:04 nrzkt atm we are stuck on a u16 23:04 sofar yup 23:04 nrzkt and no that doesn't work out of the box, it breaks many things, especially in net protocol 23:04 sofar yes 23:04 nrzkt and maybe the map serialization 23:04 sofar yes 23:06 nrzkt fucking u16 23:06 nrzkt celeron55, is this you ?? 23:06 nrzkt :p 23:07 celeron55 well for where minetest started, it could be u8 23:07 nrzkt u8 ! ow 23:07 * sofar snickers 23:07 nrzkt stuck in a tiny room 23:07 sofar "virtually endless" 23:07 celeron55 don't fret so much you silly 23:07 rubenwardy "almost nearly infinite" 23:08 nrzkt u64 powa 23:08 sofar also, for 0.5, I request a better name 23:08 nrzkt minetest-finite ? :p 23:09 celeron55 how about instead of requesting things just doing things 23:09 nrzkt 0.5 is good for a big feature but breaking things can wait after CSM i think 23:09 rubenwardy Map size is mostly dick waving, anyway 23:09 celeron55 the 16-bit map size is perfectly fine; you can only use like 1% of the coordinate space anyway before your disk fills up 23:10 nrzkt C++11 could be very good also :( 23:10 nrzkt celeron55, this is wrong, especially because of comrpssion, on my server i ask MT to generate all mapblocks it takes 14GB in my pgsql intance 23:10 rubenwardy well, currently surface space is more valuable than the whole 31,000 - but still, in singleplayer it's pretty good 23:11 celeron55 nrzkt: so how much more do you want it to take? 23:11 sofar currently you can't convert e.g. westeros 23:11 nrzkt rubenwardy, you can go to world end in less than 1 month of regular playing 23:11 sofar since it's too large for MT 23:11 sofar so, it's certainly limiting for some players 23:12 nrzkt celeron55, i don't want to take all disk ,as it's not possible to generate all, but generating 32b map permit to virtually have infinity of mapblocks if player goes forward 23:12 sofar I calculated once that it would take less than 5hrs of play time to walk from -32k to +32k 23:12 nrzkt i already saw some players who goes to map limits on my server (and this make server crash sometimes as it's not very well handled 23:12 rubenwardy yeah - that's pretty much the only reason I'd want larger maps, to allow world building like that 23:13 rubenwardy Although, personally, I think Minetest has bigger problems than map size, however :P 23:13 sofar 27 days of game days :) 23:13 celeron55 well, go ahead and change it and measure performance; we'll see 23:13 nrzkt minecraft has larger map and better performance atm 23:13 nrzkt not only in rendering 23:14 celeron55 is that news to someone 23:14 nrzkt no, but that mean we can enhance our code :p 23:16 nrzkt i'm off, see you :) 23:16 nrzkt thanks sofar for the review 23:17 celeron55 switching the versioning to 5.0 is ok to me 23:18 celeron55 it's a good single opportunity to gather some attention - which means: do it when there is something to see 23:19 celeron55 if client-side scripting or something similar is merged into master for a release, that's a big enough thing 23:19 sofar that and the lighting by itself 23:19 celeron55 it would be wasteful not to ask for some extra attention 23:21 red-001 Well I guess all the people that want 0.5 will finally get their wish fulfilled 23:24 rubenwardy I agree with that 23:25 garywhite So wait, MT is going to 0.5.0? 23:25 sofar it seems people want it to 23:25 sofar and nobody opposes 23:28 garywhite But #4528 should probably be fixed cause some people might be uneasy with ZIP files, i.e. my security program automatically tells me an EXE is safe or not, but not a ZIP. 23:28 ShadowBot https://github.com/minetest/minetest/issues/4528 -- minetest 0.4.14 64bit crashes at startup on Windows 10 Pro 64bit: debug.txt permissions/path problem 23:30 sofar we just need a windows developer who can make a decent installer work for us, I think 23:31 garywhite Hmm...What about telling it to install to My Documents? 23:31 garywhite In M$ Virtual PC, your VMs default to a folder in My Documents 23:31 garywhite & that was designed for XP/Vista 23:32 red-001 well it shouldn't be that hard 23:33 red-001 just make a special build for windows install that uses diffrent paths 23:33 garywhite & My Documents has no UAC read/write issues 23:33 garywhite Like Program Files does 23:34 rubenwardy It would be better for Minetest to do Windows properly 23:34 red-001 ^ 23:34 rubenwardy and be able to be installed to program files 23:34 Calinou use the semi-standard C:\Games as a last resort 23:34 rubenwardy that way it can be installed in bulk, eg in schools 23:34 garywhite rubenwardy: True, but as a temporary fix 23:34 Calinou it's better if it goes to %PROGRAMFILES% though :) 23:35 rubenwardy currently C://Games/Minetest is the default install dir 23:35 red-001 doesn't this already work correctly on linux/unix? 23:35 rubenwardy yes 23:35 red-001 this sounds like an easy fix 23:36 garywhite Or for that matter, do it the Win95 way and just install to C:\Minetest 23:38 sofar do it right, or don't do it at all 23:38 red-001 ^ 23:38 sofar let's not half half it 23:38 Calinou C:\MINETEST\MINETEST.EXE 23:38 Calinou this is actually 8.3 :) 23:39 garywhite Yeah, but is there a MT dev who works with WIN and knows how to work with installers? 23:39 rubenwardy There is an installer 23:39 rubenwardy I used to make one 23:39 rubenwardy I just lost access to windows 23:39 rubenwardy It just installs to C://games/ to avoid this problem 23:40 garywhite Why'd you lose Windows access? 23:41 rubenwardy I blame UEFI 23:41 rubenwardy Although it's probably my fault 23:41 rubenwardy I corrupted my Windows partition 23:41 garywhite No backup disc? 23:41 rubenwardy or at least the MBR 23:41 rubenwardy Haven't got around to fixing it 23:42 garywhite VM works too 23:44 sofar I could test it plenty, but I have no idea how to make one 23:44 garywhite winworldpc.com has all versions of Windows from 1.0 to 2000 because MS doesn't care about them anymore 23:48 rubenwardy sofar: https://gist.github.com/rubenwardy/5397343