Time Nick Message 00:28 celeron55 we're in big trouble; i've just gotten an email 00:28 celeron55 --- 00:28 celeron55 minetest is not open source. 00:28 celeron55 http://searchenterpriselinux.techtarget.com/definition/open-source 00:28 celeron55 go to this website to learn what open source means. If it was open source, i would be able to read 100% of the code of every individual file and.class etc of minetest. however, we cant, so it is not open source, itwould be partically open or "semi-open". 00:28 celeron55 --- 00:29 celeron55 i don't know what kind of drugs this one is on but surely something 01:11 sofar celeron55: send him the address of the FSF, I'm sure they'll help him sue us 06:22 sofar I'd really like the sneak PR to get merged 06:55 VanessaE oh great 06:55 VanessaE 2017-03-13 07:55:18: ERROR[Main]: ServerError: AsyncErr: environment_Step: OOM error from mod 'mesecons' in callback environment_Step(): not enough memory 06:55 VanessaE 2017-03-13 07:55:18: ERROR[Main]: Current Lua memory usage: 972 MB 06:56 VanessaE just started today 06:56 VanessaE fixer jinxed me :P 07:07 nerzhul merging #5368 07:07 ShadowBot https://github.com/minetest/minetest/issues/5368 -- GUI: Allow texture packs to customize the progress bar by kilbith 07:48 VanessaE tried Fixer's idea to grab luajit 2.1 and enable GC64. that got the affected server going again. 08:11 VanessaE for the record, clone luajit, switch to remote branch "v2.1", open src/Makefile and uncomment "XCFLAGS+= -DLUAJIT_ENABLE_GC64" (line 114 at the moment). save, compile, then recompile minetest against it. 11:02 paramat closed game#1594 11:02 ShadowBot https://github.com/minetest/minetest_game/issues/1594 -- Add shape_type and base_material attributes to the shaped items definition by bell07 11:51 nrzkt coredevs, i rebased a last time CSM branch (#5088), please add your approvals on the PR (using GH approvals if possible) for merging this branch to master this week. and look at my last comment 11:52 nrzkt #5088 11:52 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 11:52 nrzkt seems ShadowBot doesn't recognize previous syntax ShadowNinja 13:52 Fixer celeron55: phishing email? 14:06 VanessaE what's the cause of this? http://pastebin.ubuntu.com/24170793/ 14:07 paramat #5386 14:07 ShadowBot https://github.com/minetest/minetest/issues/5386 -- Get biome list: Downgrade missing biome message to infostream by paramat 14:07 VanessaE Fixer: I finally had to build luajit with GC64 enabled. started getting OOM crashes last night 14:07 Fixer VanessaE: hah 14:07 Fixer i reverted to 2.1.0-beta 14:07 Fixer since i had lua related crashes 14:08 VanessaE Fixer: weird. the above error happened before the update, just fyi 14:08 Fixer VanessaE: it is not lua oom 14:09 Thomas-S paramat, can you maybe review game#1580? It is actually quite a trivial change. Thanks in advance! 14:09 ShadowBot https://github.com/minetest/minetest_game/issues/1580 -- Change doors to default.can_interact_with_node() by Thomas--S 14:10 paramat core.node.dig on an unknown node? 14:11 paramat the code allows for nil 'def' in some parts of the code and not others 14:11 VanessaE paramat: I have no idea. the last thing that was dug was a routine mesecons lightstone, which are very much defined. 14:11 paramat (but not others) 14:11 VanessaE could be a nodebreaker somewhere doing the digging, those have a nil player def I think 14:12 glut32 Hi all, I have a question: witch version of irrlicht do you use in travis? 14:13 glut32 (sorry to break the discution) 14:13 est31 glut32: I think its the one in ubuntu precise 14:13 est31 which is 1.7.2 14:14 VanessaE hm, no, this ain't about the player def... 14:15 paramat https://github.com/minetest/minetest/blob/master/doc/lua_api.txt#L2530 14:15 paramat indeed the 'def' is a nodedef 14:16 VanessaE note the "error from mod '' " though... empty string 14:18 paramat i have almost reviewed game 1580, and would like to to help out, but am v.busy with higher priorities 14:19 VanessaE mmmh 14:20 glut32 est31 : thanks :) 14:25 VanessaE no offense, paramat, but the engine failing to accurately report a crash ought to be far higher priority than 1580, but I wasn't really expecting you to drop what you're doing and look (you're not the only dev here :) ) 14:50 Fixer third kind of jitter? https://i.imgur.com/mphF6v0.png 14:50 VanessaE and will someone please fix this crap? 14:50 VanessaE 2017-03-13 15:50:11: WARNING[Server]: ServerEnv: Trying to store id = 64828 statically but block (49,1,41) already contains 1683 objects. Forcing delete. 14:51 nrzkt just fix the mod which spawn many tings 14:51 VanessaE Fixer: that's more likely routine, large mapblock updates, like a mesecons circuit or something 14:51 Fixer VanessaE: no thats clear world on newest minetest with sleep at 10 ms 14:52 VanessaE nrzkt: my block limit is 500, and we've already wrung out everything that produces entities on the server in question. 14:52 nrzkt seems it's not the case 14:52 VanessaE Fixer: oh ok. no idea then, unless it's blocks being loaded. 14:52 VanessaE nrzkt: been there, done that. this is the engine either creating new entities out of nothing, or failing to return valid results to things like "get objects in radius" and has persisted for years now 14:53 nrzkt if i remember we have in master a check to prevent that, no ? 14:53 VanessaE evidently not. 14:54 VanessaE again, my configured objects per block limit is 500. no matter what my mods do, the engine should never exceed that (let alone continue to increase once it does) 15:02 Fixer holy shit kind of jitter on default: https://i.imgur.com/ucuXylg.png 15:02 Fixer 135ms 15:02 Fixer i seen 200ms once 15:03 Fixer in forests 15:34 paramat VanessaE i agree about the priority, but i did look at your bug, i traced the error in the pastebin through, linked to lua_api and mentioned what may be the cause 15:43 red-001 nrzkt, I think that the way in which you added the setting for disabling csm might have broken death/respawn screen 15:46 red-001 maybe disable loading mods other then builtin instead of disabling all of csm? 15:49 nrzkt red-001: it was what i think 15:49 nrzkt can you add this comment on the GH topic ? 15:49 red-001 sure 15:49 nrzkt i think about this screen but forgot this 15:49 nrzkt i think we can keep the builtin part because it's very trivial think, no mod, no callbacks 15:50 nrzkt except core ensured callbacks 15:50 * VanessaE grumbles at paramat 15:52 nrzkt red-001: tell me if i'm right: we can open a client side formspec using register_on_step if we want ? 15:52 nrzkt it's a stupid event , but it's possible no ? 15:52 red-001 I think so 15:53 red-001 it sounds like a bad idea 15:53 nrzkt yes ofc 15:53 nrzkt just a possibility, stupiod mais possible with the current evnet 15:53 kilbith s/mais/but 15:54 nrzkt lol 15:54 nrzkt speaking french and english to two people at the same time does speakshake :D 15:54 kilbith brainfarts happen 15:54 nrzkt sorry for my big fingers :) 15:59 paramat 'engine failing to accurately report a crash' do you mean the mod being ''? 16:00 VanessaE ...and the missing backtrace (i.e. what line in what mod triggered the crash, if any) 16:01 VanessaE (having the "stack traceback" give a redundant line pointing to game/item.lua is not useful) 16:01 paramat even with gdb and debug build? 16:02 VanessaE it's a debug build, but not running under gdb - this is a production server after all. 16:02 VanessaE that paste constitutes the entire error message before the log separator. 16:03 paramat hm well bug reports are often not great 16:04 VanessaE I get that, but when the engine tells me the mod is '' and no reference to find the bug on my end, I'm left with only one option: yell in here. 16:06 paramat hehe 16:08 sofar nrzkt: that's certainly a dilemma. I'd love it if CSM could be trivially disabled, but honestly I think there's no reason to if its designed well 16:08 sofar how about 16:09 sofar we disable loading code over the network but allow local / builtin client mods? 16:09 sofar or maybe even a switch to only allow builtin client mods 16:12 nrzkt there is no loading code over network at this moment and it's not intended to be done shortly 16:12 nrzkt there is only local mods which should not be added without knowing MT at this moment 16:13 nrzkt but i accept for maybe stability reasons and API changes to keep it disabled at first for next release, permitting to enhance local mods 16:13 nrzkt but, maybe enable mods should only enable mod loading , keeping the current lua builtin stack loaded, because it handle the death formspec now 16:14 nrzkt and we can for release move some trivial things from core to lua (example game main menu 16:14 nrzkt to builtin* 16:22 Fixer https://i.imgur.com/uFoRHse.png interesting spikes 16:24 Fixer not related to mesh updates but quite big 16:24 Fixer even with antijitter 16:48 ShadowNinja nrzkt: Yeah, it uses the regex r"(?:^| )#([0-9]+)\b" (it doesn't use a \b at the beginning because Python's regex parses doesn't recognize the start of the string as a word break). 16:48 nrzkt okay 16:52 ShadowNinja Actually, I looked it up and that doesn't seem to be the reason. But it could be changed to r"(?:^|\W)...". 16:55 ShadowNinja nrzkt: (#5088) 16:55 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 16:55 nrzkt nic 16:55 nrzkt e 16:57 VanessaE nrzkt, sofar for G*d sakes do NOT require users to install their own copies of mods!! 16:57 VanessaE (for CSM) 16:58 nrzkt VanessaE: in fact you didn't understand the current state 16:58 sofar VanessaE: small development steps 16:58 VanessaE that's fine, 16:58 VanessaE but I'm responding to, 16:58 VanessaE [03-13 12:09] we disable loading code over the network but allow local / builtin client mods? 16:58 sofar VanessaE: I don't think in the end that any user would, although it will help slow load times if they do 16:58 nrzkt we are working on it, server don't send mods, we should have a client side API first, with local mods, maybe a store permitting to have client side customizations from modders and, when security will be very very very very very strong, maybe we will string server to client sending 16:59 VanessaE absolutely not, under any circumstances, should one require users to seek out their own local copies of mods 16:59 sofar VanessaE: umm no 16:59 nrzkt the principle for the first release is to have client side mods for customize client, listening for server standard events 16:59 sofar VanessaE: under no circumstance should a user ever be FORCED to take a server's copy of a client mod 16:59 VanessaE no! 16:59 nrzkt sofar: agreed 16:59 sofar no! 16:59 VanessaE MC went that route and it was a total cluserfuck 16:59 VanessaE cluster* 16:59 sofar VanessaE: what you want you'll get 17:00 sofar VanessaE: but to get there *safely* things have to evolve a certain way 17:00 nrzkt VanessaE: please don't send dreambuilder on android client you will trigger a galaxy S8 burn :p 17:00 VanessaE if the user wants to disable receiving of CSM from a server, that's just fine, but don't ever require them to seek out their own copies. 17:00 sofar we don't require anything 17:00 sofar it will never be a requirement 17:00 VanessaE ok 17:00 sofar maybe a server operator may force them to, though 17:00 sofar but the engine won't 17:01 nrzkt VanessaE: at this moment there is no real question, server don't send mods, he just send normal data, and mod can listen normal data and read it, maybe triggering some UI events, but that's all for first release (on release +2, not next release) 17:01 sofar nor would we force that in e.g. mtg 17:01 kilbith I'm siding with sofar on that matter, fwiw 17:01 VanessaE I think I can guarantee you that no server owner will require it either, because that just makes more support work for us. 17:01 VanessaE (us as server operators I mean) 17:01 nrzkt VanessaE: no 17:02 nrzkt VanessaE: in fact, you can ask your users to install a local mod from MT modstore to enhance their game life, and you maintain yourself your mod on modstore 17:02 VanessaE no. 17:02 nrzkt and we should i think guarantee mod updates to client (if enabled) 17:02 sofar the thing I can see happening right now is that there will be CSM ambiance mods 17:02 sofar since those will be possible very soon 17:02 sofar and yes, server operators WILL tell players about it 17:02 nrzkt sofar: it's nearly possible with the current API, you can also spam player formspec with ads purely clientside if you want :p 17:02 sofar and for now, players WILL have to install them locally 17:02 nrzkt sofar: moreover they should code it themselves too :p 17:03 sofar nrzkt: can we have client-side http api pls? 17:03 sofar and load resources? 17:03 VanessaE yes, they will, until they get sick of telling players. it's bad enough when we have to tell our players to upgrade to a current stable build (let alone dev builds). you want us to start telling our users to go fetch this or that random mod? 17:03 sofar then we can solve the skinning problem :D 17:03 sofar also, external download of music tracks 17:03 nrzkt sofar: atm it's not the case, but after merge just plug ModAPIHTTP class to ClientScripting and that's all 17:04 nrzkt (maybe filter allowed functions) 17:04 sofar oh 17:04 sofar even better 17:04 sofar let's do it without http 17:04 sofar let's use mod channels instead 17:05 nrzkt VanessaE: on my server i have a formspec with rules, saying copy the phrase somewhere i nthe rules else you will be kicked from server , and users are not stupid they are doing it if they are interested, and spammers are kicked 17:05 sofar have each client send skin texture to the server :D 17:05 sofar (horribly insecure, but, it works) 17:05 nrzkt sofar: i'm not sure it's a good idea for skins 17:05 nrzkt nude skins powa 17:05 nrzkt or nazi skins... 17:05 VanessaE nrzkt: you're lucky. on my servers, users are BRAIN DEAD when it comes to the rules formspec. 17:05 nrzkt VanessaE: sorry i am nespresso and you are a poor coffee :D 17:05 * VanessaE shrugs 17:06 VanessaE look, I'm just trying to stop you guys from making a project-breaking mistake here. 17:07 nrzkt there is no break, we are adding new features, and trying to think secure and modular without compromise users 17:08 VanessaE if it's good enough for every web browser in existence, it's good enough for Minetest. 17:08 VanessaE (as in javascript or java, assuming a site that isn't stupid about it) 17:09 VanessaE sending code to be executed on the client is not inherently unsafe if you're not stupid about what you allow the client to execute. 17:09 VanessaE (as in what you as the devs allow in the client-side of the engine) 17:09 VanessaE and I trust that you guys are not stupid 17:11 VanessaE the irony here is I have no plans to use CSM myself, and only maybe two mods in my entire archive would even benefit from it. 17:12 sofar a lot of people are not seeing the potential 17:13 sofar VanessaE: have you ever thought of client-side sign entities? 17:13 VanessaE nope, because the problem with signs already IS client-side. 17:13 sofar I can even do signs without entities, I think 17:14 VanessaE the server can't pre-render a static image, so the client has to composite all the text together, which is what makes signs entities slow 17:14 sofar well that part will unlikely ever get fixed 17:15 sofar even node face text needs rendering somehow 17:15 sofar although an actual font engine will beat anything we can cook up 17:15 sofar but, why bother keeping all these entity resources on the server? 17:15 sofar it's purely decorational 17:16 VanessaE the bottom line here is users are idiots. you can't expect, let alone demand, that they get this or that random mod just so that one server out of 200 works right, especially android users, for whom locally-stored mods are even more difficult to figure out 17:16 sofar heck, let the client make the sign entities 17:16 sofar VanessaE: I see zero problems like that 17:16 nrzkt sofar: also we can have a meteo mod in CSM, imagine a mod receiving custom event meteo from server and doing meteo wit ha client mod from store :D 17:16 sofar VanessaE: you'd be a stupid server owner and nobody would play on your server 17:17 sofar self-correcting problem, imho 17:17 VanessaE sofar: that's exactly the problem. now imagine for a moment: most servers have mobs of some sort - the one thing CSM should be best at. 17:17 nrzkt absolutely not 17:17 sofar oh fuck no 17:17 sofar mobs will never be client side 17:17 nrzkt mobs are server side entities 17:17 VanessaE what seriously? 17:17 sofar stop dreaming nonsense 17:17 VanessaE the one thing CSM is most needed for? 17:18 nrzkt lol 17:18 sofar you're dilusional if you think that mobs will be client side 17:18 VanessaE *facepalm* 17:18 sofar seriously, it won't ever happen 17:18 sofar it's not even remotely logical or feasible 17:18 nrzkt VanessaE: you are free to code a mod for this if api permit it and let players cheat :D 17:18 nore ^ I think mobs should be server-side except with some prediction client-side 17:18 sofar not just that, csm mobs will be worse than server side 17:18 nrzkt nore: prediction is difficult, we can only predict movements and it's hard to define 17:18 VanessaE nore: that's my point. the whole point of CSM was to allow stuff on the client that would be adversely affected by server or network lag. 17:19 nrzkt other parts are not predictable 17:19 sofar yes you can do plenty stuff client side to improve mobs, but they will stay server side 17:19 VanessaE or that's how CSM was supposed to have been 17:19 nore nrzkt: of course 17:19 nrzkt VanessaE: a better example is unified_inventory in CSM it's the concrete real example 17:19 sofar "predict mob walks to x,y,z in 3 seconds" -> message to client 17:19 nrzkt client side formspec, only inventory movement events sent to server without lags 17:19 VanessaE nrzkt: which all of my servers use, as do a number of others. 17:20 nrzkt formspecs local handling, HUD local handling are all the real CSM usage 17:20 nrzkt imagine a HUD with shaders effects, if we permit shaders (example particles 17:20 paramat ShadowNinja if you're around, are you ok with Krock as a new core dev for engine and game? 17:20 VanessaE paramat: dude, seriously offtopic ... 17:21 nrzkt VanessaE: don't be rude. it's channel for coredevs discussion 17:21 sofar "I'll allow it" 17:21 VanessaE nrzkt: yeah and we're in the middle of a different discussion :P 17:21 nrzkt VanessaE: not a problem just filter 17:22 sofar priority #1 for CSM mods: decoration, both visual and sound 17:22 ShadowBot https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome 17:22 nrzkt sofar: yeah 17:22 sofar hud, ambiance, cool particls 17:22 VanessaE anyway bottom line, you can be sure I won't ever consciously allow mods needing CSM on my servers, if it requires the end user to download *anything* other than a new client build. 17:22 sofar better chat 17:22 VanessaE (anything not sent by the server of course) 17:22 nrzkt sofar: yeah, i have a PR for a better chat protocol permit to have better handling client side 17:23 sofar VanessaE: It can't be required since it's client-side 17:23 sofar VanessaE: CSM can't force the client to have certain mods to connect to a server 17:23 rubenwardy in the future it should do (minus opting out) 17:23 sofar nor should it affect anything unless we have some sort of "does client have mod X" type message 17:24 sofar of course, if nrzkt makes some sort of messaging protocol like I've been begging him for, a server could indeed do that 17:24 sofar "hey, you can reply to this message? no? kick!" 17:24 nrzkt sofar: maybe we can add a message sending mod requirements to client 17:24 rubenwardy web#93 web#94 17:24 VanessaE any code the client needs to execute, that isn't already included in Minetest engine builds, needs to be sent by the server. 17:24 ShadowBot https://github.com/minetest/minetest.github.io/issues/93 -- Fix linter errors by rubenwardy 17:24 ShadowBot https://github.com/minetest/minetest.github.io/issues/94 -- Add platform dependent download link by rubenwardy 17:25 sofar nrzkt: inter-client/server mod messaging shouldn't be in a mod IMHO of course 17:25 VanessaE if the client wants to refuse it, I'm fine with that. 17:25 sofar I don't see anything right now that would ever force the client to run any csm 17:26 VanessaE as you just said, "can't reply to this message? kick!" is just fine with me, as long as CSM is enabled by default (once it's considered stable enough to actually use, of course) 17:26 VanessaE opt-out, not opt-in 17:26 nrzkt hey guys, i suggest to report the server to client mods later, when CSM pure client sid e will be merged and we will have sufficient API calls to make it interesting for everybody purely client side :p 17:26 sofar well that's a evil-server-operator option (opt-in) 17:26 twoelk abou the potential of CSM, do we have a thread on the forum and if not maybe he should have one, that lists the possible uses of CSM? 17:27 nrzkt twoelk: #5088 is the current discussion 17:27 twoelk -he+we 17:27 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 17:27 sofar we can't stop server operators being dumb or evil 17:27 VanessaE what's so dumb or evil about sending code to the client that the server operator trusts? 17:27 sofar they can already prevent many clients from connecting with strict version checks, for instance 17:27 Fixer weather/ambience/hud/physics 17:27 VanessaE if I trust a piece of code, shouldn't my users be able to trust it also? 17:27 twoelk dont make it too easy to be evil though 17:28 nrzkt VanessaE: imagine we allow for a reason http client, you send mod to client, http is allowed, i can have zombie machines for DDOS 17:28 sofar VanessaE: I wouldn't necessarily trust the server ops, no 17:28 paramat channel has parallel conversations :] 17:28 VanessaE nrzkt: no one's saying to allow things like THAT. 17:28 sofar the client should be highly conservative when it comes to trusting code from a server 17:28 VanessaE sofar: and I'm fine with that, too 17:28 Fixer at least allow weather/ambience/hud/physics mods 17:29 sofar weather is mostly particles and decoration 17:29 nrzkt sofar: if we have some server to client mods we should have a more and more restrictive lua stack, separated from client local mods, maybe 17:29 sofar should be easy 17:29 nrzkt Fixer: our first goal should be that 17:29 nrzkt i propose to open a github discussion after 5088 merge tagged as roadmap permitting to discuss about needs and have a checklist 17:29 sofar yes, it needs a new thread 17:30 sofar but you have to figure out what to do with 5088 first. I'd say merge it, but, shrug, not sure how others feel 17:30 Fixer +1 about checklist 17:30 nrzkt rubenwardy: no squash, i will fix messages 17:30 VanessaE merge it, disabled by default, for devs use only, assuming no further changes are needed. 17:31 twoelk I think a thread on the forum with a curatted list may also be usefull - as people there may have quite different ideas than those that use github 17:32 nrzkt twoelk: in fact GH is better because devs are consuming more time on github, and it permit to reference commits or PR easily 17:33 nrzkt then we can track the CSM part 2 easily 17:33 twoelk all true but pretty invisible for normal users 17:33 nrzkt twoelk: as you say, normal users 17:33 twoelk :-) 17:37 nrzkt see you soon i'm off for a moment, if more can add their vote on 5088 for a merge, maybe we can merge it in 4-5 hours permitting more users (on this chan) to test the current capabilities. I let preview mod as a playground for modders, as CSM is disabled by default (see minetest.conf) 17:44 Fixer sofar: there were some changes to screws, i can't rotate signs anymore it seems 17:44 paramat screws 17:44 VanessaE Fixer: make sure the sign has somewhere to go. 17:44 VanessaE e.g. an adjoining wall 17:45 Fixer i did 17:45 Fixer let me try again 17:46 Fixer nope, it does not rotate 17:46 sofar hmm I tried signs as the first thing 17:46 sofar which sign is it? 17:46 sofar mtg sign? 17:46 Fixer wooden 17:46 Fixer yes 17:47 red-001 the issue with the death formspec needs to get fixed before csm be merged 17:47 VanessaE confirmed, broken in 07a5fca4 17:47 red-001 can be merged* 17:47 VanessaE default wooden sign, plain minetest_game, no extra mods 17:49 VanessaE broken at b87ef5cc (HEAD as of now) too. 17:49 VanessaE (not that that commit has anything to do with the screwdriver :P ) 17:53 paramat celeron55 perhaps you could invite Krock to be a core dev for engine and game? i have asked all active/responsive 'team minetest' core devs (8 out of 14) and all are +1 17:54 celeron55 and Krock would like to? 17:56 sofar looks indeed broken 17:56 sofar celeron55: yes, he said he was up for it 18:00 paramat yes he would like to 18:01 celeron55 where can i look this up? i don't like doing stuff like this without actually hearing from the person in question 18:01 sofar I asked him in IRC, no idea when though, I'd have to search 18:02 celeron55 maybe i'll ask when he's around 18:02 sofar Krock: are you up for it? 18:02 sofar sofar, I think so, yes. 18:02 sofar still in my logs 18:03 Fixer i seen that too 18:03 VanessaE 03-10 12:03 EST in case you're curious. 18:03 sofar http://irc.minetest.net/minetest-dev/2017-03-09#i_4826926 18:04 sofar celeron55: but sure, ask him again (maybe he was being polite to me, lol) 18:04 VanessaE hm, my clock must be a bit off. 18:04 paramat yeah good idea 18:09 sofar US went on summertime this weekend (idiots) 18:09 VanessaE yep, save for three states now I guess 18:34 Fixer falling in boat from big height on ground deals no damage it seems 18:37 sofar break a rail under a cart you are in 18:37 sofar let it fall with player 18:37 sofar same problem 18:37 sofar well, cart has no gravity set 18:38 sofar but you could sit under lava in a boat too I think, without taking damage 18:38 Fixer hmmmm 18:38 Fixer m 18:39 Fixer let me check 18:43 Fixer sofar: you die in lava while in a boat (no problem here), but you keep respawning in that boat in lava and die again and again 18:43 sofar lol 18:44 paramat #5382 seems ready to go now 18:44 ShadowBot https://github.com/minetest/minetest/issues/5382 -- Mgv7: Add optional giant caverns at depth by paramat 18:44 red-001 and you stay connected to the boat right? 18:44 sofar Fixer: were signs rotatable by the screwdriver before? 18:45 red-001 I tried fixing that but it had unintended side effects 18:46 paramat celeron55 Krock is present 18:46 Krock and if I'd leave, I'd be past 18:54 nerzhul red-001, i changed the stack enable to make death formspec work again 18:55 Fixer sofar: yes 18:56 nerzhul 5088 is now ready for a merge 18:57 Fixer sofar: remember you and vanessa here and I was playing with rotating signs from one surface to another 18:58 red-001 we also need the on_death callback 18:59 red-001 https://github.com/minetest/minetest/pull/5088/commits/2defddfe71f6b111ef9824cb20689f4232a8489f#diff-52d62464c553a0d0abe5dd142bff4174R12 19:00 nerzhul on_death and on_hp ? 19:00 nerzhul yes you are right i saw that now 19:00 red-001 and register_on_sending_chatmessage 19:00 nerzhul why ? 19:00 red-001 https://github.com/minetest/minetest/pull/5088/files#diff-bbc9cdb8c658e05032d423038ca178ebR4 19:01 nerzhul the death used that as message ? 19:01 red-001 the issued command text was moved to lua 19:03 nerzhul strange on_death give me a lua error, it seems initMods does more than requested 19:03 nerzhul ModError: Runtime error from mod '' in callback on_death(): attempt to call a nil value 19:04 celeron55 http://dev.minetest.net/Git_Guidelines <- github has gotten a bunch of new features after this has been written; getting this up to date might be a good idea 19:04 nerzhul celeron55, y 19:04 nerzhul red-001, here is the current result : https://github.com/minetest/minetest/pull/5088/commits/fa96c9664a109f33bd1a078d0e9b7a2c85c693ae 19:05 nerzhul red-001, ! 19:05 nerzhul m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME); 19:05 nerzhul it's the first line :) 19:05 nerzhul i don't load builtin 19:05 red-001 looks like thats the issue 19:06 red-001 if bultin isn't loaded trying to call callbacks will fail 19:06 Fixer sofar: i'm confused, maybe it was some PR i tested? 19:07 nerzhul red-001, okay i fixed it 19:08 nerzhul red-001, https://github.com/minetest/minetest/pull/5088/commits/7a6e5a63df1e7a4aa85c8c930f3ee12cf6fe974d#diff-34f48ad91ac6c202ac60b0348ae90e30R274 19:08 nerzhul we load builtin but stop loading here, no mod will be loaded 19:09 nerzhul okay #5088 is ready for merge 19:09 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 19:10 nerzhul we have the switch, we have a little builtin with just formspec & messages when died other parts are enabled only if you configure minetest.conf 19:12 Thomas-S nerzhul, apparantly your CSM commits are signed. According to the dev wiki (http://dev.minetest.net/Git_Guidelines#Upstream_commit_rules) this will break a PPA. Not sure if this still applies, just wanted to remind you. 19:23 sofar who cares about PPA? 19:23 Fixer some servers use it 19:23 Fixer like xanadu 19:23 Fixer iirc 19:25 sofar honestly, I don't see how ubuntu can dictate how people make commits in minetest 19:25 sofar irrelevant, fix bzr, go away 19:38 red-001 could #5075 be reopened? 19:38 ShadowBot https://github.com/minetest/minetest/issues/5075 -- Players killed while attached to entity stay attached and don't respawn normaly. 19:40 red-001 the bug had to be revented as it didn't work correctly 19:40 red-001 ahh 19:41 red-001 s/bug/fix 19:54 nerzhul Thomas-S, my commits are signed but this doesn't break ppa, it's just a git commit, update you git client. 20:06 Krock *it breaks weblate 20:14 nerzhul Krock, and why it should break weblate ? it's just a signature not an encrypted comment 20:14 nerzhul commit 20:46 ShadowNinja paramat: I haven't been around enough to really know much about him, but AFAIK that's fine. 21:10 Fixer ShadowNinja: i tried new luajit from git, it goes past limit easily, works 30 seconds and CTD 21:11 paramat SN ok 21:13 VanessaE Fixer, ShadowNinja as did I. just started getting unexplained OOMs. new luajit with GC64 turned on (and MT compiled against it) stopped them. 21:14 nerzhul sofar, Zeno` ShadowNinja sfan5 paramat nore okay for merging #5088 now ? 21:14 ShadowBot https://github.com/minetest/minetest/issues/5088 -- Client side scripting/modding by nerzhul 21:15 nerzhul client Lua builtin stack is enabled for death formspec but all mod support is disabled and only death formspec required calls are enabled into core when mods are disabled. 21:18 Fixer GC64 allowed me to go past limit but yeah, Crash To Desktop later, backtraces were posted in kwolekr lua oom issue 21:20 VanessaE well this was on my servers, so no crash-to-desktop as such. occasionally a crash in builtin/item.lua possibly caused by digging an unknown node, but that's about all. 21:21 sofar I've been playing for the last few days with CSM enabled and I had zero issues 21:22 nerzhul sofar, seems #5152 disappear on a force push, i re-add the commit , thanks for github patches from PR :) 21:22 ShadowBot https://github.com/minetest/minetest/issues/5152 -- [CSM] Add `get_wielded_item` by red-001 21:22 nerzhul compiling now, testing and will push 21:24 nerzhul okay it's good 21:24 nerzhul thanks to prview mod :) 21:25 nerzhul nore are you okay too ? est31 ? 21:26 nerzhul builtin loaded for current core spec (death formspec) no mod except if you set enable_client_modding to true ? 21:26 nerzhul i will merge it in ~1h if nobody complains 21:26 paramat i don't understand it enough to approve a merge 21:27 nore nerzhul: a quick check a while ago looked ok to me, no time to check right now 21:27 nerzhul nore, it has not changed since some weeks, except today i added a switch and re-inserted a missing commit lost during a rebase 21:28 nerzhul after merge i need to add mod storage API to client too, our future mods will really need that :) 21:31 Fixer mainloop draw jitter during emergeblocks: https://i.imgur.com/U5wImto.png 21:31 Fixer why? 21:32 paramat .. but i don't object, i leave it to others to decide 21:33 paramat Fixer those are the long freezes i get 21:34 Fixer 58 msec is not long 21:34 Fixer i get 100-200 ms sometimes without that sleep method 21:34 Fixer 100 ms is often tbh 21:35 Fixer there is no mesh updates, yet lots of drawing spikes 21:52 red-001 nerzhul, maybe you could disable the preview mod instead of removing it? 21:52 red-001 iirc minetest doesn't load mods if they have a "-" in their name 21:54 red-001 that way it will still be usable as an example mod 21:55 nerzhul red-001, i didn't disable or remove it atm 21:55 nerzhul a - ? strange, but why not 21:55 red-001 or maybe rename init.lua to init.lua.bck 22:06 nore ^ .example would be better if you do that 22:08 est31 I haven't looked at the code at all, but don't think I will 22:08 est31 so dont hold it back bc of me 22:09 est31 I trust you :) 22:19 red-001 lol someone already made a csm mod https://github.com/bigfoot547/csm-inspect 22:22 nerzhul it's great to see some users will find some interesting usecase and give us feedback it permits to improve it 22:30 Fixer "punch a node to see everything about it." not fancy! "hover over the node to see everything about it" - now thats a deal :} 22:38 red-001 does travis implement rate limiting or something? 22:38 nerzhul red-001, yes if there are too many builds 22:38 nerzhul will merge in ~10mins 22:56 nerzhul merged 22:57 nerzhul thanks all for your tests, support and red-001 for your prs :) 23:11 Fixer Calinou: they need to block everything and everybody since nothing can be reliable source these days 23:13 red-001 lol minetestbot got kicked for flooding 23:13 red-001 too many commits 23:14 nerzhul red-001, xD 23:14 nerzhul sofar is hot, first issue, maybe first PR ? :p 23:15 nerzhul if i get time tomorrow i will add mod storage PR 23:15 sofar it's fresh in my mind, so, might as well write stuff down now 23:15 nerzhul sofar, i think it could be good to enhance preview to use all our functions, this permit to do a functional test easily, what do you think ? 23:15 red-001 nerzhul, are you still working on the chat protocol improvements? 23:16 sofar nerzhul: I think I suggested this already earlier in the github thread (enable for all dev builds, disable for official) so yeah 23:16 nerzhul red-001, i haven't do many work on minetest these days as i'm very busy on ansible contributions and some personal projects, but i will work on it for this release, it could be a good point to have it for this release permitting to use it at full capacity on next release +1 with CSM 23:18 nerzhul sofar, you mean about CSM, it's disabled for everybody as some users seems to use dev builds regularly , but you can enable it easily in mt.conf and after this release we can enable it by default on dev builds 23:19 nerzhul only builtin stack is partially enabled in master for required gameplay components 23:19 nerzhul some core parts should be ported to builtin, like game menu 23:20 sofar ack 23:20 red-001 I'm not sure if porting the menu is a good idea 23:20 nerzhul red-001, if it's builtin why not ? we already have all main menu in lua 23:20 red-001 it would mean adding a lot of functions that other mods wouldn't need 23:21 red-001 good point 23:21 red-001 maybe just port the formspec for now? 23:21 nerzhul red-001, keymapping formspec can be a good point, it permits to have mods changing keymapping on events (why not) 23:22 red-001 I see your point 23:22 rubenwardy the client_lua_api.txt file should have a disclaimer 23:22 rubenwardy we should be free to break the API 23:22 nerzhul i looked at the game menu formspec it's not very trivial because it uses some little ugly callback variables , this needs a little bit rework and refactor to work 23:22 red-001 you want to port all or most of the functionality of the c++ formspec to lua? 23:22 nerzhul rubenwardy, yeah, agreed, PR and push :) 23:22 red-001 like move the key change menu to lua? 23:23 nerzhul red-001, if we can change the keymapping to it at this could be good, second part is not easy because of exiting, and build informations 23:24 red-001 just bind a lua function to the c++ exit/disconnect function 23:24 rubenwardy am I allowed to rename it to .md? Given that no links will be broken 23:25 red-001 it didn't look too hard last time I looked into this 23:25 red-001 +1 to renaming it 23:25 nerzhul rubenwardy, agreed 23:27 nerzhul i go to bed, see you tomorrow :) 23:27 sofar one more CSM feature request 23:27 sofar #5390 23:27 ShadowBot https://github.com/minetest/minetest/issues/5390 -- CSM: messaging channels 23:35 rubenwardy #5391 23:35 ShadowBot https://github.com/minetest/minetest/issues/5391 -- Add disclaimer to client_lua_api.md by rubenwardy 23:37 sofar lol yes :+1: 23:37 rubenwardy also, there's a lot of duplication between the two lua_api files currently 23:37 rubenwardy but meh 23:40 chatter29 hey guys 23:40 chatter29 allah is doing 23:40 chatter29 sun is not doing allah is doing 23:40 chatter29 to accept Islam say that i bear witness that there is no deity worthy of worship except Allah and Muhammad peace be upon him is his slave and messenger 23:46 rubenwardy if the IP changes, //ban chatter*@* 23:46 VanessaE ban webchat.