Time Nick Message 00:07 electrodude512 How do I enable a client side mod? I saw the "preview" one, but I can't figure out how to enable it. 00:07 rubenwardy I think they're enabled by default 00:09 electrodude512 Not on my test world. I'll try it on a new world. 00:09 electrodude512 Not on a new world either. 00:12 electrodude512 Is there any way for CSM to communicate with a server mod? 00:12 electrodude512 (I mean, I could abuse core.on_receiving_chat_messages, but that's disgusting) 00:14 electrodude512 I want a server-side smartphone item that, when right-clicked, tells my client-side smartphone mod to show the smartphone's GUI 00:14 electrodude512 and the smartphone needs to be able to communicate with the world via some sort of wireless digilines that I'll worry about later 00:15 electrodude512 Cheating isn't a problem, since the player could legitimately program the smartphone to do all of the same things he could achieve by cheating. 02:51 paramat game#1708 02:51 ShadowBot https://github.com/minetest/minetest_game/issues/1708 -- Textures: Reduce contrast of snow ripples by paramat 03:15 paramat game#1709 03:15 ShadowBot https://github.com/minetest/minetest_game/issues/1709 -- Tin: Tune mapgen, bugfix, fix texture credits by paramat 07:14 destt Hey, I just made a PR here: https://github.com/minetest/minetest/pull/5644 07:14 destt This is my first time contributing (in general), so I will gladly welcome all feedback 07:16 Zeno` seems ok to me 07:17 Zeno` thanks 07:20 Zeno` approved 07:21 Zeno` just need to wait for second approval now, although I could probably label it as trivial (may as well wait though) 07:21 destt Yeah, it's definitely trivial 07:21 sofar aw cmon, we're not going to give him a hard time first? 07:21 sofar :) 07:21 Zeno` :D 07:22 destt :) 07:22 sofar labelled trivial, merge before I haze him 07:23 Zeno` merging 07:24 destt Yay! 07:24 Zeno` thanks destt 07:24 paramat hang on 07:24 destt You're welcome! 07:25 destt paramat: what's up? 07:25 paramat it can be better :] 07:26 Zeno` paramat, if you grep for m_cache_view_bobbing it doesn't seem to be used anywhere except for line 470 of camera.cpp. *Perhaps* that should check m_cache_view_bobbing_amount instead? Is that what you mean? 07:27 Zeno` hmm... yeah. Maybe it should 07:28 Zeno` && m_cache_view_bobbing_amount != 0 07:28 Zeno` not really sure now 07:28 Zeno` yeah 07:28 Zeno` Just saw your comment paramat 07:29 Zeno` I'll revert? 07:29 paramat yes if you don't mind 07:30 Zeno` ok doing so now. Can you make that minor change then destt? 07:30 destt Yup, working on it right now 07:31 paramat thanks 07:31 paramat it might need testing to see if my suggested method also breaks footstep sounds 07:32 Zeno` ok 07:32 Zeno` nice catch. I noticed it about 2 seconds after I clicked commit actually LOL 07:32 Zeno` destt, you'll probably need to make a new PR 07:33 destt Zeno: ok 07:33 destt paramat: looks like the footsteps sounds are disabled now. :/ 07:33 Zeno` (it's reverted btw) 07:35 destt Where would the code be for playing the footstep sounds? 07:36 paramat strictly, trivial PRs need '5-15 mins' notice before merging (sorry to mention it) 07:37 destt That's okay! I don't mind - I was expecting to miss something on my first try 07:38 paramat hmm so this gets more complex now, sorry to make things complex for you 07:38 paramat erm i can't remember where, i'll have to do some searching 07:39 destt No problem, at least it'll be interesting 07:39 Zeno` yeah I guess, paramat. My apologies :P :D 07:40 Zeno` how does it get more complex though? 07:40 destt searching through the files for footstep, looks like the sounds are registered through an abm? 07:42 paramat no problem 07:42 paramat complex as in finding out why a conditional here disables footsteps 07:43 paramat we'll then get to the cause of the bug 07:43 paramat added another comment to the first PR 07:45 Zeno` that's really weird 07:46 paramat must be something about 'm_view_bobbing_state = 1;' that affects footsteps 07:47 paramat which is wrong of course 07:47 Zeno` yeah, but if you look at the usages for that I can't see how (which is weird) 07:48 Zeno` unless it's used Lua-side somehow but I can't see how because the only usages of m_view_bobbing_state are in camera.cpp and .h 07:48 destt Maybe when 'm_view_bobbing_anim' gets changed something happens 07:49 destt Yeah, look around 181 07:49 destt in camera.cpp 07:49 destt does ViewBobbingStep trigger the footstep sound? 07:50 paramat it should not, but maybe somehow it does 07:52 nerzhul hio paramat 07:52 nerzhul merging #5559 (it's now a subset of original PR) 07:52 ShadowBot https://github.com/minetest/minetest/issues/5559 -- Pass clang-format on various cpp/header files by nerzhul 07:53 nerzhul i will finish #5475 now 07:53 ShadowBot https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul 07:53 paramat oops, sorry, it does and it should 07:55 paramat there's also playPLayerStep() above which should play it when view bobbing is off 07:56 paramat but perhaps is not somehow 07:57 paramat we may have been having footsteps played by the wrong code all this time 07:58 nerzhul ShadowNinja, there is dev meeting every saturday ? :o 07:59 destt No, it looks like playPlayerStep() does play the sound 07:59 destt but viewBobbingStep() calls playPlayerStep() 07:59 destt Looks like playPlayerStep() is never called outside of that context 08:00 destt Oh, except for in playerRegainGround() 08:03 paramat yeah 08:04 paramat maybe footstep sounds are only played by view bobbing code and the bool was a mistake 08:05 paramat if so we would need to add a way to trigger footsteps in a more lightweight way when view bobbing is disabled 08:05 paramat i can see that having view_bobbing_amount = 0 causes a lot of unnecessary code to be run 08:06 paramat (view bob animation but with amplitude 0) 08:11 destt Hmm. I think I see what's happening 08:13 paramat the view bobbing bool goes back 6 years 08:15 destt Huh 08:16 destt I think what needs to happen here is a decoupling between the graphical view bobbing and the actual footsteps taken 08:17 paramat it's just weird that the bug was not found earlier 08:17 destt Do we need there to be a seperate viewBobbingStep event? 08:17 destt ^indeed 08:18 paramat well i suspect view bobbing code has been providing footstep sounds all along 08:18 red-NaN are footstep sounds in sync with view bobbing? 08:18 paramat and there needs to be an independent way to trigger them when view bobbing is turned off 08:18 paramat looks like it 08:19 paramat ah, so maybe we need the timing code of view bobbing 08:19 paramat to time the footsteps 08:20 paramat but disable all the camera bob animation stuff 08:20 destt yeah 08:20 nerzhul i will push a revert for https://github.com/minetest/minetest/commit/7a6502a7a5007e4bed8c1dd10af39d4fa2b296a4 as est31 requested, now PPA supports properly signed commits 08:21 paramat this is becoming oddly interesting 08:21 paramat ok nerz 08:23 nerzhul and i push also a clang-format fix since previous PR which cover recent changes by adding two files in ignore and fix 1 08:25 nerzhul i don't understand what happen on #5644, merge + revert ? why both 08:25 ShadowBot https://github.com/minetest/minetest/issues/5644 -- Remove view_bobbing bool in settings by desttinghim 08:26 paramat it was quickly reverted 08:26 paramat as it was not the best solution 08:27 destt AHA! Found a way to make this work 08:28 destt camera.cpp line 282 - add m_cache_view_bobbing_amount != 0 to the if statement 08:28 destt Although that seems a little hackish 08:28 destt It's a start 08:28 paramat looking 08:31 paramat ok i see, not bad 08:32 Zeno` nerzhul, it was reverted about 3 minutes after it was committed. So rewriting history was appropriate 08:32 nerzhul Zeno`, oh it's not the processus of reverting, reading IRC logs and the function i just wasn't able to understand it :p 08:33 Zeno` ah ok :) 08:35 paramat destt that seems ok actually 08:35 destt paramat alright. Do we still want to remove the bool? 08:35 paramat yes 08:36 paramat otherwise using it will stop footsteps 08:36 paramat and it's a duplicated setting 08:36 destt alright 08:36 paramat i've always used bobbing_amount = 0 to stop bobbibg 08:36 paramat *bobbing 08:37 paramat anyway i'll review tomorrow if it isn't already merged 08:40 destt Ok. Should I get the branch down to one commit? 08:44 paramat and i think add the extra condition to the start of the conditional at line 283 so it short-circuits the conditional straight away 08:44 nerzhul sfan5, are you around ? 08:46 paramat yes one commit if you can 08:46 paramat ^ destt 08:46 destt Got it 08:48 nerzhul wtf there is something wrong with CSM it seems 08:48 nerzhul assert(type(callbacks) == "table") is always false 08:49 paramat and in docs could you change 'Multiplier for view bobbing' to something like 'Enable view bobbing and amount of view bobbing' 09:00 destt paramat, I've changed the source in setting_translation_file.cpp, but what should I run to generate the translations? 09:07 red-NaN isn't callbacks the function used to run callbacks? 09:15 destt Here's the complete PR for view bobbing: https://github.com/minetest/minetest/pull/5645 09:16 destt I think I got the docs correct, but I'm not sure. In any case, I'm going to bed 09:17 nerzhul red-NaN, it's fixed, strangely my build switched to RUN_IN_PLACE=false when changing branch :) 09:29 sfan5 nerzhul: i'm around yes 09:31 nerzhul sfan5, i finished #5475 09:31 ShadowBot https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul 09:40 sfan5 nerzhul: code looks good i'll test it one more time 09:41 nerzhul no problem, waiting for your test heh :) 09:41 nerzhul after merge i will add doc to minetest wiki 10:14 sfan5 nerzhul: would be nice if it could "rmdir players" so only players.bak is left 10:15 sfan5 hm is the player save interval configurable 10:15 sfan5 nvm there is none 10:16 sfan5 and hm do empty slots need to be stored? 10:19 sfan5 migrating 1277 players takes 40s 10:19 sfan5 alright i guess 10:20 nerzhul yeah, it's quite good 10:20 nerzhul 7k players 1min 30 (VanessaE players) 10:20 sfan5 fire:flint_and_steel 1 22000 "\u0001\u0002\u0003" 10:20 sfan5 whats that unicode stuff doing there 10:20 nerzhul for the empty slow i kept the files behaviour (why do we store it in files ?), i think it can be removed, but i'm not sure of the side effect 10:21 sfan5 okay then keep it 10:21 nerzhul i don't know for unicode, we only read data like other backends, there is not conversions :) 10:21 nerzhul no* 10:21 sfan5 k 10:21 sfan5 you have my +1 10:22 sfan5 but it would be nice if you could still add the rmdir i mentioned 10:23 juhdanad sfan5: the unicode part is the new metadata format. 10:24 nerzhul nice for the +1 10:24 nerzhul for rmdir i propose to remove only if there is no migration failure, okay ? 10:24 juhdanad Example metadata: "\u0001palette_index\u00023\u0003" is {palette_index=3} 10:42 sfan5 oh so that's empty meta then 10:42 sfan5 nerzhul: yeah 10:49 sfan5 wait wasn't the metadata thing supposed to be replaced with json 10:50 juhdanad I don't know... 11:21 nerzhul sfan5, https://github.com/minetest/minetest/pull/5475/commits/7e92f462479fd2527748c33c980e1d1f92e835ed 11:21 nerzhul i added this commit 11:21 nerzhul it works like a charm 11:22 sfan5 lgtm 11:22 nerzhul i will merge #5475 when travis pass 11:22 ShadowBot https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul 12:30 juhdanad Can I increase the map block serialization version without increasing the network protocol version? 12:35 nerzhul i think it's possible, what do you need ? 12:35 nerzhul after many time #5475 is now merged ! 12:35 ShadowBot https://github.com/minetest/minetest/issues/5475 -- Player data to Database by nerzhul 12:41 juhdanad nerzhul: I'm changing the light banks' meaning to artificial and sunlight. 12:42 juhdanad So only the map block data changes, but there are no new server-client commands. 12:43 nerzhul i updated http://wiki.minetest.net/Database_backends and dinstinguish players from map 12:44 nerzhul i haven't translated to french, i will do it later 12:44 nerzhul http://wiki.minetest.net/Command_line also updated 14:22 nerzhul i push a master lint fix since previous commit 15:19 ShadowNinja nerzhul: Yep, at 1800Z. You weren't around when we first scheduled it. Are you availible at that time? 15:22 nerzhul i was here on first time, but i didn't know it was every week 15:42 destt Zeno` Is bug/feature #2360 still relevant? It's tagged as trivial, so I am considering working on it 15:42 ShadowBot https://github.com/minetest/minetest/issues/2360 -- Add some useful global variables to Lua API 16:11 cx384 Why isn't it possible to craft mossy cobblestone stairs/slabs with mossy cobblestone? You can only get them by using the ABM. https://github.com/minetest/minetest_game/blob/master/mods/stairs/init.lua#L343 16:13 Krock there wouldn't be much moss left if you bang the hammer into the stone to break it apart 16:13 Krock aka crafting 16:14 cx384 oh ok 16:31 destt Logically that makes sense, but from a building perspective that can be kind of annoying 16:58 Fixer_ gameplay question: do not play walking sounds when sneaking, engine or minetest_game? 16:58 DS-minetest Fixer_: i would say engine 17:00 nore I would say up to the game to specify on a per-node basis 17:00 nore (in the sound definitions, probably) 17:16 Krock if there's a footstep sound defined, then it's an engine problem 17:17 Hijiri #5612 17:17 ShadowBot https://github.com/minetest/minetest/issues/5612 -- Allow overriding tool capabilities through itemstack metadata by raymoo 17:38 paramat nore sfan5 sofar Krock would you like to go through some old game PRs in 20mins? 17:38 sfan5 sure 17:39 Krock I'm here. 17:41 nore paramat: hmm tonight I think I will be very busy with the results of the first round of the French presidential election, but I can give a quick look 17:48 destt2 paramat I got that view_bobbing PR finished 17:55 paramat although maybe an hour or 2 later would be better for sofar in west USA? nore sfan5 Krock ShadowNinja? how about 1 hour from now? 17:55 sfan5 thats also fine 17:56 paramat would be better for me too 17:58 paramat ok 1 hour from now then 17:58 paramat destt ok will look 17:58 paramat destt2 17:59 Krock that's about the time when I'll leave but there shuoldn't be too many important discussions for MTG I think :) 18:00 thePalin- Weird question, is there any weird way you have to compile minetest to get it to work without irrlicht? 18:00 thePalin- I'm noting that minetestserver doesn't link against it, but the source requires some headers 18:00 sfan5 Krock: todays topic: "do we merge dreambuilder into mtg?" 18:00 paramat ! 18:00 Krock sfan5, *rns away* 18:00 Krock *runs 18:00 sfan5 thePalin-: minetest: impossible, minetestserver: sure just pass -DIRRLICHT_INCLUDE_DIR=/where/you/extracted/irrlicht/include 18:01 thePalin- Oh this'll be fun 18:01 Krock -DBUILD_CLIENT=0 18:01 sfan5 and that obviously 18:01 thePalin- I'm working on the gentoo ebuild 18:01 sfan5 i should consider providing statically linked server builds 18:01 sfan5 so people would stop using 0.4.10 on debian 18:02 thePalin- really? ew 18:06 thePalin- Uno momento, fixing my bouncer :P 18:09 thePalindrome There we go 18:28 Thomas-S Is it already known that when you join a new server (master branch) with an old client (stable), no light is seen? 18:28 sfan5 no light? 18:29 Thomas-S Yes, no light. Everything is pitch-black. 18:29 paramat that should not happen 18:30 paramat might be mods 18:33 sfan5 Thomas-S: can't confirm https://kitsunemimi.pw/i/37f3a2fc1fe59bbc.png 18:33 Thomas-S I try to reproduce it again. 18:41 Thomas-S Regarding mods: Only minetest_game; I can't reproduce when joining a remote server, but I can reproduce when joining a local new server with a local old client 18:42 sfan5 this is exactly what i did in my screenshot 18:48 paramat rubenwardy would you like to go through some old game PRs in 10mins? 18:49 paramat ^ sofar too? 18:51 rubenwardy sure 18:51 ShadowNinja This time would normally work for me, but I've got something soon today, so I'll have to leave right about when it starts. 18:51 paramat ok 18:52 paramat it's not too important :] 18:54 juhdanad May I add a topic? Should Minetest have biome-colored grass? 18:55 paramat we're working on more variety 18:55 paramat there's an issue for MC-style smooth variation (but i'm strongly opposed) 18:56 paramat other subgames may want to use that though 18:56 paramat (i mean i'm opposed for MTG) 18:57 juhdanad I thought to something like that: https://cloud.githubusercontent.com/assets/20600448/22669223/f707bf12-ecc3-11e6-9fbc-372212ead773.png 18:58 paramat intensive to render all those soft overlays, but i think sofar is interested in doing this in a new sugame 18:58 paramat *subgame 18:59 paramat plus we need some engine stuff to support 18:59 paramat heat/humidity at point 19:00 paramat nore sfan5 rubenwardy Krock sofar MTG PRs oldest first .. 19:01 paramat game#793 19:01 ShadowBot https://github.com/minetest/minetest_game/issues/793 -- Improve Chest appearance - opening chests. by sofar 19:01 paramat guess we have to wait for sofar to finish this 19:02 paramat "this is still in my queue." 19:03 paramat i'm neutral 19:03 sfan5 is it heavy on graphics 19:05 paramat is a meshnode with an angled lid heavier than say 2 nodebox cuboids? 19:05 rubenwardy I like that PR 19:05 paramat or rather 'much more'? 19:05 rubenwardy sfan5, it's not animated, it's just two states like a door 19:06 paramat and it's 2 cuboids 19:07 paramat game#1013 if the engine part went in? i oppose the engine part 19:07 ShadowBot https://github.com/minetest/minetest_game/issues/1013 -- Make cacti hurt players. by sofar 19:07 paramat hm maybe we consider the engine part first 19:08 kilbith "is a meshnode with an angled lid heavier than say 2 nodebox cuboids?" -> same number of vertices 19:09 paramat yeah might be the same 19:09 juhdanad Nodeboxes are heavier than regular nodes, because they don't have hidden face removal. 19:09 rubenwardy ^ 19:09 kilbith that's true but the angled lid has all faces exposed 19:09 juhdanad I don't know if the closed chest is regular. 19:10 sfan5 rubenwardy: then +1 from me 19:10 paramat i expect the closed one is just a cube 19:10 paramat or cuboid 19:10 paramat nore doesn't like the formspec delay 19:11 kilbith I dislike that PR too 19:12 juhdanad the closed chest is also a mesh, ti seems: https://github.com/minetest/minetest_game/pull/793/files#diff-4c0fc0806e6a443774cea3aea5f3febeR1872 19:12 sfan5 +1 for the cacti thing from me 19:14 paramat #3961 related PR 19:14 ShadowBot https://github.com/minetest/minetest/issues/3961 -- damage_per_second: Clean up and Increase damage box by sofar 19:14 paramat final comment would be preferable 19:14 rubenwardy I support the concept of cactus damage 19:15 paramat ok, the engine part is the issue then 19:15 paramat game#1070 19:15 ShadowBot https://github.com/minetest/minetest_game/issues/1070 -- Add igniter playername to tnt node metadata by jhcole 19:17 paramat passing player name through a gunpowder trail seems ridiculous if this does that 19:18 sfan5 not needed imo 19:18 paramat players would be able to ignite tnt with fire or lava anyway so i don't see the use 19:20 rubenwardy there is one usecase: achievements 19:20 rubenwardy I'm not familiar with the tnt mod though, would it be possible to hack this functionality on externally? 19:22 paramat please add your +1s -1s as we go through 19:24 paramat sofar is the tnt expert 19:25 paramat game#1229 19:25 ShadowBot https://github.com/minetest/minetest_game/issues/1229 -- Bones: Iterate player inventory lists dynamically. by t4im 19:25 paramat t4im has disappeared btw, am concerned 19:26 paramat github actvity suddenly stops mid-Oct 19:26 paramat hopefully just lost interest :] 19:27 tenplus1 plz plz plz devs : https://github.com/minetest/minetest/pull/5622 <-- we need 'dis 19:27 paramat onety-one it's WIP 19:27 paramat not forgotten 19:27 tenplus1 glad to hear... the visual slide when detaching on servers is ver noticable... boats/carts/kb 19:28 sfan5 paramat: bones pr might be nice but doesnt seem to be pressing 19:28 sfan5 (+1) 19:28 paramat i don't understand the PR 19:28 paramat so neutral 19:28 tenplus1 when detatching from an entity the player slides back to the position from 0,0,0 which is very annoying 19:29 tenplus1 the pull places the player entity at the actual coords to prevent slide... that's it 19:29 paramat not that one 19:29 paramat rubenwardy still adopting? 19:29 rubenwardy it's nice, but isn't pressing I agree 19:29 rubenwardy after exams :P 19:29 paramat fine 19:29 tenplus1 :P 19:30 paramat game#1387 19:30 ShadowBot https://github.com/minetest/minetest_game/issues/1387 -- Gunpowder (and tnt.burn) will trigger the on_ignite of nodes by Ferk 19:31 paramat i need to rethink this one 19:36 paramat i like the idea, lighting coalblocks with gunpowder, and gunpowder should be ignited using on-ignite anyway 19:38 paramat i'm still +1 but i should test 19:39 paramat author is not very active in MT recently 19:41 paramat i don't agree gunpowder should ignite all flammable nodes, it can be selective through 'on ignite' 19:42 rubenwardy same, I don't see it lighting a wood floor 19:42 paramat gunpowder would act essentially just like flint and steel 19:48 paramat i'll test this tonight then +1, any more +1s? 19:54 paramat i'll also ask so-far his opinion 19:56 paramat rubenwardy since you confused on_ignite with on_burn are you ok with this? 20:02 paramat ok seems ruben is busy, we can restart later if anyoone wants to 20:02 paramat *anyone 20:03 VanessaE feature request: if down and fast are both bound to "E" with "use = climb down", make it climb down fast if fast is enabled 20:04 VanessaE ("fast is enabled" meaning you pressed 'J' to toggle it on, of course) 20:05 paramat issue please :] 20:05 VanessaE too lazy. :) 20:07 paramat ok, quickly forgotten :] 20:07 VanessaE heh 21:06 paramat oh good grief just seen minetest channel :] 21:07 paramat 'sneak is offtopic' O_o 21:08 * red-001 hides inside a soapbox 21:08 sfan5 don't bring that here please 21:08 paramat ok 21:09 paramat sorry wrong place obviously 21:10 sfan5 paramat: there's a few game prs with 2 approvals 21:10 sfan5 game#1707 21:10 ShadowBot https://github.com/minetest/minetest_game/issues/1707 -- Automatic item colorization for creative mode by juhdanad 21:10 sfan5 game#1709 21:10 ShadowBot https://github.com/minetest/minetest_game/issues/1709 -- Tin: Tune mapgen, bugfix, fix texture credits by paramat 21:13 paramat yeah i can merge those and snow texture 21:13 paramat i was going to later 21:18 destt Hey, I think I finally got my PR done https://github.com/minetest/minetest/pull/5645#discussion_r112841591 21:24 paramat looking 21:25 paramat +1 21:56 paramat nore your opinion on game#1693 ? 21:56 ShadowBot https://github.com/minetest/minetest_game/issues/1693 -- Disable fire by default on servers by Ezhh 21:58 paramat will merge game#1707 game#1708 game#1709 in a few mins 21:58 ShadowBot https://github.com/minetest/minetest_game/issues/1707 -- Automatic item colorization for creative mode by juhdanad 21:58 ShadowBot https://github.com/minetest/minetest_game/issues/1708 -- Textures: Reduce contrast of snow ripples by paramat 21:58 ShadowBot https://github.com/minetest/minetest_game/issues/1709 -- Tin: Tune mapgen, bugfix, fix texture credits by paramat 22:08 paramat merging 22:12 paramat complete 22:14 * VanessaE hopes that doesn't break Unified Dyes :P 22:52 ShadowNinja I won't be available next Saturday, so I need someone else to run the developer meeting. 22:53 paramat ok 23:28 paramat game#1387 tested +1 rubenwardy sofar nore ShadowNinja? 23:28 ShadowBot https://github.com/minetest/minetest_game/issues/1387 -- Gunpowder (and tnt.burn) will trigger the on_ignite of nodes by Ferk 23:28 paramat just needs a line removing on merge