Time Nick Message 04:12 Hijiri was setting item texture implemented? I don't see it in lua_api.txt 04:20 Hijiri doesn't look like it was 05:40 Hijiri is there any way to delete a detached inventory 05:45 sofar don't they disappear on logout? 05:51 Hijiri Do they? 05:51 Hijiri I don't knopw 05:52 Hijiri That would only apply to detached inventories associated with a player, but that is the kind I am thinking of working with anyway 06:30 jas_ i think u just make a detached inventory nil 06:31 jas_ unless that makes no sense heh *heads back over the #minetest* 08:17 Hijiri doesn't make sense to me 08:17 Hijiri but I have to sleep, good night 08:38 blackjack4it hi there, why having the same mods installed both in a pc and in an android phone the first is running without problems and the second crashes everytime I open/create a world? 08:43 blackjack4it is latest luajit 2.0.1 (the one without OOM error) already inside the latest android build? 08:46 sfan5 let me answer your question properly this time 08:48 sfan5 blackjack4it: since android is not compiled with luajit the concerns about the OOM bug don't apply 08:48 sfan5 meaning if your phone crashes loading a world with mods it simply does not have enough RAM 08:48 blackjack4it :( ok I'm a bit sad about this now 08:49 blackjack4it teorically is possible to create a swap file? 08:50 sfan5 in theory yes 08:50 sfan5 but android doesn't allow you to i'm fairly sure 08:50 blackjack4it :( ok thanks for now 08:51 blackjack4it oh a little last question, is there a hook to know when the left click is on hold? 08:52 blackjack4it I'm trying to do a mod for creative mode that let users delete a block instantly like in minecraft but it destroy a lot of other blocks if I keep pressed left click 08:52 sfan5 i don't think so 08:53 sfan5 this sounds like it would better be implemented as a core feature, consider making an issue on github 08:53 blackjack4it ok I'll take a look there, thanks and have a good day 14:35 glut32 hello, I'm looking for a mingw compiler for windows with target=windows. I would like to compile minetest. I used 3 differents mingw480/mingw530/mingw710 for windows/windows. I can compile and link and generate an exe but I cannot execute the exe under windows. I have a message box error like that "This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for 14:35 glut32 more information." 14:36 glut32 "Runtime error" 14:57 Krock wrong bundled dlls? 15:06 glut32 I used/added the dlls of my mingw cuz without this I have missing functions 15:06 Krock are you sure that those are the right dll versions? 15:06 glut32 in message box errors 15:07 glut32 Yes it works with mingw-linux (target=windows) 15:07 Krock does it also work in wine? 15:08 glut32 I dont check 15:08 Krock I mean, starting the executable. Never tried before 15:09 Krock at least the MSVC binary starts nicely in wine :) 15:10 glut32 the mingw64-linux (target = windows) works fine 15:10 glut32 on all windows (vista/7/8/10) 15:14 glut32 minetest.exe can run 15:15 glut32 how people compiles minetest on mingw windows (target=windows) ? 15:16 Krock well, there's the buildbot in util/ that does everything 15:16 glut32 it's for linux 15:18 glut32 I use also buildbot on Linux 15:18 glut32 & Windows (but with a wrong generated exe) 15:19 Krock *shrug* 15:20 glut32 I use a modified version of minetest. It doesn't link on Linux but it links on Windows 16:52 Hijiri in set_attach, is orientation euler angles or a direction vector? 16:54 Krock vector, IIRC 16:54 Krock v3f type on C++ side, so it's a vector. 17:37 nerzhul merging #6470 in ~ 10 mins 17:37 ShadowBot https://github.com/minetest/minetest/issues/6470 -- Add session_t typedef + remove unused functions by nerzhul 17:43 rdococ yay 17:47 nerzhul rdococ, ? 18:51 Hijiri Krock: ok, but what is the meaning of the vector? by euler angles I meant represented as a vector 18:51 Hijiri v3f could be a direction, or it could be the angles on each axis 18:55 Hijiri The reason it might not be a direction is because then you wouldn't be able to specify all axes of rotatino 18:56 Megaf https://travis-ci.org/minetest/minetest 18:56 Megaf Travis is not happy with Minetest 18:59 Hijiri well, I looked through the source, and it looks ilke that vector is plugged directly into irrlicht 18:59 Hijiri sourceforge is down so I can't see the online docs, but I'm assuming it's euler angles since irrlicht would support arbitrary rotations since it's supposed to be for general rendering 19:01 Hijiri there's an example on http://www.irrlicht3d.org/wiki/index.php?n=Main.GettingStartedWithBullet that uses euler angles 19:35 rdococ hm 20:11 Hijiri anyone know which issue it was that Wuzzy reported blackened textures 20:12 Wuzzy Hijiri: https://github.com/minetest/minetest/issues/4876 20:13 Hijiri thanks 20:13 Hijiri someone on my server is experiencing it from what looks like almost immediately 20:14 Hijiri actually this may be a different bug 20:26 nerzhul Megaf, exact, wtf i fixed that problem but it seems my commit doesn't pass before merge :) will fix it a little bit later 20:31 Hijiri this is what the bug looks ilke: https://github.com/minetest/minetest/issues/6472 20:42 nerzhul seems macosx build is unstable, another time, due to travis 20:44 nerzhul i pushed the lint fix 20:56 rdococ 0.5.0 should have a compatibility feature for older servers 20:59 VanessaE afaik, it won't. 21:00 VanessaE expect massive breakages, injured ferrets, black holes, dogs and cats living together... you know, mass hysteria. 21:00 rdococ lol 21:00 nerzhul it won't, it's a major release, we need it to solve some historical problems :) 21:00 rdococ true 21:00 VanessaE nerzhul: is 0.4.17 still expected soon? 21:02 nerzhul VanessaE, i don't have a visual on it, but i know sfan5 added some issues to the merge list 21:02 VanessaE ok. 21:02 nerzhul we should defined a date at a point, we said we will do a such release in november, it's in 1 month 21:03 nerzhul merging trivial #6469 21:03 ShadowBot https://github.com/minetest/minetest/issues/6469 -- Fix recent commit: std::max -> std::fmax for floats by paramat 21:03 rdococ I tried the 0.6.0 beta recently 21:03 rdococ it was awesome 21:03 nerzhul there is no 0.6.0 21:03 VanessaE don't forget about that beds/param2 issue in mt_game (paramat) 21:03 rdococ Portal 3 is also a must-play 21:04 rubenwardy please stop 21:04 rubenwardy it would be great to see 0.6 quicker than 0.5. Could be used for your network rewrites, nerzhul 21:04 nerzhul rubenwardy, who ? 21:04 rubenwardy rdococ 21:04 rdococ I was going to, but now I feel kind of afraid 21:05 nerzhul rubenwardy, my network rewrite can take some time i'm tired these days, but i started the full rewrite on a branch :p (doesn't compile but it's proper :p) 21:05 nerzhul and it's a poc, i'm pretty sure it can be better, but i can be wrong 21:05 rubenwardy well, 0.4 -> 0.5 was 5 years 21:05 nerzhul and i will need a stress test with 20-30 players when ready i think 21:05 nerzhul yeah 5 years is huge, 3 years is nice 21:06 nerzhul it permits to switch to c++14 when we will really use C++11 features :p 21:06 rdococ heh 21:07 nerzhul rubenwardy, i hope i can do my dev in 1 month, it can be done, actually i need to make minetest compile and use a single session, then add multiple session proper support and move some server code part to network thread to reduce server thread load 21:07 rubenwardy sounds good 21:07 rubenwardy is it know what the main bottlenecks are or block sending/loading/view distance? 21:08 nerzhul except network and a NPC API i don't have any roadmap in head for MT, it's the major concerns for me 21:08 nerzhul i think network usage can be one problem when there are many players 21:08 rubenwardy would be great to see some actual stats 21:08 nerzhul if a player has a slow connection i think he slows downs the server for everybody 21:09 rubenwardy I don't think it works like that 21:09 rubenwardy UDP is usually send and forget 21:09 rubenwardy any queues would be at some random router on the path 21:09 nerzhul it's not like that in fact in MT protocol 21:09 nerzhul it's why i'm using ASIO and i will try TCP + UDP (i tested it on my server, very good latency and maximum throughput => 100Mbps symetrical) 21:10 nerzhul if i remember, MT needs to have a full packet before looking next packet 21:10 nerzhul 1 full packet ~= 1 Network Packet buffered object with MT header 21:10 nerzhul splited in 5xx bytes parts 21:10 rubenwardy well, fragmented packets are usually OS level 21:11 nerzhul asio manage it very well 21:11 sofar nerzhul: if you work on anything, make it csm mod sending 21:11 nerzhul i sent 6k buffers directly over internet without problem 21:11 rubenwardy so it should buffer them and only provide them when all parts are ready. Others are available in the mentime 21:11 sofar NPC api work is entirely premature imho, but you know that 21:11 nerzhul sofar, yeah there is this feature, you are free to help i'm working on network 21:11 rdococ Why isn't the rotation of ObjectRefs stored as a quaternion or something similar? 21:11 sofar my work time is so limited atm, meh 21:11 nerzhul asio properly handle the network fragmentation (TCP, IP, for my example) 21:12 rdococ (Or, rather, it might be, but Lua doesn't have access to it.) 21:12 nerzhul rubenwardy, here is my poc 21:12 nerzhul https://gist.github.com/nerzhul/8a02cfd49ee4573f32f77c700cb35a59 21:12 nerzhul (without MT implementation, baremetal ASIO over network) 21:13 nerzhul it's pretty sexy implementation, lightweight and very performant, i tested 100 clients connected sending 4k buffers it works very nice 21:14 nerzhul i talked with some great game dev working on AAA games (Bethesda for example) and asio is for them the must have library for network 21:14 nerzhul asio has a chance to be part of C++20 standard at a point (especially sockets par, but maybe the other parts too) 21:14 nerzhul network portability lacks in stdc++ lib 21:15 rdococ hm, can I add tags to issues I open? 21:22 sofar no, I think only devs can add tags 21:22 rdococ ah 21:47 nerzhul hmm i forgot some u16 -> session_t, i push a commit for that, there were a little bit hidden in my first commit search i push those forgotten trivial type name fixes 21:49 nerzhul rubenwardy, another interesting enhancement part is to switch to faster comprssion algorithm 21:49 nerzhul in a bare metal minetest_game 25% CPU is spend in comprssion/decompression using gzip 21:50 nerzhul also maybe some local map caching can be good, and have the compressed mapblock somewhere in a cache to send it directly to client too 22:03 Fixer !tell glut have you tried this? https://forum.minetest.net/viewtopic.php?f=42&t=17797 22:03 ShadowBot Fixer: O.K.