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IRC log for #minetest-dev, 2019-04-15

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All times shown according to UTC.

Time Nick Message
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07:42 VanessaE request:   minimal first-press F5 display that ALL players get to see, without needing debug priv.  should show the direction you're facing, your coords, and the node you're pointing at.  the existing first-press-of-F5 that shows those things along with drawtime, map seed, RTT, and subsequent displays after that, should continue to need debug priv.
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07:50 VanessaE https://github.com/minetest/minetest/issues/8472
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09:51 rubenwardy actual debug information shouldn't need any privilege
09:51 rubenwardy only debug information which could use for cheating, such as the wireframe
09:52 VanessaE rtight
09:52 VanessaE right*
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18:32 GreenDimond So my server logs are filled with "ScriptApiBase::objectrefGetOrCreate(): Pushing ObjectRef to removed/deactivated object" warnings. I have no idea where to start debugging this.
18:32 GreenDimond I am wondering if this is caused by using set_properties() on a missing/deactivated entity
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19:49 p_gimeno GreenDimond: isolating which mod is causing it would be a start
19:49 GreenDimond Great
19:50 GreenDimond I have 100
19:50 GreenDimond Isolating the mod was kind of a given
19:50 GreenDimond The question is how can I do it faster
19:50 p_gimeno bisection?
19:51 GreenDimond Without restarting my server an inane amount of times
19:51 sfan5 print the mod name when each callback runs
19:52 sofar sounds almost like a leak
19:52 p_gimeno it takes 7 attempts to bisect 100 mods
19:52 sofar it takes 10 for 1000
19:52 GreenDimond sfan5: By adding a print statement to every single mod callback?.....
19:52 sfan5 correct
19:52 sfan5 you can do this programatically
19:53 sofar in C++
19:53 sfan5 I was thinking of lua code that wraps each callback but just doing it in the C++ of callbacks is even simpler
19:56 GreenDimond So I get to recompile Minetest
19:56 GreenDimond yay
19:59 sofar "you can do it"
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21:54 p_gimeno so in #8461, the emitter is now a scene node, so for attached particles, why not attach it to the object's scene node?
21:54 ShadowBot https://github.com/minetest/minetest/issues/8461 -- Reimplement particles using the Irrlicht particle system and improve collision handling by DTA7
21:55 p_gimeno also, vel is unused (there's no report from the compiler because of the call to rotateXZBy)
22:04 p_gimeno and rotating p.pos by yaw makes no sense, even less if the scene node gets attached. At that point p.pos is just a random position within a cube, no point in rotating it.
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22:09 sfan5 so basically, the PR still needs some work
22:11 p_gimeno yes I think so
22:22 p_gimeno is DTA7 on IRC?
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