Time Nick Message 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. 07:50 VanessaE https://github.com/minetest/minetest/issues/8472 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* 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 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" 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. 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?