Time Nick Message 09:15 chaosesqueteam you fucking faggots are going to be physically killed 09:15 chaosesqueteam you banned me for "toxic behavior" 09:15 MTDiscord Self-awareness is not his strong suit I see 09:15 chaosesqueteam for telling you fucking faggots about extending the map format to 32 bit 09:15 chaosesqueteam FUCK YOU 09:15 chaosesqueteam it's called freedom of speech 09:15 chaosesqueteam I extended the netcode 09:16 chaosesqueteam for Q1 to above 16 bit 09:16 chaosesqueteam so I was telling you FAGS 09:16 chaosesqueteam that it is NOT HARD 09:16 MTDiscord What free speech, this is a privately operated space :] 09:16 chaosesqueteam that I DID IT in another C application 09:16 chaosesqueteam freedom of speech is a concept 09:16 chaosesqueteam and it means I am going to murder you for banning me 09:16 chaosesqueteam and for being a pro-trans rights, anti-loli bride FAGGOT 09:16 MTDiscord Ok 09:17 chaosesqueteam fucking scum faggots 09:17 MTDiscord Such insecurities 09:17 MTDiscord I hope you recover 09:17 chaosesqueteam bet you support women's rights too 09:17 chaosesqueteam im a licensed attorney 09:17 chaosesqueteam what the fuck are you 09:17 chaosesqueteam faggot 09:17 rubenwardy doubt 09:17 chaosesqueteam yes i am 09:17 MTDiscord I definitely believe you 09:17 MTDiscord I patiently await being murdered by a licensed attorney 09:18 MTDiscord Looking forward to his legal defense 09:18 rubenwardy death threats in a public place too 09:21 ROllerozxa oh they're in #minetest-docs too now 09:21 rubenwardy I don't have op there 09:23 Bahhumbug I've dealt with it for the moment. 09:23 Bahhumbug That behavior is explicitly against our TOS. 09:23 ROllerozxa thanks 09:24 MTDiscord Is that a network op? 😄 09:24 Bahhumbug o/ 09:24 Bahhumbug Hi :) 09:24 ROllerozxa libera staff, it seems like 09:26 MTDiscord Guess ill have to keep an eye out now on this side 🙄 09:27 MTDiscord Maybe we'll be lucky and they'll consider it beneath themselves to use Discord .... though their bar is challenging Challenger Deep 09:32 rubenwardy I don't know how these people have this much time 09:32 MTDiscord Lack of employment, parents with a spare basement 09:33 MTDiscord The removed forum posts from them make it even funnier, when he was upset about people allegedly telling him it isnt possible to expand the map size when ... there are multiple PRs that did and do just that 10:46 MTDiscord Didn't he say "I am not a lawyer" in one of his forum posts? :thonkhammer: 12:55 chmodsayshello I hope this not too offtopic for #minetest-dev, but why are the filenames of all media (images and sound) hashed, and not the original filename as it is on the server? Also, is it just the sha256 of the name? 13:05 sfan5 I'm not aware of any part where Minetest hashes filenames 13:06 celeron55_ are you asking why they aren't stored by their original filename? that's because then the name wouldn't necessarily match the content, and the hash would have to be stored in a separate database 13:06 celeron55_ much handier to just use the hash as the filename, to directly find the correct content by the hash 13:07 celeron55_ the hash that is used as the filename is the hash of the content of the file, not the hash of the original filename (that wouldn't make any sense) 13:07 celeron55_ the minetest cache is essentially a content-addressed database 13:07 celeron55_ or storage 13:08 chmodsayshello if it's not the hash of the original filename though, how would the client know which textures from a texturepack to use though instead of the ones sent by the server? 13:09 celeron55_ (or, really, it's probably the purest form of content-addressed storage that you can come up with, the textbook example) 13:09 rubenwardy chmodsayshello: the client knows both the filename and the hash 13:09 celeron55_ the server sends a list of files which contains, for each file, the original name of the file, and the hash of the content of the file 13:10 celeron55_ afte that the client checks its cache for the actual contents for each file, and for the ones it didn't have, it asks from the server, and stores them into the cache by the content hash 13:10 celeron55_ +r 13:12 celeron55_ the client needs to know the filename not just for texture packs but for being able to render stuff. the server refers to textures by their original name, when it tells the client what everything should look like 13:13 chmodsayshello aah, i see, makes sense now, thanks! Unrelated to my original question: if it checks for the contents of the file (comparing hashes), wouldn't the client go ahead and request files that it never needs due to having a different texture from a texturepack for example? 13:13 celeron55_ i would assume it doesn't take into account the texture packs it has available, at that point. it's true that it could do that 13:48 MTDiscord Oh wait, does using a texturepack prevent the client from downloading at all the original texture from the server? If that's really the case, that's a pretty significant factor in coming up with strategies to reduce server join times... 🤔 13:54 sfan5 the easiest way to reduce join times is join once and then have the cache filled for the second time ;) 14:49 celeron55_ alternatively you can join half-way two times, after which the third time will take only one fourth of the time 15:15 MTDiscord The easiest way to reduce join times is to have players use a custom client build that has the cache prepopulated. I'm not interested in hearing which single strategy is the "best" for reducing join times, I'm interested in hearing what strategies exist... 15:16 sfan5 it seems the IPO changes in combination with ccache or LLD broke compiling 15:16 sfan5 just says "ld.lld: error: undefined symbol: main" for me 15:18 MTDiscord maybe you're using gcc + lld? that doesn't seem to work for me with LTO 15:20 sfan5 I am 21:56 MTDiscord I would like to merge / push #14366, #14351 #13789 and https://gist.github.com/appgurueu/a2e5378946f960c8761c03bfa60f80d4 in 20m 21:56 ShadowBot https://github.com/minetest/minetest/issues/14366 -- Allow VBO to be used for meshes all the way down to 4 vertices by paradust7 21:56 ShadowBot https://github.com/minetest/minetest/issues/14351 -- Rename MINETEST_SUBGAME_PATH to MINETEST_GAME_PATH by cx384 21:56 ShadowBot https://github.com/minetest/minetest/issues/13789 -- Fix liquid falling if in "float" group, fixes #13782 by kromka-chleba 21:56 MTDiscord The error message patch basically just throws with the proper errmsg instead of giving the very useful 21:56 MTDiscord ServerError: AsyncErr: Lua: Runtime error from mod 'builtin' in callback player_event(): "Runtime error from mod '??' in callback ??(): " 22:11 jonadab That may be the _longest_ completely information-free error message I have ever seen coming from software not published by Microsoft. 22:12 jonadab (The absolute top of the list, of course, is the error message some versions of MSIE give for DNS resolution failure, unreachable servers, and http 404, because users weren't already confused enough without all those things being conflated.) 22:25 MTDiscord done 22:31 ROllerozxa jonadab: oh my god windows error codes. microsoft is still at it to this day with completely opaque and nondescriptive error codes whenever anything goes wrong in windows 22:32 ROllerozxa even in windows 10 if say, windows update fails and pulls some error code like 0xDEADBEEF or 43. it cheekily tells you to search online for the issue but the only results you get are microsoft support threads where people give the standard cookie cutter "`sfc /scannow` or reinstall" advice 22:32 ROllerozxa microsoft must have intentionally coded in the codes to occur when something happens, so they obviously must know what has happened when any given error code is raised, why can't they just tell you?? "the code is the documentation" only works when it's open source, maybe they intentionally want you to be helpless because it's in their interest to make windows as opaque as possible 22:32 ROllerozxa (ok sorry for ranting about windows in #minetest-dev haha, I should bottle it up and save for a blog post or something)