Time  Nick         Message
00:27 rubenwardy   shivajiva, sban doesn't appear to work
00:28 rubenwardy   I banned someone, but then they can still join
00:31 rubenwardy   https://github.com/shivajiva101/sban/issues/2
00:33 rubenwardy   gtg
00:34 rubenwardy   your permanent bans don't work, shivajiva!
00:34 rubenwardy   :)
00:35 shivajiva    check the log file and let me know what it says about the events pls
00:35 Shara        Hmm, might be the issue I had the other day?
00:35 Shara        We didn't actually check since I updated
00:35 shivajiva    possibly
00:36 rubenwardy   what do I grep for?
00:36 rubenwardy   it's a rather large log file
00:36 shivajiva    sban :P
00:36 rubenwardy   added to issue
00:36 Shara        rubenwardy: He has no ban record
00:37 Shara        Or so your bot tells me :P
00:37 rubenwardy   huh?
00:37 rubenwardy   cmd ban_record PotatoGuy ?
00:37 Shara        (1:36:39 AM) Shara: cmd ban_record PotatoGuy
00:37 Shara        (1:36:39 AM) CTF_Bot: No records for PotatoGuy
00:37 rubenwardy   I attached my result to the issue
00:38 Shara        Hmm, no records now though
00:38 Shara        But yea
00:38 rubenwardy   do you need ban_admin?
00:38 Shara        Looking at the issue, it's the problem I had
00:38 Shara        <CTF_Bot> [1] Unbanned by: sban Reason: ban expired Time: Mon 09 Oct 2017 12:21:53 AM UTC
00:38 Shara        The expiry date is off
00:38 Shara        And you should be able to get ban record without ban_admin, but ban_admin gives the IP address info
00:39 rubenwardy   <@rubenwardy> CTF_Bot, cmd tempban PotatoGuy 10y cheating
00:39 rubenwardy   <CTF_Bot> You must ban for at least 60 seconds.
00:39 shivajiva    okay I know what this is, the autoban expiry test is flawed
00:39 rubenwardy   <@rubenwardy> CTF_Bot, cmd tempban PotatoGuy 1000d cheating
00:39 rubenwardy   <CTF_Bot> Banned PotatoGuy until Mon 09 Oct 2017 12:55:57 AM UTC.
00:40 shivajiva    the mechanism unbanned him as it had expired even though it wasn't set
00:40 Shara        (think I typed an extra space somewhere to not get the record since I see it now... weird)
00:40 rubenwardy   used upper case D
00:40 rubenwardy   that's bad UX
00:41 shivajiva    the integer status of the field means it return 0 which is a number
00:44 shivajiva    change L1035 to... if type(data.expires) == "number" and data.expires ~= 0 then
00:44 shivajiva    should fix it
00:45 shivajiva    I'll test after some sleep
00:45 rubenwardy   restart queued
00:45 rubenwardy   thanks
00:46 shivajiva    clearly it is a number to get in the branch so excluding zero should catch it
00:50 rubenwardy   sauth/init.lua:25: attempt to call field 'open' (a nil value)
00:50 rubenwardy   very odd
00:51 rubenwardy   needed to update it
00:51 rubenwardy   for some reason it was depending on sban
00:51 rubenwardy   ah! It's probably because sban sets sqlite3 to {} instead of nil
00:52 rubenwardy   PotatoGuy Created: Mon 09 Oct 2017 12:51:56 AM UTC Banned by: <> Reason: cheating Expires: never
00:52 rubenwardy   looks like it works!
00:53 shivajiva    noted, and good!
00:54 rubenwardy   thanks for the mod, and good night o/
00:54 shivajiva    gn o/
06:46 nerzhul      nice i can build MT on my Win10 VM with cygwin :p
06:46 nerzhul      i may reproduce Fixer issues
06:47 nerzhul      just a std::mutex issue :(
09:32 Raven262     red-001, and anyone who was involved in that discussion. Yes, the issue still exists and I don't know if it was reported to the dev team.
09:33 nerzhul      Raven262, which issue ?
09:33 Raven262     The words moving into a new line on chat.
09:34 Raven262     I thought it was fixed, compiled the 0.4.17 branch, and a few days ago it happened again.
09:35 nerzhul      Raven262, did you tried with 0.5.X branch ?
09:35 Raven262     I didn't not play on 0.5 for too long.
09:37 nerzhul      some server owners are crazy and using it in production :p
09:37 nerzhul      brb
09:52 Raven262     nerzhul, I have been unable to replicate the issue.
09:52 Raven262     On neither 0.5 or 0.4.17
09:52 nerzhul      :s
09:52 Raven262     I have also noticed that it might be random
09:53 Raven262     We have tested it a few months ago, while one sentence will trigger it once, it probably won't the next time.
09:54 Raven262     Also, any word on chat can be moved into a newline, seems random.
09:59 Calinou      hi
09:59 Calinou      https://media.hugo.pro/Taskmgr_2017-10-09_11-56-41.png
09:59 Calinou      I now have 32 GB of RAM again :P
10:00 Raven262     Nice, I have 8.
10:00 Raven262     Hi btw
10:01 Calinou      I have a class soon, so I gtg, bye
10:01 Raven262     bb Calinou
10:26 Raven262     Hello Megaf.
10:45 Megaf        Hi Raven262 shivajiva Shara benrob0329 everyone
10:51 shivajiva    Hiya Megaf
12:05 tenplus1     hi folks
12:08 ThomasMonroe hiya tenplus1
12:08 tenplus1     hi thomas
12:08 tenplus1     :p
12:08 Megaf        Hi tenplus1
12:09 tenplus1     o/ Megaf
12:12 Krock        hi tenplus1
12:12 tenplus1     hey krock
12:14 tenplus1     am going through all my mods and updating to 0.4.16 new functions
12:14 rubenwardy   remember the get_pos!
12:15 tenplus1     heh yeah, did that for mobs api already :)
12:15 tenplus1     the creative.is_enabled function relies on creative though, am kinda including the function in most mods instead
12:16 rubenwardy   wat
12:16 rubenwardy   don't include that function
12:16 rubenwardy   local is_creative = creative and creative.is_enabled or function(name) return minetest.settings:get_bool("creative") end
12:16 rubenwardy   or w/e the setting is
12:17 * Megaf      is recovering after a bike vs car crash
12:17 tenplus1     what happened Megaf ?
12:18 tenplus1     it's smaller to add own function than to rely on creative one :P
12:18 Megaf        tenplus1, Was going to college, cycling rather quickly in the cycle lane, Was about to "overtake" a car that was on my right side. He decided to turn left just before me passing by him, without checking the mirror.
12:18 rubenwardy   that's the wrong usage, tenplus1. Mods may override is_creative
12:18 Megaf        so he crashed into me and I crashed into his left side
12:19 tenplus1     damn, you ok dude ?
12:19 Megaf        I basically hit a wall, but this wall had four wheel...
12:19 Raven262     Hi ten
12:19 tenplus1     hi raven
12:20 Megaf        tenplus1, Doing alright. Was headache for 3 or 4 days, my right should still hurt a bit but I'm recovering quickly
12:20 tenplus1     rubenwardy: good point, although I will have to add creative dependency to every mod it's used on now
12:20 rubenwardy   opt-dependencies
12:24 tenplus1     how's this:   local is_creative = creative and creative.is_enabled or function(name) return (minetest.settings:get_bool("creative") or  minetest.check_player_privs(name, {creative = true})) end
12:26 rubenwardy   the creative privilege won't be defined if creative isn't available, surely
12:27 rubenwardy   also, I'm planning on changing the creative priv so...
12:27 tenplus1     wait, why ?
12:27 tenplus1     the creative priv is very handy
12:27 rubenwardy   it's an abuse of the privilege system, and it's more useful to be able to switch to survival when needed to collect more than one thing
12:28 tenplus1     not on a server where admin give creative priv to builders
12:28 tenplus1     we use is a lot on Xanadu to separate noromal survival players and creative builders
12:29 Krock        rubenwardy, "creative" also gets defined in u_i
12:29 tenplus1     exactly... it's well used
12:29 CalebDavis   hi ten
12:29 tenplus1     hi caleb
12:30 tenplus1     brb
12:31 rubenwardy   my plans would keep the creative privilege and have it work exactly the same when granted or revoked. It would just base it on an attribute internally, and allow  /creative true/false to switch between
12:31 rubenwardy   so if you never use that command, it would work exactly the same
12:31 Shara        only you won't see it in /privs <player> output?
12:32 Shara        which is a really useful place to see if a player has that ability or not
12:32 rubenwardy   no, it's still a privilege so you'd still see it
12:32 Shara        okay
12:36 tenplus1     isnt it easier to simple check the privelage then instead of having it in two places at once ?
12:36 tenplus1     hi Shara
12:37 Shara        Hi Ten
12:38 ThomasMonroe hi Raven262
12:39 tenplus1     hi nrz
12:39 ThomasMonroe hi nerzhul
12:40 nerzhul      hi guyz :D
12:40 nerzhul      and girlz
12:42 tenplus1     hi nathan
12:43 NathanS21    hi tenplus1
12:44 tenplus1     hi fussel
12:52 tenplus1     using minetest.settings:get is the new method, but settings:get_pos isnt there anymore ?!?!
12:53 tenplus1     or am I needing to use a normal setting:get with minetest.string_to_pos(string) ???
13:03 Raven262     Hi ThomasMonroe
13:08 Krock        tenplus1, core.setting_get_pos is defined in builtin
13:09 Krock        it's a helper function and not in the setting object
13:10 tenplus1     is it likely to change to the new settings:get ???
13:13 Krock        I doubt it, as it's only a helper function
13:13 Krock        i.e. a nice package around setting:get()
13:14 tenplus1     I already changed it to string_to_pos( settings:get here ) for simplicity just incase :D
13:32 tenplus1     were player attributes available in 0.4.16 stable ?
13:34 Krock        rubenwardy, your CTF homepage link is broken btw (https://ctf.rubenwardy.com/)
13:34 Krock        tenplus1, yes
13:34 rubenwardy   haven't made it yet
13:34 rubenwardy   :D
13:34 rubenwardy   but yeah, it's broken
13:34 tenplus1     thx dude...
13:34 Krock        implemented in 0.4.15-dev
13:35 Krock        together with mod metadata
13:35 rubenwardy   there you are
13:35 rubenwardy   fixed
13:35 Krock        rubenwardy, works for me. Thanks.
13:35 tenplus1     making sure what I'm changing will be in 0.4.16 :)
13:37 shivajiva    Hi folks, ruben there is a corner case for M in the timespan when setting a tempban, so I'm thinking of differentiating that and dropping everything else to lowercase so d an y would also work. Does that seem satisfactory?
13:38 tenplus1     wb shiva:P
13:38 rubenwardy   yeah, that would be good for me
13:39 Krock        why is there a factory in satisfactory but not in industrialism
13:39 rubenwardy   urgh, players keep dropping sand on the flags causing them to be dropped as items, then causing the server to crash when placing them
13:40 rubenwardy   silly builtin
13:40 shivajiva    the instructions will remain the same though to encourage use of the capital forms for durations longer than hours
13:41 shivajiva    time to remove sand & gravel?
13:43 tenplus1     wb thomas
13:43 ThomasMonroe thx
14:25 IhrFussel    Why does the creative mod's on_joinplayer() take up to 30 ms to run?
14:26 rubenwardy   it makes the detached inventory for creative mods
14:26 rubenwardy   that may depend on how many items you have
14:26 IhrFussel    It needs 30ms for that?
14:26 IhrFussel    That's crazy @ 150ms steps
14:27 IhrFussel    Average is 22ms but still
14:29 rubenwardy   well, it iterates over each item and checks the not_in_creative_inventory group. How many registered_items do you have?
14:31 Krock        caching the items that could be shown may help if there's a circular saw-alike feature that registers many of unlisted nodes
14:32 rubenwardy   good idea
14:32 Krock        node definitions are tables (referenced), so this shouldn't be a problem regarding memory
14:32 tenplus1     I always thought that creative caches the list on first run
14:32 Krock        not yet.. shall I open a PR?
14:32 tenplus1     would be goodf
14:32 rubenwardy   it's recreated for each player, and everytime you change a filter - all/nodes/etc, search
14:32 rubenwardy   iiirc
14:33 Krock        testing and benchmarking from server owners is however, very welcome
14:33 Krock        if if i remember correctly
14:35 tenplus1     Krock: does the new boost_cart smoothing help a lot for server lag?
14:36 Krock        it will run smoother but can't tell whether it helps to reduce the server lag
14:36 tenplus1     will download and play with it for a while :)
14:36 Krock        well, there are less "teleport-backs", so I assume there's some CPU time saved
14:40 IhrFussel    My problem could also (partially) be Shara's issue on her server ... I have ~ 1,900 nodes on the server, Shara has wayyy more
14:40 tenplus1     oof!!!!
14:41 IhrFussel    So if the creative mod really runs the entirely node check on EVERY join that's a huge flaw
14:42 IhrFussel    entire*
14:42 tenplus1     deinitely...
14:42 tenplus1     *definitely
14:42 Shara        IhrFussel: No, RC has way more but has no issues at all. It's DL that has the problems, and mods there are much lighter.
14:43 IhrFussel    Shara, oh yeah sorry but how many nodes does DL have?
14:43 Shara        To give an update though, switching to sauth seems to have stopped the lag spikes on payer join, more or less, but there's still other times lag is spiking.
14:43 Shara        Not sure, but way lower
14:43 Shara        (no circular saw for one)
14:44 Shara        Crazy thing is, since changes yesterday, DL seems to report lower max_lag in general, but in game you now feel the lag.. whereas before no one could
14:44 IhrFussel    I just enabled the profiler again and I mainly see spikes in on_joinplayer() too... my auth file has almost 50,000 lines so that could be the problem
14:46 IhrFussel    u_skins is also extremely heavy why is that? - on_joinplayer[1] ..................................  |     37104 |    130514 |     62488 |   9.6 |  49.0 |  29.7
14:46 Shara        I've tried disabling mobs, and bewarethedark, but no improvement
14:47 Shara        Doesn't default u_skins have some weird thing where it tries to check for new skins or something?
14:47 Shara        It also by default has an absolutely insane number of skins, and none really optimised for size
14:48 Shara        u_skins is on RC, but mine is an optimised version with a lot of skins removed
14:49 Krock        the last time I checked, there was no voting or anything to sort out bad skins
14:49 * tenplus1   sticks with simple_skins
14:49 Krock        so if the updater is executed, all skins will be downloaded
14:49 Shara        I chopped that out of mine completely
14:49 Shara        IhrFussel: check the amount of media that mod has by itself
14:51 IhrFussel    There is only one function that runs in on_joinplayer() https://pastebin.com/ExzeZ069
14:53 IhrFussel    Since I don't use models for skins I could remove the condition check, but not sure if that would speed it up
14:55 IhrFussel    Or it's the u_skins.save() call
15:02 IhrFussel    The problem might be the 1.5 MB list of skins the mod remembers for each player
15:03 tenplus1     time to rewrite skins mod to use player attributes and store inside "player_skin" field
15:09 Krock        IhrFussel, https://github.com/SmallJoker/minetest_game/commit/9e4ab716 ready for testing
15:10 Krock        noticed that it's possible to optimise the on_joinplayer callback away.. still works
15:11 tenplus1     was default:coral_orange included in 0.4.16 stable ?
15:11 Krock        https://github.com/minetest/minetest_game/blame/12a971660d5bcbf632cc477c215a38df0d916b2f/mods/default/nodes.lua#L156
15:11 Krock        added a year ago, so yes.
15:12 Krock        *commited
15:12 tenplus1     kewl :)
15:12 tenplus1     thanks
15:13 Krock        ah good. It was merged about a year ago too. Sometimes the commit dates are way further back, so they might haven't made it into the last stable
15:14 tenplus1     yeah, it's hard to find exact date of addition sometimes
15:14 Krock        merge date is the important one
15:14 tenplus1     k, gonna add creative changes and see how they work
15:15 Krock        may look a bit hackish but it's the simplest solution I can think of
15:15 tenplus1     if it works then all is well :D
15:18 tenplus1     if only a crafting guide was included as well :P
15:19 tenplus1     wb unk
15:20 tenplus1     wb neinwhal
15:20 tenplus1     Krock: isnt your boost_cart changes already in default carts ??
15:20 tenplus1     just wondering why separate mod
15:22 unk          thx tenplus1
15:33 IhrFussel    tenplus1, I removed all lines from it that have character_1 as skin which is the default anyway... size now is 88 KB
15:34 tenplus1     ehehehe, all those noobs with no skin selected :)
15:34 tenplus1     am redoing simple skins just now to use player attributes
15:35 tenplus1     will add a line so that "character_1" defaults arent saved in database
15:35 tenplus1     it will read "simple_skins.mt" for old player list, but no longer write it
15:37 Krock        tenplus1, see main post. it's an extension, featuring more rails and mesecons support
15:37 tenplus1     ah yes, mesecons... forgot that was removed
15:38 Krock        also configurable cart speed (which is set higher than those from default)
15:38 tenplus1     :P
15:38 Krock        I'm thinking of a mese cart for additional speed
15:38 Krock        but that would mess up some functions
15:38 tenplus1     god help us all...
15:38 tenplus1     zooming along at 20bps
15:38 Krock        bits per second?
15:38 tenplus1     blocks
15:38 tenplus1     could use nps maybe
15:39 Krock        or m/s
15:39 Krock        which is SI-conform btw
15:39 tenplus1     that'll work :P
15:50 tenplus1     Simple Skins updated to use player attributes, will load .mt file for backwards compatibility only
16:12 tenplus1     hi Darcidride
16:29 tenplus1     wb
16:31 Fixer        ty
16:34 IhrFussel    Lua is pretty slow if a 1 MB file write takes 30+ ms
16:35 tenplus1     gotta try and avoid those if poss
16:50 Fixer        finally back
16:50 Fixer        got videocard cleaned up, still dead, rip
16:50 tenplus1     shame, what happened to it ?
16:51 Fixer        tenplus1: died, hardware failure
16:51 tenplus1     got a new one ready to replace with ?
16:51 Fixer        tenplus1: not at the moment, using much older one ati x800gto
16:51 tenplus1     ah, not too bad
16:52 Fixer        it is even PCI-E and it is works, decade+ old videocard
16:52 Fixer        it works*
16:52 Fixer        going back to my roots - nvidia
16:53 tenplus1     yeah, I like nvidia :) it just works
16:53 Fixer        i'm not antiATI
16:53 Fixer        i had two ATI videocards by now
16:54 Fixer        time for nvidia turn, it is not that nvidia cards not die, they do, but reports from amd forums about grey screen of death even on quite newer series is worrying, decided to use nvidia for some time
16:55 tenplus1     I wish that nvidia would move their asses though and open-source the driver already
16:57 sofar        I like flying bacon
16:57 tenplus1     lol, hi sofar :P
17:04 tenplus1     wn neinwhal
17:05 neinwhal     thanks.
17:15 nerzhul      Fixer, hi are you around ?
17:15 nerzhul      i can't remember how to fix the std::mutex issue on mingw :p
17:17 nerzhul      maybe sfan5 or Krock has an idea
17:17 nerzhul      i try to build directly with mingw on windows
17:17 sfan5        haven't heard of issues with that
17:18 nerzhul      i remembered we said somewhere to use win threads
17:22 nerzhul      sfan5, https://lut.im/xAwD5QGSnv/vizoSYN9slZkolLm.png
17:23 sfan5        nerzhul: win threading support was removed at some point iirc
17:23 sfan5        so it's only c++11 threads now
17:23 sfan5        also it looks like your mingw is broken
17:24 sfan5        yup you removed win threading code yourself https://github.com/minetest/minetest/commit/5bd33a158688f5fb950613278eefb95b0594a765#diff-3465219267c4baa9779cd47acef1bf20L134
17:27 Krock        ..when git blame points on yourself :3
17:49 Fixer        nerzhul: try msys2
17:49 Fixer        nerzhul: try msys2/mingw64*
17:53 IhrFussel    I find it funny how so many are against taking server_step into account when calculated lag yet server owners were given the option to decide the step delay ... they basically say now "dedicated_server_step option is BAAAAAD"
17:53 rubenwardy   it's bad if you set it to a detrimentally high value
17:54 IhrFussel    And 0.15 is high? Cause according to the PR my server would be yellow with such a step
17:54 rubenwardy   it's good to allow different server which have different game play styles to have different steps - CTF vs a creative server for example
17:54 rubenwardy   0.15 should not be yellow
17:54 IhrFussel    < 0.125 is green
17:56 tenplus1     > 4.20 is a nice shade of chartruce
17:58 Krock        > 420 is a nice macintosh plus song
17:58 tenplus1     :P
17:58 rubenwardy   you need at least 1300 for a macintosh though
17:59 rubenwardy   > 2200 for the newer ones
17:59 tenplus1     *shudder* not a chance...
17:59 Krock        rubenwardy, this one is free https://www.youtube.com/watch?v=cU8HrO7XuiE
17:59 Krock        not rick astley for this time ^
17:59 tenplus1     lol
18:11 neinwhal     are shared huds possible?
18:11 neinwhal     like when i do hud_change/remove, it updates all the huds rather than just the player's one
18:11 neinwhal     or is there a way to directly connect multiple huds so they are synced?
18:11 tenplus1     you woudl have to link them via mod for each player
18:12 neinwhal     via mod?
18:13 tenplus1     yeah, using lua code... you would have to cycle through each player you wanna change hud for and update it at one time
18:15 tenplus1     what exactly are you trying to do with HUD?
18:17 neinwhal     hmm, i tried that, but for some odd reason, it appears to update the wrong hud
18:17 neinwhal     display (multiple) other player's health bars
18:18 tenplus1     ahh, like a list of player stats at the side of the screen... gotcha...
18:19 Krock        tenplus1, if you're testing one of them: did you get any results of the creative patch or the carts?
18:19 tenplus1     on join a player can flip a switch in a table containing health or other stats, then a globalstep function with a for loop going through each player connected can scroll through list and update the stats on side
18:19 Krock        neinwhal, it's definitely possible but be careful what gets executed first to overwrite it correctly
18:19 tenplus1     Krock: xanadu uses default carts mod with amends for boost cart changes... not the actual boost_cart mod
18:19 tenplus1     but we should be updating tonight so creative change will be live
18:20 Krock        tenplus1, as long the internal functions are the same, this will work too :)
18:20 tenplus1     gotta edit def carts and insert the new code... will do that tomorrow hopefully
18:20 Krock        players report xanadu being down, 10 mins ago
18:20 tenplus1     yeah, shinji closed server due to team abuse
18:22 neinwhal     is using something like ids[name.."_hp] to store the values right?
18:22 tenplus1     yeah nein
18:23 nerzhul      Fixer, i try that
18:23 tenplus1     thing is that each pl;ayer will have x huds displayed for each player connected, it can get slow
18:23 nerzhul      sfan5, no it's related to C++11 unknown headers :p
18:24 nerzhul      Fixer, interesting msys64 has pacman binaries from arch
18:25 Krock        tenplus1, "yeah nein" sounds weird
18:25 Krock        at least for german people
18:25 tenplus1     lolol
18:27 neinwhal     hmm, i can use ids[name.."_hp] for multiple players right? but i have to technically treat them as indepedent value for each player? like storing singleplayer's player hud there, but i have to store it and get it multiple times per player?
18:27 nerzhul      Fixer, how do you use it, i don't see the compiler
18:28 nerzhul      oh i should install gcc with pacman lol, very strange thing but why not
18:28 nerzhul      if it compiles :p
18:28 nerzhul      compiling outside Visual Studio on Windows is anarchy, Unix powa
18:30 tenplus1     neinwhal: if you have 8 players, you would need to make 8x huds per player to show stats for that particular player and update maybe every second to save lag
18:31 Krock        my_hud_ids[player_name] = player:add_hud(...)
18:32 Krock        and that'll keep your player data persistent, if my_hud_ids is initialized outside of any function
18:32 Krock        store as in save to the disk is not required, if you meant it this way
18:34 neinwhal     right, thanks tenplus1 / Krock
18:35 Krock        digging into the code of mods that use HUDs and change them might be helpful for you. all of the serious programmed ones will deal with multiple players
18:40 IhrFussel    tenplus1, what is "team abuse" supposed to be? It can mean 2 things
18:40 IhrFussel    At least 2 things*
18:40 tenplus1     players recruiting people to send panic in server
18:40 tenplus1     they recruit, get limited, use vpn and come back under new nick etc... hence server down for a bit
18:46 nerzhul      i think i will compile with VS 2015, less problems :p
19:15 tenplus1     nite all o/
19:30 Fixer        nerzhul: this will probably helps you https://forum.minetest.net/viewtopic.php?f=42&t=17797
19:30 Fixer        help*
19:30 Fixer        i'm back
19:58 IhrFussel    Krock, your patch seems to work so far (server just restarted)
19:59 Krock        "so far" .. heh.
19:59 IhrFussel    Well if it hides not_in_inventory=1 nodes it works right?
20:01 Krock        if it doesn't crash it works
20:01 Krock        if not_in_inventory=1 aren't shown then it's even better
20:06 IhrFussel    Krock, no crash and no hidden items shown xP ... does unified_inventory the same check as creative? it takes 50ms per join
20:09 Krock        there's no caching either
20:10 Krock        and the inventory must be updated on join, so it does the same check as creative
20:23 IhrFussel    Krock, isn't this caching? https://pastebin.com/cdTWJ3bb
20:23 IhrFussel    It runs only once I think and when a player joins it just applies that table to the player table
20:24 nerzhul      Fixer, i will try with VS2017
20:24 sfan5        ow
20:24 sfan5        good luck with that since you can't use the buildbot libraries with that
20:26 nerzhul      sfan5, exact but i think i have the good libs, and it's a good test
20:26 nerzhul      our readme.md is totally wrong for windows build and inconsistent
20:27 nerzhul      irrlicht 1.7 and 1.8.3 for example :p
20:27 nerzhul      also another good thing, i can use VS2017 debug to find what happen with that UDP recv :p
20:27 nerzhul      and catch remaining windows crashed easily
20:29 nerzhul      nice at least C++11 works properly
20:33 IhrFussel    Now that I fixed some on_joinplayer() callbacks I see max_lag 0.4 with 4 players...that wasn't possible before
20:35 nerzhul      why VS 2017 launch NodeJS server...
20:47 Fixer        lol
20:51 * Krock      mumbles something about NodeJS and https://i.redd.it/ps0v140rrmpz.png
20:57 Fixer        Krock: so much yes
21:11 Calinou      <nerzhul> why VS 2017 launch NodeJS server...
21:11 Calinou      Adobe Creative Cloud also bundles Node.js :P
21:11 Calinou      a ton of software does, now, deal with it
21:12 Fixer        wth it needs node.js? thats like shit
21:15 Krock        shocking news: Atom needs node.js too
21:22 nerzhul      stupid devs
21:22 Fixer        finally https://pbs.twimg.com/media/DFAp0RpVYAAoI0C.jpg
21:24 Krock        what did you do with Trump's face?!
21:41 Calinou      today I had a classes on grammars and regexes (easy for me, but hard for others… :P), in a room with mid-2011 iMacs
21:42 Calinou      there's Atom installed on them… version 1.5.4
21:42 Calinou      the latest stable version is 1.21.0 :P
21:44 Krock        at least they've got an usable editor
21:44 Jordach      nerzhul, at this point i've become hatred to modern developers who can't use a proper language instead of that nu-male bullshit called JS
21:45 Megaf        So I set Kodi interface to be 480p or even less and videos are 480p, and youtube 360p
21:46 Megaf        in this 32" SONY Bravia TV, here from the sofa image looks amazing
21:46 nerzhul      nice MT is now compiled with VS2017 yeah
21:46 nerzhul      :;D
21:46 Megaf        nerzhul, Wonder if MT builds with VS for Linux
21:53 nerzhul      erf MT crash when leaving main menu and destroying async luaengine
22:03 nerzhul      TerminateHandle doesn't release mutex and a thread cannot unlock non owned mutex and destory non owned mutex
22:04 Fixer        Calinou: mid 2011? thats new, i've expected smth like Celeron 2Ghz with 1Gb ram
22:09 nerzhul      okay i see the issue we try to release a non owned mutex and we kill the thread like cowards then mutex was no released
22:13 Calinou      Fixer: they have quad i5's, 8 GB of RAM and a 500 GB HDD each
22:14 Calinou      21" 1920×1080 (doesn't look great…)
22:14 Calinou      Megaf: 32" is the size of my primary desktop monitor… :P
22:14 Calinou      the TV downstairs is 48"
22:14 Calinou      (it's only 1080p, but there's nearly nothing in 4K anyway, even today)
22:23 Megaf        Jordach, I hate JS too
22:23 Megaf        but theres nothing wrong with JS
22:23 Jordach      Megaf, JS is for faggots
22:23 Megaf        just with people who code using it
22:23 Jordach      it's not a real language
22:24 Megaf        10 min ago I opened a website, it was totally blank, then I enabled JS for that site, made my laptop crawl
22:24 Jordach      it's XML, the scripting language
22:24 Megaf        JS can be pretty good. Internet Archive have computer emulators in JS running Duke 3D
22:25 Jordach      an overkill solution to instead just hosting the engine data files
22:25 Jordach      (which can be given links to repos or applicable downloads)
22:25 Megaf        its nice if you want to test the thing first
22:27 Jordach      i'm still hit or miss with JS crypto mining instead of ads
22:28 nerzhul      wow i think i found a nice bug catched on windows in the threading code
22:28 nerzhul      yeah
22:28 nerzhul      i have a bug to fix
22:33 nerzhul      i'm testing it on linux to ensure it's correct on both systems
22:34 IhrFussel    nerzhul, need me too for testing before I go to bed?
22:37 nerzhul      IhrFussel, if you want, test https://github.com/minetest/minetest/pull/6515 and comment
22:41 nerzhul      ooch linux didn't catch this ugly vector problem
22:41 nerzhul      i have another bugfix, historical in NetworkPacket::putRawPacket
22:42 nerzhul      strangely windows is more secure than Linux on that
22:44 nerzhul      Fixer, i got your crash on exit on my windows now then i can reproduce it and try to fix it :p
22:44 Fixer        nerzhul: nice, ty
22:44 Fixer        nerzhul: also try singleplayer runs
22:44 nerzhul      seems mingw is lazy than VS :p
22:45 nerzhul      i push a trivial crashfix on VS2017 which is totally lgtm on everyplatform but never catched;..
22:49 IhrFussel    nerzhul, 6515 works normally here, will try the next patch(es) later...see ya
22:50 nerzhul      nice IhrFussel , i hope sfan5 or Krock can review it fast to ensure windows build works
23:07 Fixer        https://www.youtube.com/watch?v=UxQGhqF60zE
23:31 sofar        I saw the sban code
23:31 sofar        and I wanted to grab a pile of tabs and reindent it
23:31 sofar        shivajiva: you take da patches? yes?
23:40 shivajiva    you don't like 4 space tabs?
23:40 Shara        sofar: If anyone is switching it to tabs there, I will.
23:41 Shara        The spaces make me twitchy :P
23:45 shivajiva    lol I'll switch to hard tabs and beautify :P
23:46 Shara        :D
23:50 shivajiva    not sure that did anything =)
23:52 shivajiva    converted all spaces to tabs :P
23:53 Shara        :D
23:53 shivajiva    hope it measures up
23:53 Shara        I'm sure it will