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IRC log for #minetest, 2018-07-06

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09:15 MinetestBot [git] HybridDog -> minetest/minetest: Fix memory leak in guiConfirmRegistration 53dd781 https://git.io/fbjyY (2018-07-06T09:13:18Z)
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11:19 Krock LMD, the formspec stuff was mainly about "don't send it each server step"
11:19 LMD ok
11:19 Krock minetest.after makes it simpler for you to control the intervals
11:19 LMD !next
11:19 MinetestBot Another satisfied customer. Next!
11:19 LMD (me satisfied)
11:20 Krock if you look at the code above, then you'll notice that "if timer <= 1 then" guards the code from being executed too often
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13:45 entuland uhm... content.minetest.net isn't accepting "matrix" as dependency for creating a new package... anybody knows how that works?
13:46 Krock maybe the mod doesn't exist yet on the cdb
13:50 rubenwardy Doesn't matter
13:50 rubenwardy You can depend on non added thinngs
13:50 rubenwardy Try adding an extra comma at the end
13:51 rubenwardy Like, type     matrix,
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13:58 entuland ah, I'll check that
13:58 entuland ah yes, adding a comma converted the text into a "tag" of some sort, thanks rubenwardy
13:59 entuland I'll add a link to the matrix repo nonetheless to ease finding it if necessary
13:59 rubenwardy Matrix hasn't been added yet as it is WIP
13:59 entuland yep, and I doubt I'll even ask to add it to the content db either
13:59 rubenwardy Oh wait
13:59 rubenwardy Nvm
13:59 rubenwardy Matrix chat hasn't been
14:00 rubenwardy Matrix would be fine
14:00 entuland I'll wait to see if decision gets made about including those functions to the minetest itself
14:00 rubenwardy It's not a good idea to add a package which has a hard dep on a mod which hasn't been added
14:01 entuland so I should first request the topic move, and create a package for it?
14:01 rubenwardy Don't need to move the topic first
14:01 entuland okay
14:01 rubenwardy But that would be good too
14:01 entuland I'll do both things then
14:01 rubenwardy Notice how Mineclone is in cdb
14:02 rubenwardy Imo, it's playable and not very buggy
14:02 rubenwardy It may not have a stable API yet, but it's playable
14:02 entuland does contentdb automatically pick up dependencies, if they get added as packages?
14:02 rubenwardy Yes
14:02 entuland cool
14:02 rubenwardy You depend on a name
14:03 rubenwardy Iike how depends.txt works
14:03 rubenwardy Any package which provides that name can fulfil that dependency
14:03 rubenwardy For example, see
14:03 rubenwardy https://content.minetest.net/metapackages/farming/
14:03 entuland yep
14:04 entuland another question since you're here: can I create a release from a tag instead that from the main branch of from a commit?
14:04 rubenwardy Yes
14:04 rubenwardy Just put the tag name
14:04 entuland okay
14:04 rubenwardy Instead of master
14:04 rubenwardy It's any valid git reference
14:04 entuland I don't see any way to get rid of a release request though - I can only edit its title
14:04 rubenwardy So branch, commit hash, tag, HEAD~3
14:04 rubenwardy I can delete them
14:05 rubenwardy Just call it delete me for now
14:05 entuland okay, thanks
14:06 entuland ah it ends up referring to the commit hash in any case
14:06 entuland so it would make no difference, I'll keep the one I created earlier for rhotator
14:09 rubenwardy Yeah
14:10 rubenwardy Pointing to something other than a commit is a security issue
14:10 rubenwardy And also breaks updating
14:10 entuland yep it is surely the best approach
14:10 rubenwardy I'll probably remove pointing to github soon
14:11 rubenwardy As too many people keep leaving it
14:11 rubenwardy /uploads/ is currently 400MB
14:11 rubenwardy Mostly mineclone2 versions
14:12 entuland would that make it harder to use contentdb for people still using github?
14:12 entuland cause I, personally, don't care, and I am still fine with github
14:12 rubenwardy No
14:12 entuland I mean, to create and update packages
14:13 rubenwardy Just means releases would link to a local file
14:13 rubenwardy It supports making zips from a git repo, btw
14:13 rubenwardy If your repo isn't github, then it'll currently do that
14:13 entuland you mean the first dialog where it asks for a vcn?
14:13 rubenwardy Yes
14:13 rubenwardy Err
14:14 rubenwardy The create release one supports git or github for vcs
14:14 entuland that didn't work for me, it kept saying something along "network error", so I skipped it
14:14 rubenwardy Que
14:14 rubenwardy I need to setup email reporting
14:14 entuland :)
14:14 rubenwardy You may have put a bad URL though, what did you put?
14:15 entuland something like this: https://github.com/entuland/wesh
14:15 rubenwardy Network error sounds like a pygit error
14:15 entuland and this: https://github.com/entuland/wesh.git
14:15 rubenwardy Heh
14:15 rubenwardy Should've been fine
14:15 entuland maybe my own crappy connection played a role there?
14:16 rubenwardy Idk
14:16 rubenwardy Basically, it runs a task on the server then uses JavaScript to check for completion
14:19 entuland I tried twice with two different URLs, I guess I can try once more for matrix and see if I notice any specific error in the console / network tab
14:19 entuland I'll let you know
14:21 rubenwardy The more helpful thing would be the task URL
14:21 rubenwardy You can see it if you open up the developer console, and see network requests
14:21 entuland sure
14:21 rubenwardy /tasks/someday string/
14:21 entuland I'll do that in a minute
14:21 rubenwardy *some fat string
14:23 entuland uhm... weird
14:23 entuland seems like the request isn't making it out of my computer at all
14:23 entuland I see the poll_url in the console
14:23 entuland ah no my bad
14:23 entuland filtered list
14:24 rubenwardy Ok, got the error
14:24 rubenwardy It looks like krocks mod list isn't returning anything
14:24 entuland tasks/af40dfdf-2018-4500-bd04-b8a5378af974/
14:24 rubenwardy !mod awards
14:24 MinetestBot json.decoder.JSONDecodeError: Expecting value: line 1 column 1 (char 0) (file "/usr/lib/python3.6/json/decoder.py", line 357, in raw_decode)
14:24 rubenwardy Yeah
14:24 rubenwardy Kick!
14:25 rubenwardy Krock!
14:25 entuland eheheh
14:25 rubenwardy I'll change this code to not rely on it
14:25 rubenwardy Now that I have it as anyway
14:25 rubenwardy I have my own forum parser
14:25 rubenwardy https://content.minetest.net/todo/topics/
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14:31 entuland uh? not sure I understand that list... that's not the list of packages pending approval for contentdb, no?
14:31 entuland in any case, I have completed my package requests, including the matrix one, I'll ask for the topic move as well
14:31 rubenwardy No, that's all the forum topics which don't have a corresponding package
14:32 entuland ah I see
14:32 entuland would have been hell of a backlog to take care of :P
14:32 rubenwardy Lol
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14:32 rubenwardy If you look on your profile page, it'll give you a to-do list
14:32 rubenwardy Which is empty
14:32 rubenwardy Congrats
14:34 entuland not sure I got that... any user is able to see all the pending requests of any other users?
14:34 entuland cause my profile page shows my 4 packages
14:34 rubenwardy No
14:35 rubenwardy You can only see unapproved packages if you own them or are an editor
14:35 rubenwardy If you have forum topics you hadn't submitted yet, you see them in a table at the bottom
14:36 rubenwardy And only you and editors can see that table
14:36 entuland and that only applies to the MODS forum, not to the WIP forum, correct?
14:36 rubenwardy Only releases currenrly
14:36 entuland okay
14:36 rubenwardy I need to also parse WIP at some point
14:37 rubenwardy It's harder though as they're less well formatted
14:37 entuland guess so, yes
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14:48 Krock rubenwardy, I'm getting the error too. Too many connections to the database
14:48 Krock changed the password already in hope to have an effect.. nope
14:48 rubenwardy Do you use a free host?
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18:29 MrSkulls Hello hello, I had a question as far as how entity's on step was called. Does the game jump from C++ to Lua, call all the on steps, then back to C++ or does it switch from C++ to Lua per entity?
18:30 MrSkulls Thank you for any help :)
18:30 Krock C++ triggers all after each other
18:30 Krock also. hello :)
18:30 MrSkulls Hello!
18:31 MrSkulls So C++, Lua, entity 0, entity 1,... back to C++?
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18:34 Astrobe I tried to use Raycast() which is documented in the modding book but not in the official documentation, and got a "nil value" error. Is the modding book (and Raycast) for 5.0.0?
18:34 Krock it's official documentation
18:35 Krock MrSkulls, no. C++ entity 1, C++ entity 2,
18:35 MrSkulls Awesome, thank you
18:35 Astrobe which one?
18:35 Krock because the list of active objects changes
18:36 MrSkulls As things are loaded / unloaded?
18:36 Krock Astrobe, if the modding book still takes the lua_api.txt from master, then it's official for 5.0.0-dev
18:37 Astrobe ok, thanks. Then I think I should tell them to mention that in the modding book.
18:37 Krock ^ rubenwardy
18:37 Krock fixed.
18:38 Krock Astrobe, well, it notes the information source at the very top, which is master/lua_api.txt
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18:39 MrSkulls Huh, I had no idea raycast wasn't in 4. Gotta update.
18:41 Astrobe You are kind of right, I can see that if I actually click the link at the top of the reference; I was expecting the info in the intro.
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19:06 rubenwardy That script was made before 5 was a thing
19:14 rubenwardy !mod [rpc]
19:14 MinetestBot rubenwardy: Could not find anything.
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19:23 Astrobe rubenwardy: yes, but the script is generated from the master branch instead of the "release" branch, so we have here function like Raycast which is in 5.0.0 but not in 0.4.17, which is surprising when one isn't aware of that detail.
19:23 rubenwardy again
19:24 rubenwardy <rubenwardy> ("%N"):format("%N", "([A-Za-z][A-Za-z0-9_]*)")
19:24 rubenwardy oops
19:24 rubenwardy That script was made before 5 was a thing
19:24 rubenwardy so there were less differences
19:24 rubenwardy and everyone uses the master version
19:24 rubenwardy I'll add a warning at some point though
19:26 Astrobe "everyone uses the master version", that's not the story the server list tells me ;-)
19:26 rubenwardy no, the master version of lua_api
19:27 Astrobe Ah, ok.
19:27 rubenwardy and lots of people did use the master version of Minetest for servers
19:27 rubenwardy before network breakage happened
19:27 Krock everybody uses the master list because they 1) always did it that way, 2) don't know about stable-0.5 or 3) want to use 5.0.0-dev features
19:27 Krock *stable-0.4
19:30 Astrobe Looks like I have a fix for MobRedo's line_of_sight issues
19:30 * Astrobe crosses fingers
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20:04 MinetestBot [git] paramat -> minetest/minetest: Lua_api.txt: Improve section titles, clarify sections (#7533) 55b6bc0 https://git.io/fNeDs (2018-07-06T20:02:54Z)
20:15 LMD Id like to start a discussion about backwards compatibility : MT 5 is breaking it. And the worst : no longer Server-Client communication between 4.17.1 and 5. Why ?
20:16 sfan5 backwards compatibility was mainly broken for the sake of csm
20:16 sfan5 it also opens up possiblities for more breaking changes that improve central element of the protocol
20:17 sfan5 and you can drop lots of legacy code
20:17 rubenwardy Most games break networking every uodate
20:19 paramat the compat break also alowed us to alter player position by 1 node vertically, which enabled custom player collisionboxes and therefore custom player size
20:19 paramat many other advantages and improvements too
20:20 paramat after all 0.4 had been going for 6 years
20:21 Viper csm most horrible thing
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20:24 Astrobe I remember when Cube2 broke net compatibility after years of stability; when I came back to it, I saw an almost empty server list and I thought "Oh no, the game is daed".
20:27 Astrobe That thing... Still a couple dozens of players online 24/7 even after 5 years without update.
20:27 Astrobe And more servers than players, actually :D
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20:29 rubenwardy just turn of the server list for 0.4.x
20:29 rubenwardy problem fixed
20:30 Astrobe That game allows live map edition, and it's triangles not cubes (despite the name :-). Too bad it's an under-used feature.
20:34 Astrobe Someone the forum uses the game's logo as his/her avatar... Phoenix-something.
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20:51 SkullsMinetest So, when I make textures they always look very very different in game than in the editor. the game textures always seem to be super saturated. anyone else have that issue or am I just blind?
20:52 sfan5 sounds like your image edit is broken
20:52 sfan5 editor*
20:53 MrSkulls gimp
20:54 MrSkulls oh my heavens. sorry about the login spam.
20:55 Krock if you were blind you wouldn't notice that the textures look very very different
20:56 Krock using gimp here too and can't complain. maybe something's wrong with the export format?
20:57 MrSkulls Nope it is the same for the ones in others mods. They look nice in game but 'dull' in gimp. Same monitor and everything.
20:58 MrSkulls Weird. It has to be something on my end then.
21:02 Krock most textures are optimized by pngcrush or optipng, which switch the color scheme/mode to "indexed". change that option in the current image if you're editing an exiting one
21:04 MrSkulls I'll try that, thank you
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21:19 LMD "Someone the forum uses the game's logo as his/her avatar... Phoenix-something." - Phoenixflo44 ? No.
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21:28 Astrobe yep. Phoenixflo44.
21:33 paramat MrSkulls maybe you have the tone mapping shader on?
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21:36 MrSkulls That's what I thought and I turned all the fancy options off. It also could be running the gimp on the built in GPU and Minetest is treated to Nvidia 'magic'. I'll check again and see if the indexing thingy makes it better.
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21:57 paramat indexing won't make any visual difference, if it did it would be broken
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