Time |
Nick |
Message |
00:01 |
MTDiscord |
<Warr1024> If it's more than one server then it might be significant to point out the common factor between all of them... |
00:14 |
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00:16 |
kilbith |
<Wuzzy>Extexo: it is not possible to get rid of the underline |
00:16 |
sfan5 |
@Bastrabun do you happen to be here? |
00:16 |
kilbith |
wrong, you can get rid of the underline by setting a `hovercolor` in the <action> tag in hypertext[] |
00:17 |
Wuzzy |
o_O |
00:17 |
Wuzzy |
hovercolor? thats a ... surprise |
00:17 |
kilbith |
https://www.youtube.com/watch?v=_AtifpDQ-5M |
00:17 |
kilbith |
(first time I presented hypertext from the EvidenceB labs) |
00:17 |
Wuzzy |
its weird a property called "hovercolor" kills the underline |
00:19 |
kilbith |
Wuzzy: both `color` or `hovercolor` actually |
00:19 |
Wuzzy |
but what if i want to only change the color but not the underline? |
00:19 |
Wuzzy |
this behavior does not seem to be documented |
00:20 |
kilbith |
I guess that's not possible |
00:20 |
Wuzzy |
its surprising behavior |
00:20 |
kilbith |
underlined hyperlinks are very HTML 3/4 anyway |
00:20 |
Wuzzy |
lol |
00:20 |
Wuzzy |
we dont even use HTML 1.0 ? |
00:21 |
kilbith |
who are still using underlined links in 2021? |
00:21 |
Wuzzy |
current year argument |
00:21 |
kilbith |
(except RMS) |
00:21 |
kilbith |
true |
00:22 |
kilbith |
hypertext is still very complex as it is |
00:32 |
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00:41 |
MTDiscord |
<Bastrabun> sfan5: I'm "here" via discord. I saw on the forum that you took my IP off the blacklist: Thanks! Wonder how it got there |
00:47 |
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01:02 |
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01:04 |
sfan5 |
@Bastrabun there's another thing: I noticed your server sometimes "misses" an announce (10min between requests, not 5); do you see anything in your logs regading that? timeouts? |
01:04 |
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01:06 |
timdorohin |
hi |
01:06 |
timdorohin |
set_rotation() aren't working on attached entities |
01:06 |
timdorohin |
is this a correct behavior? |
01:07 |
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01:09 |
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01:10 |
MTDiscord |
<Bastrabun> sfan5: yes, I see a lot of timeouts. I put the logs into the forum thread in the hopes of help. Not the thread were you posted the "solved" message regarding the ddos, but the one where I described the intial problem |
01:11 |
MTDiscord |
<Bastrabun> Here: https://forum.minetest.net/viewtopic.php?f=6&t=25813 |
01:12 |
MTDiscord |
<Bastrabun> It's usually Timeout, with response code 0 or 100 |
01:21 |
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02:00 |
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02:06 |
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02:39 |
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03:59 |
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04:00 |
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05:31 |
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08:00 |
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09:20 |
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10:07 |
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11:09 |
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11:17 |
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11:26 |
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11:56 |
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12:01 |
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12:04 |
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12:04 |
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12:06 |
sfan5 |
@Bastrabun yeah I saw that but I thought those were fixed by now, do you happen to have curl_timeout set in your config? to what value? |
12:08 |
MTDiscord |
<Jonathon> @Bastranoob |
12:12 |
MTDiscord |
<Bastrabun> No, it's not set |
12:13 |
MTDiscord |
<Bastrabun> I had set the serverlist_url for testing and I have ipv6_server and enable_ipv6 set to true. |
12:14 |
MTDiscord |
<Bastrabun> Should I upload my minetest.conf to somewhere? (without settings for specific mods) |
12:15 |
MTDiscord |
<Bastrabun> I also have a testserver on the same machine, I could let it announce to the list, too. On the testserver I can change values at your command |
12:17 |
sfan5 |
not needed but please try with curl_timeout = 30000 |
12:17 |
MTDiscord |
<Bastrabun> (I reset my nickname to Bastrabun, so I can be pinged more easily) |
12:17 |
sfan5 |
(it's been showing as Bastrabun on this side always) |
12:19 |
MTDiscord |
<Bastrabun> Ok, I /set curl_timeout 30000 |
12:20 |
sfan5 |
just checked the source, yes that should take effect at runtime |
12:23 |
MTDiscord |
<Bastrabun> Should I watch the log? |
12:25 |
sfan5 |
I'll do that on my side |
12:30 |
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12:47 |
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12:55 |
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13:53 |
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14:23 |
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14:42 |
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14:57 |
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15:01 |
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15:13 |
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15:17 |
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15:18 |
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16:01 |
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16:04 |
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16:12 |
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16:35 |
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16:52 |
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16:53 |
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17:02 |
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17:03 |
timdorohin |
okay, after some browsing throught server code and lua bindings i've found that yes, ObjectRef:set_rotation and it c++ counterpart UnitSAO::set_rotation() ain't doing any shit when object is atached to another |
17:04 |
Krock |
yes that's true |
17:04 |
Krock |
because there's no matrix calculations on server-side and the server just deals with the entity positions directly for simplicity |
17:05 |
Krock |
moreover there's no rendering engine to load models which then could be used for attaching stuff to bones |
17:07 |
timdorohin |
isn't in more logical to allow set/get_rotation to work with attach rotation? |
17:07 |
timdorohin |
*it |
17:08 |
timdorohin |
'cuz right nowto change attached object rotation we need to reattach it |
17:12 |
timdorohin |
i understand that after rotation change server would send the same thing it would send if we reattached object, but it isn't about efficiency right now, it is about api consistency |
17:24 |
Krock |
well, set_attach is a very old API and set_rotation was only introduced in 0.5.0-dev which later became 5.0.0 |
17:25 |
Krock |
currently looking for an issue into this direction |
17:25 |
timdorohin |
Krock: what should i do with that? open an issue on github? go to minetest-dev channel and ask somebody about api change? |
17:25 |
Krock |
pretty sure there's already an issue about it |
17:25 |
Krock |
at least I think I've heard this complaint before |
17:26 |
timdorohin |
patch is really something like 10 lines for both get/set_rotation |
17:26 |
timdorohin |
and isn't even change anything in lua api |
17:27 |
Krock |
> If an entity is added to another entity, a call to set_rotation() on the child entity will not override the attach rotation. |
17:27 |
Krock |
#7395 looks like this is intentional |
17:27 |
ShadowBot |
https://github.com/minetest/minetest/issues/7395 -- Add Lua methods 'set_rotation()' and 'get_rotation()' by DevyHeavy |
17:28 |
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17:28 |
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17:30 |
Krock |
but I really cannot find any issue that would request set_rotation() to also change set_attach() rotation on call... |
18:12 |
timdorohin |
Krock: right now i'm messing (and failing) around script-defined meshless entities |
18:13 |
Krock |
those support attachments as well. take devtest as an example |
18:14 |
Krock |
it has an entity spawner and object chain tool which does the attachment stuff |
18:15 |
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18:17 |
timdorohin |
well, you didn't understant what i mean - i'm trying to make complex entity from simple ones and that is where i startet to whine about set/get_rotation and so on |
18:18 |
timdorohin |
also we can't add bones from script |
18:19 |
timdorohin |
so i'm using invicible entities as hacky replacement |
18:21 |
Krock |
yes, there's indeed no custom bone support. blender models are recommended for such things, and I can imagine using many small objects will be kinda tricky to implement |
18:28 |
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18:50 |
MTDiscord |
<appguru> there is custom bone support |
18:51 |
MTDiscord |
<appguru> you just have to generate a .b3d and send it via dynamic_add_media |
18:51 |
MTDiscord |
<appguru> it's not beautiful, but it should work |
18:51 |
sfan5 |
wat |
19:06 |
Krock |
i.e. build your own model binaries |
19:38 |
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19:44 |
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19:52 |
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20:08 |
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20:28 |
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20:48 |
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20:49 |
tech_exorcist |
assuming that 1. the time is 12:00; 2. time_speed is set to 0; 3. the game is Minetest Game; 4. the mapgen is v6; 5. the version of both Minetest and Minetest game is 5.3.0-<something>; how far deep will sunlight go in a straight hole dug in the ground? in my world, it seems like it doesn't go any deeper than roughly 2100 blocks, but what's the exact number? |
20:51 |
tech_exorcist |
more like -2200 |
20:54 |
MTDiscord |
<Jonathon> you might need to use fixlight or if you have it installed /mapfix right above where it goes dark |
21:02 |
Krock |
you could use VoxelManip:set_light_data() to fool Minetest into thinking that there's sunlight down there |
21:03 |
Krock |
but usually /fixlight or whatever it is called, might remove the sunlight if the mapblock above does not have full sunlight |
21:03 |
Krock |
(i.e. worsens the situation) |
21:04 |
Krock |
there should not be a limit if the sunlight is propagated in a straight linke, but some calculation bugs might prevent that |
21:04 |
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21:13 |
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21:14 |
Wuzzy |
!seen texmex |
21:14 |
MinetestBot |
Wuzzy: texmex was last seen at 2021-01-18 09:08:15 UTC on #minetest-hub |
21:15 |
Krock |
!seen Wuzzy |
21:15 |
MinetestBot |
Krock: wuzzy was last seen at 2021-03-18 21:14:27 UTC on #minetest |
21:15 |
Wuzzy |
lol |
21:27 |
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21:37 |
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21:57 |
tech_exorcist |
@Jonathon and Krock: thanks! :D |
22:00 |
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22:00 |
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22:27 |
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23:20 |
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23:26 |
somtalgutoo |
I accidentally unplugged my PC while running Minetest. Now it won't load the world I was running at the time it shut down. When I try to load it, it just immediately shuts down Minetest. I can reopen Minetest and open other worlds. Any initial suggestions on what I should do first? I put a lot of time into this world, and didn't back it up. :( |
23:27 |
MTDiscord |
<Benrob0329> Any errors? |
23:27 |
VanessaE |
ignore_world_load_errors = true |
23:27 |
VanessaE |
in minetest.conf |
23:27 |
VanessaE |
should be enough to get it to load |
23:27 |
VanessaE |
but it may be corrupt |
23:27 |
sfan5 |
make a backup first in any case |
23:28 |
VanessaE |
indeed. |
23:34 |
timdorohin |
minetest seems to screw up pretty normal wavefront obj model https://imgur.com/a/0XstnZY |
23:35 |
MTDiscord |
<GreenXenith> Bad uv mapping |
23:35 |
VanessaE |
heh, nice glitch :D |
23:35 |
MTDiscord |
<GreenXenith> Or, lack thereof I believe |
23:36 |
MTDiscord |
<GreenXenith> I dont remember how exactly but you can create visual static on meshes with improper UV maps. Makes for potentially neat usecases. |
23:38 |
timdorohin |
how TF UV mapping can break triangles rendering? |
23:39 |
MTDiscord |
<GreenXenith> Well I dont know about the massive triangle on the top right |
23:39 |
VanessaE |
this looks more like a driver failure |
23:39 |
VanessaE |
bad uv mapping wouldn't cause thids |
23:39 |
VanessaE |
-d |
23:39 |
MTDiscord |
<GreenXenith> That one is strange, but the other screwed up part of the model looks near identical to stuff ive experienced with bad UV maps. |
23:39 |
VanessaE |
it would just cause the model's textures to look funky |
23:39 |
MTDiscord |
<GreenXenith> Its less a bad UV map, more missing |
23:40 |
MTDiscord |
<GreenXenith> I think it has something to do with if it expects a UV map but you dont give it one |
23:40 |
VanessaE |
huh. |
23:40 |
MTDiscord |
<GreenXenith> or if the UV is scaled to 0 |
23:40 |
VanessaE |
that's a new one on me |
23:40 |
MTDiscord |
<GreenXenith> I dont remember exactly, all I know is I wanted to try it again eventually to get some neat effects |
23:44 |
timdorohin |
minetest doesn't support GLTF, right? |
23:47 |
timdorohin |
or wiki is outdated? |
23:48 |
sfan5 |
correct, it doesn't |
23:55 |
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