Time Nick Message 00:01 MTDiscord If it's more than one server then it might be significant to point out the common factor between all of them... 00:16 kilbith 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 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 00:41 MTDiscord 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 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? 01:06 timdorohin hi 01:06 timdorohin set_rotation() aren't working on attached entities 01:06 timdorohin is this a correct behavior? 01:10 MTDiscord 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 Here: https://forum.minetest.net/viewtopic.php?f=6&t=25813 01:12 MTDiscord It's usually Timeout, with response code 0 or 100 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 @Bastranoob 12:12 MTDiscord No, it's not set 12:13 MTDiscord I had set the serverlist_url for testing and I have ipv6_server and enable_ipv6 set to true. 12:14 MTDiscord Should I upload my minetest.conf to somewhere? (without settings for specific mods) 12:15 MTDiscord 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 (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 Ok, I /set curl_timeout 30000 12:20 sfan5 just checked the source, yes that should take effect at runtime 12:23 MTDiscord Should I watch the log? 12:25 sfan5 I'll do that on my side 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 17:30 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 18:17 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 18:50 MTDiscord there is custom bone support 18:51 MTDiscord you just have to generate a .b3d and send it via dynamic_add_media 18:51 MTDiscord it's not beautiful, but it should work 18:51 sfan5 wat 19:06 Krock i.e. build your own model binaries 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-; 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 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 21:14 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 21:57 tech_exorcist @Jonathon and Krock: thanks! :D 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 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 Bad uv mapping 23:35 VanessaE heh, nice glitch :D 23:35 MTDiscord Or, lack thereof I believe 23:36 MTDiscord 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 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 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 Its less a bad UV map, more missing 23:40 MTDiscord 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 or if the UV is scaled to 0 23:40 VanessaE that's a new one on me 23:40 MTDiscord 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