| Time | Nick | Message | 
        
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	| 06:53 | Zeno` | Hi all. Just here to hand in my official resignation | 
        
	| 06:54 | Zeno` | Maybe I shall return one day (I had a great time working with all the devs and other people on this project). I just don't seem to have the interest at the moment. *sigh* | 
        
	| 06:57 | Zeno` | Removed myself from the repo (You left minetest. You will be missed.) | 
        
	| 06:57 | * Zeno` | sheds a tear | 
        
	| 06:58 | * Zeno` | waves | 
        
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	| 07:05 | kahrl | nooo Zeno` :( | 
        
	| 07:05 | * sofar | waves back | 
        
	| 07:05 | kahrl | I hope it wasn't the Sisyphean nature of the irrlicht abstraction layer that burned you out | 
        
	| 07:18 | sofar | ho hum. why does minetest.get_meta() not return nil if the meta field isn't present? | 
        
	| 07:24 | kahrl | sofar: at the API level, node metadata is always considered present | 
        
	| 07:25 | kahrl | sofar: but it may be empty | 
        
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	| 07:25 | kahrl | (if it's empty, nothing will be stored in the database) | 
        
	| 07:25 | sofar | I'm getting a '0' back on nodes that don't have the property | 
        
	| 07:25 | sofar | so I can't use that to distinguish between nodes that have an int property set and ones that don't | 
        
	| 07:26 | sofar | I know the meta stuff is always present | 
        
	| 07:26 | sofar | this is about a specific int value inside the meta fields | 
        
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	| 07:27 | kahrl | check if get_string(name) returns an empty string | 
        
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	| 07:27 | sofar | I'm sorry, I just had convulsions | 
        
	| 07:27 | sofar | lol | 
        
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	| 07:29 | sofar | I'd rather use '1' as minimal value then, doing a totally odd workaround like that... shudder (if it even works, that's hella ugly) | 
        
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	| 07:32 | kahrl | I guess it would be nice to have a 'contains' method in NodeMetaRef | 
        
	| 07:32 | kahrl | (though it could technically implemented in lua using to_table(), that's quite wasteful) | 
        
	| 07:32 | sofar | I can see why you'd be worried about returning nil | 
        
	| 07:33 | sofar | probably break a few mods | 
        
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	| 07:33 | sofar | maybe add warnings to the code if a property is asked that isn't present in the nodemetaref? | 
        
	| 07:33 | kahrl | yeah, changing the behaviour of get_int at this point is out of the question | 
        
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	| 07:36 | kahrl | warnings would just lead to warning spam, even though in most cases there's nothing wrong | 
        
	| 07:37 | sofar | if you think that returning a value for a requested field is OK, sure, then it's just spam | 
        
	| 07:37 | sofar | I'd argue that it's a bug | 
        
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	| 07:37 | sofar | or, bad programming of API's | 
        
	| 07:37 | sofar | maybe I'm too picky | 
        
	| 07:37 | kahrl | sofar: the API is what is has been for several years | 
        
	| 07:38 | kahrl | it can't be changed now since many mods rely on it | 
        
	| 07:38 | sofar | never changing an API means you never improve | 
        
	| 07:38 | sofar | but sure, I get it | 
        
	| 07:39 | kahrl | breaking every mod ever is not an improvement | 
        
	| 07:40 | sofar | without a warning you have no data that mods are relying on that behavior | 
        
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	| 07:41 | sofar | I'm not that well into the core code ... I suppose I can see if I can try it myself to add a warning | 
        
	| 07:41 | kahrl | it's inevitable with mods that rely heavily on node metadata, like technic | 
        
	| 07:41 | kahrl | (not saying that I checked that technic specifically relies on it) | 
        
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	| 07:46 | sofar | hmm, NodeMetadataList::get() nicely returns NULL | 
        
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	| 07:47 | sofar | it's probably in the lua bindings then | 
        
	| 07:52 | kahrl | add haskell bindings to minetest and make get_int returns a Maybe Int :P | 
        
	| 07:52 | kahrl | return* | 
        
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	| 07:53 | sofar | ahahaha | 
        
	| 07:53 | sofar | someone was talking about javascript | 
        
	| 07:53 | sofar | tbh lua is fine... | 
        
	| 07:55 | sofar | it's too late for me to care... | 
        
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	| 09:04 | realbadangel__ | mods like technic are using meta a lot | 
        
	| 09:04 | realbadangel__ | pipeworks and mesecons too | 
        
	| 09:05 | realbadangel__ | and those  are the most complex mods for mt out there | 
        
	| 09:14 | realbadangel__ | breakin api will piss lotsa folks | 
        
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	| 15:42 | est31 | bye Zeno. | 
        
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	| 16:32 | est31 | :( | 
        
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	| 17:29 | VanessaE_ | sorry to see you go, Zeno`  :( | 
        
	| 17:49 | hmmmm | ahhh noo zeno` :( | 
        
	| 17:50 | hmmmm | lol I guess we're not getting a graphics engine-independent minetest | 
        
	| 17:50 | hmmmm | back to the drawing board... | 
        
	| 17:52 | VanessaE_ | well I guess the bright side there is that by now, it would have been such a big rebase effort that someone would have to rewrite it anyway. | 
        
	| 17:55 | who_wants_some | minetest development pace is too fast | 
        
	| 17:55 | who_wants_some | sorry, wrong channel! | 
        
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	| 18:34 | realbadangel__ | est31, i have analyzed the possibilities, only solution is real client side modding | 
        
	| 18:34 | realbadangel__ | and im not experienced enough on that field to introduce it | 
        
	| 18:35 | realbadangel__ | jeija on the other hand made a PR with proof of concept | 
        
	| 18:35 | realbadangel__ | https://github.com/Jeija/minetest/tree/clientside_mods | 
        
	| 18:36 | realbadangel__ | if somebody make this in, i can move further with client side shaders | 
        
	| 18:37 | realbadangel__ | atm i dont wanna invent another override file | 
        
	| 18:38 | realbadangel__ | ive read the code for all overriding stuff, like noise, textures | 
        
	| 18:39 | realbadangel__ | all is just wrestling, freestyle | 
        
	| 18:39 | realbadangel__ | imho real client side mods are the only solution | 
        
	| 18:41 | Calinou | yeah, we should have it some day | 
        
	| 18:41 | Calinou | even Quake modders eventually stopped doing everything server-side | 
        
	| 18:41 | Calinou | they introduced CSQC ;) | 
        
	| 18:41 | Calinou | and now they cram more and more things into it | 
        
	| 18:42 | Calinou | (because clients are often more powerful than servers…) | 
        
	| 18:42 | realbadangel__ | ofc clients are more powerfull | 
        
	| 18:42 | realbadangel__ | we do buy ROG boxes | 
        
	| 18:43 | realbadangel__ | or build them on our own | 
        
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	| 18:43 | realbadangel__ | server can run on a hostin space | 
        
	| 18:43 | realbadangel__ | client is about performance and FPS | 
        
	| 18:44 | realbadangel__ | and NICE lookin | 
        
	| 18:45 | Calinou | my VPS is 1 CPU (2 GHz), 1 GB RAM | 
        
	| 18:45 | Calinou | my laptop is 8 threads (4C/8T), 8 GB RAM, and a dedicated card… | 
        
	| 18:45 | who_wants_some | my fear is when it becomes client-side now the clients will have even more bad stutters | 
        
	| 18:45 | who_wants_some | or crashes | 
        
	| 18:45 | Calinou | that's the server owner's problem if they distribute poorly performing mods | 
        
	| 18:46 | Calinou | crashes are preventable, but work needs to be done on that | 
        
	| 18:46 | realbadangel__ | who_wants_some, when we will have client side modding you will get mobs, carts etc | 
        
	| 18:46 | realbadangel__ | with no lags | 
        
	| 18:46 | realbadangel__ | atm its impossible | 
        
	| 18:46 | who_wants_some | I hope | 
        
	| 18:47 | who_wants_some | please fix liquids over ignore and slow mesh gen that causes big stutters (ap-tly) | 
        
	| 18:48 | realbadangel__ | liquids flow is not my area of interest at all | 
        
	| 18:48 | realbadangel__ | i mean physics | 
        
	| 18:48 | realbadangel__ | i do gfx only | 
        
	| 18:49 | who_wants_some | texture tear problems *cough* | 
        
	| 18:49 | who_wants_some | or 3166 | 
        
	| 18:49 | realbadangel__ | thats hardware | 
        
	| 18:49 | realbadangel__ | and 3166? ooops ;) | 
        
	| 18:49 | realbadangel__ | im stuck | 
        
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	| 19:05 |  | loggingbot_ joined #minetest-dev | 
        
	| 19:05 |  | Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ | 
        
	| 19:05 | who_wants_some | he is stuck | 
        
	| 19:05 | who_wants_some | he needs some new idea from outside | 
        
	| 19:05 | who_wants_some | "suggestion" | 
        
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	| 19:06 | RealBadAngel | i know how it should work, but i dont know how to code it | 
        
	| 19:07 | RealBadAngel | i started the work, its far enough to be considered a workin solution | 
        
	| 19:07 | RealBadAngel | it just have some flaws which i cant fix atm | 
        
	| 19:07 | VanessaE_ | it works, it improves things, and doesn't break anything, right? | 
        
	| 19:07 | VanessaE_ | and nothing is worse off | 
        
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	| 19:08 | VanessaE_ | then it should be merged.  The double-update can be solved later. | 
        
	| 19:08 | RealBadAngel | propably i could but with spending lotsa time which i could use to develop other things | 
        
	| 19:08 | VanessaE_ | better two nodes' worth of updates than 7 entire mapblocks | 
        
	| 19:09 | RealBadAngel | i gave up dancing with double-update and picked shaders again | 
        
	| 19:09 | VanessaE_ | hmmmm:  ^^^^^ | 
        
	| 19:09 | who_wants_some | that is slow | 
        
	| 19:09 | RealBadAngel | so in two days i made mod definitions of shader use | 
        
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	| 19:09 | RealBadAngel | you can try now water and lava | 
        
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	| 19:10 | RealBadAngel | somebody already said that lava is "piece of art" | 
        
	| 19:10 | est31 | yippee server is up | 
        
	| 19:10 | RealBadAngel | and i really think it is | 
        
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	| 19:11 | RealBadAngel | just compile and watch it :P | 
        
	| 19:11 | est31 | I try to keep out of these discussions | 
        
	| 19:11 | est31 | some will love it, some will hate it | 
        
	| 19:11 | rubenwardy | Calinou, putting more code client side is bad if it makes the server vulnerable to cheating | 
        
	| 19:11 | est31 | well, it depends | 
        
	| 19:11 | est31 | if the server side code trusts the inputs, then yes. | 
        
	| 19:11 | RealBadAngel | est31, can you take a look on Jeija's client side modding proof of concept? | 
        
	| 19:11 | est31 | that code is years old | 
        
	| 19:11 | rubenwardy | est31, "makes the server vulnerable to cheating" | 
        
	| 19:12 | RealBadAngel | est31, it works | 
        
	| 19:12 | rubenwardy | it works doesn't mean it's good | 
        
	| 19:12 | RealBadAngel | code doesnt have age | 
        
	| 19:12 | rubenwardy | hmmmm was working on a prototype | 
        
	| 19:12 | RealBadAngel | it works or not | 
        
	| 19:12 | rubenwardy | but he stopped for some reason - fixing stuff elsewhere | 
        
	| 19:12 | rubenwardy | celeron55 wanted to do it after farview | 
        
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	| 19:13 | rubenwardy | RealBadAngel, it's not black or white. | 
        
	| 19:13 | RealBadAngel | but neither its grey | 
        
	| 19:13 | rubenwardy | if something "works" but it's unreliable, then it might as well not work | 
        
	| 19:13 | RealBadAngel | or at least it shouldnt | 
        
	| 19:14 | who_wants_some | server needs some cheating protection already, there are hacked clients already :( | 
        
	| 19:14 | RealBadAngel | atm development is stuck | 
        
	| 19:14 | Calinou | rubenwardy, obviously it's not going to be cheat-sensitive code | 
        
	| 19:14 | Calinou | but Minetest is pretty vulnerable to cheating as it is right now | 
        
	| 19:14 | rubenwardy | who_wants_some, fly and fast are vulnerability | 
        
	| 19:14 | RealBadAngel | see? | 
        
	| 19:14 | est31 | fast is no vulnerability | 
        
	| 19:14 | est31 | you can just adjust the speed setting | 
        
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	| 19:14 | rubenwardy | because the server doesn't do proper client-side prediction and server reconcilliation | 
        
	| 19:14 | RealBadAngel | we are all needing help from each other | 
        
	| 19:14 | rubenwardy | yes, to cheating | 
        
	| 19:14 | who_wants_some | rubenwardy, so server needs to check player movement anyway | 
        
	| 19:14 | Calinou | est31, everyone disables anticheat actually :P | 
        
	| 19:15 | Calinou | it's buggy, constantly resets innocent players | 
        
	| 19:15 | rubenwardy | anticheat isn't real server side reconcilliation | 
        
	| 19:15 | est31 | Calinou, then dont complain that minetest doesnt have anti-cheat | 
        
	| 19:15 | est31 | but that its anti-cheat is buggy | 
        
	| 19:15 | est31 | those are different things | 
        
	| 19:15 | est31 | but yeah fly and noclip still remains | 
        
	| 19:16 | hmmmm | i think anticheat should be a mod | 
        
	| 19:16 | rubenwardy | Why? | 
        
	| 19:16 | hmmmm | it's ancilliary functionality to begin with | 
        
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	| 19:17 | hmmmm | its inclusion into the core implies that minetest is a "game" where people can "cheat" whereas really that all depends on the modpack installed | 
        
	| 19:17 | RealBadAngel | i think we have started a storm in a glass of water | 
        
	| 19:17 | RealBadAngel | hi Taoki :) | 
        
	| 19:54 |  | loggingbot_ joined #minetest-dev | 
        
	| 19:54 |  | Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ | 
        
	| 19:54 | rubenwardy | I agree that farview as it is last time I used it looked out of place. But, WIP | 
        
	| 19:56 | hmmmm | [02:44 PM] <RealBadAngel> c55 and hmmmm are too fucused on pure code, both treating it as kinda excercise, to show own abilities | 
        
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	| 19:56 | hmmmm | no, it's because I realize that talking about things is useless because the code is not getting done | 
        
	| 19:56 | hmmmm | minetest is a big project for sure but it needs even more development | 
        
	| 19:57 | hmmmm | talking is bad because it makes you feel like you're accomplishing something when you aren't | 
        
	| 19:57 | est31 | it looked great IMO last time I looked at it, just had two bugs. | 
        
	| 19:58 | est31 | first is hard to describe | 
        
	| 19:58 | est31 | I guess some driver thingy or so | 
        
	| 19:58 | est31 | second is that it allocates tons of memory | 
        
	| 19:58 | est31 | but the second was promised to get fixed | 
        
	| 20:00 | who_wants_some_ | est31, is it possible to upload to GPU not 40 meshes in very limited time (causing big stutter), but spread them over time, so stutter is say 1ms per each rendered frame? | 
        
	| 20:01 | RealBadAngel | hmmmm, for the single commiter thats nearly impossible now to get something done without touchin a few other areas of experitse | 
        
	| 20:01 | RealBadAngel | and thats what im talkin about | 
        
	| 20:02 | who_wants_some_ | est31, i've tried very simple flatgen mod and I still got pretty big stutter when new meshes generated (if trust F5 graphs), it is basically 15ms -> 30ms -> 15ms (that is too big and not acceptable) | 
        
	| 20:03 | RealBadAngel | i can know everything about shaders (and i know that you dont know a single shit bout it). and vice versa, im trying to get something done in threads and all i get are lols | 
        
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	| 20:04 | RealBadAngel | even when what i did to get my idea workin was copy paste of existing already solutions | 
        
	| 20:04 | est31 | yea I guess the shaders I did were shit too. | 
        
	| 20:05 | est31 | and your shaders are great | 
        
	| 20:05 | RealBadAngel | hah, i could do better :P | 
        
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	| 20:06 | RealBadAngel | but seriously est31 what shaders code you made? | 
        
	| 20:06 | RealBadAngel | no offence, just asking | 
        
	| 20:07 | est31 | tbh I haven't coded any real shaders yet | 
        
	| 20:08 | RealBadAngel | so what have you meant? | 
        
	| 20:08 | hmmmm | real developers don't pidgeonhole themselves into a single technology subset | 
        
	| 20:08 | RealBadAngel | we are not real | 
        
	| 20:08 | hmmmm | saying that you can't do threads but you can do shaders is ridiculous | 
        
	| 20:09 | hmmmm | you are not real maybe | 
        
	| 20:09 | RealBadAngel | well i am, sort of, a nick name :P | 
        
	| 20:09 | est31 | I have expressed wrongly, it should have been "the shaders I would do would be shit" | 
        
	| 20:09 | est31 | haha | 
        
	| 20:09 | RealBadAngel | est31, you have tested water and lava | 
        
	| 20:10 | RealBadAngel | can u express your opinion now? | 
        
	| 20:10 | RealBadAngel | and here | 
        
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	| 20:11 | est31 | I said its nice, but I dont know whether it should be the standard shader. | 
        
	| 20:11 | who_wants_some_ | is someone has binaries for windows with new shaders, pls share with me, i want to see it on ati | 
        
	| 20:12 | RealBadAngel | those are not standard shaders | 
        
	| 20:13 | RealBadAngel | could be if mt would go HD and fine lookin | 
        
	| 20:13 | who_wants_some_ | and slow working | 
        
	| 20:13 | RealBadAngel | theyre pretty fast | 
        
	| 20:14 | RealBadAngel | and moreover they eliminate some nasty visual bugs | 
        
	| 20:14 | RealBadAngel | like different looking of block with same texture | 
        
	| 20:15 | RealBadAngel | +s | 
        
	| 20:15 | RealBadAngel | point of my latest PR is that, any node can have own shader | 
        
	| 20:16 | RealBadAngel | independent from the engine at all | 
        
	| 20:16 | who_wants_some_ | that is useful | 
        
	| 20:17 | RealBadAngel | i wanted it first to be able to send shader code over net as a mod | 
        
	| 20:17 | RealBadAngel | i dont think that could be a security problem but whatever | 
        
	| 20:17 | RealBadAngel | client side modification pack is better place for it | 
        
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	| 20:18 | RealBadAngel | client is having good box and gpu, then hes choosing candies | 
        
	| 20:18 | RealBadAngel | no matter the server | 
        
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	| 20:27 | RealBadAngel | so, for starters, https://github.com/minetest/minetest/pull/3391 | 
        
	| 20:27 | RealBadAngel | what are your votes? | 
        
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	| 20:30 | RealBadAngel | above pull with will need client side modding for the feature to be complete ofc | 
        
	| 20:31 | RealBadAngel | but both sides will require those definitions | 
        
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	| 20:57 |  | Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ | 
        
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	| 21:12 | RealBadAngel | splitty day, i will ask again tomorrow ;) | 
        
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