Time Nick Message 00:37 VanessaE well the thing is, I'm not so sure the distance sorting works. 00:37 VanessaE I've seen stuff in the distance load before stuff closer to the player does 00:54 sapier vanessae block priorization is done by querying blocks if a block is in there once It's gonna be loaded so if you turn distant blocks in old direction may be loaded prior to near ones in new direction 00:55 sapier https://github.com/sapier/minetest/pull/new/security_v2 maybe security can be added if it's disabled by default :-( 03:26 kmmmmm hello 08:20 celeron55 < sapier> off topic I've added seek support to fileapi some days ago 08:20 celeron55 wtf 08:21 celeron55 you should just wrap the regular lua stuff but only allow opening files from a certain location 08:22 celeron55 limiting what operations someone can do on a file is not security, it's just idiotic 08:24 celeron55 like: function open_secure_file(name) if not filename_is_secure(name) then return nil end return io.open(safe_directory.."/"..name) end 08:25 * celeron55 shakes his head once again 08:25 proller celeron55, https://github.com/celeron55/minetest/pull/492 08:35 celeron55 thexyz: re. http://irc.minetest.ru/minetest/2013-02-16#i_2876764 - fixing this should be your first priority because most probably it was caused by the freetype patch 08:36 celeron55 even reverting is better than not fixing it in a few days 08:37 celeron55 because it's very bad 08:45 thexyz any idea how to reproduce this? 08:45 thexyz http://pastebin.com/NbxEtUs5 08:48 celeron55 umm... you need to run the game, not only the menu 08:49 thexyz I did 08:49 thexyz oh, well, apparently, wrong log 08:51 thexyz still, it works 08:52 thexyz ok, I can also test it in windows 08:52 thexyz once I install one 08:52 celeron55 i can't try anything at the moment, but i could give it a try in 12 hours 08:54 celeron55 hmm, actually, i *can* try it 08:54 celeron55 because it should be able to fail as a server too 08:55 celeron55 oh by the way 08:55 celeron55 po/ro/minetest.po: warning: Charset "CHARSET" is not a portable encoding name. 08:55 celeron55 po/ko/minetest.po: warning: Charset "CHARSET" is not a portable encoding name. 08:56 thexyz those weren't changed at all 08:56 thexyz http://translate.minetest.ru/projects/minetest/core/ 08:56 thexyz I guess I'll just remove them, right? 08:58 celeron55 apparently the headers in the new translations are not filled in 08:58 celeron55 the old ones have UTF-8 as charset and a proper author and date and whatever 08:58 thexyz yes, because those are not "new translations" but minetest.pot copied 08:59 thexyz weblate adjust headers as soon as someone touches the translation 08:59 celeron55 ok; just let them be then 09:02 celeron55 when i do LC_ALL=fi_FI bin/minetestserver, i get 09:02 celeron55 bin/minetestserver: warning: could not set default locale 09:02 celeron55 11:05:21: ERROR[main]: Could not set numeric locale to C 09:02 celeron55 but it doesn't fail 09:03 celeron55 shit, i don't even have fi_FI, that explains 09:10 thexyz it works fine on russian winxp for me too 09:10 celeron55 by quick testing, it doesn't seem to fail 09:11 celeron55 could it be some strange combination of not having UTF-8 locales and not having locales with . as decimal points? 09:11 celeron55 or... something 09:14 thexyz lua has its own os.setlocale so the workaround for this problem may be to add os.setlocale('C') somewhere 09:15 thexyz to the top of builtin.lua maybe 09:15 thexyz too bad PilzAdam is not here 09:17 thexyz http://pastebin.com/zcQbw7DP 09:30 rubenwardy what is wrong with the main loop? 09:30 rubenwardy " badly structured main loop (which works well, though). " 09:35 rubenwardy also, is there an up-to-date todo list anywhere? 09:36 rubenwardy ping: thexyz, celeron55 09:37 thexyz sure there is 09:37 thexyz https://github.com/celeron55/minetest/issues?state=open 09:39 rubenwardy oh, off course 09:39 rubenwardy of 09:48 thexyz celeron55: apparently, it fixes the issue https://github.com/celeron55/minetest/issues/494 09:59 celeron55 thexyz: good 09:59 thexyz I'm commiting it then, right? 10:00 celeron55 i guess there is no reason not to 10:00 celeron55 hmm 10:00 celeron55 you might want to ask tforsman to try running the C++ unit tests 10:01 celeron55 they test some Settings stuff that should make sure that decimal points work properly in there too 10:03 celeron55 actually; the main configuration has so many values with decimal points that tem failing should be surely noticeable 10:03 celeron55 them* 10:54 rubenwardy does this go in a .h or a .cpp? http://dev.minetest.net/Mapgen 11:10 celeron55 .h, altough you'll probably want to implement stuff like MapgenTest::makeChunk in a .cpp 11:15 rubenwardy http://pastebin.com/5BFCXJPv 11:15 rubenwardy woops 11:15 rubenwardy http://pastebin.com/QypS4ghU 11:16 rubenwardy nm 11:16 rubenwardy hmmm 11:16 rubenwardy 11:16:36: ERROR[main]: EmergeManager: mapgen "plus" not registered 11:16 rubenwardy Segmentation fault (core dumped) 11:18 celeron55 lol, it segfaults if a mapgen is not found? 11:19 celeron55 if you add it with registerMapgen("plus", new MapgenFooFactory()), it shouldn't be able to fail that way 11:20 thexyz celeron55: have you seen https://github.com/celeron55/minetest/pull/492 yet? 12:52 celeron55 thexyz: what are your opinions on it as-is? 12:57 celeron55 i can see some minor details to be fixed, but as a non-player and a non-server-maintainer i can't really judge 12:59 celeron55 my main doubts are about security, as it that makes it completely trivial to get many players to connect to anything, not even requiring any "social engineering" 12:59 celeron55 -it 13:07 thexyz celeron55: isn't that true about any server list done that way? 13:08 proller internet is unsecure by design 13:12 celeron55 maybe we should try to break client security before taking that into use 13:13 celeron55 just to make sure doing it isn't too small a matter 13:19 celeron55 there are practically three points that could be exploitable 13:21 celeron55 1) the minetest protocol, 2) external libraries handling stuff from the server like libpng and libogg, 3) irrlicht's handling of data coming from the server (models; is there anything else?) 13:23 celeron55 1 is probably best handled by just looking through everything for obvious bad data handling (or generating some randomized packets if that much effort is used) 13:24 celeron55 2 by looking up the versions commonly built with minetest and seeing if there are known exploits for them 13:24 celeron55 3 probably similarly to 1 13:44 * celeron55 is reading through Client::ProcessData() 13:45 celeron55 there are way too many older things done with bare indices in here; would be a good investment to convert them to the later stringstream way 13:47 celeron55 also, even more than that, there are separetely read and buffered deserializations while later the istream-reading readX() functions were added 13:48 celeron55 i refuse to even attempt to try to proofread this 8) 13:57 celeron55 looking into 2 now... 14:02 celeron55 this isn't particularly convincing 14:16 celeron55 not too bad, but there's no magic here; overflow bugs have been found in roughly everything 14:16 celeron55 irrlicht's model loading code looks like something that could contain many problems without being immediately apparent 14:17 celeron55 because there's a lot of it and it isn't in such large use as libpng/jpeg/ogg/vorbis/whatever is 14:18 RealBadAngel hi all 14:18 RealBadAngel celeron55, will you do something more with main menu layout? 14:19 celeron55 i'm quessing we'll have to find the problems in the hard way; i won't be surprised at all if irrlicht or the MT protocol prove easily vulnerable 14:19 RealBadAngel coz i noticed lately one thing, when played in full screen. theres no exit to os from menu... 14:19 celeron55 RealBadAngel: no i won't 14:21 RealBadAngel too bad :( btw i have a problem with rotating textures for nodeboxes 14:22 celeron55 i'm not disallowing others from doing it though 14:22 celeron55 which should be obvious) 14:22 celeron55 +( 14:22 RealBadAngel flipping with use size and *-1 to size doesnt work there 14:23 celeron55 you can't rotate textures using texture coordinates 14:23 celeron55 you have to rotate them using vertex indices or vertices itself 14:23 RealBadAngel but when i need flip and rotation too? 14:23 RealBadAngel one can have with vertices 14:24 celeron55 i don't understand what you are saying 14:24 RealBadAngel lemme show you code for regular nodes 14:25 RealBadAngel http://pastebin.com/2XguFdB9 14:25 RealBadAngel this is how i made rotations 14:26 RealBadAngel vertex part work with nodeboxes, flipping doesnt 14:27 celeron55 i don't get what you mean by vertex part and flipping part 14:27 RealBadAngel rotations are made with vertices 14:28 RealBadAngel flipping with texture size 14:28 RealBadAngel tile.texture.pos.Y += tile.texture.size.Y; 14:28 RealBadAngel tile.texture.size.Y *= -1; 14:28 RealBadAngel this is flip over X 14:29 RealBadAngel it does work for texturing regular nodes 14:29 celeron55 why do you need to do that 14:29 RealBadAngel because of facedir rotations 14:30 RealBadAngel some tiles require flip and rotation together 14:30 celeron55 why would they 14:31 RealBadAngel because it is so 14:31 RealBadAngel i havent invented it 14:32 celeron55 can't you do a flip and a rotation by using vertices only? 14:33 RealBadAngel teoretically i could 14:33 celeron55 that might make some backface culling problems, or alternatively your current way does and it wouldn't 14:33 RealBadAngel but then texture is not correctly shown 14:33 RealBadAngel yes 14:33 RealBadAngel i got texture visible inside of cuboid 14:34 RealBadAngel and invisible from outside 14:35 celeron55 i still don't understand why it might work like that - it would seem natural for it to work right by just rotating vertices 14:35 RealBadAngel it doesnt 14:35 celeron55 maybe something flips them somewhere hidden from you 14:36 celeron55 or maybe you should actually rotate 180 degrees more rather than flipping, or something 8) 14:36 RealBadAngel when i do flip with vertices result is ok 14:36 RealBadAngel but shown on the wrong side of face 14:36 RealBadAngel from inside the box 14:36 celeron55 you already said that, why are you repeating it 14:37 RealBadAngel to point i tried everythin 14:37 RealBadAngel notice im tryin to avoid ^transform 14:38 celeron55 anyway, i don't have any solutions to you 14:39 RealBadAngel i will ask another way, is texturing nodeboxes any way different than regular nodes? 14:42 RealBadAngel there was an issue with coords of boxes, that they have to be sorted 14:42 RealBadAngel maybe that is somehow related? 14:44 RealBadAngel nvm, i will find out 14:46 RealBadAngel btw, somebody would mind if i make texturing every single box not just whole nodebox list? 14:48 RealBadAngel thats actually easy to make 14:50 jin_xi different testures for each box in a nodebox model? yes, i think that would be nice 15:02 VanessaE RealBadAngel: +1000 15:06 RealBadAngel consider it done then 15:08 RealBadAngel VanessaE, have you tried my facedir tree? 15:08 VanessaE not yet. 15:09 VanessaE doing it now. 15:09 RealBadAngel pick the lua mod too 15:10 VanessaE master branch of your repo? 15:10 RealBadAngel you can use it on nodeboxes too, just textures are badly rotated on them 15:10 RealBadAngel yes 15:11 RealBadAngel i need an idea how to make it work for nodeboxes so good as for regular nodes 15:12 RealBadAngel for small nodeboxes its hard to pick proper face to rotate it 15:12 RealBadAngel thx to also small selection boxes 15:13 VanessaE override the default selection box when using the screwdriver/crowbar then 15:13 RealBadAngel selection box is defined with node 15:15 RealBadAngel but i can transform it, maybe i can also alter it at all? will have to try 15:16 VanessaE RealBadAngel: see pm 15:38 VanessaE is there a particular reason the server no longer prints a mod's missing dependencies to the terminal on failure? 15:39 Calinou failed asserts 15:39 VanessaE 10:34:32: ERROR[main]: The following mods have unsatisfied dependencies: technic 15:39 VanessaE ok, it wasn't hard to figure out what it wanted. 15:40 VanessaE but why is the engine/server/whatever no longer bothering to tell me WHAT was missing? 15:40 Calinou I get failed asserts when having a missing dep when starting a dedicated server :P 15:40 Calinou exiting gracefully would be better 15:46 celeron55 VanessaE: that's probably done by doserj's mod selection UI changes 15:46 celeron55 VanessaE: ask him 15:46 celeron55 or whoever that was 15:46 VanessaE probably. 15:56 VanessaE I'll make a point of mentioning this when I see him next. 16:43 PilzAdam celeron55, http://minetest.net/download.php <- I use mingw too; maybe add that my builds have gettext and ttf support 17:11 celeron55 mingw added; i don't really want to flood that page with information so i won't add anything else 17:12 Calinou is there any use for links to 0.4.3/0.4.1/0.3.1? 17:13 celeron55 dunno; but i consider it good practice because sometimes people do need old versions 17:13 celeron55 nothing is more annoying than not being able to get one when you need it :P 17:14 PilzAdam Calinou, AFAIK there are still some 0.3.1 server 17:14 VanessaE ...which is really surprising 17:14 VanessaE (redcrab maintains one, madchicken also I think) 17:14 celeron55 0.3.1 is a relatively solid game 17:14 celeron55 not a good community sandbox, but a game 17:15 Calinou redcrab runs a 0.4_20120106 server too 17:16 celeron55 it's quite different in philosophy than 0.4; i'd really like it if somebody made an appropriately solid and updated (in the right spirit) fork out of it 17:16 Calinou noone goes to that server today :P 17:16 Calinou a modless 0.4.4 is pretty much an improved 0.3.1 17:16 Calinou noone forces you to install mods 17:16 celeron55 not really 17:17 VanessaE well there's the caveat that you'd need a mobs mod and something to re-add jungle trees. 17:17 VanessaE if you wanted a 0.4.4 that was at least equivalent to 0.3.x 17:17 Calinou I have a simplemobs mod which puts oerkki/rats and DMs back 17:17 Calinou still lags like hell most of the time :) 17:17 Calinou (I forked pilzadam's simplemobs to remove the dirt/stone/sand monsters, nothing else) 17:17 Calinou and celeron55 made a branch which adds jungles and dungeons back (why wasn't it merged?) 17:18 VanessaE because moretrees is superior to default jungles ;) 17:18 celeron55 because there was so much going on with the mapgen at that time 17:18 PilzAdam hasnt hmmmm added mg_flags to readd jungles an dungenons? 17:18 celeron55 i might do that some day now (if nobody else does) 17:18 celeron55 he did? 17:19 PilzAdam https://github.com/celeron55/minetest/commit/97260d09a8e658b6ded7d9100b0aa1040fcfe50f 17:19 PilzAdam seems they have no use currently 17:19 Calinou what about jungles? 17:20 Calinou and when you enable the flag, do they actually generate? 17:20 PilzAdam I think forests are jungles 17:21 Calinou do they have jungle trees? /P 17:21 PilzAdam seems they have no use currently 20:32 F00 ... 20:33 F00 With the new physics, going down a ladder with fast move causes 6 damage, doing the same in water does 3 20:36 F00 Knee-jerk fix might be "disable fall damage when swimming or climbing", but then there's still the issue of flying ~10 blocks into the air at the top of the ladder/water 21:33 hmmmm oh yeah i didn't do that yet 21:33 hmmmm they have no current use 21:34 hmmmm but i know a lot of people liked dungeons and jungles, and they were kind of removed on a whim, so the option for them should at least be there 22:07 VanessaE so I guess I should drop them from moretrees? 22:08 VanessaE :( 22:18 hmmmm sometime later when i actually implement it.. 22:18 VanessaE ok 22:18 hmmmm there's a ridiculous amount of stuff i need to do 22:19 VanessaE maybe by then I'll have tuned the jungle trees to be "just right", and you can use my models :-) 22:19 hmmmm one problem at a time. right now it's emergethread. 22:19 VanessaE I understand. There's no rush 22:19 hmmmm just got home from school, gotta eat, then take a nap, then i'll be able to do something