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IRC log for #minetest-dev, 2013-12-04

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All times shown according to UTC.

Time Nick Message
00:05 VanessaE working in it now.
00:05 iqualfragile jeija disappeared
00:10 VanessaE damn it
00:10 VanessaE iqualfragile: it set ME as the author.  this is not right.
00:10 iqualfragile i know
00:11 VanessaE also, "add a picture" and "add a version" should allow URLs
00:11 iqualfragile just write a notice in the description, i am quite sure jeija will understand
00:11 VanessaE if there's a file on the web somewhere, I should be able to point to that.
00:11 iqualfragile but i think about adding a field for maintainer
00:11 iqualfragile nah, thats some kind of schema: no external dependencies
00:12 iqualfragile john_minetest: jeija
00:13 VanessaE iqualfragile: just change the "Author" field to "Uploader"
00:13 VanessaE and then add separate "Author" and "Maintainer" fields.
00:13 VanessaE that way the database doesn't get screwed up
00:14 iqualfragile VanessaE: yeah, i think i can manage that :D
00:15 iqualfragile john_minetest: why?
00:16 sapier VanessaE if mmdb would support files this would break minetest download
00:17 sapier and of course it'd break trust in signed off versions
00:17 VanessaE sapier: why?  just have mmdb check that the supplied URL points to a downloadable file, and have it actually perform the download and store the file.
00:17 VanessaE in other words, the mmdb should automatically do precisely what the uploader has to do manually
00:17 sapier ok misunderstood this
00:18 sapier as long as the file is stored in mmdb everything is fine
00:18 VanessaE yues
00:18 VanessaE yes, that's the theory.
00:18 sapier ok good night ;-)
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00:19 iqualfragile john_minetest: not realy, still contains i.e. a link to the github repos
00:19 iqualfragile mods without downloads are hidden in the client
00:21 iqualfragile john_minetest: nah, its allright, they can be deleted if the actually turn out to be unused
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00:35 VanessaE frak.
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00:39 VanessaE RBA ping'd out.  #224 against minetest_game is waiting on him.
00:55 VanessaE make that #225...  forgot to put the changes in their own branch..... https://github.com/minetest/minetest_game/pull/225
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01:24 RealBadAngel https://github.com/minetest/minetest/pull/1037
01:24 RealBadAngel thats a little helper function done by PilzAdam
01:25 RealBadAngel can we have this merged?
01:25 VanessaE minetest-game #225 depends on that ^^^
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04:00 OldCoder what version of irrlicht is presently recommended?
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04:48 thexyz OldCoder: 1.8 I think, it doesn't have issues with white inputs
04:49 OldCoder thanks
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17:00 sapier https://github.com/minetest/minetest/pull/1030 any core dev to agree to this one?
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17:03 sapier rba you know more about opengl then me could mipmapping anisotrophic bilinear and trilinear be done as one or mor dropdowns?
17:04 sapier I thought so john :-)
17:10 VanessaE sapier: bi/tri could perhaps be made into a dropdown or radio buttons but the other two are theoretically independent.
17:11 sapier saving a single element doesn't seem very helpfull to me
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17:14 sapier can anisotrophic and bi/tri be used same time?
17:15 Calinou probably?
17:15 Calinou mipmap = far away textures don't look noisy
17:15 sapier thought there can only be a single filter active same time?
17:15 Calinou mipmap+aniso = same, but far away textures do not look blurred or plain
17:16 Calinou mipmap+ainso+bilinear = nearby textures are smoothed
17:16 VanessaE yes they can.
17:16 VanessaE bi/tri are mostly for up-close stuff
17:16 Calinou nearmap+aniso+trilinear = see above? which difference does it have?
17:16 Calinou maybe trilinear is better smoothing of nearby textures
17:17 sapier so anisotrophic is for far away things and bi/tri for close ones?
17:17 VanessaE I think bi- is texture-based and tri- is texture+distance(angle) based
17:18 VanessaE sapier: I regularly use mip+aniso+tri together.
17:19 sapier I still wonder if this is of any use ;-)
17:19 VanessaE the only thing we don't have in that regard is some sort of proper scaling algorithm for distant objects with transparency
17:19 sapier ok yes it is usefull
17:19 VanessaE (e.g. glass, papyrus still look like shit in the distance)
17:20 Calinou by the way, how do you change the anisotropic filtering level? how do you know it, too?
17:20 Calinou by the way 2, it would be nice if there was a checkbox for anti-aliasing in the options menu
17:20 VanessaE no clue.
17:20 sapier but I'm gonna make bi and tri xor
17:21 VanessaE sapier: yes.
17:21 Calinou or just make trilinear available
17:21 Calinou I don't see any use for bilinear filtering today
17:21 sapier if I understood correct anisotrophic uses bi or tri
17:21 sapier no idea what happens if you don't specify anything
17:21 VanessaE Calinou: some hardware may not perform well with trilinear, that's why I included both.
17:22 Calinou very, very old hardware :P
17:22 Calinou you can use aniso without bi/trilinear filtering, that's what I do
17:22 Calinou no noise on far away textures, but they still look detailed.
17:25 sapier what's the exact error message?
17:29 sapier no application should crash on broken remote data
17:29 sapier isn't an excuse for unsafe code
17:30 sapier I'll fix it ... it's my own code so noone misinterpret this as me accusing anyone else ;-)
17:31 sapier a application shall never ever crash on invalid data ... it may show an error but not crash
17:52 ShadowNinja Hmmm, any thoughts on the "Stack is over 30" crash? It seems to happen in a call to perlin:get2D. See https://forum.minetest.net/viewtopic.php?pid=120604#p120604 (Only the --info log has this bug and is usefull)
17:52 sapier did you check stack beeing popped correct?
17:53 ShadowNinja sapier: I haven't touched that code, but my table creation commit adds feilds to table, which become one entry on the stack by the time that function returns.
17:53 ShadowNinja tables*
17:55 ShadowNinja My errfunc commit is more likely to cause this, but I puped more things from the stack, not less.
17:55 ShadowNinja poped*
17:55 sapier I thing so but maybe something was missed
17:57 sapier john new version shouldn't crash and provide error message
17:58 sapier +instead
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18:02 sapier I'd like to merge that one if there's an agreement and no further issues with it
18:05 ShadowNinja sapier: Could the async API cause this?
18:05 sapier if it happens in game then no async is menu only by now
18:07 sapier are you guys really sure irrlicht is capable of applying bi/tri and anisotrophic same time?
18:07 VanessaE sapier: positive.
18:07 VanessaE I use all three at once, and each has a different effect on my hardware
18:08 PilzAdam if bi- and trilinear filter are enabled irrlicht uses the trilinear one only
18:08 sapier SMaterialLayer.h irrlicht header explains usage so yes both can be used same time
18:08 VanessaE PilzAdam: he means using aniso + either of the two filters
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18:17 VanessaE meanwhile:  minetest #1037 and minetest_game #225 need attention.
18:22 ShadowNinja VanessaE: Better: http://paste.progval.net/show/677/
18:23 ShadowNinja That way doesn't copy the whole nodedef. You just have to rmove a metatable.
18:23 ShadowNinja (Or use setmetatable)
18:24 PilzAdam Id prefere ShadowNinja's way
18:24 * VanessaE shrugs - if it's better, okay
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18:25 VanessaE PilzAdam: kinda ironic since you mostly initiated the pull-requested method :)
18:26 PilzAdam its the simplest way from a mod point of view
18:28 ShadowNinja https://github.com/minetest/minetest/blob/master/builtin/misc_register.lua#L153 That just has to be removed, but why was it added?
18:29 PilzAdam this dissallows mods to accidentally modify the nodedefs at runtime
18:29 VanessaE better?
18:29 sapier it's overriding the __newindex method ... maybe it shouldn't be {} but nil
18:31 kaeza it should be a function that calls error()
18:32 VanessaE is #225 suitable now?
18:32 kaeza setting it to {} makes the code edit a table without raising an error, and setting to nil makes it edit the original table
18:33 ShadowNinja PilzAdam: Actually, it only prevents adding new fields, not modifying existing ones.
18:33 kaeza ^ also that
18:33 PilzAdam thats a bug ;-)
18:33 VanessaE in which case, #1037 is still needed.
18:34 * VanessaE puts #225 back the way it was.
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18:36 ShadowNinja And it creates a new metatable for each node. How can I chek if the game has started and the initialization phaze where node edits are allowed is over?
18:36 PilzAdam minetest.after(0) is the first env step
18:36 celeron55 the modstore should *really* support pageup, pagedown, scrollwheel and dragging of the scrollbar for scrolling
18:37 celeron55 some of those is probably not possible but at least most should work
18:37 VanessaE celeron55: +1000
18:37 celeron55 now it seems only the minisculous buttons work
18:37 celeron55 nobody wants to press buttons for scrolling since 1980
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18:38 sapier there are two ways to make it work
18:39 VanessaE ShadowNinja: the clone node method is needed then, since those grasses don't have a drops field defined.
18:39 sapier new gui toolkit supporting containers
18:39 PilzAdam VanessaE, then we just remove that metatable field
18:40 PilzAdam it should work how ShadowNinja suggested it, no matter what needs to be changed to make it like this
18:40 VanessaE PilzAdam: and watch as it breaks 100 other things? :)
18:40 sapier generate mousewheel events as button clicks to create something that is similar to mousewheel
18:41 celeron55 by the way is the modstore supposed to work?
18:41 sapier yes
18:41 celeron55 for me it has the slight problem that it doesn't work
18:41 sapier only if curl is enabled of course
18:42 celeron55 it appears to work, but no mods get installed while it says they're being installed
18:42 sapier modpack or mod?
18:43 celeron55 umm... actually, it works
18:43 sapier really not installed or only button in modstore not changed? presence detection for modpacks is wrong
18:43 sapier ok so the modpack issue
18:43 celeron55 it's just hard to find a mod because the store page doesn't say the modname but the fancy name
18:43 celeron55 then you go to the configuration page and be like "wtf is the name of whatever i just installed"
18:44 sapier hmm it's diffucult to show all that information in that compact view
18:44 celeron55 there's plenty of space above rating
18:44 sapier not in search tab variant
18:44 sapier https://github.com/minetest/minetest/pull/1030
18:45 ShadowNinja Should indexing a non-existant field be redirected to minetest.(node,tool,item)def_default?
18:45 celeron55 sapier: maybe show it in the dialog that says it's installed?
18:45 sapier that's possible yes
18:45 PilzAdam ShadowNinja, no
18:45 celeron55 "short name: <whatever>"
18:46 sapier I'm adding it
18:48 ShadowNinja PilzAdam: minetest.after/on_globalstep isn't really reliable though, as you can still modify the itemdef if your code runs before the game_started one. But I guess things in builtin will run first...
18:52 ShadowNinja PilzAdam: Does this look good? http://ix.io/9fN
18:53 ShadowNinja PilzAdam: Also this: http://ix.io/9fO
18:53 PilzAdam dunno, Im not familiar with metatables
18:53 VanessaE bah
18:54 VanessaE way to overcomplicate it
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19:06 ShadowNinja kaeza: What do you think of the above patches?
19:06 kaeza ShadowNinja, look fine
19:07 kaeza no wait
19:07 kaeza the second one is plain wrong
19:08 kaeza `table' is not on scope in alias_metatable.__index (actually, it refers to the `table' global, the table library)
19:10 kaeza wait..
19:12 ShadowNinja minetest.after isn't available yet either, and neither is register_globalstep, and I can't rearange the order. :-(
19:13 ShadowNinja kaeza: Right, fixed.
19:13 kaeza also, __index should be function(self, name)
19:14 ShadowNinja Yes, I forgot the table argument.
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19:16 kaeza ShadowNinja, I think the second patch shouldn't be applied
19:17 ShadowNinja kaeza: I don't know how I can do it, I need to set game_started without globalstep.
19:18 kaeza no that first one is OK and should do what's intended
19:19 kaeza by the time the after() callback is called, all mods should have been loaded
19:20 kaeza so setting game_started there is the correct way
19:20 kaeza the second one may cause problems, I'm looking into it
19:25 ShadowNinja kaeza: No, after is in misc.lua, which depends on misc_register.lua. Cyclic dependencies.
19:26 ShadowNinja kaeza: Second meaning the alias_metatable one?
19:26 kaeza yes
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19:26 ShadowNinja That one works correctly.
19:27 kaeza oh well then
19:28 RealBadAngel PilzAdam, https://github.com/minetest/minetest/pull/1037
19:28 VanessaE RealBadAngel: too late.
19:28 VanessaE they're already discussing an alternative.
19:28 RealBadAngel what alternative?
19:29 kaeza ShadowNinja, to solve the cyclic dependency, you could move misc.lua sooner in the load order (in builtin.lua), but dunno if anything else may depend on it
19:29 kaeza oh right... register
19:30 kaeza in any case, what is the point of this patch again?
19:30 kaeza is it worth the effort?
19:32 ShadowNinja kaeza: Easy redefining of items.
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19:38 Jordach hello [PavelS]
19:38 [PavelS] Jordach, Hello
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19:57 VanessaE my/RBA's patches would have taken far less time to put into practice.....
19:57 emptty I have the feeling that mods placed under CUSTOM_SHAREDIR are not found at runtime
19:58 emptty I'm digging to see where the list of mods is parsed during startup. Could someone help me to get oriented in the code?
19:59 sapier thegame
19:59 sapier emptty do you do a run in place build?
20:00 sapier if you do custom shareddir is ignored
20:00 emptty nope, I try to make animal_pack working with the debian package :)
20:00 sapier good idea :-)
20:01 emptty the mobf package works and everything, but the minetest package does not see it for some reason
20:03 sapier strange
20:04 emptty the mods are installed under /usr/share/games/minetest/mods/minetest/mob_guard and such
20:04 emptty I have                   -DCUSTOM_SHAREDIR=/usr/share/games/minetest \
20:05 sapier strange path
20:05 emptty yeah, that's because when the FHS standard was created, back in the eighties, there were no games on unix machines
20:05 VanessaE um...wut?  [12-04 15:04] <VanessaE> position = (-2.14748e+06,-1.63842e+06,-4712)
20:05 VanessaE when is this ever gonna be fixed?
20:06 VanessaE [12-04 15:06] <twoelk> no wonder no client worked
20:07 VanessaE he says he has no idea how he even got there in the first placde.
20:07 VanessaE place*
20:08 VanessaE the only thing I know that can send a person that far is a trampoline and he wasn't near one.
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20:17 VanessaE in other words, why aren't player coords being clamped to +/- 31k?
20:17 VanessaE and don't tell me its impossible.  if you can move the player, you can clamp his coords.
20:22 VanessaE and what about player files being re-saved all the fucking time?
20:22 sapier https://github.com/minetest/minetest/pull/1030 Celeron55 is this successfull dialog ok?
20:25 emptty I should increase debug_log_level to get more info? To what value to get it all?
20:26 sapier I guess only way to find out is using debugger and step
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20:32 emptty k, thanks
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20:40 celeron55 22:07:44 < emptty> the mods are installed under  /usr/share/games/minetest/mods/minetest/mob_guard and such
20:40 celeron55 mods/gamename is not supported anymore, or is it?
20:40 celeron55 i mean, mods/gameid
20:41 VanessaE afaik, no.
20:43 emptty so that should be  /usr/share/games/minetest/mods/mob_guard and such (with  /usr/share/games/minetest/ being path_share) ?
20:45 VanessaE why are you putting mods in the game dir?
20:45 emptty because I dunno what I'm doing
20:46 VanessaE they belong in your homedir
20:46 VanessaE ~/.minetest/mods
20:46 emptty they are in a package, installed with the system
20:46 VanessaE ohh
20:47 emptty (I'm building the package, actually)
20:47 VanessaE well I guess in that case, it's right
20:47 PilzAdam <emptty> so that should be  /usr/share/games/minetest/mods/mob_guard and such (with  /usr/share/games/minetest/ being path_share) ? <- yes
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20:49 ShadowNinja emptty: mobf comes as a modpack, so it should be /usr/share/games/minetest/mods/mobf/mob_guard. With a modpack.txt in the mobf folder.
20:50 ShadowNinja That way things stay organized and you don't end up with 500 folders in your mods folder.
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20:53 ShadowNinja What do you think of adding a mod_data dir or similar? It would be used for settings and the like that are not world-specific.
20:56 emptty ShadowNinja: what is the expected content of modpack.txt ?
20:56 PilzAdam nothing, but it shouldnt start with a #
20:56 PilzAdam *nothing special
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20:59 emptty an empty file is ok?
21:00 PilzAdam yep
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21:06 emptty It still does not work for me
21:07 emptty but as soon as I ` ln -s /usr/share/games/minetest/mods/mobf ~/.minetest/mods/ ` then it works
21:07 emptty so, someone is not exploring path_share when looking for the installed mods
21:13 emptty I think that src/script/lua_api/l_mainmenu.cpp line 681 is faulty
21:14 emptty When builtin/modmgr.lua asks for the modpath, the engine only returns the user path
21:15 sapier that's intended
21:15 emptty But that prevents the lua world from retrieving the mods that are in the share path, right?
21:16 sapier if I remember correct mods are read by a different mechanism
21:17 sapier modpath returns user modifyable modpath shared folder isn't modifyable by user
21:19 emptty that's true
21:20 sapier ok you're right we only read mods from that folder ... guess there's a inconsistency to fix
21:21 emptty So the bug is in lua?
21:21 emptty It should check for shared mods too?
21:21 sapier mod and moddependency within minetest are a real mess code paths and behaviour is spread throughout multiple files redundant and inconsistent
21:21 emptty somewhere in modmgr.preparemodlist
21:22 sapier imho minetest core should provide those information consistent for game startup as well as mainmenu but that's not a quick fix
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21:24 emptty I must confess that I'm bit lost. I couldn't even fill a useful bug here
21:25 sapier chances this will be fixed for 0.4.9 are minor but as I need that code for modstore dependency handling too it'll be most likely fixed in 0.4.10
21:26 emptty ok
21:26 emptty I'll try to think of a solution on my side
21:27 emptty I have the feeling that extending modmgr.preparemodlist with a call to get_mods("/usr/share/games/minetest/mods",global_mods) could help, regardless of how ugly it is
21:28 sapier for your package maybe but a hardcoded path wont be added to minetest
21:28 emptty I'll try later, I must now sleep
21:28 emptty sure, that would be a local and temporary fix, waiting for  a better solution
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21:29 emptty thanks for your help
21:29 sapier of course ;-) 9 10 11 12 .. ;-P
21:30 sapier there's no rule version numbers are expected to be single digit
21:31 Calinou we'll forever be at 0.4 :/
21:31 Calinou we're increasing _patch_ versions with very visible changes... does not make sense
21:31 sapier no once we see no other way as breaking map format we will switch to 0.5 ;-)
21:32 sapier we're not breaking api
21:32 Calinou increase major version number for that...
21:32 Calinou it's not a shame to have a version number like "4.8"
21:33 sapier we're far from a serious 1.0.0 ;-)
21:33 Calinou not really?
21:33 sapier and imho majors are to be changed by celeron
21:34 sapier and switching just because some people are frightened about an additional digit isn't a reason ;-)
21:35 kaeza I can see a point in what Calinou said
21:35 celeron55 everyone has a different view on what the version number should reflect
21:35 Calinou all the core devs are on the same level
21:35 Calinou even celeron55 himself said that he is not the ultimate dev :P
21:35 kaeza the fact that it's mineTEST plus it being version < 1.0 makes it feel unpolished
21:36 Calinou it doesn't frighten me, but it does not make the most sense to increase patch versions for visible changes
21:36 celeron55 kaeza: it's unpolished even if you called it mineprofessional 47.0
21:36 kaeza lol yes
21:37 celeron55 i think there is no valid reason to raise the minor version until something meaningful is changed
21:37 celeron55 eg. a change of gui toolkit would be a valid reason
21:38 celeron55 or, really, we might have to do what linux did
21:38 celeron55 just see that "oh we're just doing this incremental stuff without problems, call it x.0 then"
21:40 celeron55 some people are going to interpret 1.0 as "it's now finished to an extent that it can be critically reviewed"
21:41 sapier minetest is very very far from finished
21:41 sapier we're basicaly rewriting core parts atm
21:41 PilzAdam john_minetest, *for the engine
21:43 celeron55 um
21:44 celeron55 saying anything like that is just overly idealistic
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21:44 sapier imho as long as we talking about critical design issues within core there's no chance for 1.0
21:44 PilzAdam there is no "Minetest" game, there is only Minetest the engine, and then that thing "minetest_game"
21:45 celeron55 getting the minetest engine to "feature completeness" will take like 1000 years with current resources
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21:46 celeron55 john_minetest: if you think of it like that, then minetest should have been 1.0 some three years ago
21:46 sapier imho once we managed to remove env/maplock and implemented client side lua we're close to a first 1.0
21:46 Calinou Minetest will never be finished, so that's normal
21:47 kaeza is software in general ever finished? that's the greatest fallacy in the whole world
21:47 celeron55 kaeza: it is if you never change the goals
21:47 PilzAdam kaeza, my HelloWorld.java is finished
21:47 celeron55 but the goals of minetest are not fixed
21:47 celeron55 and probably never will be
21:48 sapier official linux kernel version is 3.12
21:49 sapier there's no third digit in "calling name" of kernel
21:49 celeron55 john_minetest: it's called the minor version
21:49 sapier 0.10
21:49 sapier 0.11
21:50 sapier 0.12
21:50 celeron55 lol
21:50 sapier there are a lot of always four numbers :-)
21:50 celeron55 minetest 0.210.4
21:50 kaeza 0.1337
21:50 celeron55 the minor never ends!
21:50 kaeza that will be teh release
21:51 celeron55 but really instead of 0.210.4 it's probably going to be like 0.4.1890
21:51 kaeza maybe in like two universe timespans or so
21:53 celeron55 anyway; it's stupid to set goals like "client-side scripting = 0.5" when nobody is even working towards that
21:54 celeron55 john_minetest: they should, because otherwise you don't know when to change the version
21:55 sapier waht about setting goals that will result in a minor increase ? this way it's not set that e.g. client side lua is 0.5 it could be 0.6 too
21:55 celeron55 sapier: so that adding any one of them will cause a minor increase?
21:56 sapier that's what I meant yes
21:56 celeron55 and then a new minor increase when some other of them is added later
21:56 celeron55 it would work
21:56 celeron55 you can make a suggested list of them
21:57 celeron55 john_minetest: the issue in what you are saying is that minor versions are *never* scheduled
21:57 celeron55 only patch versions are scheduled like that
21:58 sapier I assume finished mapgen v7 might be worth a minor increase too
21:59 celeron55 anyway, it makes sense to say "minor version will be increased in any release that adds any of these: client-side lua, completely new map format, new gui toolkit, replaced 3d engine"
21:59 sapier then there will be a 0.10 john_minetest
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21:59 sapier that's what we seem to define right now
21:59 celeron55 also on that list: tcp protocol, voxel-area entities
22:00 sapier removed env lock
22:00 sapier <major>.<minor>.<patch> ?
22:01 sapier or <major>.<alwaysfour>.<minor> ;-P
22:01 celeron55 it's major.minor.patch
22:02 celeron55 this explains how to use them best for public APIs: http://semver.org/
22:02 celeron55 not directly applicable to a program
22:03 sapier Guess we should add a wiki page with goals that will trigger a minor increase
22:04 celeron55 john_minetest: no, because we don't know what people get inspired to do
22:05 celeron55 it's impossible to force work to be done on any single large feature
22:05 celeron55 people just do what they care about
22:05 sapier and someone may even write something major worth we haven't even thought about
22:05 celeron55 john_minetest: it's fine
22:05 sapier 0.28.1 is perfectly ok
22:06 celeron55 altough by that point i would have declared it to be 1.0 for sure
22:06 celeron55 i mean, i'd basically consider well-working voxel area entities to be worth 1.0
22:07 celeron55 john_minetest: they don't mean that; stop thinking that
22:07 celeron55 john_minetest: it's ridiculous that i even have to say this to you
22:09 celeron55 versions are meant for keeping track of things; not for giving an impression of something to people
22:10 celeron55 have you noticed that when you buy a game in a game series like "LOL GAME 3", it's actually LOL GAME 3 version 1.0.3.a.asd_0vd9suv
22:10 sapier besides cacluclation of completion state is usually wrong to a degree it's not usefull at all
22:10 sapier calculation
22:15 sapier so because of firefox is version 102.1 we need to switch too?
22:17 celeron55 when you're thinking how people perceive your versions instead of doing things that people actually care about, you're doing it wrong
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22:19 celeron55 john_minetest: we don't know how far we are
22:19 sapier john that's exactly what a version is ... we don't even know what is 100%
22:20 celeron55 if i knew how far we were, i'd version minetest as "minetest X%"
22:20 sapier I don't know how long wine was <1 ;-P
22:20 celeron55 but we don't, so i don't
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22:22 celeron55 http://www.nothings.org/stb_vorbis/#history
22:22 celeron55 there's some versioning for 'ya
22:23 celeron55 i think that's a cool way to do it
22:30 sapier celeron did you have time to see the new "successfull dialog"?
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22:36 VanessaE ShadowNinja, kaeza, what is the disposition of #225/#1037?
22:38 kaeza VanessaE, node2 is global, a `local' should be added (first line of func)
22:38 kaeza (#1037)
22:39 NakedFury joined #minetest-dev
22:39 kaeza also `node'
22:39 VanessaE oh
22:39 VanessaE so you aren't gonna do the other method you and ShadowNinja were discussing?
22:41 ShadowNinja Well... It was impossible the way that I was doing it.
22:41 VanessaE ok
22:43 kaeza VanessaE, also, #225 has some issues with indentation after the clone_node() call
22:43 kaeza other than that I don't see anything wrong
22:43 VanessaE that indentation is intentional.
22:44 VanessaE I use the clone_node() call as the opening of the stanza, and the register_node() call as the closer, as in a begin/end
22:45 kaeza oh okay then :P
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