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IRC log for #minetest-dev, 2014-08-24

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Time Nick Message
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10:31 RealBadAngel https://github.com/minetest/minetest/pull/1519
10:31 RealBadAngel made some final changes, cleaned the code and tested it
10:32 RealBadAngel celeron55, can you take a look at it now?
10:36 celeron55 https://github.com/minetest/minetest/pull/1519/f​iles#diff-70868aa6d6b96c0c1623c761500d23c4L1032
10:36 celeron55 you removed this final else
10:37 celeron55 it's kind of important
10:38 celeron55 what is light_source_alternative?
10:39 celeron55 doesn't make any kind of intuitive sense to me
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10:39 RealBadAngel i want 2nd set of tiles (special ones) to be also used as alternative for a node
10:39 RealBadAngel like furnace inactive and active
10:40 RealBadAngel but for it to be complete 2nd value of light source is needed
10:40 RealBadAngel thx to that all two stated nodes could become just one def
10:42 RealBadAngel about that else, ooops, adding it back
10:48 RealBadAngel also for example mesecons wires nodes count could be cut by half thx to light_source_alternative and thats pretty high number of defs
10:50 RealBadAngel with wires that can climb the walls its about 1k of node defs, so 0.5k saved
10:51 sapier someone will have to update mesecons ;-)
10:51 Krock Did anyone notice the following bug yet: Text from chat does not wrap if it goes outside of the window
10:51 RealBadAngel sapier, ofc, but thats gonna be huge benefit for such a small change
10:54 RealBadAngel celeron55, "else" is back there
10:54 sapier I don't denie this it's just some other not linked issue as jeja isn't around for a while
10:56 RealBadAngel he is around, just not showing here, and there are more contributors to mesecons too
10:57 RealBadAngel VanessaE for example has push rights
10:57 RealBadAngel https://github.com/Jeija/minete​st-mod-mesecons/commits/master
10:58 celeron55 RealBadAngel: ehm... no, don't add a light value like this
10:58 celeron55 RealBadAngel: what about a second set of nodeboxes? second set of walkable?
10:58 celeron55 what about a third set?
10:58 RealBadAngel its not meant for this
10:58 celeron55 don't add this, it's arbitrary and incomplete and a wrong development direction
10:59 RealBadAngel does the furnace change its shape on becomig active?
10:59 RealBadAngel it just start to emit light
10:59 celeron55 we aren't developing a furnace, we are developing the engine
10:59 celeron55 you either do a thing properly or don't do it
11:00 RealBadAngel furnace is just an example
11:00 RealBadAngel there are dozens of nodes that are waiting for this change
11:00 celeron55 at least do not add it in this pull request
11:00 RealBadAngel i did it now because its related to cf protocol
11:01 celeron55 you can just add it to the end at any point anyway
11:01 celeron55 no need to chunk it with other stuff
11:01 RealBadAngel ofc, but now i avoided to put into try-catch
11:01 celeron55 there's no reason to avoid that
11:01 RealBadAngel but as you wish
11:01 RealBadAngel remove it now?
11:02 celeron55 remove it now, and design it properly later
11:02 RealBadAngel what do you mean by "properly" ?
11:03 RealBadAngel by now it is just a property aviable to read by drawtypes
11:03 celeron55 in my opinion doing this properly means doing it in some way that doesn't just randomly pick one property and make it specially changeable
11:03 celeron55 if it is done, it should be generic for a large set of properties
11:04 celeron55 because that is what modders are going to want in the long run anyway
11:05 celeron55 can you explain why that wouldn't happen?
11:05 RealBadAngel there are many properties that are used by specific drawtypes only
11:05 RealBadAngel and this is supposed to be such one, not generic one
11:06 celeron55 then let's discuss it again when you include it in a pull request that contains the actual feature
11:06 RealBadAngel ok, that sounds reasonable
11:06 celeron55 good
11:06 RealBadAngel hard to talk bout a feature that dont exists yet
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11:12 RealBadAngel celeron55, ok, removed it for now
11:15 celeron55 as long as you update clientserver.h's comment, now it finally looks nice and clean
11:18 RealBadAngel done
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11:27 sol_invictus yesterday my server was griefed by some leet haxor which spilled lava over houses and then water over them
11:28 sol_invictus the strange thing in this is that in logs I found him using empty buckets only
11:28 sol_invictus is that a bug or normal behavior?
11:30 PenguinDad sol_invictus: That is normal behavior
11:31 sol_invictus is there anything I can do?
11:32 sol_invictus I was thinking about making lava placeable on claimed areas only
11:37 celeron55 sounds like something you could suggest to the author of your preferred protection mod 8)
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11:38 celeron55 (i'm not aware of how bucket usage is logged)
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13:50 VanessaE http://pastebin.com/Ki4WrZjp   <---- wasn't this already fixed in git?
13:51 VanessaE and if not, why is minetest loading images from anywhere in ~/.minetest at all?
13:51 sfan5 maybe someone mixed path_share and path_user
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15:33 VanessaE ok so ulla81's problem in that paste, ultimately, is preload item visuals being turned on is causing in-world textures not to render, or so I gather.
15:33 VanessaE language barrier, so I'm not entirely sure that's what he's trying to say.  But this is not the first time I've heard of that setting causing this problem.
15:34 VanessaE I am aware that it is disabled by default now, but obviously it has a problem.
15:34 sapier guess it's same issue as I have
15:34 sapier inventory textures messed up
15:34 VanessaE sapier: could be.  I don't suppose you have a screenshot of it?
15:34 VanessaE because I'll be damned if I can actually make proper sense of what he REALLY means
15:35 VanessaE :)
15:35 sapier well it's same as always, random pieces of memory shown as inventory items
15:35 VanessaE ah
15:35 VanessaE I think jordach filed a report for that
15:36 VanessaE this seems related,https://github.com/minetest/minetest/issues/1175
15:36 VanessaE https://github.com/minetest/minetest/issues/1175
15:36 VanessaE ah, here it is:  https://github.com/minetest/minetest/issues/347
15:36 sapier I've seen a error report at irrlicht where some "openGL texture corruption" was fixed for 1.8 ... I have 1.7 so I might suffer that issue
15:36 VanessaE look familiar?
15:37 sapier jessie should be newer yet I don't know what irrlicht version is included there
15:39 PenguinDad sapier: 1.8.1 is included in jessie
15:40 sapier for what I remember about that report at least the issue I am talking about was fixed for 1.8.0 so this is most likely something different
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17:29 casimir Is there a reason there are user, clicker, placer, digger and player? Would
17:30 Krock clicker is easier to understand than placer or player
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17:30 VanessaE but clicker makes no sense in a tablet environment ;)
17:30 * VanessaE pokes sapier :P
17:31 casimir Wouldn't it be more consistent to use just player?
17:31 VanessaE imho "actor" would have been the most correct word
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17:32 VanessaE casimir: not really, because sometimes even a player isn't the one causing a callback to happenb
17:32 VanessaE -b
17:33 casimir I's just confusing to change the name any time you copy a function somewhere.
17:33 VanessaE for example, in ferns mod, the cavegen can sometimes trigger on on_destruct callback, which in turn can trigger an after dig callback due to the way that mod is coded, and in neither case is a player involved.
17:36 casimir Hm, so "actor" would be better in theory, but that would make things even more complicated.
17:38 VanessaE yep
17:39 VanessaE better to not change it at all, less'n you want to supply that variable to all of those callbacks and have the old variable names supplied "in secret" somehow.
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18:05 sapier I don't think renaming things is usefull if there's no need to do it ... just causing unknown amount of glitches ;-)
18:05 VanessaE and tons of broken mods :P
18:06 sapier as lua doesn't care about names I'd guess it's not very likely ... yet without good reason I'd not take the risk ;-) all imho of course
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18:07 VanessaE well come to think of it, it would just be a matter of changing lua_api.txt wouldn't it.
18:07 VanessaE since the params are positional instead of named
18:08 sapier nope we'd need to change a bunch of c++ files where those parameters are added too
18:08 VanessaE hm
18:08 VanessaE right.
18:08 sapier those would be comments yes but it'd be a worse inconsistency then the names are right now
18:08 VanessaE I meant from a purely Lua-side standpoint
18:09 sapier yes but as always there's more to consider ;-)
18:09 VanessaE all the callback does is pass e.g. three or four parameters, it doesn't actually matter what name you *use*.
18:09 VanessaE (pos, node, placer) could just as easily be (position, node, actor) in your mod and it would still work
18:10 VanessaE it just wouldn't be consistent with the internal state of the engine
18:10 sapier still you want this change to get a more consistent state if you don't change the c++ parts the overall result will be different
18:10 VanessaE I don't really want it.  casimir does :)
18:10 sapier if he find someone to do all the renaming work we may think about it but only changing lua not changing c++ imho is wrong direction
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18:14 VanessaE I could agree with that.
18:18 casimir I didn't meant to change something of the c++ things, nor the lua_api.txt. I just wondered if there was a reason for using different names.
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18:22 VanessaE casimir: I suspect a lot of randomness
18:22 VanessaE sometimes a place event is being done, so "placer" seems to fit
18:22 VanessaE sometimes it's something else, so a different word seems to make sense there
18:22 VanessaE etc
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