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IRC log for #minetest-dev, 2014-12-28

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Time Nick Message
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00:23 fz72 PilzAdam: I think, you should enable -DCMAKE_BUILD_TYPE=Release for the packages in ppa
00:25 PilzAdam hm? is it set to debug?
00:28 PilzAdam fz72, where would I change that?
00:32 fz72 run cmake -DCMAKE_BUILD_TYPE=Release before compiling with make -j2
00:33 PilzAdam the launchpad builds are automated
00:33 PilzAdam which script do I need to change to set that?
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00:34 Tesseract Builds should be release unless explicitly specified otherwise.
00:36 fz72 sorry, I never worked with launchpad
00:36 acerspyro Tesseract, Have you heard of #tesseract?
00:37 PilzAdam fz72, oh, I thought you saw that it was set to Debug somewhere in the scripts
00:37 PilzAdam if it's not specified, then it's "Release" by default
00:39 fz72 when, i clone a minetest from github it is set to debug by default
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01:26 shadowzone hi Zeno`
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02:34 hmmmm gonna start pushing some shit
02:34 hmmmm say something now or forever hold your peace
02:35 VanessaE branch off first?
02:35 VanessaE :)
02:36 hmmmm https://github.com/minetest/minetest/commi​t/b67f37f27ea7d89b2098fa9fcc2533fa1091e695
02:36 hmmmm done~
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02:46 Zeno` https://github.com/minetest/minete​st/blob/b67f37f27ea7d89b2098fa9fcc​2533fa1091e695/src/mg_ore.cpp#L65  <--- What's the thinking behind this?
02:47 Zeno` specifically, line 69
02:48 Zeno` Why not have just line 69?
02:49 Tesseract Zeno`: clear() doesn't delete, it just destructs.
02:49 Zeno` clear calls the destructor of the objects doesn't it?
02:49 Tesseract (and pointer destructors are no-op)
02:50 Zeno` so what's the loop doing?
02:50 Tesseract Zeno`: It's an array of pointers, not objects.
02:50 Zeno` ok
02:51 Zeno` yes I see now. Thanks
03:10 hmmmm erm
03:10 hmmmm ever test something and then you end up playing it?
03:11 VanessaE that's how it's supposed to work, hmmmm  :)
03:11 hmmmm does LazyJ's schematic problem have a PR?
03:13 VanessaE um..
03:14 VanessaE not that I can see.
03:14 paramat hi hmmmm, are you planning to edit mapgen_v7.cpp/.h anytime in the next week? i'm working on these and don't want to deal with merge conflicts
03:14 hmmmm i have no clu
03:14 hmmmm i won't, i guess
03:15 paramat okay good
03:17 paramat i'm adding overgeneration to avoid stone lines at y = 47 etc. also, the caves are horrid, can i port in v5 type caves, but non-eased for speed and perhaps a larger 'scale' to suit the terrain
03:18 hmmmm overgeneration is causing issues with LVM worlds
03:19 paramat current caves in v7: https://cdn.mediacru.sh/-/-EXA7AkfIwOK.png
03:21 hmmmm i don't know what I want to do with caves yet
03:21 paramat okay i won't touch caves then
03:21 hmmmm v5 caves have issues as well
03:22 hmmmm they aren't as serious as the current cave issues though
03:22 paramat overgen issues with LVM sounds interesting/worrying?
03:25 hmmmm it's because LVM doesn't take into account overgen
03:26 hmmmm i'll have to query the chunk size from the mapgen somehow
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03:28 paramat mmm .. i can't see the problem. however i admit my v5 overgen is perhaps a little hacky (but it works)
03:29 paramat i could probably improve it
03:31 paramat okay seems best i stop work on v7 for now but keep the branch for reference
03:31 hmmmm see...
03:32 hmmmm v6 caves are absolutely necessary for v6 terrain
03:32 hmmmm not quite so much for v7
03:32 hmmmm i thought for a moment that maybe it would be a cool idea to choose the cave type
03:35 paramat okay the only thing i need to change in v7 then is integrating the improved biome api
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03:37 paramat for my biome api branch i'm waiting for the right time to manually rebase it (for the 3rd time heh) because code keeps changing
03:37 paramat i need to rebase it on your latest commit
03:38 VanessaE hmmmm: there's your "code rot" issue..
03:38 hmmmm right now would probably be a good opportunity
03:38 paramat but that takes time and by the time it's ready code may have changed again
03:38 paramat okay good
03:39 hmmmm i'm going to be modifying l_mapgen.cpp a bit with the next three or so commits but it won't be anything in proximity to the biome register function
03:39 paramat ah good
03:39 paramat i can give it top priority and have it ready within 1-2 days, fast enough?
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03:40 hmmmm that's totally fine
03:40 paramat cool
03:40 paramat i will be editing mapgenv5.cpp mapgenv7.cpp mgbiome.cpp mgbiome.h and lmapgen.cpp
03:41 paramat so hands off those files everyone! RRR!
03:42 hmmmm i'm gonna have my hands all over mg_schematic.cpp for a while
03:43 hmmmm adding a register_schematic() function finally
03:48 paramat good. now i can't see the problem with LVM and overgeneration, since already there are bits of dungeon and tree protruding from a mapchunk, a bit of stone amkes no difference. LVM volume contains the mapblock shell anyway
03:48 paramat *makes
04:01 paramat since biome material is roughly 4 nodes deep i want to extend the overgeneration to 2 up 2 down. i'll work on this in v5 only for now, good thing it's still unstable
04:03 * paramat has more experience with mapgen-object-voxelmanip as anyone else here ^_^
04:09 hmmmm https://github.com/minetest/minetest/commi​t/8334100fe1b1bb40bfebff9ec9780c18fe3fd0c7
04:11 hmmmm local vm = VoxelManip(p1, p2); local emin, emax = vm:get_emerged_area(); local data = vm:get_data()  <write data here> vm:set_data(data); vm:write_to_map(); vm:update_map()
04:12 hmmmm setting a node to CONTENT_IGNORE in a VoxelManipulator means "skip writing this node on blit back"
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04:26 * paramat will study this
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05:28 paramat https://github.com/paramat/​minetest/commits/biomeapi3 coded but not yet tested. will test over the next few hours
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07:29 Zeno` hmmmm, https://github.com/minetest/minetest/commit​/8334100fe1b1bb40bfebff9ec9780c18fe3fd0c7#d​iff-1305560bd8befb32862f0feeefabd02eR1598
07:30 Zeno` are you planning to add an option to have a vmanip with the data not initialized at all?
07:31 Zeno` although I guess cignore is the next best thing (which you've already added)
07:32 Zeno` Any comments on #1967?
07:32 ShadowBot https://github.com/minetest/minetest/issues/1967 -- Add display_gamma option for client by Zeno-
07:34 Zeno` also, #1851 to fix #1993
07:34 ShadowBot https://github.com/minetest/minetest/issues/1851 -- Cleanup updateCameraDirection and fix random input not working by Zeno-
07:34 ShadowBot https://github.com/minetest/minetest/issues/1993 -- random-input is always looking into the same direction
07:36 Zeno` And #1977 should be merged very soon if markdown is the "new way" otherwise commit conflicts are going to get annoying pretty fast
07:36 ShadowBot https://github.com/minetest/minetest/issues/1977 -- Rewrite lua_api.txt into Markdown format by Wuzzy2
07:41 n4x what about #1952?
07:41 ShadowBot https://github.com/minetest/minetest/issues/1952 -- Use the console instead of a dedicated window when pressing chat/command keys by ShadowNinja
07:43 hmmmm Zeno`, not possible
07:44 hmmmm why would you want that anyway?
07:45 VanessaE which one?
07:49 Zeno` If I get want a vmanip with the whole area filled with, say, sand I don't think I'd want it pre-initialised to content ignore
07:49 Zeno` If I want to set up a vmanip*
07:52 hmmmm well a prerequisite to that would be to make an exact-node-size vmanip
07:53 hmmmm in order to do that you'd have to write a new blitBackAll that can deal with partial mapblocks
07:53 hmmmm and in order to do that now you need to start modifying the mapblock structure
07:53 hmmmm well, data shouldn't be private to start with
07:54 hmmmm what's wrong with just filling it in your mod?
07:56 Zeno` nothing. Quite possibly the changes already do want I want. E.g. using vmanip to clear areas of the map
07:57 hmmmm you could've done anything you wanted to before this change
07:57 Zeno` Not without getting the map data first
07:57 hmmmm all this change does is make it unnecessary to load map into the voxelmanipulator for faster performance
07:58 Zeno` ok, so if I'm understanding you it's doing what was needed already now
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07:59 paramat biome api now tested, pull incoming..
08:00 Zeno` IIRC before it was not possible without first getting the data from the map because there was no way (other than that) to specify where the data should go when you wrote it back
08:00 hmmmm from an external point of view, i guess so
08:02 hmmmm ooh snap
08:02 hmmmm i should probably createBlock() if it returns NULL
08:04 paramat https://github.com/minetest/minetest/pull/2019
08:05 hmmmm looks good
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08:09 paramat i will write a post on the forum explaining the features and how players' should rewrite their biome registrations for a near seamless transition (all that changes is the lack of glitches)
08:13 paramat one thing i'd like to do with mgv7 (if ok with you) is remove the range limiting of mountain height so we can control that with noiseparams in .conf and do stuff like this http://i.imgur.com/bwge8zu.png
08:15 hmmmm the intention of range limiting mountain height was so that it creates kind of a top tier of flat-ish terrain for players to build on
08:15 hmmmm but that failed miserably
08:15 hmmmm i can do a lot of great things with mapgen v7 - it's just not a priority at all
08:16 hmmmm sure, i guess you could do that
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08:18 paramat okay thanks. yeah the range limiting doesn't create plateaus at all, good intention though
08:20 paramat also i might submit a pull to add a check for 'ignore or air' when placing mountain terrain, so that dungeons don't get cut off. anyway time to watch anime..
08:23 paramat http://i.imgur.com/zxIISlu.png the 3d noise of mgv7 is good for creating floatlands
08:28 hmmmm vein ore is really slow
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09:18 cib0 Hello.
09:21 sfan5 hi
09:22 cib0 Random question: How well would the minetest engine lend itself to Dwarf Fortress-y features(worldgen, civilization simulation, settlements with AI controlled actors and so on)
09:23 Calinou it is possible to do all these
09:24 cib0 Nice. :) It's been years since I checked this project, and I'm very impressed by how it's developed.
09:25 Calinou cib0, check the mg and mg_villages mod for Lua map generation with villages
09:26 cib0 In minetest_game?
09:27 Calinou they are not included
09:27 Calinou you have to download and install them from forums
09:27 cib0 Oh, okay.
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09:38 cib0 Hm, maybe I should just take a poke at a bug.
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09:50 Calinou https://forum.minetest.net/viewtopic.ph​p?f=3&amp;t=10848&amp;p=166107#p166107
09:50 Calinou I agree about the versioning change, but make it 1.0, that's less daunting
09:52 Zeno` Personally I think 1.0 is better as well
09:53 Zeno` 1.0.0 rather ;)
09:54 Calinou yes, 1.0.0
09:55 cib0 Huh.
09:57 cib0 What kind of bugs are we talking about? I hope not the kind where someone didn't test their stuff properly. :P
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10:02 Zeno` huh
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10:02 Zeno` I didn't know we were talking about bugs at all :P
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10:02 Zeno` Oh, the "hacky workarounds"?
10:03 cib0 Referring to the thread, someone said minetest is in a perpetual state of bugginess.
10:03 Zeno` stable is
10:04 Calinou all software has bugs
10:04 Zeno` mainly because bug fixes are not backported/cherry-picked back into stable
10:04 Zeno` and some of the reason that doesn't happen is, strangely enough, because of the version numbering
10:05 Zeno` so major.minor.patch is what hmmmm is suggesting (I hope I haven't misunderstood)
10:05 Zeno` and I'm fine with that, just not fine with the next release being 5.0.0
10:06 Calinou http://semver.org
10:06 Calinou is pretty much common sense, but worth following
10:06 Zeno` yeah I am a proponent of semantic versioning myself
10:07 cib0 Well, yeah, there will always be bugs. Sometimes because they're really obscure, rare and hard to reproduce. Sometimes because some important aspect of the source isn't fleshed out enough. But most code should be bug-free the moment it's merged.
10:08 cib0 And eyah lots of projects use that versioning scheme.
10:10 cib0 Hm, I think I'd kinda prefer a binding generator to hardcoding all the bindings in C++ with the lua API.. would make it much more easy to plug in other scripting languages.
10:11 Zeno` Unfortunately a lot of the code is barely understandable and not structured in any way
10:12 cib0 Well that's a people problem. :)
10:12 Zeno` I don't think anyone debates that hehe
10:12 cib0 So far I'm okay with the source I've seen. Where shouldn't I look?
10:12 Zeno` but seriously... the 1000 line functions have to go. But this will take time
10:13 Zeno` cib0, look at game.cpp before I refactored it a couple months ago (it was seriously a 3000+ line function)
10:13 Zeno` there are heaps of other examples... I'm sure you can find them
10:13 cib0 Ouch.
10:14 cib0 Well, if it's just legacy code, I don't take issue.
10:14 cib0 But code like that isn't merged anymore, right?
10:15 Zeno` mostly not
10:16 Zeno` I guess
10:16 cib0 Well, it was nice knowing you. :P j/k
10:17 Zeno` main.cpp and game.cpp still need more work
10:17 Zeno` I did the bare minimum
10:17 cib0 I could work on stuff like that, too, I guess.
10:17 cib0 For now I just grabbed the first issue on the tracker that seemed doable.
10:17 cib0 I don't have much time though. :(
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10:18 Zeno` client.cpp probably needs work
10:18 Zeno` what are you working on?
10:18 cib0 https://github.com/minetest/minetest/issues/2015
10:19 Zeno` void Client::ProcessData() is only 1005 lines long
10:19 Zeno` oh yeah, cool
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10:21 cib0 What needs work in main.cpp?
10:21 Zeno` cib0, I don't know. I just know that when I'd refactored it there were still parts I thought were "clumsy"
10:21 Zeno` I should have made a list
10:23 cib0 Man, these files look fine to me. I've seen so much worse.
10:24 Zeno` :)
10:24 Zeno` I can't remember why I brought this up though
10:25 Zeno` weird
10:26 Zeno` anyway I vote 1.0.0 should be next release and not 5.0.0
10:27 Zeno` maybe it can be a short release cycle; squash the major bugs, release
10:27 cib0 Sounds reasonable.
10:27 Zeno` (for the 1.0.0 release I mean)
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10:28 cib0 We do not need firefox version numbering. :) minetest 5564.0.1 released!
10:28 Zeno` is it?
10:28 * Zeno` checks
10:28 cib0 Not yet, but soon
10:28 Zeno` Was gonna say... I'm only on 35.0.5
10:29 Zeno` 34*
10:29 Zeno` but yes, that's a good example
10:30 cib0 Do we have code style guidelines?
10:30 sfan5 yes
10:31 sfan5 cib0: http://dev.minetest.net/Code_style_guidelines
10:31 cib0 ty
10:40 cib0 Well great. My first bugfix ends in realizing it's a design issue. :3
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10:44 cib0 Uhm.. I built the project in minetest/dist/ and it put the binary in minetest/bin anyway. >_<
10:46 sfan5 thats a feature
10:47 cib0 Is performance a priority btw.?
10:52 Calinou yes, but not at the cost of features
10:53 cib0 Of which features?
10:56 cib0 It's always possible to keep adding features until the thing only runs on a dedicated gaming rig anymore. I don't own one, though. :/ Developing for a game and slowly watching it drift into unplayability on your rig is annoying.
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11:03 Calinou it won't happen probably
11:03 Calinou the core game will stay relatively lightweight
11:04 cib0 Nice.
11:05 Calinou however, people often complain about it (eg. lack of mobs)
11:06 cib0 Well rendering mobs shouldn't be too much of a problem, and AI and all that stuff can be done in mods/forks.
11:07 Calinou people want mobs in the core game
11:07 Calinou they can be done in a lightweight way, but there needs to be a way to easily disable them, in case people want to use mob mods
11:09 cib0 Yes.
11:09 cib0 Like me. :P
11:09 cib0 Though I "want" to do many things I don't have time for. >_<
11:09 cib0 But wouldn't it be possible to just implement the mob entity similar to node entities, then do everything else in lua?
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11:12 cib0 Hm, can't find any more bugs that seem doable for me.
11:12 cib0 Anyone want me to refactor something? :P
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11:17 Calinou cib0, look at already-made mob mods
11:17 Calinou https://forum.minetest.net/v​iewtopic.php?f=11&amp;t=9656
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11:29 Zeno` <cib0> It's always possible to keep adding features until the thing only runs on a dedicated gaming rig anymore. I don't own one, though.    <-- that cannot happen at this point in time
11:29 Zeno` because the game is CPU limited ;)
11:30 cib0 Oh.
11:30 Zeno` it's CPU limited on my i7
11:31 cib0 Well the CPU is the strongest part of my system anyway.
11:31 Zeno` yeah; it's not as bad now (compared to 0.4.10) but there is still a lot of work needed :(
11:32 Zeno` and none of it particularly trivial
11:32 cib0 Performance?
11:32 Zeno` yeah
11:33 cib0 Hm.. is there some place where we can store custom info about chunks?
11:34 cib0 What needs to be done for performance?
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11:58 cib0 So I installed this mob framework.. Now is there some way to debug spawn mobs?
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13:54 cib0 Dear god so many mob and NPC implementations
13:55 cib0 I saw a pathfinding cpp file, can that be used for moving mobs?
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13:56 fz72 whois cib0
13:57 Zeno` ^^ that person
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13:58 cib0 I'm the ghost of christmas past or something.
13:58 fz72 lol
13:58 Zeno` really?
13:59 cib0 No.
13:59 Zeno` Good; I'm scared of ghosts
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14:26 cib0 ... This NPC builder is just floating through the air.
14:26 cib0 Please stop wasting my time T_T
14:27 cib0 Let's see if npcf does this any better.
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15:44 Megaf For fucks sake, can you pelase doing shit and fix memory leaks!?
15:44 Megaf please*
15:45 Megaf Stop implemeting new stuff and candy eye and actually fix bugs!
15:45 Megaf useless people
15:45 Megaf Being polite, asking nicely and opening issues doenst work with you peple
15:46 Megaf the bloody client still with huge memory leak
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16:49 fz72 PilzAdam: http://bazaar.launchpad.net/~minetestdevs​/minetest-c55/packaging/view/head:/rules
16:49 fz72 this is the file to configure the release build, I think
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17:07 PilzAdam fz72, nothing there says that it's set to "debug"; and it's "release" by default
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17:34 kahrl Megaf, thanks for shitting on the work Zeno did when he spent days collecting and analyzing massif data.
17:34 kahrl Acting entitled like a spoiled little brat will not help your cause. Kthxbye.
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17:36 Megaf kahrl: on the other channel I talked about the impressive work he has done
17:37 Megaf kahrl: but month after month seeing the same thing... New features, more perfomance and and ever growing resources usage
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19:06 rubenwardy Can another core developer have a look at this? Rewrite lua_api.txt into Markdown format https://github.com/minetest/minetest/pull/1977
19:06 rubenwardy If they agree, it can be rebased and merged.
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19:29 rubenwardy http://rubenwardy.github.io​/minetest_doc/lua_api.html
19:31 T4im nice :)
19:31 Krock SN already rebased it
19:31 rubenwardy To the latest? We just need another core dev to agree.
19:31 Krock I prefer a new file, lua_api.md
19:32 rubenwardy That would be better, but first things first
19:32 VanessaE rewrite it into markdown, but render a plaintext version periodically.
19:32 rubenwardy VanessaE...
19:32 VanessaE for us luddites ;)
19:32 exio4 markdown is easy to read
19:32 rubenwardy Do you understand how Markdown works?
19:32 exio4 it isn't intrusive
19:33 exio4 you can think of it as a just a bunch of conventions (# is title, and * is for lists, and what not)
19:33 rubenwardy It was almost in markdown before, it just didn't follow exact standards
19:33 VanessaE rubenwardy: of course I do, but not every program that can read a markdown-encoded textfile will actually interpret the markdown.
19:33 rubenwardy So?
19:33 VanessaE so?  too much markdown makes the file hard to mentally parse
19:33 rubenwardy It is designed to be read in plaintext as well
19:33 rubenwardy It was almost in markdown before, it just didn't follow exact standards
19:33 VanessaE it's like reading raw HTML versus the rendered page
19:34 exio4 it isn't
19:34 rubenwardy it isn't
19:34 VanessaE well it's the closest analogy I can make
19:34 rubenwardy https://github.com/minetest/mine​test/blob/master/doc/lua_api.txt
19:34 VanessaE I read through the markdown version.  I found it harder to read.
19:34 rubenwardy That is practically markdown
19:34 kahrl I agree with VanessaE
19:34 kahrl especially all those ` everywhere
19:35 VanessaE kahrl: precisely
19:35 hmmmm i'm sure it would be easier to read if you were viewing it as a markdown file
19:35 Krock too bad. I really loved the '^' explanations like https://github.com/minetest/minetes​t/blob/master/doc/lua_api.txt#L1062 and those ugly `..meh.
19:35 rubenwardy With markdown you don't need to refer to line numbers.
19:35 rubenwardy Try s/`/
19:36 rubenwardy According to stack overflow, you can convert to HTML and then to plain text
19:36 VanessaE hmmmm: which is exactly the point - it's NOT a markdown file as far as gedit, chromium, or github is concerned.  ergo it's plaintext and harder to read.
19:37 hmmmm :(
19:37 rubenwardy It should be renamed to .md
19:37 rubenwardy And renamed to .txt in windows builds
19:38 VanessaE rubenwardy: perhaps so - that fixes one case (github)/
19:38 VanessaE but not the other two
19:38 hmmmm this is tough
19:38 rubenwardy Any objections to renaming to .md? It wouldn't break pull requests
19:38 hmmmm have you guys ever used .rst?
19:38 Krock nope.avi
19:38 VanessaE nope.
19:38 rubenwardy * as formating to markdown already does
19:39 hmmmm welp
19:39 hmmmm i don't really have an opinion on this
19:39 hmmmm it's tough
19:41 rubenwardy rst looks like markdown, but without all the `
19:41 hmmmm the plain text format is already difficult to read
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19:41 Krock let's do our own documentation style rules. yay! <.<
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19:42 rubenwardy Advantages: linking to a header without worrying about the position of lines changing, output to HTML, standardised.
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19:53 rubenwardy You could remove all the `'s. It is the headers and lists and code snippets which are important
19:55 rubenwardy Added table of contents: http://rubenwardy.github.io​/minetest_doc/lua_api.html
19:55 rubenwardy oops
20:01 hmmmm i was looking at the pull request and really the `` isn't that distracting
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20:08 rubenwardy That's what my opinion i
20:08 rubenwardy s
20:08 rubenwardy Even if it isn't renamed to .md, it is still better as I can make an automated script to do this: http://rubenwardy.github.io​/minetest_doc/lua_api.html
20:10 neoascetic Github already have great git-versioned wiki with web-editing abilities. Why something third?
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20:16 Megaf Hi, I deeply apologize for my awful words and behavior about an hour ago. I should never have acted like that here.
20:16 Megaf I would like to help to track down all memory leak issues but we do need to find a better way of doing that.
20:18 Megaf And I know that most of, if not all active developers and working to make minetest better and I feel that, it is very very fast and on the server side it's using less resources than ever.
20:18 Megaf However, on the client side there are something that still making it use up to 2 GB of ram for nothing.
20:19 Krock 2 GB? Are you using 2048px textures?
20:22 Megaf Krock: default minetest textures
20:23 Megaf Krock: But I believe that even with 2048x texture that wouldnt explain such a high usage of ram
20:23 Krock it would.
20:23 Krock I think you already tried a build from scratch?
20:30 Megaf Krock: What do you mean?
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20:32 PilzAdam hmmmm, https://forum.minetest.net/vi​ewtopic.php?p=166179#p166179 and your opinion is that the code reviews should be removed?
20:38 hmmmm if they aren't reformed, then yes
20:38 PilzAdam replied
20:39 hmmmm Good... because we believe that devices that don't work correctly should be DESTROYED.
20:39 hmmmm wonder if anybody will get that reference
20:40 hmmmm without googling
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21:12 fz72 PilzAdam: http://bazaar.launchpad.net/~minete​stdevs/minetest-c55/packaging/files, these are the files for building the ppa, right?
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21:42 VanessaE ok
21:42 VanessaE is it possible for a node's  can_dig = function(pos, player)   to return nil for the player field?
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21:52 T4im VanessaE: minetest.dig_node(pos) calls it with a nil player (stumbled over for #2015)
21:52 ShadowBot https://github.com/minetest/minetest/issues/2015 -- minetest.dig_node(test_position) does not fail when expected -- always returning true
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21:57 VanessaE_ T4im: that bug is causing signs_lib to crash
21:57 shadowzone joined #minetest-dev
21:58 T4im you mean the passing of nil?
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21:59 T4im all it needs then is porbably some user to dig a protected node while standing close near it
21:59 T4im protected sign*
21:59 T4im bones mod uses that function :/
22:00 T4im and unnecessarily :P
22:01 VanessaE_ signs_lib has a locked sign, which is where that crash is happening, too
22:03 T4im makes sense :) minetest_game has a pull request fixing that though
22:03 T4im at least if its caused by bones
22:04 VanessaE_ probably isn't.
22:04 VanessaE_ this is code that was working fine in the recent past.
22:04 VanessaE_ and I don't have bones on the affected server
22:09 T4im hmm so basicly you can't even worldedit signs away atm?
22:09 VanessaE_ idk
22:10 VanessaE_ I don't know how this crash is being triggered, I only saw it via IRC and checked my server's log.
22:19 VanessaE_ fuck
22:19 VanessaE_ the whole protection system is crashing
22:20 VanessaE_ it's just signs_lib catching it is all
22:20 VanessaE_ 17:16:23: ACTION[ServerThread]: bulldog1 tried to dig technic:concrete at protected position (-276,14,826)   -->  crash
22:22 VanessaE_ http://pastebin.com/M6YRTR9X
22:22 VanessaE_ example crash (ignore the "digs display_blocks" line at the top)
22:27 VanessaE_ and for reference, the code that is somehow being caused to crash:  https://github.com/VanessaE/homedecor_mod​pack/blob/master/signs_lib/init.lua#L808
22:28 VanessaE_ nothing special there, this code's been in place for a long while and that particular part hasn't been touched in months
22:34 T4im I banned that wsd guy latly.. for treating to crash the server
22:35 T4im after ignoring simply commands like "stop your technic from overflowing"
22:35 T4im maybe he knows something? ;)
22:38 T4im def.can_dig(digpos, minetest.get_player_by_name(owner)) hm
22:38 T4im constructor placed quarry maybe?
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