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IRC log for #minetest-dev, 2017-06-08

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All times shown according to UTC.

Time Nick Message
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07:46 nerzhul hello, merging #5940 in ~10 mins (forget to do it yesterday :p)
07:46 ShadowBot https://github.com/minetest/minetest/issues/5940 -- Use a settings object when generating world.mt and set player_backend to sqlite. by red-001
07:48 nerzhul and #5926 too
07:48 ShadowBot https://github.com/minetest/minetest/issues/5926 -- Autorun: Change to 'autoforward' by paramat
08:26 nerzhul merging #5928 in ~10 mins
08:26 ShadowBot https://github.com/minetest/minetest/issues/5928 -- C++11 patchset 5: use std::threads and remove old compat layer by nerzhul
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08:56 paramat rubenwardy sfan5 nore i will merge game#1763 soon, could anyone look at game#1749 and game#1758 ? maybe i could merge the flower texture too?
08:56 ShadowBot https://github.com/minetest​/minetest_game/issues/1763 -- Revert "shorter and better abm's" by DS-Minetest
08:56 ShadowBot https://github.com/minetest​/minetest_game/issues/1749 -- Flowers: New texture for yellow dandelion by paramat
08:56 ShadowBot https://github.com/minetest​/minetest_game/issues/1758 -- Stairs: Use one recipe matching inventory appearence by paramat
08:57 paramat game#1761 means MTG 0.4.16 was seriously broken, perhaps we need a point release after merge?
08:57 ShadowBot https://github.com/minetest​/minetest_game/issues/1761 -- Regression - overriding of default functions does not work anymore (lavacooling)
08:59 nerzhul maybe it can be nice to have discontinuity between mtg and core for releases ?
08:59 nerzhul it permit to keep stable core with more recent MTG stable version (example: android)
09:01 paramat they are very interdependent so i feel both should release at the same time, however we could have more frequent MTG releases
09:01 paramat sorry i mean,
09:01 paramat when engine releases there should be a MTG release at the same time
09:02 nerzhul yeah in the current workflow it's like that because MTG uses core engine las tfeatures
09:03 paramat problem is, since they are interdependent, a later MTG release would only work with current MTdev and not with last MTstable
09:03 Zeno` not sure why they should be released together. They're different projects
09:03 nerzhul but imagine if all mtg maintainers wants more frequent releases, example 3 mtg release per core, use the new features only on the third release heh :) anyway it doesn't depend on myself but it's a suggestion for mtg
09:03 Zeno` anyway bbiab
09:04 nerzhul paramat, yes the dependency is due to the current workflow :)
09:04 paramat yeah
09:06 paramat it would be frustrating to only add stuff to MTG that works with last stable MT, the interdependent work is best done together otherwise we end up with a backlog of stuff to add when MT is bumped, more chance of forgetting stuff
09:07 paramat the extra releases may have to be a different branch
09:08 nerzhul paramat, yeah but how does other game work ? i think it's same problem :)
09:08 nerzhul yeah, devel + stable, it needs a little bit more maintenance
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09:30 DS-minetest paramat: is game#1762 good now?
09:30 ShadowBot https://github.com/minetest​/minetest_game/issues/1762 -- doors: make white parts of trapdoor side to wood by DS-Minetest
09:32 paramat that's probably fine, it now does the same as the steel trapdoor
09:33 paramat will merge game#1763 in a moment
09:33 ShadowBot https://github.com/minetest​/minetest_game/issues/1763 -- Revert "shorter and better abm's" by DS-Minetest
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09:33 DS-minetest well, the steel trapdoor seems to have 3 colorlayers
09:34 DS-minetest one of them (the whitest) isn't shown on node
09:34 Zeno` 1762 seems reasonable and good to me. +1
09:40 paramat hehe :]
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09:47 paramat +1 for 1762
09:50 paramat oh er, merged 1763
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10:00 paramat game#1768 perhaps we can just re-tag latest MTG as 0.4.16?
10:00 ShadowBot https://github.com/minetest​/minetest_game/issues/1768 -- Re-tag or point release due to important bugfix?
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10:15 paramat i'm fine with making MTG more separate from the engine. sfan5 rubenwardy nore perhaps it would be good to have a new IRC channel 'minetest-game-dev' so we are not disturbing non-MTG devs?
10:15 sfan5 that's not useful imo
10:15 sfan5 paramat: flower texture pr lgtm
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10:23 paramat thanks
10:26 nerzhul sfan5, can i merge the gitlab-ci windows build pr ? :)
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10:43 paramat anyone for game#1543 ? server owners say this will be very useful
10:43 ShadowBot https://github.com/minetest​/minetest_game/issues/1543 -- Add 'creative' privilege for survival servers by tenplus1
10:43 paramat also game#1758
10:43 ShadowBot https://github.com/minetest​/minetest_game/issues/1758 -- Stairs: Use one recipe matching inventory appearence by paramat
10:50 Zeno` it's useful. This is "minetest-dev" and minetest refers only to the engine
10:51 Zeno` (as had been said again and again and again by people not me)
10:52 sfan5 no it's not useful to split minetest into yet more channels
10:52 Zeno` AFAIC there is no reason for MTG to be discussed in there though. This is *minetest* dev
10:53 Zeno` s/there/here
10:53 sfan5 what if the "minetest" refers to everything under the github org called minetest?
10:53 Zeno` then we can all add labels or whatever
10:53 Zeno` but that it not how it is
10:53 sfan5 {{citation needed}}
10:53 sfan5 who says that this channel is exclusively for engine dev?
10:54 Zeno` the channel name says it
10:54 sfan5 no
10:54 Zeno` there is minetest (the engine) and minetest_game
10:54 sfan5 the channel name only says "minetest"
10:54 red-NaN a lot of people when ever someone tries to ask a modding question
10:54 sfan5 everything more than that is an interpretation
10:54 Zeno` so they're not separate after all?
10:54 sfan5 also do we need seperate channels for the website dev?
10:54 sfan5 or server list dev?
10:58 sfan5 nerzhul: which one was that again?
11:03 paramat game#1764 seems good
11:03 ShadowBot https://github.com/minetest​/minetest_game/issues/1764 -- Adding backface culling to stairs by MrRar
11:13 paramat well, actually it can be improved
11:52 Thomas-S Is there a special reason why enum NodeDrawType in nodedef.h is ordered differently than EnumString es_DrawType in s_node.cpp? I think this leads to some weird bugs.
12:02 Thomas-S -> related PR: #5946
12:02 ShadowBot https://github.com/minetest/minetest/issues/5946 -- Order es_DrawType exactly like enum NodeDrawType in nodedef.h by Thomas--S
12:12 Zeno` what bugs?
12:16 Thomas-S It sometimes returns the wrong drawtype to the modding API. In the current code there is only one situation I know: c_content.cpp: std::string drawtype(ScriptApiNode::es_Dr​awType[(int)c.drawtype].str);   I also experienced related problems during the development of meta-set nodedef.
12:16 Zeno` it should not be an array of struct then
12:18 Thomas-S What would you suggest instead?
12:19 Zeno` Why are the enum values included in that array?
12:19 Zeno` if they must be ordered exactly like enum NodeDrawType in nodedef.h then they are redundant
12:21 Thomas-S When both are ordered the same way, it is quite easy to convert from internal number to the string modders use.
12:21 Thomas-S Otherwise, a more complex (and most likely slower) function would be needed.
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12:23 nerzhul sfan5, what are your talking about ?
12:24 nerzhul i was talking a coffee and i don't see the contextual idea behind your comment and previous comments :p
12:26 nerzhul merging #5924 in ~15 mins
12:26 ShadowBot https://github.com/minetest/minetest/issues/5924 -- Have the server send the player list to the client by red-001
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13:30 nerzhul sfan5, if you talked about the PR it is #5923
13:30 ShadowBot https://github.com/minetest/minetest/issues/5923 -- Implement GItlab CI daily builds for windows platform (32 & 64) by nerzhul
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14:05 nerzhul ty sfan5 i shorten tests, i merge in ~15 mins
14:22 cx384 is there any chat spam protection in minetest?
14:24 nerzhul yes
14:24 nerzhul there is since 0.4.16 and maybe 0.4.15 i added it
14:24 nerzhul it's configureable it's 8 messages in 10 seconds
14:24 cx384 oh ok
14:24 nerzhul + a message length limit of 500 you can configure
14:24 Calinou 8 messages in 10 seconds sounds high
14:24 cx384 thank you
14:25 Calinou 4 messages in 10 seconds would be more logical, and a message length limit of ~300
14:25 Calinou and, if you break the spam limit several times, you get a temporary ban
14:25 Calinou else it's really easy to ruin people's games without getting banned if no admin is around
14:25 cx384 where is the file?
14:25 Calinou (especially since we don't have /ignore yet)
14:25 nerzhul Calinou, i tested the function on my server to be relatively good
14:27 cx384 anywhere there https://github.com/minetest/​minetest/tree/master/builtin ?
14:28 nerzhul i don't see the doc, very strange
14:29 nerzhul and yes there is a kick after 50 messages Calinou
14:29 nerzhul https://github.com/minetest/minetest/bl​ob/master/src/defaultsettings.cpp#L303
14:29 nerzhul look at the 3 options
14:29 nerzhul cx384, ^
14:29 Calinou 50 messages in 10 seconds?
14:29 cx384 thx
14:30 Calinou also, this should be a temporary ban (but we don't have temporary bans in minetest_game yet...), else you can just rejoin infinitely :P
14:30 nerzhul Calinou, there is not temporary ban support in core, it's a pure core feature, catched before any lua callback
14:31 nerzhul calculated per player object session
14:49 paramat will merge game#1749 game#1762 in a moment
14:49 ShadowBot https://github.com/minetest​/minetest_game/issues/1749 -- Flowers: New texture for yellow dandelion by paramat
14:49 ShadowBot https://github.com/minetest​/minetest_game/issues/1762 -- doors: make white parts of trapdoor side to wood by DS-Minetest
14:54 cx384 I have created a simple spam protection mod, which dose not kick or ban the player, it mutes him. What do you think? (<nerzhul>) https://github.com/cx384/spam_protection
14:55 nerzhul core currently already does this
14:56 nerzhul you spam, you are can talk, the more you talk the more the score is high and you can talk more and more later
14:56 nerzhul and if you exceed 50 score, kick
14:56 nerzhul don't develop a mod there is already a feature in core
14:57 cx384 :/ ok
15:00 paramat merging
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15:04 paramat complete
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19:00 red-NaN #5948
19:00 ShadowBot https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001
19:02 nerzhul red-NaN, nice, Krock can you look at this too ?
19:02 Shara Yessss
19:03 nerzhul okay for me
19:03 nerzhul erf Krock disapear, paramat or sfan5 maybe ?
19:07 nerzhul red-NaN, what do you think about the two new limits i added ?
19:07 nerzhul and how we can limit the node map reading ?
19:07 nerzhul which strategy
19:12 paramat erm
19:14 paramat is it better to make coloured chat a 'flavour' that can be disabled? instead of removing colour codes from allowed coloured chat?
19:14 red-NaN no
19:14 paramat why
19:14 red-NaN thats a dumb solution
19:15 red-NaN this works even for old clients
19:15 red-NaN and modded clients
19:15 paramat ok
19:15 red-NaN and people copy and pasting colour codes
19:15 nerzhul it's managed by server here completely, it's server responsiblity to cleanup not client, it's also better protection against rogue client disabiling a client limit :p
19:16 paramat seems a good approach then
19:21 red-NaN huh can defintion look up's cause issues?
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19:28 nerzhul_ red-NaN: i think somebody will tell it it's part of his gameplay at a moment, i prefer to be sure :)
19:28 red-NaN thats, thats a fair point
19:47 red-NaN nerzhul, I update #5948 are you still ok with it?
19:47 ShadowBot https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001
19:47 red-NaN just make it always remove the colour codes before logging chat
19:49 Thomas-S red-NaN, I have a suggestion for your PR: How about allowing players with the "server" priv to use color codes (useful e.g. for important announcements)
19:50 red-NaN Thomas-S, well that might be out of scope for this PR
19:50 red-NaN and it could delay it getting merged
19:50 red-NaN why not added a server-sided command for that?
19:53 Thomas-S A server side command provided by a mod is also ok. It was only a quick suggestion.
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19:56 red-NaN nerzhul_, I update #5948 are you still ok with it?
19:56 ShadowBot https://github.com/minetest/minetest/issues/5948 -- Add a server-sided way to remove color codes from incoming chat messages by red-001
19:59 nerzhul_ yes
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20:04 itubal Hi
20:04 itubal good night everybody
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20:05 itubal @calcul0n yhankyou for your answers
20:05 itubal Hi
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20:46 itubal Hi cx384
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22:47 red-NaN coloured chat has a werid history
22:47 red-NaN why was the escape char changed from /v to /x1b?
22:48 bigfoot547 what code does \v represent?
22:48 bigfoot547 Also, instead of \x1B, you could use \e
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