Time Nick Message 04:09 Wuzzy paramat: I object to #6629. 04:09 ShadowBot https://github.com/minetest/minetest/issues/6629 -- Biome dust node: Only place on 'walkable' cubic non-liquid drawtypes by paramat 13:54 kilbith https://cdn.discordapp.com/attachments/332193918940872705/381072944530456576/image.jpg 13:54 kilbith known issue on windows? 13:56 Krock https://github.com/minetest/minetest/pull/5795#issuecomment-305400108 13:57 Krock I guess it wasn't fixed properly then 13:57 Krock nvm. these changes do not affect the HUD API 14:02 kilbith guess the UTF-8 support is half assed 14:10 sfan5 unicode support is a mess in minetest anyway 14:10 sfan5 we use wchar_t* but then there's wide_to_narrow so you can't even be sure that char* is just ascii 14:10 sfan5 it makes no sense really 14:14 kilbith I've forwarded to my team 14:15 Fixer another example: https://cloud.githubusercontent.com/assets/4017302/26666984/1bf69286-46cd-11e7-8cdf-d66e8138f7cb.png 14:16 Fixer i can imagine that in 2010, but in 2017? 14:49 kilbith https://cdn.discordapp.com/attachments/350623618339962880/381081996350324736/erreur_vector_access.jpg 14:49 kilbith what if datasize equals 2, you copy 0 elements to m_data[0] 14:50 kilbith then it crashes when you try accessing it 14:51 kilbith if your command equals to 2 bytes, without params 14:52 nerzhul kilbith, yeah it's normal as datasize is sizeof(u8) 14:53 nerzhul sizeof(data) 14:53 nerzhul 2 + networkpacket data (2 = opcode) 14:53 sfan5 does &m_data[0] work on zero-size vectors? 14:54 sfan5 i don't see why this would crash otherwise 14:54 nerzhul sfan5, as memcpy use address it's a valid address then yes, because it's the pointer to the start of the range, empty or not 14:54 celeron55 sfan5: visual studio debug builds crash in an assert when you do that 14:54 nerzhul memcpy(x,x,0) is a NOP 14:54 celeron55 nothing else does 14:54 sfan5 hmm 14:55 celeron55 wait, was that on strings? 14:55 celeron55 yeah it was a string thing 14:55 celeron55 on vectors it's obviously not allowed anywhere 14:55 sfan5 nerzhul: in theory a vector does not need to have memory region when you .resize(0) so m_data does not necessarily have an address 14:55 nerzhul sfan5, exact 14:55 sfan5 but it's a no-op as you said so it shouldn't matter 14:56 nerzhul i also think it's a nonsense to have m_data < 3 because you always have something to tell 14:56 nerzhul there is no command without arg in MT protocol 19:05 paramat Krock sfan5 can i merge #6629 now? semi-trivial but i'd rather have another +1 19:05 ShadowBot https://github.com/minetest/minetest/issues/6629 -- Biome dust node: Only place on 'walkable' cubic non-liquid drawtypes by paramat 19:07 Krock how about fences and nodeboxes? wouldn't it be better to check the node definition? 19:08 paramat see my discussion in the issue 19:09 paramat you would need to check the top face of every nodebox (there could be very many) and such cases would be rare 19:09 paramat what about fences? they shouldn't have dust 19:10 Krock instead of checking the collision box, the definition given from the node registration could be used. Just an idea 19:11 paramat ? 19:11 Krock but I guess that's not required to add if checking against the drawtypes works quite good to 19:12 paramat fences are narrow so dust would not look right floating above them 19:14 Krock right. The code looks good but I've seen that Wuzzy would like to test it first. Perhaps give them 24 hours and merge it afterwards? 19:15 Wuzzy if you tested it already, i have no objections 19:15 Krock ah well, then merge it, paramat. 19:15 paramat no need, i've tested it. i want to merge #6632 now before conflicts arise so i want to merge 6629 with it 19:15 paramat ok 19:15 ShadowBot https://github.com/minetest/minetest/issues/6632 -- Ore API documentation: Update and improve by paramat 19:16 paramat merging those 2 now 19:18 paramat oh and #6412 19:18 ShadowBot https://github.com/minetest/minetest/issues/6412 -- [2nd] Load textures from the subfolders in texturepacks by numberZero 19:25 Wuzzy thanks 19:40 paramat ok done back later 21:27 ThomasMonroe #6637 21:27 ShadowBot https://github.com/minetest/minetest/issues/6637 -- Custom Rendering Engine or Possible Irrlicht "replacement"? 21:37 nerzhul another time the same discussion 21:46 ThomasMonroe wydm nerzhul? 21:50 nerzhul sorry i don't understand this acronym 21:51 Krock "what do you mean" 21:51 Krock ThomasMonroe, I'm pretty sure we already have an issue about this. It was discussed previously too 21:52 Krock like forking irrlicht or using another engine 21:52 ThomasMonroe ah ok, lol we thought we had had this amazing idea that noone had ever thought of b4, should have known better 21:52 ThomasMonroe its not like its a bad idea though, just its alot of work 22:06 rubenwardy ThomasMonroe, comes up every few months or so 22:06 rubenwardy https://github.com/minetest/minetest/issues/5365 22:07 sfan5 hey a snarky reply by me 22:07 rubenwardy :D 22:08 numzero sfan5 22:08 numzero I have a question on #6621 22:08 ShadowBot https://github.com/minetest/minetest/issues/6621 -- Fix dark liquids by numberZero 22:08 sfan5 yes 22:09 numzero What is better: 1. remove LightPair and return to bitwise operations, 22:09 numzero 2. Change LightPair to provide getters/setters 22:10 numzero 3. Keep as is as the compilers are VERY unlikely to break that 22:10 sfan5 neither 22:11 numzero (for the latter case, I can write a standard-compliant class with compatible interface that might be used if anything seems to fail, but it would be slow and heavy) 22:11 sfan5 just make the u16 constructor deconstruct the param with bitwise ops 22:11 sfan5 and then you can remove the union{} 22:11 numzero okay 22:31 paramat i'm working on a 'water sounds' mod for MTG, triggered by flowing water. because it does a node search around players it is optimum to move fire sounds into it as well, to avoid 2 separate node searches 22:32 paramat so i thought this might as well be an 'ambience' mod, which then later can be updated to use the ambience sounds API if/when that appears 22:37 paramat the sound code of the fire mod could remain but be default disabled. to allow using the fire mod alone 22:38 paramat i'm still working on a skins mod for MTG, it's a big task, working through the database 22:41 sfan5 you plan to include those in 0.5, correct? 22:45 paramat yeah 22:46 paramat i just want MTG to not be too embarassing for 0.5.0: skins mod, water ambience and a hostile mob 22:48 paramat i also have a bunch of other improvements coming, a few month's work 22:49 paramat i think it's important that android is improved before 0.5.0 so i'd like to see 0.5 maybe 2 months into 2018, to give lordfingle a chance to work on it (he says he may be able to in 2018)