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IRC log for #minetest-dev, 2018-09-06

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All times shown according to UTC.

Time Nick Message
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10:06 crazy_baboon celeron55_: Do you know at which point in the code those drawn mapblock meshes are added to the SceneManager ?
10:07 celeron55_ they aren't added to the scene
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10:11 crazy_baboon ok, so they cannot be accessed via SceneManager->(...) ?
10:21 crazy_baboon also celeron55_: what is the name of mapblock meshes being drawn in class clientMap ?
10:43 celeron55_ they are stored in the mapblock instances
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12:05 crazy_baboon thanks celeron55_
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12:52 crazy_baboon celeron55_: i think the MapBlockMesh instances would somehow have to be converted to IMesh so they could be added to the scene and rendered with phyisical lighting
12:53 celeron55_ i guess just try adding them there when they are created and deal with the memory management mess later
12:55 celeron55_ the meshes are created in a separate thread and then the final result is set in the mapblock in the main thread, don't really recall where exactly
12:56 celeron55_ but that's where you'll have the geometry ready and could (in theory) be converted to anything you need
12:57 crazy_baboon could the origin be content_cao.cpp?
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13:25 crazy_baboon celeron55_:  could the origin of these mesh geometries be content_cao.cpp?
13:31 rubenwardy no
13:31 rubenwardy Client Active Object
13:31 rubenwardy nothing to do with blocks
13:32 rubenwardy an Active Object is a loaded object
13:32 rubenwardy and an object is a player or entity
13:34 crazy_baboon thanks rebenwardy
13:34 rubenwardy reben???
13:39 crazy_baboon rubenwardy, sorry :)
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15:52 rubenwardy argh
15:52 rubenwardy so - I'm unsure as to what the secure require should do
15:52 rubenwardy in normal Lua, require will only run the module once and cache the result until the vm exits
15:52 rubenwardy which is fine, as everything is trusted
15:53 rubenwardy in sandboxed lua, this would result in a mod being able to get the returned value of another mod's include
15:53 rubenwardy as it would return the cached value
15:53 rubenwardy context #7621
15:53 ShadowBot https://github.com/minetest/minetest/issues/7621 -- Add secure require() function by rubenwardy
15:54 rubenwardy I mean
15:54 rubenwardy server-side modding is pretty insecure anyway
15:54 rubenwardy it's very easy to leak an insecure environment reference if you don't know what you're doing
15:56 rubenwardy having the cached values be per-mod introduces a lot of issues when multiple mods introduce the same library which modifies the global environment or has a resource handle
15:57 rubenwardy storing the path to the thing as well as the cached value and then checking it also has issues, as two mods may bundle the same library
15:57 rubenwardy so I'm not sure what to do
15:57 rubenwardy maybe have a big fat warning
15:59 rubenwardy also, do I need to add require() to CSM?
16:00 rubenwardy virtual filesystems are ew
16:02 sfan5 why csm?
16:02 rubenwardy can I take that as "you don't need to add require() to CSM, ruben"
16:03 sfan5 you can, but I'd like to know why you think CSM would need require()
16:04 rubenwardy ooh oh
16:04 rubenwardy I have an argument against it
16:04 rubenwardy it increases the surface area
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17:05 paramat #7682 updated
17:05 ShadowBot https://github.com/minetest/minetest/issues/7682 -- Particles: Make collision with objects optional by paramat
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17:27 Krock paramat: please re-get #7703 again. Fixed the dependency issue
17:27 ShadowBot https://github.com/minetest/minetest/issues/7703 -- Fix clipped content tab description by SmallJoker
17:30 paramat testing
17:38 Krock formspec adjusting is PITA.. why do textareas have a different scaling
17:39 Krock inb4 formspecs suck
17:45 Krock paramat: how's that box blue? is it a little bit opaque?
17:45 Krock https://github.com/minetest/minetest/pull/7703/files#diff-d327ed21d24d725d67e31904f7ace239R93  this looks pretty much like as black as possible to me
17:45 Krock cannot fix that without fixing the formspecs. Close the PR if black-black is totally necessary
17:47 paramat nuuu it's ok
17:50 paramat oh yeah it's also slightly translucent too, it's ok
17:58 paramat +1
18:01 paramat will merge in 5 mins
18:01 paramat #7703
18:01 ShadowBot https://github.com/minetest/minetest/issues/7703 -- Fix clipped content tab description by SmallJoker
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21:24 crazy_baboon is there any disable_drawning flag?
21:24 crazy_baboon drowning, sorry
21:33 crazy_baboon I would like to revert commits 53066024f6a91d5f83241b379b94d8557d43a646 and 7b13d119ed917c137fc375eff790a7754fd93386 that added support for drowning
21:47 Shara Wouldn't the more sensible thing be adding an option? (assuming there isn't one already - it's at least possible to make a mod that resets breath).
22:02 crazy_baboon Shara, I couldnt find a switch in the code
22:02 crazy_baboon maybe there are mods for it, but I am only interested in the game itself (yes, not only the engine)
22:03 crazy_baboon C++ side of things
22:03 crazy_baboon there is a switch for shaders called 'enable_shaders'
22:04 crazy_baboon so I am wondering if there is something similar for drowning
22:05 Shara I don't know, but you have a better chance of asking for an option to be added than to remove a whole feature just because there isn't an option that suits you.
22:05 crazy_baboon ii would be fine with an option Shara
22:05 crazy_baboon that would be of course better
22:06 crazy_baboon but to add that option, it is necessary to know whether there is a switch for enable/disabling drowning
22:07 crazy_baboon which would be awesome if there is one
22:08 crazy_baboon on the other hand, it is possible that drowning is so hard baked into the code that it is difficult to disable it
22:08 crazy_baboon - which would not be so good
22:09 Shara I only know mods can disable it, but that's by resetting the value. I assume they'd use a switch instead if there was one, so you should probably post an issue on Github.
22:11 crazy_baboon thanks Shara, but I am probably the only minetest user that wants to disable the drowning feature
22:13 Shara You may be surprised.
22:16 crazy_baboon thanks Shara!
22:17 crazy_baboon I am going to try to find a way of disabling drowning, and if i get nowhere (likely scenario), i will post an issue about it on github
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22:28 rubenwardy I think those commits should probably be recerted
22:28 rubenwardy It should be implemented in MTG instead
22:35 p_gimeno drowning? as in the bubble meter?
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23:09 paramat !tell crazy_baboon just remove 'drowning = 1,' from the node definition?
23:09 ShadowBot paramat: O.K.
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