Time Nick Message 04:32 skyliner_369 "Right-click Package and choose Generate." doesn't work in vs2019... 04:36 Lone_Wolf Is there a way to convert a v3s16 into a v3f? 04:37 Lone_Wolf I've unfortunately never braved compiling on Windows 04:37 Lone_Wolf Have you seen this? https://www.youtube.com/watch?v=B4QnlJozFoM 04:39 skyliner_369 I'm trying to compile in windows so I don't have to force everyone to make their system a dual-boot system 04:41 Lone_Wolf Wait, what version are you trying to compile? 04:41 skyliner_369 the latest pull from git 04:42 Lone_Wolf I guess just follow the video I linked, I think it covers everything 04:43 Lone_Wolf There's this too https://forum.minetest.net/viewtopic.php?p=374143#p374143 04:45 Lone_Wolf @Lone_Wolf use the IntToFloat function you've looked at 10+ times today 04:45 Lone_Wolf !next 04:45 ShadowBot Another satisfied customer. Next! 04:55 skyliner_369 I'm trying to make an installer to share with frens so the video guide is incomplete 04:58 Lone_Wolf Gotta get it compiled first 04:58 Lone_Wolf Take a look at nsis.sourceforge.net/Main_Page once you get Minetest compiled though 04:59 Lone_Wolf Actually lemme check the MT source again 04:59 skyliner_369 I compiled. But right clicking "package" has literally no "generate" option. 05:02 skyliner_369 And wixtoolset is indeed installed on my pc... and wixtoolset extension is installed on my visualstudio 05:02 Lone_Wolf Remember to set RUN_IN_PLACE to false 05:03 Lone_Wolf Or I guess unselect in this case 05:03 skyliner_369 I did... you know what? I'm gonna completely uproot the files, re-clone the git, and re-do the whole thing 05:03 Lone_Wolf Look around too I guess, may not be in the same place for vs19 05:04 Lone_Wolf That won't change the option loc I don't think 05:04 skyliner_369 Might have been cmake being silly 05:14 skyliner_369 Oh gee, what if "generate" and "build" are two different names for the same thing? 05:21 skyliner_369 it also really doesn' 05:22 skyliner_369 t help that WiX Toolset has some of the most awful documentation conceived 05:31 skyliner_369 if nothing else, how might I build to a separate file where it's nice and compact like the release 5.2.0 zip for windows? 05:41 hecks buildbot script should generate a zip with the right options 05:41 skyliner_369 buildbot failed on the last several versions??? 05:42 hecks it shouldn't, anyway it seems that you "make package" to get the zip 05:42 skyliner_369 link me to buildbot? 05:42 hecks it's in the repo itself, in /util/ 05:43 skyliner_369 oh... and weird... it's a shellscript... is it a powershell script or a bash script? 05:44 hecks it's bash, it downloads minetest and dependencies and builds it all for windows with mingw 05:44 hecks you can use it on linux or on cygwin 05:44 skyliner_369 ahhhh thanks 05:44 skyliner_369 time to reboot back to Ubuntu 05:52 skyliner_369 does buildbot need super privs? 05:58 hecks don't remember 05:59 hecks oil_boi could you tell me more about #10010 and retest it with #10015 05:59 ShadowBot https://github.com/minetest/minetest/issues/10010 -- Entities disappear in 3rd person mode when running set_attach() 05:59 ShadowBot https://github.com/minetest/minetest/issues/10015 -- Fix bone-attached entities by hecktest 06:04 oil_boi Ok one second 06:05 skyliner_369 build64 keeps failing... 06:05 oil_boi My brain is booting up like a windows 95 PC 06:07 skyliner_369 freshly installed, it was decently snappy... but if it was never, well, cleaned... then yeah... eternity to boot 06:12 skyliner_369 also wth is error 2? 06:23 oil_boi hecks, you fixed my wield items and my capes!! Thank you 06:24 hecks with 10015? 06:24 hecks well that's nice 06:24 oil_boi Yerp 06:24 oil_boi It fixes bone attached entities 06:26 oil_boi hecks, at the same time it seems to have made that worse for entity on entity attachment 06:26 hecks you mean like putting hats on monsters? 06:27 skyliner_369 make throws ALL THE ERRORS when running from buildbot... "In file included from /home/skyliner_369/Documents/minetest/minetest/src/client/activeobjectmgr.cpp:20:" and then a mile of errors... whyyyyyy? 06:29 oil_boi hecks, I'm also moving the head bone https://i.imgur.com/AjpORVG.png the spider eyes go crazy :O 06:29 hecks I can't really see a thing in that picture 06:30 hecks so the head is a bone and the eyes are an extra entity? 06:31 oil_boi hecks, https://i.imgur.com/5c3LTh8.png https://i.imgur.com/JCSS6ml.png also yes 06:31 hecks are the eyes also an animated mesh by any chance? 06:31 oil_boi No static b3d 06:32 hecks alright let me try gluing things to monsters real quick 06:32 oil_boi base mesh is spider, eyes are b3d meshed entity attached to the bone that moves the vertices of the head 06:32 oil_boi Super glue time :D 06:33 hecks I'll just give my jelly cubes a tinfoil hat 06:39 hecks okay oil_boi, is your only problem here that the rotation of the eyes is off? 06:39 hecks I just gave my jellies a hat, and while I'd have to find the right location/rotation combo to position it correctly, the attachment is stable 06:41 hecks if the eyes are also stable, it might be a case of #9807 06:41 ShadowBot https://github.com/minetest/minetest/issues/9807 -- Bone animations broke between client versions 06:41 hecks that is, relying on something that never worked right in the first place 06:46 oil_boi hecks, I have no idea how to explain this so I just made a super HD video on it to show you https://youtu.be/6_d_VEdcCUk 06:46 oil_boi Err 360p for a minute or two, give it a few seconds if you need to look at it closely :B 06:47 hecks alright let me try set_bone_position like you did 06:48 hecks and nope, as utterly silly as they look now, my jellies work right 06:49 hecks https://a.uguu.se/6UPWlMUNi6Cc_jelly.gif 06:49 hecks the attachment is behaving as it should 06:49 hecks your .b3d comes from Blender, right? 06:52 hecks well I'm pretty sure it does; anyway this could be a model issue 06:56 hecks I've had a similar thing happen with Blender's .x exporter in the past #7619 06:56 ShadowBot https://github.com/minetest/minetest/issues/7619 -- Entity attached to a bone on a .x model is incorrectly transformed 07:00 oil_boi But if the bone position was incorrectly set the head would also have that movement since they are linked to the same bone 07:00 oil_boi Why don't I just.. 07:01 hecks just give me the damn spider 07:01 oil_boi hecks, here is the base folder https://github.com/oilboi/Crafter/tree/master/mods/mob 07:01 hecks but you didn't make it yourself, right? 07:02 oil_boi 22i made it, I had to rework it to make it function properly 07:03 hecks okay so this spider's code is doing some weeeeird things 07:03 skyliner_369 why does buildwin64 fail? it keeps breaking down at 30% what are the prereq apts I need? 07:03 hecks it reads the rotation and reapplies it as a new attachment every frame 07:04 hecks maybe it was trying to work around something that no longer applies; also please test this against the current master to make sure you're not blaming the wrong commit 07:05 hecks I mean, after the fixes you should just attach the eyes once and let irrlicht handle it 07:06 hecks from what I know, .b3d models always behaved well and this could be a problem with get_bone_position 07:06 hecks it might in fact be a case of 9807 07:49 hecks oil_boi, try just deleting the else branch in the spider eyes step function 07:49 hecks this should fix it 07:58 sfan5 skyliner_369: you basically just need to install g++-mingw-w64 cmake wget unzip 08:01 skyliner_369 sfan5: they're already installed. Make is complaining about things not declaring types it looks like... though it's miles of complaints 08:07 skyliner_369 whenever I try to run the build64.sh script, it fails on make. it'll reach 30% and then put out so so so many errors that are basically "error: in namespace ‘std’ does not name a type" 08:08 sfan5 your mingw might be too old then 08:09 skyliner_369 all are "up to date" 08:11 p_gimeno it might be picking an older one, it happens often 08:11 skyliner_369 how do I fix *that?* 08:13 sfan5 "up to date" only means you have the newest of whatever the ubuntu people put into their software repository 08:13 skyliner_369 ... right. 08:14 skyliner_369 though if that's the case how would I upgrade to the right version? 08:15 sfan5 you'd need to find and install a newer version of mingw that runs on ubuntu somewhere 08:15 p_gimeno oh wait, disregard the picking an older one thing, I've only heard it happening on windows 08:15 skyliner_369 ah lol 08:15 sfan5 as it happens the CI downloads a recent mingw from somewhere: https://github.com/minetest/minetest/blob/master/.github/workflows/build.yml#L210-L211 08:16 sfan5 (I don't suggest blindly extracting that to /usr though, that's for the sake of convenience in the CI) 08:18 skyliner_369 ubuntu is on "g++-mingw-w64/focal,focal,now 9.3.0-7ubuntu1+22~exp1ubuntu4 all" 08:19 oil_boi hecks, check it out https://i.imgur.com/kqTk98p.png https://i.imgur.com/5lboOZu.png You have fixed my spiders, thank you! 08:19 oil_boi I forgot I had correction code for the broken attachment implementation in the eyes doubling rotation 08:20 oil_boi This PR is entity and player mod GOLD 08:21 hecks you can join me in yelling at devs to review it 08:21 sfan5 skyliner_369: hm that should definitely be new enough 08:21 oil_boi I already did on Github 08:21 skyliner_369 maybeeeee my mingw is too new??? I'm on ubuntu 20.04 and mingw is 9.3.0 instead of 9.2.0 08:21 sfan5 can you put the error logs on pastebin? 08:22 oil_boi hecks, I have a better idea 08:22 skyliner_369 I guess I could. 08:22 hecks yes? 08:23 hecks I'll be doing 10017 next if I can 08:27 skyliner_369 where would the make logs be? not cmake just make 08:29 skyliner_369 sfan5: here's a paste of the terminal logs https://termbin.com/q5kf 08:30 sfan5 minetest/util/buildbot/minetest/src/log.h:28:1: note: ‘std::mutex’ is defined in header ‘’; did you forget to ‘#include ’? 08:30 sfan5 27 | #include 08:30 sfan5 +++ |+#include 08:30 sfan5 hahaha this is great 08:30 sfan5 gcc is suggesting you put another #include right next to #include to make it work 08:31 sfan5 skyliner_369: ubuntu's mingw is probably built with different settings (without threads?), so I suggest testing the same mingw that the CI uses 08:32 skyliner_369 how would I do that? 08:33 sfan5 extract it somewhere, put the path to the bin/ folder into your PATH environment, edit the toolchain .cmake to select the different mingw location 08:36 skyliner_369 I mean building with this silly shell script https://termbin.com/o8rn makes a perfectly working game, but it only works on linux 08:41 skyliner_369 is there a way to force the gitlab pipeline ( https://gitlab.com/minetest/minetest/-/pipelines ) to retry building? or see what's going wring with it and fix that? 08:41 skyliner_369 wepng* 08:41 skyliner_369 wring* 08:41 skyliner_369 wtpng* 08:42 skyliner_369 oml I can't type! 08:42 skyliner_369 wrong******** 08:42 sfan5 no 08:43 sfan5 you can see what failed however: https://gitlab.com/minetest/minetest/-/jobs/588317722#L1750 08:44 skyliner_369 honestly? it's only ubuntu that's failing to build. and debian 8 once 08:59 sfan5 pushing http://sprunge.us/1i3z7W?diff in 5 minutes 09:05 skyliner_369 and it's just about pushed, which means maybe, just maybe, the pipeline would have a build success this time 09:05 sfan5 that's the idea yes 09:07 skyliner_369 how long it take for the pipeline to realize there's a new commit? 09:08 sfan5 ¯\_(ツ)_/¯ 09:09 skyliner_369 good answer 09:15 oil_boi Here hecks I showed how this benefits the game specifically https://youtu.be/d08eEVM9lJU 09:42 sfan5 build failed again 09:42 sfan5 guess I shouldn've tested it before 09:43 skyliner_369 happens. *shrug* 09:46 skyliner_369 it'd be nice if one failed build didn't abort literally everything after. if ubuntu 16.04 is the only one that breaks, then why can't say the windows versions be packaged? or fedora? ur debian? 09:46 skyliner_369 or* 09:51 sfan5 no idea why it's set up like that 09:53 skyliner_369 indeed. honestly, it's kinda silly. 09:56 sfan5 alright I actually tested the build this time 09:57 skyliner_369 how do you even test it? could be an issue with the 16.04 builder in gitlab 09:57 skyliner_369 ?* 09:57 skyliner_369 wait it's already there. XD 09:57 sfan5 I grabbed a container with 16.04 locally and ran a build 09:59 skyliner_369 okay. if the next 16.04 build fails, it might be smart to just figure out how to get contact loi"c blot 09:59 skyliner_369 ... that's not the compose key 10:05 sfan5 now the build is failing because of timeouts, funny 10:06 skyliner_369 sfan5: timeouts? from git clone? or what? 10:06 sfan5 https://gitlab.com/minetest/minetest/-/jobs/589159942#L406 10:06 sfan5 I think rubenwardy is able to restart the builds when he comes online 10:07 skyliner_369 it'd be nice. are you able to run the buildwin64 shell scripts successfully? 10:09 sfan5 of course, I maintain them after all 10:10 An0n3m0us I seem to be getting an error while building Minetest on xenial-i386 (but not on xenial-x64); how can I determine the cause? 10:11 An0n3m0us Here's the output: https://pastebin.com/uC08pk4K 10:11 An0n3m0us I'm using the latest commit of Minetest & MTG too. 10:11 skyliner_369 would you be willing to put the latest build on https://minetest.kitsunemimi.pw/builds/ at all? 10:12 An0n3m0us Who? Me? 10:12 sfan5 An0n3m0us: fixed 10 minutes ago 10:12 An0n3m0us Okay; I'll try again. 10:13 sfan5 also note that you're building a client even if you used -DBUILD_SERVER=TRUE 10:14 An0n3m0us I know, but I'm trying to build both. 10:14 skyliner_369 Also I was asking sfan5, An0n3m0us 10:18 An0n3m0us @sfan5 It worked this time. Thanks! 13:28 oil_boi There is a bug with csm, like a pretty severe one 13:31 oil_boi If you join a server client mods will load the first time, but never again, even if you shut down the game, you have to go into singleplayer mode and then rejoin the server if you want your client mods to load 13:39 oil_boi modchannels need to be run as modchannel = nil when the client runs minetest.register_on_shutdown for all channels, so it appears they are not properly being terminated out of the clients memory or something 13:43 oil_boi Scratch that, it still locks out 18:29 sfan5 merging game#2699 18:29 ShadowBot https://github.com/minetest/minetest_game/issues/2699 -- sethome: Do not write empty homes file by sfan5 18:39 appguru sfan5: was there vulnerability report to you? 18:40 sfan5 yes? no? maybe? 18:40 sfan5 you'll have to be more specific 18:40 appguru there have been implications on Discord that you have gotten a vulnerability report today 18:42 sfan5 I guess you could call it a vulnerability from that point of view 18:42 sfan5 why are you asking? 18:42 appguru I wondered whether there was something, or whether it was just nothing 18:43 appguru I had assumed & hoped for the latter TBH 18:57 sfan5 it leaks position information of other players on a server (assuming non-infinite transfer distance) depending on things a mod/game does 18:57 sfan5 in the usual context of the engine it's neither a vulnerability nor a bug 19:00 appguru so it's a game-specific vulnerability? 19:00 appguru s/vulnerability/"vulnerability" 19:02 sfan5 sorta 19:04 Krock it's a missed opimization 19:45 Lone_Wolf @hecks https://gitlab.com/sztest/nodecore/-/tree/master/mods/nc_player_model 19:48 Lone_Wolf @hecks, https://gitlab.com/sztest/nodecore/-/tree/master/mods/nc_player_wield 19:59 hecks Lone_Wolf this code doesn't actually have any references to aux1 or a waving animation 19:59 hecks this is a stale commit 20:00 hecks I'll need the version that the server is actually running