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07:33 |
VanessaE |
there. |
08:19 |
hmmmm |
where? |
08:27 |
VanessaE |
right there, of course -----> |
08:28 |
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10:23 |
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10:32 |
PilzAdam |
celeron55, darkrose, thexyz, I suggest to merge the models branch from Taoki |
10:59 |
darkrose |
is that even able to be cleanly merged in? seems to be based on an older codebase |
11:00 |
Calinou |
tried it, it's ok, but it's not mature enough. too many bugs |
11:00 |
Calinou |
(eg. model lighting makes everyone darker is someone is inside a block) |
11:02 |
celeron55 |
i get a segfault |
11:02 |
celeron55 |
inside irrlicht |
11:03 |
celeron55 |
http://paste.dy.fi/PW1 |
11:03 |
celeron55 |
8))) |
11:06 |
celeron55 |
oh, works on third run |
11:07 |
celeron55 |
the other player is playing completely random animations |
11:09 |
celeron55 |
now it seems to stand still |
11:12 |
celeron55 |
these random animations are very odd |
11:13 |
celeron55 |
if a new player joins the server and other don't move, they appear to be doing completely random things |
11:14 |
celeron55 |
they stop it when they have moved |
11:14 |
celeron55 |
actually it isn't even random, it just cycles through everything |
11:14 |
celeron55 |
maybe it's an intended test, whatever |
11:18 |
celeron55 |
these random segfaults aren't too impressive |
11:20 |
celeron55 |
doesn't anyone else get them? |
11:20 |
PilzAdam |
I have no problems |
11:20 |
celeron55 |
we'd need a trace of that segfault with a version of irrlicht with debug symbols |
11:20 |
celeron55 |
i'm too lazy to do that |
11:21 |
celeron55 |
(because there is no debug version of irrlicht in arch's repo) |
11:21 |
celeron55 |
debian would have that i guess |
11:21 |
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11:38 |
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11:43 |
PilzAdam |
celeron55, do the segfaults happen when joining with 2 clients to a local server? |
11:43 |
celeron55 |
that is the test case i used |
11:43 |
PilzAdam |
then i noticed that too |
11:43 |
Taoki |
celeron55: My models code is likely not the reason for these faults, I looked at the code well and IIRC fixed all of them |
11:43 |
PilzAdam |
the second client crashed randomly on login |
11:43 |
celeron55 |
it is the smallest case where any models get used |
11:44 |
Taoki |
As for random animations, it's very weird someone else is seeing them. I get that too, but I again checked the code and am sure they shouldn't be possible |
11:44 |
Taoki |
Its normally a local issue |
11:44 |
celeron55 |
anyway, that segfault-inside-irrlicht has to be fixed |
11:44 |
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11:45 |
Taoki |
I don't think its from my models code, it was likely already there. I checked the code and couldn't imagine where it could happen |
11:45 |
celeron55 |
after that, i think it's good for merging |
11:45 |
celeron55 |
it doesn't matter if it's your model code or not :P |
11:46 |
celeron55 |
the only thing that matters is that it exists |
11:46 |
Taoki |
Yeah, it does have to be fixed overall |
11:46 |
Taoki |
The random animations bug is also a problem because the code shouldn't be causing it to happen. I checked and there's no way it could miss the animation setup. Don't know what it could be... |
11:47 |
Taoki |
Since even if animations are set before the mesh is available, updateAnimations is ran after. Or if it's set after, updateAnimations already set the animation fields which took care of that |
11:48 |
BambooVase |
I have a question about the missing texture on inventory bug. If I edit the /usr/local/games/minetest_game/mods/default/init.lua and add inventory_image = "pic.here" , it will work but when I join online it doest work. So is there another init.lua for online or its stored on the server? |
11:48 |
PilzAdam |
Taoki, why is this not 1? https://github.com/MirceaKitsune/minetest_game/blob/models/mods/default/player.lua#L56 |
11:49 |
Taoki |
PilzAdam: That's only a default when the mesh is created. It it not the cause, I tried setting animations there as well |
11:49 |
Taoki |
The code below sets animations immediately by itself |
11:49 |
jin_xi |
BambooVase: its serverside |
11:49 |
Taoki |
It has to be 0, so the player_step function sees that and sets it to the appropriate animation (in that case 1) |
11:50 |
Taoki |
Which happens next frame at latest |
11:50 |
BambooVase |
jin_xi: so theres no fix? i tried the atlas=true/false and it doesnt work |
11:50 |
Taoki |
PilzAdam, celeron55: Anyway, I did try a short debug on the issue with the random animations. I have an idea of where it happens, although it makes no sense at all. |
11:51 |
Taoki |
In my branch, see content_cao.cpp line 1388, which is if(m_animated_meshnode == NULL) |
11:51 |
Taoki |
That makes sure there's an animated mesh node before animating, otherwise a segmentation thingie would occur |
11:52 |
Taoki |
However, if the player is set to mesh, it's impossible to never reach that part with a mesh node being available at client initialization time |
11:53 |
Taoki |
Since updateAnimation() is ran twice: Either when an animation packet is received by the client, either after the entity's visuals are set (eg: after it's created). So each circumstance would catch the player entity after its animated mesh node was created |
11:54 |
celeron55 |
hmm... well, that is a minor problem |
11:54 |
celeron55 |
unless it is related to the crash |
11:54 |
Taoki |
no, totally unrelated. Just the default animation problem |
11:55 |
PilzAdam |
bbl |
11:55 |
celeron55 |
i ran this under valgrind, and don't see any obvious new problems... and this time it happened to work (it takes many, many minutes to get into game) |
11:55 |
Taoki |
I'd be surprised if that crash has to do with my models code, nothing I can think of could be causing it |
11:55 |
celeron55 |
i'll try a second time if it'd segfault |
11:56 |
celeron55 |
well, it could be a bug in irrlicht that you trigger somehow |
11:57 |
Taoki |
Only thing the default player script does now is setting mesh and texture and animation. Those are well coordinated, and everything should be checked. I'll keep poking around the code just in case |
11:59 |
celeron55 |
this is something related to textures |
12:00 |
Taoki |
good to know. Maybe it is something from my code then.. |
12:00 |
celeron55 |
i don't quite understand what this irrlicht code does though |
12:00 |
celeron55 |
but can you reproduce the segfault yourself? |
12:01 |
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12:03 |
Taoki |
celeron55: It happens here too, but I thought it's from existing code in master or something local. I'll try to look into it |
12:03 |
celeron55 |
you should get a version of irrlicht with debug symbols or build it yourself |
12:04 |
celeron55 |
if you have debian or ubuntu, just uninstall libirrlicht and install libirrlicht1.7-dbg or something like that |
12:05 |
celeron55 |
and then either enable core dumps or run in gdb |
12:05 |
celeron55 |
that way you will get something much more informative than this http://paste.dy.fi/PW1 |
12:05 |
celeron55 |
(that is, line numbers and some variables from inside irrlicht) |
12:06 |
Taoki |
I'll try to find it, since I know where textures are set for this in my code |
12:06 |
Taoki |
BRB |
12:07 |
celeron55 |
there are two things in that topmost function that could cause the segfault |
12:07 |
celeron55 |
either CurrentTexture[stage] points to a higher index in CurrentTexture than the size of it is, or texture is an invalid pointer |
12:08 |
celeron55 |
(i recommend getting the irrlicht source code and poking around, it's quite simple stuff) |
12:08 |
celeron55 |
or browsing around |
12:10 |
celeron55 |
i am guessing there is some sequence of initializing things that minetest can use when joining to a server that causes some variable that ends up in there to be be uninitialized |
12:11 |
celeron55 |
or something similar |
12:12 |
celeron55 |
as for what valgrind told me, there are no accesses to uninitialized memory on succesful runs |
12:13 |
celeron55 |
and it didn't segfault for 3-4 tries, which might mean something needs to happen quickly (if so, valgrind can never cause it because it's slow as hell) |
12:13 |
* celeron55 |
the guess machine |
12:28 |
Taoki |
Currently I'm going to comment out suspicious code and see when and where that fixes the issue, since I know where to start |
12:30 |
Taoki |
Already found the spot actually. Line 1247 in content_cao.cpp. Commenting that out causes the crashes to go away... so need to see what in that function was possibly doing it |
12:34 |
Taoki |
Hmm... yes. I think it's because I need to check if a material exists first before applying a texture to it. I wonder if Irrlicht has a function for that |
12:37 |
celeron55 |
getMaterialCount()? |
12:37 |
celeron55 |
the line you said doesn't contain anything useful in what you have in github, but i am guessing 8) |
12:37 |
Taoki |
Oh yes, I think that should do |
12:37 |
Taoki |
Yes not that line, but the functions under it |
12:38 |
Taoki |
The function at its beginning I mean |
12:40 |
Taoki |
Ahhh, I think I gust fixed it :) |
12:41 |
Taoki |
Needed to return in the loop if it exceeds material count. Strange since there was only one texture, but oh well |
12:41 |
celeron55 |
that means sometimes there are zero materials |
12:42 |
celeron55 |
hmm |
12:44 |
celeron55 |
kind of odd, but whatever |
12:45 |
Taoki |
celeron55: If you can now, please update the code git and confirm that segmentation fault is gone, so we can be sure |
12:45 |
Taoki |
For me it is, I re-logged in several times |
12:48 |
celeron55 |
nope, not gone |
12:49 |
Taoki |
odd. For me it is |
12:49 |
Taoki |
Try something else please, |
12:50 |
Taoki |
Comment out the entire content of the for loop at line 1215 |
12:50 |
Taoki |
for (u32 i = 0; i < m_prop.textures.size() && i <= m_animated_meshnode->getMaterialCount(); ++i) |
12:50 |
Taoki |
maybe even the loop itself at first |
12:50 |
jin_xi |
still crashes for me with latest git |
12:51 |
celeron55 |
and no, i wouldn't call this odd at all 8) it probably depends timing or unitialized memory, so the interval of it occurring can vary wildly |
12:52 |
celeron55 |
+on |
12:52 |
Taoki |
Also try commenting out only the lines in that loop that use Material as i (the loop iterator, like getMaterial(i) ) |
12:52 |
Taoki |
jin_xi too if you can look into that now |
12:53 |
jin_xi |
trying now with that block commented out |
12:54 |
jin_xi |
now 2nd player can login without crash |
12:54 |
celeron55 |
clearing out the whole material-setting code would appear to get rid of it |
12:55 |
celeron55 |
wait, what |
12:55 |
celeron55 |
i <= m_animated_meshnode->getMaterialCount() |
12:55 |
celeron55 |
Taoki: are you sleeping again? 8) |
12:55 |
Taoki |
celeron55: at's wrong with that? |
12:55 |
Taoki |
**what |
12:55 |
celeron55 |
<= |
12:56 |
celeron55 |
fixing that doesn't fix the problem though |
12:56 |
Taoki |
Should I use < ? Won't it miss the last material then |
12:56 |
Taoki |
ok |
12:57 |
Taoki |
celeron55: Can you comment out only the lines that access material by i ? |
12:57 |
Taoki |
like getMaterial(i) or anything of that sort |
12:57 |
Taoki |
I think it's that but need to be sure |
12:57 |
celeron55 |
well, that is more than likely, because it's like the only thing it is doing |
12:58 |
celeron55 |
there's nothing left if you remove them |
12:59 |
Taoki |
but the crash does away too right? |
12:59 |
celeron55 |
of course |
13:00 |
Taoki |
I wonder if I can use material = m_animated_meshnode->getMaterial(i) then if(material){...} |
13:01 |
celeron55 |
most likely there are no problems the code, at least indexing problems |
13:02 |
celeron55 |
for example CAnimatedMeshSceneNode::getMaterial(u32 i) goes like this: |
13:02 |
celeron55 |
if (i >= Materials.size()) |
13:02 |
celeron55 |
return ISceneNode::getMaterial(i); |
13:02 |
celeron55 |
return Materials[i]; |
13:02 |
celeron55 |
it can't fail |
13:04 |
Taoki |
interesting... I wonder why then |
13:04 |
celeron55 |
i think the problem is not that code |
13:04 |
Taoki |
Though in my case, adding that extra check did fix the crashes |
13:04 |
Taoki |
I think it was that code too, since for me it fixed it. But I'll try to optimize it too |
13:05 |
celeron55 |
i suggest trying more times |
13:05 |
Taoki |
I will |
13:05 |
celeron55 |
because i am pretty sure it will fail (as it failed for jin_xi still too) |
13:06 |
celeron55 |
so nobody is going to try with a debuggable irrlicht? |
13:10 |
Taoki |
Trying a lot of times... not a single crashg any more |
13:10 |
Taoki |
With another player already logged in of course |
13:11 |
jin_xi |
ok, building irrlicht debug now |
13:12 |
Taoki |
Thanks. I'm totally not good at things that deep so it's hard for me to debug it. Please update the code from my GIT again also, fixed the <= to < just in case |
13:13 |
* jin_xi |
is not good at this |
13:13 |
jin_xi |
trying anyway 8) |
13:14 |
Taoki |
But yes, I tried a lot and the new change to check material count as well fixed it. Dunno how and why if others are still experiencing the crash |
13:15 |
Taoki |
I'm running minetestserver in console and connecting two clients, all locally on 127.0.0.1 |
13:15 |
Taoki |
Keep logging one of them in and out and restarting the client but now it works |
13:16 |
Taoki |
Tried more than 20 times, whereas previously the crash would happen half of the time |
13:16 |
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13:17 |
jin_xi |
still had crash with latest git |
13:17 |
jin_xi |
debug lib still building |
13:17 |
jin_xi |
and its done. ok, now how i'm gonna make minetest use the debug version of irrlicht |
13:18 |
Taoki |
jin_xi: I think you give it a different path to Irrlicht source and libs in cmake |
13:18 |
celeron55 |
ok, i now have a segfault with a debug build of irrlicht 1.7.2 |
13:19 |
jin_xi |
aww shit i've done 1.7.3 |
13:19 |
Taoki |
Shouldn't be a big difference |
13:20 |
Taoki |
I have my distribution's Irrlicht, I think that's 1.7.3 too |
13:20 |
celeron55 |
well, i had the sources of 1.7.2 laying around |
13:20 |
Taoki |
Nope, 1.7.9 here |
13:20 |
celeron55 |
http://paste.dy.fi/Pwz |
13:21 |
Taoki |
Maybe that's why, and 1.7.9 fixes this once I add the material count check |
13:21 |
Taoki |
Can anyone try with Irrlicht 1.7.9 too? |
13:21 |
Taoki |
1.7.3 sounds so old either way :P |
13:22 |
Taoki |
That might explain why that check does fix the crash for me |
13:23 |
celeron55 |
umm... does irrlicht 1.7.9 even exist? |
13:23 |
Taoki |
my repository shows that version of the Irrlicht package |
13:23 |
celeron55 |
1.7.4 is the newest release in the 1.7 series |
13:23 |
Taoki |
Sorry, then my distribution has weird versioning :P |
13:23 |
Taoki |
I'll look again |
13:24 |
celeron55 |
1.8 exists too |
13:24 |
Taoki |
1.7.9.3629-4.1 version of the irrlichtdevel package |
13:24 |
Taoki |
odd |
13:25 |
Taoki |
Hard to tell then, I likely have 1.7.3 or 1.7.4 too |
13:27 |
celeron55 |
aanyway, it looks like the texture is somehow borked |
13:27 |
celeron55 |
the failing thing is texture->getDriverType() |
13:27 |
celeron55 |
which means texture points to crap |
13:29 |
celeron55 |
it would be VERY useful to get this to fail under valgrind |
13:30 |
celeron55 |
it might directly tell what is going on |
13:35 |
PilzAdam |
i just builded latest git and it still crashes when the second client is logging in |
13:36 |
Taoki |
PilzAdam: I'm the only one who no longer gets the crash oddly enough |
13:37 |
Taoki |
Makre sure you have both my latest code branch and minetest_game branch to be safe. But yeah, it's weird |
13:37 |
jin_xi |
i cant even get it built with 1.7.3 debug... im sure i must be doing sth wrong |
13:37 |
PilzAdam |
i tried without minetest_game |
13:37 |
Taoki |
Erm... without minetest_game my code can't cause the crash, since the lua script needs to set the players to mesh :P |
13:38 |
Taoki |
If you get this without the player.lua script it cannot be my code, since that area is never reached |
13:38 |
PilzAdam |
well, it crashed |
13:39 |
PilzAdam |
btw: without minetest_game the player textures are wrong; random textures are taken (e.g. lava bucket) |
13:40 |
Taoki |
PilzAdam: Unrelated to my code again, I think that was introduced with the new animated water or something |
13:40 |
Taoki |
That's when it started happening for me too, and I get bad textures on the 3D player also |
13:40 |
Taoki |
Maybe that has to do with it? |
13:40 |
celeron55 |
i am trying to figure out where CAnimatedMeshSceneNode::render() is getting the material with screwed material.TextureLayer[0].Texture |
13:40 |
celeron55 |
it can get it from two sources |
13:40 |
Taoki |
celeron55: From what PilzAdam is saying, the existing crash might be to something other than my code. Since he gets it without the player script, which means that code isn't even reached |
13:41 |
celeron55 |
it is either CAnimatedMeshSceneNode::Materials[0] or CAnimatedMeshSceneNode::getMeshForCurrentFrame()->getMeshBuffer(0)->getMaterial() |
13:45 |
celeron55 |
hmm... very true |
13:45 |
celeron55 |
in that case it happens in irr::scene::CMeshSceneNode::render |
13:46 |
celeron55 |
looks similar, http://paste.dy.fi/oHB |
13:47 |
celeron55 |
i don't think there are other options than bisecting |
13:48 |
celeron55 |
i hope most of Taoki's commits will build, because otherwise this will be horrible; very horrible |
13:48 |
Taoki |
Ah... it could be the anisotropic filtering lines, I added that for all entities (including sprite and upright_sprite) |
13:48 |
Taoki |
Sure they will :) |
13:48 |
Taoki |
I compile and test nearly each time before pushing to GIt |
13:51 |
Taoki |
But yes, this is very weird and confusing then |
13:53 |
celeron55 |
[celeron55nk minetest]$ git bisect start HEAD 25cf3757b29a0397e201a4719788ead3dc76ec94 |
13:53 |
celeron55 |
Bisecting: 66 revisions left to test after this (roughly 6 steps) |
13:53 |
celeron55 |
8) |
13:53 |
celeron55 |
i'd like doing this more if i was the one who broke this |
13:54 |
celeron55 |
and had a 100x faster computer |
13:54 |
Taoki |
celeron55: So, should I worry about my models code any more? Since like I said I no longer get the crash, and PitzAdam gets it without the player.lua script even, which means the texture setting code doesn't get there |
13:55 |
celeron55 |
it's definitely something you did |
13:55 |
celeron55 |
there are really no other possibilities |
13:58 |
Taoki |
odd then |
13:58 |
Taoki |
celeron55: Please try one more thing if you can. Comment out all the lines I added in content_cao for bilinear trilinear and anisotropic filtering |
13:59 |
Taoki |
Because I added that as well to all entities after Vanessa's patch, so filtering will work on 3D players |
13:59 |
Taoki |
Maybe it's that, though I also have those lines enabled in my code and no crash |
13:59 |
celeron55 |
i am doing a full bisect |
14:00 |
Taoki |
ok. The easiest way I use personally is to comment out sections of code until I slowly get to the root of the issue, typiocally one or two lines. But checking GIT revs can help even more |
14:00 |
celeron55 |
2434502af8d0338674ddeae80ddae75a3f4e237f doesn't build 8) |
14:01 |
Taoki |
There was one revision that didn't build, I only remember one though :) |
14:01 |
Taoki |
Since 95% of the time I compile then test in-game before committing |
14:21 |
celeron55 |
41c00e87d42580881d8c7001f39014814e3b55f2 is the first bad commit |
14:21 |
celeron55 |
commit 41c00e87d42580881d8c7001f39014814e3b55f2 |
14:21 |
celeron55 |
Author: Kahrl <kahrlgmx.net> |
14:21 |
celeron55 |
Date: Thu Feb 2 04:11:56 2012 +0100 |
14:21 |
celeron55 |
Don't leak textures all over the place |
14:21 |
celeron55 |
:040000 040000 9d202bb0a38e3a83d9814bc6cfd8bbcf72ff3316 468a3891255079c8b7d54e2a9c57d851b4d55b9f M src |
14:21 |
Taoki |
Ahh, so it was a commit unrelated to my code after all |
14:22 |
Taoki |
If it can be fixed in master let me know and I'll update my branch |
14:23 |
celeron55 |
this would mean that celeron55/master should segfault similarly |
14:23 |
celeron55 |
i have never seen it do that |
14:24 |
Taoki |
Maybe that only happens combined with my code, somehow. Or just coincidence it hasn't been noticed so far |
14:25 |
PilzAdam |
current upstream segfaults |
14:25 |
PilzAdam |
just tested |
14:25 |
celeron55 |
lol |
14:25 |
jin_xi |
lol, noone plays on a server using head |
14:26 |
PilzAdam |
noone plays on local server with 2 local clients |
14:26 |
Taoki |
Heh, and I might not be getting them because I haven't updated my branch with master in the last 5 days, or maybe it just doesn't happen here |
14:26 |
Taoki |
But let me know when the problem is fixed and I'll merge new master into my models branch |
14:26 |
celeron55 |
you do have merged that part of upstream into yours |
14:27 |
Taoki |
PilzAdam: Still, why would playing on local server with 2 local clients make a difference? From connecting to another server with only one local client or anything else |
14:27 |
Taoki |
celeron55: Probably I can switch and tell you when my local master has been updated (whcih is inside my models branch) just a moment |
14:27 |
PilzAdam |
because nobody ever noticed that on not local servers |
14:28 |
PilzAdam |
the commit was Nov 02, 2012 |
14:28 |
jin_xi |
nice combination of events |
14:28 |
celeron55 |
https://github.com/MirceaKitsune/minetest/commits/models?page=3 "Don't leak textures all over the place" |
14:28 |
jin_xi |
the patch is much older |
14:28 |
Taoki |
celeron55: My latest local master is 3ba9b263103d2cd5218246b05d19b6485347ae28 |
14:28 |
Taoki |
Fix server crash on /clearpassword |
14:28 |
Taoki |
According to #253, using `/clearpassword` without an argument causes the server to crash from an assertion failure. I've resubmitted matttpt's patch as a pull request to aid in merging. |
14:29 |
Taoki |
If the problematic change was before that then yes, I have the commit |
14:29 |
PilzAdam |
it was 18 days before |
14:29 |
Taoki |
Author date 19 Nov 2012 01:18:45 |
14:29 |
Taoki |
yep, then I have it too |
14:30 |
Taoki |
My models code that is |
14:37 |
celeron55 |
this texture deletion thing needs to be rewritten to work in a completely different way for it to work |
14:38 |
celeron55 |
i'll revert it |
14:39 |
jin_xi |
it did not fully fix texture leak problems anyway |
14:39 |
Taoki |
ok. will merge latest master in my code then it can be tested again. That check to nor exceed mesh material number was also needed, so I'm glad I got around to that |
14:39 |
PilzAdam |
it fixes my texture problems |
14:39 |
Taoki |
Since without it specifiny more materials / textures than the mesh had in the script would cause a fault by itself |
14:39 |
Taoki |
**specifying |
14:42 |
celeron55 |
pushed |
14:44 |
celeron55 |
it wouldn't have crashed to that |
14:45 |
celeron55 |
it would just have been modifying the video::IdentityMaterial |
14:45 |
celeron55 |
which is kind of bad too though 8) |
14:49 |
Taoki |
celeron55: Merged the fix in the models code, re-compiled and tested. Please update my GIT and see if the crash with my models ocrrus any more |
14:49 |
Taoki |
If not then it's clearly fixed everywhere |
14:50 |
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14:52 |
Taoki |
jin_xi, PilzAdam: Please update my branch too if you're still at that, so we can be sure any crash is gone for good. Like I said I can no longer reproduce any crash here |
14:52 |
jin_xi |
building it.. |
14:52 |
Taoki |
sure |
15:02 |
jin_xi |
ok |
15:02 |
jin_xi |
no crashes anymore |
15:03 |
celeron55 |
it does seem to work |
15:10 |
celeron55 |
somebody could experiment with calling video::IVideoDriver::removeAllTextures() at the end of the_game() |
15:10 |
Taoki |
Sweet... means the problems are all gone in that case |
15:11 |
Taoki |
Since I also fixed the random animations, by calling updateAnimations in a better place. So when a new client connects it will now see a player's proper animation looping, even if nothing else triggers a new animation since then |
15:12 |
Taoki |
No idea why that was needed but it's correct and works, so yeah. Should re-test attachments just to be 100% sure |
15:12 |
celeron55 |
hmm |
15:13 |
Taoki |
I still need to discuss something in the script with RealBadAngel when he's back. After that, I might actually pull request the code and minetest_game branches tonight. Since after all this there are no major issues known any more |
15:13 |
celeron55 |
maybe some of your commits should be squashed together |
15:13 |
celeron55 |
there are so many of them and nobody really cares of the halfway things |
15:13 |
Taoki |
yeah. Not good at doing that however, never have before in GIT. |
15:14 |
jin_xi |
ok, testing attachment |
15:14 |
Taoki |
thanks. The latest player script removed all those test cases since they were temporary |
15:14 |
Taoki |
Only time we'll have a permanent attachment function for players there is once someone better at scripting will help implement wielded items |
15:15 |
celeron55 |
Taoki: well, i can tell you how to do it |
15:15 |
Taoki |
But that can come later, the scropt should make it easy |
15:15 |
Taoki |
celeron55: With some very painful console commands? :P |
15:15 |
celeron55 |
they're not painful |
15:15 |
Taoki |
Or maybe github can help, though it wouldn't update the local branch |
15:16 |
celeron55 |
first make a new branch to do the stuff in with "git checkout -b models_rebased" (that makes one called "models_rebased" and makes it active) |
15:17 |
celeron55 |
then make sure your git uses an editor you are familiar with |
15:17 |
Taoki |
I use qgit |
15:17 |
Taoki |
Anyway, wouldn't it be possible to just delete some commits that are unimportant? |
15:19 |
celeron55 |
okay well, let's do it an another way |
15:20 |
jin_xi |
attachments seem to work as well |
15:20 |
Taoki |
awesome |
15:20 |
celeron55 |
this is what you get by calling "git rebase -i 25cf3757b29a0397e201a4719788ead3dc76ec94": https://gist.github.com/4143935 |
15:20 |
celeron55 |
they are from oldest on top to newest at bottom |
15:20 |
Taoki |
Should... I just moved the updateAttachments function somewhere else which should make little difference |
15:21 |
celeron55 |
the order can be modified by moving the lines up and down, and if you change the "pick" at the left to "s", the commit will meld together with the previous commit |
15:22 |
Taoki |
ah, i can edit it on that page? |
15:22 |
celeron55 |
git rebase -i gives this in an editor, that you can edit, and save, and then it'll modify the history according to it, and ask for new commit messages for those that were squashed or so |
15:22 |
celeron55 |
if you edit it on that page, i can just copy it back to my editor and git'll do it |
15:22 |
Taoki |
ok. Can I then just git push to update the github branch? |
15:22 |
Taoki |
sure |
15:22 |
Taoki |
That sounds ok |
15:22 |
celeron55 |
don't remove any line, and don't duplicate any line (it will make things bad) |
15:23 |
celeron55 |
and commit messages cannot be edited at this point |
15:23 |
Taoki |
that's fine too |
15:23 |
celeron55 |
(they will be asked later if one puts 'r' at the beginning of a line) |
15:23 |
Taoki |
So how should I edit those? Just change "pick" to "s" on comments I'm ok with being mended? |
15:23 |
celeron55 |
but basically... try to make that list to be 10 meaningful commits or so |
15:24 |
celeron55 |
well |
15:24 |
Taoki |
I'll make the commits I want gone with "s" then |
15:25 |
celeron55 |
commits that can be squashed together with the previous one |
15:25 |
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15:25 |
Taoki |
sure... will get working on it. Then that should mean you can merge the code branch upstream :) |
15:25 |
celeron55 |
so that they will make a meaningful one commit that fully makes one thing properly |
15:26 |
celeron55 |
hmm, i'll do an example |
15:27 |
celeron55 |
that list of commits is like 10x larger than anything i've edited before |
15:27 |
celeron55 |
kahrl would have rebased everything in it to one commit and then given it to me :P |
15:28 |
Taoki |
I'm editing it now, and adding s to all commits that can go. Will pastebin when ready |
15:30 |
celeron55 |
basically, if there is stuff like "pick do thing X" "pick fix something in X" "pick do Y" "pick fix more in X", you can put them like |
15:30 |
celeron55 |
"pick do thing X" "s fix something in X" "s fix more in X" "pick do Y" |
15:31 |
celeron55 |
i don't think you can make those reasonably to 10 commits... but try to make it a bit shorter :P |
15:32 |
Taoki |
I'll try to leaqve less than 15 or so commits with pic, and mark the rest with s |
15:33 |
celeron55 |
actually.... uhm |
15:34 |
celeron55 |
this will create problems |
15:34 |
celeron55 |
don't do anything :D |
15:34 |
Taoki |
Just marking them in a text editor, so I at least have a personal list of the commits that are ok to stay |
15:35 |
celeron55 |
the reason is that it merges stuff from upstream... hmm, i am not sure |
15:35 |
celeron55 |
well, we can try |
15:35 |
celeron55 |
i'll try some small tests so i can see how this will break |
15:40 |
celeron55 |
oh, yes |
15:40 |
celeron55 |
this *will* work |
15:40 |
celeron55 |
no problem at all 8) |
15:40 |
celeron55 |
git is magic |
15:43 |
Taoki |
I reduced it to 16 commits. Is that ok? Should be kept min ind that a lot of work was done both on attachments and models, which are sort of two different features that were done in the same branch because they were needed together |
15:43 |
Taoki |
*kept in mind |
15:43 |
celeron55 |
well, paste it somewhere |
15:43 |
celeron55 |
if you want to be extra helpful, you could add the desired commit messages to there as comments :P |
15:43 |
Taoki |
http://pastebin.com/rw06gubx or http://pastebin.com/raw.php?i=rw06gubx |
15:44 |
Taoki |
I can add the commit lines only if that's easier |
15:44 |
Taoki |
Like only paste the lines that begin with "pick" |
15:46 |
celeron55 |
i think this will go as-is |
15:46 |
celeron55 |
let's see 8) |
15:48 |
Taoki |
If it's easier here is the liter version: http://pastebin.com/ScjE8h0F ---- http://pastebin.com/raw.php?i=ScjE8h0F |
15:48 |
Taoki |
Well, there are about 19 commits, but they should be meaningful and ok |
15:49 |
Taoki |
But yes, since you're working on that feel free to merge this up-stream already. The code is ready... only thing left are some tiny changes to the player script I'll discuss with RBA |
15:49 |
Taoki |
Attachments were also tested locally by me a lot, then with the carts mod, and jin_xi just re-tested them again too... so no doubt there for me |
15:50 |
Taoki |
Animations are being tested for 2 days since I added the player animation script and they seem to be working flawlessly now, especially as far as the code is concerned |
15:50 |
Taoki |
Models and textures are set ever since I began the feature so those won't have the slightest issue |
15:51 |
Taoki |
Sneaking also changes animation speed properly, so overall I can say animations were fully tested and should have no problem |
15:55 |
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15:56 |
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15:59 |
* celeron55 |
feels like a machine when git slaps a bunch of 20 commits in the editor and asks him to figure out a reasonable commit message for them |
15:59 |
celeron55 |
...19 times |
16:00 |
celeron55 |
i don't even know how many i've done already 8D |
16:01 |
Taoki |
Don't the commit messages get inherited in this case? For the commits I am keeping and squashing to |
16:01 |
celeron55 |
sometimes almost all text of all commits needs to be left, sometimes i can just erase everything but a few words of the main commit :P |
16:01 |
celeron55 |
they get, but they're sometimes quite off what the whole bunch does |
16:02 |
celeron55 |
then often there is stuff like "fix this" "fix that" "revert fix", and almost as often the important information comes in some of the squashed commits |
16:03 |
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16:04 |
Taoki |
back... KDE crashed the system again |
16:08 |
celeron55 |
hmm, i have a bad feeling about this... |
16:08 |
Taoki |
If you got the squashed version of my branch on a local branch, merging that to master should be no issue |
16:09 |
celeron55 |
i'm worried about the inclusion of unrelated commits in these squashes |
16:09 |
celeron55 |
it will hopefully work |
16:09 |
Taoki |
Ah. I tried keeping the most important ones |
16:09 |
* jin_xi |
crosses finges |
16:09 |
Taoki |
Yes, hope it all works well |
16:10 |
celeron55 |
this squashes stuff like VanessaE's filtering option GUI |
16:10 |
celeron55 |
into some attachment commit 8) |
16:10 |
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16:10 |
Taoki |
ahhh, that. Yeah |
16:10 |
Taoki |
Prolly can't be helped |
16:10 |
celeron55 |
git should be able to handle that reasonably, but it'd be better as a non-squashed one |
16:15 |
celeron55 |
oh god, merge conflicts when rebasing the end result on master 8) |
16:15 |
Taoki |
ah, those are always annoying >_< |
16:15 |
Taoki |
Latest commit on my branch doesn't have merge conflicts BTW. But I imagine the squashed ones might |
16:15 |
Taoki |
*with latest master |
16:17 |
celeron55 |
hmm... done, kind of |
16:17 |
celeron55 |
now building |
16:18 |
Taoki |
awesome |
16:18 |
celeron55 |
this might explode 8) |
16:19 |
Taoki |
BTW. Is my anaglyph stereo branch in also? After this is over you could look into that too since I can be around for 30 more minutes or so |
16:19 |
Taoki |
That's very small and has been ready and working for an year IIRC |
16:20 |
celeron55 |
omg, it compiled |
16:20 |
Taoki |
awesome :) |
16:22 |
celeron55 |
it looks like this https://github.com/celeron55/minetest/commits/models_rebase2.master |
16:23 |
Taoki |
Looks great |
16:23 |
celeron55 |
not perfect, but way better than before |
16:23 |
Taoki |
I assume the latest commit has the changes I made today right? Like checking for material count and moving updateAnimations somewhere else |
16:23 |
Taoki |
yeah |
16:24 |
celeron55 |
ugh |
16:24 |
celeron55 |
RBA's keys-over-network patch got squashed into that last one |
16:24 |
celeron55 |
oh |
16:24 |
celeron55 |
it's only it |
16:25 |
celeron55 |
well that is correct then |
16:25 |
Taoki |
it's all good, those changes are in that commit now |
16:25 |
Taoki |
Doesn't matter to me really... this is only if someone goes back months / years from now to see how things were done :) |
16:26 |
celeron55 |
PilzAdam: can you think of any problem of putting this to master? |
16:26 |
celeron55 |
oh, then there is the game part |
16:27 |
Taoki |
yes. That can come later, but that one's ready too really. Only issue is the death animation looping constantly for dead player |
16:27 |
PilzAdam |
putting what to master? (log is tl;dr) |
16:27 |
Taoki |
PilzAdam: <celeron55> it looks like this https://github.com/celeron55/minetest/commits/models_rebase2.master |
16:28 |
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16:28 |
celeron55 |
i think the minetest_game commits could be just squashed all into one |
16:28 |
celeron55 |
they're all about fixing each other :P |
16:28 |
Taoki |
celeron55: Would that little issue be acceptable for now, until me and RBA fix it? That when a player is dead, he will loop the death animation, meaning he constantly falls to the ground then gets back up and falls again etc. |
16:29 |
Taoki |
I can see how to squash that one too, if we can do it the same way. I'd rather leave a few commits there |
16:31 |
celeron55 |
that isn't a huge issue |
16:31 |
Taoki |
ok. If it isn't then the rest should be all fine |
16:31 |
PilzAdam |
celeron55, if the game doesnt crash with the new code merge it; it can be developed further in upstream |
16:32 |
Taoki |
PilzAdam: From what we've been testing in the last hours, no more crashes of any sort with latest code |
16:32 |
PilzAdam |
and +1 for put it into a single commit in _game |
16:32 |
celeron55 |
Taoki: https://gist.github.com/4144257 |
16:32 |
Taoki |
I'll try to sqiash it to a few commits only, if celeron55 can paste another list |
16:33 |
Taoki |
yes, that. Will get on it now :) |
16:33 |
celeron55 |
try to leave all non-related commits intact this time |
16:33 |
celeron55 |
like "Add animation for water" |
16:33 |
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16:34 |
celeron55 |
you can move them around a few commits so that you can squash the squashable stuff if you want |
16:34 |
Taoki |
ok |
16:35 |
celeron55 |
but eg. moving some of them to the beginning while not moving some others may cause problems :P |
16:35 |
celeron55 |
(because the order changes) |
16:35 |
celeron55 |
(order of editing one file) |
16:35 |
celeron55 |
(or, well, the same portion of one file) |
16:35 |
PilzAdam |
brb (10 mins.) |
16:38 |
Taoki |
I will leave a few commits in, for changes I did to the player mesh as well as the script |
16:40 |
Taoki |
celeron55: Done. http://pastebin.com/EMijgx90 ---- http://pastebin.com/raw.php?i=EMijgx90 |
16:42 |
Taoki |
Short version: http://pastebin.com/iBcxP0hY ---- http://pastebin.com/raw.php?i=iBcxP0hY |
16:43 |
Taoki |
10 commits by me, the others are what came from merging master into my branch and I left them like you said |
16:45 |
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16:46 |
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16:47 |
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16:48 |
Taoki |
celeron55: I need to go in a minute, will be back in 1-2 hours. Is everything ok from here? |
16:49 |
Taoki |
I'm ok with anything, just make sure the changes in the latest commit is in the latest commit of the resulting squash (sice I made some more important ones today to the player.lua script) |
16:49 |
celeron55 |
there are some odd conflicts in rebasing this |
16:49 |
celeron55 |
i need to guess how these test case changes need to go |
16:49 |
Taoki |
ok |
16:50 |
celeron55 |
i'm hoping they don't break, but this isn't exactly easy 8) |
16:50 |
Taoki |
Hope it all works well. Need to run now, later (will be online as usual just afk) |
16:56 |
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16:57 |
celeron55 |
https://github.com/celeron55/minetest_game/commits/models_rebase2.master |
17:00 |
celeron55 |
hmm, this has some difference to the current MirceaKitsune/master |
17:00 |
celeron55 |
eh |
17:00 |
celeron55 |
/models, i mean |
17:00 |
Calinou |
looking at these commits, the lighting bug would still be present |
17:01 |
Calinou |
if some player is in darkness or inside a block, ALL players will be dark or black. this happened this morning on RBA's server |
17:01 |
Calinou |
when jordach was inside a block everyone was black |
17:01 |
celeron55 |
the model would need to be copied for each object for the vertex lighting to work |
17:01 |
celeron55 |
which can be done, and is done for items |
17:02 |
celeron55 |
(wielditem meshes) |
17:03 |
PilzAdam_win |
btw: talking about item entities: https://github.com/celeron55/minetest/pull/301 |
17:04 |
celeron55 |
wtf |
17:05 |
celeron55 |
some patch in celeron55/models_rebase2.master reverts the reversion of the segfault commit |
17:05 |
celeron55 |
8D |
17:06 |
celeron55 |
lol |
17:06 |
celeron55 |
this one https://github.com/celeron55/minetest/commit/996be396095833f5a9decb9e694c02bdb8cfe073 |
17:06 |
* celeron55 |
edits |
17:12 |
Calinou |
using Taoki's models branch, when I make another player join my local server (using localhost), it segfaults |
17:12 |
Calinou |
original player stays though |
17:13 |
PilzAdam_win |
Calinou: thats not a bug in the models branch but in upstream (fixed now) |
17:14 |
Calinou |
i'm recompiling |
17:14 |
VanessaE |
odd that it didn't bug out on me for the several minutes I was playing with it last night on RBA's testing server. |
17:14 |
Calinou |
nope |
17:15 |
Calinou |
i'll see if i start a dedicated server |
17:15 |
Calinou |
works |
17:15 |
celeron55 |
this is now re-rebased: https://github.com/celeron55/minetest/commits/models_rebase2.master |
17:16 |
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17:17 |
celeron55 |
i'm waiting for Taoki to check https://github.com/celeron55/minetest_game/commits/models_rebase2.master , i am not sure if it's prefectly right |
17:17 |
VanessaE |
celeron55: careful, you and taoki are going to drive PilzAdam crazy with such a high commit-to-push ratio ;) |
17:22 |
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17:22 |
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17:24 |
celeron55 |
i think https://github.com/celeron55/minetest_game/commits/models_rebase2.master is missing some of the newest commits |
17:24 |
celeron55 |
but i am not sure how many |
17:25 |
celeron55 |
apparently three of them |
17:25 |
celeron55 |
i'll add themn |
17:25 |
celeron55 |
-n |
17:25 |
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17:26 |
celeron55 |
and done! |
17:26 |
celeron55 |
how i want at least two people to test that end result |
17:27 |
celeron55 |
these: https://github.com/celeron55/minetest/commits/models_rebase2.master https://github.com/celeron55/minetest_game/commits/models_rebase2.master |
17:27 |
jin_xi |
ok |
17:27 |
PilzAdam |
testing... |
17:29 |
VanessaE |
testing... |
17:29 |
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17:29 |
celeron55 |
this should be the only bug: if some player is in darkness or inside a block, ALL players will be dark or black. this happened this morning on RBA's server |
17:29 |
Calinou |
copy-pasta much |
17:30 |
PilzAdam |
singleplayer... check |
17:30 |
celeron55 |
and the reoccurring death animation |
17:30 |
Calinou |
note that this does not always happen, and please test this with 3+ players |
17:30 |
celeron55 |
it happens if a client sees two or more players |
17:31 |
celeron55 |
then the lighting of some or the other is used for all of them |
17:31 |
Calinou |
about the death anim, methinks it should stop at the least frame until player respawns. once a player dies, put the name tag in () |
17:31 |
Calinou |
(so that you know when a player is dead :p useful when people are AFK) |
17:31 |
PilzAdam |
2 clients at one local server.... check |
17:32 |
Calinou |
you'll need 3, see what c55 said |
17:32 |
VanessaE |
aside from having spawned at the bottom of a large, wet ravine, singleplayer seems okay here. |
17:33 |
Calinou |
is it just me or since 0.4, player movement smoothing is broken? back when I started playing in 0.2, players moved very smoothly (not talking about turning, moving here)... |
17:34 |
VanessaE |
24.181.193.82 port 30001 |
17:35 |
VanessaE |
if you guys want somewhere to gather to try to break it. |
17:36 |
VanessaE |
oops, forgot to adjust the spawn point. |
17:36 |
jin_xi |
looks good to me |
17:36 |
VanessaE |
wait. |
17:37 |
VanessaE |
there, now you can connect. |
17:39 |
VanessaE |
strange, this was fetched from the ... |
17:39 |
VanessaE |
wait a sec. |
17:39 |
PilzAdam |
you need the _game models branch |
17:39 |
VanessaE |
odd, I thought I did that too. |
17:39 |
VanessaE |
one sec. |
17:40 |
VanessaE |
something went wrong. Stand by while I figure it out. |
17:40 |
Calinou |
k |
17:40 |
* PilzAdam |
stands by |
17:41 |
* Calinou |
shuts down |
17:41 |
VanessaE |
there we go. |
17:41 |
* celeron55 |
suspends |
17:41 |
Calinou |
to RAM or to disk? |
17:41 |
Calinou |
:D |
17:41 |
VanessaE |
it's back, see if that works. |
17:41 |
VanessaE |
yay! |
17:41 |
VanessaE |
that's better. |
17:42 |
VanessaE |
there's the everyone-is-black bug you mentioned, c55. |
17:42 |
Calinou |
found a bug, if you have fly mode but no permission, you don't have a black screen when inside a block |
17:42 |
Calinou |
:> |
17:42 |
jin_xi |
because we're all stuck in a block at spawn |
17:42 |
Calinou |
if you disable it then you have black screen |
17:43 |
VanessaE |
jin, fly out. |
17:43 |
VanessaE |
I'd forgotten to set the default spawn point. |
17:44 |
* Calinou |
segfaulted |
17:57 |
|
sstrandberg joined #minetest-dev |
17:59 |
celeron55 |
oh dog |
17:59 |
celeron55 |
this is going to take a day |
17:59 |
VanessaE |
aw shit, it's using 2d sprites again. |
17:59 |
celeron55 |
rule 1 in hosting minetest: never put shitloads of mods on a server that is supposed to be accessed from an another continent |
18:00 |
PilzAdam |
yep |
18:00 |
celeron55 |
loading at 25% |
18:00 |
celeron55 |
41... |
18:01 |
VanessaE |
wow, that's a while alright :-) |
18:01 |
jin_xi |
lol i'll be there in 10 minutes ;) |
18:01 |
celeron55 |
62 |
18:01 |
VanessaE |
odd thing is, I'm only putting out about 35 kB/sec. I can do 300 kB/sec easy on this connection. |
18:02 |
celeron55 |
minetest does congestion control based on round trip time |
18:02 |
PilzAdam |
thats what the TCP branch is for |
18:02 |
celeron55 |
so it sucks for big data transfers over long connections |
18:02 |
PilzAdam |
27% |
18:03 |
VanessaE |
perhaps it's just too sensitive? |
18:03 |
celeron55 |
no; if it would be tuned for a higher RTT, it would cog up low-RTT connections |
18:03 |
VanessaE |
hm, good point |
18:04 |
celeron55 |
it would need to be more clever, but a better thing'd be to just use tcp for bulk transfers, for which i made a branch, which has bugs |
18:04 |
celeron55 |
81 |
18:04 |
VanessaE |
right. well that'll get worked out eventually. |
18:04 |
celeron55 |
i won't touch it |
18:04 |
celeron55 |
it's horrible |
18:04 |
celeron55 |
completely non-debuggable |
18:04 |
VanessaE |
someone will come up with a solution I'm sure, if not that branch then something new. |
18:05 |
celeron55 |
i'm waiting for some kind of a crazy person who'll rewrite the whole network stack or use his magic wand to find the jamming bug from the tcp_blocks branch 8) |
18:05 |
VanessaE |
lol |
18:05 |
PilzAdam |
70% |
18:05 |
VanessaE |
well you never know :-) |
18:06 |
jin_xi |
lol 2d players? |
18:06 |
VanessaE |
server going down while I fix what I broke :D |
18:06 |
PilzAdam |
79% |
18:07 |
jin_xi |
pls lets just test carts mod with a handful of players |
18:07 |
celeron55 |
kill all the mods |
18:07 |
jin_xi |
as it uses the new features |
18:07 |
celeron55 |
and put carts on it |
18:08 |
VanessaE |
we're back. |
18:08 |
PilzAdam |
0% |
18:08 |
VanessaE |
much better. had an old copy of minetest_game embedded in the mods tree. sorry about that. |
18:09 |
celeron55 |
how many million mods did you put on it now |
18:09 |
Calinou |
servers hould have ability to change max upload speed |
18:10 |
Calinou |
"no; if it would be tuned for a higher RTT, it would cog up low-RTT connections" < that would make it possible, no? |
18:10 |
celeron55 |
there is no such thing, it is dynamic |
18:10 |
Calinou |
ah |
18:10 |
VanessaE |
celeron55: no more than it had a minute ago, I actually deleted a few ;-) |
18:10 |
celeron55 |
i'm still waiting for this thing to load |
18:10 |
PilzAdam |
70% |
18:10 |
celeron55 |
i guess i'll set up a server myself |
18:10 |
Calinou |
it'll lag even more :D |
18:11 |
Calinou |
j/k |
18:11 |
VanessaE |
celeron55: blame your network congestion code. |
18:11 |
celeron55 |
no, i blame you for misuse of minetest |
18:11 |
PilzAdam |
everyone except VanessaE are in europe? |
18:11 |
VanessaE |
heh |
18:11 |
PilzAdam |
and we let her host the server? |
18:11 |
celeron55 |
let me set up a server in germany |
18:12 |
celeron55 |
at the end of a huge network pipe |
18:12 |
celeron55 |
= the minetest.net machine |
18:12 |
VanessaE |
celeron55: I have a 3Mbps pipe here. |
18:12 |
celeron55 |
it's probably 100M or more |
18:12 |
VanessaE |
nice. |
18:13 |
PilzAdam |
i had to exits because the huge amount of textures made my taskbar corrupted |
18:13 |
celeron55 |
well, whatever, installing of that will take a while |
18:13 |
VanessaE |
ok I'll cut the mods down to just carts then. |
18:13 |
PilzAdam |
finally.... |
18:14 |
VanessaE |
there. log out/in. |
18:14 |
Calinou |
"client disconnected" first time i get this error :P |
18:14 |
VanessaE |
Calinou: I restarted the server. |
18:14 |
PilzAdam |
thats not an error |
18:15 |
* Calinou |
just read some minecon discussion about API: MC devs talk about adding an api in january 2013, then at the end they say "smooth stone stairs are not planned" |
18:15 |
Calinou |
this is why i prefer minetest... :facepalm: |
18:15 |
Calinou |
(also, it's not like you can believe them) |
18:15 |
PilzAdam |
VanessaE, you didnt installed the attachment branch of carts mod |
18:15 |
jin_xi |
hmm, do you use the attachment branch of carts |
18:15 |
jin_xi |
? |
18:15 |
PilzAdam |
*facepalm |
18:16 |
VanessaE |
PilzAdam: you didn't say I had to :-) |
18:16 |
Calinou |
i just noticed z-fighting on the player model |
18:16 |
Calinou |
(between legs and torso) |
18:16 |
jin_xi |
afk, back in 10 |
18:16 |
Calinou |
the legs should be moved a tiny bit to prevent that.. |
18:16 |
Calinou |
nothing big though |
18:17 |
VanessaE |
PilzAdam: what's the branch name> |
18:17 |
PilzAdam |
attachment |
18:17 |
VanessaE |
ok, lemme get it. |
18:18 |
* celeron55 |
has built minetestserver |
18:18 |
VanessaE |
ok, attachment branch is in. log out/in. |
18:22 |
VanessaE |
celeron55: waiting for you to join... |
18:22 |
celeron55 |
i'm waiting for my server to work |
18:22 |
celeron55 |
it's broken! |
18:22 |
VanessaE |
heh |
18:24 |
celeron55 |
no, it just won't work |
18:25 |
VanessaE |
well mine's up and four of us are trying to break it, so you suck :D |
18:27 |
celeron55 |
http://c55.me/random/2012-11/screenshot_953301782.png |
18:27 |
celeron55 |
^ mirror |
18:28 |
VanessaE |
weird! |
18:28 |
PilzAdam |
i saw this on RBA's server with saplings too |
18:30 |
|
rsiska joined #minetest-dev |
18:30 |
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saschaheylik_ joined #minetest-dev |
18:32 |
VanessaE |
ok, need a proper "animation" for flying too. |
18:32 |
VanessaE |
"walking" through the air looks wrong. |
18:33 |
Calinou |
and too minecrafty 8) |
18:33 |
Calinou |
swimming maybe? |
18:33 |
Calinou |
:p |
18:33 |
VanessaE |
no, "superman" :-) |
18:33 |
VanessaE |
horizontal, one arm sticking forward, etc. :-) |
18:33 |
PilzAdam |
there is a better animation mod for MC |
18:34 |
hmmmm |
oh cool, you guys have player models now |
18:34 |
PilzAdam |
testing it right now |
18:36 |
VanessaE |
hmmmm: yeah. sign on at 24.181.193.82 port 30001 with the models_rebase2.master branch. |
18:36 |
hmmmm |
can't sign on at the moment |
18:36 |
hmmmm |
minetest is not in a working state for me |
18:44 |
Taoki |
celeron55: Back. I will check what's left now |
18:45 |
VanessaE |
Taoki: test server ^^^ |
18:45 |
VanessaE |
if you wanna play around |
18:47 |
Taoki |
celeron55: https://github.com/celeron55/minetest_game/commits/models_rebase2.master Looks all good to me |
18:47 |
Taoki |
So yes, feel free to merge that as well |
18:48 |
PilzAdam |
Taoki, join the test server |
18:48 |
Taoki |
will |
18:48 |
VanessaE |
Taoki: one minor bug, somehow I ended up with a nyan cat rainbow stuck inside me, as an entity. |
18:49 |
PilzAdam |
also seen with sapling |
18:49 |
Taoki |
odd, not sure why |
18:55 |
celeron55 |
i wouldn't call whole model pitching any better than what we currently have |
18:55 |
celeron55 |
(got the stupid chat sergfault...) |
18:55 |
VanessaE |
celeron55: how about this: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/images/default_apple.png |
18:55 |
celeron55 |
-r |
18:56 |
Taoki |
I don't think whole model pitching would look too good. That can be done later... it would be nice though |
18:56 |
Taoki |
But not an emergency so far I believe |
18:56 |
celeron55 |
VanessaE: that looks unnaturally round, like a christmas tree tingy or a red bomb |
18:56 |
celeron55 |
thingy* |
18:56 |
VanessaE |
you mean looking up/down/sideways? |
18:57 |
VanessaE |
heh |
18:57 |
VanessaE |
well I suppose I could distort it a bit :-) |
18:57 |
celeron55 |
punch it at the top |
18:58 |
celeron55 |
google "red apple" |
18:58 |
VanessaE |
heh |
18:58 |
VanessaE |
apples come in all shapes and sizes you know :-) |
18:58 |
hmmmm |
christmas tree ordimants included |
18:59 |
hmmmm |
ornament* |
18:59 |
Taoki |
celeron55: Anyway, as far as I'm concerned both branches are good to go. Do you agree with that, and can you add them upstream now? |
19:01 |
celeron55 |
i guess i'll push |
19:01 |
PilzAdam |
btw: https://github.com/celeron55/minetest/commit/0709918bd82ab942445e12aca5bceb85c6ce05e0 |
19:02 |
Taoki |
Awesome. Let me know when it's done, I'm curious to test them from master :D |
19:02 |
Taoki |
A lot of people will be happy |
19:02 |
VanessaE |
celeron55: reload the image. |
19:02 |
VanessaE |
better? |
19:02 |
celeron55 |
taoki's stuff is now on celeron55/minetest/master and celeron55/minetest_game/master |
19:03 |
Taoki |
I will update the GIT :) |
19:03 |
celeron55 |
VanessaE: guess so |
19:03 |
jin_xi |
yeah yeah yeah |
19:03 |
* VanessaE |
dances a little gjig |
19:03 |
VanessaE |
jig* |
19:04 |
Taoki |
Pulled latest master, compiling now |
19:04 |
PilzAdam |
celeron55, you read the reminder? https://github.com/celeron55/minetest/commit/0709918bd82ab942445e12aca5bceb85c6ce05e0 |
19:05 |
celeron55 |
uhm, oh that one |
19:06 |
celeron55 |
doing that now |
19:06 |
VanessaE |
PilzAdam: pull request for new apple image pending. |
19:07 |
Taoki |
celeron55: If you're looking at the pull requests, please see also https://github.com/celeron55/minetest/pull/285 It's very small and simple and it was tested, it's working and ready for months |
19:07 |
PilzAdam |
he already did a rebase branch of that |
19:08 |
Taoki |
oh ok :) |
19:08 |
Taoki |
so it's in too? |
19:08 |
PilzAdam |
https://github.com/celeron55/minetest/tree/anaglyph_rebase1 |
19:08 |
Taoki |
ahh, didn't notice. Will wait then, sure |
19:11 |
PilzAdam |
ill push my fire branch upstream |
19:11 |
celeron55 |
pushed |
19:12 |
celeron55 |
the ContentFeatures thing |
19:12 |
VanessaE |
will this work against protocol 13? |
19:12 |
VanessaE |
(e,g. last pre-3d-models git) |
19:12 |
celeron55 |
not even close 8) |
19:13 |
VanessaE |
well I meant backward compatible by only showing the 2d stuff. |
19:13 |
VanessaE |
but okay. |
19:13 |
celeron55 |
it's not network compatible |
19:13 |
VanessaE |
too bad. |
19:13 |
celeron55 |
too much work for too little benefit |
19:13 |
VanessaE |
ok, this needs a new version number then. |
19:14 |
celeron55 |
somebody can test and merge the anaglyph stuff if they want |
19:14 |
celeron55 |
i'm off now -> |
19:15 |
jin_xi |
nice work |
19:15 |
VanessaE |
ciao. |
19:18 |
PilzAdam |
VanessaE, im not sure if the apples are better than the current one |
19:18 |
VanessaE |
I think they are :-) |
19:29 |
PilzAdam |
TODO: increase the version number |
19:32 |
Taoki |
celeron55: later, have fun. Thanks for the help today on the models, it's a wonderful thing they're finally in |
19:33 |
VanessaE |
ok, server is back and now running upstream. |
19:33 |
Taoki |
PilzAdam: Wanna look at the anaglyph branch please? It's been tested and working a week ago, but feel free to re-test it too to be sure |
19:33 |
PilzAdam |
i have no anaglyph glasses, but i will do |
19:34 |
Taoki |
PilzAdam: Just test that the image is divided between a red and blue channel. I tested with glasses and can confirm that part is well |
19:35 |
PilzAdam |
first i will join VanessaE's server with upstream client |
19:35 |
Taoki |
sure thing. Using upstream client too and all is well |
19:58 |
celeron55 |
oh by the way, here's a good quote: http://naavis.kapsi.fi/gallery/_data/i/upload/2012/11/20/20121120161326-7c3378b2-xx.jpg |
19:59 |
hmmmm |
many projects have a rather high barrier of entry |
20:02 |
Taoki |
hehe |
20:03 |
VanessaE |
heh |
20:04 |
Taoki |
BTW, new fluid animation directions aren't too good. I'm seeing lava that flows upwards |
20:04 |
PilzAdam |
yea, sometimes they are wrong |
20:07 |
Taoki |
BTW, I was curious what you think about another (less important) idea of mine. Can / should health be fully de-hardcoded and put in lua? In builtin perhaps. Since some might want to use their own implementation, while custom mods / games might not want health at all but maybe a different mechanic |
20:07 |
Taoki |
And IMO engine shouldn't handle any rules that could be game specific |
20:07 |
Taoki |
A builtin script could hold a health value, and remove an entity accordingly if it reaches 0 |
20:11 |
hmmmm |
Taoki, yes |
20:11 |
hmmmm |
I mentioned this idea a while back, scan the logs for "armor bar" or something on that order |
20:12 |
hmmmm |
i mentioned what had to be done and what not |
20:12 |
Taoki |
nice |
20:12 |
Taoki |
we need lua hud items first, but i mentioned this and it's a feature that should come eventually too |
20:13 |
hmmmm |
http://irc.minetest.ru/minetest-dev/2012-11-05 |
20:15 |
hmmmm |
this is really easy to implement though |
20:15 |
hmmmm |
just need to make those three new packets, the handlers, the lua bindings, |
20:28 |
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Taoki joined #minetest-dev |
20:31 |
celeron55 |
hmmmm: how is the mapgen stuff going? |
20:32 |
celeron55 |
i am a bit worried that you will quit without releasing anything |
20:32 |
hmmmm |
no i will not quit |
20:32 |
hmmmm |
it's fine, it's just that i went to a new computer and i have to resetup everything so that's taking a bit of time |
20:32 |
hmmmm |
right now it compiles but doesn't generate anything, i need to debug it |
20:33 |
celeron55 |
it could be involuntary too, you might eg. die, and nobody could benefit at all of anything you've done |
20:33 |
hmmmm |
isn't that a bit of a faux pas, you know, committing something to a repository that doesn't work? |
20:34 |
celeron55 |
everybody else than you do that :P |
20:34 |
celeron55 |
including me |
20:34 |
hmmmm |
alright i'll commit it |
20:35 |
celeron55 |
if you're worried of people trying to use it as if it'd work, make it a non-master branch so they can suspect it's something experimental |
20:35 |
hmmmm |
it's in my experience that if something isn't 100% when it's released to the public, people will try to use it and people will complain that it doesn't work |
20:35 |
hmmmm |
and i'd get 1000 messages "hey your thing crashed when i did blah blah blah" |
20:35 |
hmmmm |
like, yes i know that! |
20:36 |
celeron55 |
putting stuff in branches on github doesn't mean any of the general public will see it |
20:36 |
celeron55 |
i currently (like always) have a bunch of random experiemntal branches on github and haven't seen anyone complain about them |
20:36 |
celeron55 |
and that is as public as a branch in a minetest repo can get |
20:37 |
celeron55 |
(unless you advertise one somewhere :P) |
20:37 |
hmmmm |
hrmm |
20:38 |
celeron55 |
think of it more like a public backup on the internet |
20:38 |
Taoki |
What mapgen stuff are you working on? |
20:38 |
hmmmm |
how do i see a preview of my commit |
20:38 |
hmmmm |
taoki, a completely new framework |
20:38 |
Taoki |
Awesome |
20:38 |
hmmmm |
also in the plans is to fix up the old mapgen and have that as an option |
20:38 |
Taoki |
I assume I'm not that lucky to see lua biomes as well with it :P |
20:39 |
hmmmm |
i'd just need to make Mapgen an interface |
20:39 |
Taoki |
and removal of hard-coded ones |
20:39 |
hmmmm |
oh of course, the biome thing was sort of the central point |
20:39 |
Taoki |
oh? So now biomes are defined in lua script? |
20:39 |
hmmmm |
yes |
20:39 |
Taoki |
Beautiful! Been waiiting a while for that :D |
20:39 |
Taoki |
Wasn't hoping of seeing it happen soon |
20:40 |
hmmmm |
this was supposed to be released on halloween |
20:40 |
hmmmm |
guess how well that worked out |
20:40 |
Taoki |
celeron55: BTW. What is your take on using LevelDB instead of sqlite? OldCoder said it's both smaller and faster, and if so it might be nice to put it in upstream too |
20:40 |
Taoki |
hmmmm: So when will it be on GIT? |
20:41 |
hmmmm |
i just need to go through and see exactly what's going to be committed |
20:41 |
hmmmm |
and then i'll hit the button |
20:41 |
celeron55 |
Taoki: i haven't looked much into that |
20:41 |
hmmmm |
for some reason it seems like it's removing all the current lines in all the files and readding them |
20:42 |
Taoki |
ok |
20:42 |
celeron55 |
hmmmm: if you're not too good using git, make sure to have backups 8) |
20:42 |
hmmmm |
could be a newline thing? |
20:42 |
hmmmm |
i tried testing this under MSVC |
20:42 |
celeron55 |
git will gladly remove all of your work if you accidentally ask it to |
20:42 |
hmmmm |
I have 3 backups of this |
20:43 |
Taoki |
BTW... something a littlle odd. Since I moved to Linux I occasionally experience plasma desktop crashing, either freezing my machine or loggiing me out. I get the slight impression this only happens after I run minetest. I wonder if it might have some flag in the video driver that messes the proprietary ATI driver up. Very hard to debug those currently |
20:43 |
celeron55 |
it takes a certain amount of experience to get to the level of not needing backups with git |
20:43 |
Taoki |
hmmmm: Before adding to git, i recommend copying your src folder to a backup location to be safe |
20:44 |
celeron55 |
hmmmm: just go on and try what happens, and if it goes wrong, see what happened and try again somehow differently 8) |
20:45 |
hmmmm |
when i do git diff, it compares with the stuff in HEAD, FETCH_HEAD, or ORIG_HEAD? |
20:48 |
celeron55 |
umm... what do those even mean 8) |
20:49 |
celeron55 |
i don't think ORIG_HEAD and FETCH_HEAD are relevant at all |
20:50 |
Taoki |
I think HEAD is the latest revision on the local branch you're currently on, FETCH_HEAD the latest rev on the branch you're fetching, and ORIG_HEAD might be the origin you're pulling from |
20:50 |
celeron55 |
if you run "git diff", it will get the diff from HEAD to the current contents of files |
20:50 |
hmmmm |
i want to do a binary comparison against HEAD |
20:50 |
hmmmm |
where are the actual files from HEAD stored in .git? |
20:50 |
celeron55 |
if you run "git diff <commit>" you will get the diff from the commit to the current content of files... and with two commits it's obvious |
20:50 |
celeron55 |
git doesn't store files |
20:50 |
celeron55 |
it stores some more abstract thingies |
20:51 |
hmmmm |
i am pretty sure this is a newline problem thanks to msvc |
20:51 |
celeron55 |
use git status, git log, and even better, gitk or something to inspect what you have |
20:52 |
celeron55 |
or just push it to github and let others see :P |
20:52 |
hmmmm |
ergok |
20:52 |
hmmmm |
okay |
20:52 |
Taoki |
Yes, push to github is best |
20:53 |
hmmmm |
whoops |
20:53 |
hmmmm |
neeed to configure name and email |
20:54 |
Taoki |
yeah, GIT wants that first. You'll also need to provide your github user and password when pushing |
20:55 |
hmmmm |
which i forgot |
20:55 |
hmmmm |
do you recall if github requires "at least 9 characters for password" or something on that order? |
20:56 |
Taoki |
not really. Might require at least 6 though |
20:56 |
Taoki |
Or 8 or something, dunno |
20:56 |
celeron55 |
i don't think github even allows pushing with a password |
20:56 |
celeron55 |
it always wants a public ssh key |
20:57 |
hmmmm |
agh i'll just reset my password |
20:57 |
celeron55 |
read the documentation at there |
20:57 |
Taoki |
for me it uses username and password |
20:58 |
celeron55 |
...well, then i guess it allows that too :P |
20:58 |
Taoki |
hmmmm: Please backup the src folder with your changes... just copy it somewhere. It's safer that way just to be sure git can't mess something up |
20:58 |
celeron55 |
he already said he has backups |
20:58 |
hmmmm |
yep |
20:59 |
Taoki |
ah, sorry |
21:00 |
hmmmm |
ahh i finally remembered my gmail password |
21:01 |
hmmmm |
i ought to change my scheme to SHA1(website:username:some salt) |
21:03 |
hmmmm |
and of course only biome.cpp got uploaded |
21:07 |
hmmmm |
so i think i've got an idea |
21:08 |
hmmmm |
remove that last commit, nuke everything locally, git clone, fix all newlines in the current source files, copy them over to the newly cloned repository, THEN merge |
21:22 |
VanessaE |
I think themipmap/aniso code got broken in latest git, doesn't seem to work for me anymore :( |
21:24 |
VanessaE |
had to restart the client to make it work - that's a regression. |
21:26 |
Taoki |
celeron55: BTW, in case this isn't known yet. In multiplayer, you can hear other player's footsteps, but not when they dig or place nodes. Which is odd knowing the LUA architecture... sounds are sent to every client |
21:28 |
VanessaE |
Taoki: to avoid linear filtering artifacts on the player models, you should pad each texture by one pixel, just copy whatever the pixels are at each edge. |
21:28 |
Taoki |
Dunno how to do that, and that sounds like it might mess with the texture even more. Sadly I can't help there |
21:29 |
Taoki |
But it's not a very huge issue I guess. It happens on nodes too |
21:29 |
VanessaE |
yeah I know |
21:30 |
VanessaE |
the other solution is high-resolution textures for players. I take it the existing minecraft format can simply be upsized? |
21:30 |
jin_xi |
graphics setting change works here with exit to menu alone |
21:31 |
Taoki |
VanessaE: Sure. RBA altrady tested that |
21:31 |
VanessaE |
jin_xi: ok, must have been a glitch on my end. |
21:31 |
VanessaE |
Taoki: ok, cool. |
21:31 |
Taoki |
Obviously not for default minetest game, but custom games can have highres textures |
21:31 |
Taoki |
Important thing to note is it can have high-poly models too. You CAN put animated players of the quality of very modern games in |
21:33 |
Taoki |
hmmmm: How's it going with that GIT? did you succeed? |
21:41 |
hmmmm |
i'm not constantly working on stuff, i just got back from dealing with RL things |
21:43 |
Taoki |
oh, sure then |
21:44 |
hmmmm |
oh my god i can't stand it |
21:44 |
hmmmm |
why do people whine and refuse to help themselves |
21:47 |
celeron55 |
because most people are dumb |
21:47 |
celeron55 |
i wonder how one can't already be used to that :D |
21:47 |
celeron55 |
and let me rephrase that: most people are *incredibly* dumb |
22:06 |
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22:39 |
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22:43 |
celeron55 |
i think i need to release 0.4.4 asap |
22:44 |
VanessaE |
yes. |
22:44 |
VanessaE |
or at the very least, bump the version number on what we have now, it differs enough that people, stupid as they are, will be confused :-) |
22:49 |
celeron55 |
hmm |
22:49 |
* Taoki |
wonders how far hmmmm got with that lua mapgen, since I'm very interested in the feature |
22:50 |
celeron55 |
he's been working on it for, like, months |
22:51 |
Taoki |
awesome |
22:51 |
celeron55 |
i think i'll bump the version, because the current one isn't compatible with 0.4.3, and is likely to be compatible with 0.4.4 |
22:51 |
Taoki |
I'm waiting to see it on GIT, but I'm not sure if he's back online and working on MT again |
22:54 |
celeron55 |
hmmmm doesn't seem to tend to rush too much 8) i guess we'll see some WIP stuff in git some day |
22:58 |
hmmmm |
I'm working on it |
22:58 |
hmmmm |
having lots of trouble with this http://ideone.com/bLhBuv any ideas? |
22:58 |
hmmmm |
it's supposed to strip all \r out of source files, this is my main problem (i stupidly opened it up in visual studio and it forcibly changed all my line endings) |
22:59 |
hmmmm |
that's why the entire file doesn't match with diff |
22:59 |
VanessaE |
can't just pipe it through tr? |
22:59 |
VanessaE |
or sed? |
22:59 |
hmmmm |
nope hahahaha |
22:59 |
VanessaE |
damn :-) |
22:59 |
hmmmm |
it'll just erase the whole file |
22:59 |
hmmmm |
has something to do with buffering |
23:00 |
VanessaE |
hah, didn't see you're already using it. |
23:00 |
VanessaE |
or trying to. |
23:01 |
hmmmm |
i've wasted like 30 minutes trying to get this to work |
23:01 |
hmmmm |
ridiculous |
23:01 |
hmmmm |
such a simple task |
23:01 |
VanessaE |
why are you overwriting the original file? |
23:01 |
VanessaE |
I don't think tr does that by default. |
23:01 |
hmmmm |
why wouldn't i? |
23:01 |
hmmmm |
alright, i'll try something different |
23:02 |
VanessaE |
cat $i |tr -d \\015 >$i.tmp; mv $i.tmp $i |
23:02 |
VanessaE |
maybe something like that is safer. |
23:02 |
celeron55 |
hmmmm: if you are working on windows, be aware that git also has some very stupid automatic newline conversion functionality which you should always have switched off for best results |
23:03 |
celeron55 |
(it defaults to being on some crazy "auto" mode) |
23:04 |
hmmmm |
it's the visual studio IDE itself that screwed this up |
23:04 |
hmmmm |
i just open it once |
23:04 |
celeron55 |
(actually, that also applies for other OSes) |
23:04 |
hmmmm |
and all the line endings are changed |
23:04 |
hmmmm |
it would actually be nice if git justified them to \n before doing the diff |
23:05 |
celeron55 |
http://wiki.opf-labs.org/display/SP/Configuring+how+line-endings+are+handled+by+git |
23:05 |
celeron55 |
it has those options |
23:06 |
celeron55 |
also here is some random stuff http://stackoverflow.com/questions/2517190/how-do-i-force-git-to-use-lf-instead-of-crlf-under-windows |
23:06 |
celeron55 |
you can screw it up or fix it (by choice or by luck) at pull or push time |
23:07 |
hmmmm |
a.. ha |
23:08 |
hmmmm |
on my system, core.autocrlf isn't set, which is why it tried to upload with CRLF |
23:08 |
hmmmm |
so i actually have to enable this setting and then hopefully it'll work |
23:08 |
celeron55 |
that might work |
23:09 |
celeron55 |
the automatic setting doesn't really follow the "least surprise" way though; everybody definitely would need to know that that stuff exists |
23:10 |
celeron55 |
for example, if you have newline conversions set on a windows machine pushing stuff, you may end up pushing newlines as \n to a .bat file that you have modified |
23:11 |
celeron55 |
then if you pull that with a linux machine (or a windows one with conversions turned off), you get an invalid .bat file (that matters on linux when you want to eg. cross-compile and/or package for windows) |
23:11 |
celeron55 |
(.bat doesn't work with unix newlines 8)) |
23:13 |
celeron55 |
the only way that always works is to have all conversions turned off and by setting up your editor to use the appropriate newlines at the appropriate times |
23:14 |
celeron55 |
(been there, done that) |
23:19 |
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23:23 |
Taoki |
hmmmm: Did you get the Github username & password or ssh key working? If it's user and pass i might be able to help since I use that, though generaly I'm not that great at GIT |
23:45 |
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23:54 |
hmmmm |
eeyy |
23:54 |
hmmmm |
just got finished eating, the last thing i was going to try works great |
23:55 |
VanessaE |
well dessert tends to be like that. |
23:55 |
VanessaE |
next time try adding some of those nutty crunchy sprinkles. |
23:55 |
hmmmm |
I am not messing around the the autocrlf setting in git |
23:55 |
hmmmm |
i'd rather convert them manually and then not mess with anything else |
23:56 |
hmmmm |
alright, well unfortunately it seems that absolutely _all_ of the source files were converted to crlf |
23:56 |
hmmmm |
so i should probably be using find instead of foreach *.cpp |
23:56 |
Taoki |
Does that break anything? At least you have backups if so |
23:56 |
* Taoki |
never really understood the whole clrf thing |
23:56 |
hmmmm |
dude i have backups galore |
23:57 |
hmmmm |
too many backups |
23:57 |
Taoki |
yeah |
23:57 |
Taoki |
:P |
23:58 |
Taoki |
What happens if the files get converted to clrf? Does it break something? |
23:58 |
Taoki |
Like convert tabs to spaces |
23:59 |
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23:59 |
hmmmm |
well here's what happened to me exactly: i went to go test my work on windows, so i opened up the project in MS visual studio, visual studio converts all your line endings from LF to CRLF |