Time |
Nick |
Message |
00:05 |
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Sudi_ joined #minetest-dev |
01:25 |
hmmmm |
hrmmmmmmmmmmmmm |
01:26 |
hmmmm |
what if i change the biome terrain type into a generic cave terrain type and caves are generated in the same way that the nether is, except the scale is much much smaller |
01:26 |
hmmmm |
i wonder if that'd make things look alright |
01:27 |
hmmmm |
i'd still have to figure out how to do the tunnels |
01:27 |
hmmmm |
change the nether biome terrain type* |
02:34 |
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03:05 |
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03:44 |
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05:24 |
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09:12 |
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09:22 |
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09:56 |
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10:12 |
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11:05 |
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11:37 |
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11:39 |
sfan5 |
celeron55: it would be helpful if you could give users on the forum warnings |
12:04 |
thexyz |
celeron55: celeron56: https://github.com/celeron55/minetest/pull/344 |
12:42 |
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13:13 |
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13:18 |
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13:37 |
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13:42 |
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13:42 |
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13:49 |
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14:41 |
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14:59 |
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15:02 |
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15:11 |
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15:35 |
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15:36 |
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15:57 |
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15:57 |
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16:03 |
hmmmm |
alright, ndef->getId("mapgen_gravel") is returning 127 when i try to register a biome. i currently call register_biome in between all the minetest.register_alias("mapgen_whatever", "default:whatever") and the common functions in games/minimal/mods/default/init.lua) |
16:04 |
hmmmm |
apparently, that's *too* early |
16:04 |
VanessaE |
perhaps biomes should be in a separate mod |
16:04 |
VanessaE |
instead of being part of default |
16:04 |
hmmmm |
lol... |
16:04 |
hmmmm |
i don't think so, unless you really want water to be a mod |
16:05 |
hmmmm |
are oceans optional for you? |
16:05 |
VanessaE |
well, I mean all the default biomes collected into one. |
16:05 |
VanessaE |
that said, |
16:05 |
VanessaE |
think of Cornernote's "skyblock" mod/game. that has no land generator at all, except for several very small islands. |
16:05 |
hmmmm |
so what i want to know is at what point the nodes i want to get a content_t to are present in the nodedef manager |
16:05 |
VanessaE |
someone else, i forget who (mauvebic maybe?) was looking at making an all-water world. |
16:06 |
hmmmm |
hmmm, how do you even do that from a mod.... do they just replace everything with air in mapgen.lua:register_on_generated ? |
16:06 |
VanessaE |
not sure how he did it. |
16:06 |
VanessaE |
a custom game, for sure |
16:06 |
hmmmm |
grotesque |
16:07 |
VanessaE |
case in point :-) |
16:07 |
hmmmm |
i don't get it though |
16:07 |
hmmmm |
gravel is clearly being registered in the same file far above this |
16:13 |
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sstrandberg joined #minetest-dev |
16:28 |
thexyz |
sfan5: did you have a problem with buildbot? https://github.com/celeron55/minetest/pull/344 |
16:29 |
hmmmm |
WTF.... |
16:29 |
hmmmm |
i am getting SIGILL when i try to printf m_name_id_mapping_with_aliases.size() in CNodeDefManager::getId() |
16:30 |
hmmmm |
this is ridiculously difficult to debug |
16:30 |
hmmmm |
hey, at least breakpoints sorta work, right? :) |
16:31 |
hmmmm |
it's not the worst |
16:32 |
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16:33 |
hmmmm |
alright, so i got it working..... the size of m_name_id_mapping_with_aliases.size() is 44 at the time i want to create my node |
16:35 |
hmmmm |
it's like the aliases just aren't being added..... but they _clearly_ are, directly above this call! |
16:35 |
hmmmm |
i just figured i should try default:graven instead of mapgen_gravel and it works |
16:36 |
VanessaE |
making graven images in minetest? blasphemy. |
16:36 |
VanessaE |
:-) |
17:13 |
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17:22 |
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18:43 |
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doserj joined #minetest-dev |
19:02 |
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RevenantX joined #minetest-dev |
19:03 |
RevenantX |
hi all |
19:03 |
RevenantX |
does minetest using batching for chunks? |
19:34 |
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jin_xi joined #minetest-dev |
19:44 |
hmmmm |
a chunk is defined as a batch of blocks |
19:44 |
hmmmm |
:| |
20:10 |
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20:32 |
hmmmm |
guys, I don't think that the LGPL is working exactly the way it was intended as it is for libraries (minetest is clearly not a library) |
20:32 |
hmmmm |
moreover, the lua scripts are defined as plug-ins, not libraries, as there is much interaction between the two |
20:33 |
hmmmm |
since LGPL is the same text as the GPL but with the library exception added, i am pretty sure that the GPL policy on proprietary plugins still follows |
20:33 |
hmmmm |
if you want proprietary Lua scripts to be allowed, it's probably a better idea to change the LGPL license to GPL, and then add in an exception for distributing with proprietary plugins |
20:34 |
hmmmm |
otherwise (to me at least) it seems like in this regard the LGPL is acting exactly the same as the GPL would |
20:34 |
celeron55 |
i perfectly know that |
20:34 |
hmmmm |
(read http://www.gnu.org/licenses/gpl-faq.html#GPLAndPlugins) |
20:34 |
hmmmm |
oh |
20:34 |
hmmmm |
then what |
20:34 |
celeron55 |
the reason for LGPL is that there is no reason to restrict people to less rights than LGPL gives |
20:35 |
celeron55 |
i do not like the way the FOSS people restrict people as much as they can |
20:36 |
celeron55 |
if somebody wants to make some part of minetest as a library and use it in a commercial project, GPL would make it not an option for no reason |
20:36 |
hmmmm |
what don't you like about MIT or BSD with an added GPL-like clause for protection against closed-sourcing minetest? |
20:36 |
celeron55 |
s/commercial/non-free/ |
20:36 |
hmmmm |
i dunno, it just seems weird to me |
20:37 |
celeron55 |
there are contributors who won't make their code anything more free than LGPL |
20:37 |
hmmmm |
oh |
20:37 |
celeron55 |
minetest was originally published under GPL and development got somewhat close to dying, so i took in code from some GPL contributors |
20:38 |
celeron55 |
it |
20:38 |
celeron55 |
that is the history of the license |
20:38 |
celeron55 |
then i managed to get an agreement on LGPL later |
20:41 |
celeron55 |
that being said, i think being so loose about contributions was kind of a dumb decision; but everybody is dumb before they get wiser |
20:41 |
celeron55 |
8) |
20:43 |
hmmmm |
yes, on that topic... some 'contributions' might be unwanted |
20:43 |
hmmmm |
in #minetest there was a conversation about one guy who was luac'ing his mods |
20:43 |
thexyz |
he was going to do it |
20:44 |
thexyz |
just /ignore NekoGloop, everything will be fine |
20:44 |
hmmmm |
i don't think there's anything in violation with the license with that, but it goes against the spirit of freedom |
20:44 |
thexyz |
sure |
20:44 |
hmmmm |
not only that, but there's a potential security risk |
20:44 |
celeron55 |
i couldn't care less; the only thing i will do is restrict publishing via channels maintained by me |
20:44 |
hmmmm |
without being to peer review the script, you don't know for sure if it's going to try to exploit some vulnerability in the lua api |
20:45 |
thexyz |
why is there need to exploit something in lua api? |
20:45 |
hmmmm |
exactly, which is why i said that if it's not being done already, luacs shouldn't be distributed officially in any sort or form |
20:45 |
hmmmm |
thexyz, to break out of the sandbox, obviously |
20:45 |
thexyz |
just >os.execute |
20:45 |
thexyz |
um.. |
20:45 |
hmmmm |
you can do that? |
20:45 |
thexyz |
is there sandbox? |
20:45 |
hmmmm |
i thought lua was sandboxed |
20:45 |
hmmmm |
that'd be pretty awful |
20:46 |
hmmmm |
so there's an even WAY BETTER reason to not allow luac |
20:46 |
celeron55 |
minetest does not have any sandboxing for lua, by design |
20:46 |
thexyz |
hmmmm: what would change? |
20:47 |
thexyz |
btw, celeron55, can you please review this one https://github.com/celeron55/minetest/pull/344 ? |
20:47 |
celeron55 |
very strict sandboxing will be done on client-side if any code sent by the server will be ran there some day, but currently that is not done |
20:47 |
celeron55 |
thexyz: not today |
20:47 |
thexyz |
ok |
20:47 |
thexyz |
then i'll ask again tomorrow |
20:48 |
hmmmm |
thexyz, it's allow the community to peer review the mods and know if there's something up with them |
20:48 |
hmmmm |
even with sandboxing, that's not perfect |
20:49 |
celeron55 |
having the code of mods exposed is a very good thing in many many ways |
20:51 |
celeron55 |
(so, yes, moderators should not allow any obfuscated or compiled mods to Mod Releases, unless there is a very good reason for them to be so) |
20:52 |
hmmmm |
that's not only NekoGloop but also that mauvebic guy |
20:52 |
celeron55 |
(actually, the only allowed reason is compiling for performance reasons, and even then the source code should be available) |
20:55 |
thexyz |
luac doesn't give any perfomance increase except startup time |
20:56 |
celeron55 |
maybe if somebody pays enough to cover reviewing of the source by a trusted person and enough to support the community equally compared to released source code, i could consider allowing it |
20:56 |
hmmmm |
not really sure if that's because lua is just slow no matter what, or if lua just isn't really eating up that much cpu in the first place.. has anyone investigated that? |
20:56 |
thexyz |
>Pre-compiling does not imply faster execution because in Lua chunks are always compiled into bytecodes before being executed. luac simply allows those bytecodes to be saved in a file for later execution. |
20:57 |
thexyz |
according to `man luac` |
21:01 |
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21:06 |
hmmmm |
oh mm i had to ask... how do i read an array in from Lua |
21:07 |
hmmmm |
for (int i = 1; <fill in the blank here>; i++) { lua_rawgeti(L, index, i); foo[i - 1] = lua_tonumber(L, -1); lua_pop(L, 1); } |
21:07 |
hmmmm |
what is the condition for end-of-table here? lua_rawgeti does not return a status code of any sort |
21:09 |
celeron55 |
use lua_next(), search that in google and in scriptapi.cpp |
21:09 |
hmmmm |
ok |
21:10 |
celeron55 |
scriptapi.cpp:1185 for example reads a list |
21:11 |
celeron55 |
(that specific case reas up to 6 values) |
21:12 |
celeron55 |
+d |
21:36 |
hmmmm |
what is the preferred way to log problems with registering things in lua? |
21:59 |
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22:10 |
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