Time |
Nick |
Message |
00:37 |
VanessaE |
well the thing is, I'm not so sure the distance sorting works. |
00:37 |
VanessaE |
I've seen stuff in the distance load before stuff closer to the player does |
00:54 |
sapier |
vanessae block priorization is done by querying blocks if a block is in there once It's gonna be loaded so if you turn distant blocks in old direction may be loaded prior to near ones in new direction |
00:55 |
sapier |
https://github.com/sapier/minetest/pull/new/security_v2 maybe security can be added if it's disabled by default :-( |
00:57 |
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01:16 |
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02:04 |
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03:26 |
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03:26 |
kmmmmm |
hello |
03:27 |
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04:01 |
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04:34 |
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06:00 |
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07:45 |
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07:58 |
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08:20 |
celeron55 |
< sapier> off topic I've added seek support to fileapi some days ago |
08:20 |
celeron55 |
wtf |
08:21 |
celeron55 |
you should just wrap the regular lua stuff but only allow opening files from a certain location |
08:22 |
celeron55 |
limiting what operations someone can do on a file is not security, it's just idiotic |
08:24 |
celeron55 |
like: function open_secure_file(name) if not filename_is_secure(name) then return nil end return io.open(safe_directory.."/"..name) end |
08:25 |
* celeron55 |
shakes his head once again |
08:25 |
proller |
celeron55, https://github.com/celeron55/minetest/pull/492 |
08:35 |
celeron55 |
thexyz: re. http://irc.minetest.ru/minetest/2013-02-16#i_2876764 - fixing this should be your first priority because most probably it was caused by the freetype patch |
08:36 |
celeron55 |
even reverting is better than not fixing it in a few days |
08:37 |
celeron55 |
because it's very bad |
08:45 |
thexyz |
any idea how to reproduce this? |
08:45 |
thexyz |
http://pastebin.com/NbxEtUs5 |
08:48 |
celeron55 |
umm... you need to run the game, not only the menu |
08:49 |
thexyz |
I did |
08:49 |
thexyz |
oh, well, apparently, wrong log |
08:51 |
thexyz |
still, it works |
08:52 |
thexyz |
ok, I can also test it in windows |
08:52 |
thexyz |
once I install one |
08:52 |
celeron55 |
i can't try anything at the moment, but i could give it a try in 12 hours |
08:54 |
celeron55 |
hmm, actually, i *can* try it |
08:54 |
celeron55 |
because it should be able to fail as a server too |
08:55 |
celeron55 |
oh by the way |
08:55 |
celeron55 |
po/ro/minetest.po: warning: Charset "CHARSET" is not a portable encoding name. |
08:55 |
celeron55 |
po/ko/minetest.po: warning: Charset "CHARSET" is not a portable encoding name. |
08:56 |
thexyz |
those weren't changed at all |
08:56 |
thexyz |
http://translate.minetest.ru/projects/minetest/core/ |
08:56 |
thexyz |
I guess I'll just remove them, right? |
08:58 |
celeron55 |
apparently the headers in the new translations are not filled in |
08:58 |
celeron55 |
the old ones have UTF-8 as charset and a proper author and date and whatever |
08:58 |
thexyz |
yes, because those are not "new translations" but minetest.pot copied |
08:59 |
thexyz |
weblate adjust headers as soon as someone touches the translation |
08:59 |
celeron55 |
ok; just let them be then |
09:02 |
celeron55 |
when i do LC_ALL=fi_FI bin/minetestserver, i get |
09:02 |
celeron55 |
bin/minetestserver: warning: could not set default locale |
09:02 |
celeron55 |
11:05:21: ERROR[main]: Could not set numeric locale to C |
09:02 |
celeron55 |
but it doesn't fail |
09:03 |
celeron55 |
shit, i don't even have fi_FI, that explains |
09:04 |
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09:10 |
thexyz |
it works fine on russian winxp for me too |
09:10 |
celeron55 |
by quick testing, it doesn't seem to fail |
09:11 |
celeron55 |
could it be some strange combination of not having UTF-8 locales and not having locales with . as decimal points? |
09:11 |
celeron55 |
or... something |
09:14 |
thexyz |
lua has its own os.setlocale so the workaround for this problem may be to add os.setlocale('C') somewhere |
09:15 |
thexyz |
to the top of builtin.lua maybe |
09:15 |
thexyz |
too bad PilzAdam is not here |
09:17 |
thexyz |
http://pastebin.com/zcQbw7DP |
09:30 |
rubenwardy |
what is wrong with the main loop? |
09:30 |
rubenwardy |
" badly structured main loop (which works well, though). " |
09:35 |
rubenwardy |
also, is there an up-to-date todo list anywhere? |
09:36 |
rubenwardy |
ping: thexyz, celeron55 |
09:37 |
thexyz |
sure there is |
09:37 |
thexyz |
https://github.com/celeron55/minetest/issues?state=open |
09:39 |
rubenwardy |
oh, off course |
09:39 |
rubenwardy |
of |
09:40 |
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09:48 |
thexyz |
celeron55: apparently, it fixes the issue https://github.com/celeron55/minetest/issues/494 |
09:51 |
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09:54 |
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09:54 |
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09:59 |
celeron55 |
thexyz: good |
09:59 |
thexyz |
I'm commiting it then, right? |
10:00 |
celeron55 |
i guess there is no reason not to |
10:00 |
celeron55 |
hmm |
10:00 |
celeron55 |
you might want to ask tforsman to try running the C++ unit tests |
10:01 |
celeron55 |
they test some Settings stuff that should make sure that decimal points work properly in there too |
10:03 |
celeron55 |
actually; the main configuration has so many values with decimal points that tem failing should be surely noticeable |
10:03 |
celeron55 |
them* |
10:44 |
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10:54 |
rubenwardy |
does this go in a .h or a .cpp? http://dev.minetest.net/Mapgen |
11:10 |
celeron55 |
.h, altough you'll probably want to implement stuff like MapgenTest::makeChunk in a .cpp |
11:15 |
rubenwardy |
http://pastebin.com/5BFCXJPv |
11:15 |
rubenwardy |
woops |
11:15 |
rubenwardy |
http://pastebin.com/QypS4ghU |
11:16 |
rubenwardy |
nm |
11:16 |
rubenwardy |
hmmm |
11:16 |
rubenwardy |
11:16:36: ERROR[main]: EmergeManager: mapgen "plus" not registered |
11:16 |
rubenwardy |
Segmentation fault (core dumped) |
11:18 |
celeron55 |
lol, it segfaults if a mapgen is not found? |
11:19 |
celeron55 |
if you add it with registerMapgen("plus", new MapgenFooFactory()), it shouldn't be able to fail that way |
11:20 |
thexyz |
celeron55: have you seen https://github.com/celeron55/minetest/pull/492 yet? |
11:47 |
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12:52 |
celeron55 |
thexyz: what are your opinions on it as-is? |
12:57 |
celeron55 |
i can see some minor details to be fixed, but as a non-player and a non-server-maintainer i can't really judge |
12:59 |
celeron55 |
my main doubts are about security, as it that makes it completely trivial to get many players to connect to anything, not even requiring any "social engineering" |
12:59 |
celeron55 |
-it |
13:07 |
thexyz |
celeron55: isn't that true about any server list done that way? |
13:08 |
proller |
internet is unsecure by design |
13:12 |
celeron55 |
maybe we should try to break client security before taking that into use |
13:13 |
celeron55 |
just to make sure doing it isn't too small a matter |
13:19 |
celeron55 |
there are practically three points that could be exploitable |
13:21 |
celeron55 |
1) the minetest protocol, 2) external libraries handling stuff from the server like libpng and libogg, 3) irrlicht's handling of data coming from the server (models; is there anything else?) |
13:23 |
celeron55 |
1 is probably best handled by just looking through everything for obvious bad data handling (or generating some randomized packets if that much effort is used) |
13:24 |
celeron55 |
2 by looking up the versions commonly built with minetest and seeing if there are known exploits for them |
13:24 |
celeron55 |
3 probably similarly to 1 |
13:44 |
* celeron55 |
is reading through Client::ProcessData() |
13:45 |
celeron55 |
there are way too many older things done with bare indices in here; would be a good investment to convert them to the later stringstream way |
13:47 |
celeron55 |
also, even more than that, there are separetely read and buffered deserializations while later the istream-reading readX() functions were added |
13:48 |
celeron55 |
i refuse to even attempt to try to proofread this 8) |
13:57 |
celeron55 |
looking into 2 now... |
14:02 |
celeron55 |
this isn't particularly convincing |
14:07 |
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14:10 |
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14:16 |
celeron55 |
not too bad, but there's no magic here; overflow bugs have been found in roughly everything |
14:16 |
celeron55 |
irrlicht's model loading code looks like something that could contain many problems without being immediately apparent |
14:17 |
celeron55 |
because there's a lot of it and it isn't in such large use as libpng/jpeg/ogg/vorbis/whatever is |
14:18 |
RealBadAngel |
hi all |
14:18 |
RealBadAngel |
celeron55, will you do something more with main menu layout? |
14:19 |
celeron55 |
i'm quessing we'll have to find the problems in the hard way; i won't be surprised at all if irrlicht or the MT protocol prove easily vulnerable |
14:19 |
RealBadAngel |
coz i noticed lately one thing, when played in full screen. theres no exit to os from menu... |
14:19 |
celeron55 |
RealBadAngel: no i won't |
14:21 |
RealBadAngel |
too bad :( btw i have a problem with rotating textures for nodeboxes |
14:22 |
celeron55 |
i'm not disallowing others from doing it though |
14:22 |
celeron55 |
which should be obvious) |
14:22 |
celeron55 |
+( |
14:22 |
RealBadAngel |
flipping with use size and *-1 to size doesnt work there |
14:23 |
celeron55 |
you can't rotate textures using texture coordinates |
14:23 |
celeron55 |
you have to rotate them using vertex indices or vertices itself |
14:23 |
RealBadAngel |
but when i need flip and rotation too? |
14:23 |
RealBadAngel |
one can have with vertices |
14:24 |
celeron55 |
i don't understand what you are saying |
14:24 |
RealBadAngel |
lemme show you code for regular nodes |
14:25 |
RealBadAngel |
http://pastebin.com/2XguFdB9 |
14:25 |
RealBadAngel |
this is how i made rotations |
14:26 |
RealBadAngel |
vertex part work with nodeboxes, flipping doesnt |
14:27 |
celeron55 |
i don't get what you mean by vertex part and flipping part |
14:27 |
RealBadAngel |
rotations are made with vertices |
14:28 |
RealBadAngel |
flipping with texture size |
14:28 |
RealBadAngel |
tile.texture.pos.Y += tile.texture.size.Y; |
14:28 |
RealBadAngel |
tile.texture.size.Y *= -1; |
14:28 |
RealBadAngel |
this is flip over X |
14:29 |
RealBadAngel |
it does work for texturing regular nodes |
14:29 |
celeron55 |
why do you need to do that |
14:29 |
RealBadAngel |
because of facedir rotations |
14:30 |
RealBadAngel |
some tiles require flip and rotation together |
14:30 |
celeron55 |
why would they |
14:31 |
RealBadAngel |
because it is so |
14:31 |
RealBadAngel |
i havent invented it |
14:32 |
celeron55 |
can't you do a flip and a rotation by using vertices only? |
14:33 |
RealBadAngel |
teoretically i could |
14:33 |
celeron55 |
that might make some backface culling problems, or alternatively your current way does and it wouldn't |
14:33 |
RealBadAngel |
but then texture is not correctly shown |
14:33 |
RealBadAngel |
yes |
14:33 |
RealBadAngel |
i got texture visible inside of cuboid |
14:34 |
RealBadAngel |
and invisible from outside |
14:35 |
celeron55 |
i still don't understand why it might work like that - it would seem natural for it to work right by just rotating vertices |
14:35 |
RealBadAngel |
it doesnt |
14:35 |
celeron55 |
maybe something flips them somewhere hidden from you |
14:36 |
celeron55 |
or maybe you should actually rotate 180 degrees more rather than flipping, or something 8) |
14:36 |
RealBadAngel |
when i do flip with vertices result is ok |
14:36 |
RealBadAngel |
but shown on the wrong side of face |
14:36 |
RealBadAngel |
from inside the box |
14:36 |
celeron55 |
you already said that, why are you repeating it |
14:37 |
RealBadAngel |
to point i tried everythin |
14:37 |
RealBadAngel |
notice im tryin to avoid ^transform |
14:38 |
celeron55 |
anyway, i don't have any solutions to you |
14:39 |
RealBadAngel |
i will ask another way, is texturing nodeboxes any way different than regular nodes? |
14:42 |
RealBadAngel |
there was an issue with coords of boxes, that they have to be sorted |
14:42 |
RealBadAngel |
maybe that is somehow related? |
14:44 |
RealBadAngel |
nvm, i will find out |
14:46 |
RealBadAngel |
btw, somebody would mind if i make texturing every single box not just whole nodebox list? |
14:48 |
RealBadAngel |
thats actually easy to make |
14:50 |
jin_xi |
different testures for each box in a nodebox model? yes, i think that would be nice |
15:02 |
VanessaE |
RealBadAngel: +1000 |
15:06 |
RealBadAngel |
consider it done then |
15:08 |
RealBadAngel |
VanessaE, have you tried my facedir tree? |
15:08 |
VanessaE |
not yet. |
15:09 |
VanessaE |
doing it now. |
15:09 |
RealBadAngel |
pick the lua mod too |
15:10 |
VanessaE |
master branch of your repo? |
15:10 |
RealBadAngel |
you can use it on nodeboxes too, just textures are badly rotated on them |
15:10 |
RealBadAngel |
yes |
15:11 |
RealBadAngel |
i need an idea how to make it work for nodeboxes so good as for regular nodes |
15:12 |
RealBadAngel |
for small nodeboxes its hard to pick proper face to rotate it |
15:12 |
RealBadAngel |
thx to also small selection boxes |
15:13 |
VanessaE |
override the default selection box when using the screwdriver/crowbar then |
15:13 |
RealBadAngel |
selection box is defined with node |
15:15 |
RealBadAngel |
but i can transform it, maybe i can also alter it at all? will have to try |
15:16 |
VanessaE |
RealBadAngel: see pm |
15:34 |
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15:38 |
VanessaE |
is there a particular reason the server no longer prints a mod's missing dependencies to the terminal on failure? |
15:39 |
Calinou |
failed asserts |
15:39 |
VanessaE |
10:34:32: ERROR[main]: The following mods have unsatisfied dependencies: technic |
15:39 |
VanessaE |
ok, it wasn't hard to figure out what it wanted. |
15:40 |
VanessaE |
but why is the engine/server/whatever no longer bothering to tell me WHAT was missing? |
15:40 |
Calinou |
I get failed asserts when having a missing dep when starting a dedicated server :P |
15:40 |
Calinou |
exiting gracefully would be better |
15:46 |
celeron55 |
VanessaE: that's probably done by doserj's mod selection UI changes |
15:46 |
celeron55 |
VanessaE: ask him |
15:46 |
celeron55 |
or whoever that was |
15:46 |
VanessaE |
probably. |
15:56 |
VanessaE |
I'll make a point of mentioning this when I see him next. |
15:58 |
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16:03 |
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16:06 |
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16:26 |
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16:43 |
PilzAdam |
celeron55, http://minetest.net/download.php <- I use mingw too; maybe add that my builds have gettext and ttf support |
17:11 |
celeron55 |
mingw added; i don't really want to flood that page with information so i won't add anything else |
17:12 |
Calinou |
is there any use for links to 0.4.3/0.4.1/0.3.1? |
17:13 |
celeron55 |
dunno; but i consider it good practice because sometimes people do need old versions |
17:13 |
celeron55 |
nothing is more annoying than not being able to get one when you need it :P |
17:14 |
PilzAdam |
Calinou, AFAIK there are still some 0.3.1 server |
17:14 |
VanessaE |
...which is really surprising |
17:14 |
VanessaE |
(redcrab maintains one, madchicken also I think) |
17:14 |
celeron55 |
0.3.1 is a relatively solid game |
17:14 |
celeron55 |
not a good community sandbox, but a game |
17:15 |
Calinou |
redcrab runs a 0.4_20120106 server too |
17:16 |
celeron55 |
it's quite different in philosophy than 0.4; i'd really like it if somebody made an appropriately solid and updated (in the right spirit) fork out of it |
17:16 |
Calinou |
noone goes to that server today :P |
17:16 |
Calinou |
a modless 0.4.4 is pretty much an improved 0.3.1 |
17:16 |
Calinou |
noone forces you to install mods |
17:16 |
celeron55 |
not really |
17:17 |
VanessaE |
well there's the caveat that you'd need a mobs mod and something to re-add jungle trees. |
17:17 |
VanessaE |
if you wanted a 0.4.4 that was at least equivalent to 0.3.x |
17:17 |
Calinou |
I have a simplemobs mod which puts oerkki/rats and DMs back |
17:17 |
Calinou |
still lags like hell most of the time :) |
17:17 |
Calinou |
(I forked pilzadam's simplemobs to remove the dirt/stone/sand monsters, nothing else) |
17:17 |
Calinou |
and celeron55 made a branch which adds jungles and dungeons back (why wasn't it merged?) |
17:18 |
VanessaE |
because moretrees is superior to default jungles ;) |
17:18 |
celeron55 |
because there was so much going on with the mapgen at that time |
17:18 |
PilzAdam |
hasnt hmmmm added mg_flags to readd jungles an dungenons? |
17:18 |
celeron55 |
i might do that some day now (if nobody else does) |
17:18 |
celeron55 |
he did? |
17:19 |
PilzAdam |
https://github.com/celeron55/minetest/commit/97260d09a8e658b6ded7d9100b0aa1040fcfe50f |
17:19 |
PilzAdam |
seems they have no use currently |
17:19 |
Calinou |
what about jungles? |
17:20 |
Calinou |
and when you enable the flag, do they actually generate? |
17:20 |
PilzAdam |
I think forests are jungles |
17:21 |
Calinou |
do they have jungle trees? /P |
17:21 |
PilzAdam |
<PilzAdam> seems they have no use currently |
17:36 |
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19:50 |
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20:23 |
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20:32 |
F00 |
... |
20:33 |
F00 |
With the new physics, going down a ladder with fast move causes 6 damage, doing the same in water does 3 |
20:36 |
F00 |
Knee-jerk fix might be "disable fall damage when swimming or climbing", but then there's still the issue of flying ~10 blocks into the air at the top of the ladder/water |
21:07 |
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21:33 |
hmmmm |
oh yeah i didn't do that yet |
21:33 |
hmmmm |
they have no current use |
21:34 |
hmmmm |
but i know a lot of people liked dungeons and jungles, and they were kind of removed on a whim, so the option for them should at least be there |
22:07 |
VanessaE |
so I guess I should drop them from moretrees? |
22:08 |
VanessaE |
:( |
22:18 |
hmmmm |
sometime later when i actually implement it.. |
22:18 |
VanessaE |
ok |
22:18 |
hmmmm |
there's a ridiculous amount of stuff i need to do |
22:19 |
VanessaE |
maybe by then I'll have tuned the jungle trees to be "just right", and you can use my models :-) |
22:19 |
hmmmm |
one problem at a time. right now it's emergethread. |
22:19 |
VanessaE |
I understand. There's no rush |
22:19 |
hmmmm |
just got home from school, gotta eat, then take a nap, then i'll be able to do something |
22:27 |
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23:41 |
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