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IRC log for #minetest-dev, 2013-05-19

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Time Nick Message
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00:18 PilzAdam is anyone against this? https://github.com/PilzAdam/minetest/commits/modsystem
00:18 Jordach nope.avi
00:19 Exio i actually like the current "way"
00:32 PilzAdam Exio, what dont you like in the new system?
00:32 Exio having to edit a file instead of just "cp"
00:33 Exio or how are new mods (not in the list) managed?
00:33 iqualfragile they are ignored
00:34 PilzAdam yea, now you need to: cp && echo "load_mod_$(name) = true" >> world.mt
00:34 iqualfragile but otherwise it would get reeealy hard to write a modmanager
00:34 PilzAdam its just better to disable it by default to not mess up other worlds
00:35 Exio hm
00:37 PilzAdam we already kinda have decided to do it like this, now only the code needs to be reviewed
00:41 PilzAdam Ill guess I merge it tomorrow
00:41 PilzAdam -ll
00:43 hmmmm back
00:43 Exio wb
00:44 hmmmm anyway, doesn't seem like the texture visual preloading is more than 200ms slower with the menu drawing
00:44 hmmmm it's just that i wasn't used to seeing the progress like that and it seemed slower
00:44 hmmmm also it was about a second slower because i was watching a video at the time
00:44 Exio hehe
00:45 hmmmm as for the stuttering, i'm still looking at that
00:47 hmmmm i probably shouldn't bother... the last time i tried to track down a stuttering regression i didn't manage to find it
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01:05 sapier1 ok abusing irrlicht tab as buttons seams to work
01:06 Jordach seems*
01:06 sapier1 VanessaE could you check if new menu size fits your requirements? (size lock is still missing so plz window mode only) game and modmanager are not adjusted
01:06 sapier1 grr ... I wonder how often I'm gonna make this mistake again
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03:26 hmmmm anyway
03:26 hmmmm https://github.com/kwolekr/minetest/commit/45efa66e54a0db558b97ec8326a5827ed5819816
03:26 hmmmm about time i got this done
03:27 hmmmm before i push this to upstream, i need somebody who gets the warnings to test it and see if there are any more to deal with
03:32 kahrl btw delete NULL is a no-op so the ifs in ~Ore are redundant
03:50 hmmmm i see
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03:54 kaeza VanessaE, around?
03:54 kaeza woops wrong channel. sorry
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07:10 hmmmm yeah... it might be something with the meshmaking, i don't know
07:11 hmmmm at c824abd7b2e199d9c7e3dcc2839a28275f4120f2, map starts emerging immediately and i don't notice as significant stuttering
07:17 hmmmm and at 2c09e8a84cac653b85bba3c85d781e24b5d6f4f8 the problems are there
07:18 hmmmm also i've noticed that when i enter a game on this commit, i sometimes get a crash
07:18 hmmmm it seems random, and it's in GUIChatConsole::GUIChatConsole
07:28 hmmmm i can't really figure it out, but it seems like m_font->getDimension(L"M"); is segfaulting with an address of 0... perhaps getDimension() is the thing that's NULL?
07:28 hmmmm i think my debugging environment might be screwy, but that's what it says from the watch anyway, and i can't see the disassembly because it won't let me jump to rip for whatever reason...
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07:32 hmmmm indeed, it crashed at call qword [rax + 0x08], and it seems like getDimension is the 3rd virtual function in IGUIFont
07:33 hmmmm is this the infamous F10 bug?!
07:35 hmmmm rax was 1 at the time of the crash, not 0..
07:36 hmmmm i don't really know where this heap corruption might be happening
07:36 hmmmm later
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12:34 kahrl hmmmm: I believe the segfault you were talking about was fixed in 587e7b299b
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13:24 sapier ok another best version ever https://github.com/sapier/minetest/tree/next_gen_main_menu ... i18n is still missing ... imho we need a generic solution available to mods too
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13:33 sapier sfan5's mod is only half way as it does only support internal strings (at least if I understand correctly what he does there
13:35 sapier imho we need something in between kaeza's internalization and sfan5's localization mod ... maybe the two of them can join forces?
13:35 iqualfragile it think it would be desirable to have a stringtable.lang file
13:36 iqualfragile wich contains a basic pair
13:36 iqualfragile i.e.
13:36 iqualfragile msgmoney: Geld
13:37 kaeza iqualfragile, like this perhaps? https://github.com/VanessaE/homedecor/blob/master/locale/es.txt#L10
13:37 sapier hmm I'd prefere something like:
13:37 sapier table_de_DE['origstring'] = "localizedstring"
13:38 PilzAdam sapier, the logo in the credits tab jumps out of the formspec in fullscreen
13:38 sapier oops :)
13:39 sapier it's not a bug but a feature?
13:39 PilzAdam and the game filter buttons should be always in the bottom left corner too
13:39 sapier that's an issue I can't fix
13:39 sapier at least not without major changes to formspec
13:40 sapier imho this is nothing mission critical and can be fixed later if it's really that important
13:40 PilzAdam well, then place them somewhere where they dont fly in the middle of the screen in fullscreen
13:40 PilzAdam maybe always directly under the formspec
13:41 sapier they are at exactly same position as in window mode
13:41 sapier moving them will break overlays in window mode if this can be accepte I'll do it
13:41 PilzAdam it looks misplaced in any other resolution
13:42 sapier so either break overlay or accept it ... the only possible choices I see atm
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14:03 sapier PilzAdam i fixed the moving image ... as well as some other elements not beeing used by now that might have been moving in fixed size mode too
14:24 RealBadAngel one thing left to solve and i think i will release bumpmapping patch
14:25 RealBadAngel http://i.imgur.com/jnH8qDX.png this is 256x sphax texture pack with shaders
14:26 RealBadAngel and this is Haven TP: http://imgur.com/a/v2cwx#0
14:31 sapier looks quite interesting
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15:22 hmmmm alright i found the precise commit where the regression happens, 81c863ac4df1530123ef7952713623dadb049bec
15:25 hmmmm i have a feeling that the problem is somewhere around game.cpp:1055
15:26 Jordach hmmmm, which problem is this?
15:26 hmmmm the one where it takes 4-5 seconds to start seeing any blocks load (in multiplayer, at least)
15:26 Jordach yup, that's been my bugbear
15:27 Jordach sometimes, with great enough cpu load, it still happens
15:27 Calinou if someone can fix the 30-second-lag thingy, please do
15:27 Calinou it happens on servers with good hardware, it is a software issue
15:29 PilzAdam anyone objects to merge the mod system change now: https://github.com/PilzAdam/minetest/commit/45fcc9de29de762e8dde20a50db4a3184c830e42 ?
15:35 PilzAdam I guess I merge it then
15:37 Calinou +1
15:37 Calinou less complicated
15:44 PilzAdam is it worth to write something in the forum? or write it in the 0.4.7 release topic?
15:44 Calinou write it in release topic
15:45 Calinou maybe we could use a "News" forum section ;)
15:46 PilzAdam thats actually a not so bad idea
15:46 PilzAdam of course only moderators should be allowed to open new topics in it
15:47 hmmmm how could the person who wrote this not notice such a huge problem
15:48 Calinou you can disable mods per-world
15:48 hmmmm and pilzadam, you as the one who committed it, how could you not notice the regression as well?
15:48 Calinou the functionality is the same
15:48 Calinou or, are you talking about the lag regression
15:48 hmmmm i don't know anything about a "lag regression"
15:48 PilzAdam hmmmm, what exactly is the problem?
15:48 hmmmm i'm talking about the noticable, 4,-5 second delay in between the time you start the game and blocks start appearing
15:48 hmmmm see above
15:48 Calinou <hmmmm> alright i found the precise commit where the regression happens, 81c863ac4df1530123ef7952713623dadb049bec
15:49 Calinou ah that
15:49 Calinou it is lag, that's all
15:49 Calinou try typing a command and see
15:49 hmmmm you call that lag?
15:49 Calinou yes
15:49 Calinou when I join servers, typing something like /l takes 5 seconds to reply "invalid command"
15:49 Calinou = 5 second lag
15:49 Calinou servers affected with that bug
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15:49 PilzAdam hmmmm, you mean the grey screen after the loading screen?
15:50 hmmmm yes, that's what i mean
15:50 PilzAdam I also had this before, especially on slow servers
15:50 Calinou ^
15:50 hmmmm that's not the same at all
15:50 hmmmm do you ever play singleplayer?  just wondering
15:51 PilzAdam I mostly play singleplayer
15:51 hmmmm how could you not notice a 5 second delay in singleplayer after there had been none
15:51 Calinou I do, but I never notice that bug
15:51 Calinou well, lemme try with latest git
15:51 * PilzAdam reverts the commit
15:51 hmmmm don't bother, i found the exact problem
15:52 Calinou k
15:53 hmmmm ah
15:53 hmmmm you don't notice it if menu clouds are enabled
15:53 hmmmm my bad guys
15:54 hmmmm i guess it wasn't as obvious as i thought
15:55 RealBadAngel looks like i finished the code for bumpmapping
15:55 sapier guys I hate it if you commit changes to files gonna be removed it's a mess to rebase code in this case
15:56 PilzAdam sapier, :-( sorry
15:56 RealBadAngel http://imgur.com/a/1qsCu#0
15:57 Jordach RealBadAngel, much much better
15:57 PilzAdam hmmmm, the grey screen seems to have the same duration with or without menuclouds
15:58 hmmmm i already have it fixed
15:58 hmmmm i know precisely what the problem was and all, and yes, there was a problem despite what you see
15:58 RealBadAngel im going to clean the mess now and prepare a commit
15:58 PilzAdam hmmmm, well, commmit then, Im curious
15:58 * iqualfragile too
16:00 hmmmm compiling
16:01 sapier PilzAdam could you have a try of favorites list with current version? I added string checking for invalid formspec chars but I'm just guessing what's wrong in your case?
16:01 hmmmm what is this
16:02 hmmmm do i need to update minetest_game too?
16:02 PilzAdam yes
16:02 PilzAdam common is dropped
16:02 PilzAdam all mods are moved back to minetest_game
16:03 PilzAdam you now should have only minetest_game and minimal in games/
16:03 hmmmm and should i have nothing in mods?
16:03 hmmmm for some reason i have the full set of default mods in mods/
16:03 hmmmm not really sure when that happened
16:04 PilzAdam sapier, completly mess; when I start Minetest, I get a black screen with loading bar then it turns grey, and  "C++ exception" in the console
16:05 hmmmm works great
16:05 sapier wow can you post error message?
16:06 PilzAdam sapier, it just says "Error from Lua"  and "C++ exception"
16:06 sapier do you have any local modifications?
16:07 sapier I renamed game.* to engine.* in order to avoid name confusion to games
16:07 hmmmm https://github.com/minetest/minetest/commit/f577facf79729a03bb274a27c9f50f0092cd3a40
16:07 sapier that's what happened to me when I had a mixed version
16:07 hmmmm moral of the story is to NOT FREAKING CALL SERVER/CLIENT STEPS WITH A DTIME OF 0 IF TIME HAS ACTUALLY PASSED
16:08 hmmmm anyway.
16:08 sapier do you miss time compression and reversal support hmmmm ? ;-)
16:08 hmmmm pilzadam, did you check out that other commit?
16:08 hmmmm sapier, huh?  what do you mean
16:09 PilzAdam "that other commit"?
16:09 hmmmm https://github.com/kwolekr/minetest/commit/db077b603bf015e9292695a381767e65a5bf32b0
16:09 sapier :) "it has to be finished yesterday"
16:09 hmmmm I need someone who gets the warnings to compile that for me and tell me if i need anything else
16:10 PilzAdam will try it
16:10 hmmmm thx.
16:10 hmmmm paste all of the warnings you get
16:13 PilzAdam https://gist.github.com/PilzAdam/5608117
16:14 hmmmm wow you know that's a really pedantic warning setup you've got there
16:14 PilzAdam do you want a log without grep?
16:14 PilzAdam thats the default setup
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16:14 hmmmm oh
16:14 hmmmm nah that's okay
16:15 PilzAdam well, the Noise warnings are gone now
16:15 hmmmm it just seemed like there were a lot more warnings than there actually were because you grepped it
16:15 hmmmm all of the dtor warnings should be gone
16:15 hmmmm completely
16:16 PilzAdam its good
16:16 hmmmm alright
16:16 Exio hmmmm: did you try compiling it with clang?
16:16 hmmmm nope
16:16 hmmmm i never really figured out how to correctly switch compilers with cmake
16:17 hmmmm changing the cache contents is pretty hackish and it doesn't work 100%
16:17 hmmmm does it still give warnings with clang or something?  tell me before i push this to upstream
16:17 Exio i just did rm -rf build; mkdir build; cd build; CXX=clang++ CC=clang cmake ..
16:17 Exio nope
16:17 Exio but it throws other warnings
16:17 hmmmm what are they?
16:17 Exio what you may want to fix in just one commit
16:17 Exio cadoth.net/~exio4/mt/build.clang.log
16:18 Exio er, add http :P
16:18 PilzAdam hmmmm, changing the cache is not hacky at all
16:18 PilzAdam thats pretty much what you do with cmake -Dsomething=something
16:18 hmmmm when i did that, it failed to compile due to some color undefine thing
16:19 Exio i use a "special" build directory for being able to do rm -rf and start from "scratch" :P
16:19 Exio special directory = ./build
16:21 hmmmm struct class..
16:21 hmmmm i'll fix all those warnings up in a different commit
16:21 Exio kk
16:21 hmmmm none of them are particularily related to what i just did though
16:22 PilzAdam hmmmm, rename the commit to "Make PilzAdam's compiler happy"
16:22 hmmmm and pushed
16:22 Exio lol
16:23 hmmmm lol
16:24 hmmmm pilzadam, for minetest_game, it'd be nice if we started splitting the files into separate things instead of one huge init.lua
16:24 PilzAdam yea
16:24 hmmmm ideally, init.lua should just be a bunch of include directives...
16:24 Exio is there any reason of why is there a big "mod" for all of that stuff?
16:25 hmmmm ??
16:25 Exio default seems big
16:25 rubenwardy Compared to a ores mod, a wood mod, a tools mod, a environment mod
16:25 PilzAdam Exio, c55 already said that is wasnt a good decision
16:25 PilzAdam but we cant change it without breaking dependencies
16:26 sfan5 sapier: "sfan5's mod is only half way as it does only support internal strings" what are external strings?
16:26 hmmmm if we were doing this over from scratch, then i guess it would be a good idea to split them up like that
16:26 Exio having compatability can be done with making a virtual-default-mod with aliases and making it have the "splitted" names like rubenwardy said
16:27 Exio very dirty and "hacky"
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16:32 Exio wasn't https://github.com/minetest/minetest/pull/727 already merged?
16:32 Exio as for the commit i saw a bit ago for fixing that - at least
16:37 PilzAdam someone really needs to fix run_tests(); I got it failing 8 times in a row
16:38 hmmmm that was on my list of things to do
16:38 hmmmm but let's face it, it's not really that critical
16:42 sapier sfan5 e.g. I need to replace arbitrary text at any given position not only within register functions
16:44 PilzAdam https://github.com/PilzAdam/minetest_game/commits/split
16:44 sfan5 sapier: i'll work on that
16:45 sfan5 CMake Error at /home/stefan/mt-build/build/c55/minetest-minetest-93474c4/build/cmake_install.cmake:63 (FILE):
16:45 sfan5 file INSTALL cannot find
16:45 sfan5 "/home/stefan/mt-build/build/c55/minetest-minetest-93474c4/mods/minetest/mods_here.txt".
16:45 sapier sfan5 I'd support you as I don't want to write an additional i18n for formspec menu I think it'd be just crazy doing so much double work
16:46 PilzAdam sfan5, https://gist.github.com/PilzAdam/5608210
16:47 PilzAdam that should fix it
16:47 sfan5 then push that to minetest/minetest
16:48 PilzAdam done
16:48 sapier could someone plz write a single core modmanager? it's just crap to have all mod information dirstributed throughout many components
16:49 PilzAdam sapier, the only thing a mod manager has to do is place mods in $path_user/mods/ and write load_mode_<name> = <true/false> to world.mt
16:50 sapier no I need dependency information to recreate the configure world dialog ... depends on is easy but "is required by" is a lot of parsing work
16:51 sapier and I don't see any core component capable of telling me
16:53 PilzAdam so, is everyone fine with the init.lua split?
16:53 Calinou +1 for splitting the default mod init.lua in many parts, if that's what you're talking about
16:53 Calinou crafting recipes, nodes/items/tools
16:54 PilzAdam Calinou, https://github.com/PilzAdam/minetest_game/commits/split
16:54 Calinou IMO any mod should use a separate file for crafting recipes ._.
16:54 Calinou makes things much cleaner
16:54 Exio better than nothing
16:54 * Exio git pulls minetest and splits it in various mods :P
16:55 Exio _game
16:58 hmmmm hmm
16:58 hmmmm to suppress that dumb "comparison is always true" warning, we'll add -Wno-type-limits
17:02 iqualfragile i have pulled the latest version from git
17:02 iqualfragile put all the lines into world.mt
17:02 iqualfragile moved the mod to basedir/mods
17:02 iqualfragile minetest now tells me
17:02 iqualfragile 18:56:42: ERROR[main]: The following mods could not be found:  <allmymods>
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17:04 PilzAdam hmmmm, mapgen doesnt leak anymore; just checked with valgrind
17:05 hmmmm great
17:07 hmmmm just wondering, does anybody know what the exact procedure is for changing a CMakeLists.txt?
17:07 hmmmm do you need to delete CMakeCache.txt every time you change something there?
17:10 kahrl my personal voodoo method: if it changes something about external libraries, remove the build directory and restart; if it adds or removes in-project source files just run make
17:11 hmmmm nevermind, it didn't work because my compiler doesn't have it
17:11 hmmmm cc1: error: unrecognized command line option "-Wno-type-limits"
17:11 hmmmm so basically i'm stuck with this until i update to freebsd 10
17:12 kahrl where does that warning come from?
17:12 hmmmm type limit warnings are only activated when -Wextra is specified according to the gcc docs
17:12 hmmmm but i get it all the time
17:13 hmmmm you guys who are using a more recent gcc, do you get -Wtype-limits all the time?
17:13 kahrl I don't see it in PilzAdam's or Exio's logs
17:13 hmmmm well i also saw -Wuninitialized in PilzAdam's logs once
17:13 hmmmm which is also activated with -Wextra
17:14 hmmmm so am i really the only person who sees the constant "comparison is always false due to limited range of data type" warnings?
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17:15 kahrl I don't
17:17 iqualfragile nevermind
17:27 sfan5 sapier: L.get added to Localisation
17:28 kahrl When I first start a world it loads all addon mods. It does this until I configure the world (even if I click cancel), then it loads no addon mods. Intended?
17:29 PilzAdam no
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17:32 kahrl oh! 45fcc9de29 only changed guiConfigureWorld.cpp but it didn't change the corresponding code in mods.cpp
17:33 PilzAdam just fixing it
17:45 PilzAdam is it ok if I clean the code in server.cpp up that prints missing mods in the same commit?
17:47 RealBadAngel https://github.com/RealBadAngel/minetest
17:47 RealBadAngel if some1 wanna try shaders, code is here
17:48 kahrl PilzAdam: I'd say ok
17:48 RealBadAngel i will upload some texture packs in a few minutes
17:48 PilzAdam I also write all mods that are not world.mt with load_mod = false in world.mt, so its easier to edit the file without the GUI
17:49 kahrl sounds good
17:49 Exio RealBadAngel: what about changing the name of shaders? as a cleanup for "test_shader_X"
17:49 kahrl and shouldn't have any bad side effects with the new mod semantics
17:50 kahrl Any objections to this? Otherwise I'll push it after PilzAdam pushed his fix https://gist.github.com/kahrl/5608391
17:51 RealBadAngel Exio, i can make it later on. i will work with shaders for a long time
17:51 Exio kk
17:53 PilzAdam kahrl, done
17:53 PilzAdam kahrl, what does your patch do?
17:54 kahrl it fixes a problem that Exio's clang noticed
17:54 PilzAdam its good then
17:54 kahrl if you set num_emerge_threads to a value larger than 1 the emerge threads are called "EmergeThread" "mergeThread" "ergeThread" ... and probably segfault at some point
17:54 Exio haha
17:55 Exio that is the bug!
17:55 Exio VanessaE had it in his log
17:55 Jordach her*
17:55 Exio er
17:55 Exio yes
17:55 Exio but don't say anything or i'll get killed! ;P
17:56 PilzAdam Exio, *it
17:56 PilzAdam +s
17:56 Exio wut
17:56 PilzAdam *VanessaE had it in its log
17:56 Exio ah
17:56 PilzAdam "she" is reserved for bots
17:57 Exio x
17:57 Exio er, fails
17:57 Exio i think i'll shutup for now
18:04 hmmmm [01:54 PM] <kahrl> if you set num_emerge_threads to a value larger than 1 the emerge threads are called "EmergeThread" "mergeThread" "ergeThread" ... and probably segfault at some point      <----- yeah i know, that's a warning i was going to fix
18:04 RealBadAngel https://github.com/RealBadAngel/sphax256
18:04 hmmmm I guess to fix that i'd have to do something like (std::string("EmergeThread") + id).c_str()?
18:05 RealBadAngel heres texture pack with normal maps
18:05 hmmmm or i could just use sprintf
18:05 PilzAdam hmmmm, see the latest commit in minetest/minetest
18:06 hmmmm does that actually work?
18:06 hmmmm we're both assuming that "" + is being treated as concatenation to a std::string
18:06 * VanessaE pokes PilzAdam with a gender-inappropriate pronoun.
18:07 Jordach munt?
18:07 hmmmm i don't really understand when C++ treats a string literal as a char [] or a std::string
18:07 kahrl literals are always char arrays
18:07 hmmmm then how could + itos(id) possibly work
18:08 kahrl itos returns a std::string
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18:08 hmmmm i see
18:08 hmmmm and does log_register_thread take a std::string or a char *?
18:08 hmmmm i honestly forget
18:09 kahrl std::string
18:09 hmmmm this part of C++ is a ghetto, i really wish string handling was consistent
18:09 kahrl const std::string& to be precise
18:09 PilzAdam hmmmm, -> Java
18:09 hmmmm or how about C
18:09 hmmmm if i were doing this project from scratch, i'd choose C
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18:14 iqualfragile i would choose python
18:14 Exio i hope that was a joke
18:15 kaeza <lamefun> JavaScript
18:15 Exio HTML5*
18:16 kahrl if I was starting a project like this and I was Notch I'd choose Java
18:18 kahrl is there no block sandbox game written in COBOL yet?
18:18 hmmmm there's a more obscure block game that was started with freebasic
18:18 hmmmm but then they saw the light (or really, the problems) and switched to C++
18:20 hmmmm it's been in development for a while and they don't have as much progress as say, we do, but they have some nifty features like saving block differences only, servers can be linked together to form a single coherent realm, etc.
18:22 hmmmm anyway i think it'd be really easy to do and we'd save a lot of space, if we save only blocks that had been modified since generation (instead of saving _only_ deltas of blocks)
18:22 hmmmm which would of course break minetestmapper ..but wouldn't be too much of a problem if it were moved into the core like we were discussing one day
18:23 iqualfragile linking servers together would be nice
18:23 hmmmm it's very complicated though
18:23 kahrl hmmmm: is the mapgen fast enough to make that feasible?
18:24 hmmmm kahrl, definitely
18:24 hmmmm map generation is way faster than loading blocks from the db
18:24 hmmmm for me loading a block takes about 30-40ms, whereas generating 5x5x5 blocks takes 100ms
18:25 kahrl but you would still have to make a lookup to see if you need to generate a block
18:25 kahrl not sure how long that lookup would take
18:25 hmmmm less time, of course, but long enough that you'd like to avoid it
18:26 hmmmm i was thinking what if we maintained a bitmap for blocks existing in the db
18:26 hmmmm on initial map load, it's read
18:26 PilzAdam mods like flowers (wich grow) would change many blocks
18:26 hmmmm yeah :/
18:26 kahrl unless they use DecorationDef
18:26 PilzAdam so just flying over a block would probably modify it
18:26 kahrl oh you mean growing
18:27 hmmmm also i stopped calling it DecorationDef
18:27 hmmmm it's just Decorations
18:27 hmmmm don't really get what the point of appending the def onto things is
18:27 PilzAdam there could be a Lua method to not mark the block as modified when adding a node
18:27 PilzAdam but maybe thats not a good idea
18:27 hmmmm eh, let's work out details when we're actually doing it
18:28 hmmmm right now this is idle chitchat about a feature that's far off
18:28 PilzAdam "Decorations" could be anything, while "DecorationDef" indicates something in the code
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18:54 sfan5 ‮hello khonkhortisan
18:55 PilzAdam sfan5, are you sure that this is the correct channel?
18:55 sfan5 no
18:57 PilzAdam any objections: https://github.com/PilzAdam/minetest/commit/bc66f4632372e62be53f3b61cd5cc4a82ee44741 ?
19:01 sfan5 PilzAdam: seems fine
19:34 hmmmm how would you fix the -Woverloaded-virtual on clientobject.h:58/activeobject.h:64?
19:34 hmmmm they're both public in scope, so it's not exactly hidden
19:35 iqualfragile a warning called onderland shoud be added
19:36 hmmmm I think i'll be able to fix this by adding virtual bool getCollisionBox(aabb3f *toset); to ClientActiveObject's definition
19:36 hmmmm but i need someone with clang to check
19:38 hmmmm ah nevermind i was able to do it
19:44 hmmmm why is pos in EnvRef::l_add_item not used?
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19:58 hmmmm found a potential bug; environment.cpp:2176 - the 3rd mapnode there is the same as the second, so it never gets the damage of lava from the head
20:01 ShadowNinja Hmmmm: Confirmed.
20:01 hmmmm ...confirmed?
20:01 hmmmm what did you confirm
20:02 ShadowNinja The potential bug. I have noticed it.
20:02 hmmmm oh
20:04 ShadowNinja Is there a plan to merge the scriptapi split soon? And when?
20:07 hmmmm i don't know
20:07 PilzAdam hmmmm, this is not a "potential bug", its already well known; everyone just thought that damage_per_second only applies to the bottom part of the player
20:07 hmmmm people are leaving it up to me to decide it seems
20:07 hmmmm well whatever, i'll fix it
20:07 PilzAdam also checked the fix, works fine
20:07 PilzAdam (i.e. change p2 to p3)
20:08 Exio thexyz / celeron55, (offtopic from here - but), what about making #minetest-delta +if #minetest-dev? ( /msg chanserv set #minetest-delta mlock +if #minetest-dev should do the trick )
20:13 PilzAdam hmmmm, https://github.com/minetest/minetest/issues/168 is this still up to date?
20:13 hmmmm not valid at all anymore
20:14 PilzAdam closed
20:14 PilzAdam sapier, do all your memory leak fixes also fix this: https://github.com/minetest/minetest/issues/142 ?
20:15 hmmmm obviously it does
20:18 Exio https://github.com/minetest/minetest/issues/177
20:21 Exio hmmm
20:23 sapier PilzAdam yes this was root cause for doing the memory fixes
20:23 hmmmm grr...
20:23 VanessaE so it's my fault? ;)
20:24 hmmmm fix warnings on one compiler, get errors on another compiler
20:24 VanessaE oh wait, wrong one
20:24 Exio haha
20:24 Exio i think https://github.com/minetest/minetest/issues/143 can be closed
20:25 Exio the time passes perfectly for me, with clang
20:26 sapier lol clicking that link crashew conqueror :-)
20:28 hmmmm does anybody have objections to adding -Wno-overloaded-virtual?
20:28 hmmmm (for clang only)
20:33 PilzAdam does this suppress warnings?
20:35 ecube wat?
20:36 ecube sorry, wrong window
20:36 Exio didn't https://github.com/minetest/minetest/issues/218 got "fixed" by sapier very 'recently'?
20:36 PilzAdam its not sure if it was fixed
20:37 PilzAdam it may be a side effect of it
20:38 Exio hmmmm: what about this https://github.com/minetest/minetest/issues/364?
20:39 Exio this can be closed, https://github.com/minetest/minetest/issues/517 i think
20:39 PilzAdam the duplication "outside" of the map still happens
20:40 PilzAdam done
20:40 Exio kk
20:44 Exio https://github.com/minetest/minetest/issues/457 "fixed"
20:47 hmmmm pilzadam, obviously
20:48 hmmmm whenever you have -Wno, that suppresses it
20:48 hmmmm exio, mapgen v6 isn't supposed to have any visible changes at this point, further enhancements to v6 are supposed to go into indev
20:48 Exio ah
20:48 Exio kk
20:48 hmmmm anyway
20:48 PilzAdam I dont know if suppressing warnings is good
20:49 hmmmm i believe minecraft does vary the depth by perlin noise like he says
20:49 hmmmm pilzadam, this one is
20:51 PilzAdam yea, do it if you think its good
20:52 PilzAdam btw, do you want a mingw build log?
20:52 PilzAdam (cross compiling to windows)
20:52 hmmmm not really
20:52 Exio more warnings!
20:58 ShadowNinja Now that common has been removed I think this should be merged https://github.com/minetest/minetest/pull/599 it should allow minetest_mods = common...
20:59 PilzAdam actually the plan was to remove all support for the common system
21:01 ShadowNinja Why? It causes redundancy.
21:01 iqualfragile now that PilzAdam has nothing to do: https://github.com/minetest/minetest/pulls
21:01 iqualfragile ShadowNinja: no, it does not
21:01 iqualfragile the new system is to put all the mods into mods/
21:01 iqualfragile and then enabe them from the wordls
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21:02 Exio so, in case it is going to get "deleted", close that pull request?
21:02 ShadowNinja Ah, so a game is basicaly just game.conf and menu/?
21:03 ShadowNinja Sounds good.
21:03 PilzAdam ShadowNinja, the plan is that all minetest_game similiar games will be just mods
21:03 PilzAdam <ShadowNinja> Ah, so a game is basicaly just game.conf and menu/? <- no
21:03 PilzAdam so all games that would use mods from minetest_game should consider to be mods instead
21:04 PilzAdam e.g. a build mod
21:06 ShadowNinja So you use world.mt to basically build your own game?
21:06 PilzAdam you could see it like this
21:09 Exio https://github.com/ChicoTeam/minetest/commit/0e31a0bae8ba2b4d7e84e9c64710c71bedeee79d
21:15 Exio is this https://github.com/minetest/minetest/issues/177 valid somehow?
21:16 PilzAdam VanessaE, ^
21:21 VanessaE I don't think that's valid anymore
21:22 VanessaE haven't seen it in a long while.
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21:31 ShadowNinja This can be closed https://github.com/minetest/minetest/issues/726 does everyone like the set_node_as idea?
21:34 Exio i wonder
21:35 Exio wouldn't be that https://github.com/minetest/minetest/issues/664 caused by removing the * BS in https://github.com/minetest/minetest/commit/df3c925b3ccae3bdba125e6dc3ecc740739baeab#L4R2068?
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22:10 Exio oh, nvm
22:22 PilzAdam anyone wanna test this? https://github.com/PilzAdam/minetest/commits/wieldchange_animation
22:23 PilzAdam ist basically this https://github.com/minetest/minetest/pull/702 rewritten without the issues
22:23 PilzAdam *its
22:24 PilzAdam the only thin that needs to be tested is the animation speed
22:24 PilzAdam +g
22:28 Exio it seems ok for me
22:41 PilzAdam just tested it a bit and it seems to be not annoying
22:48 PilzAdam so, anyone against pushing?
22:49 ShadowNinja Sounds good to me.
23:11 PilzAdam guess I push it hen
23:11 PilzAdam +t
23:28 PilzAdam tested this: https://github.com/minetest/minetest/pull/701
23:28 PilzAdam anyone against it?
23:30 iqualfragile joined #minetest-dev
23:43 PilzAdam I merge it then
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