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12:28 |
rubenwardy |
The new news section is in the wrong place |
12:28 |
rubenwardy |
I think I should be next to unofficial engine dev |
12:28 |
rubenwardy |
and call the category "Game Development" or something |
12:29 |
rubenwardy |
or at least put it above other languages or below bugs |
12:29 |
rubenwardy |
Also, [0.4.7] Common Drop --> [0.4.7] Common Dropped |
12:42 |
PilzAdam |
the news section is not only about the engine but also about minetest_game |
12:42 |
PilzAdam |
putting it in the engine section would be wrong |
12:43 |
rubenwardy |
Thats why I said renaming it to Game Dev |
12:44 |
PilzAdam |
its good like it is currently |
12:44 |
rubenwardy |
It looks out of place, I think gen disc should be first. But oh well |
13:12 |
PilzAdam |
anything against this: https://github.com/minetest/minetest/pull/473 ? |
13:12 |
celeron55 |
i think the news forum section is spot-on |
13:23 |
RealBadAngel |
PilzAdam, nothin against it |
13:23 |
RealBadAngel |
hi all |
13:23 |
VanessaE |
PilzAdam: seems okay to me |
13:24 |
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16:20 |
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16:22 |
sfan5 |
wow! I wonder why someone hasn't made a server flood attack on minetest like that before; I spent 15 and I now have a fully working server flood script... |
16:23 |
sfan5 |
*15 minutes |
16:30 |
Jordach |
sfan5, someone has been doing it to wazuclan and VanessaE's server |
16:30 |
sfan5 |
IK |
16:31 |
sfan5 |
woops, caps |
16:31 |
Jordach |
actually, rapid logon from one IP should be denied |
16:32 |
sfan5 |
If celeron hadn't pushed his max players patch to master some time ago, everyserver woud've been screwed |
16:47 |
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17:29 |
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17:32 |
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17:53 |
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17:53 |
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18:29 |
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18:31 |
PilzAdam |
sapier, https://gist.github.com/PilzAdam/5627044 |
18:34 |
sapier |
configure window for world does exist? |
18:35 |
PilzAdam |
well, it doesnt work then |
18:35 |
sapier |
do you have an error message? |
18:36 |
sapier |
hmmm wonder what went wrong there again it did work not long ago :-/ |
18:43 |
sapier |
argh almost half of this errors are result of one single change to preserve world selection |
19:02 |
sapier |
hmmm the mouse wheel issue isn't as easy to fix |
19:02 |
sapier |
it's a focus issue if you have textlist selected e.g. by moving slider mousewheel works |
19:03 |
sapier |
but escape button won't work to exit anymore |
19:17 |
celeron55 |
the way irrlicht GUI system handles events is retarded |
19:18 |
sapier |
the irrlicht gui system itself isn't really up to date |
19:18 |
celeron55 |
it doesn't default to passing them to parents like any reasonable system would |
19:49 |
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19:51 |
kahrl |
I think a solution would be to go into MyEventReceiver::OnEvent, check for EMIE_MOUSE_WHEEL, and set the focus to the hovered element |
19:52 |
sapier |
as I said if you set the focus to the listbox you'll stopp esc key from working unless you add another workaround there ;-) |
19:53 |
kahrl |
well that would have to be fixed anyway |
19:53 |
kahrl |
since the user can set the focus without using the wheel already |
19:53 |
sapier |
atm focus is reset to main form after each event (forgot slider event by now) to make esc work |
19:54 |
sapier |
this focus reset is done by all other active elements in formspec menu too |
19:54 |
sapier |
so fixing one issue caused other |
19:55 |
kahrl |
umm |
19:55 |
sapier |
the only correct way would be create a new class inheriting listbox and passing events to parrent |
19:55 |
kahrl |
how do you type things into edit boxen then? |
19:55 |
sapier |
good question |
19:57 |
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19:59 |
sapier |
keys don't seem to be a gui event |
20:00 |
sapier |
I guess problem is listbox catching keys too ... but i didn't check this assumption in irrlicht code |
20:04 |
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20:20 |
kahrl |
I just tried the lua mainmenu branch and it crashes (a) when switching to another main menu tab (b) when clicking the Enable Damage or Creative Mode checkbox (c) in-game when opening the pause menu or inventory |
20:21 |
kahrl |
(a)+(b) crash at the dynamic_cast lines in guiFormSpecMenu |
20:21 |
kahrl |
(c) crashes in guiEngine.cpp:250 |
20:21 |
sapier |
in game? |
20:22 |
kahrl |
after loading a world |
20:22 |
sapier |
I haven't changed anything in pause menu |
20:22 |
sapier |
inventory hmm might be related to guiFormSpecMenu changes |
20:23 |
kahrl |
in (c) a MenuQuit event from a guiFormSpecMenu is involved somehow |
20:24 |
sapier |
250 is reading mainmenu lua stack ... this doesn't exist within game anymore .. .wonder how this can be called in game |
20:29 |
kahrl |
not sure if they help much but here are some backtraces: http://paste.dy.fi/ZZh |
20:33 |
kahrl |
can you reproduce some of them? |
20:34 |
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20:35 |
sapier |
no not a single one |
20:35 |
kahrl |
damn |
20:35 |
kahrl |
wonder what is different about my setup then |
20:35 |
sapier |
I've pushed a small change that might help ... I thought this would be done implicitly .. it's not wrong in any case so maybe it helps |
20:36 |
sapier |
what do you do in inventory? on open or at a specific action? |
20:36 |
kahrl |
it happened when I pressed 'I' |
20:36 |
kahrl |
so on open |
20:37 |
sapier |
ok i think I got this one |
20:37 |
sapier |
wonder why it didn happen just before |
20:38 |
kahrl |
tested d35e8efb9b and everything still crashes the same way |
20:38 |
sapier |
what the hell ... all of these thins should be deleted already |
20:42 |
RealBadAngel |
furhter experiments with different kinds of surfaces: http://imgur.com/a/Eq09o#13 http://imgur.com/a/Eq09o#114 |
20:43 |
RealBadAngel |
http://imgur.com/a/Eq09o#14 |
20:43 |
RealBadAngel |
114 is a typo ;) |
20:53 |
sapier |
is there any way to disable the self tests in debug mode? they fail almost every second time |
20:55 |
kahrl |
--disable-unittests |
20:56 |
sapier |
is there any good reason for tests to fail that often? |
20:56 |
kahrl |
and yes that happens to me too (that's why there is argc=2 in my backtraces) |
20:56 |
kahrl |
I would that particular test should be changed or disabled by default |
20:56 |
kahrl |
would say* |
20:59 |
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21:01 |
sapier |
wooo ... I wonder why I didn't have this problem for so long it's quite a ugly mistake |
21:01 |
sapier |
I think I've fixed it ... at least it didn't crash for about 10 tries now |
21:02 |
sapier |
but I discovered two new issues :-/ |
21:03 |
sapier |
not related to the fix |
21:05 |
kahrl |
looks like (c) is fixed now, awesome :) |
21:05 |
sapier |
deletion order was completely messed up ... wonder why this ever did work at all :-) |
21:06 |
sapier |
is the inventory message missplaced for you too ? |
21:06 |
kahrl |
yes |
21:06 |
sapier |
:-) most likely result of changes required to create fixed size formspecs |
21:07 |
sapier |
inventory isn't shown in mainmenu :-) |
21:08 |
sapier |
I wonder why the dynamic cast crashes for you |
21:09 |
sapier |
I could use a c cast at this location but in this special case the dynamic one should be a lot more safe |
21:10 |
kahrl |
I know I haven't given much information but I don't know what to look for |
21:10 |
kahrl |
shame that you can't reproduce it, would be so much easier probably |
21:11 |
sapier |
what os do you use kahrl? |
21:11 |
kahrl |
gentoo linux |
21:11 |
sapier |
any special action to trigger a+b? |
21:11 |
kahrl |
to be precise: Linux 3.6.11-gentoo #2 SMP Tue Jan 29 01:52:47 CET 2013 x86_64 Intel(R) Core(TM) i5 CPU 760 @ 2.80GHz GenuineIntel GNU/Linux |
21:11 |
sapier |
so nothing special |
21:12 |
Exio |
gentoo user |
21:12 |
kahrl |
clicking on a tab or checkbox triggers it |
21:12 |
* Exio |
highfives kahrl |
21:12 |
kahrl |
gentoo is awesome :D |
21:12 |
sapier |
checkboxes and tabs work for me :-/ |
21:12 |
sapier |
what gcc are you using? or clang? |
21:13 |
kahrl |
yeah I assumed you tested those already ;) |
21:13 |
kahrl |
gcc (Gentoo 4.6.3 p1.11, pie-0.5.2) 4.6.3 |
21:13 |
sapier |
a quite comon one too |
21:13 |
RealBadAngel |
anybody have something against i rename shaders test 1,2,3 to lights, liquids, alpha? |
21:13 |
jojoa1997 |
not me |
21:14 |
kahrl |
btw changing test.cpp:1455 from 50ms to 100ms seems to make those test failures disappear for me |
21:15 |
Exio |
RealBadAngel: "lights"? |
21:15 |
Exio |
hmm, shouldn't it be something like "solid"? |
21:15 |
RealBadAngel |
test_shader1 is mostly bout light |
21:15 |
sapier |
hmmm sleep usualy isn't a good way to solve errors :-) |
21:15 |
PilzAdam |
RealBadAngel, singular |
21:15 |
RealBadAngel |
but solids too |
21:16 |
PilzAdam |
"liquid", "alpha", "light" |
21:16 |
kahrl |
yeah but that test already works that way, I'm just fiddling with the values ;) |
21:16 |
Exio |
i'd change it to solid |
21:16 |
Exio |
as it can do more than light.. |
21:16 |
RealBadAngel |
i also would like to change slightly the way shaders work |
21:16 |
Exio |
(i already have some basic-blur-as-fog-replacement locally) |
21:16 |
RealBadAngel |
by now theyre selected to work on the type of surface |
21:17 |
RealBadAngel |
i would like to make them produce effects |
21:17 |
RealBadAngel |
which can be gathered in one final shader |
21:18 |
kahrl |
that doesn't sound "slightly" :P |
21:18 |
RealBadAngel |
because now its getting slightly insane when i have to disable/enable/select the shader to operate |
21:19 |
kahrl |
if that is possible it sounds like a good idea, otherwise for n bool settings you'd need 2^n shaders |
21:19 |
RealBadAngel |
it sounds more dangerous than it really is kahrl |
21:19 |
RealBadAngel |
one main shader with logic |
21:19 |
RealBadAngel |
and others that do tasks |
21:20 |
RealBadAngel |
and sum the colors at the end |
21:22 |
kahrl |
it's worrying that UDP messages over the loopback interface sometimes take over 100ms to be delivered, if I interpret this right |
21:22 |
RealBadAngel |
i saw that solution in terasology code |
21:23 |
kahrl |
maybe for singleplayer UDP shouldn't be used (use an in-process message pipe instead)? |
21:23 |
kahrl |
over 50ms* |
21:23 |
Exio |
how do pipe works in windows? |
21:23 |
kahrl |
I don't mean a pipe provided by the OS |
21:23 |
Exio |
ah |
21:23 |
kahrl |
something coded directly in minetest |
21:23 |
Exio |
in-process message |
21:23 |
Exio |
sry :P |
21:24 |
Exio |
RealBadAngel: what is done in the test_shader_2? btw |
21:25 |
Exio |
i mean, you can rename it to light2 :P |
21:25 |
RealBadAngel |
liquids |
21:25 |
RealBadAngel |
by now all shaders are (i think) copy of one that made lights |
21:26 |
RealBadAngel |
and specialized for surfaces |
21:26 |
Exio |
the lighting is done inside the shaders when they are enabled |
21:26 |
RealBadAngel |
yup, and each shader is "affected" with same light code |
21:27 |
Exio |
lets say |
21:27 |
Exio |
in the same way it can't if you code some shaders (for saying, the lighting in liquids would apply different because, hmm, reflection or refraction( |
21:28 |
RealBadAngel |
reflection is a texture |
21:28 |
RealBadAngel |
it doesnt have anything to do with lights |
21:28 |
RealBadAngel |
refraction neihter |
21:29 |
Exio |
hmm |
21:29 |
jojoa1997 |
reflection is good |
21:29 |
RealBadAngel |
i do have code for both of those effects |
21:30 |
Exio |
i just wanted to say, light effects |
21:31 |
RealBadAngel |
well, i lied a bit that they dont need light |
21:31 |
Exio |
ik |
21:31 |
RealBadAngel |
they do, but not such as we do have atm |
21:31 |
RealBadAngel |
such pieces need sun position |
21:34 |
RealBadAngel |
we need the sun moving on the celestial sphere |
21:35 |
RealBadAngel |
so not only the time (0-1) but sun/moon pos (x,y,z) |
21:35 |
RealBadAngel |
on fixed sized sphere with disabled z-buffer |
21:47 |
sapier |
ok fixed inventory help too ... kahrl I still can't reproduce your dyncamic_cast crashes ... can anyone else reproduce it? |
22:03 |
sapier |
sun moving? :-) back to middle age? *fg* |
22:12 |
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