Time |
Nick |
Message |
01:14 |
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04:45 |
kahrl |
Exio: I tested it with a variety of keyboard layouts in gentoo linux and it seems to work (I only seem to have layouts in the basic multilingual plane though) |
04:46 |
kahrl |
of course some scripts can't be displayed because the font is missing those characters |
04:46 |
kahrl |
I made it print the numeric character code to dstream to test those, they work |
04:47 |
kahrl |
How about BSD (for example), has it been tested there? |
05:01 |
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05:07 |
* khonkhortisan |
shows up early |
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08:31 |
thexyz |
Exio: sadly, this is ucs-2, not utf-8 |
08:31 |
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09:06 |
kahrl |
thexyz: what exactly is ucs-2? |
09:08 |
thexyz |
kahrl: it's fixed 16-bit encoding |
09:09 |
thexyz |
which obviously cannot provide the full set of unicode symbols |
09:09 |
kahrl |
oops, I know what ucs-2 is |
09:09 |
kahrl |
I was trying to ask what you meant by "this" |
09:09 |
thexyz |
well, he said >what's up with adding the UTF8 support to the console on linux? |
09:10 |
thexyz |
which is incorrect |
09:10 |
thexyz |
anyway, that patch works for me as well |
09:10 |
kahrl |
wouldn't it be ucs-4? |
09:10 |
kahrl |
or utf-32 since those are the same |
09:13 |
thexyz |
wouldn't what be ucs-4? |
09:13 |
thexyz |
wchar_t is 2 bytes on windows afaik |
09:13 |
kahrl |
oh, well wchar_t is 4 bytes on linux (where that patch has any effect) |
09:14 |
kahrl |
but wstrings are serialized into ucs-2, you're right |
09:16 |
kahrl |
so you can probably type and see symbols outside the basic multilingual plane, but they will come out as junk after you submit them |
09:17 |
kahrl |
you won't actually see them because the font doesn't have them afaik |
09:27 |
kahrl |
<rant>wchar_t being 2 bytes on windows is another one of them things that make unicode programming horrible and not fun at all |
09:27 |
kahrl |
unless you write your own wstring class, that basically forces you to treat wstrings as either utf-16 or ucs-16 or add platform specific code |
09:27 |
kahrl |
ucs-2* |
09:28 |
kahrl |
and utf-16 has the disadvantages of both utf-8 and utf-32 combined and none of the advantages |
09:28 |
kahrl |
and of course you still have to treat wstring as utf-32 on linux, adding platform specific code anyway |
09:28 |
kahrl |
</rant> |
09:45 |
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10:18 |
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10:36 |
Exio |
kahrl: it works (without patch or "workaround") for hmmmm |
10:36 |
Exio |
and, aw, didn't know |
10:36 |
Exio |
i just said utf8 because that same workaround is used in the "patched-for-freetype" file :P |
10:43 |
Exio |
but after all, the only thing what it does is get the same behavior that the actual "chat windows" has in the console |
10:50 |
Exio |
also, shouldn't #763 be a "bugfix"? |
10:57 |
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10:57 |
Exio |
http://irrlicht.sourceforge.net/docu/structirr_1_1_s_irrlicht_creation_parameters.html#ac790f1359a357f705bc2a5b24a6cc55d |
10:58 |
Exio |
"only relevant for DirectX" |
11:12 |
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17:40 |
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18:00 |
Taoki |
Think I found a solution to hardware lighting... in theory at least |
18:00 |
Taoki |
http://forum.minetest.net/viewtopic.php?pid=94508#p94508 |
18:01 |
Calinou |
Minetest not MineTest |
18:01 |
Taoki |
Ahh, I did that again :/ |
18:12 |
Taoki |
Anyway, from my understanding the code should be pretty easy, and the shader easy enough. For someone who knows coding enough that is. Thought maybe I can get something done, if someone can at least do the C++ part |
18:13 |
Taoki |
Namely create a MineTest preferences that enables a new shader, sends the param1's of all nodes to it, sends light sources, and disables the existing vertex color lighting. |
18:13 |
PilzAdam |
Taoki, speak to RBA before doing anything, he is working on shaders and hardware lighting too; just to make sure that your things dont conflict |
18:14 |
Taoki |
PilzAdam: Sure thing. Hard to think I'd get anything done by myself as it is :P And great to hear he is, I'll speak to him about it :) |
18:17 |
sapier |
did anyone test the current formspec menu? |
19:02 |
sapier |
guys the menu needs testing its already a 15k changes commit and it's not like scriptapi changes only copy n paste |
19:04 |
thexyz |
okay, what to test? |
19:16 |
sapier |
everything ;-) |
19:17 |
sapier |
1) does it doe everything exactly as old one |
19:17 |
sapier |
2) does modmanager work in lokal mode (install mod via zip |
19:17 |
sapier |
3) does mmdb integration work |
19:20 |
thexyz |
sapier: https://gist.github.com/xyzz/755a7d8a739b3823f66f |
19:20 |
sapier |
what os? |
19:21 |
thexyz |
gentoo x86_64 |
19:22 |
sapier |
what? |
19:23 |
thexyz |
hm? |
19:23 |
sapier |
I'm on wheezy x86_64 |
19:23 |
sapier |
ok much older gcc I suppose what does gentoo use atm? |
19:23 |
thexyz |
https://gist.github.com/xyzz/18fd18da42dfd9ece63e |
19:24 |
thexyz |
4.6.3 in +stable, 4.7.3 in ~unstable |
19:24 |
sapier |
that's no explanation at all debian uses 4.7.2 |
19:24 |
sapier |
did you run cmake before? |
19:25 |
thexyz |
yes, I deleted CMakeCache.txt and rerun cmake |
19:26 |
sapier |
I wonder whats so special neither travis nor my windows env did show any problem like that |
19:27 |
thexyz |
http://sourceforge.net/p/trrntzip/bugs/3/ probably related |
19:28 |
sapier |
seems to be the bug I wonder why this only happens on gentoo ;-) |
19:29 |
kahrl |
https://bugs.gentoo.org/show_bug.cgi?id=383179 |
19:30 |
sapier |
ok so actualy a bug was fixed ;-) a wonder how often compatibility macros need to be added ;-) |
19:32 |
sapier |
ok pushed the fix |
19:37 |
thexyz |
okay, it compiled |
19:38 |
thexyz |
it segfaults after clicking on pretty much anything |
19:39 |
kahrl |
the dynamic_cast problem? |
19:40 |
thexyz |
yes |
19:40 |
kahrl |
Ok, so there is a correlation to running it under gentoo |
19:41 |
thexyz |
? |
19:41 |
kahrl |
I had (have) the same segfaults and I'm using gentoo too |
19:42 |
kahrl |
Haven't had time to investigate yet |
19:42 |
thexyz |
oh |
19:43 |
sapier |
great ... I guess my oppinion about gentoo beeing alpha software isnt only a prejudice |
19:44 |
sapier |
works on ubuntu 12.04/debian wheezy/ winxp |
19:47 |
sapier |
I'd ask for your help to find out what's wrong on gentoo |
19:56 |
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20:44 |
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20:54 |
kahrl |
ok so about the mesh update thread thing |
20:54 |
kahrl |
anyone have any ideas? |
20:54 |
kahrl |
the only place the mesh update thread is started is in afterContentReceived |
20:55 |
kahrl |
and then after that a TOCLIENT_MEDIA message is received and processed |
20:55 |
sapier |
what's wrong there? |
20:55 |
kahrl |
on login, after receiving media: http://pastebin.com/4ctZUC2v |
20:56 |
kahrl |
note that the line numbers are a bit outdated |
20:59 |
sapier |
client is started prior data is completely received so wherever this exception happens that code should be able to handle that |
21:02 |
kahrl |
so the server somehow sends more media than the client requested, or does something else happen? |
21:02 |
kahrl |
I mean the client should not crash when the server does that, but fixing it would just hide the symptoms |
21:05 |
sapier |
does this happen on first login too or only on relogin? |
21:07 |
kahrl |
it happened to me on a first login to VanessaE's server |
21:07 |
kahrl |
wasn't able to reproduce it after that, even after clearing the cache |
21:07 |
sapier |
is game and mesh tread at same prio level? |
21:07 |
kahrl |
that shouldn't matter at all |
21:07 |
VanessaE |
that happens to *everyone* |
21:08 |
PilzAdam |
I had that on VanessaE's server with a cache that only contained minetest_game media, too |
21:09 |
kahrl |
actually I'm not sure it was a first login |
21:09 |
kahrl |
I might have logged on there months before that... don't remember |
21:10 |
kahrl |
of course the selection of mods changed in between these logins if there were multiple |
21:10 |
sapier |
there's a problem in jthread |
21:10 |
VanessaE |
kahrl: indeed, the server' |
21:10 |
VanessaE |
server's set of mods has evolved considerably over the past months |
21:11 |
sapier |
is this bug recreatable? |
21:11 |
kahrl |
sapier, not really |
21:11 |
kahrl |
but it happens often enough |
21:11 |
VanessaE |
not reliably no |
21:12 |
sapier |
maybe we should add traces that tell when a thread is created |
21:12 |
PilzAdam |
sapier, it happened to me when adding a new sound, but when retrying with the same cache it worked |
21:13 |
sapier |
jthread.cpp line 132 is wrong |
21:13 |
sapier |
but i guess thats unrelated |
21:14 |
kahrl |
what about client.cpp:846 |
21:14 |
kahrl |
it sends a media request to the server but doesn't increase m_media_count |
21:15 |
kahrl |
so when the server sends the last file m_media_received_count is already equal to m_media_count or larger |
21:15 |
kahrl |
which means texturesReceived() (<-- that should be called mediaReceived()) might have already returned true |
21:16 |
kahrl |
which tells game.cpp to stop the load loop and call client->afterContentReceived() |
21:16 |
sapier |
do we check if everything is complete by comparing numbers? |
21:16 |
kahrl |
sapier, yes |
21:16 |
kahrl |
and afterContentReceived starts the mesh update thread (possibly too early in a situation like this) |
21:16 |
sapier |
great ... no surprise this is wrong |
21:19 |
kahrl |
do we have a debug.txt of this bug with at least --info level messages? |
21:19 |
kahrl |
I want to grep "Failed to remote-fetch" it |
21:20 |
kahrl |
hmm, not increment m_media_count there seems to be correct |
21:20 |
kahrl |
incrementing* |
21:21 |
kahrl |
since that variable counts both CURL fetched stuff as well as traditional media fetches |
21:22 |
thexyz |
are you sure this didn't happen before that cURL patch of mine? |
21:22 |
kahrl |
I'm not |
21:22 |
kahrl |
VanessaE: any idea? |
21:23 |
PilzAdam |
the only thing I can remember is that it occured first time after 3d model support was added |
21:24 |
sapier |
I guess we shouldn't value "memories" to much they're often wrong |
21:24 |
kahrl |
if this was reproducable we could bisect |
21:25 |
kahrl |
although bisecting with a client+server+large amounts of media would be a pain |
21:25 |
VanessaE |
no idea there, except that while I do have cURL enabled in my builds, I don't have a media server set up. |
21:25 |
sapier |
bisecting doesn't show you what the erorr is ... and if its a bug that old I guess searching the old way is much more easy |
21:26 |
sapier |
I haven't ever seen it and I don't use curl .... might point to curl ... or not |
21:26 |
kahrl |
as long as each commit is decently small bisecting can help narrow the bug down a lot |
21:27 |
sapier |
ok I don't know how much commits like formspec mainmenu are in there ;-) |
21:27 |
kahrl |
it's more likely to be in the ones of that size ;) |
21:27 |
VanessaE |
another new bug I'm starting to see is water flickering between opaque and translucent, even in places where there's nothing around but stone and such |
21:27 |
VanessaE |
(for later) |
21:28 |
sapier |
I've never seen it so I can't help sorry |
21:28 |
kahrl |
VanessaE: I've seen that on kaeza's server, yeah |
21:28 |
VanessaE |
ok so it ain't just me :) |
21:29 |
Exio |
VanessaE: I had that bug about water flickering between opaque and translucent when trying to swim in it |
21:29 |
Exio |
when i'm underwater or outside, "translucent", in the middle => opaque |
21:30 |
VanessaE |
not to change the subject, I just wanted to mention it before I forgot |
21:31 |
kahrl |
it never happens in my singleplayer worlds, so maybe it is some mod that changes water? |
21:32 |
kahrl |
though I don't get why it would flicker |
21:32 |
* VanessaE |
shrugs, don't think so |
21:33 |
Exio |
i always get it in my SP world |
21:33 |
Exio |
maybe we are talking about different bugs :P |
21:49 |
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22:17 |
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23:06 |
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23:07 |
Taoki |
Is it possible to issue a Lua command from the console like any script would? Wanna test a Lua function I'll be adding and it would be much easier that way |
23:08 |
Exio |
make an "eval" mod :P |
23:08 |
VanessaE |
I think worldedit has that feature, Taoki |
23:08 |
VanessaE |
//lua <code here> |
23:08 |
VanessaE |
something like that |
23:08 |
Taoki |
Ok, so the mod needs the feature? |
23:08 |
Taoki |
Thought the console would allow you to simulate any script line |
23:09 |
Taoki |
Ah, or maybe not. Cuz scripts are re-compiled at startup |
23:09 |
kahrl |
Lua can be dangerous to expose to remote clients |
23:09 |
Exio |
s/can // |
23:09 |
kahrl |
worldedit restricts it to users with the server privilege |
23:09 |
Exio |
it is a scripting language.. that can be used for removing files, running other programs and so on |
23:09 |
Exio |
:P |
23:11 |
Taoki |
Ah, yes. Surely that would only be safe to allow in singleplayer |
23:11 |
Taoki |
Else if you run a Minetest server any player could even delete your drive |
23:12 |
Taoki |
From the Minetest world :) |
23:12 |
kahrl |
Worldedit allows it on an actual server too. (though you need the server privilege as I said) |
23:13 |
kahrl |
of course there could be vulnerabilities that allow one to gain the server privilege |
23:15 |
Taoki |
Ouch. That does sound risky |
23:16 |
kahrl |
yeah; I would probably take that out if I ran a public server |
23:16 |
Taoki |
My Structures mod (an alternative to Worldedit from what I can tell) doesn't use console commands, and only a node with a formspec, which I assume is safer. |
23:16 |
Taoki |
I added a privilege requirement for that too though |
23:24 |
kahrl |
Does somebody know a bit about the media code? |
23:24 |
kahrl |
When can it happen that m_media_count == 0 when the Client receives a TOCLIENT_MEDIA message? |
23:25 |
kahrl |
client.cpp:1739 |
23:48 |
VanessaE |
kahrl: tempting fate? :) |
23:49 |
VanessaE |
(note to self, install the crash_kahrl_randomly mod) |
23:50 |
kahrl |
I thought that was already installed :P |
23:50 |
VanessaE |
kahrl: as long as you're on, please pay special attention to your fps around the spawn, particularly how widely it varies over time. |
23:51 |
kahrl |
still downloading... bunch 218/446 |
23:58 |
kahrl |
ok well I didn't get a mesh update thread error this time |
23:58 |
kahrl |
or the error message I might have replaced it with |
23:59 |
VanessaE |
how's your fps here just out of curiosity? |
23:59 |
kahrl |
if I look up, a steady 25 FPS |
23:59 |
VanessaE |
we've noticed something about the way the server and client communicate - the server *can* drag the client's fps down, and hard too |
23:59 |
kahrl |
otherwise between 15-20 FPS, rarely going outside that range |