Time |
Nick |
Message |
00:00 |
sapier1 |
now it's "lemme look in chat logs to find some chat where someone told something to be interpreted as approoval" |
00:01 |
kahrl |
I'd be okay with doing that |
00:01 |
ShadowNinja |
While we are on pull requests, does this look good? https://github.com/minetest/minetest/pull/856 |
00:02 |
sapier1 |
and yes I know it's a little bit of work but I guess it's gonna reduce some discussions thus it may be even more efficient |
00:02 |
ShadowNinja |
PilzAdam: ^? |
00:03 |
PilzAdam |
ShadowNinja, this was brought up many times already and my comment doesnt change: pass a pointed_thing to it and call it for objects too |
00:03 |
sapier1 |
think about it kahrl I don't have any problems with decision but I hate it if ppl are frightened about decisions and just go on without deciding anything |
00:04 |
kahrl |
sapier1: I doubt it would help things much, because the problem is getting the approval in the first place, but it wouldn't be a bad thing |
00:05 |
ShadowNinja |
PilzAdam: This is for node protection. Jou just want to check if one particular node is protected. Objects are irrelivant. |
00:05 |
sapier1 |
it helps i case you don't get two approvals at same time |
00:05 |
PilzAdam |
ShadowNinja, why exlude objects from protection mods? |
00:06 |
kahrl |
sapier1: though if a dev says "I approve of commit 2342cafebabe" in the chat, don't nudge him to comment on the pull request, just add a link to the logs |
00:06 |
sapier1 |
PilzAdam if you include objects without any difference this may result e.g. in hostile mobs beeing able to attack players while player can't fight back |
00:06 |
ShadowNinja |
PilzAdam: Because there aren't any mods that protect objects. |
00:06 |
ShadowNinja |
I don't see why you would want to. |
00:07 |
PilzAdam |
ShadowNinja, so you are free to walk into others people houses and steal their dropped items? |
00:07 |
kahrl |
ShadowNinja: protect them from the engine :P |
00:07 |
kahrl |
to avoid it getting duplicated |
00:07 |
PilzAdam |
sapier1, thats the mods fault then |
00:07 |
sapier1 |
no that's a missing feature as interface doesn't differenciate |
00:08 |
sapier1 |
I agree nodes and entities should be handled similar but imho there should be ways to handle them different too if required for some usecases |
00:09 |
ShadowNinja |
PilzAdam: When you drop an item you normally want other users to be able to pick it up. It is used for giving items to other users. There are also other entities that will need to be usable with protection. |
00:09 |
sapier1 |
shadow what about calling a function specified within the entity? |
00:10 |
sapier1 |
e.g. the can interact checks if entity.interact_check is a function interpreting it's return value |
00:11 |
sapier1 |
this way a entity could specify itself if it wants to be handled by interact protection or not |
00:11 |
ShadowNinja |
This can actually already be used that way of you want. Just add if not minetest.can_interact(vector.round(self.getpos())) then return end |
00:11 |
ShadowNinja |
+ To the begining of on_punch. |
00:12 |
ShadowNinja |
In fact the rounding step probably isn't necessary. |
00:12 |
VanessaE |
bbl |
00:12 |
ShadowNinja |
PilzAdam: ^ |
00:13 |
ShadowNinja |
kahrl: What are your thoughts on it? |
00:13 |
kahrl |
ShadowNinja: I don't know anything about protection mods so I can't comment |
00:14 |
ShadowNinja |
Hmmm, sfan5: Are you around to check it? |
00:14 |
sapier1 |
I guess this shows up another problem ... things none of the core developers is used to are difficult to add at all ;-) |
00:14 |
ShadowNinja |
kahrl: How about my bind_address pull? |
00:14 |
sapier1 |
but I need to get some sleep good night guys |
00:15 |
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00:15 |
kahrl |
ShadowNinja: it looked fine last time I briefly looked at it, but I'm not in the state of mind to review it right now |
00:15 |
kahrl |
sorry |
00:15 |
ShadowNinja |
PilzAdam: Can you review it? |
00:16 |
PilzAdam |
ShadowNinja, sry, Im busy with other things currently |
00:23 |
ShadowNinja |
It's hard to get commits merged when you have to bug devs at the right time (when two are available) to even get them looked at. |
00:26 |
kahrl |
I know but there's hardly anything that can be done about that |
00:26 |
kahrl |
except pay someone to be in the right state of mind nine to five, I guess? |
00:27 |
ShadowNinja |
Well we do have donations, but I doubt they would be enough. ;-) |
00:36 |
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03:28 |
kaeza |
it seems the place_schematic function has some problems when emerging/generating non-existing chunks |
03:29 |
kaeza |
sometimes there are lighting errors, sometimes the schematic seems to be partly overwritten by the terrain (or not placed at all) |
03:29 |
ShadowNinja |
kaeza: Same with VM. hmmmm said it was unfixable. |
03:29 |
kaeza |
ah |
03:30 |
ShadowNinja |
Wait, maybe not. |
03:30 |
ShadowNinja |
Do you mean some blocks are entirely air? |
03:31 |
kaeza |
well, dunno what it is, but sometimes the ground "sinks" |
03:31 |
kaeza |
(is that the proper word?) |
03:32 |
VanessaE |
mud reflow. |
03:32 |
kaeza |
even in a flat map? |
03:33 |
kaeza |
hrm |
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11:32 |
BlockMen |
ok, here is what i have done at formspecs so far: you can set a backgroundcolor for each formspec, this backgroundcolor can be drawn over the full screen if wanted, the background-image can be cliped to formspec-size (with offset), the color of item slots can be defined (also different color for mouse hover state), a bordercolor can be drawn |
11:33 |
BlockMen |
https://github.com/BlockMen/minetest/compare/formspec_rework |
11:37 |
nore |
BlockMen, that looks a good idea |
11:40 |
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11:40 |
Vakadavr|2 |
hi all |
11:42 |
BlockMen |
nore, thx |
11:43 |
BlockMen |
also, here is example code (http://pastebin.com/5LwX8hhH) and image(http://i.imgur.com/1vDRTQv.png) to get inventory like this http://i.imgur.com/UnrmevT.png |
11:44 |
Vakadavr|2 |
is there anybody who could help me with minetest unitests? |
11:44 |
kahrl |
Vakadavr|2, simply ask your question |
11:45 |
Vakadavr|2 |
In debug version of minetest TestSocket test is failed |
11:46 |
kahrl |
Vakadavr|2, it is the same problem as https://github.com/minetest/minetest/issues/793? |
11:46 |
kahrl |
is it* |
11:47 |
Vakadavr|2 |
unfortunately no |
11:48 |
Vakadavr|2 |
minetest failed to process bind function |
11:49 |
Vakadavr|2 |
exception thrown in socket.cpp:355 |
11:49 |
kahrl |
does netstat show anything listening on UDP port 30003? |
11:54 |
Vakadavr|2 |
one second, i'll check it |
11:55 |
Vakadavr|2 |
nope, there is no record with 30003 port |
11:56 |
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11:56 |
kahrl |
Vakadavr|2, strange |
11:56 |
Vakadavr|2 |
and i already turn of all firewalls =\ |
11:57 |
Vakadavr|2 |
what's even stranger that in release all ok |
11:57 |
kahrl |
release doesn't run the unit tests unless you pass --enable-unittests on the command line |
11:59 |
kahrl |
BlockMen, didn't somebody make a pull request with a config[] element for options that concern the entire formspec? |
11:59 |
BlockMen |
kahrl, i dont know of one. |
12:00 |
Vakadavr|2 |
yes i know, but if unit test failed shouldn't game run with errors too? ) |
12:00 |
BlockMen |
but beside that celeron55 said i should make it more specific, like bgcolor[] |
12:00 |
Vakadavr|2 |
and sorry if my english is terrible |
12:01 |
kahrl |
Vakadavr|2: your english seems fine |
12:01 |
kahrl |
Vakadavr|2: the game itself uses a different port, which may be the reason |
12:02 |
celeron55 |
it's probably just some sloppines in timing or throughput or something that the unit tests don't like |
12:03 |
celeron55 |
or maybe there's some ipv4/6 problem |
12:04 |
kahrl |
Vakadavr|2: what's your OS? |
12:04 |
Vakadavr|2 |
win 8 |
12:06 |
Vakadavr|2 |
by the way the error is "156: Bind failed: no such file or directory" |
12:07 |
kahrl |
I guess it shouldn't use strerror(errno) there |
12:08 |
kahrl |
something with WSAGetLastError() instead |
12:12 |
Vakadavr |
error n.10049 "Unknown error" |
12:13 |
Vakadavr |
wait |
12:14 |
Vakadavr |
msdn: "Cannot assign requested address." |
12:14 |
Vakadavr |
from here http://msdn.microsoft.com/en-us/library/windows/desktop/ms740668(v=vs.85).aspx |
12:17 |
kahrl |
makes me think your winsock somehow doesn't support ipv6 |
12:17 |
kahrl |
but does that ever happen in windows 8? |
12:19 |
kahrl |
aha! http://forums.codeguru.com/showthread.php?349275-Bind-to-*any*-IPv6-address |
12:19 |
kahrl |
if you don't zero sin6_flowinfo and sin6_scope_id, it apparently something gives WSAEADDRNOTAVAIL |
12:20 |
kahrl |
this problem has been showing up in valgrind for forever but it never seemed to cause any actual problems... until now |
12:20 |
kahrl |
s/something/sometimes |
12:23 |
Vakadavr |
yes! zeroing helps me =) |
12:23 |
Vakadavr |
you are hero ) |
12:23 |
kahrl |
nope just a valgrind devotee :P |
12:24 |
Vakadavr |
it does not matter ) |
12:25 |
Vakadavr |
so one error gone and one appear ) |
12:26 |
Vakadavr |
some trouble with sending package but i will put this problem off until evening |
12:26 |
Vakadavr |
thank you all for your help |
12:28 |
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12:29 |
Vakadavr |
btw should i post some bugreport or something else? |
12:30 |
kahrl |
I'll definitely fix it anyway |
12:31 |
kahrl |
but not until the bind_address pull request is merged |
12:31 |
Vakadavr |
ok |
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15:20 |
ShadowNinja |
Reproducable segfault. Load a singleplayer world that crashes after loading, then load the world again. (Try something like minetest.after(1, function() minetest.crash() end)). Full backtace: http://ix.io/7tM |
15:23 |
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15:25 |
celeron55 |
run it in valgrind |
15:29 |
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15:29 |
proller |
https://github.com/proller/minetest/compare/heat https://github.com/proller/minetest/compare/liquid63 |
15:35 |
ShadowNinja |
bind_address is rebased over master now. |
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15:57 |
ShadowNinja |
I am trying valgrind, but I don't think the world is going to finish loading this hour... (The one that causes this error is my mod world, including technic.) |
16:01 |
PilzAdam |
ShadowNinja, I can not reproduce that |
16:02 |
ShadowNinja |
I also noticed another bug where loading stalls at "Item definitions" sometines. |
16:02 |
ShadowNinja |
PilzAdam: It might have something to do with how I an crashing it or the mods. |
16:03 |
PilzAdam |
I tried assert(0 == 1) and indexing a nil value |
16:03 |
PilzAdam |
fun fact: assert(0) does not crash, 0 is true in Lua |
16:04 |
* ShadowNinja |
knew that |
16:04 |
ShadowNinja |
Loaded! |
16:05 |
ShadowNinja |
FPS=0 We should have support for fractional FPS. |
16:20 |
ShadowNinja |
I guess I got the "Item definitions" freze on this run... |
16:25 |
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16:27 |
ShadowNinja |
Alright, guess I can't reproduce it in valgrind because of the slowness, and things like this should provide more details: ERROR[main]: Something failed |
16:29 |
sapier |
Pilzadam 0 isn't exyctly true but boolean evaluation is defined as nil and false beeing false while everything else isn't false ... of course result is same |
16:54 |
proller |
https://github.com/proller/minetest/tree/next -- test branch with some unmerged pulls |
17:03 |
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17:17 |
sapier1 |
http://postimg.org/image/rvqrkqenr/ this is how the modmanager is meant to look like any comments to this? |
17:19 |
thexyz |
I think the description should be where "Depends" now is, also you don't really need a list of dependencies, just make it a string of deps separated with ", " |
17:20 |
sapier1 |
if I'm gonna make a string next one having 1o depencencys will tell "this is looking ugly" ... so what about removing the deps completely? |
17:21 |
BlockMen |
sapier1, looks good. but why the gap at depends? i would use the same gap like at the image |
17:21 |
thexyz |
maybe |
17:21 |
sapier1 |
yes BlockMan I realized same after posting |
17:23 |
thexyz |
offtopic, but why don't you use freetype? |
17:24 |
sapier1 |
but I can't fix the real modmanager problem as long as kahrl doesn't finish his http async work ... what I planed to do prior he started this task is about 60-90% conflicting depending on his actual implementation |
17:24 |
sapier1 |
I guess because I havent installed the dev headers ;-) |
17:25 |
sapier1 |
and of course using different fonts will disort the gui ... so I want at least default to look ok |
17:25 |
thexyz |
oh |
17:25 |
PilzAdam |
the default is freetyep |
17:25 |
PilzAdam |
*type |
17:25 |
thexyz |
yes, I think it should be freetype |
17:26 |
thexyz |
I guess most distributions package Minetest with this flag enabled |
17:26 |
sapier1 |
if it's default it should at least post a warning on cmake |
17:26 |
thexyz |
so there really no point in using it without freetype (unless you're using different font) |
17:26 |
PilzAdam |
"default" as in: all releases have it |
17:28 |
sapier1 |
"default" is git to some ppl but I don't want to argue again its useless to discuss to some ppl |
17:28 |
thexyz |
"default" is default, not "default to some ppl" |
17:28 |
sapier1 |
btw cmake doesn't tell anything about freetype or not so I can't tell if I have freetype enabled or not |
17:28 |
PilzAdam |
"default" is not defined, thats why I said what I meant |
17:29 |
PilzAdam |
sapier1, cmake . -LH | grep FREETYPE |
17:29 |
sapier1 |
ok it's off |
17:30 |
sapier1 |
and I have freetype headers so minetest default is to turn it off unless you manually enable it |
17:31 |
PilzAdam |
changing freetype and gettext to automatically be enabled when they are present is on the TODO list |
17:32 |
sapier1 |
sane decision ... at least if it's done ever |
17:32 |
sapier1 |
but back to the modmgr gui |
17:32 |
sapier1 |
depends or not or something completely different? |
17:34 |
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17:37 |
sapier1 |
anyone to approove this pull request? https://github.com/minetest/minetest/pull/640 |
17:37 |
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17:39 |
sapier1 |
iqualfragile are you online? |
17:39 |
PilzAdam |
sapier1, why have you closed https://github.com/minetest/minetest/pull/696 ? |
17:39 |
iqualfragile |
sapier1: yes i am |
17:39 |
nore |
sapier1, I would, but I am no core dev... ;) |
17:39 |
iqualfragile |
i was gone for a week, came back today |
17:39 |
nore |
696 was good, too |
17:39 |
sapier1 |
because this needs to be redone as it's go a lot of code duplication and I don't have time to do it |
17:40 |
sapier1 |
no it's not good nore as of code style it's crap |
17:40 |
PilzAdam |
sapier1, then write "Needs to be redone" instead of "Nobody is interested" |
17:40 |
sapier1 |
I can't uploade mobf due to filesize limitation iqualfragile what's the file limit? |
17:40 |
sapier1 |
it's same |
17:41 |
iqualfragile |
thexyz: ^ |
17:41 |
sapier1 |
I don't have any interest in that function anymore and others wont push it ... I won't gonna delete it as I never delete anything so it'll be there if someone wants to use it |
17:43 |
sapier1 |
iqualfragile? :-) whats size limit? :-) is it mentioned somewhere? |
17:44 |
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17:44 |
sapier1 |
Fun fact with freetype enabled I seem to be the only contributor to be visible on credits page without scrolling |
17:45 |
sapier1 |
as of reading did anyone hear of jeija recently? |
17:47 |
thexyz |
iqualfragile: what should size limit be? |
17:48 |
thexyz |
MOBF.SAPiER.r00 … |
17:48 |
sapier1 |
minetest doesn't support multifilemods by now |
17:48 |
thexyz |
sapier1: how much do you need? |
17:49 |
sapier1 |
it's 8.4 mb right now but I'd not have a problem to split it up as it's a modpack I just need to know what limit is set |
17:50 |
PilzAdam |
thats almost 6 times bigger than minetest_game |
17:51 |
thexyz |
filesize limit is being decided right now right here! |
17:51 |
thexyz |
100 mb should be fair, right? |
17:51 |
thexyz |
oh, no, 4k texture packs… |
17:51 |
sapier1 |
mobf contains lots of models minetest_game doesn't |
17:52 |
sapier1 |
is there a way to set per user filesize limits? |
17:52 |
PilzAdam |
thexyz, for mods 100 mb should be enough |
17:52 |
thexyz |
okay |
17:52 |
sapier1 |
e.g. ppl that have legitimate reason to add bigger mods/texturepacks need to ask for increasing their limit first? |
17:52 |
iqualfragile |
sapier1: nobody heard of jeija, he just disappeared some while ago |
17:53 |
thexyz |
you think someone will need more than 100 mb? |
17:53 |
nore |
I heard him say he preferred real electronics and was not interested in minetest anymore |
17:53 |
iqualfragile |
yes, 100 mb should be enought for any mod, especialy as mods should try to integrate with the default texturepack |
17:54 |
iqualfragile |
hmm… he could at least said goodbye |
17:54 |
sapier1 |
I'm fine with 100mb too ... maybe this is even too big for mods ... but I guess it's more common for texture packs |
17:58 |
proller |
sapier1, ! auto name creating broken! |
17:58 |
proller |
when you try connect to server without name |
17:58 |
sapier1 |
what happens? |
17:58 |
proller |
error message |
17:59 |
sapier1 |
that's fine? |
17:59 |
proller |
no, name must be auto created like Guest1234 |
17:59 |
sapier1 |
oh you're not talking about the servername |
18:00 |
proller |
no, player name |
18:00 |
proller |
with fresh install |
18:00 |
sapier1 |
hmm it should create a name itself unless you delete it on purpose |
18:01 |
proller |
1583 menudata.name = std::string("Guest") + itos(myrand_range(1000,9999)); |
18:01 |
proller |
but doesnt work |
18:01 |
PilzAdam |
these guest autonames should be removed |
18:02 |
proller |
PilzAdam, why ? |
18:02 |
PilzAdam |
proller, https://forum.minetest.net/viewtopic.php?id=6213 |
18:03 |
PilzAdam |
basically people should choose a nick themselves, to identify them |
18:03 |
sapier1 |
lol 1583 is plain wrong it should set playername not menudata.name |
18:04 |
proller |
ok, but it must show error with input for name |
18:05 |
sapier1 |
of course not a big deal to add it |
18:07 |
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18:09 |
proller |
or not error, just window with input, and continue to join game on press ok |
18:10 |
thexyz |
sapier1: should work now |
18:16 |
sapier1 |
https://github.com/minetest/minetest/pull/884 |
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18:23 |
sapier1 |
thexyz thx it's working |
18:39 |
Sokomine |
hmm. rollback_check either takes (almost) forever, crashes my client, and/or crashes the server... |
18:40 |
Sokomine |
any new developments wouldn't even help there - not without redcrab returning :-( |
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