Time |
Nick |
Message |
00:10 |
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00:34 |
proller |
celeron55, 1cc1b93e65d6d88e20786383cb09caf22a8c6494 - wat? wider_unknown_count always 0 |
00:35 |
proller |
-> active_object_count_wider always = 0 |
00:37 |
proller |
ups, active_object_count_wider not 0 |
01:59 |
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02:24 |
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02:38 |
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03:30 |
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03:30 |
jojoa1997 |
VaneßaE here? |
03:31 |
VanessaE |
yes but last I knew my name was spelled with a double-s, not a sharp-sz. :) |
03:43 |
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08:07 |
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08:47 |
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08:48 |
sapier |
https://github.com/minetest/minetest/pull/890 minetest sometimes crashes completely if a lua exception occurs |
09:16 |
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09:23 |
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09:43 |
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10:40 |
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10:55 |
sapier |
https://github.com/minetest/minetest/pull/891 add backtrace to error function as that stack is gone after lua_pcall finished |
10:56 |
kahrl |
wow, you're just pumping out the pull requests :P |
10:57 |
sapier |
I push what I fix ;-) so it's up to you to decide and merge |
10:57 |
sapier |
"you" meaning "core developers" |
10:58 |
BlockMen |
btw merging, how about #849? |
10:58 |
sapier |
I'm currently preparing mobf for a new release so mt is testet as sideeffect ;-) |
11:01 |
sapier |
is hotbar.png automaticaly replaced by e.g. texture pack ones? |
11:01 |
BlockMen |
AFAIK yes |
11:05 |
sapier |
good :-) |
11:11 |
proller |
https://github.com/proller/minetest/tree/next - lot of unmerged to master pulls |
11:36 |
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11:51 |
kahrl |
sapier: about #891, why only in builtin.lua, not in mainmenu.lua? |
11:52 |
sapier |
hmm I guess I missed that one |
11:53 |
sapier |
did you know we're drawing a full selection box even if only top is visible? ... if you mak it anaglyh you're gonna see the submerged box :-) |
11:53 |
kahrl |
also I suspect it causes the backtrace to be printed twice if error() is called during the initial load of the lua file |
11:53 |
sapier |
maybe but twice doesn't harm none does |
11:53 |
kahrl |
because of loadScript_ErrorHandler |
11:54 |
kahrl |
well we could maybe get rid of loadScript_ErrorHandler |
11:54 |
sapier |
if it crashes without calling error() you'll loose the backtrace completely |
11:55 |
sapier |
as far as I understood error() is a special case because it removes stack |
11:55 |
kahrl |
I guess the cleanest solution would be to pass an error handler to every lua_pcall |
11:55 |
kahrl |
but I don't know about the overhead |
11:55 |
sapier |
I already tried that |
11:56 |
sapier |
the error handler seems to be required to be on stack ... but pushing something on stack prior doing a pcall changes stack offsets for called functions ;-) |
11:56 |
kahrl |
true, you have to be careful |
11:57 |
sapier |
I although tried to pass the int directly while error handler beeing somewhere else on stack but that did fail too |
11:58 |
sapier |
doing the backtrace on error seemed to be the best option without rewriting full api ... but if you find a better solution feel free to do so ;-) |
12:01 |
sapier |
major reason for doing this was serialize crashing and I didn't have any idea where it was called from |
12:02 |
kahrl |
imho if you put this into mainmenu.lua as well it's good enough to be merged |
12:03 |
sapier |
done |
12:05 |
sapier |
lol ... I wonder why selection box anaglyph colors are inversed to everything else |
12:05 |
kahrl |
hmm, very similar commits, very similar commit hashes |
12:05 |
* kahrl |
suspects the hash algorithm might not be very good :P |
12:06 |
sapier |
maybe some padding done due to small commit size :-) |
12:07 |
sapier |
thats crap why is my selection box colored inverse to nodes ?!?! |
12:07 |
kahrl |
screenshot? |
12:10 |
sapier |
http://picpaste.de/pics/anaglyph_selectionbox-Qjt7gP1X.1377432610.png |
12:10 |
sapier |
as you can see the line around the red disortion is cyan |
12:11 |
sapier |
ok wait it's a black border so this might be even correct |
12:15 |
kahrl |
why can't I wget that picture? |
12:15 |
sapier |
I don't know |
12:16 |
sapier |
https://github.com/minetest/minetest/pull/893 fixes anaglyph selection box |
12:16 |
kahrl |
If I use FFFFUUUUU as the user agent I can |
12:17 |
sapier |
:-) |
12:18 |
sapier |
893 fixes a major cause for headaches ;-) |
12:19 |
sapier |
ok I'm back to 2 digit pull requests now I'm gonna have a break ;-) |
12:20 |
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12:22 |
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12:22 |
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12:32 |
proller |
making dev branch: https://github.com/proller/minetest/blob/next_tools/util/next/next.pl#L34 |
12:45 |
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12:46 |
Calinou |
/home/calinou/_VCS/minetest/po/uk/minetest.po:55: Section « msgstr » absente |
12:46 |
Calinou |
when compiling |
12:49 |
thexyz |
oh |
12:49 |
thexyz |
great |
12:51 |
thexyz |
this is precisely why you should use merge |
12:59 |
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13:01 |
thexyz |
Calinou: fixed |
13:02 |
Calinou |
works |
13:02 |
Calinou |
thanks |
13:07 |
thexyz |
oh great, weblate is borked now |
13:09 |
thexyz |
it'll be down for some time |
13:16 |
sapier |
is there any reason why entites are drawn in larger distance than nodes? :-) |
13:25 |
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13:27 |
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13:28 |
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13:34 |
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13:34 |
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13:36 |
ironzorg |
https://boards.4chan.org/g/res/36270769 |
13:37 |
Calinou |
how is that relevant to Minetest development |
13:40 |
ironzorg |
k |
13:45 |
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13:50 |
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14:10 |
thexyz |
so, guys, why is https://github.com/minetest/minetest/issues/763 not fixed? |
14:10 |
thexyz |
I mean, it's been in official minetest build for 3 months and there seems to be no bugreports related to it |
14:10 |
thexyz |
moreover, without the patch applied the game won't even start |
14:11 |
PilzAdam |
thexyz, I already told you a couple of times to push it to master already |
14:12 |
BlockMen |
thexyz, what do you say to #849 ? |
14:14 |
thexyz |
really? I must've been sleeping, I do that sometimes |
14:14 |
PilzAdam |
IIRC you replied that it might cause bugs |
14:14 |
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14:15 |
thexyz |
oh, right |
14:15 |
PilzAdam |
and then I told _you_ that its in the official builds for some time and there werent any bug reports ;-) |
14:18 |
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14:19 |
thexyz |
https://gist.github.com/xyzz/f2f1b7121212eb469ce6 |
14:20 |
thexyz |
PilzAdam: ^ |
14:21 |
PilzAdam |
is a setting really needed here? |
14:23 |
thexyz |
Specifies if the device should use high precision FPU setting. |
14:23 |
thexyz |
This is only relevant for DirectX Devices, which switch to low FPU precision by default for performance reasons. However, this may lead to problems with the other computations of the application. In this case setting this flag to true should help |
14:23 |
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14:23 |
thexyz |
on the expense of performance loss, though. Default value: false |
14:24 |
thexyz |
what if they want performance |
14:24 |
thexyz |
I dunno |
14:24 |
PilzAdam |
add a setting for it if you want, I dont care |
14:27 |
thexyz |
okay |
14:31 |
kahrl |
should we add a label "halfapproved" to pull requests, to mark ones that one dev approved but need another to be merged? |
14:32 |
kahrl |
or "semiapproved" or whatever |
14:32 |
sapier |
halfapproved sounds odd ... what about "final_approvment_pending" |
14:32 |
sapier |
ok too long |
14:33 |
BlockMen |
"dev_checked" |
14:37 |
kahrl |
then when a dev is bored, he could announce "going to merge these dev_checked pull requests: #ABC, #DEF, #GHI", wait a few minutes and then do it |
14:38 |
kahrl |
of course only if those were checked by a different dev |
14:38 |
sapier |
:-) just wanted to mention that ... "ready_to_merge" could be another option ... I know it shouldn't happen devs approve but don't merge ... but it happens |
14:41 |
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14:43 |
PilzAdam |
thexyz, can I run and push updatepo.sh now? |
14:52 |
thexyz |
yeah |
14:57 |
PilzAdam |
done |
14:57 |
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14:58 |
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14:59 |
BlockMen |
devs, what about #849? |
14:59 |
BlockMen |
can it be merged? |
15:00 |
PilzAdam |
yes |
15:00 |
PilzAdam |
if someone else agrees |
15:09 |
thexyz |
updated weblate as well |
15:13 |
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15:13 |
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15:16 |
hmmmm |
#849 looks good, but it could be even better if you were to cache the result of whether or not the hotbar image is present. i already do this for the crosshair image. |
15:16 |
hmmmm |
i hope everybody realizes that TextureSource::isKnownSourceImage() is not free |
15:17 |
hmmmm |
especially when it's being called hundreds upon hundreds of times per second when it doesn't need to |
15:21 |
BlockMen |
hmmmm, you mean like here? -> https://github.com/BlockMen/minetest/blob/master/src/hud.cpp#L66 |
15:21 |
hmmmm |
yes |
15:23 |
BlockMen |
ok, gonna change that |
15:23 |
hmmmm |
thanks |
15:25 |
hmmmm |
oh while you're at it, can you add a space before "of hud element ID " on line 225? |
15:33 |
BlockMen |
sure |
15:41 |
kahrl |
should I push the shapeless crafting fix from yesterday? |
15:42 |
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15:42 |
kahrl |
https://gist.github.com/kahrl/6330631 |
15:45 |
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15:48 |
BlockMen |
done and rebased #849 |
15:50 |
hmmmm |
err, i meant to say to add a space inside of the quotes |
15:51 |
hmmmm |
so it doesn't do "ignoring drawform listof hud element id" |
15:52 |
hmmmm |
also i think you forgot to add hud.h |
15:58 |
BlockMen |
oh, damn |
16:03 |
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16:03 |
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16:13 |
PilzAdam |
kahrl, of course! |
16:14 |
kahrl |
done |
16:15 |
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16:18 |
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16:43 |
BlockMen |
hmmmm, fixed |
16:44 |
hmmmm |
yup, looks good |
16:46 |
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16:46 |
kahrl |
BlockMen: looks good to me as well, I'll merge it |
16:50 |
BlockMen |
ok, thx |
16:54 |
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17:52 |
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17:53 |
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17:56 |
* Taoki[laptop] |
wonders if there's any news on the colored fog & parallax mapping shader. Mostly if theye're in and finished now |
18:09 |
BlockMen |
gettext ignores statements with #,fuzzy. does someone know a solution for that? |
18:10 |
PilzAdam |
translate the string properly and remove the fuzz flag? |
18:11 |
PilzAdam |
+y |
18:15 |
BlockMen |
for every language? |
18:16 |
PilzAdam |
of course |
18:16 |
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18:17 |
BlockMen |
ok, just give me a moment to learn all those :P |
18:32 |
thexyz |
BlockMen: there's `--use-fuzzy` flag for `msgfmt` |
18:32 |
thexyz |
which does what you want |
18:36 |
BlockMen |
thexyz, thx |
18:36 |
BlockMen |
where do i add? |
18:36 |
BlockMen |
*the flag |
18:39 |
thexyz |
BlockMen: src/CMakeLists.txt, line 582 before "-o" |
18:46 |
BlockMen |
thexyz, thx. works |
18:47 |
thexyz |
great |
19:20 |
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19:38 |
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20:20 |
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20:23 |
kahrl |
thexyz: I can do the sha1 filenames, but is there any compatibility support needed? |
20:23 |
thexyz |
don't think it's crucial |
20:24 |
kahrl |
allowing multiple servers will be tougher, because 1) how to set them in the config; 2) I'm not sure if the current httpfetch code does keepalive well when there are different servers |
20:25 |
kahrl |
(others: we are talking about remote_media) |
20:25 |
VanessaE |
comma-separated list, or just put multiple remote_media entries maybe. |
20:26 |
kahrl |
the former would work because you can %-escape commas |
20:26 |
kahrl |
the latter probably wouldn't because of how the settings parser works |
20:26 |
thexyz |
or maybe we need a way to specify remote media server on client? |
20:27 |
thexyz |
most of data will be hosted at minetest-cdn.net and missing files can be served from other remote_media server specified in server's config |
20:27 |
thexyz |
that way it'll be faster even for servers without remote media setting |
20:28 |
thexyz |
so 1) client tries to fetch data from global remote media server (specified in its config) 2) if not found then server's remote_media 3) if not found then the usual slow way |
20:29 |
kahrl |
that might add a lot of useless requests if some server uses a game that isn't represented on minetest-cdn.net |
20:30 |
thexyz |
true… |
20:31 |
VanessaE |
I don't like the idea of defaulting to minetest-cdn.net |
20:31 |
thexyz |
why? |
20:31 |
VanessaE |
no offense, but I prefer to maintain control of what files my server sends to its clients |
20:31 |
thexyz |
um |
20:31 |
kahrl |
VanessaE: I don't either, I thought the idea was to allow the client to specify it |
20:31 |
VanessaE |
(I'm kinda anal like that) |
20:31 |
thexyz |
I assume client verifies sha1 |
20:31 |
VanessaE |
well.. |
20:31 |
VanessaE |
mm |
20:32 |
VanessaE |
I suppose.. |
20:32 |
thexyz |
yes? |
20:32 |
VanessaE |
*shakes head* |
20:32 |
VanessaE |
I guess if it's a client-side setting, that's fine |
20:32 |
thexyz |
well there's a certain problem with client-side setting as kahrl pointed |
20:33 |
VanessaE |
but to have it enabled and defaulted to that server (or any other) feels wrong |
20:33 |
thexyz |
okay, why? |
20:33 |
VanessaE |
thexyz: call it paranoia. |
20:33 |
thexyz |
no, no, explain |
20:33 |
thexyz |
client gets exactly the same files |
20:33 |
VanessaE |
well for starters, there's a lag problem - what if my server's 10x faster than cdn? |
20:34 |
VanessaE |
but that's not the major issue |
20:34 |
thexyz |
yeah, that's possible |
20:34 |
thexyz |
but what's the major one? |
20:34 |
kahrl |
also, there's a privacy problem |
20:34 |
VanessaE |
cdn is guaranteed never to be always up-to-date |
20:34 |
VanessaE |
because it would be pretty much impossible |
20:34 |
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20:34 |
kahrl |
why should minetest-cdn.net get to know whenever someone is playing on a non-public server without a remote_media server? |
20:34 |
VanessaE |
which means no matter what, clients are gonna hit whatever the remote_media URL is that the server they're connecting to has specified |
20:35 |
thexyz |
okay, let's say we have server-side remote_media setting |
20:35 |
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20:35 |
VanessaE |
that much is true too, though I think that's less of a problem (i.e. we can probably trust the admin thereof) |
20:36 |
thexyz |
client-side one was stupid, I agree |
20:36 |
VanessaE |
client hits cdn first, sees "ok, half of these files are out of date". Downloads what it can, then hits the configured URL for the rest, then the server itself |
20:36 |
thexyz |
especially for LAN servers and whatnot |
20:36 |
VanessaE |
three connections instead of two is guaranteed to slow stuff down some |
20:36 |
kahrl |
given the current code it would even try to contact minetest-cdn.net when starting a singleplayer world |
20:36 |
VanessaE |
(assuming they're in series) |
20:36 |
thexyz |
VanessaE: not "out of date" |
20:36 |
thexyz |
they either exist or not |
20:36 |
VanessaE |
well if they don't exist, they're out of date :) |
20:37 |
thexyz |
no, if they don't exist then they don't |
20:37 |
VanessaE |
you get my point |
20:37 |
thexyz |
pretty much |
20:37 |
VanessaE |
"out of date" relative to the mod that supplied the media originally |
20:40 |
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20:44 |
thexyz |
kahrl: regarding this privacy issue, isn't all media cached on client? |
20:46 |
kahrl |
true, although not the first time |
20:47 |
kahrl |
anyway, what would this setting solve that multiple remote_media servers wouldn't? |
20:52 |
thexyz |
kahrl: it will work for any server, even for those without remote_media set; anyway, I too think there're too many flaws in it |
21:14 |
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21:20 |
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21:25 |
kahrl |
thexyz: does this look sensible? https://gist.github.com/kahrl/6336428 |
21:35 |
thexyz |
kahrl: will this work correctly? I'm not sure how featchrequest works, does it only fetch if media file is not fetched yet? |
21:36 |
thexyz |
and why is timeout = 0? |
21:41 |
kahrl |
timeout = 0 because otherwise big files would end up hitting the timeout |
21:41 |
kahrl |
it is setting the connect timeout to 0 as well though, that's a bug and I'll fix it |
21:42 |
kahrl |
the code only fetches the files that aren't in the cache because file_requests only contains those |
21:42 |
kahrl |
I haven't changed it to use the sha1 yet |
21:43 |
harrison |
http://youtu.be/KEMuf86NuPU |
21:44 |
kahrl |
thexyz: is the support for multiple servers mainly meant for reliability, or for load distribution? |
21:45 |
thexyz |
no and no; the problem is when main server doesn't have some media |
21:46 |
thexyz |
(I assume server owners will use minetest-cdn as primary media source and then set up their media server for files that are not present) |
21:46 |
kahrl |
well my code doesn't work in that case |
21:47 |
kahrl |
as in, it falls back to the conventional method instead of another remote_media server |
21:47 |
kahrl |
falling back onto another server means a whole lot more code... |
21:47 |
thexyz |
oh, right, I'm falling asleep already |
21:51 |
thexyz |
how about make HTTPFetchRequest's url a vector of URLs and then make it cycle through them until success? |
21:51 |
kahrl |
I don't want to complicate httpfetch at this point |
21:52 |
kahrl |
it's already complicated enough :P |
21:52 |
kahrl |
I think I'll make a helper class for it in client.cpp though |
21:53 |
thexyz |
okay |
22:03 |
PilzAdam |
the inventory location "player:<name>" seems to only work if you are the player with <name> |
22:06 |
kahrl |
PilzAdam, in formspecs? |
22:06 |
PilzAdam |
yes |
22:06 |
kahrl |
yeah because its contents aren't sent |
22:07 |
PilzAdam |
is there a way to fix that? |
22:07 |
kahrl |
probably but I don't know how |
22:08 |
Exio4 |
about the "main content server", would be having a list of "known sha1(s)" something that could work? |
22:16 |
thexyz |
Exio4: elaborate |
22:17 |
Exio4 |
minetest-cdn having a "knsha1.txt" that lists the sha1 of the files that are there, and remote_media having one too with it, in case some file with X sha1 needed, check where you can get it |
22:18 |
Exio4 |
i don't think i explained properly |
22:18 |
Exio4 |
but more like poorly :P |
22:18 |
thexyz |
how huge would that list be? |
22:18 |
kahrl |
Exio4, thexyz: a bloom filter could be useful |
22:19 |
Exio4 |
thexyz: 256kb? 128kb? |
22:20 |
thexyz |
Exio4: I dunno, I only know that sha1 hash is 20 bytes |
22:20 |
Exio4 |
20+separator (\n) |
22:20 |
thexyz |
Exio4: also, do you want to download this .txt every time client tries to connect to server? |
22:20 |
PilzAdam |
kahrl, I think the problem is that in client.cpp:2584 m_env.getPlayer() is called |
22:20 |
thexyz |
Exio4: no need for separator |
22:20 |
Exio4 |
true |
22:20 |
PilzAdam |
but the client doesnt have a list of players, only the player himself is in the list |
22:21 |
kahrl |
PilzAdam: doesn't he? how does nick completion work? |
22:21 |
PilzAdam |
it gets the playernames when creating the GenericCAO and saves them in env::m_connected_players (or so) |
22:23 |
thexyz |
client could as well POST this list of sha1 hashes to server, then server sends back list of hashes it has |
22:25 |
kahrl |
thexyz: what about the bloom filter idea? |
22:27 |
thexyz |
kahrl: I don't get how's that related |
22:29 |
kahrl |
just put the sha1's into a bloom filter, to test if a given sha1 is available on the server check the bloom filter |
22:29 |
kahrl |
this has a chance to give false positives but the space required for it is much smaller than a full list of the sha1's |
22:30 |
kahrl |
so instead of requesting full_list_of_sha1s.txt you request sha1_bloom_filter.txt |
22:30 |
kahrl |
probably not .txt though |
22:32 |
thexyz |
that's good but I think we don't really need it |
22:33 |
thexyz |
(for now) |
22:33 |
thexyz |
do you think something is wrong with one additional POST request? |
22:34 |
kahrl |
I just think we shouldn't waste bandwidth when we don't have to |
22:34 |
kahrl |
not everyone has unlimited bandwidth on their servers |
22:34 |
thexyz |
well let's calculate it then |
22:35 |
thexyz |
10000 sha1 hashes is 0.19 megabytes |
22:36 |
thexyz |
in the worst case client sends 0.19 megabytes, receives 0.19 megabytes and then downloads 10000 files |
22:37 |
thexyz |
and the server has already sent list of those hashes anyway |
22:37 |
kahrl |
well okay |
22:45 |
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22:47 |
VanessaE |
I'm noticing an odd glitch - my pointer keep re-appearing after a few seconds while playing the game |
22:47 |
VanessaE |
and jitters around when I move/turn |
22:47 |
VanessaE |
keeps* |
22:58 |
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23:23 |
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23:34 |
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23:56 |
VanessaE |
seeing a variable performance improvement in Linux systems by removing the FPS display from the window title bar. Can we please move that to the F5 display (put it next to the 'drawtime' figure) ? |
23:56 |
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23:57 |
VanessaE |
disabling the code that puts it in the title bar gives this guy on #minetest at least a 2x improvement. I see a 10 to 20 percent improvement myself. |