Time |
Nick |
Message |
00:18 |
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00:18 |
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00:48 |
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00:49 |
k_hearn |
Hello I would like to contribute, but I am a bit of a gamedev noob |
00:50 |
k_hearn |
I am proficient in C++ and know some Lua to get started |
00:51 |
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00:59 |
NakedFury |
you can help with any of the issues that arent resolved yet. thats what the others might say |
01:00 |
k_hearn |
Is there a specific build/version i need? |
01:00 |
NakedFury |
or if you feel adventurous create any new feature or mechanic. if it works okay and doesnt introduce bugs it will get added. |
01:00 |
NakedFury |
the latest I guess |
01:01 |
k_hearn |
Okay so theres no dev specific version? All comes in same package? |
01:03 |
k_hearn |
Irrlicht? xD I just abandoned Irrlicht for raw OpenGL because it seemed nobody used Irrlicht lol |
01:03 |
NakedFury |
the latest dev version is the most used version by all I think |
01:04 |
NakedFury |
some users make daily builds if something was added, fixed, removed, etc |
01:04 |
NakedFury |
so we are all kept very up to date in that |
01:07 |
k_hearn |
0.4.7 is latest? |
01:07 |
k_hearn |
(Havent played minetest in a while lol) |
01:07 |
NakedFury |
same here |
01:08 |
NakedFury |
classes have me occupied |
01:09 |
NakedFury |
yeah sfan latests build is 0.4.7 |
01:09 |
k_hearn |
What area of programming is your specialty? |
01:09 |
NakedFury |
non |
01:09 |
NakedFury |
hopeful perhaps |
01:09 |
NakedFury |
hopeful that one day I will learn one of them |
01:10 |
k_hearn |
Newer game programmer like myself? (I learned some C++ and a GL first) |
01:10 |
NakedFury |
I can do some basic lua for this game and edit it to satisfy my needs but nothing super fancy |
01:13 |
k_hearn |
So LUA was your first programming language? |
01:13 |
NakedFury |
yes |
01:14 |
NakedFury |
but still at a lvl 1 introduction level |
01:14 |
NakedFury |
I just want to learn so many of them that I end up not reading up on any of them on my free time |
01:15 |
k_hearn |
Similar to myself, but I always do manage to learn quite a lot. I want to learn all of the languages and their APIs quite often |
01:15 |
k_hearn |
What kind of work do you want to do with programming? |
01:16 |
NakedFury |
just games. find a game I enjoy like minetest and contribute to it in coding or mods. |
01:17 |
NakedFury |
studying architecture but learning a programming language can help in that job too |
01:17 |
k_hearn |
Then I would highly recommend going with C++, LUA is a good start for extending your C++ code |
01:18 |
k_hearn |
(Not having to recompile EVERY TIME you make an edit is really useful for when you're in the flow |
01:32 |
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01:34 |
harrison |
recompiling is almost instantaneous if the language is LL1 |
01:34 |
harrison |
which c and c++ are not |
01:35 |
harrison |
i recompile code modules ctrl-s ctrl-h as i code, every line or so, so the compiler flags any errors |
01:48 |
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01:49 |
k_hearn |
Impossible in a big C++ project with 5-10 min compile times lol |
01:50 |
k_hearn |
Which is why scripting languages are so helpful, you can see the results of your code just by re-running the app, or often without even re-running |
01:54 |
k_hearn |
Where can I find up to date compiling instructions for windows? |
01:56 |
ShadowNinja |
k_hearn: Windows installation involves cross-compiling from Linux. Although I beleive BlockMen uses MinGW. |
01:58 |
k_hearn |
CodeBlocks should work? |
01:59 |
k_hearn |
(Codeblocks using MinGW) |
02:05 |
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02:47 |
k_hearn |
Had to uninstall a virus lol |
02:47 |
k_hearn |
Bck |
02:58 |
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09:14 |
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10:19 |
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10:30 |
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10:51 |
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13:08 |
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13:20 |
PilzAdam |
https://github.com/minetest/minetest/pull/940 |
13:20 |
PilzAdam |
I just noticed how helpful that is while trying to help someone with font-issues |
13:31 |
kahrl |
PilzAdam: looks fine; maybe USE_LEVELDB too? |
13:34 |
PilzAdam |
dunno, it gets oboslete when we move to libmtmap |
13:35 |
PilzAdam |
but we should add LuaJIT |
13:36 |
kahrl |
there's no USE variable for LuaJIT though |
13:38 |
kahrl |
(it could be added easily) |
13:38 |
PilzAdam |
should CMAKE_USE_LUAJIT be added too? |
13:39 |
kahrl |
not yet, only when we need it |
13:39 |
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13:39 |
kahrl |
(e.g. USE_GPROF is also only used in cmake and not cmake_config.h) |
13:40 |
PilzAdam |
updated the pull request |
13:41 |
PilzAdam |
oh, I wrote LUAJIT instead of USE_LUAJIT |
13:41 |
kahrl |
was about to ask about that ;) |
13:42 |
kahrl |
otherwise looks good |
13:43 |
PilzAdam |
I merge it then |
13:46 |
nore |
should 6d facedir be added to slabs and trees in minetest_game? |
13:46 |
PilzAdam |
there is a pull request about slabs |
13:46 |
nore |
and trees? |
13:47 |
nore |
btw, will https://github.com/minetest/minetest_game/pull/200 be merged? |
13:47 |
kahrl |
before adding it to default trees the performance impact on a newly generated world should be measured imo |
13:49 |
nore |
kahrl, why? Why could it decrease performance? |
13:49 |
PilzAdam |
https://github.com/minetest/minetest/pull/915 – I prefer my version, though |
13:50 |
kahrl |
nore: I haven't looked a mapblock_mesh.cpp in a while but it used to have some special handling for facedir |
13:50 |
kahrl |
mesh making is one of the main bottlenecks in the engine |
13:52 |
kahrl |
actually, I guess there's no difference |
13:52 |
kahrl |
it simply calls getFaceDir which returns 0 for non-facedir nodes |
13:52 |
nore |
yes, so no difference |
13:52 |
kahrl |
and then does the same thing whether a node has facedir or not |
13:52 |
VanessaE |
kahrl: s/one of//; s/necks/neck/ |
13:52 |
VanessaE |
:) |
13:53 |
kahrl |
VanessaE: I think you'd agree that the non-curl media download is another ;) |
13:53 |
VanessaE |
um, definitely so :P |
14:18 |
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14:19 |
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14:22 |
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14:40 |
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15:07 |
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15:25 |
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15:32 |
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15:51 |
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16:09 |
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16:40 |
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17:44 |
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17:45 |
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18:49 |
kahrl |
what shall we do about all the accumulated pull requests? |
18:49 |
kahrl |
especially those in the 0.4.8 milestone |
18:52 |
VanessaE |
merge and pray? |
18:54 |
kahrl |
well it's not that easy |
18:54 |
kahrl |
for example #923, hmmmm has given valid reasons to be against it |
18:56 |
VanessaE |
hrm |
18:56 |
VanessaE |
if those functions are so speed-critical, why are they in Lua then? |
18:56 |
kahrl |
because a Lua->C call is slower than a Lua->Lua call |
18:57 |
VanessaE |
even after accounting for the actual processing time of the function? |
18:57 |
kahrl |
I haven't done any actual comparisons between vector helpers in C and vector helpers in Lua |
18:59 |
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19:00 |
VanessaE |
I guess we all agreed on #929 already |
19:00 |
kahrl |
I suppose the metatable construction and string comparison in vector.new (which is called from everywhere) might be slow |
19:01 |
kahrl |
there's #925 to fix one of these but it makes vectors a lot less nice to work with |
19:03 |
kahrl |
has #929 been mentioned here at all? |
19:03 |
VanessaE |
yes |
19:03 |
VanessaE |
I guess I better not say too much though lest I end up being wrong |
19:04 |
VanessaE |
last I remember was shadow updating the pull to match what everyone seemed to vaguely agree on :) |
19:04 |
kahrl |
ah it moved out of my lastlog window |
19:06 |
kahrl |
http://irc.minetest.ru/minetest-dev/2013-09-17#i_3324586 |
19:06 |
kahrl |
^ I interpret that as c55 accepting the change to max_users = 15 |
19:07 |
VanessaE |
*nod* |
19:07 |
kahrl |
so that means I can merge it |
19:14 |
kahrl |
back to the vector stuff, instead of inserting assertions everywhere, we could fix the fundamental problem |
19:14 |
kahrl |
which is that we call lua_pcall without a custom error handler |
19:15 |
kahrl |
now adding that error handler has performance implications as well, because it must be pushed to the lua stack before every lua_pcall |
19:19 |
PilzAdam |
kahrl, #936 is fine, but add src/cmake_config_githash.h to .gitignore |
19:21 |
kahrl |
oh, right |
19:21 |
kahrl |
forgot about that because I use a separate build dir |
19:25 |
kahrl |
PilzAdam: fixed and rebased |
19:26 |
kahrl |
do you think it can be merged? |
19:28 |
PilzAdam |
the version string gets cut-off in the pause menu; but I think that its not very important |
19:29 |
PilzAdam |
it can be merged |
19:29 |
kahrl |
yeah the pause menu should probably be redone at some point |
19:29 |
PilzAdam |
BlockMen worked on something, IIRC |
19:29 |
VanessaE |
kahrl: #926 seems reasonable to me |
19:30 |
PilzAdam |
VanessaE, thats why its already merged 12 days ago |
19:30 |
VanessaE |
er 936. |
19:30 |
PilzAdam |
:-p |
19:33 |
PilzAdam |
can someone look at https://github.com/minetest/minetest/pull/915#issuecomment-24245526 |
19:34 |
kahrl |
PilzAdam: I will |
19:34 |
kahrl |
but let me first update http://dev.minetest.net/Releasing_Minetest |
19:39 |
kahrl |
http://dev.minetest.net/index.php?title=Releasing_Minetest&diff=1554&oldid=1347 |
19:47 |
kahrl |
PilzAdam: looks reasonable |
19:47 |
kahrl |
it's better than doing it just for facedir |
19:48 |
kahrl |
(say you want leaves to take param2=1 when placed; you can do that with the generic version, but not with the facedir specific one) |
19:50 |
kahrl |
https://github.com/PilzAdam/minetest_game/commit/d60d68b15d012937c0ad2012af085fe30fe89122#L0R125 should this be >= 20? |
19:51 |
PilzAdam |
hmmm, right, people might use screwdrivers on that |
19:52 |
PilzAdam |
(that was "hmm" as thinking, not the nick) |
19:52 |
kahrl |
he should be used to that :P |
19:53 |
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19:54 |
PilzAdam |
currently you cant use the screwdriver on slaps that are placed before that commit |
19:54 |
PilzAdam |
it could be fixed by adding an ABM that converts the old nodes into the new ones with the proper param2 |
19:57 |
PilzAdam |
but I dunno if its worth it |
19:59 |
kahrl |
I think it should be done |
20:00 |
kahrl |
making behaviour of nodes depend on in which version they were placed is kind of odd |
20:00 |
kahrl |
(when it can be avoided) |
20:01 |
VanessaE |
I did that for moreblocks |
20:01 |
VanessaE |
it turned out to be quite worth it (but then there are a lot more) |
20:02 |
PilzAdam |
offtopic: something is wrong with world selection when I get back to mainmenu; it doesnt select the world I played before |
20:03 |
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20:06 |
kahrl |
PilzAdam: works for me |
20:06 |
PilzAdam |
I got quite a lot of worlds |
20:07 |
kahrl |
I'm using master with a cherry-pick of pilzadam/slabs |
20:08 |
PilzAdam |
hm, works now |
20:08 |
PilzAdam |
maybe I forgot to restart Minetest after compiling after rebase, dunno |
20:10 |
kahrl |
well there's something mean in minetest_game:pilzadam/slabs |
20:11 |
kahrl |
when I try to place a slab on top of another slab, it converts the existing slab into a full block, places a slab on top of that (so far so known) and then eats the whole stack of slabs from my inventory |
20:13 |
kahrl |
(the second placed slab is just a client prediction glitch) |
20:15 |
PilzAdam |
itemstack needs a set_count() |
20:15 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/d60d68b15d012937c0ad2012af085fe30fe89122#L0R142 else you need 3 lines or some string magic to set the count |
20:18 |
PilzAdam |
is there any reason to not add it? |
20:19 |
kahrl |
not really |
20:19 |
kahrl |
but the code you linked, did the old version stop working? |
20:20 |
PilzAdam |
no, it was just an example of what stupid things you had to do in Lua |
20:21 |
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20:22 |
kahrl |
I suppose set_name, set_count, set_wear, set_metadata don't hurt |
20:23 |
kahrl |
what should they do when called on an empty stack? |
20:24 |
PilzAdam |
the same as they would do on a not empty one |
20:25 |
kahrl |
an itemstack with name != "" and count == 0 doesn't exist so far though (ItemStack() prevents that) |
20:25 |
kahrl |
so not sure if there's any code that relies on that |
20:25 |
PilzAdam |
if(item.count==0) item.clear(); in set_count()? |
20:26 |
kahrl |
yeah set_name("") and set_count(0) should behave as clear |
20:26 |
PilzAdam |
what about set_name("this node doesnt exist")? |
20:27 |
kahrl |
I'd say an invalid item, like when you do ItemStack("\"this node doesnt exist\"") |
20:27 |
kahrl |
er, unknown item |
20:28 |
kahrl |
set_wear(x) with x > 65535 should be a clear too I guess |
20:33 |
kahrl |
anyway, there's no ideal way to implement these functions |
20:33 |
PilzAdam |
what about set_wear(-1)? |
20:33 |
kahrl |
convert to 65535? |
20:34 |
PilzAdam |
or 0? |
20:34 |
kahrl |
whatever ItemStack({...wear=-1...}) does is probably best |
20:35 |
kahrl |
the implementation I proposed keeps class invariants (name=="" <=> count==0) but has weak postconditions |
20:35 |
kahrl |
if you simply set the field in the itemstack you have strong postconditions but you lose the class invariants |
20:38 |
kahrl |
itemstack = ItemStack(); itemstack:set_name("default:stone"); itemstack:set_count(42); itemstack is still empty with my proposal |
20:41 |
PilzAdam |
set_wear() gets converted to 65535 |
20:41 |
Exio4 |
unsigned short? |
20:41 |
PilzAdam |
eh, set_wear(-1); thats the same what ItemStack({... count=-1}) does |
20:42 |
kahrl |
if stack:set_foo(x) does the same as t = stack:to_table(); t.foo = x; stack = ItemStack(t); it's at least sort of predictable |
20:43 |
kahrl |
well without changing stack to a new itemstack reference |
20:48 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/1cebd117242c3893e86649e2ed2751d5193c6593 |
20:48 |
PilzAdam |
its possible to get a stack with name="" and count!=0, though |
20:53 |
PilzAdam |
this doesnt behave like the to_table() way |
20:53 |
kahrl |
how? |
20:56 |
kahrl |
metadata should use luaL_checklstring so that NUL doesn't cut off the string |
20:56 |
kahrl |
(I hope all the other places that handle metadata do that as well, not sure) |
21:00 |
PilzAdam |
luaL_checklstring is used nowhere else in Minetests source |
21:00 |
PilzAdam |
where would I get the length? |
21:02 |
kahrl |
oh |
21:02 |
kahrl |
ItemStack(table) calls getstringfield_default which calls getstringfield which first calls lua_isstring and then lua_tolstring |
21:03 |
kahrl |
lua_tolstring is basically the unchecked version of luaL_checklstring |
21:05 |
kahrl |
so: size_t len = 0; const char *ptr = luaL_checklstring(L, 2, &len); if (ptr) item.metadata.assign(ptr, len); else item.metadata = ""; |
21:10 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/dd6980fa092e346d579a537bf1d4c07c680fb7b0 |
21:11 |
PilzAdam |
this has the same results as the to_table() method; so stack = ItemStack(""); stack:set_name("something"); stack:set_count(2); doesnt work anymore |
21:12 |
PilzAdam |
(fixed the comment that said set_name() returns a string) |
21:13 |
kahrl |
tbh I'm not sure if I like that that doesn't work |
21:13 |
PilzAdam |
me neither, but there is no other way to prevent an empty stack not being "empty" |
21:13 |
kahrl |
yeah |
21:14 |
PilzAdam |
here is the version that has the ABM and uses set_stack(): https://github.com/PilzAdam/minetest_game/commits/slabs |
21:14 |
PilzAdam |
it shouldn eat items anymore |
21:15 |
kahrl |
I think the set_* functions can be merged now |
21:15 |
PilzAdam |
I have them in the slabs branch, it would be easier to merge it all together |
21:15 |
kahrl |
oh, right |
21:16 |
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21:18 |
PilzAdam |
with the dummy definition of the uspide_down nodes you see "unknown node" for a second, but IMO its better than the extra time to create the inventory images |
21:19 |
PilzAdam |
also you get visual feedback if all slabs and stairs are converted |
21:21 |
kahrl |
so far this seems good |
21:21 |
kahrl |
maybe a builder could try it out and give some feedback? |
21:21 |
PilzAdam |
VanessaE? |
21:21 |
VanessaE |
hm? |
21:21 |
VanessaE |
oh sorry, wasn't watching |
21:22 |
PilzAdam |
oh, I just noticed that "Longer range and insta-dig in creative" isnt pushed to upstream yet; I could swear I did that already... |
21:23 |
kahrl |
if you have a slab placed in the top half, point to the node below it and try to place the same kind of slab, it doesn't fill in the hole |
21:24 |
kahrl |
not sure if that's intended |
21:28 |
PilzAdam |
added handling for that |
21:29 |
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21:31 |
kahrl |
works |
21:31 |
kahrl |
hmm, the same could be done in the other direction ;) |
21:34 |
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21:36 |
PilzAdam |
ok, I got all cases where pt.above is a slab now |
21:38 |
kahrl |
it's working fine now |
21:39 |
kahrl |
if you want you can merge it or let others test it first |
21:40 |
kahrl |
(I didn't test it with old slabs, for example) |
21:40 |
proller |
fix weather after hmmmm cleanup: https://github.com/proller/minetest/commit/dda672d03988b8c8581ed80b0d1b8eca1fec2014 |
21:41 |
hmmmm |
that just undoes what I did... doesn't actually fix the problem |
21:42 |
proller |
wat |
21:42 |
hmmmm |
my intent was to have it in activateBlock so that it'd calculate it if it wasn't already there on load, no matter if it was generated with weather on or off |
21:42 |
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21:42 |
hmmmm |
for me it doesn't show up as 0 at all, it works as expected |
21:43 |
proller |
0c/0% everywhere expected? |
21:43 |
hmmmm |
no, it's not supposed to be like that, but i don't see the bug you're having |
21:44 |
proller |
try it on loaded world |
21:44 |
VanessaE |
I see 0/0 sometimes. |
21:44 |
proller |
its ok for new generated area, and 0/0 for loaded |
21:44 |
hmmmm |
hmm weird |
21:44 |
hmmmm |
i'll have to look better |
21:45 |
proller |
fix for that - return calc on emerge |
21:45 |
proller |
other part - calc once when weahter disabled without season-daily amplitude |
21:45 |
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21:46 |
PilzAdam |
kahrl, I tested the old slabs -> 6d facedir transition; I merge it now |
21:50 |
PilzAdam |
so, what about insta-dig and a range of 10 nodes in creative mode? |
21:50 |
PilzAdam |
https://github.com/PilzAdam/minetest_game/commit/bb10cb35bd10b2078ec49eee52c21f042c9a875d |
21:51 |
kahrl |
I thought that was merged as well |
21:51 |
kahrl |
shows I don't use creative mode often enough |
21:52 |
PilzAdam |
IIRC I everyone agreed on it, it seems I just forgot to actually push i |
21:52 |
PilzAdam |
*it |
21:52 |
kahrl |
yeah it can be merged, I'd say |
21:53 |
Exio4 |
j20 |
21:53 |
PilzAdam |
dig_immediate cant be overwriten, though |
21:53 |
Exio4 |
oops |
21:53 |
PilzAdam |
should I fix that in the engine? |
21:55 |
kahrl |
hmm |
21:56 |
kahrl |
it's documented in lua_api.txt:652 to work like that |
21:56 |
kahrl |
some people might rely on it |
22:03 |
PilzAdam |
this fixes the hand being faster than wooden and stone axe: https://github.com/PilzAdam/minetest_game/commit/d8f63f4554c054b5185738be06d01b00a4cdcba3 |
22:04 |
PilzAdam |
it makes oddly_breakable_by_hand the speed that is documented in lua-api.txt; it was faster previously |
22:09 |
ShadowNinja |
Does Minetest have a recursion depth limit for modpacks? |
22:09 |
Exio4 |
1 |
22:09 |
Exio4 |
as far as i know |
22:10 |
ShadowNinja |
Nope, I have 2 or three levels, but I just added one and I think it is failing. |
22:11 |
kahrl |
PilzAdam: seems better balanced on a quick test run |
22:11 |
kahrl |
(it always bothered me that the low level axes were useless) |
22:11 |
PilzAdam |
ShadowNinja, the mainmenu cant handle a modpack inside a modpack |
22:12 |
ShadowNinja |
PilzAdam: I know, that is why I use "vim worlds/x/world.mt" for my GUI. |
22:13 |
kahrl |
ShadowNinja: I hope it'll get fixed by 0.4.8 |
22:13 |
ShadowNinja |
Actually the mainmenu crashed last time I tried it. |
22:13 |
PilzAdam |
I think we should disallow modpacks inside modpacks |
22:13 |
kahrl |
why? |
22:13 |
ShadowNinja |
PilzAdam: No, I need them for organization. |
22:13 |
VanessaE |
bbl |
22:14 |
ShadowNinja |
I think I might have forgotten something... |
22:14 |
PilzAdam |
kahrl, because then we have an easy to understand limit |
22:15 |
ShadowNinja |
Right, "touch modpack.txt" IMO folders without a init.lua should be assumed to be modpacks. |
22:15 |
PilzAdam |
and GUIs get easier |
22:15 |
kahrl |
PilzAdam: no limit at all is better |
22:16 |
jojoa1997 |
why would GUI's be easier if you make a modpack limit |
22:17 |
PilzAdam |
has someone tried a symlink in a modpack that links to the modpack? |
22:17 |
PilzAdam |
jojoa1997, 1 indentation step vs. infinte indendatin steps |
22:18 |
PilzAdam |
*indentation |
22:18 |
kahrl |
I assume symlink handling in minetest is pretty broken overall |
22:18 |
kahrl |
e.g. put a symlink in a world directory, try to delete the world |
22:18 |
ShadowNinja |
PilzAdam: We should have a limit to prevent that, but it should be something like 10. |
22:19 |
ShadowNinja |
symlinking to mods/modpacks works. |
22:19 |
ShadowNinja |
I used that to limit the mods on my server before they were added to world.mt |
22:19 |
PilzAdam |
kahrl, a symlink to /root/ would make the world undeletable for users, I guess? |
22:20 |
kahrl |
I think so |
22:21 |
kahrl |
actually it calls rm -r which has proper symlink handling |
22:21 |
kahrl |
so it should just delete the symlink and not try to recurse into it |
22:22 |
kahrl |
now what it does with symlinks on windows is anyone's guess |
22:22 |
PilzAdam |
"symlinks on windows" |
22:23 |
kahrl |
http://msdn.microsoft.com/en-us/library/windows/desktop/aa365680%28v=vs.85%29.aspx |
22:24 |
PilzAdam |
wowowowowow, Microsoft caring about UNIX standards? oO |
22:24 |
PilzAdam |
VanessaE, Id like to hear your oppinion on that before merging: https://github.com/PilzAdam/minetest_game/commit/d8f63f4554c054b5185738be06d01b00a4cdcba3 |
22:26 |
kahrl |
of course they broke it in fun ways |
22:26 |
kahrl |
if you delete a symlink to a directory it deletes the directory |
22:26 |
kahrl |
using del in cmd |
22:31 |
PilzAdam |
oh, actually I messed something up with the times |
22:31 |
PilzAdam |
here is the fixed version: https://github.com/PilzAdam/minetest_game/commit/d5c1105d8fa8ef362707bfd538d29673db215da8 |
22:31 |
PilzAdam |
VanessaE, kahrl ^ |
22:38 |
ShadowNinja |
PilzAdam: Sounds good to me. |
22:43 |
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