Time |
Nick |
Message |
00:17 |
VanessaE |
ShadowNinja: you never gave me your opinion on the revisions to #959 ... |
00:25 |
proller |
i think.. i found... |
00:25 |
proller |
IT |
00:25 |
VanessaE |
IT? |
00:25 |
proller |
IT!!! |
00:26 |
proller |
source of server LAG |
00:26 |
VanessaE |
wht what? |
00:26 |
VanessaE |
spill it dammit |
00:26 |
proller |
5 min and i will push |
00:28 |
VanessaE |
wait, what IS the problem? |
00:28 |
proller |
server process only one packet per step |
00:29 |
proller |
every client generate 10 only for move |
00:31 |
VanessaE |
so 10 packets come in from a client, but only one of them gets processed? |
00:31 |
VanessaE |
are you absolutely sure that you're about to change this for the better? |
00:32 |
VanessaE |
I could see this causing a rise in CPU load on the server if the packet flow isn't reduced a bit to compensate. |
00:34 |
proller |
usually step faster than 0.1s |
00:34 |
VanessaE |
well |
00:34 |
VanessaE |
10/sec is the current default |
00:34 |
proller |
but if you use lot of mods with liquid_finite - step can be longer |
00:34 |
VanessaE |
riiiight |
00:34 |
proller |
10 clients generate 100 packets per second |
00:35 |
VanessaE |
eek |
00:35 |
proller |
if all moving |
00:35 |
VanessaE |
I can see that affecting a lot more than just finite liquid servers |
00:35 |
proller |
every server with lot of clients |
00:55 |
proller |
runned on sky |
00:55 |
VanessaE |
? |
00:57 |
proller |
https://github.com/proller/minetest/commit/a1da6a871c35ed71be94367a8797c3faf7d60076 |
00:58 |
VanessaE |
so you'll process up to 100 packets per server step? |
00:58 |
proller |
yes |
00:59 |
kaeza |
that could be made configurable |
00:59 |
proller |
but usually less |
00:59 |
proller |
no need to configure it |
00:59 |
VanessaE |
it might be a good idea to make it configurable, yeah |
00:59 |
VanessaE |
in case someone has a high-end server that can handle say several thousand packets/step |
01:00 |
proller |
who want to test - welcome to "Sky" |
01:00 |
pitriss |
i second that ide a to make it configurable |
01:02 |
proller |
ok |
01:03 |
VanessaE |
it might be prudent to test out the 100 limit on a high-traffic server, in case that much is still too high of a default |
01:03 |
VanessaE |
(slow machines, etc) |
01:05 |
proller |
now i will try on my odroid |
01:08 |
proller |
seems much better |
01:09 |
VanessaE |
connect to it from several clients |
01:09 |
VanessaE |
try to flood it with connections - simulate a very busy server |
01:10 |
VanessaE |
even to the point of *almost* DOS'ing it. |
01:16 |
proller |
my opengl broken |
01:16 |
proller |
i use software render |
01:19 |
proller |
four of me, need more |
01:20 |
VanessaE |
four ain't enough :)\ |
01:20 |
VanessaE |
you need about 20 or 30 of you ;) |
01:23 |
proller |
its problem for my notebook |
01:23 |
VanessaE |
address? |
01:23 |
VanessaE |
I'll flood it ;) |
01:24 |
proller |
80.240.216.69:30010 |
01:24 |
proller |
or "Sky" in servers |
01:26 |
proller |
cooool |
01:26 |
VanessaE |
there, is that enough? :D |
01:27 |
VanessaE |
I have a lot of RAM to burn ;) |
01:28 |
VanessaE |
<proller> STOP! MY MODEM IS BURNING!!!!!!! |
01:28 |
VanessaE |
:D |
01:28 |
kaeza |
Mine's still downloading media :< |
01:29 |
proller |
100% cpu |
01:29 |
VanessaE |
all of mine are still awaiting media also |
01:30 |
proller |
blocks not loading |
01:30 |
kaeza |
100% CPU is not very... informative |
01:30 |
kaeza |
which CPU? OS? |
01:30 |
VanessaE |
kaeza: I nailed him with 13 live minetest clients :D |
01:31 |
kaeza |
O_O |
01:32 |
proller |
i core of corei7 freebsd |
01:32 |
proller |
problem with media |
01:32 |
proller |
need to join slower |
01:32 |
kaeza |
VanessaE, random_input = true? |
01:32 |
VanessaE |
nope |
01:32 |
VanessaE |
I didn't even think about that |
01:33 |
proller |
but game playable |
01:33 |
VanessaE |
shall I cancel them all out? |
01:33 |
proller |
instant blocks placing |
01:33 |
proller |
wait please |
01:33 |
kaeza |
that setting wil come in handy here, since it simulates a real live client |
01:33 |
VanessaE |
thus far none of them have completed the login process |
01:33 |
VanessaE |
(one of them appears to be crashed) |
01:34 |
proller |
sending files via udp is.. is.... |
01:34 |
VanessaE |
is...slow until kahrl finishes his http_fetch work |
01:34 |
VanessaE |
which will be soon, I[m sure |
01:34 |
proller |
now better |
01:35 |
* VanessaE |
kills off the crashed client |
01:35 |
proller |
it still playable |
01:36 |
VanessaE |
shall I add a few more clients? |
01:36 |
proller |
can 10 more |
01:36 |
proller |
now 18 |
01:38 |
VanessaE |
I now have 22 clients open :) |
01:38 |
VanessaE |
my CPU is screaming bloody murder at me :) |
01:38 |
proller |
but there are already max_users=30 players. |
01:39 |
proller |
block loading problem |
01:39 |
proller |
chat instant |
01:39 |
VanessaE |
shall I kill these off yet? :) |
01:40 |
proller |
dig-place instant |
01:40 |
proller |
packets errs idrops bytes packets errs bytes colls |
01:40 |
proller |
677 0 0 58151 645 0 349476 0 |
01:40 |
proller |
689 0 0 51810 681 0 326439 0 |
01:40 |
proller |
691 0 0 48230 652 0 304881 0 |
01:40 |
VanessaE |
and leave-flood :D |
01:40 |
VanessaE |
all but one (which seems to be the only one still alive) |
01:41 |
VanessaE |
ha! |
01:41 |
VanessaE |
I killed all those clients already |
01:41 |
proller |
blocks loading ok |
01:41 |
VanessaE |
not for me |
01:41 |
VanessaE |
blocks are not reliably loading |
01:42 |
proller |
need to try with http media |
01:43 |
proller |
or slowly one-by-one join |
01:49 |
kaeza |
oh also small typo: s/recieved/received/ |
01:50 |
proller |
and playable on arm! |
01:50 |
proller |
kaeza, ok |
01:53 |
proller |
finite liquds flow fast on cpu from galaxy s2 |
01:55 |
VanessaE |
proller: have you done any work with the infinite/regular liquids to make them behave better? |
01:56 |
proller |
only "range" removed |
01:56 |
proller |
and levels adjustable too |
01:56 |
proller |
and small visual fixes |
01:56 |
proller |
and its not merged |
01:57 |
VanessaE |
well I meant in terms of the water flowing readily without consuming tons of CPU for things like those huge fountains pilzadam and I tested with |
01:57 |
proller |
and no sense touch old liquids because they not liquid 8) |
01:58 |
proller |
smaller queue and longer liquid starting flow |
02:00 |
VanessaE |
note to self: buy proller a book on learning to write complete sentences ;) |
02:00 |
proller |
8( |
02:01 |
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Miner_48er joined #minetest-dev |
02:09 |
VanessaE |
aw I was only kidding :) |
02:11 |
|
celeron55 joined #minetest-dev |
03:50 |
proller |
VanessaE, switched to remote media 8) |
03:50 |
VanessaE |
ok |
03:51 |
proller |
and max 100 users |
03:51 |
VanessaE |
I'll attack in a few minutes :D |
04:03 |
proller |
screen minetest --address 80.240.216.69 --port 30010 --go --name t1 |
04:04 |
VanessaE |
is THAT how it works?? |
04:04 |
VanessaE |
ready? :) |
04:08 |
VanessaE |
MUAHAHAHAHA! |
04:09 |
kaeza |
dis gon b gud |
04:10 |
VanessaE |
here come a few more |
04:12 |
VanessaE |
proller: do I stop or keep going? |
04:12 |
proller |
wait |
04:12 |
* VanessaE |
waits. |
04:13 |
VanessaE |
lemme bring up the last few that timed out. |
04:13 |
proller |
they not fall |
04:13 |
VanessaE |
I noticed that. |
04:14 |
proller |
strange |
04:14 |
VanessaE |
they're all default, plain unmodified client |
04:14 |
VanessaE |
(null video, random input turned on) |
04:14 |
proller |
maybe still not recieved spawn block |
04:14 |
VanessaE |
maybe |
04:14 |
VanessaE |
a lot of them are dieing with floating point exceptions (!) |
04:14 |
VanessaE |
[66] Floating point exception(core dumped) minetest --address 80.240.216.69 --port 30010 --go --name test-user-$i --config ~/.minetest/minetest.conf-flooding |
04:15 |
VanessaE |
why is your spawn point so high up, anyway? |
04:16 |
proller |
its fun |
04:16 |
proller |
and anti - grief |
04:16 |
proller |
cpu ~50% |
04:17 |
proller |
net 100-200 pps |
04:17 |
VanessaE |
looks like I can top out at 29 clients |
04:17 |
VanessaE |
after that I seem to get lots of float point exceptions |
04:18 |
proller |
mem 158356k |
04:18 |
VanessaE |
wow |
04:19 |
VanessaE |
not bad. |
04:19 |
proller |
but need to optimize block-sending |
04:19 |
proller |
i thing 100 players is not limit |
04:19 |
proller |
think |
04:20 |
proller |
after optimize |
04:20 |
VanessaE |
yep, I'm maxing out at a clean 29 clients. |
04:20 |
ShadowNinja |
Hmmm, better talk to someone else familiar with the net code, but that sounds great! |
04:21 |
VanessaE |
oh wow, my CPU's maxed out completely. |
04:21 |
VanessaE |
all 6 cores at 100% |
04:22 |
VanessaE |
BAM! leave flood ;) |
04:22 |
proller |
player action instant |
04:22 |
VanessaE |
here comes the next wave. |
04:23 |
proller |
most lag on joins |
04:23 |
VanessaE |
yeah |
04:23 |
VanessaE |
and now I seem to have botched my password. mind resetting it? |
04:24 |
proller |
on my server? |
04:24 |
VanessaE |
yeah |
04:24 |
proller |
need to restart |
04:24 |
VanessaE |
ok |
04:25 |
proller |
i think enough |
04:25 |
VanessaE |
ok |
04:46 |
VanessaE |
80.240.216.69:30010 1/100, 45 |
04:46 |
VanessaE |
haha |
04:54 |
VanessaE |
I'm off to bed. good luck, proller |
05:40 |
celeron55 |
why don't you just put it on VanessaE's server |
05:40 |
celeron55 |
real-life testing tends to give useful results |
05:41 |
celeron55 |
and you didn't even test it without the patch |
05:44 |
celeron55 |
now that i look at it, that fix does exactly nothing |
05:45 |
celeron55 |
if you look at what AsyncRunStep() does, it doesn't do anything unless enough time has passed since it was last called |
05:51 |
celeron55 |
the thing wouldn't work even in singleplayer if it wasn't so |
05:56 |
ShadowNinja |
VanessaE: #959 looks better, although it needs some tweaks(shorter lines, foolproofing for unknown nodes, and a few others). I still would like infinitestacks to be detected in the function, but I don't know how that should be done. |
05:59 |
ShadowNinja |
I notice there are three nick-quiets and a nick-ban in here, which are completely ineffective. <-- celeron55? |
06:01 |
ShadowNinja |
Night for me too, bye. |
07:13 |
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nore joined #minetest-dev |
07:16 |
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07:16 |
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darkrose joined #minetest-dev |
07:22 |
nore |
any thoughts on #976? |
07:47 |
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07:47 |
proller |
celeron55, my server is real and runned without patch more than half year |
07:48 |
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08:04 |
proller |
and it works even in singleplayer |
08:41 |
celeron55 |
obviously it works because it changes nothing |
08:42 |
proller |
grep lag debug.txt | wc -l |
08:42 |
proller |
208 |
08:43 |
proller |
it solves problem |
08:43 |
celeron55 |
no it doesn't |
08:43 |
celeron55 |
look at the god damn code |
08:43 |
celeron55 |
i'm not going to even argue with this |
08:43 |
proller |
okay |
08:44 |
nore |
celeron55, about the ABMs in Lua |
08:44 |
nore |
I made speed tests |
08:44 |
nore |
dirt and dirt_with_grass ABMs take each less that 0.25ms to execute for all nodes |
08:45 |
nore |
and saplings take 150ms for each sapling that grows whereas it was 130ms before |
08:45 |
celeron55 |
proller: it merely prioritizes incoming packets over server processing and outgoing packets resulting from the processing |
08:45 |
celeron55 |
which lessens lag in certain things and increases lag in other things |
08:46 |
proller |
celeron55, try to play in your game, try to join servers, not in your imaginary spacecraft simulator, in minetest |
08:47 |
celeron55 |
nore: i saw that; i have no comments |
08:49 |
celeron55 |
proller: make a clone of your server and run the other one without the patch and the other one with it |
08:49 |
nore |
so you reckon it is fast enough? |
08:50 |
celeron55 |
nore: i think there is no real alternative anyway |
08:50 |
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08:51 |
celeron55 |
(but it still remains a problem that there is duplicated tree-growing code) |
08:52 |
nore |
about duplicated tree-growing code, trees could be changed to be made in Lua too |
08:52 |
nore |
added by an on_generated on something like that |
08:52 |
nore |
but I reckon it wouldn't be very efficient, though |
08:52 |
celeron55 |
they should be changed to use the decoration functionality of the mapgen |
08:52 |
celeron55 |
but is it ready yet? |
08:52 |
proller |
celeron55, you can reproduce it in single player, liquid_finite=1 + 2 mobs mods, or just slow cpu (arm) - fast move to new area, debug packets - and you will see server process client moves after 1-2...10 ... seconds |
08:53 |
nore |
yes, but decorations don't produce good trees |
08:53 |
nore |
if changed, there should be a callback for decoration placement |
08:53 |
celeron55 |
have you tried pilztest? |
08:54 |
nore |
celeron55, I have, and I find the trees look all the same |
08:54 |
nore |
they all have the same height, IIRC, and the same leaves pattern |
08:54 |
celeron55 |
but it's not worse than the current trees |
08:55 |
nore |
the current trees are all different... |
08:55 |
proller |
maybe use 5-10 predefined schemes? |
08:55 |
nore |
perhaps the best to do would be to wait for a mapgen gecoration placement callback, and then add the trees |
08:55 |
celeron55 |
uhm... well, there definitely should be some way to make good trees with the mapgen |
08:56 |
celeron55 |
without speed decrease |
08:56 |
nore |
proller, yes, but that does not fix the issue of game-specific trees... |
08:57 |
celeron55 |
what if some optionally enableable "tree-mangling" functionality was added to schematics placed as decorations |
08:57 |
proller |
make tree api with lot of growing variants? random, scheme, ... |
08:57 |
nore |
if a game wants different growing trees, how can we change the mapgen *for that game only* ? |
08:57 |
celeron55 |
it would use some heuristics to make variation to the schematic |
08:58 |
proller |
like minetest.define_tree({...params...}) |
08:58 |
proller |
register_tree |
08:58 |
celeron55 |
proller: the L-system thing exists for that purpose, really |
08:58 |
celeron55 |
maybe it should be just fixed |
08:58 |
celeron55 |
(fixed for speed) |
08:59 |
celeron55 |
there are rumours that it's slow because of how it does lighting but i haven't looked into it |
09:00 |
nore |
celeron55, the mapgen would have to be able to support trees registered in Lua |
09:00 |
nore |
and the tree API will never be enough to support all kind of trees |
09:01 |
proller |
l-tree now place only one tree, i'm about like-ore generator, just register your trees and place conditions, and it will spawn them automaticaly |
09:01 |
nore |
so a tree growing function should be called each time a tree grows... |
09:02 |
nore |
does anyone know how costly is a Lua call? |
09:03 |
nore |
I mean, the time to make the call |
09:04 |
proller |
depend on params |
09:06 |
nore |
vm data, a voxelArea, a pos, a bool, an int |
09:07 |
nore |
what would that cost? |
09:08 |
celeron55 |
the mapgen uses a vmanip in itself, i guess hmmmm has some optimization in there to not require copying it? |
09:09 |
nore |
dunno, perhaps tree code should be made one when this is done... |
09:10 |
proller |
one for tree or 100 per node? |
09:17 |
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09:23 |
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09:23 |
nore |
what I said while I had network problems: |
09:23 |
nore |
<nore> ok, perhaps it would be better to have a function that is called for all trees at once |
09:23 |
nore |
<nore> but anyway, the tree code is far too specific |
09:23 |
nore |
<nore> they may only grow on grass and dirt on mapgen |
09:23 |
nore |
<nore> so a game that wants to put trees in other places has to make its own tree generation |
09:24 |
nore |
celeron55, ^ |
09:25 |
celeron55 |
the decoration placement has been made to provide that kind of placement |
09:25 |
nore |
perhaps I could try to put treegen in default... |
09:25 |
nore |
yes, but decorations do not provide callbacks when placing |
09:25 |
nore |
so one could place saplings with that, but no trees... |
09:25 |
celeron55 |
let's add a callback-type decoration? 8) |
09:26 |
celeron55 |
hmmmm might hate it but if it gets stuff done, it might be good |
09:26 |
nore |
I guess hmmmm should do that... |
09:26 |
nore |
why should he hate it? |
09:26 |
sapier |
is it only my feeling or are current discussions more suitable to a merge window then a prerelease? |
09:26 |
celeron55 |
speed problems are the only probable issue i guess |
09:27 |
nore |
celeron55, yes |
09:27 |
nore |
the idea would be to make all callbacks at once, from Lua and not C |
09:27 |
celeron55 |
sapier: that's true |
09:27 |
nore |
and only one callback from C |
09:27 |
nore |
but that would still be slow |
09:28 |
celeron55 |
how about leaving this tree and grass stuff to after 0.4.8? |
09:28 |
sapier |
while I'm absolutely positive about improving tree generation I don't think this is something to be called a blocker for 0.4.8 |
09:28 |
nore |
well, I would like the ABMs to be removed from core before 0.4.8, or at least be disableable... |
09:28 |
celeron55 |
and focusing on just adding all necessary fixes and releasing it, and then continuing from this after it |
09:29 |
nore |
but the mapgen things could wait a bit |
09:29 |
celeron55 |
at least proller and sapier have patches that are necessary to make things work |
09:30 |
nore |
celeron55, perhaps add a setting in minetest.conf to disable core tree growing and core dirt/dirt_with_grass conversion |
09:30 |
nore |
so games could change it if they want |
09:30 |
nore |
and leave the other things to after 0.4.8 |
09:30 |
celeron55 |
nore: if you add a comment in the duplicate tree growing code that it's duplicate and will be replaced with something in the future, i guess the patch is fine |
09:30 |
sapier |
and we have multiple ways to fix the modstore stalling right now we need to discuss and decide what's best to do ... both aren't "small" fixes |
09:30 |
nore |
in the core one? |
09:31 |
celeron55 |
nore: i was thinking of the minetest_game one, but maybe explain it in bot |
09:31 |
celeron55 |
+h |
09:31 |
proller |
after my night patch speed of abm not very important |
09:31 |
nore |
the one that should be removed is the core one, isn't it? |
09:31 |
nore |
anyway, I will add that in both |
09:31 |
celeron55 |
i don't know |
09:31 |
celeron55 |
really both will be removed eventually |
09:33 |
nore |
WARNING: this code is duplicate and will get removed in the future. <-- I added that |
09:33 |
nore |
is it ok? |
09:35 |
celeron55 |
more like "NOTE: Tree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet." |
09:36 |
nore |
both deprecated? |
09:37 |
celeron55 |
s/Tree-placing code/This tree-placing code/g |
09:37 |
celeron55 |
yes |
09:37 |
nore |
how will tree be placed then? |
09:38 |
celeron55 |
with schematics or the L-system or something; not with that old code |
09:38 |
nore |
if it is Lua decoration callback, it will be the same code... |
09:38 |
celeron55 |
what invokes the tree-placing code isn't relevant |
09:41 |
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09:44 |
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09:44 |
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09:46 |
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09:49 |
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09:53 |
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09:53 |
BlockMen |
#928 is ready to merge now |
09:53 |
BlockMen |
and here the testing code: http://pastebin.com/YRGHVHk1 |
09:54 |
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09:54 |
* BlockMen |
switch to hexadecimal colors and added kahrl's hexcolor-parser |
09:54 |
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09:58 |
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09:59 |
nore |
celeron55, so, can it be merged? |
10:06 |
celeron55 |
i think it's good now (in the context of the future plans) |
10:09 |
sapier |
https://github.com/minetest/minetest/pull/977 ok here it is I did additional cleanup and documentation so it's ready for review |
10:12 |
nore |
sapier, can it be called in_game too? |
10:12 |
sapier |
not for 0.4.8 |
10:13 |
sapier |
it's planed to be added later but I don't want to open up a risky thing like that for upcoming release |
10:13 |
nore |
ok... |
10:14 |
sapier |
and of course prior adding all of those scriptapi functions need to be checked if they can be called from async ... quite some work |
10:15 |
nore |
yes, but I mean can Lua-only things be called? |
10:15 |
nore |
i.e., a voxelmanip data, and some parameters to do a lot of work |
10:15 |
sapier |
of course those would work at once but I guess there isn't much use for it (except voxelmanip) |
10:16 |
sapier |
and you should consider a async call is a costly operation so if you just switch some nodes it may be even more performant to be done synchronous |
10:24 |
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PilzAdam joined #minetest-dev |
10:24 |
celeron55 |
should we add something to the topic mentioning this semi-feature-freeze until 0.4.8? |
10:25 |
nore |
perhaps... |
10:25 |
celeron55 |
i guess not |
10:25 |
nore |
but if we do, everyone will ask when will 0.4.8 be out |
10:25 |
celeron55 |
it even isn't a semi-feature-freeze because many features are really about to go in |
10:25 |
jin_xi |
hey, my two cents to trees and deco discussion: i talked to hmmm about deco callbacks and he said he planned to add them. i wanted to do it myself, but idk how... anyways i think the lsystem treegen should really be done in lua for more flexibility. in my experience speed should not be an issue, as its about the same |
10:26 |
nore |
jin_xi, about deco callbacks, I guess this will be done to remove that duplicated code for default trees |
10:26 |
celeron55 |
sapier: you should publicize your membership on https://github.com/minetest?tab=members |
10:26 |
nore |
and you say you have coded the spawn-tree thing in Lua? |
10:27 |
celeron55 |
sapier: you not being publicly in there already caused confusion 8) |
10:28 |
jin_xi |
hmm, i did a turtle thing that is not tree specific but does all sort of structures, just look at my posts in the forum... |
10:29 |
nore |
so perhaps the spawn-tree code should be done in Lua? |
10:29 |
jin_xi |
i think 'trees' with both schematics and custom lua on deco callback should be able to do everything anybody could ever want to do |
10:30 |
celeron55 |
BlockMen requested himself to be a core dev; objections? |
10:31 |
nore |
I don't have any |
10:33 |
PilzAdam |
celeron55, not that Im against it, but hes not very active in this channel |
10:34 |
celeron55 |
he has said 906 lines here this year though |
10:35 |
celeron55 |
it's about the same as ShadowNinja, and 10% of you or me |
10:35 |
nore |
celeron55, how do you get the number of lines? |
10:35 |
celeron55 |
i grep my logs 8) |
10:35 |
nore |
so, how many lines I have written this year? |
10:36 |
* celeron55 |
has always logs available for grepping facts out |
10:36 |
celeron55 |
1550 |
10:36 |
PilzAdam |
I liked the form you had a while ago to find the first core devs |
10:36 |
* nore |
likes the verb "to grep" |
10:36 |
PilzAdam |
it makes sure that all core devs share the same goals |
10:37 |
nore |
what was that form? |
10:37 |
BlockMen |
PilzAdam, core dev can also be thrown out agan and i would like to know what you make think im having that different goals |
10:37 |
BlockMen |
s/dev/devs |
10:38 |
PilzAdam |
BlockMen, I dont think you have different goals, I just dont know yours |
10:38 |
celeron55 |
PilzAdam: related to this, i said: |
10:38 |
celeron55 |
13:00:20 < celeron55> i'm basing this addition on the hope that if people follow what i wrote here, it's possible to avoid huge conflicts in direction and unmergeable work: http://c55.me/blog/?p=1491 |
10:38 |
celeron55 |
anyone is free to disagree of course |
10:40 |
nore |
celeron55, there are some suggestions of adding more "official" games... |
10:40 |
nore |
should that be done? |
10:41 |
celeron55 |
i left that open in that post... because i don't know |
10:41 |
nore |
I reckon we need several very different games... |
10:41 |
PilzAdam |
well, we obviously dont "throw out" core devs who dont agree with our goals |
10:41 |
nore |
but I don't know if I am the only one to have that opinion |
10:43 |
celeron55 |
my opinion is that competing with minecraft in it's own game is boring, which is why we should stretch ourselves a bit because our technology allows doing it with reasonable effort |
10:45 |
celeron55 |
but there are many ways to organize that and it is the actual problem |
10:45 |
BlockMen |
well, since my goals seem to be unclear: my main goal is make minetest more stable(if necessary) and allow as much individuality as possible (with focus on game modes) |
10:45 |
BlockMen |
and if you say no, that does not fit, ok. but i hope its more clear now what my focus is on |
10:46 |
celeron55 |
one question is, where are the people who would make content of publishable quality |
10:46 |
celeron55 |
we clearly have people who can work on the engine; that's not an issue |
10:47 |
nore |
celeron55, do you mean modders? |
10:47 |
celeron55 |
and... with content, even quality isn't a problem; there just should be... something |
10:47 |
celeron55 |
some people suggest shipping minetest with no games at all |
10:47 |
nore |
we perhaps need more people to work on minetest_game... |
10:47 |
nore |
and other games too... |
10:47 |
celeron55 |
and make it possible to easily get a subgame in it |
10:48 |
BlockMen |
a game manager would be nice |
10:48 |
nore |
yes, perhaps if a game is good enough, allow to ship it with minetest could be nice |
10:48 |
nore |
(and put it in default builds) |
10:52 |
PilzAdam |
BlockMen, you seem to think in the same direction as I do: games are the future |
10:52 |
PilzAdam |
the problem with mods is that they all depend on a single game (which is minetest_game currently), and there are obviously problems when we try to make one game for everyone |
10:52 |
celeron55 |
so a thing that would work out technically just fine currently is choosing multiple games to put into minetest packages; the issue is, who chooses them and by what criteria |
10:53 |
PilzAdam |
so the Minetest engine should become a generic engine, and allow multiple different games to run |
10:55 |
celeron55 |
and the other issue is that there currently aren't games that are built to take advantage of this way of doing things |
10:55 |
celeron55 |
eh, let's start talking about subgames |
10:55 |
BlockMen |
celeron55, i would prefer a good way to offer games instead bundle them with packages. because i expect many games to come in future and that makes your question more difficult |
10:55 |
celeron55 |
(this "game" term is confusing even myself) |
10:56 |
celeron55 |
BlockMen: that's the future for sure; but what about the close future when we don't have the systems for that set up? |
10:57 |
celeron55 |
ideally 0.4.8 would have something to show off this new way of doing things |
10:57 |
BlockMen |
for the close future:packages and which could be decided on#-dev or by devs |
11:02 |
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11:03 |
celeron55 |
okay so anyway; BlockMen is approved |
11:04 |
nore |
I reckon we need something to replace hacky_swap_node code |
11:04 |
nore |
because now, each time it is done, the clients thinks meta has disappeared |
11:04 |
nore |
and formspec closes, etc |
11:04 |
BlockMen |
yay :) |
11:05 |
nore |
and hacky_swap_node, is, as its name says, hacky |
11:06 |
celeron55 |
so does someone want to make a proposal of what to put in the minetest 0.4.8 distribution, or do i make one? |
11:07 |
BlockMen |
i think pilztest would be nice |
11:07 |
celeron55 |
the proposal can really be left as-is from our part and we can just throw it as a recommendation at the face of packagers |
11:07 |
celeron55 |
(which some of us are, but anyway) |
11:07 |
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11:09 |
celeron55 |
my suggestion-suggestion is: 1) something that has a large amount of stuff to build with, 2) something that has some kind of challenging survival, 3) something that is as much different from those other two as possible |
11:10 |
celeron55 |
"just fill in the names" 8D |
11:12 |
nore |
3) a space game... :) |
11:12 |
nore |
2) perhaps realtest, but it would need to be worked on a lot |
11:12 |
nore |
1) technic_game... |
11:12 |
celeron55 |
this is one option for 3 https://github.com/celeron55/dungeon |
11:12 |
BlockMen |
1) technic_game + "moreblock", 2) pilztest, 3)like nore said |
11:13 |
celeron55 |
but would need work |
11:13 |
thexyz |
BlockMen: now please register @ freenode |
11:15 |
thexyz |
if by 3) you meant something original then I think https://forum.minetest.net/viewtopic.php?id=6636 would fit |
11:15 |
celeron55 |
could work |
11:16 |
celeron55 |
if they are small games (like <0.5M), it's not like there couldn't be many of them |
11:16 |
PilzAdam |
I still need a better name for pilztest |
11:17 |
thexyz |
yeah, OCD is unfinished sadly |
11:18 |
BlockMen |
thexyz, done |
11:19 |
BlockMen |
PilzAdam, Voxelion? |
11:20 |
celeron55 |
should this plan be published on the forum? maybe someone gets motivated to quickly finish some fun oddball project |
11:20 |
celeron55 |
PilzAdam: my suggestion still stands |
11:21 |
PilzAdam |
celeron55, I would prefer a "real" name |
11:21 |
celeron55 |
games these days sometimes have names like that too |
11:21 |
PilzAdam |
BlockMen, thats actually pretty nice |
11:22 |
celeron55 |
that name is infinitely undescriptive |
11:22 |
celeron55 |
the names of these subgames must make it somehow clear what kind of things they are |
11:24 |
BlockMen |
we need something like "about" for games |
11:24 |
BlockMen |
were are creator, version and descripts in shown |
11:24 |
BlockMen |
s/were/where |
11:24 |
celeron55 |
probably |
11:25 |
celeron55 |
but still the name can't be that undescriptive |
11:25 |
BlockMen |
but then you cut the creativity |
11:26 |
celeron55 |
there shouldn't be any reference to voxels or blocks in subgame names unless they are especially focused on voxels and blocks |
11:26 |
celeron55 |
minetest is about those things in any case so it's no news to anyone |
11:26 |
celeron55 |
it's like calling a car "Car" |
11:27 |
PilzAdam |
pilztest actually is focused on voxels |
11:28 |
celeron55 |
what if a subgame comes out that's more focused on voxels than pilztest? |
11:28 |
celeron55 |
then your name falls flat |
11:29 |
sapier |
ahh didn't realize I have to do something to become visible as member -->doe |
11:30 |
PilzAdam |
yea, the survival part needs to be clear in the name too |
11:33 |
sapier |
there already is a game manager focused on modifying different games ... maybe it's not exactly what you meant with "game manager" |
11:34 |
PilzAdam |
sapier, its not about modifying games, users shouldnt do that |
11:34 |
PilzAdam |
its about installing games, like the modstore |
11:35 |
sapier |
if users shouldn't modify games modstore is a little bit useless ;-) maybe we should decide about a consistent way of handling mods/games first (again) |
11:38 |
celeron55 |
games are constant and they can be amended with mods |
11:38 |
celeron55 |
it's like it's always been |
11:39 |
sapier |
constant as of games you download yes but maybe a user wants to configure different "private games" |
11:39 |
PilzAdam |
but do we really need a GUI for that? |
11:40 |
BlockMen |
sapier, that does not need a manager, etc |
11:40 |
sapier |
in best case user could do this within minetest and doesn't have to copy mods around |
11:40 |
sapier |
of course it doesn't "require" those things but modstore isn't required too but yet a big benefit |
11:40 |
PilzAdam |
I mean, there could be a 3rd party program for that, but it doesnt need to be in the Minetest main menu |
11:41 |
sapier |
hmm maybe I should add a way to modify main menu less invasive than replace it completely e.g. add custom main menu tabs (for 0.4.9 of course) |
11:41 |
BlockMen |
but with modstore you dont edit the mods, so with gamestore you dont change the game ;) |
11:42 |
sapier |
there isn't a gamestore yet ... but that could be the naming gamestore for downloading and game(manager/editor) for modifying |
11:42 |
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11:43 |
sapier |
and I don't think we'll get gamestore ready for 0.4.8 unless we want to wait until 2014 ;-) |
11:45 |
celeron55 |
(that's why we're preselecting a couple of games for 0.4.8) |
11:47 |
BlockMen |
another suggestion for 2) wasteland :P |
11:51 |
sapier |
https://github.com/minetest/minetest/pull/968 any comment on this one? |
11:54 |
celeron55 |
pilztest's name could refer also to the limited inventory |
11:56 |
celeron55 |
blockbag? 8) |
12:03 |
PilzAdam |
nore, your broke grass removing ABM |
12:03 |
PilzAdam |
sunlight_propagate in Lua has a different meaning than in the engine |
12:03 |
PilzAdam |
in the engine its sunlight_propagates || paramtype = "light" |
12:03 |
PilzAdam |
currently you remove the dirt_with_grass under default:grass |
12:06 |
sapier |
could some (2) coredevs plz agree to 968 ? ;-) |
12:08 |
kahrl |
why do we have to define ZLIB_WINAPI at all? shouldn't this be in zlib.h depending on how it's been compiled? |
12:08 |
kahrl |
or detected by the build system or something like that? |
12:09 |
sapier |
yes but there's no autodetect within the headers |
12:09 |
kahrl |
well that sucks a bit |
12:09 |
sapier |
you have to define in your project what api to use so if you compile zlib the winapi style use that define if not the other one |
12:10 |
kahrl |
is it the case that one is compiling with the stdcall version if and only if one uses msvc? |
12:10 |
kahrl |
s/compiling/linking |
12:10 |
sapier |
if stdcall means winapi style then yes |
12:11 |
celeron55 |
nonstdcall 8) |
12:11 |
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12:11 |
kahrl |
std as in the first definition on this page? :P https://en.wikipedia.org/wiki/STD |
12:13 |
sapier |
yea there are a lot more ppl having sex just this moment than are programming right now so this priority may be even correct ;-P |
12:14 |
sapier |
actually reading zlib.h it's exactly oposite you only use WINAPI calling convention if msvc compiler is used |
12:15 |
sapier |
after my patches. current state is using winapi calling convention once built on windows |
12:15 |
VanessaE |
ShadowNinja: line length is easy enough to fix (well, to a degree, too much obsession with it will make the formatting look like crap). Checking for unknown nodes is already in there (lines 21, 22 as they now exist in the pull). What "few others"? |
12:16 |
kahrl |
I thought nothing would prevent you to use e.g. zlibwapi.dll with mingw |
12:16 |
kahrl |
(which requires ZLIB_WINAPI) |
12:17 |
sapier |
you can do this of course still it may result in having to add two different zlib dlls as you require to compile all libs to use winapi zlib |
12:17 |
sapier |
while zlib dll is already basic component of mingw |
12:17 |
sapier |
yet this one isn't built winapi style |
12:19 |
kahrl |
we could use the wndproc hack :D |
12:19 |
kahrl |
described here http://blogs.msdn.com/b/oldnewthing/archive/2004/01/15/58973.aspx |
12:19 |
sapier |
we could ... but why use a complicated solution if there's a small fix? ;-) |
12:20 |
sapier |
it's not like you'd have to do anything more if you do a mingw build. you actually need to do less ... not download zlib dll separate ;-) |
12:20 |
kahrl |
yeah well I guess if the fix works for everyone currently offering windows builds then commit it |
12:21 |
sapier |
I tried building mingw32 and vs2012 ... I expect it to work with vs2010 too |
12:23 |
celeron55 |
kahrl: i guess they need to change the dll they're using |
12:23 |
celeron55 |
otherwise they get a million obscure link errors |
12:23 |
celeron55 |
or something |
12:24 |
celeron55 |
or maybe it looks to them link it works and the end result works only on computers without mingw installed? 8-) |
12:24 |
celeron55 |
like* |
12:24 |
sapier |
ppl using msvc don't get any difference |
12:24 |
celeron55 |
with* |
12:24 |
sapier |
ppl using mingw would have had a problem atm |
12:24 |
kahrl |
unless they fixed it by downloading a separate dll... now they have to fix it again |
12:25 |
sapier |
either they don't use gettext/freetype or have multiple dlls in there |
12:26 |
sapier |
still it's way more consistent to use non winapi calling convention on mingw |
12:28 |
kahrl |
how is this stuff done in irrlicht? |
12:29 |
sapier |
good question I'll have a try with non self built irrlicht dlls |
12:29 |
kahrl |
oh I think they bundle it |
12:29 |
sapier |
I think so too but I'm not sure |
12:30 |
celeron55 |
it's statically linked into there for sure |
12:30 |
celeron55 |
like many other libs |
12:30 |
sapier |
ok so I don't need to test |
12:30 |
kahrl |
so at least using a different zlib dll won't break irrlicht in some obscure manner |
12:32 |
sapier |
as I said actually current way of doing it is broken if someone managed to work around this issue she/he didn't give back that fix by now |
12:33 |
celeron55 |
the official build instructions put the msvc zlib dll into both builds |
12:33 |
celeron55 |
so that's what most people have currently |
12:33 |
sapier |
did anyone actually do this? |
12:33 |
celeron55 |
probably almost everyone |
12:34 |
celeron55 |
(who has built a mingw build) |
12:34 |
sapier |
in forum msvc build is way more common than mingw |
12:36 |
sapier |
still you can't do a clean mingw build without doing that change |
12:36 |
celeron55 |
if you're prepared to help people who get problems out of it, it's ok 8) |
12:36 |
sapier |
of course I always sort out issues I cause ;-) |
12:37 |
sapier |
I guess I should update the "official build instructions" ... which didn't work for me either ;-P |
12:38 |
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12:38 |
kahrl |
for example PilzAdam's build has zlibwapi.dll and is made with mingw |
12:39 |
sapier |
PilzAdam ? how did you do that? ;-) |
12:39 |
celeron55 |
the mingw instructions worked as-is for me but i've never used gettext or freetype with them |
12:42 |
sapier |
official build instructions don't cover freetype and curl at all |
12:42 |
sapier |
maybe that's why nobody noticed by now |
12:42 |
VanessaE |
can someone look at the current state of #959 and tell me perhaps what those other "things" might have been that shadow was referring to, so I can at least work on them? |
12:45 |
nore |
PilzAdam, about that bug with dirt_with_grass |
12:45 |
kahrl |
VanessaE: https://github.com/VanessaE/minetest/commit/f8bb9ccfb3c3d2a5e5d4afc0c95b4de1be63ef8c#diff-19b5801567ac89eb6f0459c3c0cf2a47R29 |
12:46 |
kahrl |
I think it's possible that this indexes a nil value |
12:46 |
VanessaE |
look at line 21. |
12:46 |
VanessaE |
that catches the unknown node |
12:46 |
sapier |
PilzAdam do you have any issues with compiling your mingw build against mingw zlib dll instead of separate dll? |
12:46 |
VanessaE |
oh wait. |
12:47 |
nore |
should I push the fix? |
12:47 |
kahrl |
VanessaE: if the node is unknown that if is executed leading to line 29 |
12:47 |
VanessaE |
right, I missed that. |
12:48 |
kahrl |
34 probably to be made safer too |
12:48 |
kahrl |
+has |
12:48 |
VanessaE |
yah, on it. |
12:48 |
VanessaE |
yeah* |
12:51 |
VanessaE |
how's that look? |
12:54 |
kahrl |
good |
12:54 |
VanessaE |
excellent |
12:55 |
kahrl |
now about the "other things" shadow mentioned... you'll have to ask :) |
12:55 |
VanessaE |
heh, I just realized I call it a "library" yet it's only one function :P |
12:55 |
kaeza |
one small bit: you could cache minetest.registered_nodes[name] locally for a tiny performance improvement |
12:56 |
kaeza |
not sure if worth the effort though |
13:02 |
VanessaE |
like that? :) |
13:02 |
VanessaE |
(yes, I redefine it half-way through the call, but it's just a temp var so I didn't care :P ) |
13:03 |
VanessaE |
this could be written a tad better actually. |
13:04 |
VanessaE |
there, that's better. |
13:06 |
VanessaE |
hrm. could line 34 possibly fail out with the right combination of nil fields? I can never remember how that works out in practice. |
13:06 |
proller |
full set of my patches https://github.com/minetest/minetest/pull/895/files - they do absolutely nothing and useless ;) |
13:06 |
proller |
^ about speed |
13:07 |
nore |
VanessaE, 34? |
13:08 |
nore |
34 can not fail |
13:08 |
VanessaE |
ok good. |
13:10 |
nore |
about that space game perhaps shipped with Minetest... who would help doing it? |
13:10 |
sapier |
did we discuss usage of "signef off" git feature by some time? |
13:11 |
sapier |
I'll provide space mobs |
13:11 |
celeron55 |
nore: it's not really possible to make a reasonable one at the moment due to a number of reasons |
13:11 |
celeron55 |
or, it really depends on what can be considered reasonable... |
13:11 |
nore |
yes, you may be right... |
13:11 |
proller |
we have no darth vader mob 8( |
13:12 |
sapier |
we don't? |
13:12 |
VanessaE |
somehow I don't think LucasArts will accept tht :) |
13:12 |
sapier |
we call it darktest |
13:12 |
VanessaE |
(or whatever LucasFilms game division was) |
13:14 |
sapier |
yet I'd like to merge the zlib mingw fix can I interpret celeron55's and kahrl's comments as agreement? |
13:16 |
PilzAdam |
nore, how about posting the fix here first? |
13:17 |
PilzAdam |
sapier, umm..... dunno about that |
13:17 |
sapier |
PA does your build contain curl as well as freetype? |
13:17 |
PilzAdam |
I just build wit buildbot.sh and copy the .dll files into the bin/ folder when it says that its missing them |
13:17 |
PilzAdam |
yea, it does |
13:18 |
sapier |
hmm interesting so at least building minetest without any dependencys might work the way it is ... with outdated libs of course |
13:18 |
nore |
PilzAdam, too late... |
13:18 |
sapier |
so at least I have to check if buildbot needs a fix too |
13:18 |
nore |
I pushed it (anyway, the only change was to write nodedef.sunlight_propagetes or nodedef.paramtype == "light" |
13:24 |
proller |
VanessaE, today i will make liquid porcessing limited by time, it helps to all liquids |
13:24 |
VanessaE |
cool |
13:29 |
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13:32 |
celeron55 |
i just realized the receive priorization patch probably does improve response time in cases when the server is at 100% CPU use |
13:33 |
celeron55 |
and in those cases the processing would lag in any case |
13:34 |
proller |
slow abm and env not big issue |
13:34 |
sapier |
100% cpu load? I'm not sure if this is a normal state of operation |
13:34 |
proller |
waiting 10 seconds to open inventory - big |
13:34 |
celeron55 |
sapier: it shouldn't be, but sadly it happens with crappy liquids and crappy ABMs and whatever |
13:35 |
proller |
cureently all servers is laggy when 5+ players |
13:35 |
sapier |
do we have any option to fix this e.g. by limiting those things to lets say 30% of cpu capacity? |
13:35 |
proller |
you can wait minute+ for loading block mor move forward |
13:35 |
sapier |
if there was proper map locking those things could run in their own (low prio) thread |
13:35 |
proller |
not i will try liquids queue processing linited by time |
13:36 |
proller |
now |
13:36 |
proller |
with abm it harder |
13:36 |
celeron55 |
i'd say let's put the priorization in, but it's purpose needs to be explained well in a comment; it's purpose is VERY easy to misunderstand |
13:37 |
proller |
ok |
13:38 |
celeron55 |
what the code does is that it prioritizes processing of received packets over timed processing when there is 100% CPU use |
13:38 |
proller |
also lot of falling items can kill server (make sand fload island and touch) |
13:39 |
VanessaE |
I can vouch for that one. and it is wont to kill the client to :) |
13:39 |
celeron55 |
when there is no 100% CPU use, it does nothing |
13:39 |
VanessaE |
too* |
13:39 |
proller |
also mapgen can eat 100% cpu |
13:39 |
sapier |
sounds like a reasonable workaround until proper rework is done |
13:41 |
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13:42 |
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13:55 |
PilzAdam |
we need to decide if we merge #911 or #882 |
13:55 |
PilzAdam |
one this needs to be merged before 0.4.8 |
13:56 |
PilzAdam |
#911 just fixes the current code, while #882 dumps the current code and (tries) to apply that "leveld" stuff to the normal liquids |
13:57 |
PilzAdam |
while the additions of #882 to finite_liquids might be nice, it doesnt really work well with the normal liquids |
13:58 |
sapier |
in current state "try to get 0.4.8 out" I'd prefere fixing instead of rewrite |
13:58 |
sapier |
does 911 work reasonably well? |
13:58 |
PilzAdam |
yea |
13:59 |
proller |
my pull 3 months old |
13:59 |
sapier |
would there be a problem if 911 is in 0.4.8 and 882 is added later? |
13:59 |
proller |
maybe some compatibility glitches |
13:59 |
PilzAdam |
we would need to alias "range" to "level" then, but thats not a big problem |
13:59 |
proller |
maybe not |
14:00 |
proller |
nobody will use range 8) |
14:00 |
sapier |
was that name in 0.4.7 before? |
14:00 |
PilzAdam |
range wasnt used before, no |
14:01 |
celeron55 |
everything can be changed that wasn't in 0.4.7 |
14:01 |
sapier |
ok what about using level as name with old code if it's clear we add 882 later? |
14:01 |
celeron55 |
(as long as loading worlds work) |
14:01 |
proller |
making strange feature for one version is... strange |
14:01 |
sapier |
-clear + sure |
14:01 |
proller |
882 extends "leveled" stuff added after 0.4.7 |
14:01 |
PilzAdam |
sapier, the problem with "level" is that it doesnt make sense with the normal liquids |
14:02 |
PilzAdam |
from the views of modders |
14:02 |
sapier |
we could explain it in docs for this version |
14:02 |
PilzAdam |
also I dont like dumping range anyway |
14:02 |
VanessaE |
crap, I think shadow's change to the 4k+ nodes did not work right |
14:02 |
sapier |
ok if we want both there's no compatibility issue |
14:03 |
nore |
VanessaE, why? |
14:03 |
PilzAdam |
#882 should be rewritten to a) not dump the range feature and b) not break maps like it currently does |
14:03 |
VanessaE |
nore, lemme double-check firt. |
14:03 |
VanessaE |
first* |
14:04 |
proller |
882 is incompatible with range |
14:04 |
proller |
it not big break |
14:05 |
VanessaE |
nore: maybe it isn't that. something is wrong. |
14:05 |
sapier |
big or not big is no difference ;-) broken is broken |
14:05 |
proller |
but if not move flowing flag - make more than 8 level for old liquid impossible |
14:05 |
proller |
sapier, small liquid flow is not "broken" |
14:06 |
PilzAdam |
also we already decided to add "range" when we merged that pull request, #911 just fixes some stuff |
14:06 |
sapier |
I don't have a good fealing adding this to 0.4.8 |
14:06 |
VanessaE |
nore: lemme check. helps if I actually build *and install* it... |
14:06 |
proller |
PilzAdam, who "we"? |
14:06 |
sapier |
it still seems to be a good improvement for 0.4.9 |
14:06 |
PilzAdam |
proller, the core team |
14:06 |
proller |
and then for 0.5, and then.... |
14:07 |
proller |
PilzAdam, me - not. |
14:07 |
sapier |
no proller I'd suggest merging changes stage for 0.4.9 once 0.4.8 is released to get them tested as soon as possible |
14:07 |
celeron55 |
0.5 doesn't come after 0.4.9 |
14:07 |
celeron55 |
after 0.4.9 comes 0.4.10 |
14:08 |
VanessaE |
ok it wasn't shadow's change, but something is now preventing me from starting my servers -- C++ Exception |
14:08 |
sapier |
we're sorting out issues with things merged months ago and haven't even fixed all of them yet |
14:08 |
proller |
sapier, and test new incompatibility.. |
14:08 |
PilzAdam |
VanessaE, gdb |
14:09 |
sapier |
yes but I'm almost sure if we add this now we're add additional delay |
14:11 |
VanessaE |
http://pastebin.ubuntu.com/6347162/ |
14:12 |
sapier |
No symbol table info available. :-( |
14:12 |
VanessaE |
yeah, I stopped making debug builds, I got tired of the slowdown. |
14:12 |
PilzAdam |
that looks like and assert() failed |
14:12 |
PilzAdam |
anything in the normal logs? |
14:13 |
VanessaE |
http://pastebin.ubuntu.com/6347174/ |
14:13 |
VanessaE |
(and no, it isn't actually technic doing it) |
14:14 |
PilzAdam |
throw technic out and try again |
14:14 |
VanessaE |
no. |
14:14 |
sapier |
why don't we se a debug stack? |
14:15 |
VanessaE |
PilzAdam: if I remove technic, it'll just be some other mod that triggers it. When I get "C++ Exception", it is universally a > 4096 nodes issue. |
14:15 |
VanessaE |
I'm double-checking against unmodified master just to be sure. |
14:17 |
VanessaE |
nope, no good even with vanilla. |
14:18 |
PilzAdam |
"C++ exception" also happens alot if you deal with e.g. meta |
14:18 |
sapier |
you could try a debug build and run within gdb |
14:18 |
VanessaE |
that's stupid. |
14:18 |
PilzAdam |
you cant say htat its because of a node limit |
14:19 |
VanessaE |
I'll play with it a bit, but "C++ Exception" when it should be throwing a traceable error is just stupid. |
14:19 |
sapier |
true |
14:20 |
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14:21 |
PilzAdam |
sapier, so you would agree to merge #911 and deal with #882 after 0.4.8? |
14:21 |
sapier |
yes that'd be my prefered way to handle it |
14:21 |
VanessaE |
PilzAdam: good call on the metadata issue. it's a technic bug all right. |
14:22 |
sapier |
do we have a tag "moved to next version" or similar? |
14:22 |
sapier |
wait maybe milestones are better? |
14:22 |
PilzAdam |
we have a 0.48 milestone |
14:22 |
PilzAdam |
+. |
14:22 |
celeron55 |
VanessaE: it's better to handle exceptions like that in release builds because they're practically never run in a debugger; it at least sometimes gives some information |
14:22 |
celeron55 |
a debug build will pass the exception through |
14:23 |
celeron55 |
build a debug build with -O2 if you want |
14:23 |
sapier |
any objections to creating 0.4.9 milestone? |
14:23 |
VanessaE |
celeron55: but how is a modder supposed to trace such bugs? |
14:23 |
PilzAdam |
sapier, what will go in there? |
14:24 |
sapier |
pull requests we decided to merge next version |
14:24 |
celeron55 |
VanessaE: such bug is not supposed to happen and if we knew what it is, we could work towards making them more understandable |
14:24 |
nore |
sapier, I don't have objections for that |
14:25 |
celeron55 |
hmm |
14:25 |
PilzAdam |
sapier, well, we havent exactly decided to merge #882 as it is |
14:25 |
celeron55 |
it seems like it's a C++ exception that has occurred when lua has called something though |
14:25 |
VanessaE |
I'm checking on it, celeron55 |
14:26 |
celeron55 |
that's a tough path to pass any information about them i guess, lua being made in C |
14:26 |
sapier |
doesn't imply they are finished yet only that their basic features are to be added |
14:26 |
PilzAdam |
ok, that sounds good |
14:26 |
sapier |
ok I' creating the milestone now |
14:28 |
VanessaE |
celeron55: this technic commit throws the exception: https://github.com/minetest-technic/technic/commit/5ed47abee6354509ca46fefe5740872b028f083e |
14:28 |
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14:28 |
PilzAdam |
I dont like that proller has added his pull requests to the 0.4.8 milestone |
14:28 |
VanessaE |
so the craft prediction function is bugged. |
14:28 |
PilzAdam |
they are marked as "low-priority-enhancement"§ |
14:28 |
celeron55 |
it seems like lua would handle such an exception somewhat more reasonably |
14:29 |
celeron55 |
luajit catches C++ exceptions and hides their what() like that |
14:29 |
proller |
PilzAdam, you set this mark? |
14:29 |
PilzAdam |
no |
14:29 |
sapier |
ok as 0.4.9 exists now we can flagg 882 0.4.9 agreed? |
14:30 |
nore |
VanessaE, it works fine with my computer, though |
14:30 |
PilzAdam |
I guess 891 goes into 0.4.9, too |
14:31 |
sapier |
891? |
14:31 |
PilzAdam |
892* |
14:31 |
celeron55 |
VanessaE: can you build a non-luajit version? it seems like the only way to know what the exceptions is about |
14:32 |
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14:32 |
sapier |
ok I'm gonna tag 882 0.4.9 if noone complains now |
14:33 |
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14:33 |
celeron55 |
it looks like we need to add exception handler blocks to all lua->c++ calls |
14:34 |
sapier |
great :-/ |
14:34 |
celeron55 |
or deal with undecipherable errors |
14:34 |
sapier |
I'm gonna file a issue |
14:34 |
proller |
and dont crash server on lua error |
14:36 |
celeron55 |
i'm trying now what regular lua does for C++ exceptions |
14:36 |
sapier |
a lua error is a showstopper you can't tell if it's safe to continue |
14:37 |
celeron55 |
i assume luajit always shows just "C++ exception" and quits |
14:37 |
nore |
celeron55, no it doesn't |
14:38 |
nore |
when the error is inside Lua, it shows a normal error message, with where it comes from |
14:38 |
sapier |
PilzAdam 892 seems to be way to heavy for a prerelease commit too yes |
14:38 |
celeron55 |
nore: that's not a C++ exception |
14:38 |
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14:39 |
celeron55 |
i guess someone would do this test faster than my laptop compiles minetest |
14:39 |
celeron55 |
building since many minutes, and building until many minutes more |
14:40 |
celeron55 |
we should maybe try out precompiled headers |
14:40 |
sapier |
any quick way to cause a c++ exception? |
14:40 |
PilzAdam |
sapier, minetest.get_meta(something_that_is_not_a_pos) IIRC |
14:40 |
celeron55 |
http://pastebin.com/gLwy51E2 |
14:40 |
celeron55 |
well, apparently i wouldn't have had to even rebuild this then |
14:41 |
celeron55 |
i guess i'll just do that thing instead, this is still building... |
14:42 |
sapier |
ok I need to rebuilt too but I guess it's faster for me |
14:42 |
celeron55 |
hey what the actual fuck |
14:42 |
celeron55 |
why does this rebuild like all of minetest if i just modify l_craft.cpp? |
14:42 |
celeron55 |
>.cpp |
14:42 |
celeron55 |
it shouldn't definitely work like that |
14:43 |
sapier |
of course not that's one of the reasons why I split scriptapi.cpp |
14:43 |
nore |
celeron55, a lot of files depend on it |
14:43 |
sapier |
why do files depend on a cpp? |
14:43 |
celeron55 |
it's a .cpp file, obviously nothing depends on it except the link stage |
14:43 |
celeron55 |
but it seems like everything depends on it |
14:44 |
sapier |
did you modify one of the build scripts? |
14:44 |
celeron55 |
no |
14:44 |
celeron55 |
this is vanilla minetest |
14:44 |
VanessaE |
C++ exception cause found: too many braces in the shapeless register craft recipe |
14:44 |
sapier |
I'll ty once my build has finished |
14:44 |
VanessaE |
shouldn't that have thrown a more readable error? |
14:45 |
PilzAdam |
hmm.. that get_meta() thing doesnt seem to "work" anymore... |
14:45 |
sapier |
so someone fixed the bug |
14:45 |
sapier |
VanessaE it should |
14:45 |
celeron55 |
VanessaE: give the errorneus code |
14:45 |
sapier |
can you pinpoint the c++ file where the exception is thrown? |
14:45 |
celeron55 |
VanessaE: we want to test it |
14:46 |
nore |
minetest.register_craft({type="shapeless", recipe={{"a","b"}}}) crashes |
14:46 |
VanessaE |
celeron55: https://github.com/minetest-technic/technic/commit/5ed47abee6354509ca46fefe5740872b028f083e |
14:46 |
nore |
minetest.register_craft({type="shapeless", recipe={"a","b"}}) that does not |
14:46 |
VanessaE |
nore, I'll push a fix to technic. |
14:46 |
celeron55 |
16:46:22: ERROR[main]: ServerError: LuaError: Crafting definition (shapeless) is missing an output |
14:46 |
nore |
VanessaE, already done |
14:46 |
celeron55 |
non-luajit Lua gives this |
14:46 |
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14:46 |
celeron55 |
so it's luajit's problem really |
14:46 |
nore |
celeron55, forgot output |
14:47 |
nore |
you should add output to that too |
14:47 |
PilzAdam |
sapier, I merge #911 then, or do you have any objections? |
14:47 |
sapier |
no merge it |
14:47 |
celeron55 |
nore: what? |
14:47 |
nore |
so it is type = "shapeless", output = "c", recipe = {{"a", "b"}} that crashed |
14:47 |
nore |
I forgot output when I wrote this |
14:48 |
sapier |
still this should cause a more speaking error |
14:48 |
nore |
the problem is with the fact that recipe is a list inside a list, instead of a list |
14:48 |
celeron55 |
anyway, it gives a reasonable error message either way |
14:48 |
nore |
even with the output added? |
14:48 |
celeron55 |
what do i put in output? |
14:48 |
nore |
anything |
14:48 |
nore |
call it "c" |
14:49 |
sapier |
http://pastebin.com/BrJ66uib result without luajit |
14:49 |
celeron55 |
http://pastebin.com/C2ehkh2S |
14:49 |
sapier |
are you sure this is same thing causing vanesaE's error? |
14:50 |
celeron55 |
with lua, with output |
14:50 |
sapier |
ok celeron gets same error |
14:50 |
nore |
yes, I am sure it is that |
14:50 |
celeron55 |
i guess luajit guys say they can't pass a C++ exception through because it would screw up the stack |
14:50 |
nore |
if you remove the additional braces, it should work |
14:51 |
VanessaE |
ERROR: An unhandled exception occurred: ServerError: LuaError: error: /usr/share/minetest/builtin/vector.lua:5: Invalid vector <--- unrelated problem, and quite frequent on my servers. No traceback is printed. |
14:52 |
sapier |
didn't I add improved traceback some time ago? are there still situations where this doesn't work? |
14:52 |
VanessaE |
apparently so. |
14:52 |
VanessaE |
or your code was not pushed. |
14:53 |
sapier |
assert(type(v) == "table" and v.x and v.y and v.z, "Invalid vector") thanks whoever wrote that assertion |
14:54 |
sapier |
if you look for that bug you could replace it by a if (assert) do backtrace assert |
14:55 |
sapier |
if (assert reason) of course |
14:55 |
VanessaE |
how am I supposed to find it without a valid traceback? |
14:55 |
sapier |
obviously there are some situations where no traceback is created but you can create it manually |
14:56 |
sapier |
it's not a solution of course only a workaround until fix is done |
14:56 |
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14:57 |
PilzAdam |
nore, another thing: do you catch that minetest.get_node_light() can return nil? |
14:57 |
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14:59 |
VanessaE |
sapier: right. |
15:00 |
VanessaE |
sapier: but as I simply don't know how to fix this, I'm stuck. |
15:00 |
nore |
PilzAdam, can it? |
15:00 |
BlockMen |
can someone agree on #928? |
15:00 |
PilzAdam |
nore, similiar code just crashed in pilztest for me, fix: https://github.com/PilzAdam/pilztest/commit/4c188a8ec36981b26f0a8c5723b6196102000a35 |
15:01 |
nore |
ok, I will push a fix |
15:01 |
sapier |
http://pastebin.com/69wYhFtr VanessaE replace the assert in vector by this variant (I use it in mobf) |
15:02 |
nore |
PilzAdam, pushed |
15:03 |
PilzAdam |
nore, stop pushing things if nobody has looked at them |
15:03 |
nore |
that was a 4-chars fix... |
15:03 |
PilzAdam |
that line is too long now |
15:03 |
nore |
ok, so I should split it? |
15:03 |
PilzAdam |
yes |
15:04 |
PilzAdam |
you can overwrite the history if the commit you are overwrting isnt older than 10 minutes |
15:04 |
VanessaE |
sapier: done, servers going up. |
15:05 |
nore |
PilzAdam, like that? |
15:06 |
PilzAdam |
no |
15:06 |
nore |
why? |
15:07 |
PilzAdam |
https://gist.github.com/PilzAdam/7279851 |
15:07 |
PilzAdam |
because of our unwritten Lua code styleguideline |
15:08 |
nore |
ok |
15:08 |
nore |
like now? |
15:09 |
nore |
(for the second one, mainly) |
15:09 |
PilzAdam |
oh god, its still wrong |
15:09 |
nore |
why? |
15:10 |
nore |
the second being more indented? |
15:10 |
PilzAdam |
can you just stop pushing everything to upstream directly? |
15:10 |
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15:10 |
sapier |
:-) may I have a look too? I'm curious ;-) |
15:10 |
nore |
yes, I should do that... |
15:10 |
PilzAdam |
the 2 line in the if statement should have the same intendation |
15:10 |
PilzAdam |
s/t/d/ s/d/t/ |
15:11 |
nore |
yes, but it is inside a parenthesis started in the previous line |
15:11 |
PilzAdam |
that doesnt matter |
15:12 |
nore |
ok |
15:12 |
nore |
so I remove that indent, and I push? |
15:12 |
PilzAdam |
yea |
15:12 |
nore |
(and I am more careful next time...) |
15:12 |
PilzAdam |
and fix minetest_game too |
15:13 |
nore |
yes, done |
15:13 |
PilzAdam |
BlockMen, havent you removed the "Leftclick: take all ..." stuff in that pull request for a while? |
15:14 |
BlockMen |
yeah, but there was no agreement that it gets removed so i left it in when i rebased it |
15:14 |
VanessaE |
sapier: if your code works, but is not a "proper" fix, what would be? |
15:14 |
PilzAdam |
nore, what a wonderful second day as core dev: commiting something that needs 2 "fix-commits" and pushing wrong things 3 or 4 times so you need a history rewrite |
15:15 |
thexyz |
what a usual day, PA being picky |
15:15 |
PilzAdam |
:-p |
15:15 |
sapier |
a proper fix would be find out why the traceback isn't shown on any lua error I'm not exactly sure if this really can be done as there are multiple ways a error comes to notice |
15:16 |
thexyz |
I'm actually interested in what "minetest.get_node_light(above) >= 13 or 0" means |
15:17 |
PilzAdam |
its (get_node_light() or 0) means "take get_node_light(), or 0 if get_node_light() is nil) |
15:17 |
PilzAdam |
s/)/" |
15:17 |
sapier |
so if something isn't loaded yet we asume it's light is 0? |
15:17 |
PilzAdam |
the "or 0" part makes sure that you dont compare nil with 13 |
15:18 |
thexyz |
okay, I guess it's just in the wrong place |
15:18 |
PilzAdam |
sapier, it returns nil for solid nodes |
15:18 |
sapier |
doesn't it return nil for unloaded too? |
15:18 |
PilzAdam |
maybe |
15:19 |
PilzAdam |
nore, umm... thexyz is right, you pushed the wrong code to minetest |
15:19 |
sapier |
I'm not sure but at least in mobf I assume it :-) |
15:19 |
PilzAdam |
its correct in minetest_game, though |
15:19 |
sapier |
come on guys don't make him even more nervous he already is ;-) |
15:20 |
PilzAdam |
:-p |
15:20 |
PilzAdam |
sapier, we all need to go through this |
15:20 |
thexyz |
yeah |
15:21 |
PilzAdam |
BlockMen, what about my suggestion to remove it, and add it to the default formspec? |
15:21 |
sapier |
of course I still have to proove I can handle it better I haven't merged anything yet |
15:21 |
PilzAdam |
Ill fix it minetest now (since nore disappeard) |
15:21 |
thexyz |
I don't think there's much point in raging because he mistyped "or 0" |
15:21 |
nore |
PilzAdam, what was the problem? |
15:22 |
PilzAdam |
fixed, people can pull now |
15:23 |
PilzAdam |
nore, you wrote "(minetest.get_node_light(above) >= 13 or 0)" instead of "(minetest.get_node_light(above) or 0) >= 13" |
15:23 |
nore |
ah, yes, I just saw that |
15:23 |
BlockMen |
PilzAdam, so adding a label to default formspec and kick it from engine, right? |
15:23 |
nore |
sorry, my bad |
15:23 |
PilzAdam |
BlockMen, yea |
15:24 |
BlockMen |
ok, im fine with that |
15:24 |
nore |
you should add "Middle click: move 10 items" too |
15:24 |
nore |
since that one is the one I would never have discovered alone |
15:24 |
nore |
(and for crafting too...) |
15:25 |
PilzAdam |
nore, that wouldnt fit into the default sized inventory with the default window size |
15:25 |
proller |
sapier, 892 fixes broken current weather |
15:25 |
VanessaE |
movew/craft 10 items |
15:25 |
VanessaE |
-w |
15:26 |
nore |
PilzAdam, perhaps something like: Left/middle/right click: move all/10/1 items |
15:26 |
nore |
that would fit |
15:26 |
PilzAdam |
could work |
15:26 |
sapier |
proller looks more like a rewrite than a fix ;-) |
15:27 |
nore |
and perhaps even move/craft instead of move |
15:27 |
proller |
its continue developing |
15:27 |
proller |
weather was broken after this pull |
15:27 |
VanessaE |
nore, that would be too many slashes. |
15:27 |
VanessaE |
(i.e. it would seem too repetitive) |
15:27 |
proller |
i cant support 90000 pulls with one thing |
15:27 |
nore |
ok, write move|craft then... |
15:28 |
VanessaE |
"move or craft" |
15:28 |
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15:28 |
nore |
ok for move or craft |
15:28 |
sapier |
I'm not sure about it maybe delay decision until critical things are merged |
15:28 |
VanessaE |
"Left/middle/right-click: move or craft all/10/1 item(s)" |
15:28 |
proller |
and i want to join 882 + 892 into one |
15:29 |
sapier |
then it's 0.4.9 |
15:29 |
nore |
the only problem is that left crafts only 1... |
15:29 |
PilzAdam |
VanessaE, so leftclick is "craft all items"? |
15:29 |
VanessaE |
PilzAdam: ask nore :) |
15:29 |
* BlockMen |
still thinks its useless at all |
15:29 |
sapier |
I don't se any reason why weather and liquids need to be a single commit |
15:30 |
VanessaE |
I was just tweaking his line a bit, didn't pay attention to whether it was actually correct :D |
15:30 |
nore |
so perhaps move all/10/1 or craft 1/10/1 items |
15:30 |
PilzAdam |
it would be ok to just leave middleclick out (as it is currently), since peopel can always find the complete set of controls in the wiki |
15:31 |
proller |
sapier, because they have intersection and i cant make something new 3 months |
15:31 |
VanessaE |
"Left-click: move all/craft 1. Middle: move/craft 10. Right: Move/craft 1." |
15:31 |
VanessaE |
PilzAdam: people don't read wikis |
15:31 |
PilzAdam |
I did |
15:31 |
BlockMen |
who came up with craft? it says move, that enough |
15:31 |
sapier |
proller still having multiple things that all need discussion in a single pull will reduce it's chance to be merged drasticaly |
15:31 |
VanessaE |
you're a geek. geeks aren't people ;) |
15:31 |
nore |
the middle click should definitely be there... |
15:31 |
nore |
else, you don't have the idea |
15:32 |
PilzAdam |
VanessaE, ok, I decide that Minetest is for geeks then |
15:32 |
proller |
sapier, its not my problem, it already works on my server |
15:32 |
VanessaE |
BlockMen: actually I guess that was my suggestion - a lot of people don't know that you can craft 10x with a middle-click |
15:32 |
VanessaE |
PilzAdam: :P |
15:33 |
sapier |
proller so you really wanna fork? |
15:33 |
proller |
i make all what i can for merging, but.. nothing.. |
15:33 |
BlockMen |
VanessaE, you should ppl try out a bit, not write everything down ;) |
15:33 |
sapier |
proller that's quite normal my security fixes have never been merged |
15:33 |
proller |
just one huge pull |
15:33 |
sapier |
async api is 3 version now |
15:33 |
PilzAdam |
proller, the problem that I see with your features is that it doesnt really fit the goals of the other devs |
15:33 |
sapier |
and entity linking I provided 2 years ago was rewritten by someone a year ago ;-) |
15:34 |
VanessaE |
BlockMen: well if you think it's fine, I won't stand in your way :) |
15:34 |
PilzAdam |
we mainly want to create a generic game engine, while you continue hardcoding stuff in the engine and you dont care much about the API |
15:34 |
nore |
BlockMen, at least write something about middle-click |
15:34 |
proller |
PilzAdam, making space shooter? |
15:34 |
sapier |
and a "ALL OR NOTHING" pull request isn't very polite too |
15:35 |
proller |
PilzAdam, i hardcode only slowest parts |
15:35 |
proller |
and change already existed things in core |
15:35 |
PilzAdam |
yea, thats not good |
15:35 |
proller |
and all my things disableable |
15:36 |
proller |
and disabled by default |
15:36 |
sapier |
that's why we're even talking about merging it proller ;-) |
15:36 |
PilzAdam |
that doesnt make them good, and as we see with finite_liquids you make it conflict with the normal liquids |
15:36 |
proller |
wat? |
15:36 |
proller |
conflict make you with "range" |
15:37 |
proller |
other was two way compatible |
15:38 |
sapier |
couldn't we fix that issue by using an alias? so this'd be a minor issue? |
15:39 |
PilzAdam |
I suggested a while ago that "finite" would be a flag in nodedef |
15:39 |
proller |
its one place in code |
15:39 |
BlockMen |
nore, but why? there are mouses without middle button, e.g touchpads of notebooks |
15:39 |
BlockMen |
so writing it always can be confusing too |
15:39 |
proller |
client place, he dont know about finite or not |
15:40 |
proller |
PilzAdam, no flag! |
15:40 |
nore |
BlockMen, left+right click = middle click |
15:40 |
BlockMen |
PilzAdam, removed from engine. fine to merge now? |
15:41 |
nore |
and since almost no games use middle button, if not written, no-one thinks to it |
15:41 |
proller |
flag = 2 queues and lot of shit in code, and nobody will use it |
15:42 |
BlockMen |
nore, oh right |
15:42 |
PilzAdam |
BlockMen, have you added it to the default formspec? |
15:42 |
BlockMen |
not yet because of the discussion and because its _game, so not the same commit |
15:43 |
PilzAdam |
the default formspec is in the engine |
15:43 |
BlockMen |
wut? where? |
15:43 |
PilzAdam |
player.cpp:67 |
15:44 |
PilzAdam |
in minetest_game we need to add it to creative, chest, furnace and bones |
15:44 |
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15:45 |
BlockMen |
ah, ok. would ' "LMB: Move all items, MMB: Move 10 items, RMB: Move single item" ' be fine? |
15:47 |
PilzAdam |
I guess so |
15:48 |
sapier |
proller how does this match to the recent abm changes? |
15:48 |
proller |
neet to rewrite about dirt |
15:48 |
proller |
need |
15:48 |
proller |
but change small |
15:49 |
proller |
and add dirt_with_snow куьщмук |
15:49 |
proller |
remover |
15:49 |
sapier |
what about this the weather things seem to be usefull for 0.4.8 as weather was broken after 0.4.7 but the liquid things have to wait till 0.4.9 PilzAdam what do you think about this? |
15:49 |
VanessaE |
куьщмук ? |
15:49 |
VanessaE |
"English, dude. English." |
15:50 |
thexyz |
VanessaE: he've already corrected himself |
15:50 |
thexyz |
"remover" |
15:50 |
VanessaE |
sapier: weather depends on finite liquids wrking *just* right. |
15:50 |
thexyz |
s/'ve/'s/ |
15:50 |
VanessaE |
thexyz: oops, yep. ninja'd |
15:50 |
sapier |
depends? why? |
15:51 |
proller |
weather was added after 0.4.7 |
15:51 |
VanessaE |
sapier: because with weather comes the ability for it to rain, and the rain must be able to collect on the ground. with infinite liquids, this can lead to flooding when it shouldn't. |
15:51 |
VanessaE |
that's part of why proller seems so obsessed with finite liquids :) |
15:51 |
proller |
VanessaE, but finite liquids now works in master |
15:52 |
proller |
my pull about make them better |
15:52 |
VanessaE |
proller: right. |
15:52 |
sapier |
ok so actually weather fixes could be merged without causing flooding ... true? |
15:53 |
VanessaE |
as long as the mod that actually makes it rain is not preloaded, probably. |
15:53 |
proller |
sapier, yes |
15:54 |
sapier |
is vanessae right too? |
15:54 |
PilzAdam |
sapier, dunno if thats good, but we definitely need hmmmm to review proller's pull request, since he is the one who "broke" it according to proller |
15:55 |
proller |
no problem with rain+current finite liquids |
15:55 |
sapier |
of course that's some code to check |
15:56 |
sapier |
so proller expect (minor) changes |
15:56 |
PilzAdam |
it would also be possible mark weather as "indev" and recommend to no use it |
15:56 |
sapier |
thats a minor change in menu |
15:57 |
sapier |
first change to do proller ;-) |
15:58 |
PilzAdam |
BlockMen, have you tested it well enough? |
15:59 |
BlockMen |
i tested any case i could think of so i would say yes |
16:02 |
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16:02 |
BlockMen |
my suggestion for the formspec help text is too long |
16:02 |
BlockMen |
it does not fit |
16:04 |
sapier |
hmm that most likely means it's way to long in other translations |
16:04 |
PilzAdam |
sapier, we cant translate it anymore if its done in Lua |
16:05 |
sapier |
didn't we add translation support to lua? |
16:05 |
PilzAdam |
for the mainmenu only |
16:05 |
* BlockMen |
still want to kick at all |
16:05 |
BlockMen |
*that string |
16:05 |
sapier |
I assume adding it to scriptapi wouldn't be a big deal ;-) |
16:06 |
PilzAdam |
sapier, the Lua code runs on the server |
16:06 |
sapier |
oh ... ok so we'd have to make client tell it's localization to server ... guess thats a 0.4.9 thing |
16:09 |
BlockMen |
and another problem..the label breaks the text much earlier, so even the old string does not fit anymore |
16:15 |
BlockMen |
how about that: we remove the string and consider to re-add if ppl complain about? |
16:16 |
sapier |
I'd be fine with it |
16:16 |
PilzAdam |
how are newbies supposed to complain about it when they dont know that it existed? |
16:16 |
nore |
ok with it too |
16:16 |
sapier |
come one PA we don't have a hud telling punch right place left |
16:17 |
PilzAdam |
sapier, we have, press Esc |
16:17 |
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16:17 |
sapier |
so what about a "?" button topright showing detailed help? |
16:20 |
BlockMen |
can buttons use tooltips? |
16:20 |
BlockMen |
or labels? |
16:24 |
BlockMen |
and PilzAdam, i think that ppl can find out how to use inventory. or do you think they are not as skilled as mc players? |
16:26 |
VanessaE |
BlockMen: buttons CAN use tooltips, yes |
16:26 |
VanessaE |
Unified Inventory does this |
16:28 |
BlockMen |
VanessaE, thx. just looked up, item_image_buttons can. maybe that would be an easy way to show info |
16:29 |
VanessaE |
a tooltip over a "[?]" button? sure |
16:29 |
VanessaE |
I could see that. |
16:29 |
BlockMen |
damn, no. it needs an registered item (image) |
16:30 |
BlockMen |
that means changing button element then |
16:30 |
BlockMen |
yay |
16:30 |
VanessaE |
so include an image of a question mark :P |
16:34 |
PilzAdam |
of course 3 core devs who want to remove the string can just overvote me |
16:34 |
BlockMen |
well, i have to leave now so we talk about that next time |
16:34 |
BlockMen |
bye everyone |
16:35 |
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16:37 |
thexyz |
celeron55: any updates from china? |
16:37 |
celeron55 |
no; i would tell if there were |
16:38 |
thexyz |
right; did they specify any time frame? |
16:38 |
celeron55 |
no |
16:54 |
thexyz |
what's the status of httpfetch? |
16:54 |
sapier |
difficult as it may not be required for mainmenu if the async things are added |
16:55 |
thexyz |
that's not the only thing I need it for; it's got nice media download support |
16:55 |
sapier |
yes that's why I said difficult |
16:56 |
sapier |
I assume it doesn't break non curl media download |
16:56 |
thexyz |
https://github.com/kahrl/minetest/commit/b7125e56b28751e30d2d2bc5fa7c6b4dc2d674a7 |
16:57 |
sapier |
it's a good improvement yet I'm not sure if it's tested enough for 0.4.8 |
16:58 |
thexyz |
oh, so we're releasing Very Soonâ„¢ now? |
16:59 |
thexyz |
then it should be merged after that |
16:59 |
VanessaE |
http_fetch will probably also fix a bug in the media fetching where some files are sent too late |
16:59 |
sapier |
that's base for my suggestions ... we haven't released for quite a while imho it's time to do |
17:00 |
sapier |
yes it may fix this bug but it may add additional concurrency bugs too |
17:00 |
celeron55 |
the blocking windows localication thing was fixed (but not yet merged?) so it's okay to try to get 0.4.8 out now |
17:01 |
celeron55 |
(as long as the pending problems are taken care of) |
17:01 |
sapier |
no it wasn't merged by now as the fix for msvc is quite ugly ... without a clear "yes we add it" by 2 core devs I wont add things like that ;-) |
17:01 |
celeron55 |
well what options do we have? |
17:01 |
celeron55 |
keep stuff broken or add it? not a hard choice... |
17:02 |
sapier |
If I knew a better solution I wouln't have come up wit that one ... but maybe others have better ideas |
17:02 |
thexyz |
I think celeron55 suggested some improvement to your solution |
17:02 |
sapier |
I don't remember any additional suggestions can you tell me where to find them? |
17:04 |
thexyz |
okay, let me check logs |
17:04 |
sapier |
hmm maybe you're talking about that "full localization" list? |
17:06 |
thexyz |
http://irc.minetest.ru/minetest-dev/2013-10-28#i_3398880 |
17:07 |
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17:08 |
proller |
https://github.com/minetest/minetest/pull/895/files - now liquid is fast |
17:08 |
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17:09 |
sapier |
hmm the only way to use this would be creating a lookup table on startup I don't want to do api calls each time a string is translated |
17:10 |
sapier |
I have to go now but I'm gonna have a try if this works later |
17:10 |
thexyz |
that'd be great |
17:11 |
sapier |
maybe it's as easy as doing a name lookup ... not quite sure if I understood doc right ... but could be |
17:11 |
sapier |
bye |
17:11 |
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17:12 |
VanessaE |
I don't advocate 0.4.8 going out just yet. Not 'til the http_fetch and lib_6d both go in. |
17:14 |
proller |
VanessaE, all liquids fast ^^ |
17:14 |
PilzAdam |
VanessaE, lib_6d uses sneak for placement, that is not good since its used to place nodes at other nodes that would usually have a different effect on rightclick |
17:15 |
VanessaE |
PilzAdam: well ShadowNinja advocated I do that check in the code. |
17:15 |
VanessaE |
for consistency, since we have no custom modifier keys |
17:15 |
VanessaE |
the original code took an 'invertall' parameter |
17:16 |
VanessaE |
(which, if omitted, would be treated as false) |
17:16 |
VanessaE |
er invertwall* |
17:17 |
PilzAdam |
wait, so its not possible to place nodes that use minetest.rotate_and_place() when pointing at a chest? |
17:17 |
VanessaE |
of course it is. |
17:17 |
VanessaE |
it's just that the invert flag would be triggered, causing the node to appear in 'floor' orientation. |
17:17 |
PilzAdam |
if you simply rightclick then it opens the chest instead of placing the node |
17:18 |
VanessaE |
there are only three ways to do this: either I accept an incoming flag from the calling routine, or I check for a key like sneak, or we get proper modifier keys that aren't already bound to some feature. |
17:19 |
VanessaE |
the third option of course is the best, but requires more changes to the engine, and probably to the client for all I know |
17:21 |
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17:21 |
PilzAdam |
ah, so you dont want nodes to override on_place() with that function? |
17:22 |
VanessaE |
the way the function is used now (well the version of it that is in current use), it checks explicitly for 'sneak' before calling the function, and passes that to the function. |
17:22 |
VanessaE |
so basically it does the first option - |
17:23 |
VanessaE |
it's normally used in an on_place callback actually. |
17:23 |
PilzAdam |
what Im talking about is that you dont do the check for sneak before calling on_rightclick() |
17:23 |
PilzAdam |
so if you just do on_place = minetest.rotate_and_place; then its not possible to place nodes while looking at a chest |
17:24 |
VanessaE |
oh, nonono |
17:24 |
VanessaE |
that's not how I normally use it |
17:24 |
ShadowNinja |
VanessaE: I meant things like t["valid_lua_identifier"] instead of t.valid_lua_identifier which I intended to fix be amending if the pull was acepted. |
17:24 |
ShadowNinja |
by* |
17:24 |
PilzAdam |
VanessaE, thats not how _you_ use it |
17:24 |
VanessaE |
ShadowNinja: ah, well that's easily fixed. |
17:25 |
PilzAdam |
also, why doesnt it apply the normal facedir if you place it at the floor or ceiling? |
17:25 |
VanessaE |
hadn't thought about that. |
17:26 |
VanessaE |
this was designed for nodes that explicitly use 6d though. |
17:26 |
PilzAdam |
this seems to be too ungeneric to be in the API |
17:26 |
VanessaE |
e.g. slabs, lighting panels, etc. |
17:27 |
PilzAdam |
slabs cant use this because they need the full block transformation |
17:27 |
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17:27 |
VanessaE |
ShadowNinja: fixed. I guess. |
17:27 |
VanessaE |
else screw it. the code is there and I did my best on ioy. |
17:27 |
VanessaE |
it* |
17:28 |
VanessaE |
it works fine in moreblocks, and I use a variant of it (where I don't check for 'sneak') in homedecor's lights. |
17:28 |
VanessaE |
works perfectly in both. |
17:28 |
VanessaE |
or at least, it works exactly as intended. |
17:28 |
ShadowNinja |
VanessaE: BTW sapier's assert_backtrace function is wrong, it should be "if not x" not "if x == false" so that nil fails properly. |
17:29 |
VanessaE |
(in moreblocks, sneak is 'force wall' rather than 'invert wall') |
17:29 |
PilzAdam |
see? even moreblocks cant use the function that you want to add |
17:30 |
proller |
maybe old idea: little move object when punching, (for push inactive players to holes) |
17:30 |
VanessaE |
proller: offtopic. |
17:30 |
proller |
singletopic again? |
17:31 |
VanessaE |
PilzAdam: it can, if I pass invertwall as a separate flag. |
17:31 |
VanessaE |
I coded it differently in moreblocks because that's what Calinou wanted. |
17:31 |
ShadowNinja |
proller: Yes, but that isn't high priority now, we have to get 0.4.8 out. |
17:31 |
VanessaE |
ShadowNinja: check #959. is that more like you were thinking? |
17:32 |
VanessaE |
PilzAdam: I originally wanted the moreblocks version to do invert-wall also. calinou didn't like that, so I didn't do it. |
17:32 |
VanessaE |
so blame him :P |
17:32 |
kahrl |
does anyone mind if I set #962 to milestone 0.4.8? |
17:33 |
PilzAdam |
kahrl, I wouldnt mind merging if it works |
17:33 |
proller |
892 weather updated |
17:33 |
thexyz |
kahrl: why can't we just throw it in |
17:33 |
kahrl |
I can't test it since apparently it's a windows issue |
17:34 |
ShadowNinja |
kahrl: Or just merge it. :-) |
17:34 |
kahrl |
if somebody tested it it can be merged |
17:34 |
PilzAdam |
I guess sapier tested it? |
17:34 |
ShadowNinja |
sapier has, or at least so I assume. |
17:34 |
kahrl |
I think so but I don't exactly remember |
17:34 |
PilzAdam |
we wait for him then |
17:34 |
thexyz |
yeah it doesn't make things worse |
17:34 |
PilzAdam |
add it to the milestone if you fear that we will forget it otherwise |
17:34 |
ShadowNinja |
Well he should know better than to commit un-tested code... |
17:35 |
VanessaE |
PilzAdam: so what about it? what's gonna be here? do I check inside the routine or outside (for sneak)? So I invert-wall, force-wall, what? |
17:35 |
ShadowNinja |
How about #965? I can't test it though... |
17:36 |
VanessaE |
Do* |
17:36 |
PilzAdam |
VanessaE, I just wanted to point out that there are different expectations how the function should work; that means its too ungeneric to be in the API |
17:36 |
proller |
965 looks ok, i can test on freebsd |
17:37 |
VanessaE |
PilzAdam: well if there are different expectations, it's because there is no consistency in these sorts of things. |
17:37 |
ShadowNinja |
Ok, push it if it works. |
17:37 |
VanessaE |
and it is NOT too 'ungeneric' |
17:38 |
proller |
ShadowNinja, push! |
17:38 |
nore |
and how about #856? |
17:38 |
PilzAdam |
dunno if "ungeneric" is a good word |
17:38 |
VanessaE |
you probably mean 'specialized' |
17:38 |
ShadowNinja |
proller: Hmmm? Is that a confirmation that it works on FreeBSD? |
17:38 |
VanessaE |
and if you want it to be consistent, then suggest a way to make it so! |
17:38 |
VanessaE |
(and yes I'm getting upset) |
17:39 |
proller |
ShadowNinja, to correct test opendsd needed |
17:39 |
proller |
ShadowNinja, but it now only one-user-feature 8) |
17:39 |
proller |
so, push! |
17:40 |
PilzAdam |
VanessaE, yea, the problem is that we cant force modders to our "consistency" |
17:40 |
proller |
or i can |
17:41 |
VanessaE |
PilzAdam: well all I know is this routine is needed by most any mod that places a facedir object. |
17:41 |
VanessaE |
(except maybe default e.g. chests and furnces) |
17:42 |
PilzAdam |
not exactly this routine, but a similiar one |
17:45 |
VanessaE |
there, how about that> |
17:46 |
VanessaE |
optionally pass a table as the last param, "invert_wall = true" or "force_wall = true" |
17:48 |
nore |
what about merging #856? |
17:48 |
VanessaE |
need to add a flag for forcing on-floor facedir to 0, versus normal facedir, maybe |
17:49 |
nore |
is there anyone else agreeing with #856 (protection)? |
17:50 |
VanessaE |
PilzAdam: there, how's that look? |
17:51 |
VanessaE |
I suppose I need to do the same facedir thing with the ceiling mode. |
17:54 |
nore |
so, about #856? any thoughts? |
17:55 |
nore |
VanessaE, you need to update lua_api.txt |
17:55 |
VanessaE |
oh, yeah I'll get that |
17:55 |
VanessaE |
need to do something else first. |
17:56 |
ShadowNinja |
I can agree with #856, but I would like more opinions. |
17:56 |
nore |
I agree |
17:56 |
nore |
but we need another dev probably... |
17:56 |
celeron55 |
#965 seems good to me |
17:57 |
nore |
and #856? |
17:58 |
celeron55 |
if people really want it as-is, i guess i can't block it |
17:58 |
nore |
why, what is missing? |
17:59 |
celeron55 |
hmm, actually, the documentation has been changed and now it roughly is how it should be |
17:59 |
celeron55 |
i'm not objecting |
17:59 |
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18:03 |
rubenwardy |
What do you guys think about #977? |
18:03 |
proller |
celeron55, #895 - with lot useless stuff! |
18:04 |
ShadowNinja |
Alright, I will push #856 then. |
18:05 |
ShadowNinja |
rubenwardy: Already discussed, it will be going in after 0.4.8. |
18:05 |
nore |
ShadowNinja, you need to write something about it in News... (for modders, they need to know that since there are a lot of protection mods) |
18:05 |
ShadowNinja |
nore: Alright. |
18:06 |
rubenwardy |
ok |
18:08 |
VanessaE |
PilzAdam: ok, check the code now. It seems to work right anyway. |
18:08 |
ShadowNinja |
Hmmm, it seems that GitHub properly auto-closes and marks as merged pulls that are merged with rebase and "git merge --ff-only". |
18:09 |
nore |
yep, I saw that |
18:10 |
PilzAdam |
only if they are alraedy rebased, AFAIK |
18:10 |
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18:10 |
VanessaE |
tested by substituting it into homedecor with some textures that clearly show the facedir |
18:10 |
VanessaE |
oh I guess I better fix the docs too |
18:11 |
PilzAdam |
cant you put this in misc_helpers.lua or so? |
18:11 |
Evergreen |
Can someone check this pull request to see if it's good for merging? Can a core dev approve/disapprove this pull request? https://github.com/minetest/minetest_game/pull/197 |
18:11 |
Evergreen |
*whoops, accidently copied and pasted something |
18:13 |
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18:14 |
VanessaE |
there, doc updated. |
18:15 |
VanessaE |
PilzAdam: who, me? |
18:15 |
PilzAdam |
yes |
18:15 |
VanessaE |
sure if you want. |
18:15 |
VanessaE |
it's a habit to keep things like this in its own file, is all |
18:18 |
VanessaE |
done. |
18:18 |
VanessaE |
oops |
18:18 |
VanessaE |
missed a line. |
18:19 |
VanessaE |
there. |
18:20 |
PilzAdam |
and why have you added it in lua-api.txt in that line and somewhere else? |
18:20 |
ShadowNinja |
Hows this? http://pastebin.ubuntu.com/6348417/ |
18:20 |
ShadowNinja |
+' |
18:20 |
PilzAdam |
*not somewhere else |
18:21 |
PilzAdam |
ShadowNinja, why is the . part of the link? |
18:21 |
ShadowNinja |
PilzAdam: Because that was easier. ;-) fixed. |
18:22 |
VanessaE |
PilzAdam: I couldn't think of a better place to put it than near the original place_node() call |
18:22 |
VanessaE |
it seemed related. |
18:24 |
ShadowNinja |
Anthing else PilzAdam? |
18:25 |
ShadowNinja |
nore: What do you think ^. |
18:25 |
VanessaE |
ShadowNinja: seems reasonable to me. |
18:26 |
VanessaE |
PilzAdam: got an idea for a better location? I put it where I did because I figured it would be easy to find. |
18:27 |
PilzAdam |
I would put it near item_place_node(), but it cant be in that category since its called "Defaults for the on_* item definition functions:" |
18:28 |
VanessaE |
yeah, that's not really a good place I don't thing. |
18:28 |
VanessaE |
think* |
18:30 |
PilzAdam |
put it in "Random:" |
18:33 |
VanessaE |
done. |
18:33 |
VanessaE |
(and somehow I managed to remove a couple of bogus spaces at the same time :P ) |
18:48 |
Evergreen |
Sorry about that previous request, accidentally copy pasted something from my clipboard. Can Someone check to see if this pull request is clear to go? https://github.com/minetest/minetest_game/pull/197 |
18:49 |
proller |
http://paste.org.ru/?0080bf WTF! |
18:50 |
proller |
do not touch history!!!! |
18:50 |
PilzAdam |
proller, do you read this channel? |
18:51 |
proller |
sometimes |
18:51 |
PilzAdam |
the history rewrite was announced and within 10 minutes after the commit that was rewritten |
18:51 |
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18:51 |
proller |
for what? |
18:54 |
Exio4 |
if you commit something, you are free to change it within a 10(~) minutes range, it is in the guidelines |
18:56 |
proller |
and nobody can merge master in this 10 minutes |
18:56 |
PilzAdam |
Exio4, only if you announce it here |
18:56 |
ShadowNinja |
History rewrites should be avoided of course. |
18:57 |
Exio4 |
PilzAdam: that is in the "common sense" part i guess? |
18:58 |
proller |
895 and 882 conflicting 8( and i cant merge them in one |
18:59 |
thexyz |
ShadowNinja: shouldn't you tag your topic in the news section with [0.4.8]? |
19:00 |
ShadowNinja |
thexyz: Ah, yes, done. |
19:01 |
PilzAdam |
ShadowNinja, and fix everything tha rubenwardy mentioned |
19:05 |
ShadowNinja |
PilzAdam: Done. |
19:06 |
ShadowNinja |
All except "* [0.4.8]?" that is |
19:06 |
ShadowNinja |
And for mods "C++ API" == "builtin API". |
19:07 |
ShadowNinja |
And "That's not really a hack." == false. |
19:10 |
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19:11 |
kaeza |
It's not a hack; it's called compatibility layer |
19:11 |
VanessaE |
PilzAdam, ShadowNinja: any other changes to #959 ? |
19:47 |
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19:50 |
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19:55 |
VanessaE |
(oops) |
20:01 |
ShadowNinja |
Perhaps the serverlist flags should be stored in a list, eg, servers.list[0].flags.creative = true, rather than mixed with the other data. |
20:01 |
ShadowNinja |
I am trying to write a doT.js template for the serverlist now... |
20:04 |
VanessaE |
so any further changes to #959 ? |
20:06 |
ShadowNinja |
Not now. |
20:06 |
VanessaE |
ok. |
20:06 |
* VanessaE |
pokes PilzAdam |
20:06 |
* general3214 |
punches PilzAdam |
20:07 |
ShadowNinja |
Hmmm, creative is set to a empty string, rather that true or 1. |
20:15 |
proller |
ShadowNinja, good idea |
20:23 |
PilzAdam |
ShadowNinja, when you create minetest.<function> article in the dev wiki then create <function> that redirects to the article too |
20:25 |
ShadowNinja |
PilzAdam: Perhaps there should be a auto-redirect. |
20:26 |
ShadowNinja |
Untested doT.js template: https://gist.github.com/ShadowNinja/7283108 |
20:26 |
ShadowNinja |
It doesn't have the modlist dropdown yet (Because that should be done differently). |
20:29 |
proller |
http://minetest.setun.net:8000/ - now with penis-meter |
20:30 |
proller |
* pop = average number of players on server |
20:30 |
sfan5 |
*cough* |
20:30 |
VanessaE |
10 users on realtest? O.o |
20:31 |
proller |
and average=pi |
20:31 |
VanessaE |
ha! |
20:32 |
PilzAdam |
is there a limit for description? |
20:32 |
proller |
no |
20:39 |
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21:01 |
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21:15 |
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21:31 |
ShadowNinja |
Here's a version of the serverlist using a doT.js template, it may or ma not work. http://ix.io/8QT |
21:32 |
ShadowNinja |
(I have to load it on a HTTP server...) |
21:34 |
VanessaE |
PilzAdam: so, #959 is good? |
21:35 |
ShadowNinja |
\o/ It works! Although table borders are missing... |
21:36 |
PilzAdam |
VanessaE, what happens if force_wall and invert_wall are both true? |
21:36 |
VanessaE |
PilzAdam: force_wall overrides. |
21:37 |
PilzAdam |
I wonder if it would be better if minetest.rotate_and_place(flags) would return a function that can be used in on_place in nodedef, similiar to item_eat() |
21:37 |
Evergreen |
Is #197 on minetest_game good for merge? |
21:37 |
VanessaE |
PilzAdam: I don't know how to do that. |
21:38 |
VanessaE |
imho the pull as it stands now is good enough for general use :P |
21:40 |
ShadowNinja |
http://shadowninja.minetest.net/serverlist/ <-- Serverlist w/ template. Needed: human-readable times and modlists. (+style fixes) |
21:41 |
thexyz |
also needs some design |
22:06 |
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22:18 |
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22:40 |
ShadowNinja |
I fixed the serverlist. To anyone that knows how: How should I implement the modlist box and similar boxes? The old way reserved a lot of extra space at the bottom of the screen. |
22:42 |
iqualfragile |
@randomdevwithalotofsparetime sometimes things get out of sync between client and server |
22:43 |
iqualfragile |
more precisely: entities |
22:43 |
iqualfragile |
even if it is a local singleplayer server |
22:43 |
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22:49 |
PilzAdam |
sapier, have you tested #962 ? |
22:51 |
sapier |
yes on windows as well as linux .. any issues with it? |
22:51 |
PilzAdam |
and it works? |
22:51 |
sapier |
at least for me ;) |
22:52 |
PilzAdam |
it can be merged then |
22:52 |
sapier |
I only tested irrlich 1.8(windows) as well as 1.7.3(linux) |
22:55 |
ShadowNinja |
https://github.com/ShadowNinja/minetest/commit/d3cf8a822ebd97d3ef790e210a25bde3d2c888ed |
22:55 |
ShadowNinja |
proller: ^ Thoughts? |
22:57 |
ShadowNinja |
Hmmm, I notice that my implementation of humanTime() works a lot better. |
22:58 |
proller |
16d 22h 25m 9s |
22:58 |
proller |
its better? |
22:58 |
proller |
9s very important |
22:59 |
proller |
and now uptime, age - its 2 values |
23:00 |
ShadowNinja |
proller: I can remove seconds, but it's better than "10.8h 7.6M". |
23:00 |
proller |
0.4.7, minetest, undefined |
23:00 |
proller |
ShadowNinja, its not bettes |
23:00 |
proller |
r |
23:00 |
* ShadowNinja |
disagrees. |
23:00 |
proller |
if value more than day - hours have no sense |
23:00 |
ShadowNinja |
I will fix the undefined mapgen. |
23:01 |
proller |
and where is xss transform? |
23:02 |
ShadowNinja |
proller: Hmmm? The server is expected to send valid data. |
23:02 |
proller |
no |
23:03 |
proller |
for server "alert()" is valid |
23:03 |
ShadowNinja |
proller: That will display as "alert()". |
23:04 |
proller |
<script>alert()</script> |
23:04 |
ShadowNinja |
But "<script>alert()</script>" probably won't. |
23:04 |
proller |
and you lost age value |
23:04 |
ShadowNinja |
There is probably some standard escapr function... |
23:05 |
proller |
and why -function get(refresh) { |
23:05 |
ShadowNinja |
No, age is just always undefined. (Why?) |
23:05 |
proller |
its defined here http://servers.minetest.net/ |
23:06 |
ShadowNinja |
No need for it, it is called imediately afterward with refresh unfefined. |
23:06 |
ShadowNinja |
Odd. |
23:08 |
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23:09 |
proller |
and where is more... |
23:12 |
proller |
and where is disableable columns |
23:12 |
ShadowNinja |
proller: Where are they in your version? |
23:12 |
proller |
http://minetest.setun.net:8000/ - press clients/players |
23:13 |
proller |
they can be adjusted from html |
23:13 |
proller |
http://minetest.net/servers - same script |
23:13 |
proller |
but without ping |
23:15 |
ShadowNinja |
Hmmm, that can probably be done with doT, if you really want that. The way it works there is a little odd. |
23:17 |
ShadowNinja |
Ah, I should add display.ping and the like. |
23:18 |
proller |
.. and template will be not better than now |
23:22 |
ShadowNinja |
Me and thexyz disagree. |
23:27 |
ShadowNinja |
With IPv6 support the IP colomn has to be shortened, perhaps the first few charachters and toe rest on hover... |
23:34 |
proller |
ipv6 with port must be [ip]:port |
23:39 |
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