Time |
Nick |
Message |
00:05 |
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00:07 |
ShadowNinja |
All C++ -> Lua calls other than script_run_callbacks and calls to table.insert now have a errfunc. The issue is that a LOT of C++ -> Lua calls are made by script_run_callbacks... |
00:08 |
ShadowNinja |
If anyone can insert a errfunc there in a way that doesn't segfault or cause a |
00:09 |
ShadowNinja |
... Lua PANIC then feel free to tell me about it. |
00:11 |
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EvergreenTree joined #minetest-dev |
00:12 |
kahrl |
maybe the whole script_run_callbacks shebang could be moved to lua |
00:14 |
kahrl |
basically like it's done in minetest.on_craft |
00:15 |
kahrl |
that would reduce the number of C -> Lua calls too and might be faster |
00:23 |
ShadowNinja |
Yes, but that means more changes. :-| Although I could probably do it, if I can understand the function to write it in Lua and get the enum copied to Lua or something like that. |
00:31 |
ShadowNinja |
kahrl: Do you have the ability to add a errfinc to script_run_callbacks? Tell me where on the stack to insert the function and when. |
00:32 |
kahrl |
sorry not now |
00:34 |
ShadowNinja |
Do you know who can? This is the only function left... |
00:34 |
kahrl |
have you tried pushing it from the caller and passing the errfunc index to script_run_callbacks? |
00:39 |
ShadowNinja |
Nope. But script_run_callbacks should be able to handle this by itself. |
00:39 |
* ShadowNinja |
tries again. |
00:48 |
ShadowNinja |
:-) Finally! |
00:49 |
VanessaE |
ShadowNinja: your code works in singleplayer btw: I was able to get a backtrace of the wield3d bug. |
00:50 |
VanessaE |
https://forum.minetest.net/viewtopic.php?pid=117301#p117301 in case you're curious. |
00:52 |
ShadowNinja |
Great, I should have the last corner for untraceable bugs to hide removed in a minute. (The function should really be in a slightly different position on the stack) |
00:53 |
VanessaE |
do note btw: the last line of that backtrace probably isn't being printed properly? |
00:57 |
ShadowNinja |
Oh, I didn't know that was literal, but it is probably just trimming the long path since it isn't really usefull. |
01:00 |
ShadowNinja |
VanessaE: Branch updated. Enable all your crashy mods and see if you get tracebacks now. |
01:00 |
VanessaE |
ok |
01:04 |
VanessaE |
ok, built and installed. |
01:04 |
VanessaE |
let's see what breaks...and HOW :D |
01:05 |
VanessaE |
(wield3d error has been reported to stu already) |
01:05 |
VanessaE |
ShadowNinja: nope.avi |
01:05 |
VanessaE |
still not getting a useful backtrace from the vector lib crash in the quarry/nuke |
01:06 |
VanessaE |
(I'm doing this the smart way and testing in singleplayer with a copy of the survival map) |
01:09 |
ShadowNinja |
That's... Impossible. The only C++ -> Lua calls without a errfunc are calls to table.insert or tostring. |
01:09 |
ShadowNinja |
Unless there is a LUA_ERRERR... |
01:09 |
VanessaE |
commit 63c12e21ee6fab7c3ec438add7810e04beff0f46 (and everything prior) is where I stand with the errfunc patches |
01:11 |
zat |
ShadowNinja: u there? |
01:12 |
ShadowNinja |
zat: Yes. |
01:13 |
zat |
I fixed it all ShadowNinja, now it works perfectly. |
01:13 |
ShadowNinja |
Alright, I'l test in a minute. |
01:14 |
zat |
ok, I just pushed it |
01:14 |
hmmmm |
so I just started using SVN for stuff at work |
01:15 |
hmmmm |
horrible... horrible... |
01:15 |
hmmmm |
you can't even amend commits |
01:16 |
zat |
maybe that is one reason why Linux hated SVN so much |
01:16 |
hmmmm |
now what's this stuff about script_run_callbacks? is this related to sapier's new thing? |
01:18 |
ShadowNinja |
hmmmm: No, I'm fixing how Minetest alwas calls lua_pcall with a NULL errfunc. |
01:18 |
hmmmm |
oh |
01:18 |
hmmmm |
how critical would you say that is? |
01:19 |
hmmmm |
I am frankly sick and tired of seeing the sequence of digits "0.4.7" |
01:19 |
ShadowNinja |
Well it causes a number of untraceable crashes, eg, the vector crashes. |
01:19 |
hmmmm |
is that a new problem or was it there? |
01:20 |
hmmmm |
(i really haven't been following things, sorry) |
01:20 |
ShadowNinja |
This is a bug fix though, so it can go in during a feature freeze. It has existed for as long as Minetest has had a Lua API AFAIK. |
01:20 |
kahrl |
since mod authors may want to test their mod with the stable version as well as git it would be nice if 0.4.8 had proper backtraces |
01:20 |
hmmmm |
excellent |
01:20 |
hmmmm |
that's a bug fix |
01:21 |
hmmmm |
I say we have a feature freeze *NOW* |
01:21 |
hmmmm |
we release 0.4.8 next wednesday |
01:21 |
hmmmm |
everybody agree? |
01:21 |
hmmmm |
well I don't really care if anybody agrees, I'm going to do it anyway because it's simply not moving along because nobody takes initiative |
01:21 |
kahrl |
I don't have time soon anyway, so whatever you guys think is best |
01:23 |
hmmmm |
and as for the super-duper configurable world create dialog in the main menu, I'd rather wait for better controls to be made |
01:23 |
VanessaE |
no, don't freeze. |
01:23 |
VanessaE |
not yet. |
01:23 |
hmmmm |
I want to extend kahrl's table to be editable |
01:23 |
hmmmm |
vanessae, any reason why *not*? |
01:24 |
VanessaE |
there are a couple of features that imho should also go in before the freeze, like my 6d patch. |
01:24 |
hmmmm |
sure, let's see that |
01:26 |
VanessaE |
#959 |
01:27 |
hmmmm |
and it works? |
01:27 |
hmmmm |
what do other people say? have they tested it? was it already in use in one of your mods? |
01:28 |
hmmmm |
also, wasn't facedir prediction already added by kahrl a while back? |
01:28 |
hmmmm |
it was one of his first patches he committed after the break |
01:28 |
VanessaE |
it's been in use in homedecor for some weeks, in moreblocks for some months, and also recently added to one of Dan Duncombe's mods (I forget which) |
01:28 |
ShadowNinja |
It seems good to me, although I haven't tested it |
01:29 |
VanessaE |
idk if kahrl had a similar one or not. |
01:32 |
kahrl |
that was something else |
01:32 |
kahrl |
mine was client side |
01:33 |
hmmmm |
so why does server side need prediction again? |
01:34 |
kahrl |
I think that's supposed to mean "predict what the user meant" |
01:35 |
hmmmm |
when is the actual determination on facedir made? |
01:37 |
VanessaE |
hmmmm: what do you mean? |
01:38 |
VanessaE |
oh, lines 231-233 |
01:38 |
VanessaE |
it's a simplistic algorithm but it works for 99% of people's use cases I'm sure. |
01:38 |
hmmmm |
kahrl's thing predicts how the item is placed on the client side, your patch "predicts" how the item is placed on the server side, but it actually does add the node |
01:39 |
hmmmm |
is your patch intended for mod-placed nodes based on the player's pitch and so on? |
01:39 |
VanessaE |
yes basically. |
01:39 |
hmmmm |
that is, facedir'd nodes are only placed as facedir when the player places them himself? |
01:40 |
VanessaE |
for example, if you're holding a moreblocks slab or a homedecor light panel, it places it either upside down o nthe ceiling, or on the floor, or on the wall sideways depending on your pitch, facedir, and whether you're pointing at a wall |
01:40 |
hmmmm |
but doesn't that already happen? |
01:40 |
VanessaE |
nope. |
01:40 |
hmmmm |
it doesn't?? |
01:40 |
hmmmm |
what |
01:40 |
VanessaE |
well it does, because I added this code to moreblocks and homedecor ages ago |
01:40 |
hmmmm |
hold on, let me try that out |
01:40 |
hmmmm |
I mean with regular nodes, like stairs |
01:41 |
hmmmm |
I could've sworn you were able to place it pre-rotated based on how you place it |
01:41 |
VanessaE |
oh regular stairs nodes use some internal non-generic function |
01:41 |
hmmmm |
aha |
01:41 |
hmmmm |
that's not good, where is that? |
01:41 |
VanessaE |
this is intended to replace that and extend it to handle pretty much all use cases. |
01:41 |
VanessaE |
um.... |
01:41 |
VanessaE |
inside the stairs mod, I'm pretty sure |
01:41 |
* VanessaE |
checks |
01:42 |
VanessaE |
yeah |
01:42 |
hmmmm |
ahh |
01:42 |
hmmmm |
okay, your patch has an extremely valid use case |
01:42 |
VanessaE |
stairs/init.lua line 24 |
01:42 |
hmmmm |
and you said it handles the upside-down placement as well? |
01:42 |
VanessaE |
yes |
01:42 |
hmmmm |
then it's superior to the stairs builtin version |
01:42 |
VanessaE |
you can also *force* it by setting some flags :) |
01:43 |
hmmmm |
give me one good reason why we shouldn't switch stairs to use vanessae's function right now |
01:43 |
VanessaE |
the idea is that the mod calling this function will set the various flags e.g. invert_wall when the user holds, say, shift. |
01:43 |
hmmmm |
that's even better |
01:43 |
hmmmm |
i'm sold, that'll get committed right away |
01:44 |
VanessaE |
the mod calling this function should set infinitestacks to true when in creative, btw. |
01:44 |
VanessaE |
(I left it external because of Unified Inventory's handling of same) |
01:44 |
hmmmm |
I have no idea what the whole controversial creative infinite stacks thing is about |
01:44 |
hmmmm |
a lot of people sure talk about it though |
01:45 |
VanessaE |
hmmmm: in short, default creative mod makes all stacks infinite (which makes crafting a bitch). Unified Inventory treats all stacks as if you're in survival mode, even when in creative. Pilzadam asserts that creative == infinite stacks, period, end of discussion. |
01:46 |
VanessaE |
I assert that a separate flag should be set somewhere that a mod can refer to (or change). This code allows for that, but if used by a default mod, you should just pass the creative mode flag directly as infinitestacks, to keep the existing behavior. |
01:47 |
hmmmm |
mods setting their own flags.... yuck |
01:47 |
hmmmm |
what if there's a conflict? |
01:48 |
hmmmm |
what if one says "oh yes, I think I am comandeering this person's minetest, I say there are no infinite stacks" |
01:48 |
hmmmm |
but then another says the opposite |
01:48 |
hmmmm |
the former mod breaks |
01:48 |
VanessaE |
yeah I know, that's the only drawback of such a flag. |
01:49 |
hmmmm |
pilzadam is right here frankly |
01:49 |
VanessaE |
but that's why I left it external to the call, so that by default the passed stack is left unchanged. |
01:49 |
hmmmm |
if anything, the problem that makes crafting with an infinite stack should be fixed |
01:49 |
VanessaE |
(if you set infinitestacks == to the creative flag) |
01:50 |
VanessaE |
well anyways, have fun with it :) |
01:51 |
VanessaE |
I tried to cover every possible use-case ( http://xkcd.com/927/ ) |
01:51 |
hmmmm |
yeah yeah |
01:52 |
VanessaE |
second feature, which c55 kinda hates, #967 |
01:53 |
VanessaE |
I've been using this one since it came out. works flawlessly, but I think the sun and moon need to be displayed at a larger angular size (and compensated for by visual padding in the texture files) so that things like a bright, big corona are possible. |
01:55 |
hmmmm |
i'd rather it get perfected first |
01:57 |
VanessaE |
perfected? |
01:57 |
VanessaE |
well I guess |
01:57 |
* VanessaE |
shrugs. as RealBadAngel features go, this one just works :) |
01:59 |
hmmmm |
shoot |
01:59 |
zat |
ShadowNinja: you need to let it migrate to the sqlite file again, I changed the structure of a table. |
01:59 |
hmmmm |
it's been too long and i actually forgot how to fetch a branch from someone else's repository |
01:59 |
zat |
sorry for the inconvenience (time) |
01:59 |
hmmmm |
i feel stupid :/ |
01:59 |
VanessaE |
hmmmm: git pull <git url> <branchname> |
01:59 |
VanessaE |
or at least that's what I dp. |
01:59 |
hmmmm |
no pull, that merges as well |
01:59 |
VanessaE |
do* |
01:59 |
hmmmm |
I just want to fetch. |
02:00 |
VanessaE |
git remote add -f <username> <git url> ; git cherry-pick <commit hash> |
02:00 |
VanessaE |
that's the other way that I do it. |
02:00 |
hmmmm |
I do a cherry pick after fetching the other person's repo |
02:00 |
hmmmm |
shouldn't have to remote add anything |
02:00 |
VanessaE |
oh JUSt fetch |
02:00 |
VanessaE |
duh |
02:00 |
hmmmm |
yes, I *just* want to fetch |
02:00 |
VanessaE |
git fetch <username> :) |
02:01 |
hmmmm |
username? |
02:01 |
hmmmm |
you mean url? |
02:01 |
VanessaE |
no |
02:01 |
VanessaE |
the name you gave when you did the last git add -f |
02:01 |
VanessaE |
like I call shadowninja's fork just "ShadowNinja" |
02:01 |
hmmmm |
oh, I didn't do that ever |
02:02 |
hmmmm |
fetching from an arbitrary URL should be easy but it asks me for my username/password for some reason, then says repository not found |
02:02 |
VanessaE |
wish I could remember more, sorry :-; |
02:02 |
VanessaE |
:-/ |
02:02 |
hmmmm |
this is what happens when you don't do it for like 4-5 months |
02:03 |
VanessaE |
mmhmm. I used to be reasonably good with cvs. Now I'd have to hit up Google just to clone someone's repo :P |
02:05 |
hmmmm |
this is what happens when your knowledge of git is from muscle memory instead of real understanding |
02:05 |
ShadowNinja |
zat: Instead of adding a rollback.txt.done it should add a rollback.txt.notdone while converting IMO. That way it doesn't leave behind a extra file when done. |
02:05 |
VanessaE |
hmmmm: yep. same damn thing with passwords too. |
02:06 |
zat |
ShadowNinja: sounds good too, but it would not let the migrator know the real state of a previous migration, after completion. |
02:07 |
zat |
ah no no... having only both .txt and .sqlite would mean migration was completed previously. |
02:07 |
zat |
¬¬ lol |
02:08 |
hmmmm |
yeah, so I ended up doing it your way vanessa |
02:08 |
hmmmm |
I can't remember how I used to do it... |
02:08 |
VanessaE |
sometimes brute force is the easiest way :) |
02:08 |
ShadowNinja |
I usually do "git checkout -b feature && git pull <url> <branch>" |
02:09 |
kahrl |
git fetch https://github.com/kwolekr/minetest.git <-- works for me |
02:09 |
hmmmm |
that does not work for me |
02:11 |
hmmmm |
any comments on sapier's heavy-handed mingw/win32 i18n fix? |
02:11 |
hmmmm |
(err rather, msvc build) |
02:13 |
kahrl |
I don't like that it makes it practically impossible to write a batch file that automatically restarts the minetest server |
02:14 |
hmmmm |
me neither |
02:40 |
hmmmm |
what are your opinions on https://github.com/minetest/minetest/pull/957 (assume selection box for fences) |
02:45 |
VanessaE |
hmmmm: +100 |
02:48 |
VanessaE |
hmmmm: also #minetest, re: 6d code...should I also add a little something there to define the orient_flags table if one isn't passed? |
02:50 |
VanessaE |
it's supposed to be optional but it looks like I forgot to add a check for it being passed at all |
03:10 |
VanessaE |
hmmmm: please add this one-line fix asap: https://github.com/minetest/minetest/pull/986 |
03:20 |
hmmmm |
lol |
03:20 |
hmmmm |
blindly pushing to upstream is a great way to find bugs |
03:20 |
VanessaE |
heh yep |
03:20 |
VanessaE |
should that be local, btw? |
03:20 |
hmmmm |
it's analagous to "flip a coin, when it's in the air you'll know what you wanted" |
03:21 |
hmmmm |
what? |
03:21 |
VanessaE |
https://github.com/VanessaE/minetest/commit/79e5a7c803a8c29c70aea8f850ce0460f7f494b5 |
03:21 |
hmmmm |
the orient_flags? it doesn't need to be |
03:21 |
VanessaE |
ok |
03:21 |
VanessaE |
I always get confused when it comes to variable scoping where a function is involved :) |
03:31 |
hmmmm |
alright seriously |
03:31 |
hmmmm |
feature freeze time |
03:31 |
hmmmm |
i'm getting tired of this 0.4.7 bullshit |
03:31 |
hmmmm |
remember when we 'almost' released it after being late a month, about 4 months ago? |
03:32 |
VanessaE |
yes |
03:32 |
VanessaE |
but wait! |
03:32 |
VanessaE |
[11-06 22:31] <cy1> VanessaE: https://github.com/minetest/minetest/pull/987 |
03:33 |
VanessaE |
bugfix to vector.lua |
03:33 |
hmmmm |
wow vector.lua is really getting bulky |
03:33 |
hmmmm |
I hope you guys understand that a). you need to spend as little time in lua as possible |
03:34 |
hmmmm |
b). lua is slow |
03:34 |
hmmmm |
c). things that require vector calculations are typically intensive in the first place |
03:34 |
VanessaE |
abso-fucking-lutely. |
03:35 |
VanessaE |
(on point a that is) |
03:35 |
VanessaE |
why was the vector lib even written in Lua to begin with? |
03:37 |
hmmmm |
beeeeecause |
03:37 |
VanessaE |
random? :) |
03:37 |
hmmmm |
someone wanted to be able to do v3f(4, 3, 2) * 4 |
03:37 |
hmmmm |
but then shadowninja said, "oh, we don't like metatable operations" |
03:38 |
hmmmm |
I think originally it was my idea because I started playing with metatables |
03:38 |
hmmmm |
with the VoxelArea constructor |
03:52 |
VanessaE |
you seeing #minetest ? |
04:02 |
VanessaE |
cy's patch works. |
04:17 |
hmmmm |
I know |
05:23 |
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05:39 |
VanessaE |
hmmmm: farming mod exploit: https://forum.minetest.net/viewtopic.php?pid=117327 |
05:39 |
VanessaE |
(pilzadam's territory, but you're here and he ain't :) ) |
06:06 |
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08:38 |
celeron55 |
the vector library is probably faster in lua than what it would be in C++ if luajit is used |
08:38 |
celeron55 |
i mean, given that it's called from lua |
08:55 |
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15:53 |
zat |
Hey ShadowNinja |
15:54 |
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17:17 |
EvergreenTree |
Can someone have a look at #214? |
17:23 |
EvergreenTree |
https://github.com/minetest/minetest_game/pull/214 |
17:28 |
ShadowNinja |
The vector lib is fastest in Lua because of Lua -> C++ overhead. |
17:32 |
zat |
Hey ShadowNinja, did you give it a try yesterday |
17:33 |
ShadowNinja |
zat: A bit, I didn't have much time. |
17:33 |
zat |
ok, I just made improvements |
17:33 |
zat |
now rollback_checks are instant |
17:33 |
ShadowNinja |
zat: I still got the C++ exception, and it locked up my system. |
17:34 |
zat |
what did you do to get that? |
17:34 |
ShadowNinja |
/rollback_check 10 1000000000 |
17:34 |
ShadowNinja |
Or maybe with a range of 100. |
17:35 |
zat |
I hope it was because of a missing key in the table |
17:35 |
zat |
hold on, I am migrating |
17:35 |
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17:36 |
ShadowNinja |
By locked up I mean it seemed very good at consuming CPU cycles and memery without leaving much for other programs. |
17:37 |
zat |
it was sqlite scanning a big file I bet |
17:37 |
zat |
how big is your rollback.txt? |
17:45 |
VanessaE |
I have #214 already in place here and it works perfectly. |
17:48 |
ShadowNinja |
zat: Rollback.sqlite is 240M and contains 7826433 entries. |
17:49 |
zat |
that is why then |
17:49 |
EvergreenTree |
Can someone check/test #214? |
18:00 |
EvergreenTree |
Ahem, I said can some check 214 on minetest_game? :P |
18:02 |
ShadowNinja |
EvergreenTree: Looks good to me. |
18:03 |
zat |
Ok ShadowNinja, it is done. |
18:03 |
zat |
The last commit, whenever you have time. |
18:03 |
zat |
thx for your time btw. |
18:03 |
Sokomine |
ah yes. please have mercy with poor admins/moderators on servers and do test zats mysql-based rollback on real servers! hope to see that tested on a real server and eventually merged soon |
18:03 |
Sokomine |
won't help on redcrabs server but lots of other servers could profit |
18:03 |
thexyz |
EvergreenTree: I think you should make a function |
18:05 |
thexyz |
similar to minetest.item_eat |
18:06 |
thexyz |
but that's just my opinion, better ask other devs |
18:06 |
VanessaE |
o.O a function for just two lines of code? |
18:06 |
thexyz |
…And then they copypasted those two lines of code again […] |
18:07 |
VanessaE |
well I guess |
18:07 |
* VanessaE |
shrugs |
18:07 |
zat |
VanessaE: have you got some huge rollback.txt file? |
18:07 |
thexyz |
that's why I'm telling to ask other devs, I might suffer from perfectionism sometimes |
18:07 |
zat |
we are looking for someone to test the new rollback. |
18:08 |
VanessaE |
zat: is 122MB big enough? |
18:08 |
Sokomine |
122 mb is comparatively small |
18:08 |
zat |
Mine is 1.9gb :D |
18:08 |
Sokomine |
oh :-) |
18:08 |
Sokomine |
that would fry any server with the current upstream rollback |
18:09 |
zat |
that is why I never do any rollbacks in production |
18:09 |
zat |
for rollback means hang up |
18:09 |
VanessaE |
I must have nuked my old rollback logs recently. The biggest one I have is 196MB, from a singleplayer-adapted old copy of my survival map. |
18:10 |
VanessaE |
(previously, the largest one was like 2.5GB) |
18:10 |
zat |
uh |
18:13 |
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18:23 |
Sokomine |
that 2.5 gb one would have been helpful. they compress to very small size. if you could dig that out of an old backup? |
18:28 |
zat |
if it exists lol |
18:30 |
VanessaE |
I could try sure |
18:30 |
VanessaE |
*fires up backup drive* |
18:30 |
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18:31 |
EvergreenTree |
thexyz, Do I really need a function for just two lines of coded repeated only twice? |
18:31 |
thexyz |
EvergreenTree: dunno, if you're sure it's only repeated twice then it's ok, I guess |
18:32 |
EvergreenTree |
It would be useful for mods though... |
18:32 |
VanessaE |
no dice, Sokomine. |
18:33 |
EvergreenTree |
I think it would be fine for the mod creator to register it themselves though, would be more customizable that way |
18:33 |
VanessaE |
the copies that made it into my backups (which I have long since made a point to exclude in my backup script) are smaller than the current ones. |
18:33 |
PilzAdam |
thexyz, actually I suggested that the 6d facedir placement should return a function (like item_eat()) too |
18:34 |
EvergreenTree |
Anyway, that's what VanessaE's 6d facedir is for |
18:34 |
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18:34 |
VanessaE |
if someone wants to modify it to do that, I'm not against it. |
18:35 |
PilzAdam |
it should have been done before it was merged, though |
18:37 |
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18:37 |
EvergreenTree |
Hmm, if it is changed, you may want to do it before my pull is merged |
18:38 |
EvergreenTree |
That way, no unnecessary commits are added |
18:41 |
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18:41 |
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18:42 |
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18:43 |
VanessaE |
meanwhile, at some point I guess I should adapt the default stairs/slabs to use the new routine |
18:44 |
PilzAdam |
I dont like that idea |
18:44 |
ShadowNinja |
EvergreenTree: You should split the first line into two or three lines. |
18:44 |
VanessaE |
why? |
18:44 |
PilzAdam |
its just my personal preference |
18:45 |
PilzAdam |
probably the same reaons why I dont like EvergreenTree's latest pull request |
18:45 |
VanessaE |
it would cut down on code duplication and improve consistency. |
18:46 |
VanessaE |
of course I never use default stairs, so meh. |
18:48 |
PilzAdam |
btw, havent we decided to not touch minetest_game anymore? |
18:48 |
VanessaE |
in the sense of adding major features, sure |
18:48 |
VanessaE |
but it still has to be maintained. |
18:49 |
PilzAdam |
in the featurelessness (Im pretty sure that word doesnt exist) of minetest_game horizontal trees are a major feature |
18:49 |
VanessaE |
not really. They're a logical extension of what already exists. besides, there have been mods that add horizontal trees for ages now. |
18:50 |
PilzAdam |
why do we add that to minetest_game then? |
18:51 |
VanessaE |
eh? |
18:51 |
VanessaE |
because this is not really the territory of an external mod? |
18:51 |
VanessaE |
because there was no way at all before? |
18:52 |
VanessaE |
why are you so opposed to allowing the default game to evolve just a little? especially if it does so in ways that don't break compatibility? |
18:56 |
VanessaE |
(inb4 <PilzAdam> bye --> * PilzAdam has quit (bye) ) |
18:56 |
PilzAdam |
hm? |
18:58 |
VanessaE |
well this really doesn't belong in this channel, but you have a habit of signing off suddenly when someone starts putting questions to you that you don't like :) |
19:02 |
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19:08 |
EvergreenTree |
Hm, so what should be done about 214? |
19:08 |
VanessaE |
anyhow, can we just cut the bullshit, as was discussed yesterday, and get this thing updated and released? |
19:09 |
VanessaE |
EvergreenTree: you may as well functionalize it. |
19:10 |
EvergreenTree |
Fine, but it would just be an extra commit, and is it really necessary? |
19:10 |
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19:10 |
EvergreenTree |
If I did, where would the function go? |
19:10 |
VanessaE |
make your commit and then, git rebase -i HEAD~2 |
19:11 |
VanessaE |
stick the function somewhere in one of the other lua files in default, maybe functions.lua |
19:11 |
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19:11 |
VanessaE |
once you rebase -i HEAD~2, git push -f and your pull will show as one commit instead of two |
19:14 |
sapier |
I'll gladly rebase my changes hmmm if shadows fixes solve the backtrace issues it's worth it |
19:14 |
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19:15 |
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19:15 |
sapier |
kahrl what about disabling the i18n fix in dedicated server mode I guess a server could live with broken locale |
19:16 |
sapier |
btw the most simple fix would be just use a sane compiler to build minetest ;-) |
19:20 |
ShadowNinja |
sapier: Yes, it does. I am currently busy making sure the errorhandler is removed from the stack after it is used. (And removing other unused things from the stack ahile i'm at it) |
19:20 |
ShadowNinja |
while* |
19:24 |
VanessaE |
ShadowNinja: did you see my messages? |
19:27 |
VanessaE |
the short version is that, with one exception (the current release of wield3d), cy's patch to vector lib fixes all of the related crashes I've been seeing, and your path produces reliable backtraces for me once I sorted out an install-prefix glitch. |
19:29 |
ShadowNinja |
VanessaE: Yes, I did. |
19:29 |
VanessaE |
ok |
19:31 |
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19:40 |
sapier |
ahh :-) I just was wondering if that's correct not to pop it ;-) |
19:40 |
sapier |
I prepare async for integration |
19:43 |
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19:46 |
sapier |
if you found out how much needs to be popped from stack tell me shadow ;-) |
19:51 |
EvergreenTree |
thexyz, Added a wrapper for rotate_and_place for rotating the logs |
19:52 |
EvergreenTree |
in 214 |
19:55 |
ShadowNinja |
sapier: https://github.com/ShadowNinja/minetest/commits/pcall_errfunc More to come soon most likely. |
19:56 |
EvergreenTree |
Added a function thexyz, happy now? https://github.com/minetest/minetest_game/pull/214 |
19:57 |
sapier |
yes but where to look for the right way to pop it ;-) |
19:58 |
thexyz |
EvergreenTree: that's not exactly what I meant, and I think PilzAdam wanted coroutine (for some reason, dunno why) |
19:59 |
thexyz |
you should be able now to do "on_place = rotate_node" |
19:59 |
EvergreenTree |
Tried that, didn't work |
19:59 |
thexyz |
what the error was? |
20:00 |
VanessaE |
http://pastie.org/8463495 |
20:00 |
ShadowNinja |
sapier: I use lua_pop or lua_remove, depending on whether it is at the top of the stack. |
20:01 |
sapier |
a single one right? |
20:01 |
ShadowNinja |
VanessaE: I updated pcall_errfunc. Pull it and see if it causes any crashes. |
20:02 |
sapier |
is forum modlist at heavy load? |
20:02 |
ShadowNinja |
sapier: Sometimes multiple lua_remove's in a row, but I just change the number for lua_pop, although I think I only had to pop multiple items once in that commit. |
20:05 |
sapier |
ok I guess I've found the issue |
20:05 |
sapier |
I'm gonna push a new version of async pull request |
20:05 |
sapier |
if someone wants to try this intended to be added in 0.4.7 |
20:05 |
sapier |
0.4.8 of course |
20:07 |
sapier |
I added a copy of your error handler to async this way it's easy to replace it by your one shadow |
20:07 |
VanessaE |
ShadowNinja: ok, deployed. |
20:08 |
ShadowNinja |
Ok, I intend to push my patch soon. |
20:09 |
VanessaE |
ok, that broke something. |
20:09 |
thexyz |
sapier: there are some other services which create excessive load right now, sorry for that |
20:09 |
VanessaE |
15:09:33: ERROR[main]: ERROR: An unhandled exception occurred: ServerError: LuaE |
20:09 |
VanessaE |
rror: allow_metadata_inventory_put should return a number |
20:10 |
sapier |
sorry thexyz I don't know what you're talking about atm |
20:11 |
thexyz |
00:02 <+ sapier> | is forum modlist at heavy load? |
20:11 |
sapier |
oh :-) |
20:12 |
sapier |
n problem seems to work again I fot some timeouts when trying to read the modlist |
20:12 |
VanessaE |
ShadowNinja: the rest of that crash ^^^^^ : /home/vanessa/Minetest-related/minetest_core/src/main.cpp:1877: int main(int, ch |
20:12 |
VanessaE |
ar**): Assertion '0' failed. |
20:13 |
ShadowNinja |
VanessaE: Ok, one minute... |
20:14 |
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20:14 |
VanessaE |
sure. |
20:14 |
RealBadAngel |
hi |
20:14 |
VanessaE |
hey RBA |
20:15 |
RealBadAngel |
could somebody update polish translation? |
20:15 |
VanessaE |
thexyz: regarding EvergreenTree's patch, this was the error he was getting: http://pastie.org/8463495 |
20:15 |
VanessaE |
thexyz: I am clueless when it comes to using the short form of a callback, which was formerly this: http://pastie.org/8463502#7 What did he do wrong? |
20:16 |
RealBadAngel |
ive translated missing texts ages ago, and now windows builds are scaring me with old ones or missing and empty buttons... |
20:17 |
thexyz |
VanessaE: meeeh |
20:17 |
thexyz |
on_place = rotate_node |
20:17 |
thexyz |
that's all |
20:19 |
EvergreenTree |
WEll, it worked |
20:19 |
EvergreenTree |
applying |
20:20 |
VanessaE |
oh well hell |
20:20 |
VanessaE |
I feel stupid now |
20:20 |
VanessaE |
maybe call it rotate_node_wrapper |
20:20 |
VanessaE |
(or not, doesn't much matter) |
20:23 |
EvergreenTree |
Applied |
20:23 |
EvergreenTree |
Happy now PilzAdam? |
20:25 |
EvergreenTree |
:) |
20:28 |
EvergreenTree |
thexyz, better? |
20:28 |
ShadowNinja |
VanessaE: Possible fix pushed. |
20:29 |
thexyz |
sorry, too busy |
20:29 |
RealBadAngel |
are weblate translations pushed manually? who or what is responsible for that? |
20:31 |
sapier |
rba you most likely need to update again once the modmanager fix is pushed |
20:31 |
thexyz |
RealBadAngel: I am |
20:32 |
RealBadAngel |
what modmanager has to do with translations?? |
20:32 |
VanessaE |
ShadowNinja: ok, I'll grab it |
20:32 |
RealBadAngel |
thexyz, could you update polish one then, please? |
20:33 |
RealBadAngel |
its still incomplete, but way better than before |
20:33 |
sapier |
if I remember correct there is at least a button whos caption is changed |
20:33 |
sapier |
but you're right a single button isn't a reason to wait :-) |
20:35 |
thexyz |
RealBadAngel: sorry, tomorrow |
20:36 |
EvergreenTree |
thexyz, is 214 better? |
20:36 |
RealBadAngel |
thexyz, sure, i just wanted to highlight that it is updated |
20:37 |
RealBadAngel |
and thx |
20:38 |
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20:44 |
EvergreenTree |
thexyz, I said, is https://github.com/minetest/minetest_game/pull/214 any better? |
20:45 |
thexyz |
EvergreenTree: sorry, didn't I say I'm a bit busy? |
20:46 |
EvergreenTree |
Can someone else look? |
20:46 |
thexyz |
it's probably easy to miss my message across all those |
20:46 |
thexyz |
since PilzAdam suggested you to use closure please ask him instead of me |
20:46 |
EvergreenTree |
Sorry, didn't mean to bother you |
20:47 |
EvergreenTree |
PilzAdam, is https://github.com/minetest/minetest_game/pull/214 better? |
20:47 |
PilzAdam |
shouldnt that be done in builtin? |
20:48 |
EvergreenTree |
IS everything else okay? |
20:48 |
PilzAdam |
I mean minetest.rotate_and_place() should return a function |
20:50 |
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20:53 |
ShadowNinja |
It should be in builtin, but returning a function won't work with infinitestacks and orient_flags. |
20:57 |
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20:58 |
RealBadAngel |
PilzAdam, could you update shaders branch with my latest commit? |
20:59 |
ShadowNinja |
RealBadAngel: Too late. |
20:59 |
RealBadAngel |
damn, power off :) |
21:08 |
sapier |
https://github.com/minetest/minetest/pull/884 any second core dev to agree? |
21:18 |
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21:19 |
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21:23 |
sapier |
everyone gone now? ;-) |
21:27 |
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21:29 |
RealBadAngel |
sapier, idk what this code is about |
21:29 |
RealBadAngel |
sorry |
21:29 |
ShadowNinja |
sapier: Seems good to me. |
21:30 |
sapier |
;-) rba it's about releasing 0.4.8 I don't need those changes but some ppl complained about the ui months ago. this fixes their issues now they're gone |
21:31 |
sapier |
ShadowNinja thanks but you don't count as two agrees if you agree twice ;-) |
21:31 |
* ShadowNinja |
shrugs |
21:36 |
RealBadAngel |
sapier. i cant say anything if i dont test test the code. i could just look at it and say its nice, but it wont be fair |
21:37 |
sapier |
of course and I don't remember you beeing one of those people requesting the change |
21:38 |
RealBadAngel |
ask me something related to what im workin on and i will have something to say |
21:39 |
RealBadAngel |
when i started to commit to mt i thought i can review any code |
21:39 |
sapier |
while I understand this I don't think this is gonna work if all core devs only review things they're working at right now ;-) |
21:39 |
RealBadAngel |
but thats not true |
21:39 |
sapier |
why not? |
21:40 |
RealBadAngel |
im focused now only on OpenGL, i can barely see whats going on in cpp now |
21:40 |
sapier |
most of this commit is lua |
21:41 |
RealBadAngel |
ok, i will read it |
21:42 |
VanessaE |
ok. thexyz: please check #214 on minetest_game and #988 on the engine |
21:42 |
sapier |
you don't have to do it if you don't think you can contribute, yet I think a different point of view sometimes even helps to find errors ... developers usually get blind to their own errors |
21:43 |
RealBadAngel |
thats true |
21:43 |
RealBadAngel |
but lookin in the very same direction is needed too |
21:43 |
sapier |
of course |
21:44 |
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21:45 |
RealBadAngel |
i could give you a credit, with my vote, saying i do believe that you know what are you doing |
21:45 |
RealBadAngel |
lookin at all your previous work, you deserve it |
21:45 |
sapier |
I don't always think myself I know what I'm doing but thanks :-) |
21:46 |
RealBadAngel |
theres no 100% perfect code |
21:46 |
RealBadAngel |
it can be always made better |
21:46 |
RealBadAngel |
even if you think atm its PERFECT |
21:49 |
RealBadAngel |
but still, coding things all over is a way to get close to it |
21:50 |
RealBadAngel |
and theres no better way than users telling you whats wrong |
21:52 |
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21:55 |
VanessaE |
hrm, #988 is wrong. evergreen forgot to put minetest. in front of the function name, |
21:56 |
RealBadAngel |
sapier, see? better to ask some1 who know things ;) |
21:57 |
sapier |
:-) |
21:57 |
sapier |
yet there are things evereyone can recognize e.g. documentation errors ;-) |
22:02 |
VanessaE |
thexyz: see my comment attached to #988. |
22:30 |
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23:57 |
Taoki |
RealBadAngel: Hi |