Time |
Nick |
Message |
00:15 |
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00:19 |
iqualfragile |
ah, k |
00:19 |
iqualfragile |
in that case there is some android application violating at least that license |
00:43 |
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03:10 |
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03:27 |
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03:30 |
Sokomine |
problem: repeatedly "minetest/src/emerge.cpp:570: virtual void* EmergeThread::Thread(): Assertion '0' failed." with pretty recent git + a new world (no guarantee that the mods fit and work together as intended) |
03:31 |
Sokomine |
will try with current git |
03:34 |
Sokomine |
same happens with latest git. that the mods do have some problem is likely. the world i try to generate is completely new |
05:54 |
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06:08 |
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06:14 |
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06:16 |
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06:21 |
hmmmm |
man, proller's weather crap is horrendous from an organizational standpoint |
06:23 |
hmmmm |
anyway my guess is that the weather bug is due to activateBlock not being called on time before it gets sent out to the client |
06:24 |
VanessaE |
um...wut? http://pastebin.ubuntu.com/6430401/ |
06:24 |
VanessaE |
didn't someone else just report this earlier today? |
06:25 |
VanessaE |
hm, maybe not the same error. anyway, that ^^^ just happened out of nowhere |
06:28 |
hmmmm |
I want to get rid of the weather crap |
06:28 |
hmmmm |
it simply does not fit |
06:29 |
hmmmm |
it uses too many high-level constructs and uses them in with low-level block initialization without regard to any program structure |
06:30 |
hmmmm |
basically when he first wrote it he just did whatever mangling with pointers and references he needed to in order to get the objects necessary to carry out the weather calls |
06:39 |
nore |
https://gist.github.com/Novatux/7510145 <-- what do you think of that? |
06:39 |
nore |
I'm probably going to rewrite the while force loading code |
06:40 |
nore |
and it is a draft of the new API |
06:40 |
nore |
far less hacky |
06:42 |
hmmmm |
there's nothing that can go wrong with reference counting |
06:42 |
nore |
what do you mean? |
06:44 |
nore |
hmmmm, perhaps that then: https://gist.github.com/Novatux/7510145/revisions |
06:46 |
hmmmm |
that's probably better |
06:46 |
hmmmm |
you really cannot trust mods |
06:47 |
hmmmm |
they can and will do everything in their power to act stupid with minetest and cause problems |
06:47 |
nore |
(ah, and I forgot: the loaded blocks are saved on map shutdown) |
06:47 |
nore |
hmmmm: that's the objective of the handler |
06:48 |
nore |
you can limit any mod to a maximum number of force loadings, and the mod cannot force load more than that number of blocks |
06:48 |
hmmmm |
oh guys, do you know what the 'p' key does in minetest by default? |
06:49 |
VanessaE |
no idea |
06:49 |
hmmmm |
that's the 'throw exception' button |
06:49 |
nore |
what? |
06:49 |
VanessaE |
that does nothing here. |
06:50 |
nore |
nor for me |
06:50 |
VanessaE |
wait |
06:50 |
hmmmm |
ahh nevermind |
06:50 |
hmmmm |
that's not an exception, it looked like a backtrace to me |
06:50 |
VanessaE |
http://pastebin.ubuntu.com/6430462/ |
06:50 |
hmmmm |
I thought it was like something that had a problem nobody noticed |
06:50 |
VanessaE |
it does that for me |
06:50 |
hmmmm |
yeah that's normal |
06:51 |
hmmmm |
doesn't it look like something being a bug and trying to crash at first? |
06:51 |
VanessaE |
yes in fat |
06:51 |
VanessaE |
fact* |
06:52 |
VanessaE |
fat lotta good a debug stack is if it isn't attached to some sort of actual crash, no? |
06:52 |
nore |
the traceback always stops at (Leftover data: #5 void MeshUpdateQueue::addBlock(v3s16, MeshMakeData*, bool, bool)) |
06:52 |
VanessaE |
noreqditto |
06:52 |
hmmmm |
well I think the intention was to figure out where some thread is stuck in if it's taking too long to do something, or caught in an infinite loop |
06:52 |
VanessaE |
nore, ditto* |
06:56 |
nore |
hmmmm, are you ok for an API like that? should I code it? |
06:56 |
hmmmm |
i'm pretty indifferent toward it |
06:56 |
hmmmm |
why don't you ask people who would actually be using this |
06:56 |
VanessaE |
I assume he has things like technic, mesecons, and pipeworks in mind. |
06:57 |
nore |
yep... |
06:58 |
nore |
or a more general force load mod, that could allow you to place force loaders |
07:39 |
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10:22 |
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10:25 |
PilzAdam |
nore, I guess this should be done in minetest_game too: https://github.com/PilzAdam/pilztest/commit/a6a23b4f0ded32fa1708e88ea9007df9a025a701 |
10:26 |
nore |
indeed... (do I make it, or do you want to do it yourself?) |
10:27 |
nore |
no, it is already done... |
10:27 |
nore |
https://github.com/minetest/minetest_game/blob/master/mods/default/nodes.lua#L160 |
10:29 |
PilzAdam |
oh, good |
10:30 |
PilzAdam |
then another thing I noticed: https://github.com/minetest/minetest_game/commit/9fdbc1f4072dcf2296af9bcce6ec92bfa75972ca this adds some print() calls; print() is an alias for minetest.debug(); I think it should be changed to minetest.log("action", ...) |
10:31 |
nore |
didn't know that... but yeah, it should probably be changed (was tree growing action?) |
10:31 |
PilzAdam |
yea, I checked that |
10:31 |
nore |
oh, and I wrote a draft for the force loading API too: https://gist.github.com/Novatux/7510145 |
10:32 |
PilzAdam |
woah, these abms use spaces as indentation |
10:33 |
nore |
what? when I coded them, I wrote tabs... (and I'm sure they were tabs) |
10:33 |
PilzAdam |
well, BlockMen changed that I guess |
10:33 |
nore |
ah, yes, I had forgotten that |
10:34 |
PilzAdam |
also, we should use mintest.get_item_group() |
10:34 |
PilzAdam |
(for is_soil) |
10:34 |
nore |
what does it use now? |
10:35 |
PilzAdam |
it checks it in minetest.registered_nodes[] |
10:35 |
nore |
and what is the problem with that? |
10:35 |
PilzAdam |
we have to check for nil and 0 |
10:36 |
nore |
ah, didn't know that |
10:36 |
nore |
minetest.get_item_groupd returns 0 if not in group, is that right? |
10:36 |
PilzAdam |
yep |
10:40 |
nore |
should we add a minetest.swap_node function too? because now, it is very annoying that the formspec freezes when a furnace turns on/off, etc |
10:43 |
Sokomine |
any ideas what may cause that "minetest/src/emerge.cpp:570: virtual void* EmergeThread::Thread(): Assertion '0' failed." i'm experiencing? i havn't been able to nail it down to one particular mod yet |
10:44 |
PilzAdam |
nore, also the trunk should be able to replace leaves of other trees |
10:44 |
VanessaE |
Sokomine: related? [11-17 01:24] <VanessaE> um...wut? http://pastebin.ubuntu.com/6430401/ |
10:44 |
VanessaE |
PilzAdam: the same should be true of the L-systems generator, btw/. |
10:45 |
VanessaE |
I griped about that months ago |
10:45 |
nore |
PilzAdam, perhaps even a grown_trough group or something like that |
10:46 |
nore |
nodes that can be replaced by growing trees... |
10:48 |
PilzAdam |
Im searching for other print()s in minetest_game currently; should it be logged when a player takes an item from the creative inventory? |
10:48 |
Sokomine |
vanessae: might be related. except that in my case the block was placed by a mod at mapgen time (new world, first visit to it) and not by a player |
10:49 |
nore |
PilzAdam, I think it is currently... |
10:49 |
VanessaE |
bbl |
10:49 |
PilzAdam |
nore, but with a print(), so I change that to actionstream |
10:49 |
nore |
yes, should be better |
10:51 |
Sokomine |
pilzadam: with creative inventory, it's probably less important. taking something out of/placing into formspecs of mapnodes that have an inventory ought to get logged. might avoid problems like with technic where thieves can't be identified |
10:53 |
nore |
Sokomine, that's a problem with technic... ;) |
10:54 |
nore |
a question about a possible minetest.swap_node: should it update light? should it be reported for rollback? |
10:57 |
PilzAdam |
nore, https://github.com/PilzAdam/minetest_game/commits/master |
10:57 |
PilzAdam |
are these 2 commits ok? |
10:57 |
Sokomine |
nore: it's not only technic. all these mods that support nodes with an inventory + formspec have to log what's taken and placed manually right now. logging that in general might be a good idea |
10:59 |
nore |
PilzAdam, yes |
11:01 |
PilzAdam |
whenever we create Lua code styleguidelines it should state that print() calls should be removed in a release |
11:01 |
PilzAdam |
now lets check builtin |
11:06 |
PilzAdam |
hmm... is modmgr.lua:935 "important" enough to be logged to errorstream? |
11:08 |
nore |
what is it? |
11:09 |
PilzAdam |
oh, right, its just mods being set in world.mt but not found in the modlist |
11:09 |
PilzAdam |
I log it to infostream then |
11:09 |
pitriss |
Important message should be warning if it's not fatal IMO |
11:12 |
PilzAdam |
nore, https://github.com/PilzAdam/minetest/commit/367b5382a394e853128092afd23fc7e360d369d1 |
11:12 |
nore |
ok |
11:19 |
Sokomine |
regarding the crash i had: seems that's a more general message. the problem appears to lie in the way glooptest places treasure chests. the more exact error message is "ERROR[EmergeThread0]: ERROR: An unhandled exception occurred: basic_string::_S_construct null not valid" |
11:22 |
Sokomine |
while that particular mod is not important for now, i'd like to understand the error message and what causes it |
12:07 |
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12:47 |
nore |
Any thoughts on this? https://github.com/Novatux/minetest/commit/649947b44aecd8a36f24458891f9fde84c02ae87 |
12:48 |
nore |
(minetest.swap_node function) |
12:49 |
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13:00 |
sfan5 |
may I revert https://github.com/minetest/minetest/commit/3985c01ad71159b888677d0fe2019d7a05debeed ? |
13:00 |
sfan5 |
it breaks things for me |
13:02 |
nore |
what does it break? |
13:03 |
sfan5 |
https://forum.minetest.net/viewtopic.php?pid=118534#p118534 |
13:03 |
sfan5 |
linking |
13:03 |
nore |
you should perhaps wait for sapier to join then... he knows that more that I do |
13:04 |
nore |
ah, and do you have any thoughts on https://github.com/Novatux/minetest/commit/649947b44aecd8a36f24458891f9fde84c02ae87 ? |
13:04 |
sfan5 |
I don't see why I should wait for sapier, it worked perfectly before.. |
13:05 |
sfan5 |
you should document the packet format in clientserver.h |
13:05 |
nore |
yep, but for him, that fixed things... |
13:06 |
nore |
sfan5, TOCLIENT_ADDNODE isn't documented either |
13:06 |
sfan5 |
then that should be documented too |
13:07 |
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13:08 |
nore |
oh, and do I need to change protocol version? |
13:09 |
sfan5 |
for that, I don't think you need to |
13:09 |
sfan5 |
s/,/?/ |
13:09 |
sfan5 |
the protocol is raised every release anyway |
13:09 |
nore |
what will happen when a client receives the packet then? |
13:09 |
sfan5 |
nothing |
13:10 |
nore |
ah, so the swap_node call will not work for the client |
13:10 |
sfan5 |
exactly |
13:11 |
nore |
so, should I change protocol version, and if client does not know it, send add node and set metadata? |
13:15 |
nore |
sfan5, and what about that? https://gist.github.com/Novatux/7510145 |
13:16 |
sfan5 |
hm |
13:17 |
sfan5 |
I don't like the minetest.get_force_load_handler(), adds unnecessary java-like abstraction |
13:17 |
nore |
yeah, but how do I know which mod is asking for force load? |
13:19 |
nore |
without that, I don't see how it could be done... |
13:20 |
sfan5 |
.. |
13:20 |
sfan5 |
why do you need to know which mod force loads? |
13:21 |
nore |
sfan5, to add a limit to each mod, and so that mods handle their force loaded blocks separately |
13:21 |
nore |
i.e.: you can limit one mod to 5 blocks force loaded, and another one to 100 |
13:21 |
sfan5 |
mhm, then there is no other way |
13:22 |
nore |
and if one mod does not use wisely force loading, you can set a maximum of 0 blocks... |
13:23 |
nore |
the idea would be that the base API would only have 2 functions: minetest.force_load_raw(blockpos) and minetest.unload_raw(blockpos) |
13:24 |
nore |
and the remaining things would be done in builtin (including saving force loaded blocks on server shutdown, etc) |
13:25 |
sfan5 |
that would be the best way to do it |
13:26 |
nore |
and do you think that one would have any chance to get merged, or that it will wait 1 year as the other ones? |
13:27 |
sfan5 |
if PA doesn't disagree it will probably get merged quickly |
13:28 |
nore |
ok, so I will code it... (I reckon it will take 1 or 2 weeks) |
13:30 |
nore |
and about the swap node thing, no protocol version change, and a swapped node does not get swapped on old clients, is that ok? |
13:33 |
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13:36 |
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13:49 |
celeron55 |
sfan5: don't revert; it was previously wrong, at least according to sapier |
13:50 |
celeron55 |
...but i think the build instructions weren't updated for it |
13:50 |
celeron55 |
nor the build scripts or anything |
13:50 |
celeron55 |
the thing is that mingw contains zlib already by itself which is linked in "mingw way", and with mingw that should be used instead of the downloadable one which is linked in "msvc way" |
13:52 |
celeron55 |
this is an intolerable state though; either documentation needs to be updated or that has to be reverted |
13:53 |
celeron55 |
why do people always leave things halfway done? it's terrible |
13:55 |
sfan5 |
why do we need to fix something that isn't broken? that's terrible |
14:01 |
celeron55 |
ask sapier |
14:03 |
celeron55 |
it was something about possible issues coming from some libraries using a different zlib or so |
14:03 |
celeron55 |
(those issues have never occurred) |
14:14 |
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14:29 |
hmmmm |
oh shit don't tell me that sapier's mingw fix broke things |
14:33 |
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14:36 |
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14:37 |
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14:41 |
PilzAdam |
hmmmm, sapiers mingw fix broke things |
14:41 |
PilzAdam |
my build fails too |
14:41 |
hmmmm |
we revert it |
14:42 |
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14:42 |
hmmmm |
sapier has a track record of breaking stuff, what the hell happened? :( |
14:42 |
hmmmm |
is he getting bored with minetest and not really paying much attention to it or something? |
14:43 |
PilzAdam |
well, maybe celeron55 is right and sfan5 and me just need to update your scripts |
14:43 |
hmmmm |
try that first... |
14:43 |
PilzAdam |
but then he should at least tell us how (our scripts are based on buildbot.sh, so that needs to be updated too) |
14:43 |
sfan5 |
I have no clue what I need to update |
14:43 |
hmmmm |
shit okay |
14:43 |
hmmmm |
want to just revert until we get more information from sapeir |
14:44 |
sfan5 |
ZLIB_LIBRARY is set to the .lib |
14:44 |
sfan5 |
that is apparently wrong |
14:49 |
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14:52 |
hmmmm |
who was the guy who pasted that "assertion (0) failed" thing |
14:52 |
hmmmm |
oh nevermind |
14:52 |
hmmmm |
VanessaE, I found your bug |
14:53 |
hmmmm |
on database-sqlite3.cpp:225, sqlite3_column_blob() failed and returned NULL |
14:55 |
hmmmm |
"The return value from sqlite3_column_blob() for a zero-length BLOB is a NULL pointer." |
14:55 |
hmmmm |
so evidently the root cause of this was that a mapblock failed to save evidently and placed 0 bytes into the data column |
14:56 |
hmmmm |
although the database abstraction code should've been checking the return value before passing it along to a std::string ctor |
14:57 |
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14:59 |
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15:08 |
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15:09 |
hmmmm |
PilzAdam did you see that patch from last night |
15:10 |
PilzAdam |
which patch? |
15:10 |
hmmmm |
https://github.com/kwolekr/minetest/commit/4c2e6fa5131d6fd0d99d024c09fbfeec191cc9df |
15:10 |
hmmmm |
i can't test that |
15:11 |
PilzAdam |
proller and VanessaE reported the issue |
15:11 |
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15:11 |
hmmmm |
oh, change is_connected_player to is_player_connected in the lua before trying that |
15:11 |
PilzAdam |
I guess one of them has to run it for some time to see if still happens |
15:15 |
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15:22 |
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15:22 |
nore |
any thoughts on https://github.com/Novatux/minetest/commit/649947b44aecd8a36f24458891f9fde84c02ae87 ? |
15:22 |
hmmmm |
yup |
15:22 |
hmmmm |
my thought is that it's not being merged until after 0.4.8 |
15:26 |
hmmmm |
VanessaE, cherry-pick this commit and try it out: https://github.com/kwolekr/minetest/commit/c0ab4e495b2f76f08265a654798e21dfd95a6775 |
15:27 |
Calinou |
why not release 0.5 instead of 0.4.8, due to the amount of changes we done? |
15:27 |
Calinou |
most projects would increment their "minor" version for such stuff |
15:29 |
nore |
IIRC, 0.5.0 would be a big protocol change... |
15:30 |
nore |
perhaps all protocol changing pulls at once, or something like that |
15:43 |
Calinou |
it would make the project seem to be more "advancing" |
15:43 |
Calinou |
protocol change doesn't have to be a specific version... |
15:43 |
nore |
I mean, incompatibility with previous versions |
15:44 |
nore |
http://dev.minetest.net/TODO#Big_protocol_changes |
15:46 |
PilzAdam |
Calinou, we have already plans for 0.5.0 |
15:51 |
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15:55 |
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15:58 |
hmmmm |
https://github.com/minetest/minetest/commit/aa172bdda47555096524ac2331f0a285666f037b |
16:07 |
kahrl |
hmmmm: the same should be done in database-leveldb.cpp |
16:07 |
kahrl |
(I have no clue why that code is duplicated) |
16:08 |
kahrl |
guess it isn't needed in database-dummy.cpp |
16:08 |
hmmmm |
ahhh |
16:08 |
hmmmm |
yeah that's true |
16:14 |
hmmmm |
there's no real documentation for leveldb . |
16:22 |
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16:27 |
hmmmm |
although honestly the leveldb one wasn't necessary, I presume you'd get a SerializationError with a blank block. the reason why I had to fix that is because it was causing a really screwed up exception from implicitly converting NULL to a std::string (so now at least the player has the option of ignoring it) |
16:28 |
hmmmm |
I suspect VanessaE is the one who comes up with all these errors because her world is so damn old |
16:28 |
nore |
why would that cause problems? |
16:29 |
hmmmm |
there is literally no way to trace the cause of the blank mapblock there. we don't know if it was a bug that was fixed or any information at all because there's a huge gap of time between those events |
16:32 |
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16:36 |
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16:53 |
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17:26 |
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17:30 |
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17:34 |
sapier |
sfan5 the msvc change requires to change cmake zlib configuration for your build (if you do a mingw/cygwin build) |
17:35 |
PilzAdam |
sapier, you should fix that in buildbot.sh |
17:36 |
sapier |
buildbot was broken before |
17:36 |
sapier |
no idea how to make that thing work on any other system then the one who created it |
17:36 |
OldCoder |
sapier PilzAdam sfan5: thexyz suggests that I file an issue report for hangs during "item definitions". This is observed repeatedly by different people. I may wait until kahrl httpfetch is merged to rule out network glitches. I wished to ask if you have observed such hangs yourself. |
17:36 |
PilzAdam |
sapier, it works for me, and sfan5 |
17:36 |
PilzAdam |
and c55 |
17:37 |
sapier |
oldcoder httpfetch won't help as this most likely is a bug in shader loading |
17:37 |
sapier |
yes and doesn't work for me PA ;-) |
17:37 |
sapier |
that script is far from generic |
17:37 |
PilzAdam |
well, your patch cant go in as long as it breaks buildbot.sh |
17:38 |
PilzAdam |
we cant make your system work and break everyone else's |
17:38 |
OldCoder |
sapier, Hmm... Is there a known shader loading bug? Should I file an issue? |
17:38 |
sapier |
then revert it |
17:38 |
PilzAdam |
hmmmm already did that |
17:38 |
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17:39 |
sapier |
ok I don't have any interest in fixing buidbot.sh as imho it's broken by design we can merge my cleanup once buildbot is fixed by someone else |
17:39 |
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17:40 |
sapier |
oldcoder if I remember correct shader preparation takes to long to complete resulting in timeouts that's what you see ... I'm not yet up to date but if my fix fore vanessae's crash was merged you should see an error on timeout |
17:40 |
sfan5 |
sapier: broken by design? where exactly? |
17:40 |
hmmmm |
so we're shipping bullshit that doesn't compile on mingw |
17:41 |
hmmmm |
that's good |
17:41 |
OldCoder |
sapier, Is the error on timeout intentional? Should I update in a few days? |
17:41 |
sapier |
buildbot downloads binarys instead of downloading sources and compiling on its own this way the libs wout REALLY match and not be some combination that happens to not crash |
17:42 |
OldCoder |
When did buildbot break? I was able to build Win32/64 MT clients OK two weeks ago |
17:42 |
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17:42 |
sapier |
the error message is intentional, whole design is based on asumption a timeout never occurs ... that's been root cause for vanessae's crash |
17:42 |
OldCoder |
sapier, all right; so I should update after things settle down. Will the timeout be increased or do I misunderstand? |
17:43 |
sapier |
it's broken for latest mingw on win7 64 |
17:43 |
OldCoder |
Ah |
17:43 |
OldCoder |
But cross-compile for Windows works |
17:43 |
OldCoder |
OK |
17:43 |
sapier |
yes I assume it works for the compiler combination it was built at |
17:43 |
hmmmm |
sapier, I'm gonna merge the RequestQueue fixes, any remarks before I do it? |
17:44 |
sapier |
there are two things in there |
17:45 |
sapier |
first commit is for broken multicaller handling (which isn't used at all atm) second is fix for vanessae crash |
17:46 |
sapier |
but both should be fine |
17:46 |
hmmmm |
the doxygen comment |
17:46 |
hmmmm |
i guess i might as well merge that too |
17:46 |
hmmmm |
pffffffffffffffffffffffffffffffffffffff |
17:47 |
sapier |
the information of that comment is required ... style ... as always a matter of personal preference |
17:48 |
hmmmm |
are you aware of any other critical bugs? |
17:48 |
hmmmm |
there's a recent EmergeThread assertion that sokomine got but I didn't get any more information about that |
17:49 |
sapier |
if they occured the last two days no I was offline |
17:49 |
hmmmm |
it's actually probably a mod |
17:49 |
sapier |
emegrge thread singleplayer or server? |
17:49 |
hmmmm |
I just fixed something that tried to implicitly convert NULL to a std::string, triggered when a MapBlock is blank in the database, soo |
17:49 |
hmmmm |
I don't have any more information about that one, it'd be nice if we had something like a backtrace |
17:50 |
sapier |
ok that's not a good idea of course :) |
17:50 |
sapier |
but a quite common error |
17:50 |
hmmmm |
there's also this https://github.com/kwolekr/minetest/commit/c0ab4e495b2f76f08265a654798e21dfd95a6775 but I am waiting for people who had the problem to test it because I can't |
17:50 |
sapier |
ok so atm there's only the modmgr stall left on way to 0.4.8 ? |
17:51 |
hmmmm |
I don't know about the modmgr stall, I mean that's a really hefty feature |
17:51 |
hmmmm |
isn't there any way to work around it? can you fix over the stall if the modmgr is disabled in the config? (for people who don't use it at least) |
17:51 |
sapier |
it's a design issue with current implementation lacking async file doenload |
17:52 |
sapier |
no the only fix is merging the async things ... either mine or httpfetch |
17:52 |
hmmmm |
httpfetch isn't ready |
17:53 |
sapier |
then I suggest adding the async things they just add features and don't change existing critical things |
17:53 |
sapier |
risk of adding critical bugs is way less ... and httpfetch is mergable to async |
17:54 |
PilzAdam |
sapier, a bug for you: while it downloads stuff after a click on "Online mod repo" change the tab; the result is a screwed up menu |
17:54 |
hmmmm |
so your async thing is also a mechanism for inter-thread communication between lua instances |
17:54 |
hmmmm |
I really don't know about all this, it's huge |
17:55 |
hmmmm |
i'd rather wait on adding lua async |
17:55 |
sapier |
hmm I thought I already fixed that on PA I'll have look at it |
17:55 |
hmmmm |
there's really no way you can just temporarily disable it for people who don't use modmgr...? |
17:56 |
sapier |
no the stall in favourites is not related to modmgr but has same root cause as modmgr stall |
17:56 |
hmmmm |
well it's not like we're trapped with 0.4.8 for a half year |
17:57 |
hmmmm |
so I think I'd like to follow up with a 0.4.9 with a lot of the features that were being held back here |
17:57 |
hmmmm |
a month tops |
17:58 |
sapier |
considering it's not that far to christmas I expect a lot of new features within the next months so I guess we'll have a lot of things to merge |
18:00 |
sapier |
PilzAdam are you sure you did test the latest version of async? |
18:00 |
PilzAdam |
Im using latest master |
18:00 |
sapier |
are the async things merged? |
18:01 |
sapier |
ok I think I need to have a closer look what happend the last two days :-) |
18:02 |
hmmmm |
the async things are NOT merged yet and they won't be until after 0.4.8 is released |
18:03 |
sapier |
hmmmm I'm not sure if releasing with favourites and modmgr stall is really a good idea |
18:03 |
hmmmm |
people have been living with it up until now, and I'm more worried about some fatal bug being there |
18:03 |
sapier |
especially the modmgr things will get worse once there are more mods in there |
18:04 |
ShadowNinja |
hmmmm: Since you have a player object wouldn't simply player:is_connected() be better? |
18:04 |
sapier |
but if we plan to release another version this year it should be ok ... just waiting till march 2014 is way to long |
18:04 |
hmmmm |
the naming? |
18:05 |
hmmmm |
there's is_player already, so why not is_player_connected? besides, what about get_player_name |
18:05 |
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18:05 |
* OldCoder |
requests priority for bug fixes such as the possible shader hang; these seem more important than new features |
18:06 |
ShadowNinja |
Well get_name() could return something like tnt:tnt, while tnt can't be connected... |
18:06 |
sapier |
oldcoder the errormessage is now in master if your hang is what I guessed it to be it should be obvious now |
18:07 |
OldCoder |
sapier, I shall rebuild and test for you then |
18:07 |
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18:08 |
sapier |
if you can proove my guess is correct it'd ease finding it |
18:08 |
sapier |
but it should be a client issue so no need to rebuild server |
18:08 |
OldCoder |
I shall rebuild in the next two hours; just need to finish editing some posts and explaining to a startuper how to do MP3 to Ogg conversion |
18:09 |
OldCoder |
Oh! Client issue... I will need to find people to try the rebuilt clients |
18:09 |
* OldCoder |
shrugs and will report results |
18:09 |
sapier |
if my guess is correct yes :-) if I'm wrong ... back to start ;-) |
18:09 |
adama_ |
sorry if im butting, i was wondering if any one is having troubles with plants not growing in the latest git ?? |
18:10 |
sapier |
hmm did you ask in minetest? people there usually spend more time playing |
18:10 |
adama_ |
ya no luck |
18:11 |
adama_ |
every thing was fine, then i compiled latest git and now no plants are growing |
18:11 |
sapier |
interesting when did it work last? |
18:11 |
adama_ |
day be for |
18:11 |
sapier |
yesterday? |
18:12 |
ShadowNinja |
adama_: What kind of plants? Trees? |
18:12 |
adama_ |
no day b 4 that |
18:12 |
sapier |
what exact version did you build? |
18:13 |
adama_ |
i have the plants mod with flowers junglegrass and poison ivey |
18:13 |
adama_ |
but no trees will grow from sapling or new plants spawn like flowers |
18:13 |
PilzAdam |
have you updated minetest_game too? |
18:13 |
ShadowNinja |
adama_: Perhaps you should speak with VanessaE in #minetest. Update minetest_game to get trees. |
18:14 |
adama_ |
ya i delete old minetest folder then download and compile same as allways |
18:15 |
adama_ |
ok thanks ShadowNinja |
18:16 |
adama_ |
this is how i compile MineTest http://www.distrogeeks.com/install-minetest-ubuntu/ |
18:16 |
ShadowNinja |
Fine if I close #1010? |
18:16 |
PilzAdam |
ShadowNinja, I guess you can |
18:18 |
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18:18 |
PilzAdam |
adama_, thats outdated |
18:19 |
PilzAdam |
see README.txt for up-to date build instructions |
18:19 |
adama_ |
hmmm is there a diff git then i can use |
18:19 |
adama_ |
that would explain my issue maybe |
18:20 |
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18:21 |
adama_ |
ok PilzAdam looking now |
18:24 |
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18:26 |
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18:28 |
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18:28 |
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18:29 |
adama_ |
ok im off to do more reading thank you every one for the help |
18:29 |
adama_ |
bye |
18:42 |
VanessaE |
(still reading the backlog); hmmmm, c0ab4e49 applied and the related changes to mobs removed. |
18:43 |
VanessaE |
whether we can trace the cause of a 'null' block, shouldn't the engine just refuse to bother with it, and perhaps even delete it? |
18:44 |
VanessaE |
though I see you also have a patch to handle those null blocks. do I apply this also? |
18:48 |
Sokomine |
hmmmm: i had that assertion bug, and vanessa said she had encountered it before as well. there's more in the debug.txt, which points to a particular mod, but i don't get a clue from the error message |
18:51 |
VanessaE |
ok, I'm back. hi. |
18:56 |
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18:58 |
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19:01 |
Sokomine |
here's the complete error message: http://pastebin.com/N4eLP62B i've added some debug messages to the suspicious glooptest mod. when the mod is run on its own, it seem to work. in the admittedly mod-rich "game" (singleplayer) i intend to use it it is just a question of seconds until the bug occours, and it seems each placement of such a chest fails |
19:02 |
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19:07 |
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19:08 |
adama_ |
just wanted to let you know PilzAdam you was 100% correct and that fixed my issue thank you verry much |
19:09 |
hmmmm |
VanessaE, I was briefly considering writing you a script to go through your entire map and remove bad blocks like that |
19:09 |
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19:10 |
VanessaE |
hmmmm: it would seem to me that if the engine finds a block it thinks should be perpetually ignored, it would be prudent for the engine to just delete that block altogether...provided sqlite can do so safely. |
19:10 |
VanessaE |
(s/sqlite/the database backend/) |
19:10 |
hmmmm |
it's more of a mapgen problem I'd say |
19:10 |
hmmmm |
if you have one bad block it'll try to generate that entire chunk and overwrite everything else you've got |
19:11 |
hmmmm |
with v6 in particular you'd get all your buildings in the surrounding area covered with a nice layer of grass |
19:11 |
VanessaE |
yes, seen that before :P |
19:12 |
VanessaE |
ick.. |
19:20 |
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19:22 |
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19:24 |
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19:25 |
sapier |
c_internal.cpp Line 60 makes std::string from char* pointer without prior check |
19:27 |
VanessaE |
what's the status with https://github.com/sapier/minetest/commit/ffcf672125248926ec5481ce2c8578d87aa1011e |
19:27 |
VanessaE |
is this going to be merged soon? |
19:28 |
PilzAdam |
VanessaE, already done: https://github.com/minetest/minetest/commit/b2d9205796eef23fd5d9a436d438fa2ca31ec21a |
19:28 |
VanessaE |
oh! |
19:28 |
VanessaE |
ok |
19:28 |
VanessaE |
as usual, I'm a day late and a dollar short :P |
19:30 |
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19:33 |
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19:36 |
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19:38 |
sapier1 |
ShadowNinja can you fix c_internal.cpp L60? |
19:39 |
ShadowNinja |
sapier1: GTG right now, I will check it later. |
19:39 |
sapier1 |
ok |
19:40 |
hmmmm |
"later" |
19:40 |
hmmmm |
I wanna release this like, soon |
19:41 |
hmmmm |
VanessaE, how is the get connected players fix working out so far? |
19:41 |
VanessaE |
hmmmm: get http_fetch in. it (if done right) fixes the broken fetching of remote media |
19:41 |
hmmmm |
httpfetch is not ready yet first off, second of all, no new features |
19:41 |
VanessaE |
well, so far so good. No crashes yet but the servers aren't super-active right now |
19:41 |
VanessaE |
httpfetch isn't a new feature. |
19:41 |
VanessaE |
it's also a bugfix. remember, remote media is busted? |
19:42 |
hmmmm |
erm |
19:42 |
PilzAdam |
do we get #1000 in before 0.4.8? |
19:42 |
hmmmm |
kahrl himself says it's 'not ready', and besides, sapier's async api can solve that |
19:42 |
hmmmm |
yes we do pilzadam |
19:42 |
VanessaE |
PilzAdam: I've had #1000 in place since c55 first asked |
19:42 |
VanessaE |
it seems okay, but I haven't fully wrung it out yet. |
19:43 |
VanessaE |
hmmmm: well, if sapier's code can fix it, that's fine. kahrl's code is shit-hot fast though :) |
19:46 |
* OldCoder |
has tested httpfetch. Does this help? |
19:46 |
OldCoder |
s/httpfetch/http_fetch/ |
19:50 |
sapier1 |
my async api does not collide with kahrl's changes it's basicaly the interface to lua while kahrl's changes are interface to webserver |
19:53 |
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19:56 |
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19:57 |
hmmmm |
sorry guys I don't mean to be pushy with the release but I do |
19:58 |
hmmmm |
0.4.8 was supposed to come like a month and a half after 0.4.7 but look at it |
19:58 |
Sokomine |
oh? a fix for the object duplication? that sounds very fine |
19:58 |
PilzAdam |
I dont feel very comfortable to release that fast |
19:58 |
PilzAdam |
we wanted to pack some other games besides minetest_game |
19:58 |
PilzAdam |
what do we do about that? |
19:59 |
sapier1 |
imho that's a 0.4.9 issue (with targeted 0.4.9 christmas release ;-) |
19:59 |
sfan5 |
0.4.9 should be released christmas? |
19:59 |
Sokomine |
hm. how many are there? there are diffrent clones of mc, dwarves, realtest, the space game mauvebic is working on, technic to a degree... |
20:00 |
sapier |
sfan5 :-) that's first time to say this |
20:00 |
Sokomine |
adding some mods from which players could choose from might be more helpful |
20:01 |
PilzAdam |
Sokomine, the problem with mods is that they all base on minetest_game, and thats not good |
20:01 |
hmmmm |
holy shit |
20:01 |
hmmmm |
christmas is way sooner than I thought it would be |
20:02 |
sfan5 |
should we maybe include some mods in 0.4.[89] aswell? |
20:02 |
PilzAdam |
sfan5, modstore should do that |
20:03 |
hmmmm |
by the way about the "regular liquids not flowing" issue |
20:03 |
hmmmm |
that was basically caused by proller reducing the liquid queue for regular liquids by a factor of 10 |
20:03 |
PilzAdam |
cant we just increase liquid_loop_max again? |
20:03 |
hmmmm |
we could, do you want to do that? |
20:04 |
hmmmm |
MAYBE it works for his finite liquid crap, but not so much for regular liquids. he freaking broke liquid flowing for any large-ish liquid flow caused by caves |
20:04 |
PilzAdam |
defaultsettings.cpp and minetest.conf.example, anywhere else to change it? |
20:04 |
hmmmm |
no |
20:06 |
PilzAdam |
https://github.com/minetest/minetest/commit/a55c073ce9bd78a6ebbb867ab4db2ec611eb66cf |
20:06 |
hmmmm |
yuup |
20:06 |
PilzAdam |
hmmmm, oh, btw, I dont want to stop your rant, but it wasnt proller |
20:06 |
hmmmm |
I thought it was? |
20:06 |
PilzAdam |
it was me |
20:07 |
hmmmm |
I could've sworn he reduced it because it wasn't needed |
20:07 |
hmmmm |
when he added the randomly-remove-liquid-from-queue stuff |
20:07 |
sapier |
do we want to add a gamestore in 4.9? |
20:08 |
PilzAdam |
sapier, a _store_, not a tool to create games |
20:08 |
sapier |
we already have a tool so I was talking about that one |
20:08 |
PilzAdam |
just wanted to make that clear |
20:08 |
PilzAdam |
that tool should be removed from the mainmenu, btw |
20:09 |
sapier |
that tool is usefull if you download mods and want to use them |
20:09 |
sapier |
at least if you don't want to configure each world again |
20:10 |
hmmmm |
by the way, how's minetest_game looking for the release |
20:10 |
PilzAdam |
an option to copy world configs should be added then |
20:10 |
hmmmm |
any nagging issues with that? |
20:10 |
PilzAdam |
but games arent something that every user should create |
20:10 |
sapier |
that's one opinion PA |
20:10 |
hmmmm |
I realize a lot of the time a pull request in the core also needs a minetest_game update that we forget about |
20:11 |
sapier |
imho a game is just a collection of mods and everyone should be able to e.g. remove carts monorail simplemobs or whatever from his favourite game |
20:11 |
VanessaE |
regarding water flowing, hmmmm, we slowed it down a while back because we found it was causing major CPU load for any kind of largish waterfall, fountain, etc. |
20:12 |
PilzAdam |
sapier, what you talk about is a modpack |
20:12 |
hmmmm |
water flowing should be optimized instead of gimped like that |
20:12 |
VanessaE |
though at the time, we dod at least still have it flowing okay, if slowly. |
20:12 |
VanessaE |
did* |
20:12 |
hmmmm |
from what I understand that's the major CPU eater in the serverthread |
20:12 |
PilzAdam |
sapier, a game is more than, it has a goal and fixed set of features; the "mods" in it are more "modules" than mods |
20:12 |
sapier |
imho terms modpack/game are that similar they could be merged without loss of many information |
20:13 |
PilzAdam |
VanessaE, the problem is that it doesnt work in singleplayer with 1000 |
20:13 |
PilzAdam |
VanessaE, and 10000 isnt a problem in singleplayer |
20:13 |
PilzAdam |
sapier, then you didnt get the idea of games |
20:14 |
sapier |
lol so you are in possession of the one and only truth PA? *smile* |
20:14 |
PilzAdam |
sapier, the game creator spends a lot of time thinking about the game, its features, what to add and what not to add |
20:15 |
sapier |
a game is (technicaly) nothing different then a modpack ... idealistic goals are not usefull for technical decisions |
20:15 |
hmmmm |
is that REALLY the case most of the time? lol |
20:16 |
sapier |
it's not worth to have the term "game" just tell ppl some modpacks are "better" then others |
20:18 |
PilzAdam |
you should compare games to other games (_real_ games, outside of Minetest), and dont think about Minetest related stuff only |
20:18 |
sapier |
then adding multiple "games" to official release would be bogus |
20:19 |
PilzAdam |
well, we could either release the engine without games, or add some games to it; users have learn that Minetst is an engine, not a game |
20:19 |
sapier |
and third option is releasing multiple packages |
20:20 |
PilzAdam |
thats even better |
20:20 |
PilzAdam |
so people go to their package manager and say "I want pilztest", and the Minetest engine is just downloaded like a normal dependency |
20:21 |
sapier |
should be our goal yes but that requires some changes |
20:22 |
sapier |
I'd prefere to see how windows users use modstore prior deciding how to continue |
20:22 |
PilzAdam |
the problems with mods only is that they all base on minetest_game; they dont differ as much as games do |
20:22 |
sapier |
do they really do? |
20:23 |
PilzAdam |
mods cant do this: https://forum.minetest.net/viewtopic.php?id=6636 |
20:23 |
PilzAdam |
well, they technically can, but they would need to disable minetest_game completly |
20:24 |
PilzAdam |
and then they are in-fact games |
20:24 |
sapier |
I still don't understand why you seem to be obsessed games are anything special |
20:25 |
sapier |
minetest_game is just a collection of mods not more not less |
20:25 |
PilzAdam |
I think it would be best for Minetest in the long-term if people get the engine idea |
20:25 |
PilzAdam |
sapier, minetest_game is a shitty game, its boring and featureless |
20:26 |
hmmmm |
and you made it that way! |
20:26 |
sapier |
I understand your frustration as you tried to make it better for some time but you'll have to live with fact that someone only designing a game will make better games than you as you split your attention through game/mod/engine |
20:26 |
Exio4 |
why would minetest.get_connected_players even have non-connected players? |
20:27 |
hmmmm |
Exio4, because of the gap in time when on_leaveplayer gets executed and the environment step gets executed |
20:28 |
Exio4 |
ah |
20:28 |
Sokomine |
pilzadam: i know how important that engine/game distinction is here on the channel, but it does not feel that important when actually playing the game. for that, it is good to have a common base - and that's minetest_game for me - with some crafts and blocks that are the same (more or less...) on all servers |
20:28 |
hmmmm |
i explained it completely in the channel yesterday i think |
20:28 |
PilzAdam |
the problems with minetest_games are different |
20:29 |
Sokomine |
no need to learn how to make a chest or a pick anew most of the time. you can concentrate on making it special the way you want (or the server owner decided to go) |
20:29 |
PilzAdam |
Sokomine, the problem is that when people usually say that Minetest isnt as good as MC they refer to minetest_game instead of the engine Minetest |
20:30 |
hmmmm |
that's because the only people aware of the different games aren't casual enough to compare it to minecraft :p |
20:31 |
Sokomine |
perhaps "selection of mods run on a server" is more important for most actual players most of the time. if a player looks for a rich survival-orientated game with mobs and what not (basically a copy of minecraft), then minetest_game alone will be disappointing |
20:31 |
sapier |
PilzAdam modstore isn't in any official release let people decide again if they have choice |
20:31 |
PilzAdam |
hmmmm, is_player_conneted() is the wrong name IMO, is_connected() is better since you already have a player ref |
20:31 |
PilzAdam |
hmmmm, also lua-api.txt doc missing |
20:31 |
hmmmm |
yes because it's an internal only function |
20:31 |
hmmmm |
remember we went over all this? |
20:32 |
PilzAdam |
then why not hide it outside of builtin? |
20:32 |
hmmmm |
iunno |
20:32 |
Sokomine |
yes, modstore will be very intresting |
20:33 |
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20:33 |
PilzAdam |
sapier, mods based on minetest_game dont show the full potential of the Minetest engine |
20:33 |
sapier |
true but you can't have everything at once PA |
20:33 |
sapier |
minetest will evolve as it did till now |
20:33 |
PilzAdam |
who said that we are in hurry with this? |
20:34 |
Sokomine |
perhaps that minimal development game is confusing as well. new players will start with that. then they'll read that there's minetest_game and they'll think: that's it. later on, they'll learn that there are mods which do what they specificly want |
20:34 |
PilzAdam |
I just explained what I think should be the genral direction of Minetest |
20:34 |
sapier |
I guess we won't be able to find the one and only direction :-) |
20:35 |
PilzAdam |
we have to, directionless development sucks |
20:35 |
sapier |
but imho that's not a weakness but most positiv feature |
20:35 |
sapier |
no it doesn't linux doesn't have a direction too |
20:36 |
hmmmm |
well I have a direction |
20:36 |
hmmmm |
it's quite in line with what celeron wants too |
20:36 |
sapier |
we have some basic principless "make engine as generic as possible" thats a quite good common base |
20:37 |
hmmmm |
I'll tell you the big things that I am really looking forward to: |
20:37 |
hmmmm |
- client side lua |
20:37 |
hmmmm |
- more advanced environment synchronization |
20:37 |
hmmmm |
- hardware lighting |
20:37 |
hmmmm |
- the mapgen realm crap |
20:38 |
PilzAdam |
sapier, exactly: _engine_; not: engine for a single game that is modified via mods |
20:38 |
hmmmm |
- good mobs |
20:38 |
sapier |
I have good mobs hmmmm ;-P |
20:38 |
hmmmm |
sapier: I mean even better mobs. mobs that would make you shit your pants. |
20:38 |
hmmmm |
that's only possible with client side lua |
20:38 |
sapier |
it is |
20:39 |
sapier |
mobs suffer from spawning and lack of async |
20:39 |
sapier |
last one is on my list and gradualy improving ... of course it's not gonna be done tomorrow |
20:40 |
sapier |
I try to add it step by step to have a working stable version anytime till target is reached |
20:40 |
hmmmm |
so it's getting close |
20:40 |
hmmmm |
does anybody have anything to say before 0.4.8 gets released? |
20:41 |
sapier |
1000 and async :-) |
20:41 |
hmmmm |
any concerns or valid reasons why we should delay it further |
20:41 |
sapier |
or at least 1000 |
20:41 |
sapier |
oh 1000 is in |
20:45 |
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20:46 |
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20:51 |
PilzAdam |
hmmmm, we cant release without thexyz |
20:51 |
sapier |
do we need a windows build? |
20:51 |
PilzAdam |
of course we do |
20:52 |
sapier |
mingw directx? |
20:52 |
sfan5 |
do we need a windows build with directx? |
20:52 |
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20:52 |
PilzAdam |
MSVC produces better results |
20:52 |
sfan5 |
it does? |
20:52 |
sapier |
what is better in msvc? |
20:52 |
PilzAdam |
http://dev.minetest.net/Releasing_Minetest says so |
20:52 |
hmmmm |
it wouldn't surprise me |
20:52 |
hmmmm |
PilzAdam, thexyz is gone for the night? |
20:53 |
PilzAdam |
hmmmm, well, its kinda late in russia already, isnt it? |
20:53 |
hmmmm |
i suppose so |
20:53 |
sapier |
wouldn't be surprised msvc is better than that hybrid mingw version buildbot creates |
20:53 |
* sfan5 |
has a windows pc with visual studio 2012 |
20:53 |
hmmmm |
well it doesn't have to be ALL at once.. |
20:53 |
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20:53 |
sapier |
msvc version is broken in terms of localization |
20:53 |
PilzAdam |
hmmmm, "Be sure that the windows build works before continue to do anything!" |
20:53 |
sapier |
my fix does just cure worst effects |
20:54 |
sapier |
ok I'm gonna build mingw as well as msvc now |
20:54 |
PilzAdam |
we cant actually release without a win build |
20:54 |
hmmmm |
:/ |
20:54 |
sfan5 |
if someone can gimme irrlicht with directx its good to go |
20:54 |
PilzAdam |
sapier, we still need thexyz, he hosts the builds |
20:54 |
sapier |
yes but we can prepare and do the checks now |
20:54 |
hmmmm |
well I have work tomorrow, soo |
20:54 |
PilzAdam |
I personally would feel more comfortable with a bit more testing, though |
20:55 |
hmmmm |
well sure, okay |
20:55 |
hmmmm |
change the topic to code freeze |
20:55 |
PilzAdam |
"code freeze"? |
20:55 |
hmmmm |
yup |
20:56 |
thexyz |
yes? |
20:56 |
hmmmm |
upstream stays the same as it is right now until it gets released |
20:56 |
PilzAdam |
so no bugfixes? |
20:56 |
hmmmm |
we had like a week and longer of bugfixes |
20:56 |
hmmmm |
if they're really bad then sure |
20:56 |
hmmmm |
hey thexyz wanna do a msvc build |
20:56 |
thexyz |
uh, not now, sorry |
20:56 |
hmmmm |
;/ |
20:57 |
hmmmm |
pilzadam: at this point I am pretty sure all of the most pressing issues are solved |
20:57 |
hmmmm |
if they're really critical bugs, like bugs with what we just fixed, then sure yeah |
20:58 |
hmmmm |
I suppose we can call what we have right now in upstream a release candidate |
20:58 |
PilzAdam |
thats what makes me feel uncomfortable, we _just_ fixed major bugs |
20:58 |
hmmmm |
so we'll let the dust settle |
20:59 |
hmmmm |
alright, 0.4.8 delayed again :/ |
21:00 |
PilzAdam |
I would have time on tuesday from 16:00 to 20:00 UTC |
21:00 |
PilzAdam |
or do we wait until next weekend? |
21:02 |
sapier |
windows build has a lot of redefine warnings |
21:02 |
hmmmm |
I work this week until 23 UTC |
21:03 |
sapier |
guess this should be addressed for 0.4.9 |
21:03 |
hmmmm |
so really I'm only free from 23:00 to 6:30 UTC |
21:07 |
PilzAdam |
we need to update the changelog in the dev wiki and pull in latest translations |
21:07 |
sapier |
current mingw32 native libs doesn't build but we knew that before |
21:08 |
sapier |
and msvc doesn't build either |
21:11 |
hmmmm |
that's great |
21:11 |
hmmmm |
so what's the problem now |
21:11 |
sapier |
no idea I don't see any issue in there |
21:11 |
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21:15 |
sapier |
ok now it's really strange |
21:16 |
sapier |
msbuild minetest.sln /p:Configuration=Release /t:Clean,Build runs fine if run twice |
21:16 |
sapier |
but it should cleanup prior any run |
21:16 |
sapier |
so whats difference? |
21:21 |
Exio4 |
can't https://github.com/minetest/minetest/issues/1009 and https://github.com/minetest/minetest/issues/950 get closed atm? |
21:22 |
VanessaE |
about #950 ... isn't that also indicative of a mapgen bug? |
21:22 |
PilzAdam |
Exio4, done |
21:22 |
VanessaE |
I've seen this countless times |
21:23 |
hmmmm |
it' |
21:23 |
hmmmm |
it's not |
21:23 |
VanessaE |
ok |
21:24 |
hmmmm |
things coming out messy like that is a natural consequence of procedural generation if you want anything to be interesting at all |
21:24 |
VanessaE |
well sure, but huge saves full of suspended-in-the-air lava layers? is that also normal? :) |
21:25 |
VanessaE |
caves* |
21:25 |
hmmmm |
same reason with spines, floating blocks, and lava in water - if you really hate it that much then why don't you fix it yourself |
21:25 |
hmmmm |
see how easy that is :p |
21:25 |
hmmmm |
vanessae, that's what happens when liquid doesn't flow |
21:26 |
VanessaE |
fair enough |
21:26 |
VanessaE |
it just struck me as odd that the lava wasn't already being placed in the empty spaces is all. |
21:26 |
VanessaE |
but whatever |
21:26 |
VanessaE |
if making liquid reflow solves it, so be it : |
21:26 |
VanessaE |
:P |
21:26 |
hmmmm |
the thing in that picture is two 'large caves' being generated into eachother |
21:27 |
Exio4 |
also, what's up with weather stuff? |
21:28 |
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21:28 |
VanessaE |
hmmmm: ah, well I'm thinking of a different screenshot actually |
21:28 |
VanessaE |
(which, of course, I've since deleted) |
21:34 |
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21:36 |
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21:36 |
BlockMen |
sapier, i just pulled lastest master and it builds fine for me (msvc 2010) |
21:38 |
VanessaE |
hmmmm: I meant stuff more like this: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2004%3a36%3a51%20PM.png |
21:38 |
VanessaE |
surely those partial meshes can't be a liquid reflow bug. |
21:39 |
sapier |
interesting ... didn't build for me right after cmake but did build again on second try MSVC2012 |
21:39 |
hmmmm |
probably some sort of cache thing |
21:39 |
PilzAdam |
VanessaE, flowing liquids dont have a face at the bottom |
21:40 |
PilzAdam |
so if they "hang" in the air then the result looks like your image |
21:40 |
BlockMen |
sapier, what error you get? |
21:40 |
BlockMen |
*in first try |
21:41 |
sapier |
unresolved symbol init_gettext |
21:42 |
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21:42 |
BlockMen |
thats caused by missing gettext.cpp in minetest project folder. it seems not be included there when creating project file with cmake |
21:43 |
sapier |
why? |
21:44 |
BlockMen |
idk |
21:44 |
sapier |
and why is it there on second run |
21:45 |
VanessaE |
PilzAdam: it's hard to tell from the screenshot, but some of those suspended, partial meshes are lava sources. |
21:46 |
VanessaE |
the darker ones (don't mind that, it's some sort of lighting or shaders glitch) |
21:46 |
PilzAdam |
VanessaE, change the visuals of flowing lava to "unknown node", and see if it fits my explenation |
21:47 |
VanessaE |
PilzAdam: lava *sources*. |
21:47 |
VanessaE |
might be easier if you join the survival server and teleport to those coords and have a look around |
21:51 |
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21:52 |
VanessaE |
I can't exactly show the movement of the flowing vs. sources in a screenshot :P |
21:52 |
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22:00 |
PilzAdam |
VanessaE, I have to see all the flowing nodes to see if my guess is wrong or right, so it would help if you change the visuals of it |
22:00 |
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22:01 |
VanessaE |
it would take less time and disturb fewer players if you just sign in, teleport, and look around :P |
22:01 |
VanessaE |
I don't even care if anyone fixes it. I just want someone who "matters" to SEE it. |
22:01 |
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22:04 |
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22:05 |
RealBadAngel |
hi, ive pulled reworked shaders: https://github.com/minetest/minetest/pull/1013 |
22:10 |
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22:29 |
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22:30 |
Tesseract |
sapier: Do you think that script_error/ModApiBase::scriptError should check that the value at the top of the stack is a string? |
22:31 |
sapier |
yes as a null pointer is returned if it isn't |
22:33 |
Tesseract |
Well it's intended to only be called if you have just run a failed pcall and have a traceback or other error on the top of the stack. |
22:33 |
sapier |
obviously it isn't |
22:34 |
sapier |
according to sokomines researches if you define a entity with nil collisionbox you get a instant crash |
22:36 |
Tesseract |
This is definitely caused by this? |
22:37 |
Tesseract |
The crash caused by this piece of code that is. |
22:38 |
Tesseract |
I beleive lua_pcall always places a string on the stack, even in the case of LUA_ERRERR or LUA_ERRMEM. |
22:40 |
PilzAdam |
RealBadAngel, why do you remove all shaders? |
22:41 |
RealBadAngel |
because now there are no multiple shaders for a material |
22:41 |
RealBadAngel |
only solids, liquids and alpha |
22:41 |
PilzAdam |
but why do you remove them then? |
22:42 |
RealBadAngel |
because i renamed test* to solids_shader etc |
22:42 |
PilzAdam |
no, you didnt rename, you just removed them |
22:42 |
PilzAdam |
https://github.com/RealBadAngel/minetest/tree/48a9a95cbaf5b3f6f02cbe0d90dcbbe6979e2ec6/client |
22:42 |
VanessaE |
um, RBA, there are no glsl files in this patch? |
22:42 |
RealBadAngel |
there are |
22:43 |
RealBadAngel |
yes i did removed old files |
22:43 |
RealBadAngel |
theyre no longer needed |
22:43 |
PilzAdam |
but you didnt add new ones |
22:43 |
RealBadAngel |
? |
22:43 |
PilzAdam |
you completly removed client/shaders/, see the link I posted |
22:43 |
VanessaE |
vanessarainbird:~/Minetest-related/minetest_client$ ls client/ |
22:43 |
VanessaE |
serverlist |
22:44 |
RealBadAngel |
shit :) i dont know how that could happen |
22:44 |
RealBadAngel |
gimme a second |
22:44 |
PilzAdam |
btw, its nice that you use branches now |
22:48 |
VanessaE |
"liquids shader"? |
22:48 |
VanessaE |
please tell me this is not your experimental rippling water thing |
22:49 |
RealBadAngel |
it is not |
22:49 |
VanessaE |
ok |
22:49 |
RealBadAngel |
check the pull now, it contains missing files now |
22:49 |
VanessaE |
trying. |
22:50 |
RealBadAngel |
i have absolutely no idea why smartgit havent pulled them before |
22:51 |
RealBadAngel |
propably thx to playing with branches |
22:51 |
RealBadAngel |
anyway its fixed now |
22:52 |
VanessaE |
um, why is flowing water opaque? and why does lava source have a darker top side than flowing lava? |
22:53 |
VanessaE |
come to think of it, water source is opaque too. |
22:54 |
RealBadAngel |
can you make a screenshot with water? |
22:55 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2005%3a55%3a13%20PM.png |
22:55 |
RealBadAngel |
for me it looks fine: http://i.imgur.com/klVx8eO.png |
22:56 |
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22:56 |
VanessaE |
for the channel log, RBA's screenshot is from my Survival server. |
22:57 |
RealBadAngel |
can you check the water with Bumped texture pack? |
22:57 |
VanessaE |
no. |
22:57 |
VanessaE |
make it work properly without bumps first. |
22:57 |
RealBadAngel |
lemme check the HDX then |
22:58 |
VanessaE |
the dark lava sources and opaque water might be a long-standing problem, but with shaders on it should "just work" |
22:58 |
RealBadAngel |
lemme check why that happens |
22:59 |
VanessaE |
*checks without shaders* |
22:59 |
VanessaE |
looks fine without shaders, though lava's kinda dim by comparison |
23:00 |
RealBadAngel |
i think i know why |
23:00 |
RealBadAngel |
your water is simply opaque |
23:00 |
VanessaE |
(and now lava sources are slightly brighter than flowing) |
23:00 |
VanessaE |
yeh, so? |
23:00 |
VanessaE |
it works fine without shaders |
23:00 |
RealBadAngel |
it doesnt provide alpha channel at all |
23:00 |
VanessaE |
so? |
23:00 |
RealBadAngel |
so its wrong |
23:00 |
VanessaE |
provide it yourself in the code |
23:00 |
RealBadAngel |
me? in irrlicht? |
23:01 |
RealBadAngel |
sorry, just save it with alpha channel |
23:01 |
VanessaE |
um |
23:01 |
VanessaE |
it's a jpeg |
23:01 |
VanessaE |
jpegs don't support alpha. |
23:01 |
VanessaE |
and again *it works fine without shaders* |
23:01 |
RealBadAngel |
save it in format that supports it then |
23:02 |
RealBadAngel |
even default water is a png |
23:03 |
VanessaE |
then why do these textures work fine without shaders? |
23:03 |
RealBadAngel |
because alpha here is faked |
23:03 |
VanessaE |
then fake it in the shader too? |
23:03 |
RealBadAngel |
but shaders need actual real value |
23:04 |
Tesseract |
I don't like how your shaders break use_texture_alpha and similar things. |
23:04 |
RealBadAngel |
and theres no way to say whether designer added alpha or not |
23:04 |
VanessaE |
RealBadAngel: exactly my point. SO FAKE IT. |
23:04 |
RealBadAngel |
thats the texture2D sampler thing |
23:04 |
RealBadAngel |
not my idea |
23:05 |
NakedFury |
dont fake it |
23:05 |
RealBadAngel |
repeat, theres no way to say if sampler holds the data or not |
23:05 |
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23:06 |
RealBadAngel |
so i cannot check if user provided alpha or not. only logical way is to assume it has to be provided |
23:06 |
VanessaE |
um.. isn't water supposed always have a constant alpha anyway? |
23:06 |
RealBadAngel |
alpha channel is supposed to define alpha |
23:07 |
RealBadAngel |
not some friggin tricks |
23:07 |
VanessaE |
not with water |
23:07 |
PilzAdam |
got an email from launchpad about a failed build: https://launchpad.net/~minetestdevs/+archive/daily-builds/+recipebuild/585830 |
23:07 |
RealBadAngel |
with everything, including water |
23:08 |
VanessaE |
RealBadAngel: that represents a fundamental change that may break more than just some textures then |
23:08 |
RealBadAngel |
huh? |
23:08 |
RealBadAngel |
how could that happen? |
23:08 |
VanessaE |
because the server also has a concept of how opaque the water is supposed to be |
23:09 |
VanessaE |
the WATER_ALPHA parameter in a node def. |
23:09 |
RealBadAngel |
hrmmm |
23:09 |
VanessaE |
or rather the variable sometimes used therein |
23:09 |
RealBadAngel |
ok, i will add that trick back |
23:10 |
VanessaE |
but wait |
23:10 |
VanessaE |
let me see how this looks with PNG's + alpha. |
23:10 |
RealBadAngel |
for sake of compability, but its just wrong |
23:11 |
RealBadAngel |
ofc it will work perfectly |
23:11 |
RealBadAngel |
it does with default textures and both my texture packs |
23:16 |
VanessaE |
ok, that fixes the water transparency. |
23:16 |
VanessaE |
but lava is still screwed up. |
23:16 |
VanessaE |
see the previous screenshit |
23:16 |
VanessaE |
er screenshot* |
23:16 |
VanessaE |
http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2011172013%20-%2005%3a55%3a13%20PM.png |
23:16 |
VanessaE |
the darker lava is sources. |
23:17 |
VanessaE |
without shaders, at least when I looked earlier, they were almost the same brightness (in fact sources were slightly brighter then) |
23:17 |
VanessaE |
THIS is ugly as shit |
23:17 |
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23:21 |
VanessaE |
RealBadAngel: I can accept the need for an alpha channel in the water to make it look right, but that lava's gotta be fixed, at least in the shader (I expect out-of-shader changes would be needed as well) |
23:21 |
RealBadAngel |
propably the very same issue |
23:22 |
RealBadAngel |
alpha when not provided is just a random value in uniform sampler |
23:22 |
RealBadAngel |
im checkin it now |
23:22 |
VanessaE |
the lava images have alpha. |
23:22 |
RealBadAngel |
jpgs? |
23:22 |
VanessaE |
at least now they do. |
23:22 |
VanessaE |
no, I changed all lava and water to PNG + alpha. |
23:22 |
VanessaE |
let me push to HDX |
23:23 |
RealBadAngel |
ok |
23:26 |
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23:26 |
VanessaE |
ok, go ahead and pull. |
23:26 |
VanessaE |
bbl, dinner |
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23:47 |
VanessaE |
back |
23:49 |
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