Time |
Nick |
Message |
00:00 |
RealBadAngel |
all of them |
00:00 |
RealBadAngel |
i am not talkin about master |
00:00 |
ShadowNinja |
RealBadAngel: Yours should disable compilation seperately. |
00:01 |
RealBadAngel |
why so? |
00:01 |
PilzAdam |
ShadowNinja, thats not how his system works |
00:01 |
RealBadAngel |
introduce extra lags? |
00:01 |
RealBadAngel |
put there dozens of "ifs" ? |
00:02 |
RealBadAngel |
pointless |
00:02 |
PilzAdam |
he puts all the features into one shader |
00:03 |
RealBadAngel |
if drawtype can have bumpmapping, parallax, waving and whatever all is in one shader file |
00:03 |
RealBadAngel |
configurable via settings |
00:03 |
RealBadAngel |
shaders are divided only by drawtype |
00:03 |
RealBadAngel |
not the effects theyre providing |
00:04 |
* VanessaE |
is back. yay. |
00:04 |
RealBadAngel |
yay. thats it. ;) |
00:05 |
RealBadAngel |
so, ShadowNinja, definitely not. disabling one shader will cause one or more drawtype to be unaviable. |
00:06 |
RealBadAngel |
in best case, without any effects applied it will miss lighting code |
00:06 |
RealBadAngel |
and will become black ingame |
00:07 |
RealBadAngel |
translating it to english, enable/disable switch doesnt disable shader itself but the effect done in particular shader which have to be run anyway |
00:22 |
VanessaE |
in which case something will just need to be done to ensure the shaders always compile properly on as many hardware setups as possible |
00:23 |
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00:23 |
VanessaE |
is there a performance loss if e.g. bumpmap, waving leaves, waving grass are all enabled, but only, say, waving leaves are actually being used? |
00:26 |
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00:32 |
RealBadAngel |
if bumpmapping is disabled its code is simply not executed |
00:32 |
RealBadAngel |
but remember when shaders are enabled each pixel light is calculated in shaders, not in the engine |
00:33 |
RealBadAngel |
this is the main reason why any particular shader cannot be just simply disabled |
00:34 |
RealBadAngel |
all the shaders, no matter the drawtype share same lighting code |
00:45 |
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00:45 |
VanessaE |
right |
00:45 |
VanessaE |
so about getting them to compile... |
00:45 |
VanessaE |
what is it that's broken on ShadowNinja's machine that isn't on mine, yours, exio's? |
00:48 |
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00:51 |
RealBadAngel |
i know whats wrong, his opengl is much more restrictive |
00:51 |
RealBadAngel |
it demands a variable to be set |
00:51 |
RealBadAngel |
if defined |
00:52 |
RealBadAngel |
i will fix it right away |
00:53 |
RealBadAngel |
my version pays no shit about that |
00:54 |
RealBadAngel |
sometimes i think i should buy a dozen of PCs, with dozen of different GPUs and a few systems installed on each machine to debug standarized one language lol |
00:56 |
RealBadAngel |
switching to linux, brb |
01:03 |
VanessaE |
that's a long reboot time :P |
01:04 |
Fury |
yeah |
01:04 |
VanessaE |
RealBadAngel: that's like the lighting issue on mine - it allows math "overexposure" or something, so you had to clamp() it to make it match yours. |
01:06 |
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01:07 |
RealBadAngel |
ShadowNinja, ive pushed some updates, please do try now |
01:07 |
RealBadAngel |
liquid shader shall work for you now |
01:08 |
RealBadAngel |
ive also added versioning to each shader |
01:12 |
VanessaE |
RealBadAngel: you need a better computer. 11 minutes is a fucking long reboot time ;) |
01:14 |
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01:16 |
RealBadAngel |
VanessaE, ive made fixes in shaders in those 11 minutes and pushed them :P |
01:17 |
RealBadAngel |
also i started to revamp settings menu |
01:17 |
VanessaE |
I know :) |
01:18 |
RealBadAngel |
simply dissapearing of settings is not good imho |
01:18 |
RealBadAngel |
i want them grayed out |
01:18 |
VanessaE |
yes |
01:19 |
RealBadAngel |
maybe leave setting desc, but grayed and no checkboxes? |
01:21 |
RealBadAngel |
btw, any particular reason why this is still not merged? https://github.com/minetest/minetest/pull/385 |
01:23 |
VanessaE |
greyed out, fake grey checkboxes |
01:23 |
VanessaE |
else it looks like a bug. |
01:24 |
VanessaE |
"celeron55 commented 11 months ago -- Why?" |
01:24 |
VanessaE |
that's why not :P |
01:24 |
RealBadAngel |
answer for such question is usually "just because" |
01:25 |
RealBadAngel |
i tried it and it feels good |
01:26 |
RealBadAngel |
one of those changes that make world feel like moving |
01:27 |
RealBadAngel |
same is for wavin leaves, small change but drastically change perception of the world |
01:27 |
RealBadAngel |
sum of such small changes gives player feel that he plays real world |
01:28 |
Fury |
well many people did like it and it was proposed with an option to turn off |
01:30 |
RealBadAngel |
as almost everything here |
01:31 |
Fury |
if a change is presented with the option to turn it off and every single comment, except with Calinous was " I agree, I want it" add it |
01:31 |
RealBadAngel |
thus i can see no point to bake this pull any longer, 11 months is enough |
01:32 |
RealBadAngel |
or we are planning this for 0.5? ;) |
01:35 |
Fury |
no idea |
01:36 |
RealBadAngel |
due to code freeze i wont be nagging to merge it now |
01:36 |
RealBadAngel |
but just after release... |
01:37 |
RealBadAngel |
ShadowNinja, here? |
02:05 |
VanessaE |
you know, it occurs to me... if DanDuncombe can be convinced to get his fork of Realtest to a stable point, it would be a good candidate for including in official builds. |
02:06 |
VanessaE |
(recalling previous discussions on the subject and the general consensus that more games need to be included with the engine) |
02:07 |
RealBadAngel |
we already tried that |
02:07 |
RealBadAngel |
and we ended with fight what shall be included in each one |
02:08 |
VanessaE |
RealBadAngel: the previous attempt (survival/build/common) was a fiasco. This will be done differently, if at all. |
02:08 |
VanessaE |
separate, self-contained games |
02:08 |
VanessaE |
none of this cross-sharing stuff. |
02:08 |
RealBadAngel |
to achieve that one condition shall be fulfilled in the first place |
02:09 |
RealBadAngel |
different maintainers for each one |
02:09 |
RealBadAngel |
with one folk ruling them all it will always fail |
02:10 |
VanessaE |
yes, that's the plan |
02:10 |
VanessaE |
my game has been proposed for inclusion, as has Pilztest |
02:10 |
Fury |
did you think of a name? |
02:11 |
VanessaE |
nope. |
02:11 |
RealBadAngel |
PA shall too |
02:11 |
VanessaE |
I still need help with that. |
02:11 |
RealBadAngel |
otherwise folks can think its mushroom picking simulator |
02:11 |
VanessaE |
haha |
02:13 |
RealBadAngel |
and in the end they can think "damn, its so realistic, so hard, that i cannot find even a single mushroom" |
02:14 |
Fury |
im playing in a minecraft server that has buildcraft and other similar mods. getting inspiration for minetest mods |
02:14 |
RealBadAngel |
i wish some1 would bring there something similar to Thaumcraft |
02:15 |
Fury |
this server has it and I still havent touched it |
02:15 |
RealBadAngel |
its a good and well thought mod |
02:15 |
RealBadAngel |
i liked to play with it |
02:15 |
VanessaE |
whatever I name it, I don't want my game to have "mine", "test", or "craft" in the name. too many games like that already |
02:16 |
RealBadAngel |
whatever the name |
02:18 |
Fury |
well find something to call it fast so it can be included faster |
02:18 |
RealBadAngel |
btw, have you heard about another voxel game using Irrlicht already? |
02:19 |
RealBadAngel |
not an open source |
02:20 |
RealBadAngel |
its pretty advanced |
02:20 |
RealBadAngel |
http://www.buildaworld.net/ |
02:22 |
Fury |
has better lightning |
02:24 |
Fury |
wow the destruction of the building and the exploding volcano also look good |
02:33 |
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02:41 |
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02:44 |
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03:05 |
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03:43 |
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04:04 |
ShadowNinja |
hmmmm: Do you think we're ready to release? (As in tomorrow or the day after) |
04:05 |
hmmmm |
if the Windows releases work then yes |
04:40 |
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04:41 |
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05:14 |
VanessaE |
wait! |
05:14 |
VanessaE |
don't release yet! |
05:14 |
VanessaE |
apparently there's still that weird alpha issue celeron55 pointed out with leaves |
05:14 |
VanessaE |
Sokomine reports this, with latest mt/mt_game: http://mg.viewskew.com/mgoblin_media/media_entries/457/screenshot_2203932552.png |
05:15 |
Sokomine |
yes. and when i change perspective slightly (look a bit to the side/up or down/move a bit), it...flickers...kind of |
05:17 |
VanessaE |
I don't see anything in mt_game that would cause this... |
05:18 |
Sokomine |
see also: http://mg.viewskew.com/u/sokomine/m/screenshot-2204308095/ |
05:19 |
Sokomine |
...and http://mg.viewskew.com/u/sokomine/m/screenshot-2204312426/ (just looking a few degrees more to the left than in the first picture) |
05:19 |
Sokomine |
with shaders disabled, the moretrees leaves look...odd. it flickers when switching perspective |
05:19 |
VanessaE |
moretrees definitely don't do anything to cause this |
05:19 |
VanessaE |
it has to be a bug in the allfaces_optional drawtype |
05:22 |
Sokomine |
moretrees is innocent here. seems to be the tiny trees from bas080 that need an update here |
05:24 |
VanessaE |
ok maybe not a bug in the engine thne. |
05:24 |
VanessaE |
then* |
05:25 |
VanessaE |
but c55 did find a similar problem with default trees |
05:25 |
VanessaE |
so.. Is the z-ordering/sorting thing EVER gonna get fixed? |
05:33 |
hmmmm |
uhhh |
05:33 |
hmmmm |
0.4.6? |
05:33 |
VanessaE |
hmmmm: nope.avi |
05:33 |
hmmmm |
I don't get it, why do you want to hold back 0.4.8 for a bug that's been around for a while and is clearly non-trivial to fix |
05:33 |
VanessaE |
I still see z-ordering glitches here and there |
05:33 |
hmmmm |
the point is |
05:34 |
VanessaE |
I don't. The thing soko mentioned is not an engine bug apparently. |
05:34 |
VanessaE |
it's a mod being stupid. |
05:34 |
hmmmm |
you seem to think that minetest has to be perfect and completely bug free to release 0.4.8 |
05:34 |
Fury |
if it was non trivial it would have been fixed already |
05:34 |
hmmmm |
but this same bug has been around before 0.4.7 even according to the screenshot |
05:34 |
Fury |
but yeah release the kraken |
05:34 |
VanessaE |
let me rephrase that - it's not a bug worth stopping the release for -- I thought it was the bug c55 complained about, which IS a showstopper. |
05:34 |
VanessaE |
(or so he made it sound) |
05:35 |
hmmmm |
what showstopper |
05:35 |
VanessaE |
lemme find the ref. |
05:35 |
hmmmm |
I am not aware of any transparency bugs aside from the alpha channel material bug which was added with the known caveat of bugginess |
05:38 |
VanessaE |
http://irc.minetest.ru/minetest-dev/2013-11-10#i_3429508 |
05:38 |
hmmmm |
wtf |
05:38 |
VanessaE |
yeah. |
05:38 |
VanessaE |
look at the image in particular. |
05:38 |
hmmmm |
and just as an aside I haven't seen anything like that |
05:38 |
hmmmm |
so is it consistent for him? |
05:39 |
VanessaE |
I've seen similar effects but only with clouds vs. water |
05:39 |
VanessaE |
idk, that's the first and last I've heard from him about that |
05:39 |
hmmmm |
and again |
05:39 |
hmmmm |
it seems to be that one mod |
05:39 |
hmmmm |
the "Eden" game |
05:40 |
VanessaE |
oh? |
05:40 |
hmmmm |
yes, read the context of that quote |
05:40 |
Sokomine |
er, no, my screenshots where taken from latest git of everything relevant involved |
05:40 |
Sokomine |
i have no clue why my mt says it's 0.4.6 |
05:40 |
VanessaE |
I guess I have to yell at Mossmanikin. Eden is his game isn't it? |
05:41 |
hmmmm |
it's Neuromancer |
05:41 |
Sokomine |
the problem i encoundered seems to be mod-specific. some textures have it |
05:41 |
hmmmm |
I don't really understand why he's using alpha levels on leaves when he should be using allfaces_optional |
05:41 |
Sokomine |
activating shaders removes the glitch, but that's not a solution for all and i'm not even sure i like shaders |
05:42 |
hmmmm |
half of these supposed bugs come from people using modding features the wrong way |
05:42 |
hmmmm |
now I regret adding use_texture_alpha. I really thought people could be mature about it and stick to only things like colored glass but I guess that's asking for too much |
05:43 |
Sokomine |
no. just explain what's wrong. perhaps that particular modder didn't get the why |
05:45 |
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05:45 |
VanessaE |
hmmmm: the problem is some of this stuff has only ever been explained here or on some core dev resources -- but not to the modding community as a whole. |
05:46 |
Sokomine |
it's bas080' tree mod that has the leaves problem. if you know what's wrong with those textures/node definitions it might be helpful if you could tell us. if you want to, you can post it in the relevant thread and explain. i'll have to write something regarding that mod later anyway |
05:46 |
Sokomine |
*nod* quite a large part of what ought to be known is not. repeating an explanation can help |
05:47 |
bas080 |
hmmmm, i'm here to push the envelope |
05:48 |
bas080 |
I'll make sure to change it so it works for the majority. |
05:48 |
hmmmm |
alrgiht |
05:48 |
hmmmm |
it's really simple: |
05:48 |
VanessaE |
hmmmm: that said, regarding long-standing hard-to-fix bugs.... so, are we grandfathering-in bugs now? I don't mean for the 0.4.8 milestone, I mean...just ever? |
05:48 |
hmmmm |
see where you have "use_texture_alpha = true"? |
05:48 |
hmmmm |
remove that |
05:48 |
bas080 |
hmmmm, :P |
05:49 |
hmmmm |
VanessaE, if someone can figure them out, then that's great, if not and they're not critical, then it's NO reason to hold up 0.4.8 |
05:49 |
hmmmm |
we've been waiting 5 months for what was supposed to be a 1.5 month release |
05:49 |
VanessaE |
hmmmm: I agree - which is why I just said it wasn't for 0.4.8 but just, ever. |
05:49 |
hmmmm |
and the reason was 90% because I went onward with my life and got a job and moved and shit and couldn't be around to nag you people |
05:50 |
VanessaE |
heh |
05:50 |
hmmmm |
you would never release 0.4.8 if I weren't here nagging |
05:50 |
VanessaE |
don't nag me, I'm not a core dev so no one here listens to what I have to say anyway :) |
05:50 |
Sokomine |
:-) hope it gets released soon. people who prefer the version labled stable ought to get the advantages recently added |
05:52 |
Fury |
just release it already and stick to the deadline for xxx.9 next time |
05:53 |
Fury |
:D |
05:54 |
hmmmm |
we're waiting for thexyz and sfan5 to compile windows versions |
06:07 |
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06:34 |
VanessaE |
hmmmm: it just occurred to me...if the delay is now how long it takes before new builds are made...shouldn't the repo be tagged/marked for 0.4.8? |
06:38 |
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06:48 |
hmmmm |
no, I'm waiting to verify that builds can be made so that it can be tagged for 0.4.8, and they're recompiled as such then |
06:48 |
VanessaE |
oh ok |
06:48 |
hmmmm |
if they don't build then that's not really 0.4.8 now is it |
06:48 |
VanessaE |
true |
06:48 |
hmmmm |
i'd have to rewrite history to undo that |
06:53 |
VanessaE |
I'd give it a shot but the newest windows I have on hand is win2k :) |
07:05 |
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07:06 |
thexyz |
there's the dev wiko |
07:06 |
thexyz |
wiki* |
07:06 |
thexyz |
you complain about people using featured the wrong way |
07:06 |
thexyz |
yet neither right nor wrong way is documented |
07:07 |
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07:23 |
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07:25 |
sfan5 |
hmmmm: ? |
07:25 |
sfan5 |
hi everyone btw |
07:26 |
VanessaE |
hey |
07:28 |
us-0gb |
Hello! |
07:42 |
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08:32 |
thexyz |
time for some daily dose of WAT |
08:33 |
thexyz |
https://github.com/minetest/minetest/blob/master/src/map.cpp#L1817 warning C4804: '>' : unsafe use of type 'bool' in operation |
08:33 |
thexyz |
https://github.com/minetest/minetest/blob/master/src/main.cpp#L1256 warning C4129: '%' : unrecognized character escape sequence |
08:35 |
thexyz |
cool |
08:35 |
thexyz |
findcurl overrides my manually specified curl dll path |
08:54 |
thexyz |
here's the build http://a.pomf.se/gdc1r.zip |
09:05 |
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10:20 |
celeron55 |
thexyz: the first one is clearly a bug; NodeNeighbor::l is a boolean |
10:20 |
celeron55 |
and the second one... what |
10:21 |
celeron55 |
why is the percent sign escaped |
10:25 |
celeron55 |
it comes from the original leveldb commit |
10:44 |
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12:49 |
PilzAdam |
thexyz, can you merge the translations in? |
13:00 |
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14:26 |
nore |
any thoughts on this? https://github.com/minetest/minetest/pull/1017 |
14:31 |
sfan5 |
opinions please! https://github.com/minetest/minetest/pull/1018 |
14:31 |
sfan5 |
nore: document the packet format in clientserver.h |
14:31 |
nore |
sfan5, I'm ok with it |
14:31 |
nore |
oh, yes, forgotten that |
14:32 |
sfan5 |
I guess I'll merge #1018 then |
14:33 |
sfan5 |
I wish Github would include a button for merging without merge commit |
14:34 |
PilzAdam |
sfan5, ummm... we have a feature freeze |
14:34 |
sfan5 |
that is not a feature |
14:34 |
sfan5 |
more like a precaution |
14:34 |
sfan5 |
many people just enable everything and then wonder why it does not work |
14:35 |
PilzAdam |
committing something hours before a release that isnt a high priority bugfix isnt good |
14:36 |
nore |
sfan5, done |
14:36 |
sfan5 |
:-/ |
14:36 |
nore |
PilzAdam, is 0.4.8 coming out? (at last...) |
14:36 |
sfan5 |
yes |
14:36 |
nore |
PilzAdam, what about the swap_node thing (for 0.4.9) |
14:37 |
sfan5 |
#1018 is just a tiny bugfix/precaution, I'm going to push.. |
14:38 |
PilzAdam |
sfan5, it adds translations, so we have to wait for all languages to translate it first |
14:38 |
PilzAdam |
that will take at least another day |
14:38 |
PilzAdam |
do you really want to block 0.4.8 because of this? |
14:38 |
nore |
sfan5, I'm wondering... hasn't enable_shaders be changed to use a bool value? |
14:38 |
sfan5 |
not every language has everything translated |
14:38 |
sfan5 |
nore: yes |
14:38 |
sfan5 |
but 0 is false |
14:39 |
nore |
it should set "false" then... |
14:39 |
PilzAdam |
sfan5, http://translate.minetest.ru/projects/minetest/core/ there are quite a few with 100% |
14:39 |
PilzAdam |
sfan5, dafuq! |
14:39 |
PilzAdam |
can you stop pushing things if 2 core devs said "no"? |
14:39 |
sfan5 |
2 core devs? who? |
14:40 |
PilzAdam |
nore and me |
14:40 |
sfan5 |
<nore> sfan5, I'm ok with it |
14:40 |
nore |
(I'm only asking to set to false and not 0) |
14:40 |
sfan5 |
that means no? |
14:40 |
nore |
sfan5: I'm ok if you change the 0 to false |
14:41 |
sfan5 |
anyway, we don't need to delay 0.4.8 because onyl 99,9% is translated |
14:41 |
sfan5 |
nore: thats kinda pointless, but ok |
14:41 |
nore |
and about translations: I guess asking in #minetest channel should be ok to have half of them in less than 1 hour |
14:42 |
sfan5 |
ok, fixed |
14:42 |
PilzAdam |
nore, no, I tried that, it takes at least a day to get ~4 translations |
14:42 |
PilzAdam |
sfan5, we dont add () arround conditions in Lua |
14:42 |
nore |
does it? we can have 2 translations right now (French and German) |
14:42 |
PilzAdam |
we first need to wait for thexyz to update weblate |
14:43 |
sfan5 |
PilzAdam: are you expecting me to change that too? |
14:43 |
PilzAdam |
sfan5, I would have expected you to fix it _before_ pushing it |
14:43 |
nore |
PilzAdam, is it ok if I add #1017 to 0.4.9 milestone? |
14:44 |
sfan5 |
you told me after I rebased & pushed nore's fix |
14:44 |
sfan5 |
s/fix/suggestion/ |
14:44 |
sfan5 |
s/suggestion/fix/ |
14:44 |
PilzAdam |
nore, I have no idea what the 0.4.9 milestone is meant for |
14:45 |
PilzAdam |
sfan5, you should have waited longer before pushing |
14:45 |
nore |
PilzAdam, " |
14:45 |
nore |
Features to be added to 0.4.9. they may not be ready for merge yet. Prior merging pulls need to be checked for completeness." |
14:45 |
nore |
there: https://github.com/minetest/minetest/issues/milestones |
14:46 |
PilzAdam |
nore, if you add all other pull requests and issues that fit this description too, then ok |
14:46 |
sfan5 |
PilzAdam: can you update the .po files and commit? |
14:46 |
PilzAdam |
sfan5, no, I dont know if that would mess up weblate |
14:47 |
sfan5 |
no, weblate is updated manually... oh.. ok |
14:47 |
sfan5 |
we can only do that if thexyz pushes the current translations from weblate |
14:47 |
sfan5 |
(if there are any) |
14:49 |
sfan5 |
PilzAdam: did you take a look yet? https://github.com/minetest/minetest/pull/958#issuecomment-26757928 |
14:49 |
sfan5 |
I'd relly like to get a player list into 0.4.9 and formspec customizeable would be nice too |
14:49 |
sfan5 |
really* |
14:51 |
PilzAdam |
for now Id like to focus on getting 0.4.8 out |
14:51 |
sfan5 |
ok |
14:52 |
nore |
is the milestone ok? https://github.com/minetest/minetest/issues?milestone=2&state=open |
14:52 |
nore |
(anything that I have forgotten or that shouldn't be there?) |
14:52 |
sfan5 |
that looks ok |
14:53 |
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15:04 |
nore |
sfan5, what doesn't work with that? https://github.com/sfan5/minetest/commits/tab_playerlist2 |
15:04 |
sfan5 |
segfault |
15:05 |
nore |
when? (server start, when pressing tab, ...) |
15:06 |
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15:06 |
sfan5 |
pressing tab |
15:06 |
kahrl |
Can I fix the invalid escape sequence in main.cpp:1256? Seems trivial enough not to interfere with the code freeze |
15:07 |
nore |
sfan5, you should perhaps send the string to a client when connecting to the server... |
15:07 |
nore |
kahrl, looking at it |
15:08 |
nore |
yes, you should fix it... |
15:08 |
kahrl |
ok, I'll push it |
15:08 |
nore |
it seems indeed trivial |
15:09 |
sfan5 |
nore: it is designed to allow a custom player list if wanted, if no string is get by the client it will display the default one |
15:09 |
sfan5 |
just add a test mod that does set_playerlist for every player |
15:10 |
nore |
sfan5, yes, but the string should nevertheless be sent by the server (i.e. the server starts, changes the string, and then I join) |
15:10 |
nore |
or is it per_player? |
15:10 |
sfan5 |
yes, per player |
15:11 |
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15:11 |
nore |
and do you know where the sergfault lies? |
15:11 |
sfan5 |
to allow '''This way mods can group the list to teams or something similiar.''' |
15:11 |
sfan5 |
yes in Irrlicht IIRC |
15:12 |
nore |
couldn't it be some formspec-related thing then? (I guess perhaps a formspec being empty, or something like that) |
15:13 |
sfan5 |
let me reproduce it and give you a backtrace |
15:24 |
sfan5 |
now it does not work at all |
15:26 |
EvergreenTree |
Ahem, sorry for repeating myself, but no one noticed when I reported this: |
15:26 |
EvergreenTree |
<EvergreenTree> I have noticed a problem with the inventory image for the jungle sapling: http://i.imgur.com/MhJjAI1.png |
15:26 |
EvergreenTree |
<EvergreenTree> Since it is pretty much the same code as the regular one, it shouldn't be any different |
15:26 |
EvergreenTree |
<EvergreenTree> I think VanessaE had a problem with this, I think it has something to do with the plantlike drawtype |
15:26 |
EvergreenTree |
<EvergreenTree> It is especially strange, as the regular sapling looks normal, but the jungle one doesn't. They are practically the same code, so I have no idea |
15:29 |
nore |
EvergreenTree, is the image the same? I thought it had always been like that... |
15:30 |
EvergreenTree |
IT has, which is a problem |
15:30 |
EvergreenTree |
Considering the default sapling looks normal |
15:30 |
EvergreenTree |
In comparison |
15:30 |
EvergreenTree |
VanessaE had a problem with this in moretrees, where the leaves would be squashed when the drawtype is set to plantlike |
15:31 |
* EvergreenTree |
pokes VanessaE |
15:31 |
EvergreenTree |
I didn't fix it, so I'm not sure how |
15:34 |
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15:36 |
adama_ |
hello every one |
15:47 |
nore |
hey, something that should probably be done before 0.4.8: buckets should check area protection |
15:47 |
sfan5 |
nore: when i press tab the mouse unfocuses and pressing esc after that segfaults |
15:48 |
nore |
strange... |
15:48 |
nore |
sfan5, what about ^ |
15:48 |
sfan5 |
that counts as feature and we have feature freeze |
15:49 |
nore |
a feature? I'd count it a bug... |
15:51 |
sfan5 |
backtrace: http://pastie.org/8503458 |
15:51 |
sfan5 |
^ nore |
15:51 |
nore |
no idea then... |
15:54 |
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16:01 |
nore |
https://github.com/minetest/minetest_game/pull/221 |
16:04 |
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16:06 |
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16:06 |
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16:08 |
adama_ |
VanessaE is your plantlife mod compatable with dev. version of MT? |
16:09 |
pitriss |
adama_: of course it is.. |
16:10 |
adama_ |
ok |
16:10 |
pitriss |
adama_: but for mod related question you should use non dev channel |
16:10 |
nore |
adama_, don't ask modding-related things here, this channel is for engine only |
16:10 |
adama_ |
lol |
16:10 |
adama_ |
sorry |
16:10 |
nore |
np |
16:10 |
adama_ |
thank you |
16:11 |
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16:19 |
nore |
so, releasing 0.4.8 soon? |
16:38 |
PilzAdam |
thexyz, https://github.com/PilzAdam/minetest/commit/fb150e05043022ff2bb96ea892a31c632f130aca |
16:38 |
PilzAdam |
can I push that and will you update weblate? |
16:39 |
thexyz |
well if it doesn't break anything then do that |
16:40 |
PilzAdam |
done |
16:45 |
thexyz |
updated weblate as well |
16:46 |
PilzAdam |
and german translation done |
16:46 |
thexyz |
anyone actually tested my windows build? |
16:46 |
PilzAdam |
yes, works in wine |
16:47 |
thexyz |
so after the most common use case is covered anyone tested it on windows? |
16:47 |
nore |
PilzAdam, I can do translation in French if you need it |
17:01 |
Calinou |
me too |
17:03 |
Calinou |
done :> |
17:15 |
sfan5 |
I'd like to have #1019 and #1020 fixed before we release 0.4.8 |
17:16 |
PilzAdam |
sfan5, "rename button"? |
17:17 |
sfan5 |
you can see the button on this screenshot: https://f.cloud.github.com/assets/1042418/1606914/c2186ad8-5462-11e3-834b-bd6b6bee69d8.png |
17:18 |
nore |
sfan5, is that modmgr? |
17:18 |
PilzAdam |
there is also the issue with the wrong world being selected in a long world list |
17:19 |
sfan5 |
nore: yes |
17:19 |
PilzAdam |
sfan5, I reported #1020 to sapier a while ago |
17:41 |
nore |
sfan5, could you try replacing the modmgr.modlist by modmgr.global_mods for #1019? |
17:41 |
nore |
(there are a few ones to replace for the rename modpack thing) |
17:42 |
sfan5 |
one sec, I'm just testing another fix |
17:43 |
nore |
there are exactly 2 of those |
17:43 |
nore |
it looks like modmgr.modlist is for world use only, not for global use |
17:44 |
nore |
ok, now I am sure it has to be that |
17:45 |
sfan5 |
2 of them? |
17:45 |
nore |
yes, the one that crahsed and another one |
17:45 |
nore |
in modmgr.handle_rename_modpack_buttons(fields) |
17:46 |
nore |
sry, I don't have the correct lines numbers here, I'm not on the most recent version |
17:46 |
nore |
ah, I can test that as soon as compiling is finished... |
17:46 |
sfan5 |
wow, a Debug build is really slow |
17:47 |
nore |
why do you use it? |
17:47 |
sfan5 |
works perfectly |
17:47 |
sfan5 |
to test the tab_playerlist2 issue |
17:48 |
sfan5 |
https://github.com/minetest/minetest/pull/1021 |
17:49 |
PilzAdam |
oh, the bug that the wrong world is selected only happens when I use keys to navigate to it |
17:49 |
nore |
sfan5, it doesn't for me |
17:50 |
PilzAdam |
which reminds me that kahrl's formspec_table has to go in sometime soon |
17:50 |
nore |
I don't get crash, but the modpack is not renamed |
17:50 |
nore |
PilzAdam, I added it to 0.4.9 milestone |
17:51 |
nore |
sorry, it works |
17:51 |
nore |
but the modname is not changed in the menu |
17:51 |
nore |
(it is not updated) |
17:53 |
PilzAdam |
sfan5, commit messages shouldnt be "Fix #xxx" |
17:56 |
nore |
sfan5, at least add that line 679: modmgr.refresh_globals() |
17:56 |
nore |
I'm working out how to fix mod not being correctly selected after that |
17:59 |
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18:01 |
sfan5 |
nore: pull updated |
18:01 |
nore |
wait a bit though |
18:03 |
nore |
ok, add that after it: |
18:03 |
nore |
modmgr.selected_mod = filterlist.get_current_index(modmgr.global_mods, |
18:03 |
nore |
filterlist.raw_index_by_uid(modmgr.global_mods, fields["te_modpack_name"])) |
18:03 |
nore |
that will make the modpack you just renamed be selected again |
18:03 |
nore |
after that, I'm ok with the pull... |
18:04 |
sfan5 |
updated... merging |
18:05 |
nore |
sfan5, what's the other bug? |
18:05 |
sfan5 |
#1020 |
18:08 |
nore |
ok, I may have the answer |
18:08 |
nore |
trying to fix it |
18:17 |
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18:22 |
nore |
there is an important bug that crashes it: |
18:23 |
nore |
I added print(5.2) line 328 of mainmenu.lua |
18:23 |
nore |
here it what I get: |
18:23 |
nore |
5.2 |
18:23 |
nore |
Loaded texture: /home/nathanael/Minetest/textures/base/pack/no_screenshot.png |
18:23 |
nore |
Loaded texture: /home/nathanael/Minetest/textures/base/pack/menu_header.png |
18:23 |
nore |
5.2 |
18:23 |
nore |
5,2 |
18:24 |
nore |
^ the last thing is what crashes everything: Lua numbers got a "," instead of a ".", and the formspec size element gets corrupted |
18:24 |
nore |
sfan5, ^ |
18:24 |
nore |
I have absolutely no idea about how this could happen, though |
18:25 |
sfan5 |
wat |
18:25 |
nore |
you do think is it impossible too, don't you? |
18:25 |
sfan5 |
yes |
18:26 |
nore |
yet it is (maybe locale? how are decimal numbers represented in German? are they with a comma too?) |
18:26 |
nore |
(and do you get "invalid size element" too?) |
18:27 |
sfan5 |
YES |
18:27 |
sfan5 |
s/YES/yes/ |
18:27 |
nore |
yes for the decimal comma? |
18:28 |
sfan5 |
yes |
18:28 |
sfan5 |
but I don |
18:29 |
sfan5 |
't see how locale could affect internal strings |
18:29 |
nore |
the strange thing is that gettext isn't even enabled on my build... |
18:30 |
nore |
sfan5, is doesn't affect internal strings, it affects how numbers are displayed |
18:30 |
sfan5 |
hmm |
18:30 |
nore |
but I don't see why a call to show_file_open_dialog would cahnge something |
18:33 |
kahrl |
nore: does the bug happen in 0f9440fa61f? |
18:33 |
nore |
kahrl, do you have the bug? |
18:33 |
kahrl |
no |
18:33 |
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18:34 |
nore |
how do I go back to that? |
18:34 |
kahrl |
git checkout 0f9440fa61f and rebuild |
18:36 |
nore |
kahrl, "error: pathspec '0f9440fa61f' did not match any file(s) known to git." |
18:36 |
kahrl |
ah, I managed to get the bug now with LANG=de_DE ../bin/minetest |
18:37 |
nore |
kahrl, what is strange is that gettext isn't even enabled in my build... |
18:38 |
kahrl |
well even without gettext there is some code that sets the numeric locale |
18:38 |
kahrl |
some of that must be buggy |
18:39 |
kahrl |
I got the bug in a build with gettext, so that build option has no effect |
18:39 |
nore |
but why do we even set numeric locale? |
18:40 |
kahrl |
it should always be set to "C" |
18:40 |
kahrl |
but I think there is some code that sets LC_ALL, maybe it forgets to set LC_NUMERIC |
18:41 |
nore |
src/guiFileSelectMenu.cpp: m_previous_locale = setlocale(LC_ALL,0); |
18:41 |
kahrl |
weird, I can checkout 0f9440fa61f no problem |
18:41 |
nore |
src/guiFileSelectMenu.cpp: setlocale(LC_ALL,m_previous_locale.c_str()); |
18:41 |
nore |
kahrl, must be that.. ^ |
18:41 |
kahrl |
oh indeed |
18:41 |
kahrl |
there we go =) |
18:44 |
kahrl |
wait, those line are there in 0f9440fa61f but got removed in 22a59b3912f |
18:44 |
kahrl |
lines* |
18:44 |
nore |
yes, I saw that... |
18:45 |
nore |
grep -R "LC_ALL" only outputs gettext.cpp, lua/src/loslib.c and intlGUIEditBox.cpp |
18:46 |
kahrl |
ugh, there's a setlocale(LC_ALL, "") in CGUIFileOpenDialog.cpp |
18:47 |
kahrl |
enabled on all platforms except windows CE |
18:48 |
nore |
where is it? |
18:48 |
nore |
(I can't find the file) |
18:48 |
kahrl |
irrlicht-1.8/source/Irrlicht |
18:49 |
nore |
ah, in Irrlicht... what do we do then? |
18:49 |
kahrl |
work around it as usual ;) |
18:50 |
nore |
that is? |
18:50 |
kahrl |
I think the lines that you posted above were such a workaround, do you know why sapier removed them? |
18:50 |
kahrl |
of course the workaround failed to reset LC_NUMERIC but that could be fixed |
18:50 |
nore |
no idea... but LC_NUMERIC should be set too |
18:51 |
nore |
do you know in what commit he removed them? |
18:51 |
kahrl |
22a59b3912f |
18:52 |
nore |
I'd say he thought they were not needed anymore... |
18:52 |
kahrl |
maybe |
18:52 |
nore |
should I label the bug as blocker? |
18:53 |
kahrl |
dunno... is it really that big of a deal? |
18:53 |
nore |
dunno... could you try to put those lines here again, with the LC_NUMERIC one too? |
18:53 |
kahrl |
especially since you can just click on another tab to fix the menu |
18:54 |
kahrl |
I'll try |
18:54 |
nore |
no, you can't |
18:54 |
kahrl |
oh, I"m on the old commit still |
18:55 |
kahrl |
it does work there |
18:56 |
nore |
the proper thing to do would be to save all locale things |
18:56 |
nore |
and restore them at the end, not only the numeric one |
18:58 |
nore |
grrr, why doesn't Irrlicht accept utf8? |
18:59 |
kahrl |
the workaround plus setlocale(LC_NUMERIC,"C") don't fix it |
18:59 |
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19:02 |
nore |
kahrl, can I merge that? https://github.com/Novatux/minetest/commit/e14c9759e276b2fc3e29004732bbbb81d87eaf6d |
19:02 |
OldCoder |
I have time today to rebuild servers and clients. Is upstream git in a state where people recommend I use it for live servers? |
19:03 |
kahrl |
nore: yes |
19:03 |
kahrl |
other people are written without umlauts too (Jürgen, Neuschäfer) |
19:04 |
kahrl |
OldCoder: wait for 0.4.8 maybe |
19:04 |
OldCoder |
kahrl, Very well. It is intended for December, correct? |
19:04 |
kahrl |
I hope it doesn't take that long... |
19:04 |
OldCoder |
Have fun :-) |
19:05 |
OldCoder |
If you need testing, let me know |
19:05 |
kahrl |
sure |
19:05 |
OldCoder |
kahrl, has anybody else reported the lockup on item definitions issue? I do not have many people besides myself to test for that. |
19:05 |
OldCoder |
Sapier believes it is shaders |
19:06 |
sfan5 |
kahrl: hmmmm wants to have 0.4.8 today or tomorrow |
19:06 |
kahrl |
I haven't seen anything about that |
19:06 |
nore |
kahrl, yes, I didn't noticed it before... I hate Irrlicht for that |
19:06 |
kahrl |
sfan5: hmmmm wanted it a week ago ;) |
19:06 |
OldCoder |
Ah. 0.4.8 may be relatively soon. |
19:06 |
sfan5 |
anyay, it would be nice if we release 0.4.8 today |
19:06 |
OldCoder |
! |
19:07 |
nore |
kahrl, have you been able to fix that bug, or not? |
19:07 |
sfan5 |
anyway* |
19:07 |
kahrl |
nore: the numeric locale bug? no... |
19:08 |
nore |
and did you try to set the locale right before returning to Lua? |
19:08 |
nore |
I guess it should work, now you set it when exiting the menu |
19:08 |
nore |
but a Lua call is executed before, I guess |
19:09 |
nore |
do you see what I mean? |
19:09 |
kahrl |
oh, yeah |
19:09 |
kahrl |
I was under the impression show_file_open_dialog blocked until the dialog returned |
19:10 |
nore |
wait, even better: where is the setlocale in the code? |
19:11 |
nore |
the best would be to undo it right after that |
19:11 |
kahrl |
well it's inside irrlicht |
19:11 |
nore |
yes, but in what call? |
19:11 |
kahrl |
happens during the constructor as well as several events |
19:11 |
kahrl |
seriously, wtf |
19:12 |
nore |
if I were you, I would make a macro to reset correctly the locale |
19:12 |
nore |
and add it everywhere... ;) |
19:12 |
kahrl |
Raymond Chen would say "Don't use global state to manage a local problem" |
19:12 |
nore |
seriously, we need to report that to the Irrlicht guys... |
19:12 |
kahrl |
setting the locale is slow... I really don't want to spam setlocale everywhere |
19:13 |
nore |
slow how? 10ms? |
19:13 |
nore |
more? |
19:13 |
kahrl |
no idea |
19:13 |
nore |
cause if it is less than 10ms, it is no problem to set it everywhere... it is a menu, that is not opened often |
19:16 |
kahrl |
I don't know if doing it in the menu is enough |
19:16 |
nore |
I would do it in destructor + each time Lua is called |
19:17 |
nore |
I guess it is enough since in the old commit, refreshing the formspec fixed the bugs, as you said |
19:18 |
kahrl |
well refreshing it still works for me in the current version |
19:18 |
kahrl |
each time Lua is called -> that might be quite often? |
19:18 |
nore |
no, not that much... only each time you send an event |
19:19 |
nore |
and that is not *that* frequent |
19:19 |
nore |
moreover, I guess that a Lua call is longer that just setting the locale... |
19:21 |
kahrl |
it works, but I hate that it has to be done because of a rarely used menu |
19:21 |
nore |
yes, I hate it too... but we have no other choice, I guess |
19:21 |
nore |
we need to say something to the Irrlicht maintainers about that |
19:23 |
kahrl |
apparently others have run into it as well |
19:23 |
kahrl |
http://www.irrlicht3d.org/wiki/index.php?n=Main.ConvertingStringsToVectorsIntegersAndFloats |
19:26 |
nore |
kahrl, I found that in a forum post: It's only my low-level file-access functions that need to force it temporarily back to English settings to read and write the files correctly. 3 x setlocale() is not too much overhead each time a file is written or read. The performance of the file IO will outweigh the small overhead of setlocale(). |
19:26 |
nore |
so I guess setlocale is not very time-hungry |
19:27 |
kahrl |
but that's compared to file IO |
19:28 |
nore |
yes, I know... but you don't click 10 times a second in the window either... and Lua calls are not very efficient either |
19:31 |
nore |
but anyway, you said locale was frequently set by Irrlicht |
19:31 |
nore |
that means it is not too long to set it, else we would find it slow... |
19:31 |
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19:32 |
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19:34 |
nore |
kahrl, so, what do we do? |
19:35 |
kahrl |
does sapier usually come by at this time? |
19:35 |
kahrl |
he's been working with all this locale stuff in minetest so I'd like to know what he says |
19:36 |
nore |
I don't know... I reckon he usually conencts earlier |
19:38 |
hmmmm |
hhh |
19:38 |
hmmmm |
forget about locale problems for now, besides, getting text to render properly under irrlicht is a farce |
19:39 |
hmmmm |
I think we should release really soon, whenever we get the final word on MSVC and mingw compatibility |
19:39 |
nore |
hmmmm, the problem is that Irrlicht changes the numeric locale in the file select menu, which causes the formspec to crash |
19:39 |
hmmmm |
that's great |
19:40 |
nore |
after a call, since the size elements gets from size[12,5.2] to size[12,5,2] |
19:40 |
hmmmm |
yeah, sapier was warning about this |
19:40 |
hmmmm |
what he wanted to do was to wrap every single atof() call with a setlocale |
19:40 |
PilzAdam |
hmmmm, the MSVC build works |
19:41 |
hmmmm |
I think that for now, the irrlicht file select dialogs should NOT be used |
19:41 |
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19:41 |
hmmmm |
I don't get who's using it or why |
19:41 |
nore |
so, code it again? |
19:41 |
nore |
it is used in mod manager |
19:41 |
hmmmm |
oh that's great |
19:41 |
hmmmm |
why does irrlicht need to be such a broken turd |
19:41 |
nore |
perhaps copy the code from Irrlicht then, without the locale setting thing could work? |
19:42 |
nore |
kahrl, dunno... |
19:42 |
hmmmm |
that would be a way if the irrlicht dialog uses all external interfaces |
19:45 |
nore |
source here: https://www.assembla.com/code/myirrlicht-gitsvn/git/nodes/33c8730aa3f0bf2786ceb5b2210af7ffaa033f39/source/Irrlicht/CGUIFileOpenDialog.cpp |
19:45 |
nore |
do you think it can work without being in Irrlicht? |
19:45 |
PilzAdam |
does it work with Irrlicht 1.7 and 1.8? |
19:46 |
nore |
eh, no idea |
19:46 |
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19:47 |
nore |
anyway, last commit on that file looks like 3 years ago... |
19:47 |
nore |
but last commit at all is 3 years ago too |
19:50 |
kahrl |
use the sourceforge svn repository |
19:51 |
hmmmm |
alright, so it changes the locale at the end of the ctor and OnEvent |
19:52 |
kahrl |
nore, that version you linked doesn't even restore the working directory ;) |
19:52 |
hmmmm |
is it possible we can fix this by somehow hooking OnEvent of irrlicht's window for the dialog |
19:52 |
nore |
yes, I guess that... It looks like it is very old |
19:52 |
hmmmm |
we set the locale back after the object is created and inside the hook, provided it's run after the parent OnEvent |
19:52 |
nore |
the Irrlicht locale is only changed when creating the list of files |
19:52 |
hmmmm |
see I don't know enough about irrlicht's gui to know if we can do that.. can we? |
19:53 |
kahrl |
not sure if the patch that restored the working directory is in irrlicht 1.7 |
19:53 |
nore |
so changing it back when we get input should work |
19:53 |
nore |
kahrl, then copy the 1.8 version, and test if it works with 1.7 |
19:53 |
nore |
if it does, we can keep the 1.8 one... |
19:54 |
kahrl |
CGUIFileOpenDialog::OnEvent returns true after calling fillListBox, so it eats the event |
19:54 |
hmmmm |
nore, setting it on input is bad because what happens to the things that use locale while the dialog is open |
19:54 |
kahrl |
maintaining our own version or resetting the locale on every lua call seem to be the only options |
19:54 |
hmmmm |
I agree |
19:55 |
hmmmm |
just wanted to see if there was a way to avoid that |
19:55 |
nore |
I'd prefer the first one if it works, else, we don't have choice... |
19:55 |
kahrl |
but our own file dialog is kind of heavy for a code freeze |
19:55 |
hmmmm |
by the way, what other things happen if we define _IRR_WINDOWS_CE_PLATFORM_? |
19:56 |
hmmmm |
yeah I agree, this is a pretty bad bug though |
19:56 |
hmmmm |
modmanager wasn't in 0.4.7 when that was released, so if it comes out now with such a major issue that wouldn't be great either |
19:57 |
nore |
kahrl, on the other hand, it is not ours, it is only mocing it from Irrlicht ot here... |
19:57 |
kahrl |
that's true |
19:57 |
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19:58 |
nore |
why does it even change the locale? |
19:59 |
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20:00 |
kahrl |
I can't tell, sf.net is giving me HTTP 500 :P |
20:05 |
kahrl |
http://sourceforge.net/p/irrlicht/patches/86/ no comment on setlocale |
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20:15 |
nore |
and have you tried to remove it to see what happens? |
20:18 |
nore |
kahrl, ^ |
20:18 |
kahrl |
no |
20:19 |
kahrl |
we use the default locale to LC_CTYPE anyway so mbstowcs wouldn't change |
20:19 |
kahrl |
set* |
20:19 |
kahrl |
err, use* for* |
20:20 |
kahrl |
I don't really see the point of setlocale there, it probably was added because the program of the one who made the patch didn't set the locale properly |
20:26 |
nore |
ok... I can't get it to compile no, though |
20:26 |
nore |
virtual const wchar_t* getFileName() const _IRR_OVERRIDE_; |
20:26 |
nore |
+w |
20:27 |
nore |
it crashes in the h file... |
20:27 |
nore |
what is that _IRR_OVERRIDE_ ? |
20:28 |
kahrl |
I got an idea from #irrlicht |
20:28 |
kahrl |
what if we simply call putenv("LC_NUMERIC","C") |
20:28 |
VanessaE |
...and you guys wanted to push this out after only a week of feature freeze? :) |
20:28 |
kahrl |
err putenv("LC_NUMERIC=C") or the setenv equivalent |
20:28 |
nore |
kahrl, what's putenv? |
20:29 |
kahrl |
sets an environment variable |
20:29 |
kahrl |
setlocale(LC_ALL,"") takes the locale from the environment |
20:29 |
nore |
quite clever... |
20:29 |
nore |
I want to see if this works |
20:33 |
nore |
kahrl, so? |
20:36 |
kahrl |
https://gist.github.com/kahrl/7619600 |
20:36 |
kahrl |
works on gentoo linux with: LANG=de_DE ../bin/minetest |
20:38 |
kahrl |
I don't know if windows's setlocale cares about the environment at all |
20:39 |
nore |
kahrl, I hope they do... (you should check that with wine...) |
20:40 |
kahrl |
still don't have that installed |
20:40 |
PilzAdam |
VanessaE, even if we release at christmas, we will always find something that can be fixed |
20:40 |
nore |
ok, works well on Debian 64bit, with FR as system default locale |
20:41 |
nore |
I guess we only need someone to check the windows versions... |
20:41 |
nore |
(sfan5 perhaps?) |
20:41 |
sfan5 |
hm?7 |
20:41 |
sfan5 |
-7 |
20:42 |
nore |
could you test that fix for windows versions? https://gist.github.com/kahrl/7619600 |
20:42 |
VanessaE |
PilzAdam: perhaps :) |
20:42 |
nore |
(since you make windows builds...) |
20:42 |
VanessaE |
(insert the old axiom about every program being reducible to one line that doesn't work) |
20:43 |
ShadowNinja |
nore: You add whitespace to the end of a line in your minetest_game buckets pull. |
20:44 |
nore |
where? |
20:44 |
sfan5 |
nore: I'll test |
20:46 |
nore |
ShadowNinja, is it ok now? |
20:48 |
ShadowNinja |
nore: Yes, alhough I would like it if you could reduce the duplication. |
20:53 |
sfan5 |
nore: does not worj#k |
20:53 |
sfan5 |
work* |
20:53 |
nore |
:( |
20:53 |
nore |
kahrl, ^ |
20:54 |
nore |
ShadowNinja, like that? |
20:55 |
ShadowNinja |
nore: Yes. |
20:55 |
nore |
ShadowNinja, should it be merged before/after 0.4.8? |
20:55 |
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21:10 |
nore |
kahrl, so, what do we do since it doesn't work on windows? |
21:38 |
proller |
fix bool > 0 - https://github.com/proller/minetest/commit/7e575cfc6a97f7e39df616a7a5a39447062468d0 |
21:40 |
nore |
what would you think about adding the bit32 Lua library as default Lua available libraries? (it is in standard Lua 5.2, but not 5.1) |
21:43 |
sfan5 |
that is a good idea |
21:50 |
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22:00 |
PilzAdam |
ShadowNinja, the long dig time in creative mode is ridiculous, do you really want to release it? |
22:01 |
ShadowNinja |
PilzAdam: Yes, and it was fine last release. |
22:02 |
PilzAdam |
someone should update the changelog in the dev wiki |
22:05 |
ShadowNinja |
PilzAdam: So is it mitori or mito551? |
22:05 |
PilzAdam |
ShadowNinja, dunno, ask him |
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