Time |
Nick |
Message |
00:00 |
sapier |
ok I have to work tomorrow so I need some sleep ;-) good night |
00:00 |
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00:08 |
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00:46 |
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01:14 |
VanessaE |
bbl |
01:33 |
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02:06 |
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02:37 |
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02:53 |
ShadowNinja |
kahrl: So, you worked on libmtmap. I beleive the usage or C only made it difficult to finish. hmmmm: Does it have to be C, or can it be C++? Perhaps you could help kahrl with it if you really want it to be C. |
02:54 |
ShadowNinja |
(I just got reminded why my server is still on SQLite...) |
02:55 |
ShadowNinja |
And 1031 needs checking as soon as one of you comes arround. |
02:57 |
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03:02 |
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03:08 |
iqualfragile |
ShadowNinja: i tested #1031 works |
03:09 |
iqualfragile |
(and fixes the crash) |
03:18 |
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03:33 |
hmmmm |
hello |
03:33 |
hmmmm |
kahrl was working on libmtmap? sweet |
03:33 |
hmmmm |
I think it would be best to keep it C personally |
03:34 |
hmmmm |
also I really doubt that kahrl is having trouble with libmtmap |
03:34 |
hmmmm |
I'm working on more mapgen stuff right now |
04:00 |
hmmmm |
sapier, good one with the asserts, lol |
04:01 |
hmmmm |
why wrap (void)(expr) in a block though |
04:26 |
hmmmm |
oh wow sorry PilzAdam, it looks like I never change the MapgenParams over to the MapgenParamsV7 when the mapgen name is switched |
05:02 |
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06:50 |
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07:22 |
kahrl |
1031 looks good |
07:24 |
kahrl |
what could be done next is get rid of SimpleThread (JThread already does everything that SimpleThread does, and JThread::Wait is better than the sleep_ms loop in SimpleThread::stop |
07:24 |
kahrl |
) |
09:00 |
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10:03 |
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14:05 |
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14:48 |
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14:49 |
RealBadAngel |
hi |
14:50 |
RealBadAngel |
current sources are broken, anybody experienced instant segfaults? |
14:50 |
Exio4 |
known bug |
14:51 |
RealBadAngel |
its not a bug, its a diseaster. |
14:51 |
Exio4 |
look at #1031 |
14:51 |
Exio4 |
it is the fix |
14:51 |
Exio4 |
but sapier was waiting for more people to agree so he can merge it |
14:52 |
RealBadAngel |
such critical bug fix shall not wait |
14:52 |
Exio4 |
it is a big change in jthread |
14:52 |
Exio4 |
that is why he was waiting |
14:52 |
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14:53 |
RealBadAngel |
i wasted two days tryin to rebase my shaders rework, i thought my code was crashing the game |
14:53 |
RealBadAngel |
something told me to try clean sources and it was still crashing instantly as soon as i started new world |
14:54 |
Exio4 |
you could read the logs there too, that was said a lot of times |
14:57 |
RealBadAngel |
what caused that regression in the first place? |
14:57 |
RealBadAngel |
0.4.8 was not affected by it |
14:57 |
RealBadAngel |
something after 0.4.8 is causing game to crash |
14:58 |
RealBadAngel |
ive seen some weird error with "tables" |
14:58 |
RealBadAngel |
Stack is over 30: |
14:58 |
RealBadAngel |
table table 4.02919e+ userdata 16 5.9375 4 4.9375 1 4 1 4.9375 1 1 -48 -16 -32 0 18 userdata 5 18 1 5 -46 -15 4 4 0 -1 4 "default:dirt_with_grass" table table |
14:58 |
RealBadAngel |
Naruszenie ochrony pamięci (core dumped) |
14:58 |
Exio4 |
https://github.com/minetest/minetest/commit/de0cdbc01cc39e4f89a9d012661031a66ba3294f |
14:59 |
Exio4 |
err, the one was https://github.com/minetest/minetest/commit/04e9a9d5410a151d232a577b46791d2edffba527 |
14:59 |
Exio4 |
the debug build works, though |
15:00 |
RealBadAngel |
you mean compiles? |
15:01 |
RealBadAngel |
i cannot play the game anymore |
15:03 |
RealBadAngel |
after a few seconds game crashes instantly, each try |
15:06 |
RealBadAngel |
i will try the fix if it works |
15:09 |
Exio4 |
the debug build works, you can play with it |
15:10 |
Exio4 |
the problem is that in release-mode those asserts are replaced with "nothing" => no mutex / locking |
15:14 |
RealBadAngel |
such non tested code should be merged in the first place |
15:14 |
RealBadAngel |
*shouldnt |
15:20 |
RealBadAngel |
what other devs said about the situation? |
15:23 |
RealBadAngel |
the fix works |
15:23 |
RealBadAngel |
game is no longer crashing |
15:32 |
RealBadAngel |
since its critical bug fix im about to merge it, its unaceptable that game remains in non working state |
15:41 |
celeron55 |
eh |
15:41 |
celeron55 |
master can be briefly broken, it's unavoidable |
15:41 |
celeron55 |
that's why we have releases |
15:41 |
proller |
https://github.com/proller/minetest/commit/c236ed6df3041af3c31b6190093a49ec51028fde - any objectons ? |
15:42 |
celeron55 |
anyway, looks like kahrl checked 1031 so it can go in |
15:43 |
celeron55 |
i'll merge it after testing that it works at least a little bit |
15:45 |
celeron55 |
proller: seems fine (altough having class name "a" is kind of weird) |
15:45 |
proller |
celeron55, its for emulating underlined <a> |
15:46 |
celeron55 |
"clickable" or something would make much more sense |
15:46 |
proller |
ok |
15:46 |
celeron55 |
i don't care though, the masterserver is just a small piece of code anyway |
15:47 |
lanxu_ |
what is the problem of href="#"? |
15:47 |
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15:49 |
ShadowNinja |
proller: Um, should unlimited_player_transfer_distance be held in a field called "names"? |
15:49 |
celeron55 |
#1031 works for me, pushing |
15:49 |
proller |
lanxu_, its replace location and jump you at top of page |
15:49 |
RealBadAngel |
celeron55, it works for me also, i was also testing it before i could merge it |
15:50 |
proller |
ShadowNinja, unlimited_player_transfer_distance is yooo long |
15:50 |
proller |
too |
15:50 |
ShadowNinja |
proller: So you use "names"? That's a deceptive field name. |
15:50 |
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15:50 |
proller |
visible names of players |
15:50 |
ShadowNinja |
proller: I would expect that to contain a player list. |
15:53 |
celeron55 |
i guess in practice players call that "seeing names of others" |
15:53 |
lanxu_ |
proller: ok |
15:54 |
ShadowNinja |
So, "unlimited_name_see_distance" or even "can_see_names". But I really don't see a issue with a long field name. |
15:55 |
proller |
its not for peoples, its for future detail server info |
16:01 |
celeron55 |
the field name is repeatedly sent over network along with the data, so short names make sense |
16:04 |
ShadowNinja |
Yes, but there's no need to make them short to the point where they are deceptive. I don't think a JSON string is using a whole lot of bandwidth. |
16:08 |
celeron55 |
i vote for "can_see_names" |
16:08 |
ShadowNinja |
aaaand you already commited it. |
16:08 |
celeron55 |
well i didn't commit it; proller did |
16:08 |
ShadowNinja |
Yes, I knoe. |
16:08 |
proller |
ш ÑÑ„Ñ‚ кутфьу |
16:08 |
ShadowNinja |
know* |
16:08 |
proller |
i can rename |
16:09 |
celeron55 |
a new commit won't hurt |
16:09 |
NakedFury |
will Can_see_names reduce the nametag of players that we see through everything in the game? |
16:09 |
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16:09 |
ShadowNinja |
And that's not accurate, as you can see names on nearby players. |
16:09 |
celeron55 |
bah |
16:09 |
celeron55 |
can_see_far_names |
16:09 |
proller |
can_see_names_at_long_distance |
16:09 |
proller |
i win |
16:10 |
celeron55 |
you don't; it's longer than is needed |
16:10 |
kaeza |
show_player_names_when_they_are_closer_than_the_value_specified_in_block_send_distance? |
16:10 |
proller |
kaeza win |
16:10 |
celeron55 |
kaeza: +do_not_ |
16:10 |
kaeza |
pretty accurate I think :P |
16:10 |
kaeza |
ah k :P |
16:10 |
proller |
can_see_far_names |
16:10 |
celeron55 |
but seriously, "can_see_far_names" |
16:11 |
proller |
also i will add flag to http://servers.minetest.net/ |
16:20 |
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16:26 |
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16:27 |
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16:43 |
RealBadAngel |
PilzAdam, i would like to push to minetest_game "waving = 1" changes for plants and leaves anything against it? |
16:43 |
PilzAdam |
yes, dont do it until shaders are in |
16:43 |
RealBadAngel |
i would also like to push shaders today |
16:43 |
PilzAdam |
they are broken AFAIK |
16:44 |
RealBadAngel |
ive rebased them |
16:44 |
PilzAdam |
VanessaE and thexyz reported issues with alpha |
16:44 |
RealBadAngel |
no, they are not broken anymore |
16:44 |
RealBadAngel |
ive fixed that already |
16:44 |
RealBadAngel |
that was simple error |
16:44 |
Jordach |
where's that commit then :P |
16:45 |
RealBadAngel |
i was stopped for a while thx to sapier's bug |
16:45 |
RealBadAngel |
i thought that my code is wrong |
16:45 |
RealBadAngel |
theres no commit yet, but it is on my git |
16:46 |
celeron55 |
VanessaE, thexyz: report new test results of shaders here so that everyone knows about them |
16:48 |
RealBadAngel |
i would like to get that merged at least. since last few days other devs commits altered 5 files already |
16:49 |
RealBadAngel |
constantly rebasing such huge commit is simply pain in the ass |
16:50 |
sapier |
Rba I rebased your code for you to continue. You just should read logs with your name ;-) |
16:51 |
RealBadAngel |
i was off for 3 days, had night shifts at work |
16:52 |
RealBadAngel |
but no problem, i made some cleanup also |
16:52 |
PilzAdam |
you dont have to constantly rebase |
16:52 |
PilzAdam |
its enough if you do it before a merge |
16:52 |
sapier |
Ok so I guess my rebased version of your old commit wont help that much |
16:53 |
RealBadAngel |
i had to, many files not touched for quite long had changed |
16:55 |
RealBadAngel |
im double checkin the commit now, will pull it in a few minutes (want to play with it for a while) |
16:57 |
sapier |
Did you fix the defaultsettings regression? |
16:58 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/2bfbd5ff400cd3427b9d7a295c2de33b36a8ab43 |
16:58 |
RealBadAngel |
the patch is here |
16:58 |
RealBadAngel |
sapier, what regression? |
17:00 |
sapier |
The remote_port setting was lost in your last version |
17:01 |
RealBadAngel |
thats rebase thingy, done |
17:01 |
RealBadAngel |
ive rebased it today, so its surely up to date with everything |
17:02 |
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17:06 |
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17:07 |
PilzAdam |
https://github.com/minetest/minetest/pull/1034 |
17:07 |
thexyz |
celeron55: well i saw everyone talking about broken shaders and tested them and yes, they were broken, so i thought there's no real need in reporting it because everyone was talking about how broken they were |
17:08 |
thexyz |
but next time I of course will report it here, sorry for not doing that the last time |
17:09 |
RealBadAngel |
thexyz, can you test them now? |
17:09 |
thexyz |
RealBadAngel: of course, gimme link |
17:10 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/2bfbd5ff400cd3427b9d7a295c2de33b36a8ab43.patch |
17:10 |
thexyz |
ok, I see, it segfaults right as I start the game |
17:10 |
RealBadAngel |
update your game |
17:10 |
thexyz |
or shall I apply it myself to the current master? |
17:11 |
thexyz |
I just cloned your repo |
17:11 |
RealBadAngel |
it doesnt contain the sapier's fix |
17:11 |
thexyz |
alright, will do in a moment |
17:11 |
RealBadAngel |
it was added a few minutes after i rebased it |
17:11 |
RealBadAngel |
apply the patch to current minetest repo |
17:18 |
RealBadAngel |
https://github.com/RealBadAngel/minetest_game |
17:18 |
RealBadAngel |
modified game with added waving =1 to plants and leaves |
17:20 |
thexyz |
meanwhile https://gist.github.com/xyzz/126cf7f613734c42ebb9/raw/7d0a4fe92982a1636e42e1f7964b5631f501ab16/gistfile1.txt |
17:21 |
PilzAdam |
RealBadAngel, have you fixed the flowers waving? |
17:21 |
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17:21 |
PilzAdam |
RealBadAngel, also its "waving = 1," not "waving =1," |
17:22 |
PilzAdam |
and what about other values for faster waving for e.g. fire? |
17:22 |
RealBadAngel |
flowers are not waving atm |
17:22 |
thexyz |
yeah, well, they're waving so everything's cool I guess |
17:22 |
thexyz |
anything else I should test? |
17:22 |
RealBadAngel |
you can test bumpmapping and parallax |
17:23 |
thexyz |
how? what should I look for? |
17:23 |
RealBadAngel |
http://realbadangel.pl/minetest/HavenNG/HavenNG_256x.zip |
17:23 |
ShadowNinja |
PilzAdam: Your patch looks good. |
17:23 |
RealBadAngel |
use this texture pack |
17:24 |
RealBadAngel |
with bumpmapping and parallax i suggest turning on filtering |
17:25 |
RealBadAngel |
effect is way smoother |
17:27 |
RealBadAngel |
PilzAdam, i will work on new features once base will be there |
17:27 |
thexyz |
yes, seems to work too |
17:28 |
RealBadAngel |
i do have several ideas to implement |
17:28 |
thexyz |
how about wielded torch light? I remember here being a pull request |
17:29 |
RealBadAngel |
it was wrong at one thing |
17:29 |
RealBadAngel |
effect was only visible for client |
17:29 |
thexyz |
yes but that's better than nothing |
17:29 |
RealBadAngel |
so other players couldnt see the player holding the light |
17:30 |
PilzAdam |
ShadowNinja, maybe its better do get another core dev agree on that pull request? it may be controversial |
17:31 |
RealBadAngel |
PilzAdam, i will fix the missing space shortly |
17:31 |
thexyz |
what's controversial here? |
17:31 |
PilzAdam |
thexyz, https://github.com/minetest/minetest/pull/1034 |
17:31 |
RealBadAngel |
PilzAdam, have you tested the shaders too? |
17:31 |
ShadowNinja |
PilzAdam: I don't think it's contreversal, but you've got two devs right here... |
17:31 |
thexyz |
no, I mean, what was done is terrible and if that patch fixes it then great, just let it in |
17:32 |
thexyz |
RealBadAngel: so do you have plans to reimplement wielded light? |
17:32 |
PilzAdam |
ok, Ill merge it then |
17:33 |
RealBadAngel |
thexyz, yes i do, i will add better version of it in the future |
17:33 |
thexyz |
any time frames? |
17:34 |
RealBadAngel |
once i have my rework in place i can work on new features |
17:34 |
RealBadAngel |
atm most of the time i spend on rebasing and bugs that come from rebasing |
17:34 |
thexyz |
I see. This probably means that this development model is bad |
17:35 |
thexyz |
I'm not sure who decides that but I'd like them to rethink it |
17:35 |
RealBadAngel |
before i rebased only defaultsettings and mainmenu.lua |
17:35 |
thexyz |
if this makes harder for people to contribute then something have to be done |
17:36 |
RealBadAngel |
now i had to rebase /scripts/common/c_content.cpp, nodedef.cpp also |
17:37 |
RealBadAngel |
and minetestconf.example :) |
17:37 |
RealBadAngel |
thexyz, so as for you, everything works fine? |
17:38 |
thexyz |
yes |
17:38 |
thexyz |
it waves and it seems there are no issues with alpha channel anymore |
17:39 |
RealBadAngel |
ok |
17:39 |
RealBadAngel |
PilzAdam, and you? |
17:42 |
ShadowNinja |
RealBadAngel: You removed the direct3d check. (lthough it should probably be a opengl whitelist check) |
17:43 |
RealBadAngel |
ShadowNinja, lemme check that |
17:44 |
ShadowNinja |
RealBadAngel: You also moved the port setting and removed the remote_port setting from minetest.conf.exmple |
17:44 |
RealBadAngel |
https://github.com/RealBadAngel/minetest/commit/2bfbd5ff400cd3427b9d7a295c2de33b36a8ab43 |
17:44 |
RealBadAngel |
no i havent |
17:44 |
RealBadAngel |
all is in place |
17:44 |
ShadowNinja |
RealBadAngel: Update your pull request then. |
17:44 |
RealBadAngel |
forget the pull requests |
17:45 |
RealBadAngel |
theyre outdated thx to rebasing constantly |
17:45 |
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17:46 |
proller |
maybe renmae game to "Rebasetest" ? |
17:46 |
RealBadAngel |
after releasing 0.4.8 several commits broke my pulls |
17:46 |
RealBadAngel |
one was especially annoyin. ONE character change in mainmenu.lua :) |
17:47 |
RealBadAngel |
that was spelling of Nore's real name |
17:47 |
ShadowNinja |
RealBadAngel: Alright, the commit you linked looks good. |
17:48 |
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17:48 |
RealBadAngel |
so, 2 core devs have nothing against it by now |
17:49 |
PilzAdam |
I wonder why RealBadAngel and proller have so much troubles with rebasing |
17:49 |
proller |
rebase - useless operation |
17:49 |
Exio4 |
why? |
17:49 |
RealBadAngel |
because i dont like github and using different way of maintaing my sources |
17:49 |
proller |
and sometimes harmful |
17:50 |
RealBadAngel |
im really old school coder and propably wont change that ;) |
17:50 |
RealBadAngel |
PilzAdam, so, do you agree on merging my pull? |
17:54 |
PilzAdam |
https://github.com/minetest/minetest/pull/1035 |
17:54 |
PilzAdam |
RealBadAngel, Ill test it gimme a second |
17:56 |
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17:56 |
thexyz |
Exio4: http://irc.minetest.ru/minetest/2013-12-02#i_3468460 |
17:57 |
RealBadAngel |
PilzAdam, sure |
18:01 |
PilzAdam |
RealBadAngel, Id say its in state where its reasonable to merge it |
18:01 |
PilzAdam |
but you still have to work on it |
18:03 |
RealBadAngel |
ofc, with plenty of new features |
18:04 |
PilzAdam |
water waving should become part of the nodedef too |
18:04 |
RealBadAngel |
water needs total rework |
18:04 |
RealBadAngel |
both in the engine and in game |
18:04 |
PilzAdam |
do you want to push it, or should I do it? since I already have it rebased now |
18:04 |
RealBadAngel |
it should be surface + other tiles |
18:05 |
RealBadAngel |
i have pull ready, waited for votes |
18:08 |
RealBadAngel |
but ok, you can push it. i have not merged last commits so it shows me some weird warnings |
18:09 |
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18:11 |
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18:11 |
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18:12 |
PilzAdam |
john_minetest, sneaking at all |
18:15 |
PilzAdam |
RealBadAngel, done |
18:15 |
PilzAdam |
lets wait for the shitstorm ;-) |
18:16 |
RealBadAngel |
lol |
18:16 |
RealBadAngel |
ive updated minetest_game |
18:17 |
RealBadAngel |
bot reported both at once :) |
18:17 |
thexyz |
yes, i agree, there's totally no need for a sneak privilege |
18:17 |
thexyz |
there's a need for a "sneak_glitch" privilege but I guess it's a bit harder to implement |
18:18 |
thexyz |
or maybe |
18:18 |
thexyz |
just disallow jumping when sneaking? |
18:18 |
thexyz |
and call it sneak_glitch |
18:19 |
thexyz |
yes, I agree |
18:19 |
thexyz |
PilzAdam: ^ |
18:23 |
PilzAdam |
john_minetest, "When not given by default" it is given by default in all games; just mine will revoke it |
18:23 |
PilzAdam |
the point is that not all games like sneaking, since as you said: it makes building easier |
18:24 |
PilzAdam |
my games doesnt want to simulate real life |
18:24 |
thexyz |
please stop using "in real life" argument |
18:25 |
RealBadAngel |
PilzAdam,thexyz, sfan5, so i guess its time to make new windows builds |
18:25 |
RealBadAngel |
:) |
18:25 |
PilzAdam |
john_minetest, no, its actually possible to build a bride while standing on the same layer, you just have to be more careful |
18:26 |
thexyz |
if it's given by default to players then I guess it's fine although it shouldn't be advertised as a fix to the "sneak glitch" problem |
18:26 |
PilzAdam |
thexyz, yes, you are right |
18:26 |
thexyz |
this'll make more hardcore servers possible so why not do that |
18:27 |
thexyz |
then stop arguing and test/merge it |
18:27 |
PilzAdam |
if somebody wants to test it: minetest.registered_privileges["sneak"] = nil -- this disables sneaking for all players |
18:30 |
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18:32 |
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18:44 |
sapier |
performance predictions are very difficult for our engine ... there's no pressing reason why more grass should degrade performance very much (unless more is meant as factor 100+) |
18:45 |
sapier |
but if a grass node was 10 faces for example this would have a lot of impact |
18:46 |
sfan5 |
RealBadAngel: made a new build |
18:46 |
sapier |
waving grass? |
18:47 |
sapier |
most likely that'd be way more then 10 faces per grass then ;-) |
18:48 |
sapier |
ok so pseudo waving |
18:55 |
Calinou |
plantlike nodes look bad since they use less faces now |
18:55 |
Calinou |
they are symmetrical from 2 points of view... |
18:56 |
sfan5 |
who broke the leveldb backend? |
18:56 |
sfan5 |
a non-existing block counts as blank block |
18:56 |
sfan5 |
creating new worlds with leveldb no longer works |
18:57 |
sapier |
guess that's the issue with too many different supported things doing same ... you can't test everything prior commit |
18:58 |
PilzAdam |
sfan5, hmmmm changed something about this |
18:58 |
sfan5 |
wow, how intelligent |
18:58 |
RealBadAngel |
sfan5, super. i will later add to it texture packs. maybe you could add a link for it on your page |
18:58 |
sfan5 |
first checking the length of the datastr and then checking where the returned leveldb::status is ok |
18:59 |
sfan5 |
whether* |
18:59 |
sfan5 |
RealBadAngel: "on your page" where exactly? |
18:59 |
RealBadAngel |
with the links to your builds |
19:00 |
sfan5 |
>where |
19:00 |
RealBadAngel |
in the forums? |
19:01 |
RealBadAngel |
i would like to prepare rdy to play package for windows with all the eye candies |
19:01 |
sfan5 |
I already posted it in my builds topic |
19:01 |
Jordach |
...0.4.9 anyone :) |
19:01 |
sfan5 |
anyway, someone should do a News post about shaders |
19:01 |
sfan5 |
leveldb is completly broken in 0.4.8, this annoys me |
19:02 |
thexyz |
sapier: that's what tests are for |
19:03 |
RealBadAngel |
i have to write some guide on how to prepare proper normal maps |
19:03 |
RealBadAngel |
gosh, i have lotsa to do now |
19:04 |
celeron55 |
thexyz: there is an implementation for a sneak glitch privilege made by me in the sneak glitch issue (or was it a pull request, dunno) |
19:05 |
thexyz |
celeron55: I see; it got ignored for some reason |
19:05 |
RealBadAngel |
btw, i was thinkin on one idea. since Bumped texture pack doesnt change any default textures and provides "render like" feel |
19:05 |
sfan5 |
may I push https://gist.github.com/sfan5/aae5ee59bef7bf4ff23c ? |
19:05 |
celeron55 |
thexyz: well it was a suggestion, i'm fine with people not caring as long as they don't come up with inferior solutions later |
19:05 |
RealBadAngel |
couldnt it be made default with game? |
19:05 |
thexyz |
celeron55: well, that's what happened, people didn't come up with inferior solutions |
19:06 |
sapier |
yes thexyz but did you ever think about what we need to test for minetest? if each separate commit would have to be testet for everything you'd need 2 days to only do the tests for it ;-) |
19:06 |
thexyz |
I guess both PilzAdam's and celeron55's fixes should be in |
19:07 |
sfan5 |
sapier: well... the leveldb issue would've been noticed if you open a leveldb world and are near ungenerated chunks |
19:07 |
celeron55 |
PilzAdam: if you add a sneak glitch (or disable sneak glitch) privilege, it should result in sneaking being enabled in by default in all possible current situations which don't explicitly set it to not be allowed |
19:07 |
celeron55 |
-in |
19:07 |
sapier |
yes as the openbsd issues occur if you build in openbsd as sql issues occur if you open with sql .... |
19:08 |
celeron55 |
sfan5: if it works, yes |
19:08 |
sfan5 |
it does |
19:08 |
sfan5 |
ok |
19:08 |
celeron55 |
this is my sneak_glitch privilege: https://github.com/minetest/minetest/pull/760#issuecomment-20988912 |
19:10 |
celeron55 |
john_minetest: probably, but due to KISS principles it can be better to set it for each player instead of adding a system for overlaying abilities for a whole server |
19:10 |
celeron55 |
because we need per-player stuff in any case |
19:12 |
thexyz |
sapier: I'm not saying we should test everything |
19:12 |
thexyz |
100% code coverage is inane |
19:14 |
sapier |
100% coverage is (for non trivial cases) impossible |
19:15 |
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19:15 |
celeron55 |
the basic functionality of everything can be tested beforehand; other than that, bugs just have to be fixed fast when they happen to be found |
19:15 |
celeron55 |
and given long enough feature freezes, that will result in stable releases |
19:16 |
celeron55 |
that's how everything has worked before and that's how everything will work in the future |
19:16 |
sapier |
celeron55 that's not true you can't test (linux win32msvc10 msvc11 mingw)exp(lua/luajit/sql/leveldb/curl/noncurl)exp(release/debug) |
19:17 |
sapier |
at least you can't for each single commit |
19:17 |
celeron55 |
basic functionality means the most common combination |
19:17 |
celeron55 |
and of course code must be made so that it's most likely to work for every platform if it works for one platform |
19:18 |
celeron55 |
that's why we have jthread and stuff; to keep the dirty work away from the productive code |
19:18 |
sapier |
:-) actually jthread now is our own implementation ;-) |
19:19 |
celeron55 |
it doesn't matter whose it is |
19:19 |
celeron55 |
it matters that it's in it's own files that don't interfere with minetest itself |
19:19 |
sapier |
yes once it's done it's less likely to break again |
19:19 |
ShadowNinja |
PilzAdam: I'm against the sneak priv as existing players won't have their privset updated. (If I understand Minetest's priv management) |
19:19 |
celeron55 |
same must be reached with the database backends |
19:20 |
celeron55 |
ShadowNinja: yeah, for that reason it should probably be a privilege that disables sneaking 8) |
19:21 |
celeron55 |
or alternatively it should be added to the "player physics override" stuff |
19:22 |
ShadowNinja |
Well my bind_address patch is fixed... (It tried to bind to <server address>:0 when connecting to other servers) |
19:26 |
RealBadAngel |
john_minetest, by now theyre 256x, but i think i can make them way smaller |
19:27 |
RealBadAngel |
definitely not |
19:27 |
RealBadAngel |
effect needs way more texels to look good |
19:28 |
RealBadAngel |
i was testing some textures with 64x bumpmaps, that was absolute minimum |
19:30 |
celeron55 |
that's a valid point; there needs to be a way for a client to not download them if it doesn't use them |
19:31 |
celeron55 |
it's just immensely wasteful otherwise and everyone will cry for reasons that they don't understand! |
19:44 |
sapier |
jmutext isn't exactly clean on current version too ... if a lua error within a worker thread occurs deletion of mutex will cause a follow up error |
19:44 |
sapier |
deletion of locked mutex isn't a good idea |
19:53 |
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19:55 |
VanessaE |
*poking in for a sec while I read the backlog* the current state of RBA's shaders is good for me now. Worlks with current master. lava, water flowing lighting is good, colors are good. Light sources look right -- with one caveat: they are not well-lit in-hand (they could be brighter). Leaves and plants wave around fine as does water. No problems with transparency. No problems with inventory images. |
19:55 |
VanessaE |
*goes back to reading backlog* |
19:56 |
thexyz |
VanessaE: it's merged already |
19:58 |
VanessaE |
RealBadAngel: a suggestion: use shaders to make the water and lava flow rather than relying on the animation. Take the first frame of the "source" and make it move around? |
19:58 |
VanessaE |
(for the _flowing nodes I mean) |
19:59 |
sapier |
did anyone ever try the dropdowns? |
20:00 |
VanessaE |
thexyz: yep I just now saw. |
20:00 |
VanessaE |
but, c55 asked for my opinion. there it is :) |
20:00 |
VanessaE |
but that does reveal a glitch: light-emitting objects used to be brighter in-hand than they are now. This probably should be fixed. |
20:03 |
celeron55 |
ehm... the current version seems to segfault reliably when i go fly underground in a certain world |
20:04 |
sapier |
if it's reproducable debugging might be easy |
20:07 |
celeron55 |
well this is the slow laptop of mine, so you're probably going to get used to -O1 -g backtraces |
20:07 |
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20:08 |
PilzAdam |
ehm, set_phyiscs_override() seems to be broken |
20:08 |
PilzAdam |
player:set_physisc_override(2, nil, nil) shouldnt change jump or gravitiy, but it sets them to 0 |
20:08 |
celeron55 |
except that now i moved in the world and it doesn't segfault anymore |
20:09 |
PilzAdam |
and I know it did work some time ago |
20:09 |
celeron55 |
and the only core dump i have actually is a release build... ok, i give up |
20:11 |
celeron55 |
anyway here's for the logs: http://pastebin.ubuntu.com/6516305/ |
20:11 |
Calinou |
"debug". it removes bugs. :) |
20:12 |
celeron55 |
that could be a mapgen v6 bug, relaly |
20:12 |
celeron55 |
really* |
20:13 |
VanessaE |
bbl |
20:13 |
celeron55 |
as nothing else is happening other than it running |
20:14 |
celeron55 |
i'm somewhere around 62,18,152 in there and seed = 1142874489878115732 |
20:24 |
ShadowNinja |
PilzAdam: That code looks correct. |
20:32 |
sapier |
https://github.com/minetest/minetest/pull/1030 updated search toolbar now includes selection of specific version ... same for unsorted tab |
20:36 |
ShadowNinja |
sapier: Can you make the text black for better contrast? |
20:37 |
PilzAdam |
seems like its an issue of set_override(2) vs. set_override(2, nil, nil) |
20:37 |
sapier |
nope labels don't support colors |
20:37 |
sapier |
already tried :-) |
20:38 |
ShadowNinja |
sapier: Then make them support colors. |
20:38 |
sapier |
https://github.com/minetest/minetest/pull/1027 rebased for current master |
20:40 |
sapier |
I don't think it's that bad to be worth the work if you feel it's bad you can add it too ;-) |
20:42 |
ShadowNinja |
But I'm trying to fix something else right now... And I don't know much about the Irrlicht GUI system. |
20:43 |
sapier |
then it's most likely not important enough to be fixed |
20:44 |
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20:49 |
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20:51 |
PilzAdam |
celeron55, https://github.com/minetest/minetest/pull/1035 updated |
20:51 |
PilzAdam |
it uses set_physics_override() now |
20:53 |
celeron55 |
"for legacy reasons" what? |
20:53 |
PilzAdam |
writeU8() reads false if the server sends nothing |
20:54 |
celeron55 |
well how about you write it there |
20:55 |
PilzAdam |
"// these are send inverted so we get true when the server sends nothing" better? |
20:55 |
celeron55 |
i'm not really comfortable with the array nature of set_physics_override(), but i guess it's fine now and we'll replace it with something similar to set_object_properties or whatever it is |
20:56 |
celeron55 |
PilzAdam: yes (s/send/sent/) |
20:57 |
PilzAdam |
same comment on server side? |
20:58 |
celeron55 |
doesn't hurt |
20:59 |
PilzAdam |
is it ok then? |
21:00 |
sapier |
kahrl could you check 1027 if it's what you intended it to be? |
21:01 |
celeron55 |
PilzAdam: if it works 8) |
21:01 |
celeron55 |
this is bound to create problems with servers that want to disable sneak glitch but use a mod that does something else with set_physics_override though |
21:02 |
PilzAdam |
it doesnt change anything if 4th and 5th parameter are nil/not set |
21:02 |
Exio4 |
what about a table parameter? .gravity, .sneak_glitch, .sneak, etc? |
21:02 |
celeron55 |
Exio4: that's what i mean by "similar to set_object_properties" |
21:03 |
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21:03 |
Exio4 |
ah |
21:03 |
celeron55 |
except that that's not the name of it... it's called set_properties |
21:03 |
PilzAdam |
so the mod that disables sneak_glitch would call set_physics_override(nil, nil, nil, nil, false), and other set_physics_override(x, y, z) wont change it |
21:03 |
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21:04 |
ShadowNinja |
PilzAdam: The sneak glitch should be disabled by default. |
21:04 |
PilzAdam |
Exio4, a table is obviously better, but thats something todo in another commit |
21:04 |
PilzAdam |
ShadowNinja, no, the community has decided against that |
21:05 |
celeron55 |
PilzAdam: hmm, well that works... until one more parameter is added to it and then a mod calls nil, .... nil, <something for the last one>; it's just not going to work in the long run :P |
21:05 |
ShadowNinja |
PilzAdam: Then what's the point of fixing it? Nobody is going to manually re-enable it. |
21:05 |
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21:06 |
PilzAdam |
people dont want it to be fixed for mt_game, but I dont want it in Nodetopia (pilztest) |
21:07 |
PilzAdam |
maybe we can add a setting in mintest.conf for mt_game or so |
21:11 |
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21:13 |
ShadowNinja |
Why do we include sqlite3? I think I heard that it was for windows, if so shouldn't it be provided as a seperate download? |
21:27 |
PilzAdam |
celeron55, https://github.com/minetest/minetest/pull/1035 happy now? |
21:28 |
PilzAdam |
ShadowNinja, we can change the default value later maybe |
21:31 |
ShadowNinja |
PilzAdam: The non-table sneak settings were never added, so there's no need to support them. |
21:31 |
PilzAdam |
right |
21:32 |
ShadowNinja |
PilzAdam: Otherwise it looks good, although I still think sneak_gritch should default to false. |
21:33 |
ShadowNinja |
And the setting should be conpletely removed in a year or two. |
21:33 |
PilzAdam |
now why doesnt it play footstep sounds with sneak=false? |
21:37 |
BlockMen |
i agree that sneak_glitch should be false by default |
21:38 |
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21:39 |
PilzAdam |
has anybody an idea why it doesnt play footstep sounds when sneak is false? |
21:39 |
BlockMen |
PilzAdam, currently or with your pull? |
21:39 |
PilzAdam |
with my pull request |
21:40 |
celeron55 |
PilzAdam: it should still check for nil just like before for the old fields |
21:40 |
celeron55 |
otherwise old mods that rely on it break horribly |
21:41 |
PilzAdam |
hm? |
21:41 |
celeron55 |
ah, you used _default |
21:42 |
celeron55 |
ah lol wtf, i don't even know what i thought i saw |
21:42 |
celeron55 |
it looks pretty good (won't test it though) |
21:47 |
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21:48 |
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21:56 |
PilzAdam |
the problem seems to be getStandingNodePos() |
21:58 |
PilzAdam |
it only works if m_sneak_node_exists is true |
22:00 |
PilzAdam |
changing it to return floatToInt(getPosition() - v3f(0, BS, 0), BS); works |
22:02 |
PilzAdam |
who wrote this? :-p |
22:04 |
PilzAdam |
updated the pull request |
22:06 |
PilzAdam |
can I merge it now? |
22:15 |
PilzAdam |
the change in getStandingNodePos() doesnt break anything, so Ill merge just merge it now |
22:22 |
PilzAdam |
there is no other farming mod |
22:27 |
PilzAdam |
john_minetest, we currently have the system to not change mt_game |
22:27 |
PilzAdam |
we leave it up to the community to write mods and/or (even better) games |
22:28 |
RealBadAngel |
btw, i can see some pulls now about "tables" |
22:28 |
RealBadAngel |
i got today one error message with them |
22:29 |
RealBadAngel |
stack is over 30. table table 4.02919e+ userdata 16 5.9375 4 4.9375 1 4 1 4.9375 1 1 -48 -16 -32 0 18 userdata 5 18 1 5 -46 -15 4 4 0 -1 4 "default:dirt_with_grass" table table |
22:29 |
RealBadAngel |
and segfault |
22:30 |
sapier |
someone didn't cleanup lua stack correctly |
22:30 |
sapier |
or a endless loop |
22:30 |
sapier |
https://github.com/minetest/minetest/pull/1036 removed SimpleThread ... JThread now provides same features in a better way |
22:38 |
sapier |
yes but iqualfragile should add versions to downloadable files ... using date isn't best to do |
22:46 |
sapier |
and he should rename the rating :-) guess that one has a strange name in json |
22:47 |
sapier |
think so but ingame its 0 :-) for not present |
22:47 |
sapier |
still 0 in game |
22:48 |
sapier |
field "rating" doesn't exist in json ... no idea how he called it |
22:49 |
RealBadAngel |
john_minetest, ty |
22:50 |
hmmmm |
sfan5, my apologies |
22:50 |
hmmmm |
actually that change was going to be for sqlite3 only but somebody suggested that I do it for both |
22:50 |
Exio4 |
json isn't html |
22:50 |
hmmmm |
look, this isn't too bad |
22:50 |
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22:50 |
sfan5 |
it's "sad" that leveldb is broken in 0.4.8 but we can't change that |
22:51 |
hmmmm |
we have a really good motivator for getting 0.4.9 out of the door really soon now |
22:51 |
Exio4 |
0.4.{6,8} |
22:51 |
Exio4 |
two broken releases, ;P |
22:51 |
hmmmm |
well |
22:51 |
hmmmm |
we're doing what Linux does |
22:51 |
sapier |
atm 0.4.9 target date is christmas keep on working guys it's only httpfetch that is absolutely required for it |
22:52 |
hmmmm |
except instead odd releases are stable and even releases are broken |
22:53 |
hmmmm |
toilet paper integration? |
22:54 |
RealBadAngel |
rotfl |
22:54 |
Exio4 |
i hope you won't make all the textures brown-colored |
22:54 |
sapier |
modstore? |
22:55 |
sapier |
not for 0.4.9 ... sorry that's a major redesign prone to add new errors |
22:55 |
hmmmm |
by the way |
22:55 |
hmmmm |
there's still a week of feature freeze so that means we're done adding bullshit on the 18th |
22:56 |
hmmmm |
this does NOT mean "oh crap i've gotta rush my feature in |
22:56 |
Exio4 |
the only feature that is a yes-yes to get merged now is the httpfetch code |
22:56 |
hmmmm |
hold your fucking horses, why don't you wait until it works and is stable. we're doing monthly-ish releases from now on so there's no reason why anybody should want to shove something half-assed in |
22:56 |
sapier |
requires a lot of changes in basic menu design ... nothing completely new of course but moving around things always breaks some things |
22:57 |
sapier |
I'd suggest the search tab too as it fixes a visible shortcoming |
22:57 |
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22:59 |
sapier |
no it's not implemented :-) it's a dummy only |
23:00 |
sapier |
I was hoping someone would take the offer and write it ... obviously not |
23:01 |
sapier |
btw search tab fixes a crash in dropdown too ;-) |
23:05 |
sapier |
add it ;-) |
23:06 |
hmmmm |
i would really like if people didn't use v7 |
23:06 |
hmmmm |
and stop making biomes for it when i'm going to change all of that stuff soon |
23:06 |
sapier |
for testing purposes |
23:06 |
hmmmm |
but it does work |
23:07 |
hmmmm |
i originally left it commented out when it came to pushing but i forgot to comment it back out one time |
23:07 |
sapier |
maybe you should call it indev |
23:07 |
hmmmm |
and i figured, "ah people will be alright" |
23:07 |
hmmmm |
sapier, that name was already taken |
23:07 |
sapier |
:-/ |
23:07 |
sapier |
v-1 |
23:07 |
hmmmm |
v7 won't burn and crash |
23:07 |
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23:07 |
hmmmm |
it's just prone to changing |
23:08 |
sapier |
that's what I call indev |
23:08 |
hmmmm |
v6 has the guarantee that the terrain that it has generated since it stabilized in 0.4.3 will always be exactly the same |
23:08 |
hmmmm |
indev is v6, that has experimental modifications done to it |
23:08 |
hmmmm |
it's the v6 that's in development |
23:09 |
Exio4 |
v6-dev, v7-dev |
23:09 |
hmmmm |
yeah, well guess what |
23:09 |
Exio4 |
add -dev prefixes everywhere |
23:09 |
hmmmm |
it's already said and done |
23:09 |
hmmmm |
you can NOT change the name now |
23:09 |
Exio4 |
yeah |
23:09 |
sapier |
call it v6+abadoned |
23:09 |
hmmmm |
if you do, things become broken |
23:09 |
Exio4 |
lol sapier |
23:09 |
hmmmm |
believe me, I'd change it to v7-dev if I could |
23:10 |
hmmmm |
and I never intended for the choice of mapgen to be in a prominent dropdown list on the world creation menu |
23:10 |
hmmmm |
that was somebody else's doing |
23:11 |
hmmmm |
well hey, look, we're better than minecraft at this because they don't even give a single crap about map compatibility |
23:11 |
hmmmm |
they'll change the mapgen from one version to another and have nice big inconsistent chunks |
23:13 |
hmmmm |
yo yo yo hold on wtf |
23:13 |
hmmmm |
https://github.com/minetest/minetest/commit/2330267d2207208799ad347ea0d129c0b4551d61#diff-18513665750ef5adf42b5ec29e14162eR824 |
23:13 |
hmmmm |
I told you to change this before it gets merged |
23:18 |
RealBadAngel |
hmmmm, ? are you talkin bout my changes? |
23:28 |
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23:57 |
iqualfragile |
VanessaE: upload mesecons to mmdb plz |