Time |
Nick |
Message |
00:24 |
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02:00 |
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02:08 |
hmmmm |
guys |
02:08 |
hmmmm |
so I guess new year's release isn't happening? |
02:08 |
hmmmm |
:/ |
02:09 |
hmmmm |
3 more hours until my time zone's new year |
02:09 |
hmmmm |
the absolute latest I'd say is in 6 hours (PST) |
02:09 |
VanessaE |
well 3 hours is enough time if people really buckle down :) |
02:10 |
VanessaE |
but is it ready is the question? |
02:10 |
hmmmm |
it really is, but nobody we need is on |
02:10 |
hmmmm |
and ShadowNinja never gave the final say on if the serverlist fix works or not |
02:10 |
VanessaE |
I don't see anything particularly wrong with it other than shadow's issue of... yeah, that |
02:11 |
* VanessaE |
shrugs |
02:11 |
VanessaE |
I'm on sapier's build right now for his udp/tcp testing stuff, but it's rebased to current HEAD and the server list just works for me. |
02:11 |
hmmmm |
so I wonder what the biggest problems were with the UDP that he fixed |
02:12 |
VanessaE |
hmmmm: the CPU usage on the server when a non-cURL client connects and downloads the initial media load |
02:12 |
VanessaE |
with current vanilla, it tends to hang the server at 100% and lags everyone out |
02:12 |
hmmmm |
hmm |
02:12 |
VanessaE |
with his fork, this happsn far less often |
02:13 |
hmmmm |
oh also |
02:13 |
hmmmm |
after removing the FPS counter from window title thing |
02:13 |
VanessaE |
and if you build a client with his branch, the client is far faster over curl or not curl, also |
02:13 |
VanessaE |
happens* |
02:13 |
VanessaE |
yes?> |
02:13 |
hmmmm |
minetest idles at 0% or 1% cpu usage on all cores |
02:13 |
hmmmm |
jeez |
02:13 |
VanessaE |
yep, nutz isn't it? |
02:13 |
hmmmm |
it's actually getting good |
02:13 |
ShadowNinja |
The serverlist didn't work last I checked (after the commit that suposedly fixed it) and there haven't been any fixer commits since then. Vanessa doesn't have the issue though.. |
02:13 |
VanessaE |
window managers do stupid shit when you update the titlebar |
02:14 |
hmmmm |
well |
02:14 |
hmmmm |
you can't blame it |
02:14 |
hmmmm |
I gave the reason why it did that earlier |
02:14 |
hmmmm |
multithread access to UI elements |
02:14 |
hmmmm |
on Xfce there's no doubt it keeps acquiring that lock |
02:15 |
VanessaE |
well you kinda can, I mean suppose the window manager updates *everything* about the decorations? I mean redraws the whole thing: side/lower handles, the drop shadows, widgets, etc, instead of just writing some new text. |
02:15 |
VanessaE |
I could see that killing CPU easily |
02:15 |
hmmmm |
this problem could be easily non-existent with something like Wayland |
02:15 |
VanessaE |
perhaps so |
02:15 |
hmmmm |
where it's only drawn once per frame no matter how often it's updated |
02:16 |
VanessaE |
but I guess that ain't happening yet |
02:16 |
hmmmm |
Windows solves this problem by just pushing all of the UI updates to a queue and leaving a UI thread take care of them at its own leisure |
02:16 |
VanessaE |
last I saw via slashdot (insert grain of salt here), latest X still lacks support for the transition to wayland |
02:16 |
VanessaE |
-( ) |
02:21 |
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02:22 |
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02:46 |
VanessaE |
well here's another request on the forum for a way to get the client to pull a stream from e.g. youtube.. |
02:48 |
VanessaE |
it would be easy for the server to tell the client where to go (...) but telling the client to do it would be.... not trivial at all. |
02:48 |
ShadowNinja |
What? In-game YouTube? |
02:48 |
VanessaE |
yeah |
02:48 |
VanessaE |
this guy suggests youbube videos being tiled onto a node surface, similar to what we discussed a while back. |
02:49 |
VanessaE |
er |
02:49 |
ShadowNinja |
Oh, animated textures. |
02:49 |
VanessaE |
youtube :P |
02:49 |
VanessaE |
yeah, except I think he means pulling the stream live from the web. |
02:49 |
ShadowNinja |
I think adding live streams is going too far. |
02:50 |
VanessaE |
probably. |
02:50 |
VanessaE |
but if more requests like this keep coming in, it might be worth considering in the future if it can be done gracefully, somehow. |
02:51 |
VanessaE |
(I don't expect that this is possible, though. playing any kind of video is CPU-intensive, let alone youtube) |
02:53 |
VanessaE |
this stream I'm watching right now on livestream, for example, is taking nearly two full cores to decode. so, no. :) |
02:54 |
* ShadowNinja |
imagines someone adding 50 stream nodes and playing them all. |
02:54 |
VanessaE |
I'd have to say if the client were to ever do that, only play the stream for the one side of the one node that is the closest to the player. |
03:19 |
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03:21 |
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03:41 |
hmmmm |
ShadowNinja, so no word on the serverlist fix? |
03:49 |
ShadowNinja |
hmmmm: Nothing further ATM. Maybe I can get a second server running. |
03:49 |
hmmmm |
well, it's not like it matters unless we have the rest of the people needed to do a release |
03:51 |
VanessaE |
well how many people does it take? |
03:53 |
hmmmm |
someone to do debian repo updating, someone to do windows compiling, someone to do website updating, and then me :/ |
03:54 |
VanessaE |
eek, right |
03:54 |
VanessaE |
didn't think of it from that perspective. |
03:54 |
hmmmm |
minetest_game tag as well |
03:54 |
hmmmm |
I don't do marking/tagging or really anything with minetest_game |
03:55 |
ShadowNinja |
Here's the error: http://pastebin.ubuntu.com/6671550/ (And whoever decided to use GET for JSON data needs to be konked on the head) |
03:56 |
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03:57 |
hmmmm |
what the .... |
03:58 |
hmmmm |
well first of all it's not properly escaped |
03:58 |
hmmmm |
or nevermind, it is, I didn't see the periods |
03:59 |
hmmmm |
that is ridiculous |
03:59 |
hmmmm |
the JSON should not be in the query parameters, but in the POST body |
03:59 |
hmmmm |
I am pretty sure this is proller's fault actually, since he's the one who did this |
03:59 |
hmmmm |
the one who made this* |
04:02 |
VanessaE |
I wonder if that's why it works for me? |
04:02 |
VanessaE |
I don't use anything json related |
04:02 |
VanessaE |
at least not deliberately. |
04:03 |
ShadowNinja |
VanessaE: Um, the serverlist is JSON-based and you use the serverlist. |
04:03 |
VanessaE |
oh. heh |
04:03 |
VanessaE |
figured this was happening minetest-server-side e.g. something in the config |
04:03 |
hmmmm |
my guess is that one of the parameters are invalid and it's not producing a response because the server threw an exception of some sort |
04:03 |
VanessaE |
or something that's compiled-in |
04:04 |
hmmmm |
you can't really figure out what the error is without looking at servers.minetest.net |
04:04 |
ShadowNinja |
It may be possible that the URL is too long and the request was dropped. |
04:04 |
VanessaE |
http://pastebin.ubuntu.com/6671577/ |
04:04 |
VanessaE |
there's what I use, if it's of any help at all. |
04:05 |
ShadowNinja |
Well, VE probably has a much longer one just from mods. |
04:05 |
VanessaE |
indeed so |
04:06 |
VanessaE |
160-some mods I think |
04:06 |
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04:23 |
VanessaE |
well, there's plenty of Jan 1. remaining to make said release and still be able to call it a "new years" release. |
04:24 |
VanessaE |
*looks at clock* 4:24am UTC |
04:24 |
VanessaE |
lots of time yet. |
04:24 |
VanessaE |
get it out by 11:59pm UTC and you can still legitimately call it that. |
04:25 |
VanessaE |
depending on how drunk everyone is ;) |
04:26 |
ShadowNinja |
Not without a working serverlist. But if that's fixed by then I'm O.K. with a NY release. |
04:27 |
VanessaE |
ShadowNinja: I know this sounds like a stupid idea but could you try setting up a temporary server with my game, |
04:27 |
VanessaE |
http://minetest.digitalaudioconcepts.com/VanessaE_Game.tar.bz2 |
04:27 |
VanessaE |
and a substantial copy of the config I posted? |
04:27 |
ShadowNinja |
I notice there are an awfull lot of %20s in that URL(space). |
04:27 |
VanessaE |
see what it does then? |
04:27 |
VanessaE |
(I mention my game because of the sheer number of mods) |
04:28 |
VanessaE |
with a clean copy of current git HEAD of course. |
04:28 |
VanessaE |
just for shits and giggleds |
04:28 |
VanessaE |
-d |
04:28 |
ShadowNinja |
Um, I tested this with my server's workd and minimal minetest_game world. The game can't touch the serverlist other than by modifying settings. |
04:28 |
VanessaE |
yes I know, but the game's selection of mods DOES affect what info is sent to the master server list. |
04:29 |
VanessaE |
it could just as easily be a dummy game with 150 fake mods |
04:29 |
ShadowNinja |
This may be usefull too: http://pastebin.ubuntu.com/6671633/ |
04:29 |
VanessaE |
as long as it populates the mod list somehow |
04:29 |
ShadowNinja |
VanessaE: It is populated, and the shutting down message has the same issue. |
04:29 |
VanessaE |
hm |
04:31 |
* ShadowNinja |
restores his working directory. |
04:33 |
VanessaE |
http://pastebin.ubuntu.com/6671641/ |
04:33 |
VanessaE |
^^^ just unquoted it with a little python script I found on the web a while back |
04:33 |
VanessaE |
not that it's useful at all |
04:34 |
VanessaE |
wait a minute |
04:34 |
VanessaE |
um |
04:34 |
VanessaE |
that can't possibly be a legit request |
04:37 |
VanessaE |
and all I get when I hit that complex URL with firefox, decoded or not, is "{}" |
04:49 |
ShadowNinja |
We probably shouldn't be using Json::StyledWriter here, it should be Json::FastWriter. |
05:07 |
hmmmm |
happy new year |
05:11 |
VanessaE |
happy new year :) |
08:01 |
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15:40 |
pitriss |
Hi I want to ask.. Is there any possible way to do backup of MT world without stopping mtserver? |
15:41 |
VanessaE |
nope. |
15:41 |
VanessaE |
if the server is running, it might write to the world file while the file is being copied to the backup |
15:41 |
VanessaE |
stop the server, copy the file, start the server |
15:42 |
VanessaE |
then do whatever you need to do with the file, e.g. archive/compress it, send it to off-site backup server, etc. |
15:43 |
pitriss |
ok thank I thought so.. |
15:43 |
pitriss |
*thanks |
15:45 |
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16:20 |
specing |
VanessaE: how about doing a FS snapshot? |
16:20 |
specing |
such as what btrfs/zfs provide? |
16:25 |
VanessaE |
possible |
16:25 |
VanessaE |
if such a snapshot can lock out changes completely while it's being taken |
16:25 |
Naked |
happy new year |
16:25 |
VanessaE |
but I've never used either of those filesystems, couldn't say for sure. |
16:29 |
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16:30 |
sapier |
VanessaE any new issues with fixed client? |
16:30 |
sapier |
ähh server |
16:35 |
VanessaE |
not so far, no |
16:35 |
VanessaE |
I still use an old client |
16:35 |
VanessaE |
people are saying it's lighting fast now |
16:35 |
VanessaE |
lightning* |
16:36 |
sapier |
ok because I just completed next possible improvement ... a full blown mixed mode TCP/UDP client/server |
16:37 |
VanessaE |
cooooooool |
16:38 |
sapier |
https://github.com/sapier/minetest/tree/tcp_implementation_2 old clients can still connect, but can't use tcp of course ;-) |
16:38 |
VanessaE |
I may be about at the limit of what my VPS can do though (being as slow as it is, I mean) |
16:39 |
VanessaE |
so I'm not sure how much further of an improvement I'll be able to see :) |
16:39 |
sapier |
ok transmission of data trough tcp might reach the performance borders :-) |
16:40 |
VanessaE |
remind me a little later and we'll give that one a try |
16:41 |
sapier |
ok next step is adding improved unit tests to judge different solutions, after that one I'm gonna give enet a try ... after refactoring connection mess it's quite straight forward adding/removing new protocols ... and interface gets even more clean with each protocol |
16:45 |
nore |
sapier, I have a question: is the minetest protocol different for each of tcp, udp, etc, or is it the same each time and there is only a backend to know which network protocol to use? |
16:45 |
sapier |
I assume when you say "protocol" you actually mean "packet format" no packet format is same for all |
16:46 |
sapier |
put of course for network transmission there is added an additional envelope around that format |
16:48 |
nore |
ok... and yes, when I said minetest protocol, I meant packet format |
16:50 |
sapier |
I guess replacing packet format will never be a quick task no matter how often you refactor |
16:51 |
nore |
I wonder whether we could save some bandwidth by changing the packet format and dropping compatibility... |
16:51 |
sapier |
no we couldn't |
16:52 |
sapier |
as of bandwith usage our current format is quite close to optimum |
16:52 |
nore |
good then |
16:54 |
sapier |
we could add compression of course ... but media cant be compressed and other datare are typicaly < 100 bytes so compression overhead might even add additional data |
16:54 |
sapier |
assuming media is compressed png in most case |
16:55 |
nore |
and are mapblocks sent compressed? |
16:55 |
nore |
if not, we could save some space for example, if the mapblock is only stone... |
16:55 |
sapier |
hmm mapblocks could be an interesting point yes haven't thought about those |
16:55 |
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16:56 |
hmmmm |
... |
16:56 |
hmmmm |
have you people never looked at mapblock serialization? |
16:56 |
sapier |
but that's finetuning first we need to find a way to decide what future network protocol will be |
16:57 |
nore |
hmmmm, no, I haven't |
16:57 |
hmmmm |
also a bare binary protocol isn't close to optimum :)... you can do even better with data prediction |
16:57 |
sapier |
no I haven't done anything about maps by now hmmmm I usually ask you for those things ;-) |
16:57 |
nore |
how are they serialized? |
16:57 |
sapier |
data prediction is something completely different ;-) |
16:57 |
hmmmm |
have you ever seen Efficient XML? |
16:58 |
sapier |
xml isn't a binary format ;-) |
16:58 |
hmmmm |
well |
16:58 |
hmmmm |
the structure of XML doesn't need to be |
16:58 |
hmmmm |
binary XML isn't anything new |
16:58 |
hmmmm |
see infoset |
16:58 |
sapier |
for what I see we don't have a lot of redundant information in our packets |
16:59 |
hmmmm |
well Xpath infoset to be precise |
16:59 |
iqualfragile |
https://github.com/minetest/minetest/pull/1076 merge plz, tested with server using those patches, its still possible to connect using a 0.4.6 client (and one using that code obv.) |
16:59 |
sapier |
if the information is relevant for the sending entity is out of scope of packet format ;-) |
16:59 |
iqualfragile |
0.4.6 is the version of minetest included in jessie |
17:00 |
sapier |
1076 is not meant for direct merge |
17:01 |
iqualfragile |
why not? |
17:02 |
sapier |
lots of cleanup missing |
17:02 |
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17:05 |
sapier |
most of that cleanup is in my tcp branch right now but I guess I'm gonna extract it soon |
17:05 |
sapier |
ok maybe not soon ... first I'm gonna write the protocol unit tests |
17:07 |
hmmmm |
wouldn't it be a better idea to use clock_gettime() instead of gettimeofday() and just include a wrapper for windows around gettimeofday? |
17:07 |
hmmmm |
iirc gettimeofday() is poor on performance because on some platforms it does a system call |
17:08 |
sapier |
give me a hint where in code you are right now |
17:08 |
hmmmm |
I'm just speaking in general |
17:08 |
hmmmm |
but the new JSemaphore wait |
17:09 |
hmmmm |
apache's use of gettimeofday() used to be a really big performance bottleneck on freebsd |
17:09 |
sapier |
you could be right yes but we need to be carefull about right clock usage (not sure if current way is correct in any case) |
17:09 |
hmmmm |
don't know if it's still the same way anymore |
17:10 |
sapier |
especially we need to be sure to use the same clock as semaphore will use for timout |
17:12 |
hmmmm |
CLOCK_REALTIME should be essentially the same as gettimeofday() but with more resolution |
17:13 |
hmmmm |
I really don't like sem_timedwait's use of an absolute time, because it can be affected by changing the clock |
17:13 |
sapier |
I know |
17:13 |
hmmmm |
gotta wonder what they were thinking when they came up with it |
17:13 |
sapier |
that's ugly if you have a better idea how to do it you're welcome |
17:14 |
hmmmm |
the obvious thing is to use a relative time |
17:14 |
hmmmm |
but you can't go back in time and change the spec |
17:14 |
hmmmm |
well SysV |
17:14 |
sapier |
relative time would've been more work to implement ;-) |
17:17 |
sapier |
hmm semaphore timeouts may use a different timesource as CLOCK_REALTIME too ... :-( another ugly thing |
17:18 |
hmmmm |
the timesource should be the same, the UTC on-the-wall clock |
17:18 |
sapier |
"If the Timers option is not supported, the timeout shall be based on the system clock as returned by the time() function." I just don't know what is meant wit timer option |
17:19 |
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17:20 |
sapier |
"Timers" is an optional semaphore feature as of IEEE Std 1003.1 ... guess best thing would be use clock_gettime and fallback to gettimeofday ... or just live with errors in case no realtime clock is available ;-) |
17:24 |
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18:15 |
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18:35 |
celeron55 |
i managed to make a ridiculously hacky qmake build of irrlicht in the sailfish sdk 8) i had to write my own wayland backend for irrlicht, to which i hand the window and display pointers from a qt program |
18:36 |
celeron55 |
this mer/sailfish/whatever sdk is the most obscure thing i have ever seen |
18:39 |
celeron55 |
it's theoretically possible to use this toolchain with cmake, but the information for actually figuring out how to do that simply doesn't exist, so i guess next i'll try to just cram minetest into this same qmake project |
18:47 |
celeron55 |
t3 |
18:47 |
celeron55 |
-t3 |
19:05 |
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19:17 |
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19:33 |
VargaD |
celeron55: do you have adevice to run mer/salfish? |
19:42 |
celeron55 |
yes |
19:42 |
celeron55 |
Using renderer: OpenGL ES 2.0 V6.0 AU@ (CL2961769) |
19:42 |
celeron55 |
Qualcomm |
19:42 |
celeron55 |
8) |
19:44 |
VargaD |
nice :) |
19:49 |
celeron55 |
../../test3/minetest/mtsrc/src/game.cpp:3477:1: internal compiler error: in extract_insn, at recog.c:2113 |
19:49 |
celeron55 |
ohsit |
19:50 |
celeron55 |
the sailfish sdk uses gcc 4.6; apparently it's a good idea \o/ |
19:55 |
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20:44 |
VargaD |
Does it compilacted to add support for more "worlds" in a server? (and also possibility to move to other world in the game) |
20:51 |
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21:07 |
VanessaE |
um, wut> |
21:07 |
VanessaE |
terminate called after throwing an instance of 'con::PeerNotFoundException' |
21:07 |
VanessaE |
what(): GetPeer: Peer not found (possible timeout) |
21:07 |
VanessaE |
/home/minetest/Scripts/minetestserver-survival.sh: line 22: 25197 Aborted |
21:12 |
sfan5 |
VargaD: shouldn't be that hard, you would just need multiple server environments |
21:20 |
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21:22 |
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21:36 |
celeron55 |
http://c55.me/random/2014-01/tscrot-2014-01-01_23-34-11.png |
21:36 |
celeron55 |
lol epic |
21:36 |
VanessaE |
well at least it RUNS :D |
21:37 |
VanessaE |
(insert Xzibit/yo dawg here) |
21:37 |
VanessaE |
all you need now is one of those mods in the game that runs a virtual computer e.g. forth or whatever |
21:37 |
celeron55 |
i have sacrificed my brain to the god of awful crap |
21:37 |
celeron55 |
you won't believe what this thing already contains |
21:38 |
hmmmm |
guys |
21:38 |
hmmmm |
come on i'd like to make a release this century so we can get new stuff |
21:38 |
VanessaE |
celeron55: at this point, I think I'd believe almost anything :P |
21:38 |
celeron55 |
also, this doesn't for example actually work |
21:39 |
celeron55 |
there's no input system at all in place (no mouse, no keyboard, no tocuh), and sailfish thinks this isn't responding (while it is) and kills it after a few seconds |
21:39 |
celeron55 |
hmmmm: how about hilighting the people who you actually need for that |
21:39 |
hmmmm |
I don't know who does it normally |
21:40 |
celeron55 |
see wiki |
21:40 |
hmmmm |
I need someone who updates the debian repo, updates the website, and builds the windows versions |
21:41 |
hmmmm |
sapier and sfan might build windows versions so that's why I'm not singling any one person out for that |
21:41 |
celeron55 |
i can try the launchpad stuff (but it's kind of a post-release thing) |
21:41 |
hmmmm |
alright |
21:41 |
hmmmm |
after release then |
21:41 |
sfan5 |
hmmmm: s/sapier/xyz/ that is how it was last time |
21:41 |
celeron55 |
and after that there's plenty of people who can update the website |
21:41 |
celeron55 |
so you need the windows build and nothing else really |
21:41 |
hmmmm |
and I also need word from shadowninja to see if the serverlist works or not |
21:41 |
celeron55 |
and it needs to be tested before tagging |
21:41 |
xyz |
oh god what's the point of porting it to an os no one uses |
21:42 |
hmmmm |
xyz, woudl you like to build a windows version for minetest? |
21:42 |
xyz |
right now? sure |
21:42 |
PilzAdam |
hmmmm, when do you plan to release? |
21:42 |
hmmmm |
RIGHT NOW |
21:42 |
hmmmm |
alright |
21:42 |
hmmmm |
we have the gang together |
21:42 |
PilzAdam |
without a feature freeze? |
21:42 |
hmmmm |
about that |
21:42 |
hmmmm |
what we need is for the master branch to be in what you could consider a stable state |
21:43 |
hmmmm |
a feature freeze is just a formal way of telling people to stop adding new shit |
21:43 |
celeron55 |
xyz: well, why not, if it's doable; sailfish is going to get a lot more users after some time |
21:43 |
hmmmm |
there has been nothing but bugfixes and very minor enhancements for the past 2, no 3 weeks |
21:43 |
hmmmm |
s/has/have/ |
21:43 |
PilzAdam |
https://github.com/minetest/minetest/issues?labels=&milestone=2&page=1&state=open |
21:43 |
sfan5 |
can we add the tab playerlist (w/o lua) before 0.4.9? |
21:43 |
hmmmm |
set_sky() is controversial, dunno about that yet |
21:43 |
hmmmm |
tab playerlist, NO. |
21:43 |
hmmmm |
it doesn't work |
21:43 |
sfan5 |
>(w/o lua) |
21:44 |
hmmmm |
it doesn't matter |
21:44 |
xyz |
celeron55: dunno; I heard it runs android apps so I see very little point in porting to it; it'd be much better for someone to write a generic touch screen ui instead |
21:44 |
sfan5 |
mhm, ok |
21:44 |
hmmmm |
it'll be in the next release |
21:44 |
PilzAdam |
formspec table needs to get in to make the menu more useable |
21:44 |
hmmmm |
it's fine if this happens once every month and a half |
21:44 |
celeron55 |
xyz: well yeah, it runs freeminer just fine |
21:44 |
hmmmm |
those two bugs, I have no idea about |
21:44 |
PilzAdam |
it should have been done last release alraedy |
21:44 |
hmmmm |
well that's alright |
21:45 |
celeron55 |
xyz: i mean... buildcraft |
21:45 |
hmmmm |
it needed to get in a more finished state then |
21:45 |
celeron55 |
xyz: but i want to learn the toolchain of this thing so i might just as well do it with minetest |
21:45 |
hmmmm |
and then it was enhanced and now it's in a semi-broken state |
21:45 |
xyz |
I see |
21:45 |
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21:45 |
hmmmm |
I need to consult with sfan more about that |
21:45 |
hmmmm |
so PilzAdam, bump the version of minetest_game and tag it, would you? |
21:46 |
PilzAdam |
lets wait for the win builds first |
21:46 |
hmmmm |
sure |
21:46 |
hmmmm |
man, I wanted to do this last night |
21:46 |
* sfan5 |
makes a win build |
21:47 |
PilzAdam |
https://github.com/minetest/minetest/blob/master/doc/menu_lua_api.txt#L1 <- can we get this right this time? |
21:47 |
sfan5 |
umm.. aren't windows builds pointless now when the version was not bumped yet? |
21:47 |
hmmmm |
yeah |
21:47 |
PilzAdam |
sfan5, to see if it builds at all |
21:48 |
hmmmm |
I'm doing that in a second |
21:48 |
hmmmm |
that also |
21:48 |
hmmmm |
and PilzAdam, yes I did that |
21:49 |
hmmmm |
so I'll push the version bump if windows compiles successfully |
21:50 |
PilzAdam |
is the changelog up to date this time? the one for 0.4.8 is still not updated |
21:51 |
hmmmm |
I guess not |
21:51 |
hmmmm |
who cares about the changelog, we can do that later |
21:51 |
hmmmm |
or whoever does the changelog |
21:51 |
PilzAdam |
"we can do that later" <- see 0.4.8 changelog |
21:51 |
PilzAdam |
nobody cares about that after a release |
21:52 |
hmmmm |
just point to the URL of the commit log |
21:52 |
VargaD |
nice window manager celeron55 |
21:52 |
PilzAdam |
we write the changelog for users who dont understand / dont have enough time to look through the commit log |
21:53 |
sfan5 |
hmmmm: builds successfully |
21:54 |
hmmmm |
great |
21:54 |
celeron55 |
VargaD: it's the best one out there; i recently tried gnome, kde and mate when i bought a new computer and those just sucked 8) |
21:55 |
hmmmm |
wtf is with the -dirty thing |
21:55 |
hmmmm |
that's giving me problems |
21:55 |
VargaD |
Which one you are using celeron55? |
21:56 |
PilzAdam |
it appends that if you have uncommited changes in the git repo |
21:57 |
celeron55 |
VargaD: this is icewm, with the glorious yellowmotif theme; almost default configuration; let's not offtopic more |
21:58 |
hmmmm |
alright I can't get it |
21:58 |
hmmmm |
I tried refreshing the cmake, I tried make cleaning, I tried everything |
21:58 |
VargaD |
sorry, I was just curious, btw I'm running awesome |
21:58 |
PilzAdam |
hmmmm, should I try it? |
21:59 |
hmmmm |
hrmm |
21:59 |
hmmmm |
I dunno |
21:59 |
hmmmm |
it'll probably work for you |
21:59 |
hmmmm |
something is busted with my own setup |
21:59 |
celeron55 |
VargaD: awesome is probably equally designed for real use 8) |
22:00 |
xyz |
hmmmm: just edit cmake/modules/GenerateVersion.cmake |
22:00 |
hmmmm |
that's the hacky way though |
22:01 |
xyz |
this shit is so annoying though |
22:01 |
hmmmm |
I know |
22:01 |
hmmmm |
I want to soo get rid of it |
22:01 |
PilzAdam |
rm .git and build |
22:01 |
xyz |
that's the easiest way |
22:01 |
xyz |
if we're releasing in a rush anyway |
22:02 |
hmmmm |
oh |
22:02 |
hmmmm |
you need to make the tag first |
22:03 |
hmmmm |
got it |
22:03 |
PilzAdam |
https://github.com/PilzAdam/minetest/commit/ed640d5daaed2f9781ac9623355800476510a08b |
22:04 |
hmmmm |
I already did the same exact thing |
22:05 |
PilzAdam |
no, you didnt |
22:05 |
PilzAdam |
there is a "=" missing in doc/menu_lua_api.txt |
22:05 |
hmmmm |
oh come on |
22:05 |
hmmmm |
one =? |
22:06 |
PilzAdam |
.... and you already taged it without waiting for MSVC build |
22:06 |
hmmmm |
you needed to tag it in order for GenerateVersion to produce the right version string |
22:06 |
PilzAdam |
only if you build in a git repo |
22:06 |
xyz |
firstly you need to confirm that msvc build works |
22:06 |
hmmmm |
sfan5 did that |
22:07 |
PilzAdam |
no, sfan5 builds with mingw |
22:07 |
hmmmm |
well |
22:10 |
xyz |
by the way, was the subsections thing by celeron55 accepted? |
22:17 |
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22:22 |
xyz |
I've uploaded my build to github release draft |
22:31 |
* sfan5 |
is still building |
22:42 |
sfan5 |
uploaded mine! |
22:46 |
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23:02 |
VanessaE |
still about 1 hour to go if you guys still wanna get that release done on Jan 1 (it is 23:03 UTC) |
23:21 |
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